_____ _____ _____ _____ ______ _____ ___ | __ \_ _|/ ____|/ ____| /\ | ____| /\ | __ \__ \ | | | || | | (___ | | __ / \ | |__ / \ | | | | ) | | | | || | \___ \| | |_ | / /\ \ | __| / /\ \ | | | |/ / | |__| || |_ ____) | |__| |/ ____ \| |____ / ____ \ | |__| / /_ |_____/_____|_____/ \_____/_/ \_\______/_/ \_\ |_____/____| 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. That's all I ask of you when you e-mail me. Thank you. The only two sites where this FAQ can be hosted is at www.gamefaqs.com and www.gamewise.co, meaning no other sites will be allowed to host this FAQ/Walkthrough. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| TABLE OF CONTENTS |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O A search system has been implemented to help you find a mission easier. Hit CTRL + F in your browser window, then type in the name of the mission to jump right to it. I. Introduction II. Game Basics III. Walkthrough A. The Qualities of an Overlord........................A100 B. The Arrival of the Mysterious Angel Girl Sicily.....A110 C. The Netherworld's Evilest Warrior...................A120 D. An Idol Overlord is Born!?..........................A130 E. The Celestial Suspicion.............................A140 F. Etna's Letter.......................................A150 G. The Truth About Angels..............................A160 H. The Overlord's Heir.................................A170 I. The Missing Angels..................................A180 J. The Eternal Netherworld.............................A190 IV. Post-Game Walkthrough A. Unending Concert....................................B100 B. Piglet's Growth.....................................B110 C. Prinny Land.........................................B120 D. Cave of Ordeals.....................................B130 E. Melancholy of Barbara...............................B140 F. Kid Death's Lament..................................B150 G. Eye Beams...........................................B160 H. Dark Hero Show......................................B170 I. Kidnapper of Avarice................................B180 J. Challenging a Tyrant................................B190 K. Evilest Man.........................................B200 L. Prinny Land Part 2..................................B210 M. The Ultimate Play Through...........................B220 V. Updates VI. Frequently Asked Questions VII. Acknowledgements O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| I. INTRODUCTION |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Welcome to my FAQ/walkthrough for Disgaea D2: A Brighter Darkness. I've always been a big fan of the Disgaea series, as I felt it offered plenty of content for what it costs. I love being able to level to 9999 or delve into the Item World of anything you have in your inventory, always getting stronger until you finally defeat that final secret boss. This guide will cover the walkthrough for the main story, at first, from the very beginning until the final chapter. I will try to include detailed information about each of the battles that takes place, including the enemies that appear and even if there are huge changes if attempting that map a second time. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| II. GAME BASICS |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Disgaea D2 is a strategy role-playing game, where the game's flow takes place between Laharl's Castle and on isometric, grid-based maps for battle. In Laharl's Castle, the player can do many things, such as visiting the Hospital to heal allies, shop at RosenQueen for new armor and weapons, or even visit the Item World, which are randomized dungeons that are available in every single item in the game. .--------------. ======| Cheat Shop | '--------------' The Cheat Shop is a new NPC that is located in the gardens area of the castle, which can be found by using the exit located in the library. The NPC is kind of hidden, but rotating the camera will reveal his location. This NPC controls a lot of the extra stuff like making enemies stronger, as you can manually set the number of stars (0 to 20) that were controlled by Stronger Enemy Bills in previous entries. You can also control the percentage of Experience, Mana, Hell, Weapon Mastery, and Special Skill Experience you get by adjusting the Cheat Points for each category. Each category is set at 100% at the beginning of the game, but as you clear episodes in the story, you can adjust this to make it so you earn more experience. However, in order to increase one, you have to decrease another. When you complete the story, you unlock the ability to toggle on and off Land of Carnage mode, which is similar to its previous incarnations. There is also Rasetsu Mode, which allows your stats to extend beyond the current cap, and you will also be able to level an item to level 999. .----------------. ======| Demon's Dojo | '----------------' The Demon's Dojo is a new service that is similar a little bit to the clubs in Disgaea 3, although they function differently. After clearing Nameless Wilderness (stage 1-4), it becomes unlocked and you will be able to train your characters in eight different training regiments. As you complete more episodes, you'll eventually unlock more training methods, with all of them available when you finish the main story. The way it functions is that whoever is training under that method will gain bonus points for that stat whenever they level up. These are permanent until you go and reincarnate that character. At the beginning, you can only place one character at a time into each training, but as you complete battles with that character alive and present at the end, you'll be able to place more characters and the stat increase will go up as well (up to four characters maximum). .---------------------------. ======| Other Additions/Changes | '---------------------------' This section will deal with the other additions and changes to the already existing services in the game. - Dark Assembly mostly stays the same, except you have the option to pass a bill by paying Hell. - Rosen Queen Shops are the same, but the Product/Customer Rank are different this time around. Product Rank is limited to the episode of the story you're on, with every new episode enabling you to increase it by one by passing the More Expensive Stuff bill in the Dark Assembly. The maximum after clearing the end of the story is 10, but it can be increased twice more by clearing specific stages. Customer Rank functions the same as before, except increasing it will give you discounts. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| III. WALKTHROUGH |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O .-----------------------------------. ============| A. The Qualities of an Overlord | (A100) '-----------------------------------' The first episode of the game will introduce (or reintroduce, if you're familiar with the series) some of the basics for Disgaea D2. Something that has become a staple of the Disgaea series is three hidden chests in set locations throughout the hub world at the beginning of each episode. The chests are in the following locations: - Behind Laharl's throne - In Laharl's bedroom - Behind Arum, the shopkeeper Once you gain control, get used to everything and feel free to explore the castle. There's not much you can do for now, but you can visit the Cheat Shop to adjust things like getting less HL for more EXP. When you're ready, go to Meaver and select the first stage. .-------------------. ======| Battle Basics 1 | '-------------------' ENEMIES - Lv. 1 Ghost (x1) - Lv. 1 Mothman (x2) This battle will teach you the basics to fighting, including moving, attacking, team attacks, comboing and more. It shouldn't prove to be much trouble finishing this battle, as you only fight one Ghost and two Mothmen. In fact, Laharl and Etna should be able to finish them off in one hit and they shouldn't do much damage to you. - Finishing this battle will open up the Hospital and Rosen Queen shops. .-------------------. ======| Battle Basics 2 | '-------------------' ENEMIES - Lv. 1 Ghost (x1) - Lv. 1 Mothman (x2) The second tutorial stage will focus on lifting and throwing, two very important aspects of the game, especially later on. Watch the tutorial and then get ready to do your own. Note that the Mothmen will not move or attack unless you are right next to them, but the Ghost will attack right away. In order to even attack the Mothmen, you will need to utilize the wooden boxes. Pick them up and throw them next to the Mothmen, which will allow you to reach them. Note that you can also throw your Prinnies to damage the enemies, should you choose to do so, but you will have to revive them at the Hospital after the battle. - Finishing the battle will open up the Data Collection NPC. .---------------. ======| Geo Effects | '---------------' ENEMIES - Lv. 2 Ghost (x1) - Lv. 2 Mothman (x3) This tutorial will introduce you to Geo Symbols and everything related to them. Note how at the beginning of the battle, there's a green symbol on the red panel that boosts enemy's stats by 50%. Destroy this and all of the red panels will turn green, which has two very nice effects, Weaken Enemy -50% and EXP +50%. To make the best of this stage, which isn't really much, you want to kill the enemies while they are standing on the green panels, giving you some extra experience. This can be done by luring them to move there, or by throwing them onto the green panels. - The Dark Assembly is now open for business. You will need to create one new character before you can move on, but it might be helpful to get a few new ones, using the next battle to level them up some. Don't forget to equip your new characters with some weapons and armor, if you can afford it. .-----------------------. ======| Nameless Wilderness | '-----------------------' ENEMIES - Lv. 2 Catsaber (x4) - Lv. 2 Mothman (x2) Etna will chime in at the beginning of the battle and say the Catsabers have some annoying Evilities, which are special properties that every unit has. Two of the Catsabers take 50% less damage from female units, while the other two take 50% less damage from monsters. Hopefully you created a few units before this battle, so you should be diverse enough to not have to worry about that. Besides that note about the Evilities, this is a pretty standard battle. The Catsabers shouldn't give too much trouble by themselves, as their HP is low and should die in one hit from Laharl and company, with the same thing for the Mothmen. Note that the Mothmen won't move at all until you get within their range. - Demon Dojo opens up after completing this battle. .----------------. ======| Tainted Soil | '----------------' ENEMIES - Lv. 3 Catsaber (x3) - Lv. 3 Ghost (x3) - Lv. 3 Mothman (x2) The Catsabers return, with each one containing a different Evility. One takes less damage from humanoids, one from female units, and the third from monsters. You probably noticed that there are three Geo Symbols sitting by themselves, with one of the being EXP +50%, which is the only worthwhile one to throw onto the Geo Panels. Notice that the enemies now have equipment, meaning they're going to hit a little harder than usual (they're also level 3), especially if you don't have much equipment on your newly created characters. You might lose a unit or two, especially since the Ghosts can use Fire. If you used the EXP +50% symbol, make sure you kill the enemies on the Geo Panels to reap the benefits of it. - The Support Attack and Protect options open in the Cheat Shop, allowing you to turn them off if wanted. .---------------------. ======| Silent Death Land | '---------------------' ENEMIES - Lv. 4 Catsaber (x1) - Lv. 4 Ghost (x4) - Lv. 3 Catsaber (x4) At the beginning of the battle, the Ghosts and two Catsabers on the side will likely charge your position, so don't bring out all of your characters yet. If you do, the Ghosts will bombard them with their Fire spells. Since they'll be closer on the second turn, you can start bringing out your characters. The rest of the Catsabers will likely move in after your second turn, so make sure you take out as many enemies as you can before they get into range. There isn't really much else to this battle besides brute force. Since the Ghosts have magic, they should be taken out first, with the Catsabers a lesser priority. .------------------------. ======| Withered Local Pride | '------------------------' ENEMIES - Lv. 5 Mothman (x4) - Lv. 5 Pumpkin (x4) This can be an annoying stage, because of the Evility the Mothmen have, as well as the fact that Pumpkins will be inflicting status ailments on you. The Mothmen will make it so there's a higher chance of status ailments being afflicted, with the Pumpkins having a 50% base chance of inflicting all of them when they attack, which will likely happen often. It also doesn't help that the Geo Panels are all under the effect of Silence, meaning you won't be able to use skills while standing on them. There's also a lone symbol sitting way in the back, which gives Ally Boost +50% and can be very helpful. One of the first things you should do is throw someone over to the Silence symbol and destroy it, which will make the panels all red, giving the Ally Boost +50% effect. This will allow you to mitigate some of the damage done by the Pumpkins, who should be the primary targets for now, as the Mothmen won't move unless you get into range. If you have a Priest at level 3, they will have learned the Espoir skill, which is very helpful here. .----------------. ======| Filthy Ruins | '----------------' ENEMIES - Lv. 6 Grosso - Lv. 5 Fighter (x3) - Lv. 5 Mothman (x2) - Lv. 5 Pumpkin (x2) Welcome to the final battle for the first episode. Gross himself isn't too bad, but the combination of the other enemies makes this the most difficult map thus far. The Mothmen and Pumpkins have the same combination of Evilities as last battle, meaning someone is likely to have many status ailments on them, making Espoir an important spell to have. The Fighters are also a problem, since they know Blade Rush, so don't group your characters in lines of three. Grosso will likely use Star and Poison, but he stays still unless you get into his range. When the battle starts, stay close/behind your Base Panel, so as to not attract the attention of Grosso. This means that your concentration should probably be on the Pumpkins first, to avoid the status ailments, then the Fighters or Mothmen second. Hopefully you've been upgrading equipment to better ones if you could afford it, as that definitely helps with the battle some. With all other enemies gone, taking out Grosso shouldn't pose any problems. - On subsequent visits, everything is the same, except Grosso is not there. .------------------------------------------------------. ============| B. The Arrival of the Mysterious Angel Girl Sicily | (A110) '------------------------------------------------------' The second episode of the game introduces you to an angel from Celestia named Sicily that wants to become the Overlord. Things will get slightly more challenging beginning with this episode, so if you find yourself getting best, go back to a previous map and level up some. The chests are in the following locations: - Right by where you start - Garden area, opposite side from Cheat Shop NPC - Next to Laharl's throne .-----------------. ======| Unmoving Land | '-----------------' ENEMIES - Lv. 6 Green Slime (x4) - Lv. 6 Heretic (x2) - Lv. 6 Red Skull (x2) The Red Skulls are perched on a cliff that will give them slightly more range, so don't bother getting too close to them until you clear the rest of the enemies. The Green Slimes have an Evility (Gel Body) that will greatly reduce the damage from physical attacks, so hopefully you brought along an elemental Mage or Skull here (preferably one with Fire, since the Green Slimes are weak to it). The Heretics aren't too bad, but they do know the Heal spell, so they might be a nuisance by healing the Slimes. Concentrate on the Slimes first while staying out of range from the Red Skulls, then use someone with good fire resistance to get close to the Skulls to take them out. .---------------. ======| Cold Breath | '---------------' ENEMIES - Lv. 8 Shaman (x1) - Lv. 6 Zombie (x9) Depending on your strategy, this can be a long stage. There is a Geo Symbol affecting most of the map, which lowers attack by 50%. While it looks like a burden at first, it might actually help in the long run, since the Zombies have an Evility that lets them recover HP based on the amount of damage they do and the reduction in attack will definitely limit their damage. The Shaman up top isn't much trouble and will likely stay still until you get into range. If you want to get rid of the Geo Effect, toss a character over to the corner with the Symbol and destroy it. This will help by cutting off some HP from some Zombies, since the Symbol is null and will cause the explosion after clearing all Geo Panels. .-------------------. ======| Ice Demon Grave | '-------------------' ENEMIES - Lv. 10 Red Mage (x5) - Lv. 8 Pvt. Prinny (x11) This is a pretty easy map, thanks to all of the Prinnies, of which there are three variations with three different Evilities. Since Prinnies explode when thrown, go to the first one on the map and throw it towards the others, causing a chain reaction that will leave the Red Mages pretty beaten up. Clean up the Red Mages to easily clear the battle. .------------------. ======| Freezing Winds | '------------------' ENEMIES - Lv. 10 Dragon (x1) - Lv. 8 Pvt. Prinny (x3) - Lv. 8 Red Mage (x2) - Lv. 8 Zombie (x4) Take a look at the battlefield at first and you'll notice two things. There are two islands that are separate from the main piece of land, each containing two Zombies and a Red Mage (with Wind). The other thing is that the main piece of land is covered with the nasty Enemy Boost +50% effect. The Geo Symbol with this is on the further of the two islands. With a Gun user, you can hit the Geo Symbol from the main land. What you want to do is get a tower together and throw a Gun user towards the further island and then hit the Geo Symbol there. Note that this character will likely die from being swarmed, but the goal was to get rid of the Enemy Boost + 50% effect (they might not with the DEF +50% effect). Concentrate on the Prinnies and Dragon first, then use ranged attackers to clear the islands. If you don't have good ranged attackers, you will need to throw characters onto the islands. .-------------------. ======| Winter Ridicule | '-------------------' ENEMIES - Lv. 8 Thief (x4) - Lv. 7 Alraune (x5) This can be an easy battle with the right strategy, as the Alraunes will go onto the Geo Symbols with their first turn, and just sit there and cast Shield and Magic Wall on each other until you get into range. In fact, they don't seem to move at all throughout the whole battle, so you can take advantage of that. All of the Geo Symbols are sitting on a raised island with Thieves, who will come after you on their first turn. To easily clear the battle, use a strong defensive character to lure the Thieves down, so you can defeat them all. When they're all gone, get a character to move up to the Geo Symbols and destroy them. This will make the Alraunes a lot easier to defeat. .----------------. ======| Silver Witch | '----------------' ENEMIES - Lv. 12 Sicily - Lv. 10 Fafnir - Lv. 8 Dragon (x3) On the enemy's first turn, Sicily will mount the Fafnir and its Mounted Skill, Sky High Dragoon, can do some damage (it hits in a cross pattern). However, if you hang back, Sicily will not come after you unless you get in range. This is easy by staying behind your Base Panel, which will give you plenty of time to deal with the Dragons. The Dragons have more HP than normal because they have Kung-Fu Muscles equipped. If you have a Thief, you can try stealing them to make them easier to kill. If not, then you will have to push through their slightly higher HP. Try to concentrate on the Dragons and when they're finished, spread your party out enough and go after Sicily. Once the Fafnir is gone, Sicily isn't too tough, but she does have some spells to watch out for. Angelic Knuckle hits around her and 451 Degrees of Evil only hits one target. The ones to watch out for are Star and Gone with the Cotton, with the latter able to inflict sleep. If you have a Thief and don't have an Imperial Seal yet, you can try to steal it from Sicily. - On subsequent visits, you fight four Lv. 8 Dragons, with the same equipment as before. .----------------------------------------. ============| C. The Netherworld's Evilest Warrior | (A120) '----------------------------------------' When you begin this episode, the dimensional portal is locked and you can't play any stages. It will remain locked until you visit the Item World at least once. It doesn't matter if you do anything in the Item World, as you will get a free Mr. Gency Exit item upon entering. Note that you can visit any item you want, but if you want to do something practical, buy/use the item with the highest Item Rank and go until you either reach floor 10 or things get too challenging (using the above item to leave). Once you leave the Item World, the portal will be open again. The chests are in the following locations: - Laharl's Bedroom - Next to the jukebox in main castle area - Next to Rosen Queen shops .-----------------------. ======| Castle Wall Defense | '-----------------------' ENEMIES - Lv. 13 Grosso - Lv. 9 Archer (x2) - Lv. 9 Gargoyle (x5) - Lv. 7 Archer (x6) One of the first things you'll notice in this battle is the line of Gargoyles in the front, all of which have the Stone Statue Evility. This gives them extra defense as long as they don't move, so you're going to need to move them forcefully, by using Fist skills (throwing doesn't negate their Evility). Move too close to the Gargoyles and the Archers will start moving towards you, picking your characters off one by one with their ranged attacks. The Gargoyles do move, but they will likely stay put and once they're gone, the rest of the battle should be easy. While the Archers might do some damage, they go down quick and Grosso isn't too troublesome by himself. - On subsequent visits, everything is the same, except Grosso is not there. .-----------------------. ======| Heartless Main Gate | '-----------------------' ENEMIES - Lv. 12 Genin (x2) - Lv. 12 Genin (x2) - Lv. 12 Genin (x1) - Lv. 11 Gargoyle (x3) - Lv. 10 Gargoyle (x2) The main path is benefitting from a DEF +50% Geo Effect and the same kind of Gargoyles from the last battle make their appearance once again. To add to the pain, the Genin behind them will move into position and blast you with Poison. This is an annoying spell, since it does good damage over time that ignores all DEF and RES. You can do one of two things here, either benefit yourself from the DEF +50%, or throw a character behind the enemy line and destroy Geo Symbol providing the effect. This will make it a lot easier to kill the enemies, especially the Genin, since they have annoying Evilities that make it easier for them to dodge attacks. .--------------------. ======| Evil Plans Foyer | '--------------------' ENEMIES - Lv. 14 Rainier - Lv. 12 Archer (x3) - Lv. 12 Gargoyle (x4) - Lv. 12 Green Skull (x3) This can be an annoying and challenging battle, especially if you don't realize what's going on. You'll notice some treasure chests on the field, which actually supplement Rainier's Evility, giving the other enemies a total increase of 20% to their stats. That means you're going to want to destroy the chests, likely with a ranged character, preferably a magic, Bow or Gun user. As for Rainier herself, she's not too bad, but does have a few spells to keep an eye out for, such as Tentacle of Death, although it only hits one person. The other big problem on the stage are the two Gargoyles on the second floor, with the nearby Green Skull and Archer mounting them. Their Mounted Skill, Granite Checkmate, can do some decent damage and hit a pretty good area, so don't bunch your characters together. You want to try and draw the bottom floor enemies to your position first and take them out, making sure not to get too close to the stairs. If you quickly take them out, you can entice the others to come down the stairs. Rainier shouldn't last too long, as Sea Angels tend to be pretty easy to kill and once you get rid of the Gargoyles that are being mounted, the rest of the battle should fall into place. - On subsequent visits, everything remains the same, except Rainier isn't there. .----------------------. ======| Conspiracy Landing | '----------------------' ENEMIES - Lv. 16 Garungun - Lv. 15 Golem (x2) - Lv. 14 Fight Artist (x4) - Lv. 14 Wind Spinner (x4) A good portion of this map is benefitting from a DEF +100% Geo Effect, which shouldn't be messed with, as it greatly benefits you and you're going to need to sacrifice a character or two to get to the Geo Symbols. As you're fighting the enemies, you're going to want to try and get them to stand on the spots not affected by the Geo Effect. The Wind Spinners will come over the railing first, so you'll want to line up length-wise to prevent any of them getting onto the DEF +100% squares. Take them out quickly and then get the Fight Artists to come. Note that Garungun and his two Golem friends are able to hit from two squares away, so adjust accordingly. Garungun's Evility will fully heal him and give his stats a 30% bump, only if he survives an attack that puts his HP under 25%. That means you don't want this to happen, so plan the attack to make sure you finish him off without triggering his Evility. .--------------------. ======| Corridor of Hell | '--------------------' ENEMIES - Lv. 15 Genin (x3) - Lv. 15 Killer Armor (x3) - Lv. 15 Masked Hero (x3) - Lv. 15 Warrior (x1) - Lv. 14 Lady Fighter (x6) This battle will take some time, as you will likely need to split your party up due to the layout of the map. There are various No Entry panels on the map, blocking off sections and you need to destroy Symbols at various spots, opening up the paths. The problem is that the No Entry panels and their corresponding symbols will alternate between the left and right paths, making it so you have to split your party or take a long time to get into position. The first set of enemies are Lady Fighters with spears, who are able to hit you with their skills and normal attack from behind the No Entry lines. Of course, you can do the same, so utilize that fact to get rid of the Lady Fighters before destroying the symbols in place. The Masked Heroes can't hit you from behind their spot, but the Genin can, so don't get too close to them yet. When you encounter the Genin, attack from the sides or behind, as their Evility gives them increased evasion if you attack from the front. The biggest problem will be the Killer Armors, since their Evility will boost their attack by 240%, thanks to you killing 12 of their allies. Note that whenever you hit the last No Entry symbol, a Geo Chain will occur that will damage the rest of the enemies some, as well as max the Bonus Gauge out. Since the Killer Armors are going to have some pretty high Attack, it's best to try and take them all out as quickly as possible before they get a chance to attack. Once they're gone, you will have a lone Warrior, who shouldn't give you any trouble at all. .-----------------. ======| Inner Sanctum | '-----------------' ENEMIES - Lv. 18 Barbara - Lv. 18 Garungun - Lv. 18 Grosso - Lv. 18 Rainier - Lv. 16 Archer (x3) - Lv. 16 Green Mage (x3) - Lv. 16 Lady Warrior (x2) It should be noted that Grosso, Rainier and Garungun will not come after you unless you get within their range, so you won't have to worry about them (you don't even need to kill them to complete the battle). With that said, Barbara is quite a tough cookie, as her skill can do quite a bit of damage, most likely killing off your characters with low HP in one hit. Thankfully, she doesn't have much SP and her skill uses up quite a bit, so she should only be able to use it twice before not being able to use it again. At the beginning of the battle, it might be best to stick around your Base Panel and let the enemies come to you. In terms of danger, the Green Mages should be taken out first, especially if you have any characters vulnerable to ice, then the Archers second. The Lady Warriors are equipped with a sword, so don't line up them up for Blade Rush. As mentioned before, defeat everyone except Grosso, Rainier and Garungun to finish the battle. - On subsequent visits, you fight a group of five Zombies. .---------------------------------. ============| D. An Idol Overlord is Born!? | (A130) '---------------------------------' At the beginning of this episode, something strange happens to Laharl, which changes his Evility. Now, he'll gain a 25% stat bonus whenever he kills a higher-leveled enemy. While Etna also goes under a change, it is purely cosmetic and have no direct effect on her character. The chests are in the following locations: - In the throne room - Behind the Rosen Queen's counter, on top of the bookcase - Near the Cheat Shop NPC outside .----------------. ======| Ticket Booth | '----------------' ENEMIES - Lv. 17 Genin (x3) - Lv. 17 Onmyo Trainee (x3) - Lv. 17 Zombie (x6) There are three Zombies near where you begin, who won't move nor attack unless you get right next to them. They also are on panels that give them a DEF +50% bonus, and these panels extend all the way to right next to your Base Panel. There's No Lifting and No Ranged on those panels, too, so you will need to get up close and personal to get rid of them. The problem is that the rest of the enemies will move towards your position from the beginning. These include Genin, who can use Poison, although they can't use it on the red panels (unless they're next to you). You can use high defense allies on the panels, while your other characters stay behind and on the side, to avoid the No Ranged portion of the panels. .--------------------. ======| Merchandise Area | '--------------------' ENEMIES - Lv. 19 Enthusiastic Fan - Lv. 18 Fury Fatalist (x7) - Lv. 18 Gunner (x3) - Lv. 18 Shaman (x4) One of the first things that needs to be done is taking out the two Shaman on the metal thing near your Base Panel, as their Evility will decrease your stats. You can easily reach them if you have a character with a throw stat of 5, which both a Warrior and Laharl will have. Throw up a strong enough character that can take them out quickly. The rest of the battle should proceed normally, without too many problems. The Fury Fatalists are the most troublesome here, as their counterattacking prowess can deal some good damage. Approach the second set of enemies carefully, to avoid them all rushing you. Be careful with the Fury Fatalists first, then go after the Shaman (or vice versa to avoid ailments). .-------------------. ======| Restricted Area | '-------------------' ENEMIES - Lv. 22 Serpent (x3) - Lv. 20 Exorcist (x7) - Lv. 18 Sniper (x3) The Serpents at the back of the map may be a higher than normal level, but they are blocked from getting into the fray by the No Entry panels. That gives you time to deal with the Exorcists and Snipers before they become a problem. The Exorcists have an Evility that makes their attacks 50% stronger when they attack your characters from the front, so try and make your characters face away from them (hold Square and use either left analog or d-pad). The Exorcists also know Nether Slash, so don't group your characters together in a line of three. It's best to throw your best character into the central area to deal with the Snipers, as they will just continually pick your units off. Note that on the fourth turn, the No Entry symbol will move itself off of the panel, negating the whole effect. .--------------. ======| Green Room | '--------------' ENEMIES - Lv. 24 Hoggmeiser - Lv. 22 Beast Tamer (x2) - Lv. 22 Fighter (x4) - Lv. 20 Guardian (x6) Look at the Geo Panel setup for this battle and you will notice there is a little island with an Invincible symbol and no panels. If you want, use a character with a throw of 5 to switch the symbols there to make the yellow panels give the Invincible effect. Of course, you can leave the yellow as is, as they will give off an EXP +50% effect, which can be helpful. The first set of enemies have complementing Evilities, with the Beast Tamer boosting the stats of the Guardians, which will have their defense increased due to not moving. Take out the Beast Tamer first before going after the Guardians. The troublesome thing about the Fighters in the next section is that they can survive a killing attack if they're at full HP. This means you will have to be careful with whoever attacks them, as their attack is boosted by the yellow panels. Whatever you do, do not attack the symbol in the middle of the Fighter area, as this will turn all panels purple and give the whole area an Enemy Boost +50% effect. After the Fighters is another set of Beast Tamer and Guardians, so do the same as last time, but remember they have boosted attack on the yellow panels. The last enemy is Hoggmeiser, who is standing on Enemy Boost +50% panels, meaning you need to get him away from the purple area. If you switched the Invincible symbol to the yellow panels before, you can stay on the yellow area near Hoggmeiser (use three characters to block him) and easily kill him. If you didn't, then get him into the red area and use the DEF - 50% effect to whittle his HP down. His skill hits multiple targets, so don't group them together. .-----------------. ======| Concert Stage | '-----------------' ENEMIES - Lv. 25 Lanzarote - Lv. 23 Diabolist (x8) - Lv. 23 Serpent (x2) *- Lv. 23 Sniper (x4) This is the most challenging battle in the game thus far, so test it out and if you die, either grind out a few levels or go to the Item World to power up some items. Lanzarote's Evility will give a 4% stat boost to all allies, while also decreasing your party's stats by 4%. The first thing you'll notice at the beginning of the battle is the fact you're surrounded. The Diabolists will rip you a new one if they get a chance, meaning that you'll want to kill most of them on your first turn, as they know multi-target skills such as Blade Rush and Nether Slash. The Serpents and Snipers aren't too much trouble, but they can help increase the damage dealt by the Diabolists. Note that they also have an Evility that increases their attack if done from the front, so turn your characters around to face away after their own attacks. If Lanza hasn't caught your attention yet after finishing the Diabolists, then clear the rest of the enemies and lure her off her panel, where she likely buffed herself. Remember that this battle is one of pure strength and not much strategy, level up some equipment in the Item World if you can't win. .------------------------------. ============| E. The Celestial Suspicion | (A140) '------------------------------' The fifth episode opens up with Laharl returning back to normal, meaning he gets his old Evility back as well. Aside from new training rooms and the Cheat Shop, there's nothing new gameplay-wise happening. The chests are in the following locations: - Throne room - At base of stairs near throne room's exit - In the cluttered area behind jukebox .---------------. ======| Sinful Road | '---------------' ENEMIES - Lv. 25 Chernobog (x6) - Lv. 25 Specter (x4) This battle is set up so that the Specters can peg you with their skills and spells, without you being able to retaliate by normal means. This is thanks to a No Entry line of panels separated the area where they are (where they can only be hurt by Heal skills, due to the Reverse Damage panels) and the path you can traverse all have the Silence effect. The first part can be easy if you have a character with a high level healing spell, particularly Flonne or a Heretic/Priest. They can sit near the base panel and pick off the Specters easily, although they will fight back, so someone like Flonne might be the better choice. If you have to go through the Silence area, the Chernobogs on the other side have some Evilities you might want to watch out for, especially if your characters' levels are around theirs. The first set will deal a Deathblow (instant kill) if your HP is below 25%, with the second set doing the same when SP is below 50%. .--------------------. ======| Ghostly Daydream | '--------------------' ENEMIES - Lv. 26 Rogue (x4) - Lv. 26 Shooter (x2) - Lv. 24 Hunter (x8) The Shooters and Hunters are all standing on panels that give them HP Recovery 20%, DEF +50% and an extra attack. They will stay in place unless you get into their range. The Thieves, on the other hand, will charge your characters on your first turn, and are equipped with guns, so you want to be far away from them. You have two choices in this battle, as there is a symbol near your Base Panel that will grant the Enemy Weaken -50% effect, but the red panels are on the other side of the map. You can pick this up and stand on the green panel to warp to the other side, then rearrange the symbols to make the Shooters/Hunters weaker. Your other option is to use the warp at the very beginning without worrying about the Enemy Weaken symbol, then destroy one of the colored symbols on the red panels to start a small chain to get rid of the beneficial effects. This will bring the enemies down to your level, where it's just a slugfest to your victory. .------------------------. ======| Scale of Good & Evil | '------------------------' ENEMIES - Lv. 27 Corpse (x4) - Lv. 26 Red Blob (x4) - Lv. 26 Watcher (x4) You start this battle on an island with four Zombies, who will likely spam their skills to try and poison you, which will probably stick thanks to the Watchers' Evility in play. Try and power through most of them on your first turn to avoid being poisoned. After getting rid of them all, you have two choices. You can go to the island with the Red Blobs, but you won't be able to use ranged attacks. If you have a magic user in your party with a high-leveled spell, you can pick off the Red Blobs (except for one) from your starting island. The other option is to go to the island with the Watchers, where it's under the effect of Evade, meaning there's a 50% chance of your attacks missing. It's also possible to pick off some of the Watchers from your initial island, although they are likely to move into range to use one of their spells, like Poison. Note that with a strong enough attack, it's possible to kill all of the Watchers at once, due to the Disperse Damage effect on their island. .----------------------. ======| The Floating Lands | '----------------------' ENEMIES - Lv. 28 Chernobog (x1) - Lv. 28 Magic Knight (x2) - Lv. 28 Magic Knight (x2) - Lv. 28 Magic Knight (x2) - Lv. 28 Minotaur (x1) The Magic Knights have Evilities that complement each other, with their elemental resistances being increased by the two with swords, which will increase their power with magic spells of the other ones. To make matters worse, the Minotaur and Chernobog are standing on Clone panels, so the longer it takes to deal with the Magic Knights, the more enemies you will have to deal with in the long run. It's not possible to throw over to the area with the Minotaur and Chernobog from where you begin, so you will need to head to the island with the Warp panels. Luckily, they can only create so many clones and they won't move until you get within range. When you get to the Warp panels, make sure you go with four units, to prevent the enemies from killing everyone one by one. The Chernobog knows ice spells, so be careful with Laharl there and hopefully you brought along someone with Heal spells. In fact, the Chernobog and its clones will likely just keep using the ice spells, while the Minotaur and clones will use their skills. Thankfully, they will remove themselves from the Clone panels, so you'll just have to face the initial onslaught, unless one just happens to land on a panel again. .------------------------. ======| Boundary of Darkness | '------------------------' ENEMIES - Lv. 16 Nemophila (x3) - Lv. 15 Specter (x11) - Lv. 10 Chernobog (x6) Don't let the levels of the enemies above fool you, as the Nemophila and Chernobogs are standing on panels that will increase their levels by 40% at the end of each turn. If you're not fast enough, things can get pretty dangerous in a few turns. There are also a total of ELEVEN Specters blocking your way to the rest of the enemies. To make matters a little worse, the symbols for the Enemy Level Up effect are on panels of the same color, so destroying one won't cause a Geo Chain that will get rid of them all. Luckily, there is a single Null symbol in the far back that has no effect that can be destroyed to get rid of the whole Enemy Level Up effect. In fact, the best course of action, is to get a tower together and toss a character to that Null symbol to destroy it. This will make things a lot easier, since the enemies are fairly low level, although you might lose a few of your units in the end. Note that the Chernobogs have a 50% chance to kill your characters outright when their health gets below 25%, so don't be surprised if it happens. .------------------. ======| Celestial Gate | '------------------' ENEMIES - Lv. 30 Killer Armor (x6) - Lv. 28 Killer Armor (x2) - Lv. 28 Mandrake (x4) - Lv. 28 Watcher (x2) You have two allies in this battle, both are whom are more than capable of finishing it without your help. As far as the enemies go, the nasty status ailment pairing from some earlier battles return with the Mandrakes and Watchers. The only other problem revolves around the two blue-colored Killer Armors in the far back, who will power up according to the number of enemy units that are killed. If you do decide to participate in the battle, the best course of action is to line up your strongest fighters on the blue panels to benefit from the DEF +50% effect. In fact, it's even more helpful to move the No Ranged effect from the blue panels, so your characters can use ranged attacks. You shouldn't have too much trouble, since the Angel will come and heal you up whether you need it or not. .--------------------. ============| F. Etna's Letter | (A150) '--------------------' This episode is one that's going to test how well you have been keeping up with your equipment and your characters. Remember to update the shops' Product Ranks to the max you can and use the money you have to get some of the better equipment. The chests are in the following locations: - Next to Rosen Queen shops - In Throne Room - In Laharl's bedroom .----------------------. ======| Frightening Forest | '----------------------' ENEMIES - Lv. 30 Warcat (x6) - Lv. 29 Nekomata (x8) There are two sets of four Nekomata each, standing on panels that give the effect of ATK +50%, EXP +50% and Enemy Boost +50%. While the experience boost might think it's good for leveling, the enemy boost effect might deter you a bit. Their Evility makes it so if they get one of your characters under 10% HP, they will attack again. There are also six Warcats in the back, near the Geo Symbols, who can deal some pretty good damage with their skills. The best course of action is to pick a strong character and lure the Nekomata off of their panels, where it will be much safer to confront them. Try to keep it to one side at first to limit your fighting to just four, then you will be able to take out the other four and the Warcats. - On subsequent visits, the Warcats are gone and the ATK +50% is replaced by a Mana +50%. This map is considered one of the better leveling maps until you can successfully unlock and clear Cave of Ordeals 6. This is made even better by putting the Enemy Strength up to 9 stars, which puts the Nekomata at level 99. Due to a glitch in the game's formula, level 99 enemies give out the same experience as a ~320 enemy. .---------------------. ======| Momentary Bravado | '---------------------' ENEMIES - Lv. 32 Nekomata (x5) - Lv. 31 Messenger (x3) - Lv. 31 Red Blob (x6) This stage has an annoying setup of enemies, as the Messengers have an Evility that makes status ailments last longer, which is likely to happen thanks to the Red Blobs' special attacks. Also, because some enemies are initially located above you, they will drop down and attack your characters, so don't bring out too many at first. This battle is one where you want someone with Espoir. In addition to the annoying ailments from the Red Blobs, the Messengers will also try casting the spells on you. You should concentrate on the Messengers first and then go after the Red Blobs, preferably with elemental attacks. It's important that you do not rush on this stage and lure the enemies towards your characters, a little at a time. Once the Blobs and Messengers are gone, the Nekomata should be fairly easy to clean up. .----------------------. ======| Despairing Silence | '----------------------' ENEMIES - Lv. 34 Witch Doctor (x3) - Lv. 32 Beast Leader (x3) - Lv. 32 Nekomata (x9) - Lv. 30 Watcher (x5) This is a very challenging stage, no matter how you look at it. There are ways to set the Geo Symbols up to help out a little, but the enemies and their complementing Evilities make things troublesome. It doesn't help that all of the enemies will charge at you in the first couple turns, either. The Beast Leaders get a substantial boost thanks to their Evility, due to their being 14 monsters on the map. There are some Geo Symbols not sitting on any panels at the beginning of the battle. Though these might help some, since one gives an Ally Boost +50% and another is Enemy Weaken -50%, placing them on the right panels is not easy due to the layout of the stage. One such setup involves throwing Ally Boost on blue, Enemy Weaken on yellow and No Entry on red. It is a good point to go after the Beast Leaders and Watchers first, as they will mount the Watchers and their Mounted Skill can be a bit painful. Getting rid of them both will make the battle more manageable. While you're dealing with them, the Nekomata and Witch Doctors will likely head over to your characters. The Witch Doctors are troublesome, since they will sit back and peg your units with status spells. The Nekomata are certainly tough, since they have a lot of HP and they are not friendly against melee characters, so try and use ranged attacks against them. If you are having trouble with the stage, either level up your characters or go to the Item World to improve your equipment. .------------------------. ======| Animal Trail to Hell | '------------------------' ENEMIES - Lv. 35 Nidhogg (x2) - Lv. 33 Pharbitis (x3) - Lv. 32 Fafnir (x6) Yep, this is another stage with complementary Evilities, with the Fafnirs gaining a stat boost any time someone else uses a wind spell, which the
Pharbitis enemies like to use. To make it even worse, half of the field is
covered with an Enemy Boost +50% effect and its corresponding Geo Symbol is on
the opposite corner from where you start.

There is an easy way, though, to clear the field of all panels. Get a tower
together and throw it towards the Wind Element +50% symbol. Destroy that one and
it will set off a Geo Chain that clears everything. This puts you on even ground
against the rest of the enemies, but they're still not easy prey and the Fafnirs
can still get a boost from wind spells, so try not to use them.


      .-----------------------.
======|  Death Scream Chorus  |
      '-----------------------'

ENEMIES
- Lv. 36 Ahzi Dahaka (x1)
- Lv. 34 Fafnir (x2)
- Lv. 32 Nemophila (x4)
- Lv. 30 Dragon (x5)

This stage isn't as difficult as maybe the last few, but the enemies here can
catch you off guard. If you managed to get a Magician or Witch with ice spells,
then they can wipe the floor with the dragons, since they are all weak to it. If
you don't, the battle is still manageable and not nearly as challenging as
something like Despairing Silence.

On your first turn, you want to take out the Dragons (or as many as you can)
near your base panel, which isn't that hard since they don't have as much HP as
the others in the battle. Once you defeat those, the Fafnirs, Ahzi Dahaka and
Nemophilas will likely head your way. Let them come to you, which should give
you enough time to deal with the Fafnirs, who are definitely tougher than the
normal Dragons.

The Azhi Dahaka is definitely the toughest to deal with, since it comes with a
second Evility, which is Wild Cry. This will increase its stats whenever your
own characters get within 2 panels of it, so try to use ranged attacks if
possible (especially ice-based ones). The Nemophilas aren't bad on their own,
but they will likely use buffs on the Ahzi Dahaka and stay close to it, letting
their Evilities benefit it.



            .-----------------------------.
============|  G. The Truth About Angels  | (A160)
            '-----------------------------'

There isn't much to talk about with this episode, although you will be going up
against a lot of Angels. You likely haven't encountered them much, unless you've
been diving into the Item World a lot, but they will be coming out en masse with
this episode. Their Evilities generally benefit each other, as long as they are
adjacent to each other. It's best to not allow them to group together, which
will severely hinder their Evilities' benefits.

The chests are in the following locations:

- Near Zommie (weapon NPC)
- Laharl's bedroom
- In grassy area inside castle


      .--------------------.
======|  The Fool's Ruins  |
      '--------------------'

ENEMIES
- Lv. 36 Angel (x4)
- Lv. 36 Angel Page (x4)
- Lv. 35 Angel (x2)
- Lv. 36 Angel Page (x2)

This is nothing but a stage for brute force, as the Angels will charge your
position at the start. You do not want the Angels to be grouped together, as
this will benefit them greatly because of their Evilities. That means you will
want to keep them separate, which will make them much easier to kill, as well as
make them not as deadly when they attack.

The first group consists of four Angels, two with bows and two with spears.
These should be quite easy to dispatch. It's the second set of enemies that can
cause the big problems, since there are eight of them, and four have staves and
will use magic. Their only spells are Mega and Giga Fire, so use units with
elemental resistance to that to draw them apart. Also, do not group your
characters together because of the sword users' skills.


      .----------------------.
======|  Evolving Scratches  |
      '----------------------'

ENEMIES
- Lv. 37 Angel (x1)
- Lv. 37 Angel Page (x2)
- Lv. 36 Angel (x4)
- Lv. 36 Angel Page (x8)

You start this battle surrounded on all three sides by groups of Angels, while
standing on empty Geo Panels. There are three symbols that are highly beneficial
located at the end of the three paths, but getting to them and back in one piece
might make them not even worth it. The only one that might be worth it is the
Ally Boost +50% symbol, since the other two would also help out the Angels.

Two sets of Angels have four ranged attackers and one melee in each group, with
each one with four bow users and one spear one. The other set has four with
staves and one with a bow, so that one should be your top priority (they only
know the three basic spells). Make sure you go after the ranged attackers first,
since they can snipe you from afar, then you can take out the two spear users
last.


      .----------------------.
======|  Overflowing Mirror  |
      '----------------------'

ENEMIES
- Lv. 39 Angel Cadet (x8)
- Lv. 39 Angel Squire (x8)

This can be one of the more challenging battles in this chapter, since there are
many factors that come into play. The stage is divided up into four different
sections, separated by a line of No Entry panels, with each section benefitting
from a specific Geo Effect. The two biggest problems from the start are the
HP/MP switch one and the one with the Reverse Damage effect, which is one you
don't want to step into because all of the enemies known Heal and Mega Heal.

The above two spots are also occupied by Angels with magical attacks, so they
should be the top priority for now. The other two quadrants have a No Melee and
No Ranged effect on them and have Angels with swords and spears, so they aren't
going to be a big problem for now. If you've been using a healer of some kind
throughout the game, it's likely they can take out two of the enemies from the
base panel.

One strategy is to go for the HP/MP Angels first, as they are the easiest to
defeat, then destroy the Geo Symbol powering those panels to get a base of
operations to start going after the rest of the groups. You could also do the
same with the Reverse Damage area, but that requires the use of a healer or
higher-ranked items. The melee Angels shouldn't really pose any problems.


      .------------------------.
======|  Fallen Angel Requiem  |
      '------------------------'

ENEMIES
- Lv. 38 Angel (x2, Island 1)
- Lv. 38 Angel Cadet (x1, Island 1)
- Lv. 38 Angel Page (x3, Island 2)
- Lv. 40 Angel (x2, Island 3)
- Lv. 40 Angel Squire (x2, Island 4)
- Lv. 40 Angel (x2, Island 4)
- Lv. 40 Angel (x1, Island 5)
- Lv. 40 Angel Cadet (x2, Island 5)

This whole map is a test for your characters' individual strength, as it's split
up into tiny islands with a few Angels on each one. You need to throw a
character or two to each island to clear the Angels, then keep doing that to get
through the rest of the islands. It's best to throw someone who can perform an
attack, enabling them to get rid of at least one Angel before they get a chance
to gang up on that character. Note that you're going to end up stranding
characters on islands as you go, so make sure you use the stronger ones towards
the end.

The first island has bow users, with the other close one being spear-wielding
Angels. There's only two Angels on the third island, but both have staves,
meaning they might be able to pelt you with magic. The last island can be the
most difficult, since you're dealing with two book users and a staff Angel, so
it might be wise to build a tower to throw onto the island right away. Other
than throwing characters, the battle is a straight out slugfest.


      .------------------------.
======|  Precipitating Hatred  |
      '------------------------'

ENEMIES
- Lv. 41 Angel Knight (x1)
- Lv. 38 Angel (x6)
- Lv. 38 Angel (x2)
- Lv. 38 Angel Cadet (x2)
- Lv. 35 Angel Page (x6)

This map can be a bit annoying with how the Geo Panels are set up, as it's split
up into three distinct areas. The blue and green areas have a Enemy Boost +50%
effect on them, making it very dangerous to tread onto those areas. The area
where you start is covered in Recovery +20% panels, making it wise to stick to
that at the beginning.

If you have a Thief that has the Create Box skill, you will be able to use that
to make the battle a lot easier. Make a box near the edge close to your base
panel, then use Dark Matter Ether or a magic skill to hit the symbol on the
second level. This will change the second level to have the Recovery +20%
effect, making it a little easier to manage the Angels there.

You can do the same while on the second level to get rid of the effects there.
As far the Angels themselves go, it is nothing you haven't encountered thus far
in this episode. You have your typical ranged attackers, with bows and staves,
as well as melee ones, with spears and swords (the only sword one is at the very
top).


      .-----------------.
======|  Phantom's End  |
      '-----------------'

ENEMIES
- Lv. 43 Virunga
- Lv. 42 Angel Squire (x3)
- Lv. 41 Angel (x4)
- Lv. 41 Angel Page (x3)

There are two problems with this map, one being Virunga and the other being the
Geo Symbols. Virunga's Evility makes it so that all of the Angels receive a 50%
stat boost, and considering this stacks with their own Evilities, things can be
messy when they charge your position. The other problem is that there is a Super
Encroach Geo Symbol on the opposite end of the stage, spreading the Enemy Boost
+50% and Ally Damage 20% effects with each turn.

Thankfully, the symbols for the above two effects are rather close to your base
panel, so you can use a magic user to get rid of them within the first two
turns. This makes the Super Encroach symbol useless, as the only other effect it
has is No Lifting, which isn't needed for this map. Virunga himself is quite
powerful and has a unique ability, so if you're looking to view them all, make
sure to try and make him use it before taking him out.

When he's by himself, Virunga is pretty easy, as Angels Unite! only hits one
person, although it can do some damage. There is an Ally Boost +50% symbol in an
isolated island behind your starting point, but it's not really worth the
trouble of getting it, as it requires someone with a throw stat of 5 to toss it
onto the mainland.

- On subsequent visits, Virunga and the two symbols in the first paragraph are
gone, but the rest of the map stays the same.



            .--------------------------.
============|  H. The Overlord's Heir  | (A170)
            '--------------------------'

There's not much new with this episode, besides a new bill that, if passed, will
open up a few stages for Prinny Land (there will be more available once you
finish the main story). The minimum in the Cheat Shop is now 20%, while the
maximum is 140%.

The chests are in the following locations:

- Laharl's bedroom
- Throne room
- Behind counter at Rosen Queen shop


      .---------------.
======|  Dark Impact  |
      '---------------'

ENEMIES
- Lv. 40 Baciels (x4)
- Lv. 40 Champ of Fighters (x10)

This is a pretty easy battle after going through Episode 7. There are two Geo
Effects going on in this stage, an Evade and a Super Encroach. The Evade can
actually benefit you greatly, as the Baciels have an Evility that boost their
attack by 75%, and they can hit you from afar. The Champ of Fighters are only a
problem since they can knock you into different spots thanks to their Fist
skills.

What makes this battle manageable is the fact the enemies are pretty spread out,
so you're not going to get swarmed by a lot of them at once. Evade doesn't work
like it did in older titles, where it reduced accuracy to 50%, as if you're
higher leveled than the enemies, you're still going to get a fairly decent
accuracy. Remember to not entice too many enemies to your characters and this
battle should go smooth.


      .--------------------.
======|  Dark Barren Road  |
      '--------------------'

ENEMIES
- Lv. 45 Baciel (x2)
- Lv. 42 Baciel (x2)
- Lv. 42 Baciel (x2)
- Lv. 38 Clio (x3)

This map is set up to make you normally go one of the two paths set up on either
side of the stage. These narrow paths are covered with panels with No Lifting
and Silence effects, so you won't be able to use skills to try and snipe the
Baciels waiting for you at the end, one of which is standing on an Attack +50%
panel (you can still use long-range physical attacks).

To add to the annoyance is a central area you can't access, which has two more
Baciels that will hit you while you're traversing the narrow path. You have to
be careful not to group your characters together, as some of the Baciels have an
Evility that allows them to damage characters adjacent to the one they attack.


      .----------------------.
======|  Vile Black Crystal  |
      '----------------------'

ENEMIES
- Lv. 44 Baciel (x4)
- Lv. 40 Baciel (x6)
- Lv. 30 Empusa (x3)

The big problem with this map is that the Empusa are sitting on panels with
Mighty Enemy and Enemy Level Up 10% effects, so the longer it takes to get to
the symbol, the higher level and more powerful they will be. To add to the
annoyance, the area around your base panel is surrounded by a Damage 20% effect,
with the symbol being in the area with the Empusas.

Naturally, the first thing that needs to be done is to go after the Enemy Level
Up 10% symbol, but there are a few Baciels in the way, three of which have the
Scatter Shot Evility, so don't group characters next to each other. With that
out of the way, go to the other side of the map and remove the No Entry symbol.
This allows you to go after the Empusa, although they still have Mighty Enemy.

You can do one of two things here, either go remove the Mighty Enemy symbol or
try and lure the Empusas off of the panels. Since they are likely to stay back
and pelt you with Charm and fire spells, it might be better to go after the
Mighty Enemy symbol instead of waiting.


      .--------------------.
======|  Fallen Destroyer  |
      '--------------------'

ENEMIES
- Lv. 99 New King Krichevskoy
- Lv. 46 Baciel (x3)
- Lv. 40 Clio (x3)
- Lv. 40 Empusa (x4)

You're facing off against the New King Krichevskoy in this battle, which is
nothing more than a level 99 Prinny. In fact, there's nothing special with him,
so you can easily take him out by tossing him or throwing one of your own
Prinnies to make him explode. The Prinny is guarded by three Baciels, all of
which have different Evilities (the gray has Scatter Shot, which is the most
troublesome).

The most annoying part of the map is that the Clios and Empusas are sitting on
panels that grant them invincibility, and the symbol controlling it is behind
the Prinny. You will need a character with a throw stat of 5 to get over the
gap, where the Baciels and Prinny are located. Either have a Prinny of your own
to take out New King, or pick him up and toss him to damage the Baciels.

Luckily, the green panels have a DEF +50% and Water Element +50% (the Clios use
ice magic), so you'll be able to withstand their onslaught for a few turns (the
Empusa will spam Charm). Once you clear the Prinny and Baciels on the other
side, remove the Invincibility symbol and replace it with the Enemy Weaken -50%
symbol, allowing you to easily take out the rest of the enemies with spells and
ranged skills.


      .------------------------.
======|  Shadow of Misfortune  |
      '------------------------'

ENEMIES
- Lv. 47 Martyr (x2)
- Lv. 47 Outlaw (x2)
- Lv. 44 Heavy Knight (x4)
- Lv. 42 Heavy Knight (x8)

This stage may look relatively normal at first, but after your first turn, the
two Geo Symbols that are not on panels will move onto the nearby panels. This
will place a Super Encroach and Enemy Boost +50% on the aqua panels, which can
be especially troublesome with all of the enemies on the map. You can easily get
rid of this by using a tower to throw a character to destroy the Enemy Boost
symbol on your first turn.

If you wait and destroy the symbol when it's on the panel, it will turn the
middle of the map into a battleground with ATK +100%, which might or might not
benefit you (depends if you can kill the enemies fast enough before they can
utilize it). None of the Evilities for the enemies come into play here, since
the Heavy Knights require them to defend, which they don't do on their own. The
Heavy Knights also are rather limited in movement, although they have good
defenses and higher HP than the others.


      .-----------------.
======|  Utopian Abyss  |
      '-----------------'

ENEMIES
- Lv. 45 Barbara
- Lv. 45 Gambiel (x3)
- Lv. 40 Clio (x4)

You have a total of 5 turns to defeat all of the enemies on the stage before you
get a Game Over. The Green panels have No Entry and Invincible on them, meaning
they don't come into play here, but a good portion of the field is covered in
red panels, with it having No Lifting, Recovery 20%, DEF +50% and Ally Lonely on
them. Ally Lonely is a new effect that makes it so if any of your characters
land on a panel with it, no other characters of yours can go onto those panels.

As far as the enemies are concerned, the Clios are nothing but a hindrance,
since they will likely do nothing but continually use buffs; they are also very
weak and go down quickly. The Gambiels have the Scatter Shot Evility, so make
sure you don't group your characters next to each other. Barbara's Evility is
the same as in the last fight and doesn't come into play. She can dole out some
damage, though, and she has some decent strength, but a nice combo will help
take her out quickly (she should be your primary target after the Gambiels).

You have two options here in this fight, to go balls to the wall and try to take
out the enemies without worrying about the Geo Effects, or to go after the
symbols to trim down some of the effects in play. If you do the latter, you'll
need to use some Tower Throwing to get characters into range, with the main goal
being the Ally Lonely symbol. The Recovery and DEF symbols will likely benefit
you a lot more being in play, so leave them be, and the No Lifting one isn't
hurting anything.

- On subsequent visits, Barbara and the four normal Clios are gone, with 8 level
25 Clios and a level 30 Thalia taking her place. They will be on Fusion panels,
so if you let them all go, you'll end up with a level 230 enemy.



            .-------------------------.
============|  I. The Missing Angels  | (A180)
            '-------------------------'

At the beginning of this episode, Flonne will transform into Pure Flonne. Much
like with Laharl-chan, this changes her Evility to where she gets a stat boost
by the percentage she is healed. The minimum in the Cheat Shop is now 10%, with
the maximum being raised to 145%.

The chests are in the following locations:

- In library area, behind Data Shop NPC
- Near jukebox
- Garden area, where Flonne's flower bed was located


      .----------------------.
======|  Ice Beast's Scream  |
      '----------------------'

ENEMIES
- Lv. 47 Iron Knight (x5)
- Lv. 46 Spriggan (x6)

The Spriggans are in an area where they are stuck for a few turns, giving you
access to try and get rid of the Iron Knights before they start moving. However,
the Iron Knights have an Evility that allow them to defend attacks from the
front and side, so you're going to have to get behind them to do any real
damage.

On the second enemy turn, the No Entry symbol moves, allowing the Spriggans to
move and enter the battle. They can hit your characters from two spaces away,
and they have an Evility that grants them 100% extra attack when their HP dips
under 25%. That means you need to make sure you finish them off and not let them
sit there with low health.


      .----------------.
======|  Empty Blooms  |
      '----------------'

ENEMIES
- Lv. 50 Beast (x1)
- Lv. 48 Martyr (x2)
- Lv. 47 Lady Warrior (x5)
- Lv. 47 Valkyrie (x5)
- Lv. 46 Chunin (x5)

The beginning of the battle has you facing off against some Chunin, a Beast and
two Martyrs. There are five Lady Warriors and five Valkyries sitting on a lone
island with Warp panels ahead of them, with all of them equipped with a bow.
They will warp over to near your position from the beginning, so you'll need to
try and quickly take out the other enemies in the vicinity.

The Chunin has an Evility that gives them 50% evasion when you attack from an
adjacent panel, so you should take them down using ranged attacks. The other
enemies in the vicinity aren't too much trouble, although the Beast has more HP
than the others (his Evility allows both him and your characters to always get
critical hits).

Now, when the Lady Warriors and Valkyries get into range, they are going to
start to try and pick you off with their skills. The best course of action is to
get rid of the three Chunin on that side and have some characters in range to
greet them when they warp over there. This lets you take out most of them before
they can do any real damage to your party.


      .------------------.
======|  Squirming Fear  |
      '------------------'

ENEMIES
- Lv. 52 Ahzi Dahaka (x1)
- Lv. 50 Nidhogg (x4)
- Lv. 48 Tailring (x9)

This map is set up similar to Corridor of Hell, where enemies are blocked off
with No Entry panels and you need to destroy certain symbols to open up new
paths. Luckily, the entirety of the map area with the Tailrings is covered with
No Ranged panels, so any time you have to fight them, it will be done up close
and personal.

Make sure you kill each Tailring in each blocked off area before you destroy the
No Entry symbol blocking off the next area. When you get to the middle of the
map, destroying that symbol will set off a chain that will end up filling the
Bonus Meter. This also will set loose the Ahzi Dahaka and Nidhoggs, who can
certainly dish out damage. Take out the Azhi Dahaka first and then the others to
finish the battle.


      .-------------------.
======|  Wandering Death  |
      '-------------------'

ENEMIES
- Lv. 54 Nidhogg (x3)
- Lv. 54 Sea Dragon (x3)
- Lv. 50 Euterpe (x2)
- Lv. 50 Rune Knight (x4)

This can be a very challenging stage, as things are stacked in the enemies'
favor. If you check out the Geo Symbols, you see DEF +50%, Water/Wind Element +
50% and a Super Encroach sitting on red panels. However, they will move around
on each turn, meaning they will be sitting on different panels every turn. To
complicate things, the Nidhoggs and Sea Dragons have Evilities that lower water
and wind resistances of your characters by 15%. The Euterpes increase the
enemies' stats by 5% each and the Rune Knights will deal 100% more damage when
hitting a weak element.

The best course of action is to tower throw a character and destroy one of the
yellow symbols at the beginning, setting off a chain that will clear the map of
panels. This gives you a fighting chance, although things will get worse as the
Rune Knights will mount the monsters. That means you will have to take out the
monsters first before you get a chance to go after the Rune Knights. The
Euterpes, as with most of their class, will likely stand there and cast buffs on
each other, but removing them from the map will drop the 10% stat boost the
other enemies receive.

There are many other tactics to counteract the Evilities in play, such as using
Sea Dragons and Evil Dragons of your own, or using someone like Flonne or
Sicily, who have great resistances or an Evility to counter. Likewise, Magic
Knights have the ability to buff resistance values up, which can help you last
longer. Getting rid of the Geo Effects definitely helps, but that's just the
start.


      .------------------------.
======|  Drift of Evil Intent  |
      '------------------------'

ENEMIES
- Lv. 99 New King Krichevskoy
- Lv. 55 Lilim (x1)
- Lv. 55 Mandrake (x7)

It's a rematch against the New King Krichevskoy, who is still sitting at level
99 and can still be thrown, but he brought some well-designed back up this time.
The single Lilim has the Shame Evility, giving her a 5% stat boost for every
male unit that is deployed on the field, and she has a 40% boost from all the
other enemies.

You'll notice level 1 Blue Gelatins that are neutral and sitting next to the
Mandrakes. They will attack them on the first enemy turn, inflicting Deprave on
them and then get killed by their counterattack. Since the Mandrakes have the
Reverse Ailment Evility, Deprave will give them a 30% stat boost. Thankfully,
all of the Mandrakes are weak to fire, so fire spells or skills with the element
attached will make short work of them.

Since there are no Geo Symbols to worry about, you can concentrate solely on the
enemies. Using your first turn to remove some of the Blue Gelatins will reduce
some of the Mandrakes in getting their stat boosts, but it might be better to go
after the Lilim on your first turn if you have some very strong characters. As
mentioned, the Mandrakes should go down quickly to fire skills and the Prinny
can just be thrown.


      .-------------------.
======|  Netherworld Maw  |
      '-------------------'

ENEMIES
- Lv. 58 Barbara
- Lv. 58 Blue Mage (x1)
- Lv. 58 Destroyer (x1)
- Lv. 58 Martyr (x1)

This stage is fairly straightforward, as there's no Geo Symbols and there's only
four enemies. However, don't let that lull you into a sense of security, as they
can put out quite the hurting, especially Barbara and the Blue Mage. Speaking of
Barbara, she now has a second Evility, which is Defensive Stance, meaning she
will defend all attacks from the front and side. Couple this with Passiveness,
and Barbara can deal out some heavy damage while barely taking any, as well as
countering your characters.

The Blue Mage knows almost all of the book skills and can deal good damage with
them. The Martyr will likely heal anyone injured and use buffs on the enemies,
although it does know Mega Star. The Destroyer wields an axe, meaning if he hits
you, your defense will be lowered for that character. The best way to go about
this battle is to get rid of the other enemies first, then you'll be able to
concentrate on Barbara. Try to hit her from behind and from beyond her
countering range, if possible.

- On subsequent visits, Barbara will be replaced with a Heavy Knight that has
similar equipment.


            .------------------------------.
============|  J. The Eternal Netherworld  | (A190)
            '------------------------------'

Welcome to the last story episode of the game, where you will be facing off
against some powerful enemies and combinations. After the last battle of the
previous episode, Barbara joins your party, although she only has one Evility
and is at level 50. The minimum for the Cheat Shop is now 0% and the maximum is
150%.

The chests are in the following locations:

- Laharl's throne
- Laharl's bedroom
- On top of the black fence behind the Item World NPC (need Double Jump bill)


      .-----------------------.
======|  Ever Shifting Lands  |
      '-----------------------'

ENEMIES
- Lv. 60 Verchiel (x3)
- Lv. 54 Carmilla (x8)

There are no Geo Symbols or Effects in this battle, so it's a straight out
slugfest between both parties. Using male units against the Carmillas is
something you might not want to do, as they have the Punishment Evility, making
it so 25% of the damage you do upon them with males will be reflected back onto
the attacker.

The Verchiels have Power Shot as their Evility, meaning their attack is just
stronger. Hopefully you have some strong female characters to help out in
killing the Carmillas, otherwise you will have to heal up your male characters
whenever they do attack them.


      .-----------------.
======|  Ruthless Cave  |
      '-----------------'

ENEMIES
- Lv. 58 Ifrit (x4)
- Lv. 58 Nidhogg (x4)
- Lv. 58 Sea Dragon (x4)

This is another battle similar to the previous one, where there are no Geo
Symbols in play and it's just you versus monsters. This time around, it's an
elemental character's dream, as all of them are weak to a particular element.
There are four of each type of monster, with one having an Evility that
decreases your elemental resistance by 15% (for each element), one that will
negate an element (not the one that's weak) and two that will get a 5% stat
boost for every time an element is used.

With that out of the way, it can be a very easy battle if you have characters
with elemental spells. For example, a Magic Knight with the Attack Weakness
Evility will absolutely destroy the enemies. Likewise, some of the characters
may have access to skills with an element attached, like Laharl and his Blazing
Knuckle (fire) and even some weapon skills.


      .-----------------------.
======|  Netherworld's Crust  |
      '-----------------------'

ENEMIES
- Lv. 60 Avenger (x2)
- Lv. 60 Humbaba (x3)
- Lv. 58 Humbaba (x3)
- Lv. 58 Star Mage (x3)
- Lv. 58 Star Skull (x3)

This is the first challenging stage of this episode, as you expose yourself a
little bit while traversing it. The stage is set up vertically and there are
yellow panels that grant you Jumping Power +100% at the base of the two cliffs.
Note that you cannot receive the benefit of this panel without starting your
turn (already standing on) on the actual panel.

The enemies on the map aren't too bad, except for the Star Skulls and Mages. The
Skulls will mount the Humbabas on the very top, while the Mages will sit there
until you go after the first No Entry symbol. The best thing to do is have one
character destroy the symbol, then have more of your characters get up there and
dispose of the Star Mages before letting them get a turn.

After taking out the Star Mages, the Avengers are nothing to worry about. You
can place the two purple symbols on the yellow panels to make them give Jumping
Power +200%, which should make it possible for all characters to be able to get
to the top. You have to be careful with the last set of Skulls, who are riding
the Humbabas. Using someone with high RES and HP will be good here, as they will
blast you with Star spells. Take out the Humbabas, then you can easily dispatch
the Skulls.


      .------------------.
======|  Zygote of Pain  |
      '------------------'

ENEMIES
- Lv. 62 Satana (x7)
- Lv. 60 Marid (x3)
- Lv. 60 Mrtyu (x2)
- Lv. 55 Wraith (x4)
- Lv. 50 Tezcatlipoca (x4)

There are a lot of enemies in this battle, but you have some help in the form of
Virunga, Grosso, Rainier and Garungun. They are sitting in the middle of the map
on empty panels. There are two treasure chests sitting near your base panel and
while you may be tempted to open them (they give Legendary items), it might be
best to leave them alone for now, since Rainier's Evility gives the group a 10%
stat boost.

If you want them to help, which they do by drawing fire from enemies, take out
the Satanas near your base panel and use some fire spells to take out the Ghosts
standing on the aqua panels, then tossing the nearby symbols onto those aqua
panels. This will give the group (as well as enemies standing on those same
panels) the DEF +50% and Fire Element +50% effects.

After doing that, you can use one of the paths to get to the center, where
you're likely to be greeted by plenty of enemies, unless your friends got rid of
most of them for you.  Once all of the enemies in the middle are gone, destroy
one of the two purple symbols to clear a path to the last set of Marids. Note
that the Mighty Enemy effect is in place, but they should charge you, so make
sure they are off the panels before attacking.


      .----------------------.
======|  Netherworld's Guts  |
      '----------------------'

ENEMIES
- Lv. 70 Xenolith
- Lv. 65 Avenger (x3)
- Lv. 63 Avenger (x3)
- Lv. 50 Dark Elder (x3)

Xenolith is on the other side of the map and there's only one direct path, which
is littered with Ally Damage 50% panels. Combine that with the Dark Elders on
the sides, pelting you with Star spells, and your characters are not going to
make it. It is possible to hit the Dark Elders with a gun user or with spells,
so use them to take them out while you use your other melee characters to go
after the Avengers in front of you.

Once the Dark Elders are finished, use a Tower Throw to get a character across
and destroy one of the symbols, which will clear the central passageway. Make
your way across and kill the other three Avengers, then it will be a showdown
with Xenolith. He has the same Evility as when he helped you earlier in the
game, where the character that attacks him loses 20% of their max HP. This is
also your last chance to get him to use his two unique skills, otherwise you
will have to do a new game+ cycle again.

.------------------------------------NOTE--------------------------------------.
|                                                                              |
| Finishing this battle will put you straight into the next one without being  |
| able to go back to your base. All of your characters will be healed back to  |
| full HP/SP, but make sure you prepare before this battle.                    |
|                                                                              |
'------------------------------------NOTE--------------------------------------'


      .----------------.
======|  Final Battle  |
      '----------------'

ENEMIES
- Lv. 80 Xenolith (Final)
- Lv. 65 Flamberg (x5)

Welcome to the very final battle of the game, and boy is it a tough one.
Xenolith only has one ability and a new Evility as well, which absorbs the stats
from units for each panel moved within 10 panels. That includes the 5 Flambergs
with him, who rush you at the beginning of the battle. All five of them have the
Evility that decreases your fire resistance by 15% each. With Xenolith's
Evility, it's very possible for him to one-hit kill your strongest characters
(assuming they are not overpowered).

Now, this battle should have your characters around 100 or so (level 6-1 is a
good spot for powerleveling), but you also want good equipment that has been
leveled in the Item World. When you start the battle, stay back and draw the
Flambergs to you, smacking them around when they get close enough. Xenolith will
end up charging you eventually and you do not want to group your characters
together at all.

Dimension Chaos (Xenolith's skill) hits every other square (6 forward and 3
across), so take that into account when position your characters (meaning to
make sure they have two spaces in between them). One popular tactic is to use
one of your characters, preferably a weak one, to lift Xenolith at the end of
your turn. This prevents him from attacking, even though that character will die
on your next turn.

.------------------------------------NOTE--------------------------------------.
|                                                                              |
| Congratulations on beating the main story, but if you have played Disgaea    |
| before, then you know that's just the beginning. There is a plethora of      |
| post-game content to complete, with you being exposed to some of it already. |
| The LoC (Land of Carnage) option now appears at the Cheat Shop, which boosts |
| the levels/stats of enemies by A LOT.                                        |
|                                                                              |
| You will gain access to a bunch of new bills that appear in the Dark         |
| Assembly, which unlock extra maps. As you clear them, you gain new allies    |
| and will eventually unlock even more maps. Note that clearing these          |
| post-game maps will raise the maximum in the Cheat Shop, as well as earn you |
| free CP to use.                                                              |
|                                                                              |
'------------------------------------NOTE--------------------------------------'




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|                IV. POST-GAME WALKTHROUGH              |===========
¯¯¯¯¯¯¯¯¯¯¯¯|                                                       |¯¯¯¯¯¯¯¯¯¯¯
            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

The following maps are all optional and not part of the main story. A few will
be unlocked as you progress through the story, but most shouldn't really be
attempted until after completing it. Once you start clearing maps that open from
clearing the main story, you will earn free CP and raise the maximum in the
Cheat Shop, which can be raised to 1,000% once you clear everything but the
ultimate boss.


                    .=======================.
====================|  A. Unending Concert  | (B100)
                    '======================='

After completing Episode 5 (The Celestial Suspicion), a new bill will appear in
the Dark Assembly called Meet A Super Idol(?)! Pass this bill to unlock the
following maps.


      .---------------------.
======|  Idol Declarations  |
      '---------------------'

ENEMIES
- Lv. 35 Morphing Hero (x9)
- Lv. 35 Thief (x5)

There's a lot of enemies here, but luckily there isn't any Geo Panels. Be wary
of the Morphing Heros in between the stands, who have the Heart of a Flea
Evility, which increases their movement by a lot at the cost of being one-hit
killed by any attack that connects. All of the Morphing Heros have three Ninja
Tabis equipped, meaning they get a good boost to their speed. This might make it
a little more difficult to hit them, especially if you do this stage when it
becomes available.

To make things harder to hit, the other six Morphing Heros have the Rapid
Movement, meaning their evasion is increased as they move a lot of panels. The
Thieves aren't too much of a problem, as they will come down as you get into
their range. Depending on when you do this map, you will want to take it slowly
and not get the attention of a lot of enemies at once.

- You cannot return to this stage once you complete it.


      .-----------------------.
======|  Super Debut Project  |
      '-----------------------'

ENEMIES
- Lv. 35 Asagi

It's just you versus Asagi in this battle, with her being on the stage and you
starting off in the stands. The problem is that she is in an area with All
Lonely panels, meaning you can only have one character fighting with Asagi at a
time. The paths leading to the stage are blocked with No Entry panels, of which
there are two different symbols (one for each path). This means you will need to
throw a character onto the stage).

You can go one of two ways, if you decide to do this as soon as it's available.
If you want to do it head on, you will need a strong character that is able to
deal with Asagi's ~2,000 HP, but also able to withstand her attacks. The other
method is to toss a character onto the stage and have him/her/it go to the Null
symbol to clear the Ally Lonely symbols. This will allow you to throw more than
one character onto the stage to do battle with Asagi.

- Clearing this stage will make Asagi join your party. Note you cannot return to
  this stage once you complete it.



                    .======================.
====================|  B. Piglet's Growth  | (B110)
                    '======================'

After completing Episode 6, you can find a bill in the Dark Assembly called "As
Overlord, I Accept Any Challenge!" Passing this bill will unlock the following
map.


      .------------------.
======|  Stress Testing  |
      '------------------'

ENEMIES
- Lv. 42 Porkmeister
- Lv. 40 Beast Leader (x2)
- Lv. 40 Heavy Knight (x4)
- Lv. 40 Onmyo Master (x4)



                    .==================.
====================|  C. Prinny Land  | (B120)
                    '=================='

After completing Episode 7, you can find a bill in the Dark Assembly called
"Prinny Land." Passing this bill will unlock the following maps. These maps will
remain in your selection after finishing them.


      .-----------------.
======|  Prinny Land 1  |
      '-----------------'

ENEMIES
- Lv. 50 Col. Prinny (x1)
- Lv. 45 Pvt. Prinny (x14)

The entire map is covered with No Lifting and Enemy Boost +50% effects, so those
level 45 Prinnies will pack a bit of a meaner punch. Since you can't throw them
to set off a mass Prinny-cide, due to the No Lifting effect and they aren't that
close together, you're likely going to need to straight-up battle them. You can
also use a Thief to create a wooden box to be able to reach one of the two
symbols to get rid of all the panels (they are both Null symbols).

The six Prinnies on the ground will charge your base panel on their first turn
and the ones on top of the tents will do the same on the second turn. The
Prinnies have a weakness to fire skills, so a Magician/Skull with fire spells,
or even a character with fire-based skills will do good here.


      .-----------------.
======|  Prinny Land 2  |
      '-----------------'

ENEMIES
- Lv. 45 Cpt. Prinny (x6)
- Lv. 45 Pvt. Prinny (x9)

This map can be relatively easy with likely very little input on your part.
There are barrels scattered throughout the level that will explode like a Prinny
when thrown or another explosion occurs within its vicinity. To add to the
explosive theme of the stage, there are panels with a new Geo Effect called Bye-
Bye Panel. Basically, any character standing on one will explode on their next
turn.

With everything in mind, you can utilize both the Geo Effect and explosive
barrels to your favor. Make sure you don't end your turn on any of the panels,
as your character will explode on the next turn as if they're a Prinny. There's
not much else to this stage, as Prinnies are fairly weak by themselves and there
will likely be many of them who take themselves out with the Bye-Bye Panel
effect.


      .-----------------.
======|  Prinny Land 3  |
      '-----------------'

ENEMIES
- Lv. 50 Col. Prinny (x2)
- Lv. 50 Gen. Prinny (x1)
- Lv. 50 Pvt. Prinny (x20)

You might be scared at first when you see the beginning of the stage, but
looking around will quell those fears a bit. The purple-colored Pvt. Prinnies
are silenced and they don't move, so they will sit there, but you can't kill
them because of the Mighty Enemy effect. There are also some blue Pvt. Prinnies
in the corner that also cannot be killed because of Mighty Enemy, but they are
not silenced and will attack if you get into range.

There are two ways to go about the initial area, as you can use one of your own
Prinnies to detonate the rest of the ones, clearing everything but the tent. The
other way involves bringing one of your own characters to the end of the aqua
panels, where the Bye-Bye Panel symbol will move itself onto a green panel,
making the blue Prinnies blow up on their next turn, doing the same thing as
above.

With the mass line of Prinnies out of the way, all that's left are the Prinnies
sitting on top of the tent. The bad news is that they will sit up there
indefinitely, casting Speed Boost on each other with no clue that you're trying
to get to them to execute them.

- Finishing this stage unlocks the Prinny Day Everyday option in the Cheat Shop



                    .======================.
====================|  D. Cave of Ordeals  | (B130)
                    '======================'

The bill to unlock the Cave of Ordeals doesn't appear in the Dark Assembly until
one of your characters has accumulated 7,000 Mana on their character at one
time. Passing the bill, called "Cave of Ordeals," will unlock the following
maps.


      .---------------------.
======|  Cave of Ordeals 1  |
      '---------------------'

ENEMIES
- Lv. 60 Holy Swordswomen (x5)
- Lv. 60 Jounin (x4)
- Lv. 60 Onmyo Professor (x1)

One of the main focuses for this battle is the Encroach symbol on the other side
of the map, which will spread the Ally Damage 20% and Enemy Boost +50% effects.
Luckily, only the Onmyo Professor is standing on it from the very beginning, so
you should be able to get rid of some of the enemies before it spreads too far.
The Holy Swordswomen gain more attack when they hit your characters from the
front, so if you don't get rid of them all at first, rotate them to make sure
they attack from the sides or behind.

When you attack the Jounin, make sure you use single-target attacks, as their
Evility makes it so their evasion hits 50% when you use multi-target skills. The
Onmyo Professor's Evility doesn't really come into play, but he is equipped with
a lot of Book skills, as well as almost all of the Star spells. That's pretty
much the theme for this stage, as the enemies can deal out a lot of damage, but
they cannot take much themselves, so if you are quick in dealing with the
enemies, the Encroach effect won't even be a factor.


      .---------------------.
======|  Cave of Ordeals 2  |
      '---------------------'

ENEMIES
- Lv. 80 Death Mowbuus (x5)
- Lv. 80 Hecate (x5)
- Lv. 80 Dullahan (x4)

This map is split into four islands, three with enemies and one for your Base
Panel. All of the enemies are standing on Enemy Boost +50% panels, and the only
way onto each island is via a Warp panel on your base island. The symbols to
remove the Enemy Boost effect are all on separate islands from their own, so you
won't be able to get rid of any for your first island, unless you feel like
sacrificing a character.

When you're on the islands with the Hecates and Mowbuuses, you have to be
careful with any AoE attacks, as you don't want to hit the Warp symbols behind
them and be stranded on those islands. To get ready for the battles, get your
strongest character and use any other characters to buff them with Braveheart,
as well as the appropriate defensive spell (Shield for Mowbuuses and Dullahans,
and Magic Wall for the Hecates).

Lanzarote is a great addition to be on the map, as her Evility both buffs your
party and lowers the enemies' stats. Once you clear one island and hit the
symbol for the Enemy Boost for one of the other islands, go back to your base
and heal/rebuff. The next groups of enemies will be easier because of the lack
of the Enemy Boost effect.


      .---------------------.
======|  Cave of Ordeals 3  |
      '---------------------'

ENEMIES
- Lv. 135 Belladonna (x8)
- Lv. 135 Crusader (x5)

You are looking at a super defensive formation sitting in the center of the map,
constructed of Belladonnas and Crusaders, all of whom are sitting on DEF +100%
panels. To make matters worse, you can't get to the symbols in the back because
of the No Entry barrier, so you're going to have to deal with the situation at
hand.

Four of the Belladonnas have Shielding Aroma, while the other four have Sweet
Aroma. The central Angel has Angel Group and the other ones have Angel
Protection, which adds up to a whole lot of defense once you factor in
everything else. All of the Angels are equipped with bows, but the bigger
problem is the Belladonnas with their wind spells, who can hit you at your base
panel from their initial positions.

If you have a character that is leveled enough, both character and equipment-
wise, you can try to brute force some of them to try and kill them. If you do
kill some, then throw the strong characters either back towards your base panel
or onto the DEF +100% panels. Use 6-1 to keep leveling your characters, and
remember to level up your weapons in the Item World. You could also toss the
enemies towards your base panel to remove them from the defensive formation.


      .---------------------.
======|  Cave of Ordeals 4  |
      '---------------------'

ENEMIES
- Lv. 180 Rune Knight (x1)
- Lv. 170 Balrog (x9)
- Lv. 170 Grimalkin (x6)


      .---------------------.
======|  Cave of Ordeals 5  |
      '---------------------'

ENEMIES
- Lv. 230 Mega Knight (x3)
- Lv. 230 Prism Mage (x3)
- Lv. 230 Viper Fighter (x2)


      .---------------------.
======|  Cave of Ordeals 6  |
      '---------------------'

ENEMIES
- Lv. 300 Zombie King (x1)
- Lv. 280 Scarecrow (x6)
- Lv. 280 Wight (x6)


      .-------------------------------------.
======|  Cave of Ordeals 6 - Second+ Visit  |
      '-------------------------------------'

ENEMIES
- Lv. 300 Rahab (x15)

This is definitely the best leveling map in the game, as all of the enemies are
sitting on panels with the Mana +100% and EXP +100% effects. There is a set in
front that is 2x3 and another in the back in a 3x3 formation. They won't move
unless you get into range and all of them have -75% resistance to fire, so a
Magician or Skull with fire magic (if you've built one up) is perfect here.



                    .============================.
====================|  E. Melancholy of Barbara  | (B140)
                    '============================'

Once you finish the main story, you can find a bill in the Dark Assembly called
"Where Are The Cats?!" Passing this bill will open up the following map.


      .-------------------.
======|  Orders Received  |
      '-------------------'

ENEMIES
- Lv. 100 Barbara
- Lv. 80 Grimalkin (x12)



                    .=========================.
====================|  F. Kid Death's Lament  | (B150)
                    '========================='

Once you finish the main story, you can find a bill in the Dark Assembly called
"Meet the President's Son." Passing this bill will open up the following map.


      .------------------------.
======|  Netherpower Struggle  |
      '------------------------'

ENEMIES
- Lv. 150 Emizel
- Lv. 140 Mrtyu (x1)
- Lv. 140 Wraith (x1)
- Lv. 120 Hitman (x4)
- Lv. 120 Mithril Knight (x3)
- Lv. 120 Viper Fighter (x4)

There is a bunch of red panels behind your base panel, with it having the Super
Encroach, No Lifting, DEF +50% and Ally Damage 50% effects. Luckily for you, all
of the Geo Symbols are right by your base panel, so use someone to get rid of
the Ally Damage 50% symbol. It's entirely up to you whether you want to keep the
other effects in play or not, as the DEF +50% will likely benefit you before it
reaches the enemies' area.
As for the enemies, the biggest problems are the Mithril Knights, who have the
Defender Evility. This enables them to use the Protect action when defending,
which they will actually do in this battle, so whenever you go to attack
someone, they will switch places with that enemy to take the attack. Emizel has
an Evility that grants him a stronger attack when he uses single-target spells,
but he likely won't use it in the battle.

One of the Viper Fighters is equipped with a spear and has the Forced Counter
Evility, and the Hitmen will stay back and hit you with ranged attacks. The
monsters know fire and ice spells, as well as Giga Star, but they really
shouldn't provide too much trouble. In fact, outside of the Mithril Knights and
possibly Emizel, the fight is your standard one.

- Completing this map will make Emizel join your party, and you will also get 50
extra CP to use in any way you want, with the maximum now being 350%




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|                      IV. UPDATES                      |===========
¯¯¯¯¯¯¯¯¯¯¯¯|                                                       |¯¯¯¯¯¯¯¯¯¯¯
            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O


12/10/2013.....Finished main story and upload to GameFAQs

12/16/2013.....Started working on the Post-Game maps, with Prinny Land, Unending
               Concert, and some of Cave of Ordeals finished, as well as Kid
               Death's Lament




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|             V. FREQUENTLY ASKED QUESTIONS             |===========
¯¯¯¯¯¯¯¯¯¯¯¯|                                                       |¯¯¯¯¯¯¯¯¯¯¯
            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

Q) When was Disgaea D2 released?
A) It was initially released in Japan on March 20, 2013, then in Europe on
   September 27, 2013 and in the US on October 8, 2013.

Q) Your strategy sucks!
A) I've tried my best to employ a strategy that works, but it's not possible to
   know every single unit other players have built up. In fact, I've tried to
   give a general strategy in the main story battles, only mentioning specific
   classes in certain situations. This helps in not forcing someone to go and
   level up a character they haven't used, for example.

Q) What are some good leveling maps?
A) Stages 2-6 and 6-1 are both great maps, because they utilize the level 99
   experience glitch. Basically, level 99 enemies give the same experience as
   level 320ish or so enemies. With 2-6, you need to set the Enemy Strength at 7
   stars, which puts the Dragons at level 33. Combine three of them to put one
   at 99 and kill it. For 6-1, set the Enemy Strength to 9 stars, which puts all
   enemies at level 99. This will tide you over until you can eventually get to
   Cave of Ordeals 6, which is the best map for leveling in the game.




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|                 VI. ACKNOWLEDGEMENTS                  |===========
¯¯¯¯¯¯¯¯¯¯¯¯|                                                       |¯¯¯¯¯¯¯¯¯¯¯
            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

- CJayC for creating GameFAQs and SBAllen (and everyone else) for making it
  what it is today

- Nippon Ichi for creating yet another wonderful game