========================================== Disgaea: Hour of Darkness Walkthrough/FAQ Author: Salah al-Din Email: Salazar_Denamond@hotmail.com ver. 1.30 Saturday, June 5, 2004 ========================================== Table of Contents. 0.00 Introduction/Version History 1.00 Walkthrough 1.00 Introductory notes 1.01 Episode 1 [Tutorial & Vyers Castle] 1.02 Episode 2 [Frozen River] 1.03 Episode 3 [Dinero Palace] 1.04 Episode 4 [Blazing Core] 1.05 Episode 5 [Jotunheim] 1.06 Episode 6 [Blair Forest] 1.07 Episode 7 [Salamander's Breath] 1.08 Episode 8 [Lunar Snowfield] 1.09 Episode 9 [Stellar Graveyard] 1.10 Episode 10 [Sea of Gehenna] 1.11 Episode 11 [Forest of the Dead] 1.12 Episode 12 [Stellar Graveyard II] 1.13 Episode 13 [Gargantua Deck & Gargantua Interior] 1.14 Final Episode [Celestia & Seraphic Sanctuary] 1.15 Side Area 1 [Prinny Land] 1.16 Side Area 2 [Cave of Ordeal] 1.17 Side Area 3 [Human World] 1.18 Side Area 4 [Alternate Netherworld] 1.19 Side Area 5 [Beauty Castle] 1.20 Side Area 6 [Baal Castle] 2.00 Item Guide 2.01 Item Listings 2.02 Obtaining some of the rarer items 2.03 Shopping notes 2.04 Specialists and Their Properties 2.05 Item notes of interest 3.00 The Hospital 3.01 Requirements for the Hospital Items 3.02 Cost for Reviving from the Hospital 3.03 Minimum amount of HL needed to obtain the Hospital Prizes 3.04 Exploiting the Hospital 4.00 The Dark Congress 4.01 The Senators and Bribing 4.02 Promotion Exams 4.03 Proposal List 4.04 Dark Congress Strategies 5.00 Class Guide 5.01 Introductory Notes 5.02 Humanoid Classes 5.03 Monster Classes 5.04 Unique Classes 5.05 Skills List 5.05.01 Magic 5.05.02 Weapon Skills 5.05.03 Monster Skills 5.05.04 Character Skills 5.05.05 Scout Skills 5.06 Places to rack up Monster Kills 6.00 Gaining Experience, and Hell 6.01 Formulae 6.02 List of Exp, and HL Parameters by Class 7.00 Geo Symbols and Panels 7.01 Introduction to Geo Effects 7.02 Geo Symbol List 7.03 Rules Governing Clones 7.04 Using the Geo Panels and Symbols 8.00 Miscellaneous Stuff 8.01 Ending Requirements 8.02 About Ally Kills 8.03 Capturing Monsters 8.04 Lifting and Throwing Strategies 9.00 Concluding Notes, Thanks etc. ============================================ 0.00 Introduction/Version History ============================================ The current state of the guide, while quite exhaustive at the moment is incomplete. Updates will be far and few between as of now, as there is some information that warrants me playing through the game again, from scratch. I, however am confident you'll find much to be of use to you in this rather exhaustive, addicting, seemingly, never-ending game. The Item World guide will probably be the biggest chunk of the guide and will likely take me the longest to figure it out completely. You'll see just how big it's going to be from the *tiny* little snippet of what's to come. This guide as it stands now, is completed. I am running out of things to add. I have also decided that since this guide is starting to close in on the 500kb mark, that the Item World guide that I had planned will be posted as a seperate guide at a later date. I'll be taking in suggestions to add other things to this guide that I might have missed. I however won't be doing a portion on Transmigration, as I feel I'd only be regurgitating all the work JungleJim did in his Training FAQ, which covers everything there really is to know about Transmigration. Version History 1.30 - 6/ 5/04 - Big Update this time. No I hadn't forgotten! ^_^ -> Formula for gaining Exp discovered and explained -> Formula for gaining HL discovered and explained -> Walkthrough now contains Exp / HL for all the maps -> Further information on Senator's Likes and Dislikes -> Corection to Weapon Mastery table due to JungleJim's findings. -> new strategy for a story battle added -> Couple small corrections to Class Guide data -> Small correction to Skill Level effect (It's 5.5% not 7% as I had earlier) -> Added EP and HL Parameters for all known classes -> Removed Item World portion schematic -> Explanations on how to get some of the rarer items in the game. - More to come later, as I wanted to get the Exp and HL formulas out there at last. 1.10 - 11/23/03 - Status : Specialists -> Complete Class Guide -> Complete Overall -> Complete Additions: Finished off the Unique Characters skill section Added in a Section on Monster Hunting Added in notes on how Status Effects work. Found the caps to Status Effect Specialists !Updated Dark Congress!: Rarity of items affects Senator's liking of items; Thanks to Notti. Added in sections on Ending Requirements, Ally Kills, Capturing Monsters, and Lifting and Throwing Strategies. Changes : Skills' SP cost increases by 7% per Skill level. Clarified a few more definitions in the Skills List Corrected the unlock Requirement for the Knight. 1.00 - 11/ 8/03 - Apologies for the long update, but as you can see a lot's been added. I am satisfied with the guide enough to bring it to version 1.00, as it covers pretty much all the bases. Status : Item Listings -> Complete Specialists -> 80% Complete (in progress) Item World -> >1% Complete Dark Congress -> Complete Class Guide -> 98% Complete (in progress) Additions: Finished the item list and corrected some of their ranks. Found out there's a limit to how many clones can be generated. Added in the Mana Costs for the human classes. Forgot to add in that Thieves speed up the bonus gauge as their special ability, whoops!. Added in a Status Resist tag to the Divine Majin as it's the only Human Character with 99 Resist to all status effects. Added in a comment on how to Tower Throw. Added in Monster and Unique Class Sections. Added in Skills list for Magic, Weapons, and Monsters (Uniques to come later.) Discovered a character limit to the party, added it to the class guide section. Changes : Corrected the note about the max number of specialist spaces. Reworded the note on what effect defeating Baal has on the Dark Congress. Corrected some level requirements to some Classes. Removed : Explanation on conditions for the Triple Exp bill; It's instead covered automatically in the Skills list. 0.9 - 10/27/03 - Huge update this time as you can see :) - Status: Main Walkthrough -> Complete Side Area Walkthrough -> Complete Item Listings -> About 95% Complete Hospital Items -> Complete Item World -> >1% Complete Dark Congress -> 99% Complete Geo Symbols -> Complete Class Guide -> 45% Complete Additions: New Items added, missing just a handful of items now. Added in a small explanation on the Stronger Enemies bill. Added in a note of what effect defeating Baal has on the Dark Congress. Added in a section on Specialists to the Item Section; Debating on whether to give it, it's own section or not. Class Guide has been added, only human classes are covered at the moment. Uniques and Monsters will be added in the next update. Creation costs to be added in later once I figure a way to squeeze them inside the tables ^_^; And of course, the Walkthrough is done done done! Changes: Fixed up the table of contents a tad. Still had the Hospital Items old section under the Item Guide, oops. Fixed a rather stupid spelling mistake. "Curse Status Ailments"? O_o 0.8 - 10/20/03 - Pretty big update this time as you can see, I've added in and completed a few more sections. Status: Main Walkthrough -> Complete Side Area Walkthrough -> Incomplete (In Progress) Item Listings -> About 85-90% Complete Hospital Items -> Complete Item World -> >1% Complete Dark Congress -> 99% Complete Geo Symbols -> Complete Class Guide -> Planned. Additions: More of the Cave of Ordeal walkthrough completed. Human World walkthrough added. Dark Congress section completed and added. A few more items added to the item listings. A few more Bonus levels were added to reflect the current state of the walkthrough. Added a note on Item Levelling in the item world. Added in a Geo Symbols section. Added in a few more Bonus levels, and I do believe 51 is as high as it'll go, so I'd say it's complete. Changes: Corrected the "Rarity stat boost", as I have a better understanding of how it's calculated now. Reorganized and completed the Hospital Items list as I can now confirm that "Treasure" items require HP, SP, and Dec counts. Removed the postulation notes. 0.51 - 10/17/03 Changes: Found some more weapons with inherent status effect specialists, and added the info into the item list. Discovered a Legendary item with a 13 Specialist Capacity. Clarified what I mean by "Bonus" Specialist when finding an item's rank. Fixed some spelling and grammar mistakes. Additions: Discovered that Stat boosting specialists are affected by the 5% increase per mastery level of the weapon. Items get 16 specialist spaces when the Item God is defeated. Discovered what causes the mysterious stat boost when equipping an item that has zeroes in those stats Added in a note about Prinnies and the Hospital. Added in a few more requirements for Hospital items, as some peculiarities popped up. Updated the item list to reflect the item requirements I found from the hospital. 0.5 - 10/13/03 Status: Main Walkthrough -> Complete Side Area Walkthrough -> Incomplete (Prinny Land done) Item Listings -> About 85-90% Complete Hospital Items -> Complete Item World -> >1% Complete (Schematic Present) Dark Congress -> Planned Class Guide -> Planned I may add more things later on Changes: None; Initial Version. ============================================================================== ======================== 1.00 Walkthrough ======================== 1.00 Introductory Notes: A few things need to be explained about the data tables for all the following maps. 1) In the Bonuses column the first set of numbers before the "->" indicate the Bonus Gauge levels. 0-3 for example means all bonus gauge levels from 0 to 3. After the "->" is another number, this number indicates the Level of the Bonus you'll get. The "Bonus Rank" you see when selecting a map is basically a catch-all number that ranks the Overall Bonuses you'll get. Just so you know; "Bonus Gauge Level", "Bonus Level", and "Bonus Rank" are all separate terms which I'll use. This is where it's going to get confusing. A single BONUS LEVEL has a maximum range of 4 BONUS GAUGE LEVELS. That is you'll never see more than 4 identical HL or Exp Bonuses on the Bonus list of a map. The BONUS RANK shifts the BONUS LEVELS 3 places along the BONUS GAUGE LEVELS. That is the difference between a Bonus Rank of 1 and 2 is that the first BONUS LEVEL 3 prize will now appear on the BONUS GAUGE 3 levels lower. Yes the terms are easy to confuse, but once you understand how the Bonus Gauge and Rankings work to give you those bonuses it will become easier to distinguish them. The Maximum possible Bonus level is 51. When you get to Baal, the stage there is all Level 51 bonuses, so it can't go any higher than that. Bonus Level Chart |Level| Exp Bonus | HL Bonus | Item ||Level| Exp Bonus | HL Bonus | Item |-----|-----------|----------|---------||-----|-----------|----------|-------- | 1 | 7 | 30 |R. 1 || 2 | 12 | 50 |R. 1- 2 | 3 | 25 | 100 |R. 2- 3 || 4 | 50 | 200 |R. 3- 4 | 5 | 87 | 350 |R. 3- 5 || 6 | 137 | 550 |R. 4- 6 | 7 | 200 | 800 |R. 5- 7 || 8 | 275 | 1100 |R. 5- 8 | 9 | 375 | 1500 |R. 6- 9 || 10 | 500 | 2000 |R. 7-10 | 11 | 625 | 2500 |R. 7-11 || 12 | 750 | 3000 |R. 8-12 | 13 | 1000 | 4000 |R. 9-13 || 14 | 1250 | 5000 |R. 9-14 | 15 | 1750 | 7000 |R. 10-15 || 16 | 2500 | 10000 |R. 11-16 | 17 | 3750 | 15000 |R. 11-17 || 18 | 5000 | 20000 |R. 12-18 | 19 | 6250 | 25000 |R. 13-19 || 20 | 7500 | 30000 |R. 13-20 | 21 | 10000 | 40000 |R. 14-21 || 22 | 12500 | 50000 |R. 15-22 | 23 | 15000 | 60000 |R. 15-23 || 24 | 17500 | 70000 |R. 16-24 | 25 | 20000 | 80000 |R. 17-25 || 26 | 20000 | 100000 |R. 17-26 | 27 | 30000 | 120000 |R. 18-27 || 28 | 37500 | 150000 |R. 19-28 | 29 | 50000 | 200000 |R. 19-29 || 30 | 62500 | 250000 |R. 20-30 | 31 | 75000 | 300000 |R. 21-31 || 32 | 87500 | 350000 |R. 21-32 | 33 | 100000 | 400000 |R. 22-33 || 34 | 112500 | 450000 |R. 23-34 | 35 | 125000 | 500000 |R. 23-35 || 36 | 137500 | 550000 |R. 24-36 | 37 | 150000 | 600000 |R. 25-37 || 38 | 162500 | 650000 |R. 25-38 | 39 | 175000 | 700000 |R. 26-39 || 40 | 182500 | 750000 |R. 27-39 | 41 | 200000 | 800000 |R. 27-39 || 42 | 212500 | 850000 |R. 28-39 | 43 | 225000 | 900000 |R. 29-39 || 44 | 237500 | 950000 |R. 29-39 | 45 | 250000 | 1000000 |R. 30-39 || 46 | 262500 | 1050000 |R. 31-39 | 47 | 275000 | 1100000 |R. 31-39 || 48 | 300000 | 1200000 |R. 32-39 | 49 | 325000 | 1300000 |R. 33-39 || 50 | 350000 | 1400000 |R. 33-39 | 51 | 375000 | 1500000 |R. 34-39 || 2) Geo Symbols are noted by what effect they grant. and appear at the bottom of the target list. I've used abbreviations to denote what colour the symbol is, and what colour panel it's sitting on. Geo Abbreviations: Rd = Red Bl = Blue Gr = Green Yl = Yellow Pu = Purple Cy = Cyan Nl = Null If you see Rd+Gr, it means that a Red Symbol is sitting on a Green Panel. If you see just Rd by itself, it means that the symbol is red but it's currently not sitting on any geo panels. Pretty straight forward. 3) For enemies I've placed certain "tags" on them as they have unique qualities to them. Here's a list of those tags. Boss = Boss of this stage, He won't appear again when you revisit a map. Stand = An enemy, that upon revisiting a map "Stands in" for a boss, or a Unique monster. F.Boss = Final Boss Unique = A regular monster, that only appears once when you first encounter it, and then is removed for subsequent visits. If an asterik (*) is next to a monster's class it is a "mini-boss". They are treated as normal enemies, except they give 50% more Exp, HL, and Mana when they are killed. This extra bonus is already calculated into the Exp and HL it will offer in the table. 4) Some strategies I may mention say to throw characters to locations that are clear over on the other side of the map. To achieve this you will need to know how to Tower Throw. Basically you pick up the character you want to throw, and then have another character pick up the the character that picked up the first, and so on, until you have a "Tower" of characters. And when you throw them, they'll the throw the portion of the tower that's above them consecutively. You can easily get a character or two over to the other side of a map in a single turn. This is mandatory if you wish to beat Cave of Ordeal 5. 5) I've recently cracked the formula that determines how much Exp each target is worth when killed. The formula is as follows: Exp = 0.02 * EP * Enext + 6 EP is the Experience Parameter, this is a factor that determines experience given between different monsters of the same level. EP values for everyone will be listed further down in the guide. Enext is the core value listed in the enemy's Exp data that shows how much Exp they need to gain a level. Take this number at the start of the battle to determine how much Exp you get from a monster at that level. Note that this value will be different for monsters who don't level up normally i.e. KitCats, Surts, Prinnies, Vampires etc... In this case divide their current Exp Next value were appropriate: Prinnies: Divide by 0.8 Dark Cannon: Divide by 1.2 Geo Symbols: Divide by 1.2 Great Wyrms: Divide by 1.2 Vampires: Divide by 1.2 KitCats: Divide by 1.2 6) The formula for determining how much HL you receive from killing an enemy is a fairly simple one: HL = [(Lv + 2)^2 + Lv + 2] * (HL Parameter / 10) Basically take the level of the monster, add 2 then square it, then add the level again, then add 2. Multiply that result by 1/10 of the HL Parameter to get the amount of HL that monster is worth. HL Parameters for monsters will be listed in the Class Guide. 7) Lastly are target quantities. If you see x2, x3 x4 etc. It means there's 2, 3, or 4 of those same targets somewhere on the map. This applies to Geo Symbols as well, in that if you have 2 Exp +50% symbols of the same colour, both sitting on the same colour panel they'll produce an Exp +100% effect. 1.01 |=================================EPISODE 1=================================== |============================================================================= |Tutorial |============================================================================= Battle Basics 1 Piece of cake, just gang up on the ghosts. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->1 |Lv 1 Ghost x3 9 Exp - |1-4 ->2 | 12 HL - |5-8 ->3 | |9 ->4 | |--------|-------------------------------------------------------------------- Note: Cannot Return to this map Battle Basics 2 Same as before, you might however want to gang up on the Hobbit first. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->1 |Lv 1 Ghost x4 9 Exp - |1-4 ->2 | 12 HL - |5-8 ->3 | |9 ->4 |Lv 2 Hobbit 12 Exp - | | 20 HL - |--------|-------------------------------------------------------------------- Note: Cannot Return to this map Geo Symbols Bring Laharl out and whack the Blue Symbol from the raised portion of the terrain next to it to wipe out all the enemies. On return visits, throw as many monsters together to a level that you can handle, and kill it on a HL+50% panel to rack up money early in the game. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->1 |Lv 1 Ghost x5 9 Exp - |1-4 ->2 | 12 HL - |5-8 ->3 | |9 ->4 |Lv 2 Hobbit 12 Exp - | | 20 HL - | | | |Lv 1 Exp +50% Bl+Rd 7 Exp - | | 6 HL - | | | |Lv 1 HL +50% Yl+Rd 7 Exp - | | 6 HL - | | | |Lv 1 Def +50% Nl+Bl 7 Exp - | | 6 HL - |--------|-------------------------------------------------------------------- Note: This map changes to "Practice Map" afterwards and the Exp +50% symbol is removed |============================================================================= |Vyers Palace |============================================================================= Magnificent Gate You have two choices here. Either put the Blue symbol onto the geo panel beside your base and cause a huge chain reaction wiping out most of the enemies here in one shot, and severely weakening the rest. Or destroy the Yellow symbol weakening most of the monsters and put the Blue Symbol on the geo panel to rack up Experience bonuses on the Enemies you kill. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->1 |Lv 1 Ghost x6 9 Exp - |1-4 ->2 | 12 HL - |5-8 ->3 | |9 ->4 |Lv 2 Hobbit x2 12 Exp - | | 20 HL - | | | |Lv 2 Red Skull 12 Exp Wooden Staff | | 22 HL - | | | |Lv 1 Enemy Boost x3 Yl+Rd 7 Exp - | | 6 HL - | | | |Lv 1 Exp +50% Bl 7 Exp - | | 6 HL - |--------|-------------------------------------------------------------------- Blessed Court Get rid of the 4 Ghosts in front of your base on the first turn. Then make your way to where the two Yellow geo panels are with your two strongest characters to form a wall, and set up team-attacks to get rid of the rest of the enemies who will rush you. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-1 ->2 |Lv 1 Ghost x4 9 Exp - |2-5 ->3 | 12 HL - |6-9 ->4 | | |Lv 2 Hobbit x4 12 Exp - | | 20 HL - | | | |Lv 3 Warrior 17 Exp Common Sword | | 30 HL Amulet | | | |Lv 3 Brawler 17 Exp Wristband | | 30 HL Amulet | | | |Lv 1 Attacks +1 Rd+Yl 7 Exp - | | 6 HL - | | | |Lv 1 Def +50% Gr+Yl 7 Exp - | | 6 HL - |--------|-------------------------------------------------------------------- Corridor of Love Get rid of the Boggarts around your base on the first turn, magic users will help a lot in accomplishing this. On your second turn, go after the Ghost in the water and place as many of your troops in there as possible. Stay in the water and use your ranged attacks to pick off the rest of the troops that rush you. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-1 ->2 |Lv 2 Ghost* Unique 18 Exp Muscle Brawn |2-5 ->3 | 30 HL Bulletproof Vest |6-9 ->4 | Protector | | | |Lv 2 Ghost* Stand 18 Exp Crab Pincer | | 30 HL Muscle Brawn | | Bulletproof Vest | | Protector | | | |Lv 3 Boggart x5 20 Exp - | | 33 HL - | | | |Lv 4 Archer x2 27 Exp Common Bow | | 42 HL Protector | | | |Lv 4 Red Mage 27 Exp Light Staff | | 46 HL Protector | | | |Lv 4 Warrior 27 Exp Iron Lance | | 42 HL Protector | | | |Lv 2 Recovery 20% Rd+Bl x2 9 Exp - | | 10 HL - | | | |Lv 1 Damage 20% Rd+Bl x2 7 Exp - | | 6 HL - |--------|-------------------------------------------------------------------- Note: The Recovery 20% Symbols will be replaced with Damage 20% symbols after clearing. The Ghost during the story battle will be replaced by one that has a Crab Pincer equipped. Hall of Caresses Before attempting this stage Laharl must be able to do at least 30 damage with a blade rush to a Geo Symbol. At the start, have Etna throw Laharl next to the symbols lined up on the side of the map, between the 2 Boggarts and get rid of the symbols with a Blade Rush on your first turn. Keep your troops back as you deal with the Boggarts, the Mage, and the Archer. Keep your advancement to a minimum, so that the Warriors and Mid-Boss don't gang up on you as well. After all the lesser enemies are dealt with gang up on the 2 Warriors, and then go after Mid-Boss and use Laharl to finish off Combos. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-2 ->3 |Lv 3 Boggart x5 20 Exp - |3-6 ->4 | 33 HL - |7-9 ->5 | | |Lv 4 Archer 27 Exp Hunter's Bow | | 42 HL Protector | | Protector | | Protector | | | |Lv 4 Green Mage 27 Exp Light Staff | | 46 HL Protector | | Protector | | Protector | | | |Lv 4 Warrior x2 27 Exp Short Sword | | 42 HL Bulletproof Vest | | | |Lv 6 Mid-Boss* Boss 384 Exp Paw Glove | | 540 HL Protector | | | |Lv 6 Adept Ninja* Stand 97 Exp Battle Axe | | 140 HL Bulletproof Vest | | Protector | | Amulet | | | |Lv 1 Enemy Boostx3 Rd+Rd x2 7 Exp - | | 6 HL - | | | |Lv 2 Attacks +1 Rd+Rd 9 Exp - | | 10 HL - |--------|-------------------------------------------------------------------- Note: The Adept Ninja will replace the Boss of this stage after being cleared. 1.02 |=================================EPISODE 2=================================== |============================================================================= |Frozen River |============================================================================= Forsaken Land Virtually all the enemies in this Episode are weak to Fire, so having a Red Mage and a Red Skull can make your life easier. With that said, throw someone up onto the cliff next to your base to deal with the Cleric and Archers, while your heavy hitters deal with all the Zombies. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-3 ->4 |Lv 4 Zombie x5 27 Exp - |4-7 ->5 | 42 HL - |8-9 ->6 | | |Lv 4 Archer x2 27 Exp Longbow | | 42 HL - | | | |Lv 4 Cleric 27 Exp Witch's Staff | | 42 HL - |--------|-------------------------------------------------------------------- Icy Breath More Zombies, and they're all weak to fire, and to top it off, they're grouped in clumps. Fire magic should make very quick work of them. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-3 ->4 |Lv 4 Zombie x9 27 Exp - |4-7 ->5 | 42 HL - |8-9 ->6 | |--------|-------------------------------------------------------------------- Eternal Winter A word of caution, be VERY careful of the Imps and the Gremlin. They have a very damaging attack that will almost always poison your characters. Do not bunch your characters up if you can help it. The Zombies aren't a threat, they're lined up very nicely in front of your base to Blade Rush and 3 panel fire magic to death with. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-3 ->4 |Lv 4 Zombie x6 27 Exp - |4-7 ->5 | 42 HL - |8-9 ->6 | | |Lv 6 Imp x4 52 Exp - | | 79 HL - | | | |Lv 7 Gremlin 75 Exp Scratch Claw | | 108 HL Bulletproof Vest |--------|-------------------------------------------------------------------- White Death Made somewhat difficult because of the Dragon here as it has a lot of HP and is quite powerful. The Imps and Gremlins are a snap to get rid of, they're again all weak to fire and line up conveniently for your mages to kill on the first turn. Obviously take out the Angel as soon as you're able to, before taking on the Dragon. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->4 |Lv 6 Imp x3 52 Exp - |1-4 ->5 | 79 HL - |5-8 ->6 | |9 ->7 |Lv 7 Gremlin x2 75 Exp Scratch Claw | | 108 HL Bulletproof Vest | | | |Lv 8 Dragon* Unique 195 Exp Scratch Claw | | 247 HL Amulet | | Amulet | | Amulet | | | |Lv 5 Angel Boss 38 Exp Witch's Staff | | 56 HL Fancy Lid | | | |Lv 9 Golem* Stand 183 Exp Shocking Grasp | | 217 HL Fancy Lid |--------|-------------------------------------------------------------------- Note: The Angel will be removed from this map, and the Golem will replace the Dragon after clearing. 1.03 |=================================EPISODE 3=================================== |============================================================================= |Dinero Palace |============================================================================= Gaudy Entrance All Brawlers, all fairly far away, and sparsely laid out. Keep everyone back and draw a couple of them at a time towards you so you can take them out with ease. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->4 |Lv 5 Brawler x5 38 Exp Rock Fist |1-4 ->5 | 56 HL Protector |5-8 ->6 | |9 ->7 |Lv 5 Brawler x2 38 Exp Long Bow | | 56 HL Protector | | | |Lv 6 Pugilist 56 Exp Witch's Staff | | 79 HL Protector | | Amulet | | | |Lv 7 Pugilist* 112 Exp Battle Axe | | 148 HL Bulletproof Vest | | Protector | | Amulet |--------|-------------------------------------------------------------------- Golden Courtyard Your first introduction to the No Entry effect, is actually quite helpful as it splits the battlefield in two enabling you to take care of the brawlers that are directly in front of you, without having to worry about the rest behind the line. Don't get too close to the line though until you're ready to deal with the rest. Have your magic users take out the 2 bow wielding brawlers and wait for the rest to advance towards the line. The priest should advance to a point where you can take him out with magic easily. Now bring out all your ranged attackers and kill the rest that advanced to the line which they cannot cross to attack you. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0 ->4 |Lv 6 Pugilist x4 56 Exp Double Slap |1-4 ->5 | 79 HL Bulletproof Vest |5-8 ->6 | |9 ->7 |Lv 6 Pugilist x2 56 Exp Double Slap | | 79 HL Bulletproof Vest | | Amulet | | | |Lv 6 Pugilist x2 56 Exp Longbow | | 79 HL Bulletproof Vest | | | |Lv 8 Manticore 113 Exp Shocking Grasp | | 121 HL Fancy Lid | | | |Lv 9 Priest* 122 Exp Smiting Rod | | 217 HL Chain Mail | | Muscle Hustle | | | |Lv 1 No Lifting Bl+Bl 7 Exp - | | 6 HL - | | | |Lv 6 No Entry Bl+Bl 29 Exp - | | 36 HL - |--------|-------------------------------------------------------------------- Flashy Passage Yeesh, that's a LOT of brawlers. Use area of effect-3 magic to take out the rows of brawlers quickly and efficiently. Use your heavy hitters to protect your magic users and they'll counterattack any brawler foolish enough to advance on you. Slowly advance forward taking out the brawlers with mages, and wait for that 1 high level brawler to advance forward and pound the crap out of it quickly before it can do some serious damage. All that's left now is to clean up the 4 Brawlers with bows up on the ledge. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-1 ->5 |Lv 4 Brawler x15 27 Exp Double Slap |2-5 ->6 | 42 HL Bulletproof Vest |6-9 ->7 | | |Lv 6 Brawler 52 Exp Double Slap | | 72 HL Bulletproof Vest | | | |Lv 7 Pugilist x4 75 Exp Big Arrow | | 99 HL Fancy Lid | | | |Lv 10 Pugilist* 231 Exp Bushido Lance | | 237 HL Chain Mail | | Fancy Lid | | Muscle Hustle |--------|-------------------------------------------------------------------- Lavish Hall Due to a curious AI implementation, the Wall of Meat will not move nor attack you even when standing right in front of them. Use this to your advantage and stack up all your "tank" characters against the line, and let the two Spear carrying brawlers advance. You'll now have 8 enemies all very nicely lined up for your magic users to slaughter with impunity. All that's left now is the boss, which will take about maybe 2 or 3 turns of ganging up on him before he'll go down. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-1 ->5 |Lv 6 Wall of Meat(Brawler)x6 52 Exp - |2-5 ->6 | 72 HL - |6-9 ->7 | | |Lv 10 Pugilist* x2 231 Exp Bushido Lance | | 237 HL Chain Mail | | Fancy Lid | | | |Lv 12 Rich Demon* Boss 312 Exp Bat Parasol | | 630 HL Leather Jacket | | | |Lv 13 Blue Mage* Stand 372 Exp Hibernal Staff | | 396 HL Chain Mail | | Bulletproof Vest | | Muslce Hustle |--------|-------------------------------------------------------------------- Note: The Blue Mage will replace the boss of this map after clearing. 1.04 |=================================EPISODE 4=================================== |============================================================================= |Blazing Core |============================================================================= Road of Flames Virtually everything in this episode is weak to Ice attacks, so Blue Mages and Skulls are deadly here, as are your gun toting characters which have an Ice based skill. The Pumpkins here are nicely arranged in front of your base, and they're sitting on Exp +100% panels to boot. The other monsters will advance onto another stretch of Exp+100% panels, they're a bit tougher than you've dealt with before. Beware the Killer Armor though, it is a very powerful monster at this stage in the game, and they appear here quite frequently. Killing them at a distance is far preferable than to duke it out with them at close range. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-2 ->6 |Lv 9 Pumpkin x4 69 Exp - |3-6 ->7 | 224 HL - |7-9 ->8 | | |Lv 11 Decoy x2 121 Exp Poison Needle | | 327 HL Leather Jacket | | | |Lv 12 Killer Armor 268 Exp Bat Parasol | | 231 HL Chain Mail | | | |Lv 10 Exp +50% Gr+Gr x2 73 Exp - | | 55 HL - |--------|-------------------------------------------------------------------- Parched Ground More of the same. The pumpkins and a decoy are arranged in a staggered formation, making it difficult to deal with them quickly. An idea is to throw them into a nice formation that your magic users and your heavy hitters can deal with quickly. There's no real easy way of dealing with the Killer Armors other than to just hack away at them. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-2 ->6 |Lv 9 Pumpkin x7 69 Exp - |3-6 ->7 | 224 HL - |7-9 ->8 | | |Lv 11 Decoy x4 121 Exp Poison Needle | | 327 HL Leather Jacket | | | |Lv 12 Killer Armor x2 268 Exp Bat Parasol | | 231 HL Chain Mail |--------|-------------------------------------------------------------------- Blazing Field Lots of enemies here, and virtually the entire map is affected with an Enemy Boost +50%. But wait, is that a Damage 20% symbol I see within throwing distance of the base? Hahahaha, get someone over there and throw the symbol on to the geo-field. You'll have to take out the 5 Pumpkins lined up in front of your base before you do that. Once the Damage 20% symbol is placed, just wait 5 turns and victory will be yours. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-3 ->7 |Lv 9 Pumpkin x5 69 Exp - |4-7 ->8 | 224 HL - |8-9 ->9 | | |Lv 11 Decoy x5 121 Exp Poison Needle | | 327 HL Leather Jacket | | | |Lv 12 Killer Armor x2 268 Exp Bat Parasol | | 231 HL Chain Mail | | | |Lv 14 Nightmare 320 Exp Cat's Claw | | 380 HL Dimensional Cape | | | |Lv 10 Damage 20% Rd 73 Exp - | | 55 HL - | | | |Lv 10 Enemy Boost+50% Rd+Rd 73 Exp - | | 55 HL - |--------|-------------------------------------------------------------------- Note: The Damage 20% symbol is removed after the map is cleared. Molten Labyrinth Not an easy fight, you'll really have no choice but to just slug it out here. be mindful of the Killer Armors though and get rid of them fast. If you're around Level 10-15 you should be able to make it through this. If not use the first stage in this episode to level up. |Bonuses | Enemy Targets | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------ |0-3 ->7 |Lv 12 Killer Armor x4 268 Exp Bat Parasol |4-7 ->8 | 231 HL Chain Mail |8-9 ->9 | | |Lv 14 Nightmare x2 320 Exp Cat's Claw | | 380 HL Dimensional Cape | | | |Lv 15 Mandrake 275 Exp Bat Parasol | | 581 HL Bulletproof Vest | | Fancy Lid | | | |Lv 17 Mid-Boss* Boss 3,406 Exp Cat's Claw | | 2,850 HL Power Jacket | | Nerd Glasses | | | |Lv 17 Dark Knight* Stand 960 Exp Cat's Claw | | 684 HL Dimensional Cape | | Leather Jacket |--------|-------------------------------------------------------------------- Note: The Dark Knight replaces the boss of this stage after clearing. 1.05 |=================================EPISODE 5=================================== |============================================================================= |Jotunheim |============================================================================= Absolute Zero YUCK. This is one fight I just hate because it's so bothersome with the way the map is laid out. First order of business is to get rid of that Ally Damage 20% symbol, which requires a bit of ingenuity to pull it off in 1 turn. First throw somebody to where the Imps have it surrounded, and lift one up so you can make room for somebody to pick up the symbol, and throw the monster somewhere else. Now throw a character over to the symbol, and throw the symbol at one of the Imps to destroy it. Don't bother with the other two symbols, the Imps are pretty powerful as it is in their numbers, so just hack away at them. |Bonuses | Target Listing | Experience / HL | Equipped Items |--------|-------------------------------|-----------------|------------------