Disgaea 2: Cursed Memories Walkthrough :
This walkthrough for Disgaea 2: Cursed Memories [Playstation 2] has been posted at 01 Aug 2010 by bhoklogz and is called "FAQ". If walkthrough is usable don't forgot thumbs up bhoklogz and share this with your freinds. And most important we have 10 other walkthroughs for Disgaea 2: Cursed Memories, read them all!
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Walkthrough - FAQ*********1*********2*********3*********4*********5*********6*********7*********8 ++++++++++++++++++++++++++++++++++++++++++ RenamonFOX's FAQ for Disgaea 2 for the PS2 ++++++++++++++++++++++++++++++++++++++++++ version 1.04 09/23/06 version 1.03 09/16/06 version 1.02 09/13/06 version 1.01 09/12/06 version 1.00 09/08/06 CitanulCitnamor-AT-hotmail-DOT-com Note: Feel free to send me an email if something's troubling you, but please, do NOT take it upon yourself to add me to your MSN contact list and start chatting it up with me about the game. I love Disgaea 2, but I also love getting my schoolwork done so I can finish my degree. Legal notice: Yatta yatta yatta yatta yatta yatta copyright. Blah blah blah blah legal stuff. blah blah blah blah don't steal it. Send an email if you want this guide on your site. You've seen this in all the other faqs on this site, you don't need me to waste your bandwidth telling you not to be a thief. Chances are, I'll let you have the guide on your site, I just like knowing where it is. 00.00 - Introduction 01.00 - Criminal Charges 01.01 - Felony effects on the ending of the game 01.02 - List of Charges 01.03 - Tricky tricks 02.00 - Filling the Bonus Gauge 02.01 - Geo Vandalism 02.02 - Combo City 03.00 - Geo Effects 04.00 - Thief Steal Rate 05.00 - Fun in item world 05.01 - Mystery Rooms 05.02 - Residents 05.03 - Speeding Through Item World 05.04 - Ninjas and Pirates 05.05 - Levelling up your item 05.06 - Specialist hoarding 06.00 - Lovers and their effects 07.00 - Level 9999 monster 08.00 - Unlocking the Dark World 08.01 - The Dark Sun 09.00 - Hospital Rewards 10.00 - Character levelling 10.01 - Cave of Ordeals 1 10.02 - Cave of Ordeals 2 90.00 - Frequently asked questions 90.01 - What is an ally murder? 98.00 - Sites approved for publishing of this guide 99.00 - Credits -------------------------------------------------------------------------------- 00.00 - Introduction -------------------------------------------------------------------------------- This is a general guide that answers the questions I receive most often, plus a few nifty tricks that aren't very well known about. Such as moving Baliffs from their subpoena to an item you're levelling up to put on a character. Killing two birds with one stone. -------------------------------------------------------------------------------- 01.00 - Criminal Charges -------------------------------------------------------------------------------- A new aspect in Disgaea 2 is the addition of felonies. Felonies are given when a character enters the item world of a subpoena which contains a baliff, then entering the dark court on the floor corresponding to the number on the baliff. Felonies have a myriad of useful skills, including reducing the cost of items sold at shops by up to 33%, increasing the amount of experience gained by the character with the felony by up to 300%, increasing the approval rate when proposing bills in the dark senate, or even changing the ending of the game. -------------------------------------------------------------------------------- 01.01 - Felony effects on the ending of the game -------------------------------------------------------------------------------- There's only two different endings obtainable through the amassing of felonies. One requires that Adell have at least ten felonies and ten ally murders, whereas the other requires Adell have at least 99 felonies and one hundred ally murders. For the latter, Rozalin must be murdered at least once. Both of these endings are considered 'bad endings'. No matter how many felonies you have on your other characters, they will have no effect on the ending of the game. In order to obtain a felony, a character must go to the post officer and speak with him to obtain a subpoena. Subpoenas have pre-subdued residents called baliffs. These baliffs state which floor the dark court is on in the item world in that item. For example, if a subpoena has "baliff 4" as a resident, the gate to the dark court will be on the 4th floor of the item. -------------------------------------------------------------------------------- 01.02 - List of Charges -------------------------------------------------------------------------------- *for High stat, too high stat, and way too high stat, that applies to the non-HP non-SP stats on a character, and once for each such stat. A character with 250 attack and 250 hit will be eligible for both "high atk" and "high hit" felonies. Charge Condition Baliff Prize Felonies High Level Level at least 20 6-14 50,000 HL 2 High Stat* Stat at least 200 6-14 50,000 HL 2 High HP HP at least 500 6-14 50,000 HL 2 High SP SP at least 250 6-14 50,000 HL 2 Too High Level Level at least 200 16-24 2,000,000 HL 6 Too High Stat* Stat at least 2000 16-24 2,000,000 HL 6 Too High HP HP at least 5000 16-24 2,000,000 HL 6 Too High SP SP at least 2500 16-24 2,000,000 HL 6 Way Too High Level Level at least 2000 36-44 500,000,000 HL 10 Way Too High Stat* Stat at least 20,000 36-44 500,000,000 HL 10 Way Too High HP HP at least 50,000 36-44 500,000,000 HL 10 Way Too High SP SP at least 25,000 36-44 500,000,000 HL 10 Reincarnating Reincarnate ten times 36-44 Red Moon Bow 16 Too Many Murders Defeat 100 enemies 16-24 Immortal Pill 2 Being a Loser Get killed 20 times 16-24 Spirit Muscle 2 Friendly Fire Kill 20 allies 16-24 The Heretic 2 Team Attacking Be in 100 team attacks 16-24 Gank 6 Comboing Be in 100 combo attacks 16-24 Demon Smasher 4 Stack Attacking Be in 100 tower attacks 16-24 Tower Shield 6 Pitching Prinnies Throw 20 prinnies 16-24 Prinny Staff 3 Geo Vandalism Destroy 500 Geo Panels 16-24 Astral Orb 2 Excessive Force Deal 1000+ in one hit 16-24 Spirit Belt 4 Liking Guys Have 10 male pupils 16-24 500 Mana 2 Liking Girls Have 10 female pupils 16-24 500 Mana 2 Being a Breeder Have 10 monster pupils 16-24 500 Mana 2 Raised too many pupils Human pupil at lv 100 16-24 5,000 Mana 4 Being the top breeder Monster pupil at lv 100 16-24 5,000 Mana 6 Mastering Fists Level 15 Fist Mastery 56-64 Scroll: Fist 12 Mastering Swords Level 15 Sword Mastery 56-64 Scroll: Sword 12 Mastering Spears Level 15 Spear Mastery 56-64 Scroll: Spear 12 Mastering Bows Level 15 Bow Mastery 56-64 Scroll: Bow 12 Mastering Guns Level 15 Gun Mastery 56-64 Scroll: Gun 12 Mastering Axes Level 15 Axe Mastery 56-64 Scroll: Axe 12 Mastering Staves Level 15 Staff Mastery 56-64 Scroll: Staff 12 Mastering Fire Magic |Level 15 mastery as | 56-64 Exodus 12 Mastering Wind Magic |the sum of all levels| 56-64 Exodus 12 Mastering Ice Magic |of spells, normal | 56-64 Exodus 12 Mastering Star Magic |Mega, Giga, Omega, | 56-64 Exodus 12 Mastering Healing Magic |and Tera | 56-64 Universal Orb 12 Everybody crimes! Second round of playing Beat the game 36-44 Noble Rose 10 Playing too much Game clock at 100 hours 12-18 Sundae 10 Being too Rich have over 100,000,000HL 12-18 10,000 Mana 10 Mastering Classes Unlock all first level 12-18 Twilight 10 classes (Knight, Prinny, etc. Force knight not req.) Political Unrest Pass 20 bills by force 12-18 Veggie Burger 10 Kidnapping Capture 15 monsters 12-18 The Demon 10 Tele Fraud Use 30 Defender of 12-18 Laser Blade 10 Earth cell phones Tele Fraud Use 30 Prism Ranger 12-18 Prism Cannon 10 cell phones Tele Fraud Use 30 Dark Hero 12-18 Macho Fist 10 cell phones Murdering Baal Defeat Baal 12-18 Arcadia 10 -------------------------------------------------------------------------------- 01.03 - Tricky tricks -------------------------------------------------------------------------------- When amassig felonies, there are a few tricks that can be utilized in order to make the process less painful. 1) Tower it up! If you make a big tower of characters and throw them all in there, they will all receive the full felony count for the crime. This is very useful in reducing the amount of necessary trips through item world to get your characters up to speed. 2) Move the baliffs. What's the point of levelling up your subpoena? To heck with that! Move that baliff into a fist to be levelled up for Adell, or a gun for Rozalin. This way, all the levels you're blowing through are actually going towards something. Levelling up an item and amassing felonies with one trip is key in saving time. 3) Gency abuse. If you have lots of Mr. Gency Exits, you can make felony gaining quicker still by putting any baliff into an item, for this example we'll say it's baliff 58. On floor 58, enter the dark assembly, get your felonies, use a gency to escape, move a baliff 62 into the item, go back, get more felonies, come back out ad nauseum. on floor 62, so you only have two floors to travel to get to floor 64. Throw a baliff 64 in there now! NOTE: In a previous version I mentioned that you could make a baliff 58, get the dark world, then escape, place another 58 in there and do it again. This is INCORRECT. You must pass at least one floor for a dark court gate to appear. (Thanks to NeccoWafers for this information) -------------------------------------------------------------------------------- 02.00 - Filling the bonus gauge -------------------------------------------------------------------------------- Every once in a while, you'll see a shiney on rank 9 of the bonus gauge, but there won't be an easily accessible solution to getting to rank 9. This section is here to help! In order to get to rank 1, you need 100 bonus gauge points. For rank 2 you need 200 points, and so on, up to 900 points for the max gauge. -------------------------------------------------------------------------------- 02.01 - Geo Vandalism -------------------------------------------------------------------------------- The easiest way to fill up the bonus gauge, if not always accessible, is to create a ridiculously large geo explosion effect that damages all the enemies on the map. There are plenty of available geo panel explosion techniques on the Disgaea 1 faq board, and the techniques still apply here, so if you don't know how to set up a wide area explosion, refer back there for help. The amount of points received from a geo reaction is as follows: Points = Color + (X*Chain*18) Color - This is the big number in your combo. Every time a panel changes color or disappears, you get one point. After a second geo symbol explodes, a panel changing color or disappearing is now worth an additional point. Every time the panels change to a new color in a single chain it adds an additional point per geo panel change/disappear. X - This value equals 1 if all the geo panels on the map are cleared as a result of this chain, and 0 if colored geo panels remain after the chain. Chain - the smaller number in a geo explosion. Every time the panels change color or disappear in a chain, this number goes up by 1. In action... Cave of Ordeals 1 gives you a map with 14 purple panels, four colored geo symbols, and two null symbols. If you place the lower right null symbol on one of the geo panels, and then destroy the upper left one, you'll have a geo explosion that clears the whole map. The first one you hit will give you Color +14 and chain +1, but it will hit the other four geo symbols, which will cause a chain reaction as follows. first symbol - color+14 chain+1 second symbol - color+28 chain+1 third symbol - color+42 chain+1 fourth symbol - color+56 chain+1 fifth symbol - color+70 chain+1 This gives you color = 210 and chain = 5 And since you've cleared the map, for the equation above, you've got Points = 210 + (1*6*18) = 318. That's three full bars for a single map with only 14 panels on it. -------------------------------------------------------------------------------- 02.02 - Combo City -------------------------------------------------------------------------------- If there are no geo symbols for one reason or another, you can also build the bonus gauge by unleashing lengthy combos on the enemy. A combo is a series of attacks that are all carried out with a single push of the "execute" button, and all such attacks are directed at a single enemy. Whenever you attack an enemy, you gain 4 points on the bonus gauge. For each addition to the combo, the number jumps up much higher, and if you kill the enemy, the number jumps up higher still. The following is a list of points that will be obtained through unleashing a combo of certain length on an enemy. Combo Length Survives Dies Single attack 4 24 Combo count 1 12 44 Combo count 2 24 76 Combo count 3 32 108 Combo count 4 60 156 Combo count 5 84 204 Combo count 6 112 264 Combo count 7 140 332 Combo count 8 180 412 Combo count 9 210 492 *Remember, for every 100 points, the bonus gauge goes up one bar **Also, if a thief is included in this combo, these point values are doubled -------------------------------------------------------------------------------- 03.00 - Geo Effects -------------------------------------------------------------------------------- Disgaea 2 is a host to a multitude of new geo effects. Some of which are easily guessed (Such as Game Over), others not so much (Fusion). Damage 20%: Anyone on a panel with this effect at the beginning of the player's turn will lose 20% of their maximum HP. Meaning in five turns, they'll die. Ally Damage 20%: Like Damage 20%, except enemies are unaffected. Heal 20%: Anyone on a panel with this effect at the beginning of the player's turn will gain 20% of their maximum HP. Exp +50%: Any monster standing on a square with this effect will yield 50% more experience. Yes this stacks with HL +50%, Mana +50% and even other Exp +50% HL +50%: Any monster standing on a square with this effect will yield 50% more HL. This stacks like Exp +50% Mana +50%: Any monster standing on a square with this effect will yield 50% more Mana. This stacks like Exp +50% ATK +/-50%: Anybody on this a square with this effect will have their attack raised or decreased by the amount stated. DEF +/-50%: Same as ATK +/-50% Fire/Water/Wind Element +/-50%: Anyone on this square will have their corresponding resistance raised (or decreased) by the given amount. Move +/-1: The character standing on this tile will have their movement altered by the amount stated. Attack +1: When a character on this panel executes a normal or special attack, they repeat the attack immediately, before counterattacks are assigned. SP consuming attacks will repeat the SP cost when the attack is repeated. EX: Red mage casts fire on an attack +1 square. She will cast fire twice, and pay twice the SP cost Evade: The hit stat of anybody targeting a unit on an evade panel is halved for that attack. All attacks targeting units on evade panels have a maximum of 50% chance to hit. Invincible: HP reducing attacks reduce 0 HP instead. HP raising spells function normally. Deathblow: Any unit on a deathblow panel will take damage equal to their max HP when struck. In the american release, the Deathbow panel may also be called "critical" Warp: A character on a warp panel at the beginning of the player's turn will be transported to a randomly chosen warp tile of the same color. Silence: Any attack executed from the "special" menu cannot be used while standing on this tile. No close Attack: Units on this panel cannot attack anything less than two panels away. No ranged attack: units on this panel cannot attack anything more than one panel away. No tower attack: characters stacked in a tower cannot use tower attack while standing on thsi panel. No Entry: This panel cannot be entered, passed, or thrown over. No Lifting: Units on a No Lifting panel cannot be lifted. Units on a no lifting panel can lift adjacent units if they are not on no lifting panels. No Color Change: The color of the geo panels cannot be changed unless it is destroyed as a result of an expansive geo explosion (similar to invincibility) Reverse Damage: Healing attacks cause damage, Normal attacks restore life. Disperse Damage: All objects on Disperse Damage tiles take damage equal to the amount of damage dealt to the first target on the disperse damage tile divided by the amount of other units on disperse damage tiles. Ex. four enemies on Disperse damage tiles, you deal 12,000 damage to one, the other three will take 4,000 damage each. Enemy boost +50% (or x3): Attack, Defense, Resistance, Int, Speed, and Hit are all multiplied by the amount stated. Clone: A copy of one person standing on the clone tiles is created. It is an enemy, and cannot be stolen from. Encroach: The color expands outward from the geo symbol at a rate of one panel per turn Enemy Level up 10%: at the beginning of the player's turn, all enemies on these panels gain levels equal to one tenth their current level (rounded down). Fusion: Each turn, one random enemy disappears and its levels are added to another random enemy's level on the fusion panel. If there is only one enemy on the fusion panel, this has no effect. Stage clear: any ally standing on this square at the beginning of the turn causes you to win the stage. Game Over: Any enemy standing on this square at the beginning of the turn causes you to lose the game. -------------------------------------------------------------------------------- 04.00 - Thief Steal Rate -------------------------------------------------------------------------------- How to steal effectively! (In order of importance) 1) 100 - Level up your thief 2) 50 - Get 25 Thief Lovers on your equipment 3) 20 - Always Always Always steal from behind 4) 6 - Increase the HIT value of the hand you're stealing with The important thing about 1 through 3 is that they all increase the chance of success by a percentage, based on the levels of the thief and target. 4, Although another way to increase your chances of stealing, is only a one-time deal, and only really effective at lower levels. At higher levels, you'll have to level up a thief hand several hundred points to make the difference worth it, and even then, it's only for that hand. After you successfully steal with that hand, it's gone, and you'll have to level up a new hand to make it worth it. If a thief is stealing stats- Chance of Success = (thief level *2) + HIT stat of hand being used - Enemy level If a thief is stealing an item - % = ThLV*(Dir + 2*Lover/100) + 25 + HIThand - TargLV - Rank*3 - Rarity ThLV = Level of the Thief Dir = 1.0 when stealing from the front, 1.1 from the side, and 1.2 from the back Lover = The amount of Thief Lovers the Thief is currently equipped with. HIThand = the HIT rate of the hand TargLV = Level of the target you're trying to steal from Rank = Rank of the item you're trying to steal Rarity = 0 for normal items, 10 for rare items, 30 for legendary items, and 100 for items with a rarity value of 0 In the end, you'll generally be stealing legendary items of rank 35 or higher. Unless you level up your hands, they'll have a hit rate of about 50. You'll have to have 25 thief lovers in order to steal successfully. They add such a huge bonus to stealing that it's just worth it. Of course you'll always want to steal from behind as well. Such a simple task for an additional 20% bonus to character level in the stealing equation is amazing. without thief lovers- % = 1.2*ThLV + 25 + 50 - EnemyLV - 105 - 30 % = 1.2*Thief level - Enemy level - 60 A level 2000 Thief would have a hard time stealing from anyone above level 2300 consistently. This means at very high levels, you'll only be stealing from enemies at about 120% of your normal level, which is rather depressing, considering in Disgaea 1, your level 3700 thief was stealing from Item God 2 (7700+) with 100% accuracy. With Thief Lovers- % = (1.2+.5)*ThLV + 25+50- EnemyLV - 105 - 30 % = 1.7*Thief Level - Enemy Level - 60 A level 2000 Thief would have a hard time stealing from enemies over level 3300 consistently. Quite a jump for just adding a bunch of lovers. Of course, your alternative is to level up the HIT rate on your stealing hand. This is not a bad alternative when trying to steal a single item from a single enemy, as you can level up a hand by hundreds of HIT very quickly, simply by placing marksmen on the item and passing "more hit" in the item world assembly. Each point you place in HIT in a stealing hand increases the effective level of the thief by 0.6. That is to say, your level 2000 thief can't steal from a level 3700 on his own, but if you increase the hit rate on the hand by a few hundred, the chances go way up. Granted, levelling up the thief herself has a much more lasting effect, but if you're not in the mood to try gaining 150 levels on your thief, this is the way to go. -------------------------------------------------------------------------------- 05.00 - Fun in item world -------------------------------------------------------------------------------- As with Disgaea 1, there's a million ways to power up your characters outside of trudging through fields of baddies to increase that little number next to "LV". All of the powering up tricks work in synergy with one another to allow level 1000 characters to effectively take down level 4000 characters. -------------------------------------------------------------------------------- 05.01 - Mystery Rooms -------------------------------------------------------------------------------- Aside from rushing straight for the exit gate to the stage, sometimes, a mystery gate will appear. In this mystery gate, many things could happen. A list of the rooms that can appear and what happens in each room is described below. Room of Seven Monsters - Defeat these monsters within two turns to merit a three level boost to the item you're in. Otherwise nothing happens. Treasure Guardian - Choose to fight a stronger enemy in order to nab the treasure in the box behind him. Galaxy strip mall - a room that contains the four following shops Bribery shop - A one-time shop to purchase dark assembly items Mana shop - a place to buy mana potions which are used in battle to increase a character's mana count. These potions can be levelled up in item world to net more mana Cellphone shop, dood - A prinny will sell cell phones. Stuff shop - a shop that sells armor, weapons, and other things. These items can be rare or legendary Scroll shop - Sells weapon scrolls *extremely rare* Collector - a Resident collector moves into your item *extremely rare* Harem - A succubus, Nekomata, and Alraune offer to increase the bonus gauge on the next map by 1 in exchange for either 10,000 HL or half your party's HP. Fortune Teller - An old man will offer to tell you the fortune of your item. Great +10 levels, Good +3 levels, Bad -3 levels, or horrible -10 levels Free Treasure - Just stuff in boxes, unguarded, there for the looting Hospital - An Alraune (like Bridget from town) will be there to heal you. Orc Pirates - Like free treasure, except the Orc pirates will tell you stuff. -------------------------------------------------------------------------------- 05.02 - Residents -------------------------------------------------------------------------------- Many items have residents that increase the stats of the item in one way or another. Below is a list of which residents can be inside an item and what they do. name effect maximum Dietician Increases the HP of the item 19,998 Master Increases the SP of the item 19,998 Physician Increases the RES of the item 19,998 Gladiator Increases the ATK of the item 19,998 Sentry Increases the DEF of the item 19,998 Tutor Increases the INT of the item 19,998 Coach Increases the SPD of the item 19,998 Marksman Increases the HIT of the item 19,998 *Patient Increases the DEF and RES of the item 19,998 *Sniper Increases the ATK and HIT of the item 19,998 *Nerd Increases the SP and INT of the item 19,998 *Hard Worker Increases the ATK and INT of the item 19,998 *Sprinter Increases the ATK and SPD of the item 19,998 *Muscleman Increases the ATK and HP of the item 19,998 Coffee Maker Increases resistance to sleep 100 Psychologist Increases resistance to amnesia 100 Social Worker Increases resistance to deprave 100 Aeronaut Increases wind res, and wind attack dmg 100 Firefighter Increases fire res, and fire attack dmg 100 Cryophile Increases ice res, and ice attack dmg 100 Alchemist Induces poison when attacking a target 100 Hypnotist Induces sleep when attacking a target 100 Gangster Induces deprave when attacking a target 100 Professional Increases the chance of a critical hit 100 Witch Doctor Induces paralyze when attacking 100 Amnesiac Induces forget when attacking a target 100 Mediator Allows for the creation of * residents 100 Teacher Increases other specialist's levels 100 Armsmaster Increases weapon mastery speed 1900 Manager Increases mana gaining speed 300 Mentor Increases skill mastery speed 300 Broker Increases HL obtained 300 Collector Increases the rarity number 100? Lover Different effects for each person 25 Baliff Presubdued specialists for felonies 64 -------------------------------------------------------------------------------- 05.03 - Speeding Through Item World -------------------------------------------------------------------------------- In disgaea 1, a major problem with levelling up quickly was 'stuff gets in the way'. Fortunately, that was remedied with the acquisition of a pair of hyperdrives. There's no hyperdrive in this game, but lucky for you, you get flying critters. Not quite as effective as two hyperdrives, but available much much earlier in the game. Tink, a character you get in chapter 2, flies. That means he can move through enemies, chests, geo symbols, and what-have you. This makes him a valuable asset for going through Item world. He starts with a base of six movement. (6) If you pass the improved movement proposal, he gets an additional +1 movement. (7) Grab three accelerators from the "defend the defender of earth" mission, which have three movement each (16) On each of these accelerators, in the item world assembly, pass the "improve movement" bill on them three times. (25) On a weapon, pass the "improve movement" bill three more times (28) Equip Tink's items with at least 20 Tink lovers for an additional +2 movement (30) If you were using a mothman instead of Tink, decrease his HP to critical by equipping then unequipping a weight (31) 31 movement that ignores enemies and geo symbols. This makes an amazing party member for speed clearing the item world. I also recommend equipping a mage with some decent movement boosters and high INT boosters as well to blast the crap out of any gatekeepers that try to get in your way. -------------------------------------------------------------------------------- 05.04 - Ninjas and Pirates -------------------------------------------------------------------------------- Thanks to reevesj for Animal pirates This topic is a bit of a misnomer, as we'll generally keep it to pirates, but I'll add my own ninjas to make it seem like the header makes sense.. yess... There are sixteen groups of pirates, all of whom have treasure maps. Every time you kill a set of pirates, you get their treasure map. Once you have all sixteen treasure maps, the gateway to the Land of Carnage opens up. Pirates can appear in any item world at the end of the first three turns. If they have not appeared by the end of turn three, just complete the stage and try again next stage. The types of pirates that can appear and the minimum floor they can appear on are listed below. Each group of pirates only has one treasure map, and beating the ninja pirates twice will not get you two treasure maps. Floor Type 1+ Ambling pirates 1+ Bashful pirates 1+ Prinny pirates 1+ Dancing pirates 1+ Orc pirates 1+ Chicken pirates 21+ Animal Pirates 21+ Gate pirates 21+ Hunter pirates 21+ Wealthy pirates 21+ Wiseman pirates 21+ Jolly pirates 41+ Ninja pirates (ninjas are better than pirates!) 41+ Red pirates 41+ Ranger pirates 61+ Z pirates Now for the ninja input. You can beat a whole group of pirates with a single ninja! When you make a male ninja, put all his points in speed. Then, equip him with a speed weight to reduce his HP to 25%, which will trigger his "when in danger, evade goes up". This makes him nearly unhittable, and thus proving my point that ninjas are greater than pirates. Then again, anything at a high enough level can take out any NPC in this game. -------------------------------------------------------------------------------- 05.05 - Levelling up your item -------------------------------------------------------------------------------- -Skipping a stage and clearing a stage both offer you the same bonus to the item -Kill every item general, item king, and item god to get the most out of an item -You can gency on stage 10/20/30/40/etc. and save to guarantee the presence of an item world assembly. -Enter every mystery gate you see in order to maximize your item level -Maximum item level is 200. -dual stat specialists do *NOT* increase the stat growths of the item they're in -single stat specialists increase the stat growths of the item they're in. -------------------------------------------------------------------------------- 05.06 - Specialist hoarding -------------------------------------------------------------------------------- Having a hard time finding that certain specialist? Below is a list of what items contain specialists. There are many many more than the ones listed below that are guaranteed to contain these specialists. Alchemist - Bloodlust, Poison Hand, Sesshomaru Amnesiac - Evil buster, Heavenly bow, Illusion bow Gangster - Love spankin, Paradise bow, Demon spear Hypnotist - Death spear, requiem, spray gun Witch doctor - Raijin Spear, Paralyzer Professional - Hell strike, 7 year kill, master bow Coffee Maker - Iron Dress, Spirit Mantle Psychologist - Wizard mantle, holy dress, spirit dress Social worker - Hero mantle Aeronaut - Sylphid, Fur Jacket Cryophile - ? Firefighter - Dragon mail, dragon buster, salamander Armsmaster - Kagero, 100 fists, Bruenack, Noble rose, twilight Broker - Gank, Infernal Spear, Hell fork Manager - Sunrise sword, Gaea spear Mentor - Cross counter, Elder spear, The Awakening -------------------------------------------------------------------------------- 06.00 - Lovers and their effects -------------------------------------------------------------------------------- If you go 35 battles without changing the equipment of a character, they have a chance of producing a **** Lover in any of their items. After the 35th battle, each battle the character is on the screen at the end of combat gives them a small chance to gain a lover in any of their items. This chance is low, but I do not have an exact figure. After 100 battles with the same ten people in combat, I had anywhere between zero and three items with lovers in them. Rozalin had three, Thief had two, Hanako had one, Adell had one, and Tink got zero. When spawning lovers, you'll have to have patience, as it's a very daunting task. Things to know about lovers -If there is no room for residents in your item, there is a zero percent chance that a lover will spawn there. -The amount of lovers that spawn in an item are stagnant. Normal items get one, rare items get two, legendary items get three. -The maximum effective amount of lovers for any person is 25. -Removing an item from a character *resets the battle count for that character*, which means you'll have to pass the 35 battle buffer again in order to have a chance to spawn lovers. -Lovers are restricted to class or character. Girl Mage Lover will only work on female mages. Rozalin lover will only work on Rozalin. In many cases, lovers just add 1% stat bonus to the character they're equipped to per lover (to a maximum of 25), but others have different effects, as described below. If a character or a class is not mentioned, the only effect they receive from lovers is the 1% stat bonus per level, to a maximum of 25. Unique characters Adell - +1% damage to higher levelled enemies (base +25%) Etna - +1% stat boost to adjacent prinnies (base 50%) Hanako - -1% damage from monsters per lover (base 50%) Rozalin - +1% stat bonus to surrounding *human* male allies (base 20%) poor Tink Taro - DEF/RES +1% per lover when critical (base 20%) Tink - +1% stat bonus from each adjacent human female ally (base 20%) Tink - +1 movement per ten lovers Yukimaru - +1% chance per lover to inflict amnesia status when attacking. (base 20%) Humanoid classes Archer - +1 bow range per ten levels (including their class bonus of +1, and the bow's base range of 4, you've got the range of a magic user without that pesky worrying about elemental resistances, or the random doubled res enemy) Armor Knight - +1% DEF per level when critical (base +50%) Beastmaster - +1% bonus to adjacent monsters per lover (base +20%) Druid - Geo Warp range +1 per five lovers. (base range of 5, plus 5 from lovers gives this guy a monstrous warp range of 10, before even moving!) Gunners - +1% bonus to combo damage per two lovers (base +20%) Healers - +1% resistance to elemental attacks (base 50%) Male Mage - +1 skill mastery EXP when using spells per ten lovers (base +5) Female Mage - -1% SP cost to use magic per lover (base -25%) Ninja - +1% chance to evade incoming attacks when critical Kunoichi - +1% chance to double strike when critical (base 50%) Rune Knight - +1% bonus damage when using elemental attacks. (base 25%) Samurai - +1% chance to instant kill when critical (base 20%) Sinner - +1% increased counterattack damage per lover Thief - See section 04.00 - Thief Steal Rate Male Warrior - +2% critical damage bonus (at low HP) per lover (base +50%) Female Warrior - +1% chance of critical damage (at low hp) per lover (base +50%) Monster classes Alraune - 1% resistance to magic damage (base 50%) Baciel - 1.25% stat bonus per lover (as opposed to 1.0%) Cockatrice - -1% to adjacent enemy stats per lover (base 20%) A nifty trick is to surround a powerful boss by a few of these and watch one of your units at one quarter its level take it down. Cu Sith - gain 1% life from wind damage per lover (base 0%) Dragon - gain 1% life from fire damage per lover (base 0%) Ghost - 1% SP recovered per turn (base 20%) Marionette - +1.25% stat bonus per lover (as opposed to 1.0%) Mothman - +1 Move per ten lovers Nekomata - +1% damage when counterattacking (base 50%) Orc - +1% physical damage when critical (base 25%) Prinny - deals +1% of their current HP when thrown (base 50%) War Slug - gain 1% life from ice damage per lover (base 0%) White Dragon - gain 1% life from nonelemental special attack sources per lover (base 0%) Wood Golem - Increases the HP regeneration per turn by 1% (base 20%) Succubus - +1% additional damage to males (base 25%) Zombie Dragon - +1% resistance to physical attackers per lover (base 50%) Zombie - +1.25% stat bonus per level (as opposed to 1.0%) -------------------------------------------------------------------------------- 07.00 - Level 9999 monster -------------------------------------------------------------------------------- It's a silly trick, and I never use it myself. But the fact is, it's in the game, and it's easily abusable. Stage 4-3 has an "enemy level up 10% panel. The idea is simple. Put the nekomata to sleep, and sit on your butt until she hits the desired level. Throw her into your base panel, get out and heal, and come back. Put the nekomata to sleep, wait for it to level up again, and throw it in your base panel. Note: Monsters in your base panel can take out monsters roughly twice as strong as they are with this method, as long as they are assisted by the characters you used to capture the first nekomata. If the first Nekomata you capture is level 40, then the next one you can capture is level 80, then 160, 320, 640, 1280, 2560, 5120, then 9999. Congratulations, you have a monster powerful enough to take out the final boss on her own with no equipment on. -------------------------------------------------------------------------------- 08.00 - Unlocking the Dark World -------------------------------------------------------------------------------- There are five invisible switches in the town of Holt. If you press all of them, you'll be allowed to fight a blackened version of the gatekeeper, by the name of Friday MkII. She's level 100, and a few poison attacks will see her dead, regardless of the level of your characters. Yes, even level 1. The five buttons are found in the following places: - Behind the dark secretary - On the bottom corner of the map (using the default camera position) in a small open square of grass -In back of Adell's house -In back of Zommie III's house -On the side wall divot near Mario boy and the Petit Orc After talking to her, she'll give you a quick tutorial on the Dark World, and you'll be allowed to travel there as often as you like, however, only one stage will be unlocked. In order to unlock other stages, you must fulfill certain requirements. 1-1; Default. opens when you defeat Friday MkII 1-2; Clear the stage taking no damage 1-3; Take damage from an enemy 1-4; Defeat a Green Skull (appears on your second visit forward) 2-1; Clear the stage within two turns 2-2; Clear the stage on the first turn 2-3; Clear the stage by moving less than nine panels 2-4; Make a tower of at least two characters in height 3-1; Allow the purple to envelop the whole map (11 turns) 3-2; Destroy one of the geo symbols 3-3; Make a tower of at least five characters in height 3-4; Clear the stage without throwing 4-1; Destroy all the geo panels 4-2; Combine at least five enemies (use lift and throw) 4-3; combine all the enemies 4-4; spend at least 30 turns on the stage 5-1; Let one ally be killed 5-2; Clear the stage with less than five party members 5-3: Make a tower of eight characters in height 5-4; kill all the enemies using tower attacks 6-1; make a tower of ten characters in height 6-2; complete the stage using less than seven allies 6-3; Fuse all enemies together 6-4; clear the stage by attacking only once (that is, one use of the attack or special command) 7-1; Destroy all geo panels 7-2; clear the stage without taking damage 7-3; Have one character hold an enemy, then have another character throw another enemy on top of the one that's being held 8-1; Change the colors of six geo panels 8-2; Destroy a geo symbol 8-3; Clear the stage without using the Special command 8-4; Clear the stage without taking damage 8-5; Build the bonus gauge up to 4 8-6; Same as 7-3 9-1; Move a character to a height of 64DM 9-2; Clear the stage moving 11 panels or less 9-3; Build the bonus gauge up to 2 9-4; Move a character to a height of 82DM 10-1; Fuse all enemies together 10-2; Destroy all geo panels 10-3; Deal more than 500 damage to an enemy 10-4; Build the bonus gauge to at least 3 11-1; Clear the stage without taking any damage 11-2; Do not destroy any geo panels 11-3; Deal more than 1,000 damage to an enemy 11-4; Clear the stage with less than four allies 11-5; Clear the stage without using special 11-6; Clear the stage without taking damage 11-7; Clear the stage using only tower attacks 12-1; Fuse all enemies together 12-2; Don't destroy any geo panels 12-3; Make a tower of 9 characters 12-4; Make a tower of 3 characters 12-5; Clear the stage using only one character 12-6; Do more than 2,000 damage to an enemy 13-1; Clear the stage without taking any damage 13-2; deal more than 2,500 damage to an enemy 13-3; Destroy all Geo Panels 13-4; Deal more than 3,000 damage to an enemy -------------------------------------------------------------------------------- 08.01 - The Dark Sun -------------------------------------------------------------------------------- In addition to enemies being harder, there's the inclusion of a new aspect of the game. This charming little nightmare is known as the Dark Sun. At the end of every turn, the dark sun will do something which, for the most part, is to the detriment of the player. Such effects may include transforming one of your characters into a monster, bombing your characters for half of their HP value, just dealing large amounts of damage which may kill some of your characters, or just reviving the monsters on a regular basis. There are two options for dealing with the dark sun when you go into the dark world. The first is much simpler, and if you've got a strong enough party, (read: party, not single character), you can get away with it. That is to just clear the stage in as few turns as possible before the effects of the dark sun can take place. Your other option is to attempt to destroy the dark sun. The one command on your list that was always a grayed out "????" will become known here. It is called 'ascend', and what happens is you sacrifice a character into the dark sun in order to attempt to destroy it. Whether or not it's successful doesn't matter, because the character you ascend will be killed regardless. If the dark sun is destroyed, you can simply continue the stage as you did before, without the dark sun. However, this is where you finally see a drawback of felonies (other than the aesthetic drawback, that is.) The only characters that can damage the dark sun are ones that have no felonies. If you send a character with any number of felonies into the dark sun, they will be removed from the game for the rest of the battle, and the dark sun will raise the level of all the monsters on the stage by a number equal to the number of felonies the sacrificed character had. Note that the character will not have its HP/SP reduced to 0 as a non-felonized character would. -------------------------------------------------------------------------------- 09.00 - Hospital Rewards -------------------------------------------------------------------------------- When you restore HP, SP, or revive the dead at the hospital, the hospital keeps track. When your HP restored, SP restored, or Revived characters exceeds a certain number, you get a prize. A trick here is to take a muscle, equip it to a character, heal that character, unequip the muscle, and heal at the hospital. This will quickly inflate the HP restored amount at the hospital and allow you access to super powerful items early in the game. Also, these muscles can be sold for quite a healthy chunk of change. When unequipping the muscle, equip a weight, then re-equip the muscles to drastically increase the amount of HP healed at the hospital. This can also be used to inflate the SP number. Afterwards, just take a bunch of prinnies to an early stage, explode them all and get that revival count way up there, and voila. Instant testament. Another trick is to open and close the prize window until you get the desired rarity of the item you want. simply hit "claim prize" and if it's not flashing yellow, simply cancel and hit claim prize again. (thanks to toddseeker) HP Restored Prize 100 Brawny Muscle 800 Kung-fu Muscle 3,000 Spirit Muscle 10,000 Fight Muscle 30,000 Ace Muscle 80,000 Victory Muscle 200,000 Dream Muscle 500,000 World Muscle 980,000 Star Muscle SP Restored Prize 50 Common Orb 400 Psycho Orb 1,500 Dark Orb 5,000 Blood Orb 15,000 Astral Orb 40,000 Lunar Orb 100,000 Royal Orb 250,000 Holy Orb 490,000 Chaos Orb Revivals 5 Caterpillar Egg 10 Charred Newt 25 Chicken Blood 50 Snake Kidney 80 Bat Soup 120 Frog Sweat 170 Immortal Pill HP restored SP restored Revivals Prize 800 400 5 Imperial Seal 3,000 1,500 15 Dark Rosary 10,000 5,000 40 Devil Ring 30,000 15,000 70 Feather Token 80,000 40,000 110 Sophia's Mirror 200,000 100,000 160 Pravda Necklace 500,000 250,000 220 Royal Ring 980,000 490,000 300 Testament -------------------------------------------------------------------------------- 10.00 - Character levelling -------------------------------------------------------------------------------- Although levelling up your characters is one of the less important factors in determining your character's overall power later in the game, early on, when you have no powerful equipment, no felonies, no residents, no matching rarities, no 31 movement characters to get through item world, etc. etc., character levels are all you have to rely on. -------------------------------------------------------------------------------- 10.01 - Cave of Ordeals 1 -------------------------------------------------------------------------------- After passing the 700 Mana bill "Cave of Ordeals" You'll be able to enter the cave of ordeals from the gate. (it'll be the bottom choice to enter after passing the bill) You'll see eight level 60 archers on panels which increase their stats to points of abject silliness. The trick here is to have one character pop off any of the four geo symbols (Rozalin with a gun worked fine for me), and that will cause a chain reaction which reduces the HP of these archers to anywhere between 50 and 300 HP. They are now well within killing range of even level one characters, should they be well equipped. Also, there are a pair of null symbols which give 50% bonus EXP each. They are not on panels when the map starts, but you can move someone onto the panel and lift the geo symbol from there (100% guaranteed to work) or you can diagonal throw the null symbols on there (NOT guaranteed to work, unless you're amazing with diagonal throw). In order to use the former method, you require characters with movement ranges of 10 and 8 to reach the top and bottom panels, respectively. Even if this takes more than one turn, it doesn't matter, because they won't move off these squares under their own power. -------------------------------------------------------------------------------- 10.02 - Cave of Ordeals 4 -------------------------------------------------------------------------------- Cave of Ordeals 4 (COO4) is akin to the COO3 in Disgaea 1. It is the first really powerful and potent level-up spot. All the monsters are level 250 (before any monster power up bills) and they're all on mana +100%/exp +100% panels. Unlike Cave of Ordeals 1, you cannot complete this with newly transmigrated characters (short of uber godlike equipment) and you'll have to crank their levels up a bit at Cave 1. There's no real trick to this stage, aside from power your guys up, power theirs down, and unload on them. To get through with magic casters: -Use rune knights to ice/fire/wind charge your attacker and anti-ice/fire/wind the targets. -Use magic boost on your caster -Cast from your base panel then run far away Tower attacking tricks: -Grab your single most powerful character and put him within three spaces of one of the enemies. -Grab the character you want to level up which may be too weak for this stage. -Lift the powerful ally, tower attack the target. -Lift the two allies with another person, attack another target. -Lather rinse repeat ad nauseum. -------------------------------------------------------------------------------- 90.00 - Frequently asked questions -------------------------------------------------------------------------------- This section is devoted to questions I see all too often either on the message board for gameFAQs or that I've received in an email from more than two people. -------------------------------------------------------------------------------- 90.01 - What is an ally murder? -------------------------------------------------------------------------------- If you have a certain number of ally murders and Adell has a certain number of felonies, you can change the ending of the game. Bad ending - 50 ally murders, 10 felonies Worst ending - 100 ally murders, 99 felonies "Does throwing a prinny at an ally count as an ally murder?" - No. Neither the thrown prinny, nor any ally caught in its blast radius will add to your ally murder count. "Does throwing an enemy, human or monster, into the base panel count towards ally murders?" - No. "Does using the skill 'Goodbye Tink' which results in Tink's death, count as an ally murder?" - Tink's death will not count as an ally murder. If tink used 'Goodbye Tink' targetting an ally, however, it will count as an ally murder. The -ONLY THINGS- that add to your ally murder count is choosing an attack or special command, selecting an ally, then pressing execute or end turn. If that attack results in the death of the ally, it adds to your ally murder count. -------------------------------------------------------------------------------- 98.00 - Sites approved for publishing of this guide -------------------------------------------------------------------------------- |
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Another Disgaea 2: Cursed Memories Walkthrough :
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