Disgaea: Hour of Darkness Walkthrough :
This walkthrough for Disgaea: Hour of Darkness [Playstation 2] has been posted at 16 Jun 2010 by best buds! and is called "Battle Walkthrough". If walkthrough is usable don't forgot thumbs up best buds! and share this with your freinds. And most important we have 14 other walkthroughs for Disgaea: Hour of Darkness, read them all!
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Walkthrough - Battle WalkthroughDisgaea: Hour of Darkness Battle Walkthrough Version 1.5 By Jason Venter jasonventer[at]yahoo.com ------------------------------------------------------------------------------- Version History: (1.5) February 25, 2004 - Took the original text version of this walkthrough and overhauled its presentation so it will work as a plain text guide. This required adding the table of contents and also making it possible to jump about the guide using the CTRL+F function. ------------------------------------------------------------------------------- Table of Contents: [00g0000] General Comments/Introduction [00e0100] Episode I: Prince of the Netherworld [00e0101] Magnificent Gate [00e0102] Blessed Court [00e0103] Corridor of Love [00e0104] Hall of Caresses [00e0200] Episode II: Enter Flonne [00e0201] Forsaken Land [00e0202] Icy Breath [00e0203] Eternal Winter [00e0204] White Death [00e0300] Episode III: A Hint of Kindness [00e030i] Item World [00e0301] Gaudy Entrance [00e0302] Golden Courtyard [00e0303] Flashy Passage [00e0304] Lavish Hall [00e0400] Episode IV: Gift From an Angel [00e0401] Road of Flames [00e0402] Parched Ground [00e0403] Blazing Field [00e0404] Molten Labyrinth [00e0500] Episode V: Etna's Secret [00e0501] Absolute Zero [00e0502] Endless White [00e0503] Terrible Cold [00e0504] Ice Queen [00e0600] Episode VI: Laharl's Challenge [00e0601] Calamity Forest [00e0602] Ritual Site [00e0603] Witches' Den [00e0604] Writing Shadow [00e0605] Nightdwellers [00e0606] Heart of Evil [00e0700] Episode VII: On Being an Overlord [00e0701] Scorching Wind [00e0702] Column of Fire [00e0703] Raging Earth [00e0704] Crimson Plains [00e0705] Ember of Dreams [00e0800] Episode VIII: Reincarnation [00e0801] Theatre of Death [00e0802] Frigid Garden [00e0803] Freezing Souls [00e0804] Under the Moon [00e0900] Episode IX: Captain Gordon, Defender of Earth [00e0901] Valgipus IV [00e0902] Thurvean Sector [00e0903] Sphere VIII [00e0904] Cross-Point [00e0905] Primordial Soup [00e1000] Episode X: Angels, Demons, and Humans [00e1001] Fervent Melody [00e1002] Wasteland of Woe [00e1003] River of Lava [00e1004] Searing Tyranny [00e1005] Inferno [00e1100] Episode XI: Hero's Will, Overlord's Way [00e1101] Ghostly Whisper [00e1102] Rising Fear [00e1103] Crawling Terror [00e1104] Hero's Tomb [00e1200] Episode XII: War of the Netherworld, Part 1 [00e1201] Embryon [00e1202] Core Point No. 4 [00e1203] Star Cluster [00e1204] Sidereal Rift [00e1300] Episode XIII: War of the Netherworld, Part 2 [00e1301] Point Alpha-III [00e1302] Main Corridor 1 [00e1303] Main Corridor 2 [00e1304] Main Corridor 3 [00e1305] Bridge [00e1400] Episode XIV: What Lies Beyond the Battle [00e1401] Field of Virtue [00e1402] Paradise [00e1403] Angelic Choir [00e1404] Coliseum [00e1405] Divine Prison [00e1406] Inner Sanctum [00e1407] Hall of Justice [00e1408] Sacred Alter [00c0001] Conclusion [00c0002] Acknowledgements [00c0003] Copyright Concerns Search Tip: You can hop around this guide easily by copying the bracketed code listed above that corresponds to the area where you need help, then pressing 'CTRL+F' on your keyboard to bring up the box. Paste the code into that box, then search to skip immediately to the desired portion of the guide. ------------------------------------------------------------------------------- ======================================= [00g0000] General Comments/Introduction ======================================= I really like this game. The tactical RPG is an endangered species and it's games like Disgaea: Hour of Darkness that make a person wonder why. There's a lot of depth, great opportunity to level up powerful characters, and a lot of things along that line... which this guide is going to ignore. As the title states, this is a battle walkthrough. Use it for assistance on the various battles in the game. If you want details on how to gain new classes and such, look elsewhere. Also, remember that the walkthrough was written based on my character configuration as I went through the game. Specifically, you'll want to get a dragon for your character party as quickly as possible. Additionally, the guide assumes you're leveling up properly. There are specific points where I'll tell you what level you should be at, or where I'll encourage you to level up a bit more if it's necessary to beat an opponent. Even when I'm not harping on it, though, level-building campaigns can be useful. As I go through the guide, I'll make notes of those areas that work most smoothly to level up your characters. Finally, you really should only consult this guide if you're stuck. Part of the fun of the game is seeing the plot twists and such. It's somewhat difficult to avoid plot twists in this game, so I don't even try. There are spoilers. With that said, let's get going! ============================================== [00e0100] Episode I: Prince of the Netherworld ============================================== This is a good warm-up area, with some pretty simple battles. You can level up a fair amount in the first few fights, and really should take the opportunity and do so. You'll not progress far in the game if you're afraid to stop and take a little time here and there to buff up your characters. The first area in particular is a good place to gain some levels. -------------------------- [00e0101] Magnificent Gate -------------------------- When you start here, you'll see two different Geo Symbols. One increases enemy strength and the other improves the experience points you gain for defeating your foes. The most fun you can have is busting them both to set off a combo and increase your Bonus meter; the experience booster only applies to the appropriately colored titles, which are far enough away that you'll have defeated most of your opponents by the time you can take advantage of it. Better to destroy them both, get the points for the combo, and then just move ahead swiftly to defeat your foes. You'll be learning the general strategies here that will serve you throughout the rest of the game. ----------------------- [00e0102] Blessed Court ----------------------- It's a race for the good squares! Or not. There are some symbols here that can increase defense and attack ability. The enemy will be heading for the same advantageous spots, though. If they beat you there, pick them up and toss them away, then snag the spot for yourself. Alternatively, you can simply destroy the symbols to remove all special effects in the stage. Just remember the whole time that you shouldn't have the magic users leading the rush. Laharl is a good choice for frontrunner, with Etna backing him up if he needs to be thrown somewhere. Follow them up with your other physical attackers, then in the rear you should have your cleric and any mages. -------------------------- [00e0103] Corridor of Love -------------------------- This is a pleasant enough stage that will force you to adopt a new strategy. There are several ways to take it on, depending on your particular style: 1. Have Laharl lead an assault that wraps around the upper left side of the stage. He should have Etna and a healer following him. When he clears out the top, then he and his friends should head back over near the start, and then everyone can head down to the water below. 2. Have Laharl lead an assault directly down toward the water. He should take a wizard with him, and the healer should follow halfway down the stairs while the remainder of your group forms a defensive line a few squares left of where everyone starts. When Laharl has cleared things up near the water, both groups converge on the enemies to the upper left. Again, the one you choose will depend on your style and also the members in your party. Levels are also a factor. Note that you can recover your energy down at the water, so a third option is simply to have everyone rush down there first, then follow the stairs leading to the upper left. -------------------------- [00e0104] Hall of Caresses -------------------------- You might find yourself screaming and thinking the game isn't fair if you don't approach this level exactly as you should. It's the first boss encounter, and Mid-Boss is the least of your worries. Of more concern are the two enemies standing on the tiles that triple their attack power. If you rush forward without noticing that, you'll find they can wipe out one or more of the members of your party instantly. If you rush them, you might still lose a few characters in the attempt before taking them out, and then you'll be in no shape to fight Mid-Boss. The strategy of the day is to have Laharl take out the geo symbols as quickly as possible. Have him rush forward to not quite the 'lip' of the rectangular passage where you begin. This should keep him out of the range of the particularly tough enemies. Make sure Etna is close by. Then in your next turn, move Laharl along the wall toward the symbols. Have Etna follow him so she can toss him as appropriate. This should get him all the way over to the symbols, and he should then work on taking them out quickly. Once the panels no longer work their magic, you'll have something resembling a chance. You still want to take out the enemy magic user, and your healer should keep a safe distance but be ready to do some serious healing. Once the low- level ruffians are accounted for, Mid-Boss will fall easily to a few attacks from Laharl, as well as anyone else who may be around. It's probably best to do most of the work with Laharl and just have a healer back him up from a distance. With this battle down, you've conquered your first episode. ================================== [00e0200] Episode II: Enter Flonne ================================== Flonne is a cute little angel with a high-pitched voice that will likely grate on your nerves. She was sent by the Seraph to assassinate Laharl's father, and it is this that causes her to meet Laharl. When he learns that she was sent as an assassin, he pursues her through a series of frozen stages. This world is relatively simple, and the second stage in particular is one you'll return to repeatedly when leveling up your crew. Bring plenty of fire magic. ----------------------- [00e0201] Forsaken Land ----------------------- If you're stupid like I was, you can find yourself still left with a good portion of your party but with no way to take out some of the enemies. To avoid this potential outcome, immediately take out the guys up top. The easiest way to do this is with fire magic, if you have any (and if you don't, go get some; you'll need it for the next few areas, as well). If not, you can also throw someone up onto the ledge to take out the few opponents. The other threat in this area is the zombies. Considering the fact that they're undead and they're used to the cold, you should know what to do: toast their butts with fire magic! -------------------- [00e0202] Icy Breath -------------------- The first thing you should do here is have Lahrarl dash up the hill to the left. If he stands at the center of the three zombies, he can use Blazing Knuckle to take out three of them right from the start. From there, have a healer and your fire mage follow. You'll likely not need anyone else for this stage. It really is a snap. As it so happens, this is also a great place to level up any new characters you create from time to time. They can play around here to get up to level 7 or 8 before you move them on to any tougher encounters you have planned. If you're returning here with weak characters, note that the strategy is the same except you don't want Laharl saving the day. Just use physical attacks if leveling up healers, or fire if leveling up mages, or whatever else may be appropriate. Good stuff. ------------------------ [00e0203] Eternal Winter ------------------------ Prepare to meet one of the most annoying enemies in the game, the imp. This fellow can fly around just about anywhere, and he drops Hell Pepper attacks. This special attack can do some serious damage to several of your party members at once. Not only that, but it may also poison them so they suffer damage at the start of each turn. Therefore, your real strategy here is to have Laharl and any red mages take out the buggers as quickly as possible while healers back you up. When that's done, the zombies can be tended to. --------------------- [00e0204] White Death --------------------- You've finally caught up to Flonne. Depending on your levels and strategies, this encounter can be tough or relatively simple. Not unlike the stage before it, one of your main threats here is the formation of imps you'll quickly notice. Use fire magic to dispatch of them as quickly as possible. Laharl should be making tracks toward Flonne, and if it helps you can have Etna toss him in that direction. Flonne has also brought a dragon with her. While it's true that he's a threat, you really should tend to him last. Flonne is a priority because she has healing magic for her comrades (and because she can be dispatched of relatively quickly with a Hurricane Slash), and the imps are important because they can damage so many of your friends at once. Make sure to have your warriors provide protection from a frontal assault on your fire mage at least until he has defeated the imps. Afterward, the main one you need to take out is Laharl. He should have defeated Flonne by now, and your healers can spend the remainder of the battle dodging the dragon themselves and backing up Laharl with healing magic while he uses Hurricane Slash to defeat the dragon's lengthy life meter. ========================================= [00e0300] Episode III: A Hint of Kindness ========================================= This stage begins by forcing you to visit the Item World. Before you can enter the gate to the third area, you have to have a weapon equipped that has been leveled up to 10. The gatekeeper gives you Mr. Gency's Exit to assist you in this matter. The item is important, and should be reserved for only emergencies. Save, then go into the Item World. At this point in the game, the most obvious choice of a weapon to level up is likely Swordbreaker (at least, it was for me). -------------------- [00e030i] Item World -------------------- The Item World is a cool concept, but it can be a pain in the butt. You have to work all the way through ten stages in a row. Along the way, you'll sometimes have your attention called to certain foes with yellow life meters. In any such stage, immediately take out those enemies first. They are Item World residents, and they'll help a lot toward making the weapon you're leveling up improve. If you don't want to spend long here the easiest thing to do is run for the glowing orange portals. There's usually an enemy stationed on them, but you can take him out quickly and proceed to the next area. As I said, you need to defeat ten of these stages in a row, and they grow progressively tougher as you go. You can use the panels to your advantage on several of these stages, and panels where you are invincible do show up with surprising frequency. In such stages, hop from one panel to another and you won't take any damage. If for some reason you need to, you can use Mr. Gency's Exit for one safe exit back to the castle, where you can restore health and save before completing the rest of the ten stages. It's generally not a good idea to resort to this until you've cleared at least six of the ten stages. When you clear the tenth stage, you'll be offered a trip back to the castle, which you should accept. Save and then head off to the episode's scripted stages. ------------------------ [00e0301] Gaudy Entrance ------------------------ This stage looks easy, and for the most part it even is. Just note that there are more enemies than you are likely to notice at a glance. Two hide behind the walls on either side of the arch, and they can potentially cause trouble if you rush ahead without thought. The same strategy you generally follow--Laharl in the lead with support characters behind him--is the one you want to use here, as well. The only wrinkle is that one of the enemies might cast some healing spells if given the chance. Take out the enemy cleric and you'll be just fine. -------------------------- [00e0302] Golden Courtyard -------------------------- This level is interesting in that a Geo Symbol prevents you from progressing past the panels until it has been destroyed. Your enemies aren't quite so inhibited (or at least, it affects them less), so your first objective is to destroy the symbols that are keeping you so confined. It will fall easily to Laharl's blade and maybe some magic, so take care of that right away. The main enemies you should be fearing here are the brawlers, even if the manticore is a threat. Take out the small guys first, most likely with more magic and your weaker physical attackers. Have Laharl aim for the manticore. His Hurricane Slash attack is a good choice for this task, as always. ------------------------ [00e0303] Flashy Passage ------------------------ If you thought you'd seen a lot of brawlers up to this point, prepare to change your mind. This stage is just a winding hallway with brawlers on either side for quite a distance. Laharl should head out first, with any physical attackers flanking him. Just slowly advance along the hallway, keeping your healers at work behind you, and this won't be too hard. The only way you would likely have trouble is if you get hasty and the healers get within range of some brawler lances. Then things can quickly go sour. --------------------- [00e0304] Lavish Hall --------------------- Hoggmeiser is your opponent this time around, but as usual he's not so much the threat as his companions, a bunch of brawlers. You'll want to take them out as quickly as possible. The trick is to keep your party members from being terribly close to one another. Fan out just a bit as you move forward, and keep your healers and mages at a safe distance. Magic attacks should make quick work of the brawlers. Despite my best efforts, I had lost my healers and mages by the time I whittled the opponents down to only Hoggmeiser, but even if that happens to you, it's not the end of the world. Just have Laharl attack with his Hurricane Slash, and keep anyone else you have left at a safe distance. Why not just move in for the kill? Because Hoggmeiser has a special whirling attack that does area damage similar to Laharl's Blazing Knuckle attack. You'll really appreciate that after this fight, when Hoggmeiser decides to join your party. ======================================== [00e0400] Episode IV: Gift From an Angel ======================================== Because Archangel Vulcanus stole her pendant, Flonne's life is at stake. She enlists Laharl's reluctant assistance in exchange for 'something good,' and as a result you'll spend four thrilling stages working through fields of molten lava. ------------------------ [00e0401] Road of Flames ------------------------ Prepare for a rude awakening. The enemies in this area are much more persistent, and they've armed themselves with rather lethal attacks. If you've been relying on fire-related magic thus far, it's time to think about something opposite... like ice. The main threat here comes from the Killer Armor. You'll either want to have Laharl take it out immediately with some healing magic backing him up, or you'll want all your characters to carefully avoid it until the simpler underlings have breathed their last. The Killer Armor has a move called Power Slice that does an insane amount of damage to your characters, and many of them (particularly healers and wizards) simply aren't ready to cope with that sort of physical contact. ------------------------ [00e0402] Parched Ground ------------------------ Not much has changed now, except that there are more of the Killer Armor enemies. Your strategy should still be to avoid them when you're not hammering them with everything you've got. Group attacks are going to play a particularly vital role in this stage just because you really don't want a battle that drags on for too long; your life gauges can't afford that. ----------------------- [00e0403] Blazing Field ----------------------- You have two options here: leave the Geo Symbol in place and suffer humiliating defeat, or take it out as quickly as possible and perhaps defeat the opponents. Assuming you decide victory sounds good, it's your job to have Etna chuck Laharl over the gap so he can race for the symbol. Why? Because the symbol inflicts 20% damage to your characters each round. Then there's another panel to the left of that which makes each of your opponents half again as powerful. Not only that, but there are a lot of them. Therefore, while he's taking out the panels, your mage should be using magic to wipe out the opponents nearest the stage's starting point. If you make quick enough work of them, you can cross the rock bridge and meet up again with Laharl (who likely needs some medical attention at this point). Then everyone can be healed before you move toward the enemies that remain off to the side. -------------------------- [00e0404] Molten Labyrinth -------------------------- Vulcan is disappointed that Flonne made it so far, that she still lives, and he chucks aside her pendant. It ends up in the hands of a pleasantly surprised Mid-Boss, whom you soon encounter. Despite his admiration for Flonne's femininity, he won't give up the pendant without a fight. Thus begins one of the most difficult battles thus far. The simple fact here is that you may well end up repeating this battle a few times. There are several hazards. The mandrakes are actually the worst. There are quite a few of them, and their jackknife attack will make short work of your health. Only Laharl can survive extended attacks from them, and even he will fall if he also happens to take a few hits from the Killer Armors. As possible, have your magic users support Laharl on the assault. Whenever you can, use offensive magic on multiple mandrakes, and back that up with any physical attacks you can manage. You'll quite likely find yourself facing Mid-Boss with only Laharl--and possibly one or two very weakened others--remaining. Be certain that he has lots of healing items with him. If you must, you can keep far away enough from Mid-Boss to refill your life meter from time to time. When Laharl moves in for the kill, he should attack from behind with Hurricane Slash, as per usual. ================================== [00e0500] Episode V: Etna's Secret ================================== This is the episode where you get to find out what terrible secret Etna has been keeping from Laharl, and just who she is working for and why. It's actually quite amusing, but first you have to get through several stages. Along the way, you'll find yourself the victim of several cruel turns, as Laharl isn't quite himself when nice things are around. ----------------------- [00e0501] Absolute Zero ----------------------- This and the next are the two hardest stages in this episode, oddly enough. In this particular stage, you really, really need to get Laharl over to the Geo Symbol as quickly as possible. Have him destroy it. Until that's happened, it's probably best not to bring out too many of your party members, just a healer and some guys to form a protective barrier around her. Why? Because the symbol sets things up so that every round, your party members suffer damage. Even after you've taken out the symbol, you have to worry about the Hell Pepper attack your enemies will be sprinkling around. Once it's safe to do so, try and keep your group split apart a little so they're not all hit at once with the poisonous powder. Laharl is still going to be your main attacker, and he should take out the enemies with Hurricane Slash if hitting one at a time, or Blazing Knuckle when appropriate. The others just need to back him up while keeping an eye on their life meters. ----------------------- [00e0502] Endless White ----------------------- The only real challenge here is the fact that Laharl's stats are cut in half after he had to endure the torture of hearing so many optimistic phrases from the Prinnies. The enemies aren't so difficult, though. The rest of your party members are at their usual best, so just have them move around attacking with group magic. Even in his weakened state, Laharl is likely a force to be reckoned with (assuming you have him well-equipped), so he should use Hurrican Slash as necessary. Keep your healers doing their job and this isn't really a difficult fight. ----------------------- [00e0503] Terrible Cold ----------------------- You haven't seen a stage this simple in ages, and it feels good. Laharl has formed a bit more resistance to the charms of nearly naked women, and even better, the Geo Symbol dictates that all but one panel renders whoever stands on it invincible. What this means is that you can fight for ages without taking any damage. However, so can your opponents. The trick I used was to form a line of characters wrapping around to that one panel where attack can be dealt. Then I had Laharl stand to the left of that panel while enemies were tossed over to it. He took out one, then would wait for another to be tossed there. For the most part, the enemies migrate over to that square if they are pointed in its general direction. It's an easy fight, though it can be time-consuming if you don't set your chain up properly. If you get cornered anywhere while constructing said chain, you can always lift your opponent, throw it, then move forward. If you want to use this area a little later on to build up your levels, no one would blame you. Note that you can throw enemies on top of one another and they will combine into one. Do this to all the enemies in the area and you'll face an enemy somewhere between level 104 and 112. Then just plop that enemy on the square that makes it vulnerable, and have the character you wish to level up finish off the villain. If the character of choice is too weak to do any damage, position Laharl behind him or her to deal the last few blows in combo formation, and the weak character will then be able to jump up a few levels (if the character is at level 1, it might jump right up to level 20 or so). ------------------- [00e0504] Ice Queen ------------------- Now you find out that one of your old enemies has been controlling Etna. He was one bad guy, and now you get to fight him. Fortunately, this really is a simple fight if you keep your wits about you. In general, your strategy should be to send Laharl forward first, followed by Etna, then a brawler or similar character, then a healer. Next you should have a mage of some sort to take out enemies from a safe distance. Though there are several ways to approach Madera, it seems like the direct approach works best. Just be sure to protect your flanks with a physical class, mostly keeping an eye to your left. Laharl shouldn't move from where you first place him, until it's down to just Madera left. At that point, space everyone out so they can heal the Prince while he dispatches of this scoundrel. ======================================== [00e0600] Episode VI: Laharl's Challenge ======================================== What better way to make sure you won't have anyone stabbing you in the back than to call your opponents to assault you? So figures Laharl. His plan has but one flaw: everyone in the Netherworld (his vassals included) seems to want the title of Overlord. So begins one of the more interesting episodes thus far. ------------------------- [00e0601] Calamity Forest ------------------------- It's not the enemies that are overwhelming here so much as it's the number of them. Though most of the foes you meet are wimps, there are so many of them that when you first begin, Laharl will barely be able to move. He should take out the enemies one at a time as he moves forward, until he gets to the end of the narrow ledge. Once there, quickly make sure he is backed up by another physical warrior, then a fire mage, and finally a healer. Have the mage do as much area damage as possible and make sure you take out the imps so they can't drop a lot of Hell Pepper. Most of your foes will come to you, so another trick is to keep Laharl's health up. By now, Mega Heal should be readily available to you, and you can bet you'll be using it. Other than the fact that the battle drags on for quite a while and you'll probably run out of SP, this isn't such a tough introduction to the episode. --------------------- [00e0602] Ritual Site --------------------- This is another relatively simple stage. You have only one opponent, a self- confident knight out to rid the world of demons. She's killed somewhere more or less than 2000 of them, and she plans to make your party the next bunch. To prevent your opponent from being successful in that endeavor, spread everyone out. There's nothing to be gained by moving in for the kill, as the knight has the power to kill most of you in one hit. Keep healers dancing around the edge of the knight's range of movement, and Laharl should hound the knight's flanks with Hurricane Slash while your offensive mages use their magic from time to time. It's a big area you have to fight in, so careful movement will make this battle a breeze. ---------------------- [00e0603] Witches' Den ---------------------- This is another of those time-consuming battles where not a lot else is happening. If it seems like this particular episode can drag on from time to time, that's because it can. Keep your wits about you, and have your mages liberally spread their offensive magic for as long as they remain alive. It's likely that your best efforts will not prevent you from losing a few in your group, but keep pumping those healing spells into Laharl and he can pretty much take out the majority of any remaining opponents by himself. ------------------------ [00e0604] Writing Shadow ------------------------ There's an alternate netherworld, and the guy you fight in this stage is the overlord who rules it. Only when you fight him now, he's split his power into ten fearsome dragons. You don't have a chance in hell of defeating him. The game makes sure of that. Therefore, just get your ten characters out into the playing field right away, and let them get slaughtered. Once everyone is dead, you won't see the 'Game Over' screen. Instead, the vassals that disappeared from the castle now make their entrance. It seems they came to the forest to ambush you, but |
