Editing Disgaea 2: Cursed Memories/Dark World

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{{Header Nav|game=Disgaea 2: Cursed Memories}}
{{Header Nav|game=Disgaea 2: Cursed Memories}}


The Dark World could be best described as an alternate dimension to the main story stages.  All main stages (excluding the final boss fight) have a more difficult "Dark World" version, with their own set of enemies, geo panels, and an extra added challenge from the Dark Sun.  Opponent levels begin where the Story stages leave off, starting at Lvl 80 and going up from there.  By completing certain requirements on each normal stage, the Dark World equivalent can be opened.  However, you must first unlock the Dark World dimensional guide before any stages can be unlocked. 
The Dark World could be best described as an alternate dimension to the main story stages.  All main stages (excluding the final boss fight) have a more difficult "Dark World" version, it's added challenge often thanks to the Dark Sun.  By completing certain requirements on each normal stage, the Dark World equivalent can be opened.  However, you must complete the stage normally first before being able to unlock the Dark World version, and you must unlock the Dark World dimensional guide before anything.
 
The enemies you'll face in the Dark World are usually from the higher tiers of their respective class (5th and 6th most commonly).  They give much better EXP and HL than lower tiers, and this is one of the primary benefits of clearing Dark World stages.  Working in your favor is that many of your opponents will be poorly equipped compared to those of similar level/class typically encountered in the Item World, and that makes them a ''lot'' easier to dispatch.  Dark World stages also have rather high Bonus Ranks as compared to their relative difficulty.  Unfortunately many stages have pretty strict time limits, so you won't have a lot of rounds to fill it.


==Opening the Dark World==
==Opening the Dark World==
Five hidden switches are scattered throughout Holt Village, each activated by pressing {{psx|X}} while Adell is in their general location.  When one is pressed, a sound effect will roll and a dialogue box will pop up.  All must be activated to awaken the Dark World dimensional guide, Friday MKII.  The locations are listed below, and don't worry, they can be pressed in any order.
Five hidden switches are scattered throughout Holt Village, each activated by pressing {{psx|X}} while Adell is in their general location.  When one is pressed, a sound effect will roll and a dialogue box will pop up.  All must be activated to awaken the Dark World dimensional guide, Friday MKII.  The locations are listed below, and don't worry, they can be pressed in any order.  Some can't easily be described with much accuracy, but you' should find it fairly soon if you just move around in the general area and repeatedly press {{psx|X}}.
*Behind the Red Skull (character who awards you [[Disgaea 2: Cursed Memories/Subpoenas and Felonies|Subpoenas]]), at the corner between the broken pillar and the edge of the map.
*Near the Ghost character, somewhere between the trees and the map's corner.
*Behind the house near the Zombie character.
*In the area of the Wood Golem and Mothman, there should be a break in the brick railing.  Jump over this so you land on the small grassy area on the opposite side.  Face the break in the wall, and you'll be standing right above this switch.
*Behind Adell's house, in the concave corner where two walls intersect.


[[Image:Disgaea_2_MysteriousButton_ZombieHouse.jpg|thumb|left|Behind the house near the Zombie character.]]
[[Image:Disgaea_2_MysteriousButton_AdellHouse.jpg|thumb|left|Behind Adell's house, in the concave corner where two walls intersect.]]
[[Image:Disgaea_2_MysteriousButton_Clearing.jpg|thumb|left|Near the Ghost character, in the clearing between the trees and the map's corner.]]
[[Image:Disgaea_2_MysteriousButton_RedSkull.jpg|thumb|left|Behind the Red Skull (character who awards you [[Disgaea 2: Cursed Memories/Subpoenas and Felonies|Subpoenas]]), at the corner between the fallen pillar and the edge of the map.]]
[[Image:Disgaea_2_MysteriousButton_OutsideWall.jpg|thumb|left|In the area of the Wood Golem and Mothman, there are some breaks in the brick railing that you can jump over.  Face the break in the wall as pictured above to hit the switch.]]
{{-}}
If you can't find one of the switches, don't worry, just move onto the next one.  You could have forgotten you pressed it previously.  The activated switches won't reset until you start a [[Disgaea 2: Cursed Memories/Endings|new cycle]].
If you can't find one of the switches, don't worry, just move onto the next one.  You could have forgotten you pressed it previously.  The activated switches won't reset until you start a [[Disgaea 2: Cursed Memories/Endings|new cycle]].


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Friday MKII's equipment and stats will vary slightly whenever you face her, but she is always Lv100.  If this is your first run through the game with this save file, defeating her could be a challenge (but the Dark World's difficulty might be too much if you can't win, so there wouldn't be much point anyway).  If you're having trouble, remember that as an Archer, Friday MKII's RES is generally higher than her DEF, so it would be best to use ATK and HIT-based attacks instead of spells.  If you have difficulty reaching her with several units because of the distance between your base panel and Friday MKII, take out a defensive character (such as Heavy Knight or Fighter, either equipped with multiple armors) to lure her out into proximal range.  In any case, remember to utilize combo attacks, and keep your characters separated to avoid multiple units becoming victim to her Zielregen area-of-effect attack.
Friday MKII's equipment and stats will vary slightly whenever you face her, but she is always Lv100.  If this is your first run through the game with this save file, defeating her could be a challenge (but the Dark World's difficulty might be too much if you can't win, so there wouldn't be much point anyway).  If you're having trouble, remember that as an Archer, Friday MKII's RES is generally higher than her DEF, so it would be best to use ATK and HIT-based attacks instead of spells.  If you have difficulty reaching her with several units because of the distance between your base panel and Friday MKII, take out a defensive character (such as Heavy Knight or Fighter, either equipped with multiple armors) to lure her out into proximal range.  In any case, remember to utilize combo attacks, and keep your characters separated to avoid multiple units becoming victim to her Zielregen area-of-effect attack.


Be wary of the other villagers as well.  Some of them may decide to join the fray.  This can be problematic as the village's healer Tileyfa will sometimes come running into the fray to deliver a heroic rescue!  ... in the form of a 25-40 pt healing spell.  Joy.  So if she butts into your business, toss her off a safe ways.  And if some townsfolk do get killed,you can either quit and reload, or you may win the battle, save and then quit and reload your game.
Be wary of the other villagers as well.  If any of them dies during the fight, they are gone forever.  This can be problematic as the village's healer Tileyfa will sometimes come running into the fray to deliver a heroic rescue!  ... in the form of a 25-40 pt healing spell.  Joy.  So if she butts into your business, toss her off a safe ways.  And if some townsfolk do get killed, best to reset and try again.
 
If you're only around Lv20-30 and don't think you have a chance to win, take out a Thief (or several, if you have more than one) with equipment focused around HIT.  Make sure you can use the class-specific specials Steal Consciousness, to put her to sleep, and Steal Health, to slowly drain her HP with poison. Steal Freedom isn't much of a help, because she's still likely to attack due to the long range of her bow.  Inflicting Amnesia with Steal Memory could be beneficial to take away her stronger attacks if she wakes up, but it should take precedence behind Sleep and Poison.  If you still have trouble hitting her with the Thief's specials, use a long string of combos, with Steal Consciousness last in the line (don't use this method while Friday MKII is asleep, as the damage could wake her up), to significantly boost accuracy.  It doesn't really matter if the other attacks used do damage or even hit, as they'll still add onto the combo's accuracy bonus.
If you're only around Lv20-30 and don't think you have a chance to win, take out a Thief (or several, if you have more than one) with equipment focused around HIT.  Make sure you can use the class-specific specials Steal Consciousness, to put her to sleep, and Steal Health, to slowly drain her HP with poison. Steal Freedom isn't much of a help, because she's still likely to attack due to the long range of her bow.  Inflicting Amnesia with Steal Memory could be beneficial to take away her stronger attacks if she wakes up, but it should take precedence behind Sleep and Poison.  If you still have trouble hitting her with the Thief's specials, use a long string of combos, with Steal Consciousness last in the line (don't use this method while Friday MKII is asleep, as the damage could wake her up), to significantly boost accuracy.  It doesn't really matter if the other attacks used do damage or even hit, as they'll still add onto the combo's accuracy bonus.


After her defeat, Friday MKII will appear as the Dark World Dimensional Guide next to the regular Dimensional Guide, Friday.  Be warned that she only appears in Holt Village (Or by Axel's house if playing in Axel Mode), not the maps found in [[Disgaea 2: Cursed Memories/Episode 6: Coliseum|Chapter 6]] or [[Disgaea 2: Cursed Memories/Episode 7: Battle Tournament|Chapter 7]].  Now you can speak with her to access the Dark World stage selection, but Stage 1-1: Beginner's Field will be the only available stage for now.
After her defeat, Friday MKII will appear as the Dark World Dimensional Guide next to the regular Dimensional Guide, Friday.  Be warned that she only appears in Holt Village, not the maps found in [[Disgaea 2: Cursed Memories/Episode 6: Coliseum|Chapter 6]] or [[Disgaea 2: Cursed Memories/Episode 7: Battle Tournament|Chapter 7]].  Now you can speak with her to access the Dark World stage selection, but Stage 1-1: Beginner's Field will be the only available stage for now.


Upon the start of a new cycle, Friday MKII will still be standing as your Dark World guide, but she will only say "..." until you complete the first set of Tutorial stages, after which you can activate her by talking to her four times successively.
Upon the start of a new cycle, Friday MKII will still be standing as your Dark World guide, but she will only say "..." until you complete the first set of Tutorial stages, after which you can activate her by talking to her four times successively.
You can also unlock the Dark World in Axel Mode, which is available only in the PSP Version of Disgaea 2. The same mechanics apply as to how you will activate Dark World in Holt Village. The only difference between the two is the location of the five switches. Here are the different spots where the switches are located:
# In the "Box" near Axident, Axel's Baby Brother
# Antenna Right Above the Entrance to their House
# Wall behind the Wooden Stand with Tubes on the Top
# Plant Box located at the left side of Axel's House
# Left End of the "curve" Behind the Land Owner


==How to Unlock additional Dark World Stages==
==How to Unlock additional Dark World Stages==
As stated earlier, to get more stages available in the Dark World selection, certain requirements must be passed for each individual stage.  You must first defeat the main stages normally, and then enter them again to pass the Dark World unlocking requirements.   
As stated earlier, to get more stages available in the Dark World selection, certain requirements must be passed for each individual stage.  You must first defeat the main stages normally, and then enter them again to pass the Dark World unlocking requirements.   


Upon completing some requirements for the Dark World stages, you will be instantly transported to the Dark World version of the stage.  On others, you will be prompted as to whether or not you want to go the Dark World stage you just unlocked - If you select no, the stage will still appear in Friday MKII's selection.  Of course, it will also appear if you select "yes" and clear the stage, but not if you are defeated.  "Optional" transport stages usually require you to defeat all enemies while fulfilling certain requirements, while "Instant" stages typically only need you to perform a specified action. All Dark World Stages must be re-unlocked upon starting a new cycle while playing the PS2 Version.
Upon completing some requirements for the Dark World stages, you will be instantly transported to the Dark World version of the stage.  On others, you will be prompted as to whether or not you want to go the Dark World stage you just unlocked - If you select no, the stage will still appear in Friday MKII's selection.  Of course, it will also appear if you select "yes" and clear the stage, but not if you are defeated.  "Optional" transport stages usually require you to defeat all enemies while fulfilling certain requirements, while "Instant" stages typically only need you to perform a specified action. All Dark World stages will remain in Friday MKII's selection after a new cycle begins.
 
{| {{prettytable|sortable=1}}
{| {{prettytable|sortable=1}}
!Stage !! Transportation !! How to Unlock
!Stage !! Transportation !! How to Unlock
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| 1-2 || Optional || Do not take damage.
| 1-2 || Optional || Do not take damage.
|-
|-
| 1-3 || Instant || Take damage from an enemy.
| 1-3 || Instant || Take damage.
|-
|-
| 1-4 || Instant || Kill a Green Skull.  Upon returning to the stage a second time a Green Skull will replace Axel, defeating this skull or one of your own will trigger the Dark World.
| 1-4 || Instant || Kill a Green Skull.  After beating 1-4 normally, return to the level; a Green Mage will take the place of Axel.  You can kill either this one or one of your own.  Killing the Skull immediately unlocks the Dark World stage and sends you into the stage.
|-
|-
| 2-1 || Optional || Clear the stage within two turns (including the Geo Symbol)
| 2-1 || Instant || Clear the stage within two turns.
|-
|-
| 2-2 || Optional || Clear the stage within a single turn (Geo Symbol is optional)
| 2-2 || Instant || Clear the stage within a single turn.
|-
|-
| 2-3 || Optional || Clear the stage without moving 10 or more panels.
| 2-3 || Optional || Clear the stage without moving 10 or more panels.
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| 2-4 || Instant || Lift an ally or a foe.
| 2-4 || Instant || Lift an ally or a foe.
|-
|-
| 3-1 || Instant || Allow the Purple Geo Panels to cover the entire map (11 Rounds).
| 3-1 || Instant || Wait with a character on the Base Panel for 11 rounds.
|-
|-
| 3-2 || Instant || Destroy any Geo Symbol.
| 3-2 || Instant || Destroy any Geo Symbol.
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|3-4 || Optional || Do not use the Lift command.
|3-4 || Optional || Do not use the Lift command.
|-
|-
|4-1 || Instant || Nullify all Red Geo Panels.
|4-1 || Instant || Clear all red panels.
|-
|-
|4-2 || Optional || Fuse five or more enemies, by throwing them onto each other.
|4-2 || Optional || Fuse five or more enemies, by throwing them onto each other.
|-
|-
|4-3 || Instant || Fuse all of the enemies, by throwing them onto each other.
|4-3 || Instant || Wait until the enemies' level becomes high enough, or just fuse all enemies together by throwing them onto each other.
|-
|-
|4-4 || Instant || Let thirty rounds pass.
|4-4 || Instant || Let thirty rounds pass.
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|6-2 || Optional || Clear the stage using six or less characters.
|6-2 || Optional || Clear the stage using six or less characters.
|-
|-
|6-3 || Optional || Fuse all but one of the enemies, by throwing them onto each other.
|6-3 || Optional || Fuse several enemies by tossing them onto each other.
|-
|-
|6-4 || Optional || Defeat the Prinnies only through throwing and their own explosions, but destroy the "No Lifting" Geo Symbol first.
|6-4 || Optional || Defeat the Prinnies only through throwing and their own explosions, but destroy the "No Lifting" Geo Symbol first.
|-
|-
|7-1 || Instant || Nullify all Geo Panels and destroy all Geo Symbols.
|7-1 || Instant || Purify all Geo Panels and destroy all Geo Symbols.
|-
|-
|7-2 || Optional || Take no damage (not including poison).
|7-2 || Optional || Take no damage (not including poison).
|-
|-
|7-3 || Instant || Pick up an enemy and throw it to a character holding a second enemy.
|7-3 || ??? || ???
|-
|-
|8-1 || Instant || Change the Geo Panel color three times.
|8-1 || Instant || ???
|-
|-
|8-2 || Instant || Destroy the "No Entry" Geo Symbol.
|8-2 || Instant || Destroy the "No Entry" Geo Symbol.
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|8-5 || Optional || Raise the Bonus Gauge to at least 5.
|8-5 || Optional || Raise the Bonus Gauge to at least 5.
|-
|-
|8-6 || Instant || Pick up an enemy and throw it to a character holding a second enemy.
|8-6 || ??? || ???
|-
|-
|9-1 || Instant || Have a character stand on the highest point of the stage, a height of 64 dm.
|9-1 || Instant || Have a character stand on the highest point of the stage, a height of 64 dm.
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|10-1 || Optional || Fuse five or more enemies by tossing them onto each other.
|10-1 || Optional || Fuse five or more enemies by tossing them onto each other.
|-
|-
|10-2 || Optional || Nullify all Geo Panels and destroy all Geo Symbols.
|10-2 || Optional || Purify all Geo Panels and destroy all Geo Symbols.
|-
|-
|10-3 || Instant || Inflict over 800(?) damage in a single combo.
|10-3 || Instant || Inflict over 800(?) damage in a single combo.
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|13-1 || Optional || Take no damage (not including poison).
|13-1 || Optional || Take no damage (not including poison).
|-
|-
|13-2 || Instant || Inflict over 1000 damage in a single combo.
|13-2 || Instant || Inflict over 3000(?) damage in a single combo.
|-
|-
|13-3 || Instant || Nullify all Geo Panels and destroy all Geo Symbols.
|13-3 || Instant || Purify all Geo Panels and destroy all Geo Symbols.
|-
|-
|13-4 || Instant || Inflict over 1000 damage in a single combo.
|13-4 || Instant || Inflict over 3000(?) damage in a single combo.
|}
|}
Note that if you are playing in Axel Mode, you will only have access to the Dark World versions of Axel's stages. If you want to play the Dark stages in Normal Mode, you must activate Normal Mode by completing your current cycle and choosing to play as Adell, or start a new Normal Mode game.


==Dark Sun==
==Dark Sun==
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==Walkthrough==
==Walkthrough==
There are some general guidelines for clearing Dark World stages:
* '''Thieves' Steal Consciousness'''
:* You won't find many items worth stealing in the Dark World, but having a couple Thieves to put enemies to sleep will be a life saver 100 times over again.
* '''Have as many of your party's Movement bills passed as possible.'''
:* Many stages have No Lifting zones, fairly strict time limits, and/or enemies spread out far and wide.  High movement is a must.
In the following stage-by-stage walkthroughs, it is recommended you are either in [[Disgaea 2: Cursed Memories/Episode 13: The Truth|Episode 13]], or you have cleared it and are on your second-or-later cycle.  While it isn't necessary to defeat the stages in the methods listed in this guide, these strategies are made so you can defeat enemies with ease and without the need to exceed your foes' stats.
In the following stage-by-stage walkthroughs, it is recommended you are either in [[Disgaea 2: Cursed Memories/Episode 13: The Truth|Episode 13]], or you have cleared it and are on your second-or-later cycle.  While it isn't necessary to defeat the stages in the methods listed in this guide, these strategies are made so you can defeat enemies with ease and without the need to exceed your foes' stats.


{{Footer Nav|game=Disgaea 2: Cursed Memories|prevpage=|nextpage=Town Fields}}
{{Footer Nav|game=Disgaea 2: Cursed Memories|prevpage=|nextpage=Town Fields}}
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