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(created strategy for Stage 2-3)
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==Stage 2-1: Banquet Room==
==Stage 2-1: Banquet Room==
{|{{prettytable}}
{|{{prettytable}}
|+Enemies
|+Enemies
! !! Marionette (x4) !! Ghost (x2)
! !! [[Disgaea 2: Cursed Memories/Monster Classes#Marionette|Marionette]] (x4) !! [[Disgaea 2: Cursed Memories/Monster Classes#Ghost|Ghost]] (x2)
|-
|-
! Level  
! Level  
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===After the Battle===
===After the Battle===
If you return to Holt Village to heal at the Hospital, you'll probably want to switch your armor back to normal.  At this point, it might be time to consider going into the Dark Assembly and attempt to pass the "More Expensive Stuff" bill with your ex-defender (since they gained a good deal of mana from that last battle).  This will add more valuable, expensive armors and weapons for you to buy in the local shops.  Save before you attempt it, and just Quit if the Senators don't pass, then continue your game from the last save point and try again.  The acceptance probability is most likely 60-80%, so you probably won't have to do that.  For more in-depth information on the Dark Assembly, view the [[Disgaea 2: Cursed Memories/Dark Assembly|corresponding section of this guide]].
If you return to Holt Village to heal at the Hospital, you'll probably want to switch your armor back to normal.  At this point, it might be time to consider going into the Dark Assembly and attempt to pass the "More Expensive Stuff" bill with your ex-defender (since they gained a good deal of mana from that last battle).  This will add more valuable, expensive armors and weapons for you to buy in the local shops.  Save before you attempt it, and just Quit if the Senators don't pass, then continue your game from the last save point and try again.  The acceptance probability is most likely 60-80%, so you probably won't have to do that.  For more in-depth information on the Dark Assembly, view the [[Disgaea 2: Cursed Memories/Dark Assembly|corresponding section of this guide]].


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==Stage 2-2: Sanction Room==
==Stage 2-2: Sanction Room==
{|{{prettytable}}
{|{{prettytable}}
|+Enemy
|+Enemy
! !! Tink: Dirty Frog
! !! [[Disgaea 2: Cursed Memories/Special Classes#Tink: Dirty Frog|Tink: Dirty Frog]]
|-
|-
! Level  
! Level  
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===Return Visits===
===Return Visits===
If you come back to this stage later, the Warp Geo Symbol will be gone, but the Enemy Boost +50% will remain.  In addition, there are no chests found anywhere on the map.
If you come back to this stage later, the Warp Geo Symbol will be gone, but the Enemy Boost +50% will remain.  In addition, there are no chests found anywhere on the map.


{|{{prettytable}}
{|{{prettytable}}
|+Enemies
|+Enemies
! !! Marionette (x3) || Ghost (x3)
! !! [[Disgaea 2: Cursed Memories/Monster Classes#Marionette|Marionette]] (x3) !! [[Disgaea 2: Cursed Memories/Monster Classes#Ghost|Ghost]] (x3)
|-
|-
! Level  
! Level  
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Remove all attack supporters and end your turn.  You'll only have seven units left for the Marionettes, and they probably aren't your best.  The enemy Marionettes won't be able to reach your defenders this turn if your units were adjacent to any of the ghosts.  So, now just focus all your strong attacks on the Marionettes.  Their RES and DEF are fairly close in this stage due to their Tunics, so magic and physical attacks are on equal grounds.  However, it may be wiser to use specials instead of regular attacks, since Marionettes have a Counter of 2.
Remove all attack supporters and end your turn.  You'll only have seven units left for the Marionettes, and they probably aren't your best.  The enemy Marionettes won't be able to reach your defenders this turn if your units were adjacent to any of the ghosts.  So, now just focus all your strong attacks on the Marionettes.  Their RES and DEF are fairly close in this stage due to their Tunics, so magic and physical attacks are on equal grounds.  However, it may be wiser to use specials instead of regular attacks, since Marionettes have a Counter of 2.
==Stage 2-3: Room of Despair==
{|{{prettytable}}
|+Enemies
! !! [[Disgaea 2: Cursed Memories/Character Classes#Thief|Thief]] (x4) || [[Disgaea 2: Cursed Memories/Character Classes#Thief|Thief]] (x3) || [[Disgaea 2: Cursed Memories/Character Classes#Lady Fighter|Lady Fighter]]
|-
! Level
| Lv4 || Lv4 || Lv5
|-
! Weapon
| Handgun (Gun) || Wooden Bow (Bow) || Iron Axe (Axe)
|-
! Special 1
| Health Lv1 || Health Lv1 || Boulder Crush Lv1
|-
! Special 2
| Tri-Burst Lv1 || Poison Blast Lv1 || {{n/a}}
|}
This stage has no geo symbols, few geographical barriers, and minimal tricks, making for a very simple fight.  If you stay out of the Fighters' and bow-Thieves' range, they won't attack you immediately, but you most likely won't be able to send a character onto the map without incurring the wrath of the gunning Thieves. 
While you can attack the Thieves on the high walls with gun or magic attacks, you probably won't be able to finish off more than one, and your characters will most likely be killed off on the enemy turn.  Instead, take out a character with high DEF (Adell, a Male Fighter, etc), and Defend on the panel between your Base Panel and the map's wall.  Only two of the Thieves should attack your unit, and your bait should be able to survive.  Take out more characters to hug that edge of the map and finish of the Thieves with as many units as it takes.  Any units on an adjacent panel to the Thieves will be attacked by the other two gun-wielding Thieves on the next turn, so only use durable fighters on those panes.  These durable fighters will also serve as bait to bring down the other two Thieves from their high wall hiding places.  When the remaining two Thieves come down, you should be able to kill them off with two or three units taking on each.  The remaining six units will not attack unless you enter their territory, so take this time to buff and heal your characters, if you need it.
It's impossible to bait one of the Lady Fighters or bow-wielding Thieves without being struck by both, so you may want to just attack head on.  If you use enough combos and area attacks, you should be able to emerge victorious, but wounded.
A more efficient strategy to take out the last six is to form a defensive wall, baiting them all out at once.  Take three durable units (Adell, a Fighter, and a Lady Fighter would be good), and position each 5 panels away from each enemy Lady Fighter.  Your three units should be in a straight line, parallel to that of the Lady Fighers' line.  Have all three units use the Defend command and face their foes, cast defensive buffs if you can.  Line up mages, skulls, and other attacks behind your main force, they won't be able to be attacked this turn.  Try to line up your extra characters so they can retreat after attacking on the next turn.  After your turn ends, all six foes will attack, but no more than a single axe attack and a single bow attack will be launched on each of your linesmen.  All of your frontline fighters should have at least half of their total HP.
Now that the foes are all close, prepare to counterattack.  The enemy Fighters are much greater threats than the Thieves (as you must of witnessed in the previous turn), so focus your energies on taking them out first.  Fighters have high DEF but low RES, so utilize your spell casters and try to attack their elemental weaknesses.  If one of your characters has learned Blade Rush, use that on all three units at once.  Remember to chain your attacks together in a combo for the greatest damage and accuracy.  Don't worry about the bow-thieves, they probably won't be able to kill anyone unless they gang up on some of your weakest units.
Once the Fighters are gone, kill off the Thieves, they should be easier to defeat.  Your units will probably have to be vulnerable for a turn before you can finish off the Thieves, but as said previously, they aren't too much of a threat in terms of the damage they can deal.  Worst case scenario: one or two of your mages might be defeated.


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