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#Nothing
#Nothing
#Revives all fallen enemies
#Revives all fallen enemies
#(repeats)
#(repeat)


While the Dark Sun's effect is potentially hazardous, its difficulty is only three.  You should be able to take it out with a single ascent sacrifice around Lv80 if they're a warrior-type, or a lower level unit if you lift them up several times over.  Once the main threat is gone, this map is fairly simple.  There are only three enemies, positioned far from one another at distant corners of the map.  Since these enemies won't approach until one of your characters enters their attack range, you can choose to only fight one or two at a time.
While the Dark Sun's effect is potentially hazardous, the Sun itself only has a difficulty of three.  You should be able to take it out with a single ascent sacrifice around Lv80 if they're a warrior-type. A lower level unit could also take it out with one strike if you lift them several times over.  Once the main threat is gone, this map is fairly simple.  There are only three enemies, positioned far from one another at distant corners of the map.  Since these enemies won't approach until one of your characters enters their attack range, you can choose to only fight one or two at a time.


The enemies in this stage have rather weak weapons for their level, and they possess no forms of armor, so don't let their levels fool you into thinking they're unbeatable.  You might even be able to defeat all three with characters around Lv40 or lower.
The monsters in this stage have rather weak weapons for their level, and they possess no forms of armor, so don't let their levels fool you into thinking they're unbeatable.  You might even be able to defeat all three with characters Lv40 or lower, if you have good sets of equipment.


A Mothman's DEF is usually half or less of its RES, and, as stated, these particular enemies possess no armor.  Because of this, you should be better off fighting them with physical attacks instead of spells.
An Observer's DEF is usually half or less of its RES, and, as stated, these particular enemies possess no armor.  Because of this, you should be better off fighting them with physical attacks instead of spells.


==Stage 1-2: Reflection Pool==
==Stage 1-2: Reflection Pool==
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{|{{prettytable}}
{|{{prettytable}}
|+Enemies
|+Enemies
! !! [[Disgaea 2: Cursed Memories/Character Classes#Skull|Red Skull]] (x4) !! [[Disgaea 2: Cursed Memories/Character Classes#Mage|Red Mage]] (x2)
! !! [[Disgaea 2: Cursed Memories/Character Classes#Skull|Red Skull]] (x4) !! [[Disgaea 2: Cursed Memories/Character Classes#Mage|Red Mage]] (x4)
|-
|-
! Level  
! Level  
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'''How to Unlock''': Kill either an enemy or ally [[Disgaea 2: Cursed Memories/Character Classes#Skull|Green Skull]] on the normal 1-4 stage.  Transportation to the Dark World version is instantaneous.
'''How to Unlock''': Kill either an enemy or ally [[Disgaea 2: Cursed Memories/Character Classes#Skull|Green Skull]] on the normal 1-4 stage.  Transportation to the Dark World version is instantaneous.


{{sidebar|title=Returning to Level Up|width=200px|contents=Since characters who focus on healing are often hard to level, you may want to return to this stage in the future to train your healing units more easily. |}}If you have one or two [[Disgaea 2: Cursed Memories/Character Classes#Healer|Healers]], or other characters with healing spells of decent strength, this stage should be no problem for you.  All eight magicians are lined up in a 2x4 pattern on the Reverse Damage Geo Panels, and will not move from their positions, so you should be able to take them all out in two Giga Heal area-of-effect spells.   
{{sidebar|title=Returning to Level Up|width=200px|contents=Since characters who focus on healing are often hard to level, you may want to return to this stage in the future to train your healing units more easily. |}}If you have one or two [[Disgaea 2: Cursed Memories/Character Classes#Healer|Healers]] (or other characters with healing spells) of decent strength, this stage should be no problem for you.  All eight magicians are lined up in a 2x4 pattern on the Reverse Damage Geo Panels, and will not move from their positions, so you should be able to take them all out in two Giga Heal area-of-effect spells.  Try not to have your characters advance more than they must to cast their spells, as the mages could possibly survive and try to counterattack.  However, they won't move from their positions by their own actions, and won't be able to hit your units if you're out of their spells' range.


If you somehow don't manage to defeat all of your enemies in the first turn, or if you only have one Healer, it probably won't hurt much to just keep her out there to endure your enemy's attacks.  Healers have naturally high RES, and you've likely focused her armor to enhance RES since it's the stat used for healing spells.  Add that onto the fact that all Healers have an innate ability to resist elemental attacks, and you'll know your Healer is sure to stay alive.
If you somehow don't manage to defeat all of your enemies in the first turn, or if you only have one Healer, it probably won't hurt much to just keep her out there to endure your enemy's attacks.  Healers have naturally high RES, and you've likely focused her armor to enhance RES since it's the stat used for healing spells.  Add that onto the fact that all Healers have an innate ability to resist elemental attacks, and you'll know your Healer is sure to survive the magician's fire spells.


The Ally Change will only affect one of your human characters on the map, chosen at random.  Since healing spells are kept with the change into monsters, there's no need to worry about Healers.
The Ally Change will only affect one of your human characters on the map, chosen at random.  Since healing spells are kept with the change into monsters, there's no need to worry about Healers.


{{Footer Nav|game=Disgaea 2: Cursed Memories|prevpage=Dark World Walkthrough|nextpage=Dark World/Zenon's Palace}}
{{Footer Nav|game=Disgaea 2: Cursed Memories|prevpage=Dark World Walkthrough|nextpage=Dark World/Zenon's Palace}}

Revision as of 22:05, 20 November 2007

Stage 1-1: Beginner's Field

Enemies
Observer (x3)
Level Lv80
Weapon Poison Needle (Red)
Special 1 Hell Pollen Lv2
Special 2 Bug Hypnosis Lv2
Special 3 Ultra Sound Lv2
Special 4 Tornado Drive Lv2

Dark Sun - 3 Difficulty

  1. Nothing
  2. Revives all fallen enemies
  3. (repeat)

While the Dark Sun's effect is potentially hazardous, the Sun itself only has a difficulty of three. You should be able to take it out with a single ascent sacrifice around Lv80 if they're a warrior-type. A lower level unit could also take it out with one strike if you lift them several times over. Once the main threat is gone, this map is fairly simple. There are only three enemies, positioned far from one another at distant corners of the map. Since these enemies won't approach until one of your characters enters their attack range, you can choose to only fight one or two at a time.

The monsters in this stage have rather weak weapons for their level, and they possess no forms of armor, so don't let their levels fool you into thinking they're unbeatable. You might even be able to defeat all three with characters Lv40 or lower, if you have good sets of equipment.

An Observer's DEF is usually half or less of its RES, and, as stated, these particular enemies possess no armor. Because of this, you should be better off fighting them with physical attacks instead of spells.

Stage 1-2: Reflection Pool

Stage 1-3: Psycho's Hideout

Stage 1-4: Dead Tree Field

Enemies
Red Skull (x4) Red Mage (x4)
Level Lv80 Lv80
Weapon Sorcery Rod (Staff) Jewel Scepter (Staff)
Armor Astral Orb (Orb) Astral Orb (Orb)
Special 1 Fire Lv9 Fire Lv9
Special 2 Mega Fire Lv9 Mega Fire Lv9
Special 3 Giga Fire Lv9 Giga Fire Lv9
Special 4 Omega Fire Lv9 Omega Fire Lv9
Special 5 Tera Fire Lv9 Tera Fire Lv9
Special 6 Enfeeble Lv9 Armor Break Lv9
Special 7 Mind Break Lv9 Resist Break Lv9
Special 8 Blind Lv9 Slow Lv9

Geo Symbols - Aqua panels only

  • Aqua symbol 'No Lifting' on Aqua panels
  • Aqua symbol 'Reverse Damage' on Aqua panels

Dark Sun - 10 Difficulty

  1. Ally Changed into Dragon
  2. (repeats)

How to Unlock: Kill either an enemy or ally Green Skull on the normal 1-4 stage. Transportation to the Dark World version is instantaneous.

Returning to Level Up
Since characters who focus on healing are often hard to level, you may want to return to this stage in the future to train your healing units more easily.

If you have one or two Healers (or other characters with healing spells) of decent strength, this stage should be no problem for you. All eight magicians are lined up in a 2x4 pattern on the Reverse Damage Geo Panels, and will not move from their positions, so you should be able to take them all out in two Giga Heal area-of-effect spells. Try not to have your characters advance more than they must to cast their spells, as the mages could possibly survive and try to counterattack. However, they won't move from their positions by their own actions, and won't be able to hit your units if you're out of their spells' range.

If you somehow don't manage to defeat all of your enemies in the first turn, or if you only have one Healer, it probably won't hurt much to just keep her out there to endure your enemy's attacks. Healers have naturally high RES, and you've likely focused her armor to enhance RES since it's the stat used for healing spells. Add that onto the fact that all Healers have an innate ability to resist elemental attacks, and you'll know your Healer is sure to survive the magician's fire spells.

The Ally Change will only affect one of your human characters on the map, chosen at random. Since healing spells are kept with the change into monsters, there's no need to worry about Healers.