Disgaea 2: Cursed Memories/Advanced tactics: Difference between revisions

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Even if a character has attacked and moved, you can still throw them into the base panel to get them out of harm's way.  This is invaluable for mages or other characters who can bring down hell upon your foes, but can't be bothered to survive a single hit.  However useful it could have been, you can't throw towers into the base panel.
Even if a character has attacked and moved, you can still throw them into the base panel to get them out of harm's way.  This is invaluable for mages or other characters who can bring down hell upon your foes, but can't be bothered to survive a single hit.  However useful it could have been, you can't throw towers into the base panel.


Enemies can't stand on or walk through your base panel, but your characters can.  You can use the panel to retreat behind after attacking, then your foe won't be able to approach you.  This of course only works on foes with low enough MV, and without range attacks.  You can use other tactics around the panel, but as enemies become stronger more likely to have high-ranged specials, this aspect of it becomes less useful.
Enemies can't stand on or walk through your base panel, but your characters can.  You can use the panel to retreat behind after attacking, then your foe won't be able to approach you.  This of course only works on foes with low enough MV, and without range attacks.  You can use other tactics around the panel, but as enemies become stronger and more likely to have high-ranged specials, this aspect of it becomes less useful.


==Weights==
==Weights==
Weights seem pretty useless.  Just one drags your character down to 25% HP for a tiny stat bonus (two bring it down to 6.25%, and with three your character might as well be dead).  The trick to them is, they bring your character just into "Critical" range, which activates most characters' innate abilities.
Weights seem pretty useless.  Just one drags your character down to 25% HP for a tiny stat bonus (two bring it down to 6.25%, and with three your character might as well be dead).  The trick to them is, they bring your character just into "Critical" range, which activates most characters' innate abilities.


While a Ninja doesn't have much HP or DEF, his SPD is incredible, to the point where he can evade just about anyone lower than his level who isn't using a gun.  Now imagine that with his innate ability, which increases his SPD even further.  He might as well be on an invincibility panel, 'cause no one's will be able to touch him.
While a Ninja doesn't have much HP or DEF, his SPD is incredible, to the point where he can evade just about anyone lower than his level who isn't using a gun.  Now imagine that with his innate ability, which increases his SPD even further.  He might as well be on an invincibility panel, 'cause no one will be able to touch him.


What's better, their HP will still be reduced to 25% after you remove the weight, so you can equip a more valuable item in its place.  Just put the weight back on if you plan to heal them.
What's better, their HP will still be reduced to 25% after you remove the weight, so you can equip a more valuable item in its place.  Just put the weight back on if you plan to heal them.
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In the middle of a battle, you can trade a character's current equipment with anything in the item bag, without using up the character's turn.  A horde of obvious options instantly come to mind: changing to nothing but glasses against a Ninja, or nothing but armors when you're waiting for Poison to finish off your opponent.
In the middle of a battle, you can trade a character's current equipment with anything in the item bag, without using up the character's turn.  A horde of obvious options instantly come to mind: changing to nothing but glasses against a Ninja, or nothing but armors when you're waiting for Poison to finish off your opponent.


But there's one that always comes in handy, even if it is a little time-consuming.  Before moving, equip three shoe-type items to a character, move them with their hugely boosted move range, then return to their default equipment.  Since the shows are taken off afterwards, you can do this with every single character.
But there's one that always comes in handy, even if it is a little time-consuming.  Before moving, equip three shoe-type items to a character, move them with their hugely boosted move range, then return to their default equipment.  Since the shoes are taken off afterwards, you can do this with every single character.


Unfortunately, there is a drawback to this.  [[Disgaea 2: Cursed Memories/Item Specialists#Lovers|Lovers]] can ''only'' appear on an item when a character leaves that item equipped for a long time.  Constantly removing and re-equipping items forces the counter to start over, and if you use this strategy on all your characters, the only lovers you'll ever earn will be on weapons.
Unfortunately, there is a drawback to this.  [[Disgaea 2: Cursed Memories/Item Specialists#Lovers|Lovers]] can ''only'' appear on an item when a character leaves that item equipped for a long time.  Constantly removing and re-equipping items forces the counter to start over, and if you use this strategy on all your characters, the only lovers you'll ever earn will be on weapons.
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It is possible to toss a character through a '''No Entry''' tile.  Place your thrower adjacent to the tile you want to cross, target the tile immediately on the other side of the No Entry tile, and then shorten/lengthen your throw distance repeatedly while attempting to throw.  There's a sweet spot between your thrower and the target tile where the throw will actually occur.  You'll hear a few failure sounds and, with luck, should succeed at the throw after a few seconds.  This trick only works if the 'No Entry' field is one tile thick.  You can't throw across multiple tiles.
It is possible to toss a character through a '''No Entry''' tile.  Place your thrower adjacent to the tile you want to cross, target the tile immediately on the other side of the No Entry tile, and then shorten/lengthen your throw distance repeatedly while attempting to throw.  There's a sweet spot between your thrower and the target tile where the throw will actually occur.  You'll hear a few failure sounds and, with luck, should succeed at the throw after a few seconds.  This trick only works if the 'No Entry' field is one tile thick.  You can't throw across multiple tiles.


This trick is not a bug.  One of the townsfolk in Holt Village will subtlety allude to this trick during one of the later chapters in the game.
This trick is not a bug.  One of the townsfolk in Holt Village will subtly allude to this trick during one of the later chapters in the game.


===Lv9999 Nekomata Trick===
===Lv9999 Nekomata Trick===
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