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From there you can move the skillsaround just like moving items in the Item Bag or Warehouse. If you use certainskills a lot this is a good thing to know. Veryuseful if you reincarnate a lot. To change thecamera view, hold Square then press L.
This can be done in battles orwhen you are in free roam mode. This is useful when using Toss and Pass tactics. Some characters can bought viaPSN.
It is now easier to level an item to You cannot capture a monster whose levelis higher than the main character's Axel or Adell -New interface changes like turning off animations, increasing speedat which everything moves, and changing order of character skills. The highest elemental magic is now Peta asopposed to Tera in the original, which requires around level tounlock.
This isbecause in Disgaea 2 Thieves have several status inflicting skills, and status effects are pretty much broken for most of story mode, especiallypoison and sleep. This allows you to do some pretty remarkable stuffonce you get a level 10 Thief. Not to mention they have a better chance ofstealing stuff and you can make them from the very beginning.
If you thinkthe Thief is great from reading all this, wait till you create a Kunoichi To do this, Lift acharacter and make sure the thrower can throw past the panel. You will want toalternate your cursor between the panel and the square past the panel you wantto bypass, while repeatedly pressing X.
It may take a few tries, but eventually you'll throw the character past the No Entry Geo panel. If you find yourself facing a tough enemy you can't oneshot, lift it to make its turn useless. The Lifter will most likely getsquashed, but it's better than letting it kill 2 or more of your main forces. This very useful for getting around maps and gathering felonies. Anytime this strategy is used it will be referred to as athrow tower. You can also have another character lift a character who is lifting another character, and so on, which greatly extends your movement range.
Keep this in mind when venturing through the Item World. If you choose to use monsters early on, reincarnate them into humanoids later, because areincarnated monster cannot have the most total stats that a captured monstercan. Normally stat boosts will decrease whenyour next turn comes, but if you keep the boosted unit in the Base Panel, thestats will not decrease.
A similar thing works with Magichanged weapons. TheMagichange counter will not go down when you have the Magichanged unit in theBase Panel, which means you could have a Magichanged weapon stay for an entirebattle, just like enemies do! This is nice when you need to move a few more spaces. You can simplyequip 3 Accelerators, move to the intended destination, then reequip your original gear before attacking.
You cannot bring them back to the position they were beforemoving without spending their turn to move though. By doing this you can getup to 9 units in there, and they will all receive the same amount of felonies. Doing this in scenes where you receive anitem guarantees the rarity to be 0. This makes rarity matching easier. The base panel will be destroyed and the next turn the enemy will kill your weak unit. The way it works is the pupil stands beside the master, who now has access to all thespells the pupil knows.
The master should then use the spell until its skilllevel is at least 1, then the master will know the spell without needing thepupil. For the most part, this walkthrough assumes you want to play Axel mode fromthe beginning, without starting Adell Mode first. You can choose to play Axel Mode after beating Adell mode, but the enemies will have more levels. The strategies should not be that much different though. When starting this mode after Adell Mode, the enemies' levels will be increased using the following formula.
In other words, without any SEB's, the highest level story character you'll face is if you choose to start this mode after Adell's. Dark World levels do NOT follow this formula, and the enemy levels arethe same whether you're playing Axel mode from the start or from a newcycle. If you did it correctly you should hear "Showtime!
You start off with just Axel at lvl 3 with 20 mana. Explore the area if you want. Grab the chests for some HL and items. You can also find and activate the mysterious buttons around here if you wish.
Mysterious buttons can be found in the following places The part of the house that is in front of the balancing structure2. Antenna on the orange portion of Axel's house3. By the end of the house opposite of where Axel's mom is, by the porch5. The crate near Axel's mom. She won't do anything at this time, so let's move onward. Talk to the Ghost to learn about the Item World and receive a free Mr. Gency Exit. You can try the Item World if you want, but it's going to be hard alone. You can also create characters if you want to Talk to the Wood Golem.
You will not actually use the warriors to fight, so don't bother equipping them. Also don't choose anything other than good-for-nothing for now, since mana is in short supply. Battle Strategy: There's not really much to say here Axel's stats are muchbetter than all 5 Evil Rangers. He can solo this map alone. You probably don'teven need to heal. After this battle Evil Pink joins your party at lvl 3, even though she was level 1 when we fought her.
The Evil Rangers will be replaced by their regular monster counterparts oncethe map is clear. They will all be at lvl 1. You can capture them if you sochoose Throw them in the base panel and make sure you have some characters inthere. Axel's countersshould finish him off. Will be automatically sent to the Dark World once fulfilled. Battle Strategy: you're supposed to smack the Ghosts and let the Disperse Damage effect take care of the mages.
The mages have very low HP, so any damage above 40 to one Ghost should finish the job. Axel's Shocking Souldoes a good job of hitting 2 Ghosts at a time, and doing high enough damage. If you do not have Shocking Soul learned at lvl 5 TripleStrike should do the needed damage.
You may wish to repeat this battle a few times for money. No more than twotimes, since there are much better maps coming up in a short while. Buy whatever weapons and armor you can afford. If you happen to get a hospitalprize from getting beat up too much, use the following trick if you wish:. If the prize is not rare,press O to cancel, then press X again. Keep pressing X and O until the prizeis rare, then take the rare prize. Don't bother trying to reset for legendaries.
They simply won't appear. Equip it onto somebody, preferably with a high HP aptitude. Their max HP will increase but they will not be automatically healed. Go heal that person at the hospital, then take off the Muscle and reequip it onto that person, then heal them again.
Repeatuntil you get the next hospital prize. You can also do this for SP raisingitems like the orbs or emblems. Of course, you'll need some cash to do allthis so you may want to hold off until you find a map where the HL clearprize is decent. Will be automaticallysent to the Dark World after the condition is met. Battle Strategy: After the first turn, the monsters will Magichange withthe nearest staff member, which is why I didn't list any weapons.
The Staffwill rush towards you the next turn, so beat them all up with Axel and yourmages, healing if necessary. I don't suggest Magichanging with Pink, as youmay need an extra body to take a few hits. Finally, the Manager is left. Hismovement is pathetic, so if he gets in your area, have a Thief use Health topoison him then have Axel throw him. The poison should weaken him enough for your remaining characters to finish him off.
Don't bother using Fire magic onhim, as he Magichanged with a Dragon, who is immune to fire. You will be instantlysent to the Dark World once this is done. Some of the enemies should move towards you the next turn. If you can, steal the Wolf's Fang, as it's a decent weapon for Pink earlyon. Beating this map nets youabout HL. This will pay off in the long run if you want to gainaccess to a huge level boosting opportunity that will come in the nextchapter.
There are new chests that spawn in random places. Open them for money and items. Talk to everyone for some new dialog, then talk to the Director to advance the story. They are alternate versions of stages that are accessed by fulfilling some condition No damage, do over damage, making a throwtower, etc. They are just there to challenge you and you gain nothing forbeating them all. It doesallow you to access the Dark World when you play Adell Mode though. To start the fight, talk to her multiple times until she says something otherthan " Battle Strategy: Yikes, lvl !
How the heck are we supposed to beat THIS?!? Well it turns out, the fight is beatable at any level. Simply bring someoneout of the base panel and wait 2 turns.
Maber should walk towards you, eagerto crush your helpless character. Next bring out a Thief and use Consciousnesson her, followed by Health. Alternate between the two until she falls. Do this every turn until Health's effect runs out. When it does, use Health on her again and continuethe Lifting process. She should die in two castings of Health so just wait forthe poison to finish her off. You have unlocked the Dark World! Note that lvl is waybeyond the levels of anything that you'll face in Axel Mode.
You may want to reset until you get a decent weapon in the Bonus Gauge. It will make grinding in a lot easier, and will allow you to get to theleveling game breaker described below much quicker.
Adell Mode does not have this luxury so abuse this to your heart's content. The possible bonus items are also very good so you may want to do this map a few times for items as well as experience.
This canbe done by making a throw tower of three Warrior throwers. Throw ignores theMove -2, so this is quite effective. Once you're on the other side, you caneither lift the Clone symbol to remove it from the geo panels, or destroy it if you think you can. Do note that destroying it will create a geo chain that will bring the bonus gauge up to about 6 And will produce a big enough chainto unlock the "Create a Strange Old Man" bill, which unlocks the Geomancer class.
After that, the rest of the battle should be easy. If you beat the last Chapter 1 map without any problems, you shouldn't have any problems with this battle.
Do watch out for the poison effects that the zombies' attacks may inflict. Fighting them head on is practically suicide, so stand near the bridgeand wait for the enemies to come to you. Beat them up with Axel and your magesIf your healer has learned Braveheart, use it to boost Axel's attack, whilekeeping an eye on her SP.
Keep isolating the enemies like this to decreasetheir numbers. The Nemophilias may be a bit stubborn since they have range attacks, but they have low HP so one strong attack from Axel should finish them off. If you are worried about him dying the next turn, send a weak character to lift him as protection.
For the Rogue isolate her on the bridge and beat up on her with Axel, while making sure to keep your other units a safe distance from her, since she has a ranged area of effect attack. You also get the ability to create Enteis Great Wyrms from Disgaea 1. Will be automatically sent to theDark World once this condition is met.
Battle Strategy: Quite a nasty map this is. The Archers are standing ongeo panels that hold all the mentioned effects. The geo symbols are on an island. Now how do we do this map? There are a few strategies to use here. You can either:1 Kill the archers with ranged attacks then send a unit to where they werestanding to prevent Clone from taking effect. I prefer 2. The Symbols only have around HPso one shotting them should be easy. Just hope that Evade doesn't screw youover too much.
Make sure to remove the Clone and No Lifting at the very leastif the mage cannot survive the archer's assault next turn. Once you have thosetwo symbols destroyed, you've basically won. Do whatever you want to those archers. I should also bring up the fact that stealing their bows renders themhelpless, and makes killing them much easier, since they won't move and willonly attack with a weak fist attack.
I'd also like to note that this map is nice for level gaining if you don't want to mess with the Dark World. Level 99 enemies give about as much exp as a lvl , which is a lot for the main storyline. Destroy the Clone and No Lifting symbols, steal an archer's bow, and throw her onto an archer of the same level.
The result is a higher level archer without a bow. Do this until all archers have been combined into a lvl 99 weaponless archer. You may want to use the thief's Health to bring the lvl 99's HP down to a reasonable amount. After that, take out all characters you wish to level, lift them all in a manner so that they are near but not next to the archer, then have them all Tower attack her until she's dead.
Just to give an idea of what the experience is like, I had 4 characters tower attack her, 3 of which were below level After she died, their levels went up to 29, which should last you most of chapter 3. Will beautomatically sent to the Dark World once done.
Battle Strategy: Oddly enough, the Geo effect actually helps you this time. Start off by doing as much damage to the Ninjas. When the enemy's turn comes,they will Magichange with the monsters next to them. After that, stay as far away from the cliff as possible. This will cause Asagi and the gunners to jump down the cliff into your area that's filled with No Range Attack. Thismakes them a lot easier to handle.
Overall, thisbattle is a lot easier than the previous two. Again new chests have spawned. Open them for more money and items. Everybody has something new to say again, so speak to them if you wish.
If you're not atleast level 20 with your main forces, then I suggest paying Dark World a visit. The strategy I have outlined should be foolproof and will net hugelevel gains for story mode anyways in no time at all. Battle Strategy: On the enemies' first turn, they will "devour" the Prinnies. Use this turn to sneak your allies to a table. Beat up the nearby monsters with whatever you have the next turn. Repeat the process of going to a tableand beating up the diners there. The enemies aren't aggressive, so as long asyou take it one table at a time you should have no problems with this battle.
Battle Strategy: You start being surrounded, and the active geo symbols areon the other end of the map. Our first objective is to get rid of that Clonesymbol. Have a throw tower of 2 Warriors or more ready and throw someone towards the symbols. It doesn't matter if they don't reach the symbol firstturn, as the enemies will kill Main Hero B when their turn comes. Ignore thisand head towards the Clone symbol.
You can stand on the tables to avoid thepossibility of getting cloned. Once the symbol is out of the way, most of theenemy forces should be away from the base panel, so you can now go on theoffensive. You can throw the Prinnies to get rid of them and soften some enemies up. If your Thief learned Consciousness, use it, as it will lower thenumber of units that attack you each turn, giving you some breathing room.
You alsoget access to the Celestial Host class. Create some if you want, as they havean innate hovering ability which allows them to ignore obstacles and enemy units when moving. Battle Strategy: The mage and skull duos are protected by a No Entry barrier,and there's a No Range Attack in the main area where you start, so make a throw tower of 3 Warriors and Axel and toss him to where the Magic Knights are.
Axel should be able to take them out with a few Shocking Souls. Oncethey're gone, destroy the No Range Attack and Disperse Damage symbols, then bring out your own mages and kill the enemy mages. You can also have Axeldestroy the No Entry symbols and take them head on. Will be automaticallysent to the Dark World once the condition is met. Battle Strategy: You start out surrounded by 4 strong monsters, and thesurrounding area is filled with undesirable effects.
First turn you shouldsend out a character you don't care about. Depending on how the monsters warped,you'll want to lift the nearest monster and toss it onto the big table away from the enemy boost x3 effect. Then you'll want to use the Thief's Consciousness, then Health on it. This should kill the monster in a few turns. Repeat the process of Lifting, Tossing, Sleeping, and Poisoning until allmonsters are dead.
Either way it's easiersince you aren't pressured by any big threats and the big No Entry barrierprevents the MC from attacking you whenever he pleases. Battle Strategy: This is similar to the last battle, except the monstersaren't as strong, but there's no place to get them off the enemy boost thistime except for tossing them into the base panel, and we don't want it destroyed.
Take on the monsters one at a time, putting them to sleep if necessary. After a few turns, more enemies will start coming towards you soyou need to either cripple or defeat the ones you're dealing with quicklyotherwise they will become too much to handle. Battle Strategy: Much easier than it looks. Justtake your stand on top of the slide, and wait for the enemies to come to you,then beat them up as they come. The Principal won't move, so you'll need to go to her, but do so after beating up everyone else.
Cannot be unlocked the first time playing the map. Battle Strategy: The evil Game Over effect makes its appearance here. Encroach only makes this worse as it allows the panels to grow every turn. Basically, you're on a time limit to defeat everything. Start with the Mothmen. They will move towards the panels aftertwo turns, so make them count. Use mages' area of effect spells to hit them,taking note of their elemental affinities before doing so.
You can send outsome throwers and toss them to prevent them from getting to the Game Over panels sooner. They only have around HP so if you can do more than thatyou'll be fine. Note that they have good speed aptitudes so your attacks maymiss more often than you'd like. If you successfully wiped out the Mothmen,deal with the Black Dogs next, as they will start moving after 4 turns. Putthem to sleep or throw them away from the panels and have Axel Shocking Soulthem to oblivion.
Remember that they're immune to wind so have your wind magesattack the dragons if they're close enough. Once they're gone the battle becomes much easier as there are only 3 enemies to worry about.
They may bestronger than the others, but Health will take out a good chunk of their HP. If they attempt to get near the Game Over panels, throw them back and wait forthe poison to do its job. Battle Strategy: I won't spoil this battle, even though I'm pretty sure thatyou just fight a bunch of posers. If you got through the last map, this battleisn't that difficult. If you find yourself having trouble, know that poison and sleep will work on every enemy here. Lift can also buy you some time ifyou need it.
That and it's inconvenient to have tobrowse through two different FAQs just to find everything, and this was longoverdue anyways. Story:The world of Veldime has been corrupted by Overlord Zenon, who has placed a curse on its inhabitants. Once peaceful humans living there are slowly turninginto demons. Enter Holt Village, the main base for this story, where our hero,Adell, and his parents are trying to summon Zenon so Adell can defeat him andbreak the curse. However, the summoning ritual goes awry and they summon Zenon's daughter Rozalin instead.
Now this unlikely duo must venture theoutside world and find him, where they will meet several weirdos in the process. Watch the scenes unfold, and when you finally get to control Adell, wanderaround town for a bit and look out for any random chests scattered around town. Open them if you do find any.
You can talk to any npcs and see what theysay, it's usually something humorous. There are also invisible switches hiddensomewhere in town that unlock something once all are opened. They are found Go behind the fallen one and examine the small area behind it. Behind Adell's house. Check the window beside the door. On the back of the house is aswitch. Near one of the corners of the area there are two trees. In the center ofthe corner area is the switch. Behind him there is a stone pathway. Jump onthe wall area that is partially crumbled and examine it for the final switch.
Once the final switch is opened, head to one of the trees near where switch 4is, and there you will find a shadowy npc called Friday Mk II. She doesn't doanything at the moment, so let's move on. If you are new to the Disgaea series, I recommend sitting through this tutorial otherwise you can just skip it.
The tutorial is very straightforwardand so is the battle so I shouldn't have to explain much. This tutorial willnot appear again for subsequent playthroughs. Shops open after this battle so if you want have a look at those. Buy somestuff if you want, and move on to the next map. Here we are introduced to one of the most crucial commands in the game, Liftand Throw. If you don't know how this works, be sure to sit through this one. Again the battle is pretty much the same as the last one so finish it however you want to.
If you want, have a unit stay in the center of the map,then after a turn the Prinnies should approach it. Throw one Prinny to the other two to end this. This tutorial map introduces us to Geo Symbols and Panels.
These things will show up on most maps so it's important to know how they work. The final tutorial shows you how to transfer geo effects and what happens when you destroy a geo symbol on a set of geo panels of a different color. Just finish the map however you want After the set of tutorials, several things are unlocked. The Dark Assembly,which allows you to create new characters, and the best of them all: FridayMkII is now ready for battle! But first, a few preparations.
You can create a few mages if you want as well. Once we have all the needed units, let's fight Friday Mk II! Of course, thisbattle is fully optional but I still recommend doing it. Simply bring someoneout of the base panel and wait a few turns. In the meantime have Adell runningaround beating up all the NPCs that are scattered around the map. Friday will move towards your character eager to destroy them.
When she is in range, bring out one Thief and use Health on her. Bring out one character each turn to be used as a sacrificial lamb. After 3 turns the poison will wear off sobring out another Thief and use Health on her again.
She will die in another turns. Before she dies, make sure to have defeated as many NPCs as possible. I say this because the more NPCs you kill the higher you fill theBonus Gauge, which means more prizes in the end.
The prizes are around HLand exp which a hell of a lot more exp than the first couple of chapterswill give you. Weapons are also fairly decent and will probably last you untilChapter 4 if you can get some.
Note that the NPCs you kill will be replaced by gravestones. To bring themback, simply save and reload your file. Don't goto any Dark World maps yet unless you want a Game Over. From here on out all maps that have a Dark World counterpart will have adescription of how to unlock the map. Do try to fulfill these requirements thefirst time through because you will never get sent to the Dark World thefirst time playing a map in Adell mode.
Battle Strategy: Not much strategy here. Battle Strategy: Even with the Enemy Boost they're still pushovers, so beatthem up accordingly. Or you can just pick up a Prinny and toss it towards theothers for an easy clear.
Battle Strategy: Not much to this map either. After this battle, you can take on an opportunity to seriously upgrade yourroster. Heal up in the hospital, and head to the Dark World for this map andfollow the instructions for that map to clear it. Do try to get a weapon asthe Bonus Gauge prize because it can sell for over HL.
Once you do getone, sell it and spend as much as possible to increase your customer rank. Ifyou have someone with over 10 mana head to the Dark Assembly and pass the bill"More expensive items". Equip the most expensive weapons and armoron your characters and head to the final map for this chapter.
Battle Strategy: If you didn't head to the Dark World and upgrade your stuff,take this battle slowly, luring out each unit and pounding them one by one. If you did, you have nothing to fear from the enemies here. You can also tossenemies onto the healer as she lacks any form of offense and can be beaten upfor a few more experience. Can only be unlocked the second time.
From there, beating Tink up is easy. Battle Strategy: Take out the Thiefs with Handguns first before focusing on the other units. They aren't aggressive so after dispatching the gunners, takeyour time to heal everyone. However, due to its combinations it merits a section of its own. In addition to increasing resistance to the specified element, elemental specialists can also help increase the damage of attacks that utilize that element i.
These specialists increase gain rates equal to their power. These specialists will increase the likelihood of an event happening in the innocent tower equal to their power. These bestow special improvements to the item equal to their power. A thing to remember over Collectors: should your rarity reach , adding another Collector will turn it back to 0.
These specialists will improve all equipped stats of an item at a percentage equal to their own power. These Specialists come permanently attached to equipment with unique effects. They can't be moved or combined. Disgaea Wiki Explore. Absence of Justice Absence of Detention.
Alliance of Vengeance Disgaea 5 Complete. Defiance of Destiny. Prinny 2: Dawn of Operation Panties, Dood!
Then take out a second character and place him next to the first one so he is standing on an uncolored tile. Take out a third character but leave him standing on the base portal. Use the first character to pick up the third, then the second to pick up the first. The end result is a tower of three characters. Throw them so that the character that was originally on the base panel is beside one of the geos and that he is standing on an uncolored tile.
That way when you destroy the geo none of your characters will be damaged. After the chain is finished, the enemies will all be approximately half dead. Mop up then proceed to the next level, area attacks like Blade Rush work well here. The Ring Finger can heal but will run out of SP if you keep at it. I recommend taking out the Thumb first since it is isolated and can't be healed.
Be careful of the middle finger Bird since it has a powerful area attack. By now you probably have Customer Rank 2, make sure you use the Homeroom to pass "More Expensive Stuff" if you haven't.
You have probably earned some more mana, so feel free to pick up some Evilties and to recruit more characters if you want. Gun users and characters that can throw far are useful. If you are passing Homeroom bills that are not that popular keep in mind that you can keep on refreshing the probability by pressing O then X over and over again until you get better odds. They are: 1 behind the big board in front of the Shaman ; 2 down the big staircase opposite of where the chest was in Chapter 1 ; 3 behind the item shops down the stairs.
Don't do anything else and End Turn. The marionettes will move forward so kill them before dispatching the slimes. The zombie has a lot of HP so line up a big combo for him. Nothing to it. After going to the Heart Bank, open the chest behind the item vendor and the chest by the big green crystal.
After you kill him everyone else will rush you. Try to have your low HP characters in your base tile so they don't get killed. Afterwards just use combo attacks to take them out one at a time.
While you should focus on the story characters, do not position yourself in a way that makes you vulnerable to Blade Rushes from the Fighters. If you want to get the chest you likely need to send someone around the back to the top.
In my opinion it isn't worth it, but if you really want the chest you should throw someone up the steps so the trek is shorter. There is a chest behind the wall at the top if you want to blast it with some magic. Throw the Red geo by the wall of geos that span three across so that the Blue geo combos there as well.
You can ignore the remaining Blue geo or use it to eliminate the blue column. After opening the paths just try to block up the narrow passageways and put your casters behind the front line. Beryl and her lackeys will attack through the walls pretty often to help you out too. Due to the scattered positioning of the enemies, this level should not be a problem.
Teacher x1 Mr. Champloo will never attack the egg. Just take your time and don't pull too many enemies at once. If you want to play it safe you can just heal Beryl and her lackeys and they will take out most of the enemies.
Try not to get into counter battles with the teacher because he can deal pretty big damage. Destroy the egg afterwards to finish the mission. Not only do you get to bonus level 9, but you can always repeat the level afterwards to make up for EXP you missed. On the first turn, run your thief or another high SPD character to the center colored tile Evade, hope he is lucky!
You may be able to get a Blade Rush or two off, but you'll eat two Axe attacks afterwards. On the second turn you can move some characters off the tiles to get better positioning if you can fill the spot with a decent HP character. After the two Axe guys are dead the spear guys will come which means you should take your magic casters back one row as they have a range of 2. When the spear guys are dead, the sword guy is likely going Blade Rush you; he has a lot of HP so gang up on him.
At this point you may want to abandon your tiles if you can box him in to keep him from taking the colored tile spots over.
The next turn the casters will join the fray, but hopefully they stick with physical attacks until you can destroy them. If you don't have that many characters who can survive a hit you'll need to try to bait the enemy to fight closer to your portal. It is just dangerous to fight them on the tiles since it can lead to unpredictable deaths.
If you are having trouble, consider playing the previous level a couple times to gain a level or two. Two of the Ghouls will rush you, so heal up and take them out on the following turn. If you didn't move anyone too far ahead, no other enemies should not move, so End Turn a couple times to severely damage the other Ghouls.
Slowly move forward and take out the rest of the enemies for an easy win. If there is something you want in the Bonus gauge you can throw all three of the damage geos on the yellow tiles and start a combo. Follow up by throwing someone to kill the remaining one or to pull him into the range of your casters. Using the guy you threw over, pick up the Red geo and throw it onto the blue tile. Destroy the geo to damage the enemies on the other side and to eliminate the bonus to the Gunslingers. The Gunslinger on the right you can take out with Blade Rushes, the other two you can hit with magic or guns.
Keep in mind that if you move to within 4 squares they can use their special move on you which deals about damage. Kill what you can then toss your strongest characters over to fight; try to do it on a fresh turn so they can all immediately attack once they are on the other side. If you stay on the two green squares on the side the enemies won't move, so use that to your advantage if you want. First form a tower of 3 characters and perform a chain throw onto the little platform opposite to where Churro is.
One of your characters should land somewhere by the Blue geo which you should move onto the blue tile area. Once you clear out the skulls move someone by the rogue closest to Churro and lure him to the edge so you can kill him with ranged attacks.
Throw someone to the newly made empty island and move the Yellow geo on the purple tile to silence the mages. Kill the mages for victory. If you want stuff from the bonus gauge you can destroy the Yellow and Aqua geos to cause two chains. You'll now need to do 10 levels of the Item World.
Before you dive in I suggest picking up a couple SP recovery items incase you get a bit too trigger happy with special attacks. Anyway, talk to the Item World guy and he'll tell you to pick an item, read the number at the bottom of the screen to judge the difficulty.
I suggest going into an Imperial Seal, but any item where it starts at approx Lv will work. An imperial seal will top out at Floor 10 with enemies at Lv13 and the boss at Lv If there is nothing in the bonus list you want you can do chain throws directly to the portal to end levels quickly.
On the 10th level try to kill everything to earn another Mr. Overcome the urge to throw the Green geo and just crowd around where the solitary one is.
The puppets will rush you in packs making easy work of them. When only the druid remains, throw the Green geo to make some stairs and kill him. Basically all of the geos are bad for you and good for the enemy. Move slowly and attack from the safe spots. The druids will cast a Star spell that does about damage, so be careful. Once you start fighting the moths will start coming down. I suggest placing someone where you killed the first druid. Defeat the moths and continue. I used Blade Rush, but you can use whatever you feel most comfortable with.
Now that they have opened up the top a bit you can move out some characters and stake out 2 spots next to each other. You can manually target the geos by using standard attacks. Once the spots have been cleared out, do a combo attack and focus on defeating one enemy at a time. If you are having trouble you may need to clear out a third spot so you have three characters to combo with. Throw the Blue geo onto the solitary green tile on the side and destroy it to create a small combo.
After getting damaged, the enemies will move towards you. Try to lure them closer so you don't fight them on the yellow tiles which are still dangerous. Keep in mind that one of them has twice the HP as the rest of them. However, since you have some allies helping you out this battle is not that hard.
I suggest rushing down the middle with mainly melee characters because casters will likely die in one hit. As a potential tactic to use, you can use throws to get characters in battle range then have them walk back out of the danger zone after they attack. Maybe that's why the game has rewarded him with another three chests: 1 down the staircase beside the Sexy Teacher; 2 beside the nurse in the Hospital; 3 on a platform behind the Armor Vendor. Just run a guy over to the bridge, then run another guy and toss the first over, rinse and repeat.
The last guy there with nobody to toss should either be a sacrificial lamb or someone who can take a hit. Combo the enemies as they come across the bridge and voila, victory! If you like the bonus list stuff you can also destroy some geos to help the bar go up faster. The clone effect means that new enemies will spawn after every turn.
To solve the problem first form a chain of 4 characters until the one furthest away is right beside the closest Gunner. Use these characters to form a tower and throw your strongest character near the Blue geo so he can destroy it causing a combo.
Your first throw should land right beside another Gunner 3 squares , and your second throw should be in the middle of the icicle steps 4 squares. The third should be on the icicle closest to the wolf 3 squares and your final throw should be beside the wolf.
If your team isn't balanced you might lose some of your throwers - too bad. The Gunners won't move off their tiles and can only attack on their perpendicular axis so you will be safe as long as you are not in their targeted zone. The gunners can hit targets up to 5 squares away. Your first throw lands close to a Warslug 4 squares , the second and third throws get your remaining 2 characters to the icicles by the Red geo, and your final throw puts your last character beside the geo itself.
Your characters that were standing on a colored tile will take about damage from the geo chain, but no problem right? The Warslugs will be severely damaged, so just mop up and collect your bonus gauge loot. After some mingling, one-twoing follow along in real life!
First toss a ranged unit s over to the side with the two Yellow geos so they can snipe nearby enemies. You should also place other ranged units by your base panel so you can attack from there as well.
After awhile all the enemies with ranged attacks will be dead and the ones with limited range will just sit there. Use your characters to destroy two squares of Silence geos on the right side where there is a one square ledge close to your base portal strip.
When it is safe, toss over two guys and the remaining enemies will run over there to fight. Try to kill as many as you can with your ranged units and keep in mind you may need to destroy some more geos to make a "staircase" so enemies can reach you. If there is something in the bonus list that interests you, cause a geo reaction before you kill the last enemy. The Bird's area attack is very strong and will likely kill anyone that it hits, so make sure you have a massive chain attack lined up when you approach it.
On following turns expand the geo-free zone so it will accommodate your party but not your enemies. It is your advantage to have the mushrooms warp around. Simply sit tight and wait for the monsters to warp by you so you can kill a couple every turn. Standing on the geo will cause the character to warp behind the enemies once you End Turn.
Remove the Aqua geo from the purple area and replace it with the Purple Geo. You can try to warp back to your home portal afterwards but the Archers will probably kill that character. Try to fight on the purple tiles for the rest of the battle.
The shop layout has changed! Well, let's get our three treasure chests: 1 beside the Item Vendor; 2 beside the Weapon vendor; 3 and beside the Armor vendor. Prinny x16 Throw a barrel at each of the two prinnies closest to you, voila!
Doing so will get rid of the Fusion effect makes the enemies combine and level up. Rush down the middle and start killing enemies. Every turn an additional enemy will spawn from their portals to it pays to try to maximize kills with area attacks if possible.
Prinny x2 Toss barrels at the prinnies to set off some beautiful fireworks while conveniently killing most of the low level enemies. End your turn so the enemies will rush you giving you better positioning.
Try to keep your low HP characters back since those normally worthless Vato Bros picked up a new special attack that deals about damage. Easy huh? Just kidding.. Round two begins immediately afterwards. Start by End Turning twice to lure the two axe guys up near the base portal. The enemies on the side will rush you next; there will be more of them so take care. If you want to ensure that you don't take big damage you can always lift up one of them at the end of the turn so they don't get a chance to attack - the character doing the lifting will take damage though.
After the ranged units are dead the spear guys and the casters will come at you, defeat them like the others. If he isn't standing on a -DEF tile throw him on there then combo him down. His movement is also quite pathetic if you just want to hit him with ranged attacks and run away. I personally just formed a tower of 6 and landed a bunch of guys right in the middle of the first pack, but if you are careful you can walk around the edge towards the geos without getting hit by the archers. The archer's range is 4, so as long as you do not stand close to them you will be ok.
After you kill off the Ronins swap the two geos with each other then destroy the Blue and Purple geos in that order to cause two combos. Do the swap quickly as more guys will rush to attack you and you want them all to get damaged by the geos if possible. I suggest you proceed slowly because archers all raining chaos down at you at once will hurt a lot.
If you have ranged characters remember you can hit them through the wall as well. Let the zombies walk on it so you get bonus mana for defeating them.
What a sleeper! If you want to increase the attack accuracy of your top characters, consider tossing them behind the enemy. After you kill the genins, the forces on the other side of the bridge will start fighting each other. Gather up your forces and proceed cautiously as more enemies will spawn out of their portal. That rose attack is so annoying.. On the second set, throw the Jump geo where you need an especially large boost. The third set of steps requires that you use most of the geos, but it is unlikely that you will have the time to set up since the ninjas will come down to attack you.
Rush the chicken group right away and take them out within a turn or two. After the chickens are dead, take care of the ninjas on your doorstep while you keep an eye on the transforming wolves. Mop up, heal up and follow Big Star up the hill. The Iron Knights have high defense and high HP so you will need to gang up to take them out. When you are finally up against Salvatore, you must do huge chain attacks else you will not be able to do much damage.
Always start your combos with weak attacks going first and your strongest attacks last. As usual, try to flank the enemy to increase your accuracy rate. Go into the Heart Bank and get the chests there: 1 by the big purple crystal; 2 by the big dark blue crystal up top; 3 below the Item World guy hard to see, rotate the camera.
You should use throws to quickly traverse the map destroying geos. If you have good positioning you can let the dragons level up a bit so that you get big EXP for killing them. Just make sure that you kill them the turn they land so they do not have a chance to attack. Basically try to stick to the central areas where they may not be able to hit you.
Stay healed and spread out a bit since their magic is an area attack. Keep in mind that the green column can only be blown up if you throw the corresponding geo to the side that is on the elevated ledge. Walk squares until you trigger the champ over and eliminate him. If your casters have buff spells use them now and prepare. After you are ready, either send in a sacrifice or your strongest characters to soak in the first couple hits.
There isn't a lot of space so you may try to hide your weak characters inside the base panel if they get too damaged. Aurum has a ton of HP so I recommend taking out his lackeys first and killing him last.
Aurum isn't too bad In this level the geos will move around so you cannot count on the tiles you stand on being beneficial to you. Proceed very carefully up the staircase and do not play hero by running into the middle of them. Once you clear the upper section I suggest moving your fragile characters back into the base panel and destroying the Enemy Boost geo.
It is quite easy to trigger a full geo combo if you are not careful, but if you have about HP you will survive the four rounds of damage. After the moving geos are gone the rest of the battle should be relatively straightforward. Bait the first dragon and archer in the red zone first and quickly kill them. Go through the blue area and destroy the geo at the end taking out enemies along the way.
Now for the red side which should have turned blue. Although it's possible to whittle the dragon down with ranged attacks, it is easier if you defeat him with throws. Move a character onto the blue area and pick up the dragon, then use another character to run past the lifted dragon before throwing the dragon down.
After putting down the dragon pick up your original thrower with your second guy and lift him to safety. Destroy the three barrels then take out the other dragon. Make a dash past the archer, take out the Shaman then eliminate the geo.
If you character has a jump stat of 24 or higher you will be able to go over 2 crates at once, otherwise you'll need to move the entire "ladder" to reach the top. Double back to open the treasure chests if you want throw an ally from the double- stacked exploding barrels , or just kill the archer to finish the level.
Try to kill the shooters the best you can, but you will likely have to pick up some enemies and throw them somewhere more vulnerable. Depending on the level of your party you may have enough firepower to kill another two or three enemies on the stairs before you need to End Turn. Utilize throws to get characters where you want them. When that side is clear, toss the Aqua geo down and use it to take destroy the other wall. If you want the treasure make sure you get it before you kill all the enemies.
Still only 2 arms, guess we need to do this the hard way. Position your character one square from your base portal to pull one of the archers. If your guys are high level you can try rushing the rest of them, but I recommend using a sneaky but very safe method instead. Move your strongest character into the colored area and take out an enemy with a ranged special attack.
Follow up by throwing a 'fresh' character behind the first one to toss him back to safety. Do this twice then you can rush the last one. As you take out the two casters some ranged guys are going to come down after you, so pull back a little and crush them where the terrain is a bit friendlier. Set up in the green area and use the toss-back technique I introduced when you killed the first batch - alternatively you can just rush in and hope for the best.
Defeat the heavy knights and buff up on the yellow platform. Send one guy slowly up the stairway and when you reach the top you will eat one or two attacks remember to Defend! Turn tail and run back to your allies as the enemies chase you all the way back. When Salvatore is where you want her, stand your ground with your healers behind you of course!
Baciels can only attack in straight lines ie, like characters who use Guns , so you need to be very careful to avoid being in the line of fire. First make a tower of six or seven guys and then perform a big chain throw to get someone by the geo at the end. When you reach the end, destroy the geo to cause a chain reaction; toss the Deathblow geo on the vacated square s afterwards to turn the tables on the enemy.
What this means is that you can go around one-hitting all of the enemies insta-killing them! Just try to do this quickly as they will eventually start to move around which is bad for you. Proceed slowly and kill the dragon when it attacks you.
Run over and toss the Yellow geo to destroy the wall of geos and mop up the enemies in that area. Although it may not be obvious, you will likely need characters to actually throw the geo because of the height difference. Throw the Red geo across the chasm to break down the other wall then regroup at the base portal. Strike swiftly and take them down so they can't gang cast stuff on you.
If you have strong characters that can one hit enemies this level will be quite easy. Simply buff them up and send them through the three warp tiles. When they reach the other side, defeat the closest hippo you can find.
The hippos don't move around so they are sitting ducks. If your party is more evenly leveled you will lose a couple more characters since you will have to gang up on them, but it should still be doable.
In preparation, I suggest that you bring along a pair of Falcon Shoes if you have picked up any. Game mechanics allow you can equip the shoes before you move to get the extra space or two, or ten , then unequip it afterwards and put back on your normal gear. This strategy gives you great mobility if you need that extra little burst. My top character was pretty strong so I soloed the three enemies at the end. Depending on your level distribution, this strategy may or may not work for you.
For a party that is more even, create two throwing towers so that you can severely damage if not kill the first set of trees. Try to stay on the Yellow geos to improve your mobility and keep on moving forward as a pack as much as possible. To quicken movement, you can move one guy, use him to throw another, then use the character who was thrown to move even more; this lets you cover about 10 tiles per turn depending on the character. If you have strong gunners you can also hit some of them from the opposite side without taking damage.
However, they would have to be pretty strong to offset the Wood Giant's innate healing ability. Note that it is possible to throw someone across directly, but not everyone can overcome the height and distance requirements.
Consider Heavy Knights and enemies that can "bounce" six squares if you want to use this approach. Bring out all your guys and try to kill as many as you can right away, if you can't kill at least 1, you may want to try out a geo throwing solution. The enemy usually will usually aim for your weakest character so bring out 2 or 3 weak dudes and place them in corners or other out of the way spots.
The baciels have a strong straight line attack, so you want avoid lining up your characters. Use your weaklings to throw your strong characters around or pick them up so they won't get hit while they get sacrificed to the Baciels each turn.
Start by tossing a couple guys over to kill off the closest dragon. Make two groups, each with a strong character, a healer and supporting units.
Take the stronger of the two groups towards the group of geos. When you reach the pair of geos take them out and put the Silence geo on the colored tiles to shut up the casters on the other side.
Now you can use your other group and secure the enemy portal where more casters will spawn. Keep back low HP units because monsters can spawn and cast before you get a chance to kill them. Try to blockade off the ledge by where your party is so that reinforcements can't interfere with the fight on the other side. Buff up your main group and attack the boss, he has a lot of HP so it is imperative that your strongest character s survive to deal big chunks of damage.
If you feel that an important character may die, it's worth sacrificing one of your weaker guys by lifting up the boss before the turn ends so he can't attack. Try to kill off a dragon or two right away but chances is that they will Magichange anyway, not that it is a big deal. The Barbarians do about 1k damage so stay healed and they should be no problem. Heal and buff up while you wait for the second wave to rush you.
It usually takes them a couple turns for them to move, but they usually manage to line themselves nicely for area attacks.
These guys are bit more powerful and can deal up to about 2k damage, but have much crappier armor. Lay on the area attacks and they should fall quickly. The shamans are a joke so mop up and watch your old friends kick some ass. The dark knights will rush you when you End Turn and you should get first strike afterwards.
Their defense is pretty weak so you should be able to kill off most if not all of them. Remember you can throw them into formation so your area attacks can hit them all at once.
If you have 2 or 3 fairly strong characters you can hold the area by your portal and kill the enemies as they rush you; if your party is pretty even, you should rush down one side and take them out so you don't get sandwiched by two sets of enemies. Keep in mind that the dragons can cast spells from 5 squares away and can hit your characters standing too close for up to about 3k if you are unlucky with elemental affinities. After the rush has been repelled, move up and eliminate the prinnies.
To position your characters, move two characters by each of the No Entry geos and End Turn. On a fresh turn, destroy one of the geos which will unlock the other side allowing you to chain throw the other geo it into the middle red area.
By doing this, you will prevent the boss and most of the dragons from moving out and attacking you. Carefully move two characters to the end of the path and throw a guy across the chasm to move the Enemy Boost x3 geo. Return to the central area and destroy the enemies at leisure with ranged attacks. Attacks like Mao's Vasa Aergun will be able to basically hit anything in the middle area no problem. If you are lacking strong ranged attacks you can lift up the No Entry geo you threw in, move one of your characters in there and cancel the lift.
Doing so will allow your guys into the area while preventing the enemy from moving. As a side note, the boss has a Shovel which is a unique item and should be stolen if you are a collector or completionist.
Afterwards, you get to see missiles shoot out from boobs and recruit some cool characters! Well, character, one of them is quite uncool. You should not have to grind levels to reach the recommended level.
This battle is pretty difficult because it is partially based on luck; each of the enemies here are capable of dealing big damage and if they happen to kill off your strongest guys you will probably lose. If you have been leveling Mao, Vasa Aergun is quite useful here because of the big attack pattern and long range.
If you are higher than the recommended level you can try to kill off the girl first, but otherwise you should probably try to kill the ninja since he is closer allowing you have a longer chain. As usual, try to hit multiple enemies at once to soften them up for next round. Before you End Turn, be sure to bring two weak characters out of the portal and position them so that they close enough for the enemies to reach, but placed in such a way that your damage dealers will not be clipped with area attacks.
Hopefully the enemies behave and kill off the decoys instead of killing your main guys. If they fell for the decoys you are short two characters but you will get another round full damage output.
You should throw enemies into formation for area attacks as usual. Repeat the decoy trick until you run out of characters or the enemies are dead.
You can also use your decoys to lift up the enemy denying them the opportunity to attack. This battle is actually pretty easy as long as you don't mind being a bit cheap.
Start the battle by throwing one or two enemies so you can area attack them to death. Bring out one or two weak characters like the last stage and End Turn. Next turn finish off the majins and start on the boss if you have spare actions.
Before the turn is over have one of your characters lift up the boss note that this person will die, so use someone weak so that he cannot attack during his turn. When it is your turn again, unleash a massive combo on him and lift him up again before you End Turn. Repeat this until he is dead. As a slight caveat, Aurum will alternate between being invincible to physical and magic attacks. You finished the main story and the real challenge begins - maximizing your characters!
If you talk to Prinny Mask in the corner you will start a new cycle. If you want to replay the final fight or take into consideration for your next cycle , the possible endings are: Normal Ending: Don't meet any other ending's requirement.
Leads to the postgame. Super Hero Ending: Beat the game with Mao being level or higher. Almaz's Ending: Defeat the final boss with Almaz solo. Mao will need to solo several lv65 enemies at once afterwards, so make sure you can handle it. The topic becomes accessible on your second cycle or later during Chapter 8 and sometimes in the postgame due to a glitch, but it does nothing at that point. You need to be able to defeat multiple level s to complete this ending.
Mao's Ambition Ending: On cycle two or higher, clear stage Strongest Overlord then clear it again. This ending is very similar to Raspberyl Ending 1; are you sharp enough to see the difference? All other endings will simply force you to restart in Chapter 1. The only reason why you want to save after seeing one of the "bad" endings is that it unlocks songs that you can buy from the Music Shop. If you watch an ending then reset your game, the song will not be unlocked.
Before you start a new cycle pick up the following treasure chests: 1 beside the weapon vendor; 2 on the little platforms behind the armor vendor; 3 on top of the big prinny statue in the middle; 4 behind the item vendor; 5 behind the Evilities trainer on the little platforms. In order to reach the chest on the prinny statue you need to have unlocked the Birdmen Watchers Club and leveled Mao to around level You lose maps unlocked by passing topics such as HoO and any of the extra post-game characters.
Post game characters will rejoin your party at the level you last left them with their gear intact. Land of Carnage access is based off your X-Dimension completion in your previous cycle. Therefore, if you unlocked LoC and started a new cycle you would retain access. If you start a new cycle again 2nd time without redoing the X-Dimension maps, you will lose LoC access. This means that you need to clear the X-Dimension prerequisites once every two cycles to retain access.
This is a serious pain so I recommend getting all the endings out of the way once if you want to see them. Doing the full story takes about 2 hours if you skip all the scenes and have strong characters to one-hit everything. Doing so will help preserve your sanity. I would love to say that there is a cut and dry process to follow, but unfortunately game mechanics require the procedure to be a more iterative process.
Said differently, there is no easy way to get to level and just get gear, you need to level up a bit, get some better gear, level up some more, and so forth. Some of the steps are probably interchangeable, but I believe the way I have it presented is the optimal method. This is the lowbie leveling map and you'll be doing it quite a few times! Thankfully level is pretty simple; personally I just throw Mao up by the mushrooms and use Vasa Aergun again, turn off animations!
As a hint, you take less damage if you stand at maximum range as the enemies are usually too lazy to move. While it doesn't really matter who you level up, you want to power level a character with a good area attack to make the process quicker.
Mao is a convenient choice because he has pretty decent stats and because what you can capture is directly based on his level. To get a feel of the level, repeat until Mao is at level again, level who you want, but I will be referring to Mao just to make the explanation simpler , this should not take very long. Each fight will earn you about k HL, save up and try to buy the strongest weapon you can until you max out your customer rank level When you can deal over damage go to Homeroom and pass the motion for Stronger Enemies, if you cannot deal that much damage, then keep on killing them until you can afford a weapon that will let you do so.
Refer to section 4. When you can deal over damage pass another stronger enemy topic a second time. Pass it a third time when you can deal over damage with your main attack, and finally a fourth time when you deal over damage. When you go back into you will notice that all the enemies will be level Because of the way that the experience formula works, level 99 enemies give the same experience as an enemy that is about level Thus you will notice that you will be leveling up much faster than normal; do not pass any more additional stronger enemy bills because you will actually be getting less EXP per kill once you exceed the magical level 99 enemy.
With your new super experience gaining ability in hand, kill mushrooms until your character is at about level If you put Mao in the 'Corner Res.
With that out of the way we will try to learn some good attacks. The general goal is to unlock the fourth tier Martial Artist. The way tiers work is that you need to achieve a certain level in the tier below the one you are trying to unlock.
All classes have six tiers, but we only need to achieve tier four in this case. If you have a Cleric female healer , make sure she has all of her healing spells and Espoir. If you do not have a Cleric you should make one make one. Throughout this process, you should use the "Robber Shop" Club to transfer mana to low level characters.
By assigning the characters to the same club and placing them next to each other in the Homeroom, you can easily transfer mana to whoever you want by grinding After you have all the spells you want, reincarnate the cleric into a Fury Fatalist or a higher tier if unlocked. Although it doesn't really matter that much, try not to reincarnate your martial artist below skilled. After reincarnation, the martial artist will be back at level 1.
To quickly level him up, take him to and use him in tower attacks with Mao. Always make sure Mao is at the bottom of the stack so that he takes all the damage - at his level he should be able be ok I did one Vasa Aergun to take out 5 before I started tower attacks to reduce damage.
After you have created a Viper Fighter continue grinding on until you have enough mana to purchase the Big Bang skill for him. You should also use tower attacks to help him gain a few levels so he can Big Bang by himself. Buy him some better equipment if you are still using low level stuff. I leveled my martial artist to Lv, but you can do it until whenever you are bored. If you can't make Masked Heroes make a Mothman.
Keep an eye out for Accelerators during your Item World adventuring since they add two to movement. Your runner will make your Item World exploration go much more smoothly since they can fly above enemies. For most maps you can just throw the runner and have him run to the exit. For levels with a Gatekeeper, throw your martial artist over and use one of his fist skills to move the obstacle so you can have your runner complete the level. The key things to watch out for are Mystery Rooms and the Bonus List.
Once the enemies are about level , items will start appearing on the Bonus List that you cannot buy rank 31 to rank You are also hoping to run into rooms with treasure chests or vendors who you can buy stuff from. Depending on your choice of items that you use, you may need to pass one or two more Stronger Enemy topics in the Homeroom to get them to a higher level.
First things first, we want to collect some Managers to help out with gaining mana. When you see the innocent inside the Item World simply kill it to subdue it. You can then transfer the innocent around to different equipment or merge it with other Managers you find. Collect at least 75 Managers but feel free to collect up to if you want. Next up are Professionals, which increase the odds of you dealing critical attacks. You can collect them from Dragoon's Gun Gun, 2. For some reason Professionals can be combined to be above , but it serves no purpose as you are guarantee a critical hit anyway.
In order for the topic to appear, the character calling the vote needs to have over mana. If you can't get approval for the topic, refer to section 4. After you win the vote will be able to access the "Training: House of Ordeals" HoO stage from the mission prinny where you go do all your other missions.
Before going to HoO, make sure the enemies are at their weakest level if you did not pass the Weaker Enemy topics previously. Following is a quick and dirty walkthrough of the four levels. Afterwards, use your strong characters to take crush the weaklings monsters! Out of all of the enemies, put a higher priority in killing the ghosts and jesters since their big attacks can hurt. The rest of this battle is reasonably simple and I'm sure you can figure it out.
Basically the idea is to go up the tower killing the Prophets as you go. The map is challenging because the enemies sit on Enemy Boost tiles and have extended range.
If you get hit with their Star spells you are going to take about 20k damage. If you leveled up to the guidelines I provided this shouldn't be too bad since it means you can take two hits and still be ok, giving you a slight margin of error. When you start the level, hang around by your base portal and End Turn until all of the slimes come out of their portal; there are probably around a dozen of them. After all of the slimes are dead, move your strongest characters you will need at least three or four towards the first prophet.
The chicken can't hurt you don't need to worry when walking around it. There are two main strategies to kill each of the Prophets. The safe method has you throw in your attacker so that you can run out of range after you deal damage. The more risky but potentially faster method has you rushing each enemy, hoping that you don't miss too much and that you can kill him before he kills your characters.
Because of the steep inclines of the tower, you will need at least two throwers to cause geo chain reactions. As a practical guide: use one character to pick up the geo; while it is lifted use a second character to throw a third character next to where you are going to throw the geo. After you chain throw the geo run your third guy back to your group so that you can attack with everyone on your following turn.
The next trick occurs when you reach the enemy on the Aqua blocks - because the geos are lifted you cannot cause a geo chain reaction here. Use whatever strategy you have been using to lob the geo next to the other ones and attack the enemy directly while standing on the geo.
Keep in mind that the prophet will have extended range because you didn't take out the geos under him. After you kill the enemy use normal attacks to knock out the two Aqua geos at the bottom.
Hop on the green geo and throw the Aqua geos together to get rid of them. The final few enemies should not be a challenge if you made it all the way up the tower. If you are concerned of prophets nuking you from above, keep in mind that their vertical attack is 64m. Ordeal Room 4 Enemies: Lv Genocider x9 This is probably the best leveling map of the game. Not much to say - destroy the enemies and rake in the EXP!
Start off by putting your martial artist in the "Corner Res. Group" Club and actually put him in a corner of course. Also buy some SP healing items from the Item Vendor for emergencies ie, when you try to do another special attack only to figure out you have no SP.
If you don't have enough mana you will have to go grind out some more. Be sure to transfer the Managers and Professionals that you obtained earlier onto a piece of equipment that you are using.
You should also buy the most expensive Fist weapon that you can Gravity Knuckle if you did not find something better in the Item World.
Go to HoO4 and try out your new set up. For the first couple kills you may need to use Mao Vasa Aergun or other characters to get you over the original hump. While in theory you could increase the skill level of Big Bang more, you need to be very careful since the SP cost goes up exponentially. It is a serious bother to keep on having to replenish your SP. Keep on doing HoO4 until your martial artist can do clears by himself without boosts. When you can deal 50k without help, pass a "Stronger Enemy" topic.
Keep on passing more topics in the Homeroom as your damage output increases. I reiterate that you should take it easy with increasing skill levels by using mana. While it may seem brilliant in the short term you are going to run out of SP while going through Item World and it will be a serious pain to scrounge up enough SP to use it when you reincarnate in the future. You can only increase the level of skills, you cannot decrease them!
Most of your incremental power will be gained through your actual level and the level of your skills though using them ie, the bar you see when you select Big Bang during combat. Professionals will basically double the damage you do so be sure you are using them.
After awhile your leveling rate will decrease quite a bit and you will probably get bored. I stopped at level to continue, but you could hypothetically go well beyond that level by spending a couple hours. Before we get started in the Item World we'll quickly get another character up to speed. To facilitate skill transfer they introduced the Class World.
Because the Class World is somewhat of a pain, the easiest way to transfer skills for generic creatable characters is to simply reincarnate them into another class with the skills you want. Once you learn a skill you know it forever. To discourage reincarnating into everything to learn everything, the cost of reincarnation goes up every time you do it.
The implication is that if you want to use a generic character, you should make them as a high tier cleric first - Tier 3 and above learn Omega Heal and the super useful Espoir of course.
After you learn the spells you want, reincarnate into a high tier Martial Artist to pick up Big Bang, then you can reincarnate into your final class. Following this process will ensure that you have well rounded characters that can level rapidly. However, I opted to use Mao instead to give me flexibility in capturing monsters. Since you cannot reincarnate Mao into another class we'll use the Class World to have him pick up some useful skills.
You also have to assign at least one random character to the club in order to access the Class World. Go fight some battles and you will eventually get a prompt that a Prinny with an afro!! He is the portal to the Class World. As a side note, he will move around all the time - if you can't find him just save your game and he will move somewhere else in your HQ. Whenever you fight a battle, there is a chance that the Prinny will leave your HQ and eventually return ; so don't be alarmed when this happens.
This club will be very important in helping you grind mana since skills learned through the Class World cost ten times the original cost.
That means Big Bang costs mana and Omega Heal costs mana. The costs can be reduced somewhat, but given how easy it is to gain mana it is quicker to use True Robber instead.
Remember to use your Managers. To prepare for the Class World, first reincarnate Mao reducing his level back to 1. Lowering his level is necessary because the enemies in the Class World are dependant on the level of character you are going into.
Having the enemies at low level will make your life easier. It is strongly recommended that you reincarnate Mao at the Genius level. After reincarnation, visit the Homeroom and assign Mao, your Martial Artist and someone else your cleric if you need to learn Omega Heal into the True Robbers club and make them sit together with your Martial artist in the middle.
Go to HoO4 and grind enemies until you have mana for Mao includes 5k mana for misc uses. Check to make sure that the characters that you want to transfer skills between are in the same club. After you save, talk to the Afro Prinny. Select Mao and "Skill Inheritance" from the side menu to get the ball rolling. You will see copies of your Mao inside called a "Dropout" - be sure to kill them since they will increase the character's aptitude.
When you finally arrive on the 10th floor you should clear out all of the geos to open up another Mystery Gate. The former will increase the size of the Club you are in by one while the latter will let you learn a legendary attack. The Old Combat Master is somewhat rare. You will need approximately mana to utilize these options. Congrats, you completed your first Class World run! Hope you enjoyed it because you will have to do this a lot more times later on. It would be beneficial to do the run another once or twice to pick up Omega Heal and some other skill such as Espoir or Descent Slayer.
Just be sure you have enough mana to learn the skills. Note that the character who is actually doing the killing does not need to be in the Club and can remain in Corner Res. Group or whatever else you want. Proceed to HoO4 and keep on clearing it until your Mao is at level or so. Feel free to use Sapphire or any other tricks you picked up from the first time you did this. I suggest that you level up Mao to around level to so that you can survive in the higher levels of the Item World.
If you leveled Mao, you also have the option to bolster your team by capturing some strong enemies at this point. If you leveled to the upper range of my previous recommendation you probably do not need to capture any monsters to breeze through Item World though having a couple high level warslugs to bounce characters around is sure fun!
For those who are confused, if you throw a character on the same square that a friendly monster is on, your character will "bounce" in the direction that the monster is facing. If you want to utilize passive enemy leveling through level-up geos, some options you have are stage Eternal Teardrop , stage Evil Mind Vortex , and stage Grieving Death Knell.
Stage has warslugs while has white dragons they can heal if you need a healer and has wood golems and an ifrit. The other option is just to capture monsters you see in the Item World. In Disgaea 3, you can now capture humans but you still cannot capture enemies that you cannot create.
That means that you cannot capture a Tier 3 enemy when you can only make the Tier 1 of that class. The maximum level of enemy you can capture is now based on Mao's level although Mao himself does not need to be in the Base Panel when you attempt to capture something. I will not go into too much detail since I suspect most people will not bother capturing, but the strategy is similar for all the levels. Start off by putting someone by the geo that controls the level up process so you can "turn it off" at any point by destroy or moving the geo.
Enemies that are the furthest away should be killed and enemies that you want to capture should be drained of all of their MP just let them attack you so they can't use special attacks after they leveled up.
End Turn until the enemies are the proper level, "turn off" the leveling effect then throw the enemies back into your base panel. To overcome the problem with counter attacks, either use someone with no counter attacks or make a tower. While in a tower you will not counter attack and it is a great way to lure enemies closer to your portal.
After you are happy with your party composition, it's time to do some more serious exploring in the Item World. What this means is that we are going to try to get into LoC as soon as possible.
In Disgaea 3, there are 42 total tickets, 20 of which can be bought from ticket vendors in Item World Mystery Portals. There are two vendors, one that shows up on floors and one that shows up on floors ; they each carry 10 unique tickets. The other 22 tickets are earned by defeating pirates. Each of the 22 types of pirates that appear in the normal world carry an unique ticket as well. If you have found a good legendary accessory or armor such as a Reflex, Hero Mantle, Testament or Accelerator, you can now start leveling it up in the Item World.
If you do not have one, go into your item of choice and make sure to open all the green chests you see to try to grab one. Once you are past floor 20 make sure you spend one turn on the level to give pirates an opportunity to appear.
Pirates do not appear below floor You can stay more than one turn if you want, but I find that one turn is enough to find them fairly regularly. Eventually you will run into some pirates. What you should do is kill all of the enemies on the floor to not only get the Illegal Ticket but also capture the Pirate Ship they came on! First go to the X-Dimension girl and talk to her; she will give you a free X-Dimension map. Fill both clubs up to boost the odds of running into pirates and the ticket vendor.
You can fill them up with junk characters if you want - it doesn't matter. It should not take more than one or two items, but keep on going through the Item World until you have 24 tickets and at least one accessory complete. That is, you should have completed floor on the item. Do not reverse pirate any of your items at this point. You can beat the X-Dimension maps at this point if you want, but you are not strong enough to fight in the Land of Carnage anyway. You should also take this opportunity to gather all sorts of useful innocents.
First make sure you have at least one of the single stat innocents ie, Gladiator, Coach, Sentry, etc. Start this with no SEBs passed however, to reduce the SP the Warslugs have and minimize the damage you will take from their area attacks. Stacking and throwing allows you to effectively move across the map.
On the first turn, stack your team next to the first Warslug and take him out. On the second turn, move towards the blue block by throwing your tower and then moving the thrower back onto the stack. Be sure to note how far each character can move before throwing and remember that your movement is reduced. When the Warslugs are at your target level, destroy the blue block. Optionally, you can kill the Vodianoi first then let the Warslugs level up a few more times before destroying the blue block.
Warslugs won't attack unless you are within a certain range. Throw your stack to a position where it can take out one Warslug without getting aggro from others. Since Warslugs have strong magic but weak defense, a tower attack can take out Warslugs that are 10 times the level of the characters.
This map has an Enemy Base Panel that will pop out a Succubus every turn until the 10th turn. The trick is keeping an enemy alive at the end of every turn until they stop coming out of the enemy base panel. Alternatively, if you use "End Turn" to execute an attack that, in turn, kills the last enemy on the map, a Succubus will still pop out of the Enemy Base Panel at the end of every turn, despite the map having technically been cleared.
However, if the team member currently being boosted does not 1-shot the enemy in question, it has a high er risk of dying to potential counterattacks, which WILL trigger the "Stage Clear" if it does happen.
Slightly faster if you can 1-shot everything, but slightly riskier if you can't. Try keeping the member you are leveling in either the corner club or punk club to maximize XP or HL gain from this map.
As you get stronger, it is suggested that you start by throwing one or two of them together so that the new monster becomes a lv. If you fuse them all counting enemy reinforcements , it should become a Level monster no SEBs passed. All you need is a character to tank the zombies, a healer, and a ranged fighter archer, mage, etc. You'll see that you have two big, high platforms in this stage, connected by Geo Blocks that result in some form of a bridge.
As you can see, this "bridge" is 4 blocks high. All you need to do now is take the ranged fighter and destroy the second block so that the tank can lift the first block, which is no longer connected to the others of the same color, and throw this block onto the others. After the first chain reaction, only 3 rows of blocks are left.
End turn. Repeat these actions to destroy the second row. For the third row of blocks, have a character jump off the platform, into the hole the destroyed block created, and throw the Geo Block onto the others.
Now you take the character you want to level up. For the ranged character, place him right behind the tank. Now the Zombies will come over the bridge after the few turns. Before they arrive, put your healer on the border of the high platform to heal your characters when necessary.
This is an easy stage to level up on, because the enemies only have one way to reach you and are melee fighters. Also, your healer just has to heal one character while you are leveling.
This level is also ideal for the Level 99 glitch trick. As you face 9 zombies, all of whom are Level 33, you can throw them into each other to create 3 level 99 zombies.
Killing each of these zombies will result in incredibly high amounts of exp. Let the towers level up the dragons sufficiently then just throw the nearby Geo Blocks to stop the mayhem and also greatly weaken the Dragons both in terms of HP and statistics thanks to their evilty. Just mind that you don't let them level up too much, or you may regret it. Can easily get a level 30 Mao with decent equipment and specials to a much higher level as an example of how this can be used earlier rather than later.
This is the map you need to have a fully upgraded fire, wind, water, or star spell to take them out in one fell swoop.
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