_____ ______ _________ _______ _______ _______ _______ _______ / | ( \ \__ __/( ____ \ ____ \ ___ ) ____ \ ___ ) / . | | ( \ ) ) ( | ( \/ ( \/ ( ) | ( \/ ( ) | / /| | | | ) | | | | (_____| | | (___) | (__ | (___) | / / | | | | | | | | (_____ ) | ____| ___ | __) | ___ | / .__| |___ | | ) | | | ) | | \_ ) ( ) | ( | ( ) | /___ __/ | (__/ )___) (___/\____) | (___) | ) ( | (____/\ ) ( | | | (______/ \_______/\_______)_______)/ \|_______// \| | | /_______| _ /\ |_) ._ _ ._ _ o _ _ /--\ | | (_) | | | | _> (/_ F A Q / W A L K T H R O U G H _ Paltheos(@gmail.com) / Brian Lundin | | ._ _|_ _ ._ _ _ _|_ _|_ _ ._ Version 0.15 9/9/11 © 2011 |_| | | | (_) | (_| (_) |_ |_ (/_ | | _| Introduction {INT} -=-=-=-=-=-=-=-=-= This Guide {THG} What's New {WNW} Getting Started {GTS} -=-=-=-=-=-=-=-=-=-=- Controls {CTR} How to Play {HTP} Walkthrough {WLK} -=-=-=-=-=-=-=-=- Episode 1: Rebels of Hades {W10} o Basic Controls {W11} o Special Skill & DEF {W12} o Lift & Throw {W13} o Geo Effects {W14} o Reincarnation Site {W15} o Prinselytise Room {W16} o Albatross Collar {W17} o Disaster First {W18} Episode 2: Prinny Wars {W20} o Chain {W21} o Tumble {W22} o Practice {W23} o Rotten Sickbed {W24} o Hypha Invasion {W25} o Forest of Corpses {W26} Frequently Asked Questions {FAQ} -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version History {VER} -=-=-=-=-=-=-=-=-=-=- Legal Information {LGL} -=-=-=-=-=-=-=-=-=-=-=- Closing {CLS} -=-=-=-=-=-=- •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Introduction {INT} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• This Guide {THG} -=-=-=-=-=-=-=-= Hi, I'm Paltheos, and this here is my walkthrough for Disgaea 4! I haven't yet decided on the scope of this guide, but I'd like it to cover a wide range of material. At the moment it's big 'work in progress'. Please be patient as I complete the main game. =) If you find that I've missed something and would like to contribute, please email me at Paltheos@gmail.com. Thanks, and I hope you enjoy your time with Disgaea 4. What's New {WNW} -=-=-=-=-=-=-=-= Disgaea 4 brings a fair number of changes to the field. It's the first game in the series to use HD Sprites. You can make custom maps and pirate ships now and change the colors main characters. Item Worlds now have branching paths; more bonuses are available in party management. You can wield two Magichange weapons at once, and you can create Giant Monsters by merging two smaller monsters together (and magichange them too). If you're new to the series and don't know what I'm talking, don't worry. You can learn all you need by reading on... eventually. It's still a WIP. •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Getting Started {GTS} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• Controls {CTR} -=-=-=-=-=-=-= Base / Menu Combat ----------------------------------------------------------------------------- Square (Hold+L1/R1) Toggle view (Hold+L1/R1) Toggle view ----------------------------------------------------------------------------- X Talk / Open Chest / Select (Menu) Select ----------------------------------------------------------------------------- Triangle Pull up Menu Pull up Menu ----------------------------------------------------------------------------- Circle Jump / Cancel (Menu) Cancel ----------------------------------------------------------------------------- L1 Turn view counterclockwise Turn view counterclockwise ----------------------------------------------------------------------------- R1 Turn view clockwise Turn view clockwise ----------------------------------------------------------------------------- L2 Toggle between Allies ----------------------------------------------------------------------------- R2 Toggle between Enemies How to Play {HTP} -=-=-=-=-=-=-=-=- Disgaea 4 is a grid-based tactical RPGs. You dispatch a team of a fighters to take on an opposing enemy group. The goal, usually, is to kill all the enemies. I'll fill in this section later. The game walks you through most of the basics though, and you can learn allot more from the Help menu and by talking to NPCs in your base. Eventually I'll put all the information together in one place. •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Walkthrough {WLK} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• A few notes: There are some assumptions I'm making in this guide. First, that you are regularly checking with shops and upgrading your equipment and skills and improving your party. The method I'm using (and have used) for equipment is purchasing some strong gear for my best units and giving the rest of the team hand-me-downs and whatever I find in chests or receive as bonuses. Second, that you begin to understand the game and the meaning behind the strategies employed in this guide as you progress through the game. This puts a burden on you the reader if you should start reading in media res and your methodology differs from mine. But worry not! Most people (apparently) tackle the game in a similar fashion. Most of the things I do aren't counterintuitive and I won't stop saying what you should do. I just might not say why you should do it because I expect you to know. And third: My strategies don't assume power leveling. I may suggest a little grind, but nothing too burdensome. And now an explanation. In my suggestions and descriptions for stages: "Recommended Level" means an average. Units in parentheses are neutral NPCs and units in square brackets friendly NPCs. Names in curly brackets signify a unique name for that unit, independent of their class title. Okay! With *that* out of the way, on with the show. Episode 1: Rebels of Hades {W10} -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the opening cutscene, you're given a pack of party members: • Valvatorez, the Prinny Instructor, and our hero. Valvatorez leans heavily toward physical offense and defense. He has high SP for unleashing plenty of special attacks, and his Evility (passive ability) increases his strength as the number of defeated enemies on the field rises. • Fenrich, his Steward. Fenrich is a speedster. He's also a physically based character but focuses much more on SPD than his master. Being a good servant, when Fenrich stands next to Valvatorez in battle, his own stats rise significantly to aid him. • A generic Fighter unit. Dishing out hits and takin' 'em are what he excels at. He's strongest in the thick of battle as his stats rise significantly the more enemies that surround him. • A generic Red Skull unit. Attacks from a distance with potent Fire damage. His Evility boosts that damage too, at the cost of using more SP. As you might have guessed, he's super frail. He can dodge some attacks, but you want to keep him in the back ranks. • A generic Healer unit. She... heals you! Her Evility raises the effectiveness of her healing spells by the number of adjacent units are next to the target. She's not as frail as the Red Skull - She needs to get a little closer to keep your front line fighters in tip-top shape - But don't leave her exposed if you don't have to. She's pretty important! • A generic Catsaber unit. He's a monster-type unit and a straight up attacker. His stats aren't very good, but his Evility halves all the damage he takes from *other* monsters. • Two Pvt. Prinnies. Prinnies aren't very strong... They're not useless, though! They're good cannon fodder, plus they explode when thrown, causing damage to all nearby units. Don't underestimate them, dood. After that cutscene, you're left in your base. There's not much to do here at the moment. Most of the NPCs who sell items or offer other services, the ones marked with icons above their heads, are setting up shop. You can talk to the other NPCs though. The Weapon Master in particular has very helpful information for you newbies. You can also collect treasure chests strewn about the base. There are three in total: 1) Behind the message board. 2) In the center square at the bottom of the lavafall. 3) In the prison next to the Cockatrice Convict. Turn your camera if you can't see it. Such treasure chests appear every chapter. They all contain random items of Rank corresponding to the point in the game you're in, and they're all of Common Rarity. More on that later. Once you've done that, talk to the only NPC who isn't setting up the shop, the twirly haired girl by a portal, the Dimension Guide. Here you can select from the available maps to play on and advance the story. There's only one map available right now, so open it and press X to begin. This one's the first of a series of tutorials. If you'd like to skip the demonstration or, throughout the rest of the game, any pre-battle cutscenes, press Triangle instead. Basic Controls {W11} ~~~~~~~~~~~~~~~~~~~~ Recommended Level: 1 Enemies: Lv. 1 Pvt. Prinny x4 Nice and easy. Sick your strongest attackers in for a team attack on one of the frontline Prinnies. Then recall the ones that didn't actually act and set them up to take out the other and end your turn. The two remaining Prinnies won't do any real damage and will probably lose most of their health from counters. Finish them off in the next turn. ~~~~~~~~~~~~~~~ Good news! The General Store, Weapon Shop, and Armor Shop are now open for business. You don't really have much money right now, but you're free to check 'em out. The Infirmary's also open. Go there to heal your wounds and maybe pick up a prize, from time to time. ;) Once you're ready, head back to the Dimension Guide and continue the tutorial. Special Skill & DEF {W12} ~~~~~~~~~~~~~~~~~~~~~~~~~ Recommended Level: 2 Enemies: Lv. 1 Fighter Lv. 1 Pvt. Prinny x2 Ignore Valvatorez's advice about Defending here and charge straight at the Fighter. If you haven't changed anyone's equipment (I'm mainly referring to the Fenrich's Slippers and the Healer's Makeshift Bow), you can easily defeat the Fighter on the first turn. Put Fenrich in front of him, Valvarotrez behind Fenrich, and the Healer behind Valvatorez. Set the Healer to attack first, then Fenrich, and finally set Valvatorez to attack with Impaler Prince. Then execute. Now move the rest of your team out as far as you can to intercept the Prinnies and end your turn. The Prinnies will do diddly damage, and you can finish them however you wish next turn. I recommend finishing one with the Red Skull's Fire spell and the other with an attack from one of your frontline fighters who hasn't pulled in a kill yet. ~~~~~~~~~~~~~~~ Good news again! The Evility Shop is now open! You should have enough Mana on some characters to learn a few rudimentary Skills (and maybe an Evility). I recommend the weapon-based skills for physical fighters - Blade Rush for Valvatorez, Triple Strike for Fenrich, and Boulder Crush for the Fighter. Once you're done, head back to the Dimension Guide for another tutorial stage. Lift & Throw {W13} ~~~~~~~~~~~~~~~~~~ Recommended Level: 2 Enemies: Lv. 2 Petite Orc Lv. 2 Pvt. Prinny x2 Don't go for the orc immediately. Take out the two Prinnies first. Move the Healer and Red Skull toward the Prinny on the right. Set her to attack and him to cast Fire on him. Now move Valvatorez, Fenrich, and the Fighter over to the other Prinny for Team Attacks and a Combo. Once the Prinnies are gone, follow Valvatorez's example in the tutorial. Have a party member pick up a box and toss it in line with the short stack in front of the orc. Then send another ally to over to the box and throw someone up to the orc, preferably someone you don't care about taking part in fighting him. If most of your allies can still act, throw the orc down immediately. If not, end your turn now and throw him down next turn and then mop him up with the rest of your team. Geo Effects {W14} ~~~~~~~~~~~~~~~~~ Recommended Level: 3 Enemies: Lv. 4 Petite Orc Lv. 2 Pvt. Prinny x4 (Lv. 1 Green Geo Block: Change Green) x1 (Lv. 1 Blue Geo Block: Enemy Boost +50%) x1 (Lv. 1 Red Geo Block: Enemy Boost +50%) x1 (Lv. 1 Null Geo Block: Enemy Boost +50%) x1 Geo Panels: Blue - Enemy Boost +50% Green - Enemy Boost +50% Red - Enemy Boost +50% Valvatorez's isn't joking about this map. It's set up perfectly for a quick and easy clear. Send one ally to pick up the green Geo Block and toss it onto the blue panels and have another destroy it. The resulting Geo Chain will destroy everything on the panels except for the orc, which will barely survive. Send a couple allies over to him to finish him off. You get a significantly clear bonus for this stage - The Bonus gauge is at least at level 8 - So be sure to check it before you defeat the orc for any EXP+ bonuses and bring out the rest of your team if need be. ~~~~~~~~~~~~~~~ That finishes the tutorial. You can't revisit any of them except for a less convenient (not a give away) variant on the last one. You can find it in under Ep. 1 as "Rehabiliation Room". Now onto the *real* game. Reincarnation Site {W15} ~~~~~~~~~~~~~~~~~~~~~~~~ Recommended Level: 3 Enemies: Lv. 3 Warden of Hades x1 {Axel} Lv. 3 Evil Ranger x1 {Pink} Lv. 3 Masked Hero x3 There's a trick to this battle. The Masked Heros only attack when you aggro them, but Axel and Pink charge after your second turn. The Masked Heros are not far from the Base Panel so it's not difficult to aggro them if you try mobilizing your whole party, and you don't want to fight all the enemies once. On your first turn, aggro the front Masked Hero only and deal with him. That should free you enough space to fight Axel and Pink without bringing in the other two enemies. Bring out the Red Skull and cast Fire on the Masked Hero. With the MH's high SPD, it's likely that a frontal attack won't work. That's fine. After you're done, move your attacker behind the Base Panel and end your turn. The Masked Hero will move to attack. He won't kill, so there's no problem. Put your physical fighter with the highest hit next to the MH and the strongest one behind him, set up a big team attack, and execute. The MH should be dead. Now bring out your Healer and start healing, giving preference to your frontline fighters. End your turn. Axel and Pink start charging. Don't attack. Wait one more turn. In the meantime, put your Healer on the lone wooden box in the corner, along with anyone else that may need healing and deal with that. If your Red Skull's still out, put him back in the Base Panel and then bring him out to snipe Axel with a Fire spell, then move him to the corner. Now put anyone else still out back in the Base Panel and end your turn. Axel and Pink get closer. Now's your time to attack - Focus all your power on Axel, who's the more dangerous of the two. Arrange your men like so: (blank) | Catsaber | (blank) ---------------------------------- Prinny | Fighter | Prinny ---------------------------------- (blank) | *Axel* | *Pink* ---------------------------------- Valvatorez | Feinrich | ------------------------ Red Skull | Healer | ------------------------ And let loose. Set your weakest attackers first. Healer -> Fighter -> Red Skull (Fire) -> Feinrich -> Valvatorez (Impaler Prince) works fine. He won't be finished by this series of attacks, but the counters afterwards should bring him down. With Axel down, the rest of the battle should be a cinch. Move the Fighter to the spot in front of Valvatorez before you end your turn to lure Pink into the same spot Axel was in and then deal with him the same way. After you defeat Pink, heal, aggro the two Masked Heros and defeat them however you like. ~~~~~~~~~~~~~~~ Cam-pain HQ is now open. Talk to Pleinair whenever you want to go there. She's your Cam-pain Manager in this game. =) The Data Shop is also open now; you can view your game records there. If you've redeemed your code for the Fallen Angel Flonne DLC, she's also available now. She's an offensively geared character, favoring bows and guns, but you can slap a staff on her too to work her as a support character - She learns healing spells and her innate Evility doubles the effect of healing magic on your allies. Cool. Prinselytise Room {W16} ~~~~~~~~~~~~~~~~~~~~~~~ Recommended Level: 4 Enemies: Lv. 5 Abbaddon x2 Lv. 4 Catsaber x3 [Lv. 3 Warden Of Hades {Axel}] [Lv. 3 Evil Ranger {Pink}] (Lv. 4 Blue Geo Block: EXP +50%) (Lv. 4 Purple Geo Block: EXP +50%) (Lv. 4 Red Geo Block: EXP +50%) (Lv. 4 Yellow Geo Block: DEF +50%) (Lv. 4 Treasure Chest) x2 Geo Panels: Green - Defense +50% This map's made easier by the DEF boost on the main floor and friendly NPCs, Axel and Pink, who are now on your side. Bring out your whole team. Send one over to the Purple EXP +50% Block and toss into the green panels, move the rest toward the Catsaber closest to the Base Panel and take him out before ending your turn. How things go depends on how Axel and Pink respond. They're here pretty as much as bait, since their survival is not critical to the mission and since they're not strong enough to do much of anything on their own, but the enemies may move into more or less favorable positions depending on how they attack. When your turn comes up, try to take out both Catsabers however you can. Once they're down, the Abbaddons won't pose much a threat by themselves. Move the Red EXP +50% Block onto the Green Panels as well before you finish them off and toss someone up to upper level for those two treasure chests and the remaining Geo Block, unless you're really hurting at this point. This battle can go either way really. There's not much in those treasure chests - Some random, low Rank items - But you can reset if you really want them. Albatross Collar {W17} ~~~~~~~~~~~~~~~~~~~~~~ Recommended Level: 5 Enemies: Lv. 5 Abaddon x2 Lv. 5 Petite Orc x3 Lv. 5 Catsaber x2 (Lv. 4 Red Geo Block: Ally Boost +50%) (Lv. 4 Blue Geo Block: DEF +50%) (Lv. 4 Null Geo Block: Treasure Panel) Geo Panels: Blue - DEF +50%, Treasure Panel Red - (none) If you've only been following the in-game tutorials so far, there's something you should know - The enemies are cheaters! There's no limit on the duration of enemy Magichange, and Fused enemies don't expend any SP to maintain their forms. Waiting them out clearly isn't an option. Fortunately! You don't need to deal with that at all on this map. A Red Geo Block has nicely been placed by your Base Panel. Tossing it onto the blue panel in front of it and destroying it sets off a chain that obliterates every enemy on the map, except for the Abaddons, who narrowly survive. If you want a perfect round, put two heavy attackers next to two other characters on the field, end your turn, everyone outside of the Abaddons' movement ranges, and on your next turn toss the two inside and let them whack the Abaddons to death. A perfect round, and plenty of bonuses too. Disaster First {W18} ~~~~~~~~~~~~~~~~~~~~ Recommended Level: 5 Enemies: Lv. 7 President's Son {Emizel} Lv. 6 Healer x2 Lv. 5 Abaddon x4 Fighting these guys head-on is risky business, but there are means to mitigate the risk. Send a weak ally (like, say, a Prinny) out the back of the Base Panel and end your turn. This will aggro only the two frontline Abaddons who will charge forward and promptly annihilate your not so auspicious associate. This leaves them, however, conveniently in a line, isolated from the rest of the enemy group. Rush 'em - No matter what you do, after your turn the rest of the Abaddons rush you. Blade Rush and AoE Fire, or even plain regular Fire, work well here. Try taking out both but if that doesn't look possible, be sure to kill at least one and then heal up before ending your turn. Let the Abaddon attack and then survey the field. Things may get messy here. If there 2 Abaddon left, you shouldn't have trouble, but if there are 3 you're gonna have to work. Try to take out 2 again. Grouping them together works. You should have an easier time this turn considering they've accumulated damage. Be mindful of your placement though - Emizel will begin his attack next turn. He casts a potent Fire with a de facto 50% damage boost thanks to his Evility Concentration. While he can only hit one unit at a time, he likes to attack targets he can kill in one hit. Focus your healing on your strongest units, particularly the Fire-weak ones (i.e. Valvatorez). If you can still send out units have some cannon fodder left, throw one out (per turn, if possible), to distract Emizel. At this point, Emizel, at most one Abaddon, and the two Healers should be left on the map. Spend this turn defeating that Abaddon or beginning your attack on Emizel. The two Healers shouldn't be a problem. They'll only leave their posts if either you enter their territory or an injured comrade does, and even if they come, at this point, they're only a nuisance. For some reason, they tend not to heal Emizel. If you've been using Valvatorez and Feinrich, they work well in a battery against Emizel - Feinrich attacks and Valvatorez stands beside him using Impaler Prince or a spear attack. Once Emizel's down, just clean up the Healers. They don't heal themselves, so you can even have a weaker ally grab the kill... if you have any left. Episode 2: Prinny Wars {W20} -=-=-=-=-=-=-=-=-=-=-=-=-=-= Cue episode 2. If you haven't started shopping yet, now's a good time to start - You should have saved up plenty of money by now. Get to raising that Customer Rank so you can push for better items! Also, if you haven't spent any mana yet, you might want to do that now. Rather than upgrading your skills at the Evility Shop though, I suggest creating new characters at Cam-pain HQ. In particular, create a Lady Fighter, a Thief, and a Mage - Green or Blue only (you don't want to be redundant!) - In order to round out your team with all the available human-type characters and unlock the others ASAP. Conveniently, this setup also lets you round out your weapon loadout on your team. The Lady Fighter can acquit herself with a spear, and the Thief can handle a gun. The Mage will become another staff holder, but the added elemental diversity makes her a worthy addition. Shoot for Average ability when making them - They won't be around forever, but they need to at least be able to hold their own. Here are the locations for this chapter's treasure chests: 1) In the square by the base of the lavafall. 2) On top of the weapon display by the Weapon and Armor Shops. 3) To the side of the display by the General Store. Turn your camera if you can't see it. Once you're ready, head to the Dimension Guide to learn... you need to pass a few more tutorials. Onward. Chain {W21} ~~~~~~~~~~~ Recommended Level: 6 Enemies: Lv. 7 Green Slime Lv. 6 Catsaber x3 (Lv. 5 Red Geo Block: Enemy Boost +50%) x25 (Lv. 5 Green Geo Block: Enemy Boost +50%) x17 (Lv. 5 Yellow Geo Block: Enemy Boost +50%) x9 (Lv. 5 Blue Geo Block: Enemy Boost +50%) x2 An easy map. Throw the lone Red Geo Block by the group of Red Blocks to start a chain destroying every Block in the stage. All of the enemies survive, but you can lure them one by one away from the group and take them out individually. Just watch out for the Catsabers' Cat Teaser Kick. Don't expose your mages to it and you'll do fine. One more thing. Destroying all those Blocks boosts the Bonus Gauge quite a bit. If you see anything nice near the end, you can boost for it pretty easily. Green Slimes have poor movement distance and high defense. Toss it into a corner somewhere early on and have your weaker fighters Team Attack it for however many turns you need, healing the Slime and your teammates as you go along. Tumble {W22} ~~~~~~~~~~~~ Recommended Level: 6 Enemies: Lv. 8 Green Mage Lv. 8 Thief x3 (Lv. 7 Blue Geo Block: Atk +50%) x17 (Lv. 7 Iron Box) x20 The principle behind solving this map is the same as the last one. Tossing the Blue Geo Block in front of the others destroys them all and renders the enemies vulnerable. This map's actually easier than the last one: The Thieves can attack only in a straight line and can't move. Once you destroy the Green Mage, it's clear sailing, and even that isn't hard. Once you've destroyed all the Geo Blocks, put a few fighters in front of the boxes so that they can climb them immediately on the following turn and kill the Green Mage (preferably fighters not weak to Wind, of course). Then kill the Thieves at your leisure - Your weaker party members could probably use the EXP! Practice {W23} ~~~~~~~~~~~~~~ Recommended Level: 7 Lv. 8 Lady Fighter x5 Lv. 8 Eryngi (Lv. 8 Red Geo Block: Enemy Boost +50%) x19 (Lv. 8 Blue Geo Block: Enemy Boost +50%) x19 (Lv. 8 Green Geo Block: Enemy Boost +50%) x19 (Lv. 8 Iron Box) x21 Same deal as the last map. Toss the lone Geo Blocks to the like-colored Blocks to destroy the others and open up the enemy. Also like the last map, the enemies who are on top of the soon-to-be-destroyed Geo Blocks don't move although these guys aren't quite as defenseless, so stay as far as you can from them when attacking and heal regularly. Once you've killed all the Lady Fighters, cross the bridge and take out the Eryngi to clear the map. He *can* move, but there's really nothing he can do by himself. ~~~~~~~~~~~~~~~ A new feature is now available at Cam-pain HQ! You can now place Evil Symbols on your territory. Speak to the Dimension Guide again once you're done. Rotten Sickbed {W24} ~~~~~~~~~~~~~~~~~~~~ Recommended Level: 8 Enemies: Lv. 9 Thief Lv. 8 Eryngi x2 Lv. 7 Red Blob x3 Lv. 7 Ghost x3 (Lv. 7 Green Geo Block: Ally Boost +50%) (Lv. 7 Red Geo Block: No Effect) x26 (Lv. 7 Green Geo Block: No Color Change) x11 (Lv. 7 Blue Geo Block: No Color Change) x4 (Lv. 7 Iron Box) x38 (Lv. 8 Enlarge {Giant Mushroom}) x2 (Lv. 8 Poison {Poison Mushroom}) x2 This map takes its cue from the past tutorials. It may look a bit intimidating at first, but it's not hard and it's not even that complicated. To answer your first question, yes, the only way to the enemy groups in the back is by going through the ones before them: The layout of this stage prevents any alternate route making. First, then, you need to deal with the pack of Ghosts above you. The Ghosts are too high to leap to directly at this point, unless you've picked up a hell of a bunch of Slippers! So reduce the height differential so you can get up there instead. Lift the Green Geo Block in front of the Base Panel and drop it in front of the forward-most Red Block. Now you can destroy one of those Red Blocks or toss someone up there (or just run up there directly; you should have one Slippers in your inventory) to fight the head Ghost. Send a Red Skull as Fire magic works wonders in this stage. If you don't have a strong Fire user, any melee character will suffice. These guys, like the enemies in the tutorials, also don't move from their positions, nor can they back up the others if you remain as far from their compatriots as possible when attacking them directly. Clear them all out and then toss the Red Geo Block on top down to the bottom to clear all the Red Blocks, changing the tower into a neat staircase. If you didn't eliminate the Ghosts up here with a magician, send one up the stairs now to target the Red Blobs below. Their high defense, together with an innate Evility that halves all non-elemental damage, make a melee confrontation unwise. Note that if you use a magician or an archer here, you'll probably need to go down there for the Red Blob in the back, but not to worry - His miserable movement speed will prevent him from catching you. The Poison Mushroom on the side can help you a bit but can't be tossed between characters, making it impossible to hit all three without dropping down. Once the Red Blobs are gone, you're left with another choice. Melee against the last group of enemies or long-range combat (as you can attack through the wall). If you decide to go melee, draw a line of recipients to carry the Green Geo Block by the start over to the Blocks in the pit in order to make another staircase so you can reach them. If you long-range and destroy the Green Blocks anyway for the Bonus, don't put anyone on the stairs except spearmen - The Eryngi cast weak Wind magic but punch with a not so weak Erynger Jab at that range. ~~~~~~~~~~~~~~~ The Item World is now open for exploration! Talk with the Item Worlder for an explanation on how the Item World operates and five free Mr. Gency Exits. Now's as good a time as any to venture in and try powering up an item. Beware though. Stages in the Item World can be very dangerous. The tides can turn from a single mistake, so watch yourself. Once you're ready to continue with the main game, speak with the Dimension Guide. Hypha Invasion {W25} ~~~~~~~~~~~~~~~~~~~~ Recommended Level: 9 Enemies: Lv. 9 Lady Fighter x2 Lv. 8 Zombie x4 Lv. 9 Green Skull x2 Lv. 9 Boggart x4 (Lv. 8 Blue Geo Block: No Ranged Attack) (Lv. 8 Green Geo Block: HP/SP Switch) (Lv. 8 Poison {Poison Mushroom}) x3 (Lv. 8 Enlarge {Giant Mushroom}) Geo Panels: Green - No Ranged Blue - HP/SP Switch The geo effects supporting the enemy groups here make each pack stronger. You could fight them on these terms... BUT you could also swap the Geo Blocks, crippling them, instead. I think the latter is wiser. =) Send one character with a Throw stat of 5 one space away from the Base Panel toward the Blue bridge, and call out another human-unit with a Movement stat of 5. Now throw that character on top of the Base Panel across the river onto the Green Panels, send him over to the Green Block, pick it up, and toss it a few squares behind you in front of a Lady Fighter; you'll be tossing it back again later and would have a devil of a time doing what you have to do with the Block in a corner. The unit you send to do this will certainly be destroyed when you end your turn, but his sacrifice shall not be in vain. Now send your melee fighters charging across the Green bridge. You won't aggro the Zombies - They move only when you're in their vicinity. Leave the character who threw the unit over the river where he is: You want to lure the Boggart in front over the bridge. Now end turn 1. After your noble friend is slaughtered and the Boggart starts crossing the bridge, you should be able to start turn 2 immediately. Rush in and start hacking apart those Zombies. The Lady Fighters won't interfere. They won't even move until after turn 4 ends (unless you get *really* close), so take your time. Also return any stray units out on the field back to the base panel. Once the Zombies are gone, check that you're out of the Lady Fighters' movement range, then pull back as close to the Poison Mushroom as you can. Sometimes they split up, depending on how far back you are - They'll both come eventually. If they charge together, be sure to get both in one turn. March forward a few squares now. You need to position your men carefully for the next step. Approach the incline before the red slime(?) hanging from the wall. The following spots are clear: R I Danger | Danger | Clear | W V -------------------------| A E Danger | Clear | Clear | L R -------------------------| L INCLINE Any closer and you aggro the Green Skulls. In one turn, toss both Geo Blocks onto blue panels and destroy the Green one. The resulting chain should heavily damage all the remaining enemies. Bring out your ranged characters from the Base Panel, kill the Boggart on the bridge, and then end your turn. Your fate is in chance's hands now. Hopefully you don't suffer too much damage. Have whatever of your crew remains mop up the stage. Forest of Corpses {W26} ~~~~~~~~~~~~~~~~~~~~~~~ Recommended Level: 10 Lv. 7 Ghoul x12 (Lv. 8 Red Geo Block: Recovery 20%) (Lv. 8 Red Geo Block: No Effect) (Lv. 8 Green Geo Block: Move -1) (Lv. 8 Green Geo Block: No Effect) (Lv. 8 Blue Geo Block: LV 7 Boost) (Lv. 8 Blue Geo Block: No Effect) (Lv. 8 Yellow Geo Block: No Lifting) (Lv. 8 Yellow Geo Block: No Effect) (Lv. 8 Purple Geo Block: No Entry) Two columns of Ghouls are hankerin' to rush you down in this stage, and they've got a truckfull of buffs at their feet. Thankfully, the game has given you the tools to dismantle the passageway for the hordes... for one of them anyway. The Ghouls charge immediately, so you want to blow their bridge ASAP. You have two turns before they're on top of you, but you can get the job done handily in one, plus you get a bigger Bonus to boot. Position your men as follows: |R|5| | | |5|G| R - Red Block | | | | | | | | Y - Yellow Block |5| | | | |#| | G - Green Block |Y| | | | |5|B| B - Blue Block C C 5 - Human Unit w/ O O 5 Throw Stat L L # - Any Human Unit U U M M N N Follow these instructions: 1) Toss the Blue Block on top of the Yellow Block. 2) Toss the Red Block on top of the Green Block. 3) Toss the Yellow/Blue stack to the ally at #5 4) Toss the Green/Red stack on top of the Yellow/Blue stack. 5) Toss the full stack onto the Yellow column. Destroy *that* bridge (as pictured in the diagram) in particular as it's connected to more Blocks on the other side, giving you a bigger Bonus when it collapses. Now bring out your supporters and long-range attackers and end your turn. The Ghouls will charge but aren't able to cross the whole bridge in one go. Place your strongest melee unit on the only available spot on the bridge; then put your supporters and long-range attackers behind him. If you have any assist spells, like Shield, now's the time to use 'em. From here on out it's a straight up slug fest. Break through the line of Ghouls ahead of you and circle around to finish off the rest. ~~~~~~~~~~~~~~~ To be continued! •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Frequently Asked Questions {FAQ} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• Q: I've heard about a limited edition "Fallen Angel Flonne" DLC. How do I get it? A: Fallen Angel Flonne can be downloaded from a voucher that comes with pre-orders on the Premium and Premium Figure editions of the game. If you bought the game from a retailer like Gamestop, the code should be on your receipt. If you bought the game directly from NISA, check your inbox. NISA's emailed the code to the address you registered with them. If you haven't pre-ordered or are buying the Standard edition, you're out of luck unless she becomes regular DLC in the future. At this point in time, she hasn't become regular DLC in Japan, so the outlook is poor for an unlimited release. •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Version History {VER} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• Version 0.1 (9/6/11) -=-=-=-=-=-=-=-=-=-= First release. Covers up through the middle of Episode 1. 19KB Version 0.15 (9/9/11) -=-=-=-=-=-=-=-=-=-=- Second release. Covers up through the middle of Episode 2. 39KB •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Legal Information {LGL} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• This section contains just legal information. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide, including parts of my guide in your own, or making reference to any material contained within. All the sites mentioned below have permission to do the above. Please email me at Paltheos@gmail.com to enquire about gaining permission to use this document. This document may be exhibited only on the following websites: www.GameFAQs.com. www.neoseeker.com www.supercheats.com www.gamerhelp.com •=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=• : Closing {CLS} : •-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-*-~=*-~=*=~-*=~-• Thanks to NIS for creating another great game. Thanks to all the host sites for hosting this FAQ/Walkthrough. Walking behind the Base Panel in Disaster First to split up the enemy and the existence of special-use mushrooms in Episode 2's maps I owe to BradyGames strategy guide, try as I might not to look at it. I did not find them on my own (the former in particular is an embarassment). Thank you. Finally, if anyone has any questions, contributions, or comments about this guide, please e-mail me at Paltheos@gmail.com -=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright 2011 Brian Lundin