Walkthrough/Strategy Guide - Guide for Disgaea 2: Cursed Memories

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#Disgaea 2 Walkthrough/Strategy Guide                               #
#By: Joyel Puryear                                                  #
#URL: http://www.freelancebusinessman.com                           #
#Email: businessman332211(@)gmail(.)com - remove ()                 #
#Spoiler Free (Unless warned)                                       #
#Contributions or Requests Welcome from everyone                    #
#English Version (Playstation 2)                                    #


1. Version Information
2. General Guide Information
3. Legend
4. Basic Game Information
   4A - Features
   4B - Status Affects
   4C - Controls
   4D - Stats Basics
   4E - Game Options
5. Walkthrough
   5A - Chapter 1  - "The Overlord's Daughter"
   5B - Chapter 2  - "Rozalin the Liar"
   5C - Chapter 3  - "Rise of the Beauty Queen"
   5D - Chapter 4  - "Axel's Scheme"
   5E - Chapter 5  - "The Promise"
   5F - Chapter 6  - "Coliseum"
   5G - Chapter 7  - "Battle Tournament"
   5H - Chapter 8  - "Zenon Appears"
   5I - Chapter 9  - "Summoned Overlord"
   5J - Chapter 10 - "The Two Ninja's"
   5K - Chapter 11 - "Awakening"
6. Dark Sun (Dark World)
   6A - Explanation
   6B - Accessing Dark Sun
   6C - Unlocking Dark Sun Maps
   6D - Beating Dark Sun Maps
7. Secrets & Personal Strategies
   7A - Story
   7B - Dark Assembly
   7C - Lifting & Throwing
   7D - Item World
   7E - Cell Phones
   7F - Post Officer (subpoenas)
   7G - Leveling (Character Management)
   7H - Geo Panels (and symbols)
   7I - General Strategies
   7J - Back Story (Disgaea 1) (Spoilers from the first game)
8. Final Words
9. Credits
10. Wish List


1.1 - 8-25-07 - Slight revisions throughtout the whole walkthrough.  I
      also didn't know that the email address was wrong so I Corrected
      it throughout the walkthrough.  So if you sent a contribution to
      the hotmail account I never got it resend it to the gmail account
      and I will cycle it into the next update on the walkthrough.  I
      also did some revisions and later on I will definitely be playing
      it again.  When I do the entire walkthrough itself will be revised
      and expanded greatly.

0.9 - 3-24-07 - Cut a new section above the walkthrough and explained the
      overall information in the walkthrough.  I also added a credits
      section to clean up the walkthrough some.  I also created many more
      sections to the walkthrough as I played through new areas of the
      game.  I am also thinking about added a few more lists and some more
      structured data.  I am going ahead and releasing my walkthrough here
      at this version again while I continue working on new sections.
      Updates will be coming quickly and massive updates.  Any more
      contributions, section requests, information will be entered into
      the walkthrough shortly.

0.8 - 3-21-07 - Added contribution to backstory.  Added new sections to
      the walkthrough while I was playing through it.  As well as more
      information into the lists.  Did some slight reformatting to the
      version information.

0.7 - 3-20-07 - Added larger amounts to the walkthrough.  Created multiple
      sections that give you lists of items.  Also entered new data into
      some of the other sections.

0.5 - 3-14-07 - Added multiple sections to the actual walkthrough.  I added
      multiple sections to the secrets and personal strategies section.
      Working on finishing the walkthrough as I play through it, if I do a
      second playthrough at some point I will also be trying to formulate a
      strategy to get most or all the stuff in 1-2 playthroughs later on
      down the road.

0.1 - 3-10-07 - Initial Release - Just the first write up.  I have just
      started the game so there will be a lot of changes during the time
      period that I will be playing through it.


It's pretty simple.  I write a walkthrough as I play a game.  At some point
I will stop playing, and then re-start playing again at a later time, at
this time I will start writing the walkthrough again.  I never can say
I won't play a game again and anytime I replay a game on a walkthrough
I wrote before, then I go ahead and write more every playthrough

so it will never really be fully complete.  I have a list of all
of my walkthroughs I have written and go back to them on subsequent
visits to just write more, as needed.

-- LEGEND —-
--    =  Section Header                                   #
#     =  Sub-Section Header                               #
Note  =  Personal note about something very important     #


This will be general information on the game itself, gameplay and anything
not related to specific information.  Mostly just basic stuff, that you can
normally safety go through before reading the walkthrough.  The more
advanced stuff, that would be more spoilers if you never played are listed
in the section after the walkthrough.

#A: Features

Here are some of the features of the game, features means general special
things in the game (normally the best aspects of the game) to give you a
taste of what to come.  This is a rundown of what is on the back of the
box as well as my own things that I think should be considered as
"features" for the game.

* Over 200+ classes (both monster and human classes) that you can choose
* The all new "Dark Court" system, where getting felonies is a good thing.
* Grid Based map system that was present in the first installment (disgaea
* All new stack attacks (ladder attacks), stack your characters in a huge
  ladder and hit with maximum damage.
* Fully randomized item world, where you never see the same level twice.
* Variety of new things allowing you to customize items to there fullest.
* Random guest appearances and playable characters from the first game
  letting you really get a feeling that this came after the first
* Trailer to the new anime show, that will be based around Disgaea.
* The item/weapon/armor system returns.  Multiple levels for equipment,
  as well as multiple item ranks/customer ranks.
* Transmigration system renamed to Reincarnation with some new improvements.
* Entirely new dark assembly system that was recreated entirely for the new
* Item world features an in-built version of the dark assembly system.
* New catch ability added into the throw system.
* Multiple new random/non random affects in battle, that enhance battle
  strategies a hundred fold.
* All new innocent world (level) built into the item world that appears
  randomly after every 10 levels (sometimes).
* Many new geo symbols built into the game.
* The geo system rebuilt, now featuring moving geo symbols.(sometimes)
* Better built in information (explains things much better).

#B: Status Affects

Here are a list of all the status affects, how they affect you within the
game.  Status affects are all 2 way, meaning they can affect you or the
enemy and the affects are always equal generally.  Status affects affect
both allies and enemies equally.

Causing Status Affects -
They can be caused by using skills, certain equipment might have that
affect, and certain weapon types or characters may naturally have that
attribute.  The 2 best characters for inflicting various status
ailments are the thief and female ninja.

Note: I need to get verification (either by me or contributions) as to
whether some of these heal themselves over time.  Also if I missed any
status affects (Not geo panels but status affects) let me know.

Name      -           Affects           -      Cures (how to cure it)
Poison    - * 20% HP decrease per turn  -    * Wears off itself
                                             * Espoir (Spell)
                                             * Fairy Dust (Item)
                                             * Hospital
Sleep     - * Can't do anything         -    * Wears off itself
            * Enemy hits are critical        * Getting hit
                                             * Espoir (Spell)
                                             * Fairy Dust (Item)
                                             * Hospital
Paralyze  - * Cannot move               -    * Wears off itself(?)
            * Speed becomes 1                * Espoir (Spell)
                                             * Fairy Dust (Item)
                                             * Hospital
Amnesia   - * Cannot use specials       -    * Wears off itself(?)
            * Cannot use spells              * Espoir (Spell)
                                             * Fairy Dust (Item)
                                             * Hospital
Deprave   - * Will not gain experience  -    * Wears off itself (?)
            * all stats down 20%             * Espoir (Spell)
                                             * Fairy Dust (Item)
                                             * Hospital

#C: Controls

Below are the full controls for the game's from all possible action points.
This is a quick list, that provides a list of controls for inside the
battles, the menu's in battle, outside of battles, and menus outside of

Name:                   X

Outside Battle(town):   Confirmation button, it also skips text from people
                        when they are talking, and makes it go by further.
                        It also does confirmations when in any type of
                        action menu, buying menu, or any other menu's.

Battle:                 Activates action on a character, meaning if you hit
                        it on a character it brings up there list of skills
                        and battle actions.  It also confirms actions within
                        the battle menu(triangle)
Name:                   Circle

Outside Battle(town):    Cancel's actions from any type of menu and makes
                        your character jump.

Battle:                 Cancel's menu actions, as well as performs what
                        I call a "cold cancel".  It will cancel EVERYTHING
                        your character has done and return them to there
                        starting position if they haven't executed the
                        turn yet.
Name:                   Triangle

Outside Battle(town):   This pulls up the overall menu, where you can select
                        various options.  Also called the main menu.

Battle:                 This pulls up the overall menu, where you can select
                        various options.  Also called the main menu.
Name:                   Square

Outside Battle(town):   It has various helpful purposes.  For example it
                        will change information in the status menu.
                        However if you are in the item menu and you do
                        it over the items in the item area it puts it
                        in the warehouse, if you do it over an item
                        in the warehour then it puts it in the item
                        inventory area.

Battle:                 If you do it over an ally you can use the
                        direction button with it to change the direction
                        they are facing.  If you do it over an enemy it will
                        give you a quick look at there movement distance.
Name:                   Directional Pad

Outside Battle(town):   Can be used to move around your character or move
                        the cursor around throughout the various menus.

Battle:                 Can be used to move around your characters or move
                        the cursor around throughout the various menus.
Name:                   2 analog sticks (if your controller has them)

Outside Battle(town):   The left one is an alternative to the directional
                        pad, the right one does nothing.

Battle:                 The left one is an alternative to the directional
                        pad, the right one does nothing.
Name:                   L1 & R1

Outside Battle(town):   Alternates map clockwise or counter-clockwise
                        respectively.  Inside the menu's it can change
                        between characters or change back and forth
                        between warehouse and item menu.

Battle:                 Alternates map clockwise or counter-clockwise
                        respectively.  Inside menu's it can change
                        between characters.
Name:                   L2 & R2

Outside Battle(town):   L2 Zooms in and out.  R2 does nothing.

Battle:                 L2 Zooms in and out.  Moves the cursor automatically
                        to specific special spots.  This includes the base
                        panels, characters who haven't moved/acted, exit
                        points in the item world, gates to the dark court
                        in the item world, mystery rooms in the item world.
Name:                   Start

Outside Battle(town):   When entering a name it automatically confirms
                        the choice.

Battle:                 Not used
Name:                   Select

Outside Battle(town):   Randomly generates a name when you enter one.

Battle:                 Turns the displays for geopanels on or off.
* Manual (book with game) game came with, I used it as a reference when
  compiling this data, to help me jar my memory, I also cross referenced
  the game itself in order to verify the data, and see if I could find
  any other uses for those specific buttons.
* Controls may vary for the Japanese Version.
* If anyone notices any other uses for any of these buttons in any of these
  situation that I missed please let me know.  If you have an idea for
another situation that might have controls, that I didn't list please let me

#D Stats Basics

Below is a list of all the stats in the game and what they are for.

Stats can be raised/lowered in many different ways, both permanent
and temporary.  All equipment can affects stats both positively and
negatively, and that is highly randomized based off of a variety of factors.
Status affects, items, equipment, class, class variation, level and
various other factors can affect the stats of a character.

Below I did a list as good as I could, explaining the different stats
and what they affect.

* Weapons it affects refers to what weapons base there damage off of
  the stat. I will try to list the weapon, and what it affects.
  It can affect all weapons, but just affect one thing with them.
* Classes means what classes you should keep that stat high on.  Some
  characters don't need stats as much as others.  If the class name
  is there, it will just be ONE of the names of the class, if I have
  the name of one, I am automatically refering to ALL variations of that
  specific class.  All just refers to the stat being really important
  for all classes to have atleast some of.  If I have all then some
  specific names, then I mean that all the characters need it as much
  as possible, but the ones listed need to have that stat as high as
* I formatted this table a little different than most of the other
  informational tables because there was so much data, that it could not
  simply fit in a long line, I had to go ahead and make it a taller table
  and not as long.

Name:         Example

Description:  Example Description. This will descibe the stat, and it's
              purpose, as well as what it does.

Weapons:      Affects on weapons go here.  Some weapon types base there
              damage off of different things.  These sections will go into
              as much detail as possible, when the weapon section is
              created it will rehash this information even better, and

Classes:      This section is going to describe very carefull what classes
              need to have this stat high.  It also gives the general
              affects this stat can play on some of the classes.

Comments:     This area will contain my own personal comments on the stat
              as well as any personal experiences I have with it.
Name:         Level (LVL)(lvl)

Description:  This stat is an overall stat.  It affects everything.  The
              other stats always automatically increase when this increases
              and when this is reset (reincarnation) then it resets the

              stats back to there bases (just higher modificatons because
              of the various affects of reincarnation).

Weapons:      Weapons have levels as well (explained within the weapons
              section).  However the overall character levels will affect
              the characters weapon usage, i also increases the stats
              of an item when an items level is increased (another story
              for another section).

Classes:      Getting the level up is the number one and most important
              thing for all classes (main characters, human (demon) classes
              and monster classes.  This is very important all around for
              everything.  There are a lot of leveling tips and techniques
              throughout various portions of the walkthrough as well as
              rich information in the leveling sections.

Comments:     Personally my favorite stat, but it's really based on opinion
              whether this is really a stat or not, it's more a modifier for
              all of the other stats, it's hard to say sometimes.
Name:         Hit Points (HP)(hp)(Hitp)(HitPoints)

Description:  The overall damage a character can recieve in battle before
              you lose them.  It can be replenished with any of the obvious
              methods.  Healing magics, healing items, or the hospital.

Weapons:      Doesn't really affect the weapons.

Classes:      Important for all classes, the more they have (mixed with
              the defense stat) the better chance you have of keeping them
              alive.  Some classes are meant to have a lot of hitpoints in
              general, like the iron knight classes, and some of the other

Comments:     Personally I consider this important, I end up using the
              types of "muscles" to increase this stat on my main character
              fighters, as well as normal characters that are in the front
              lines a lot.
Name:         Spell Points (SP) (sp)

Description:  The overall stat that decides how much skills and/or spells
              can be used.  This decides how much they are able to use
              them.  Each skill/spell will have a specific amount of Sp
              that it requires to use the skill, this takes the sp
              away as it's used.  SP cannot be replenished with skills or
              spells, but it can be increased at the hospital and/or with
              various types of items.

Weapons:      Doesn't really affect weapons.

Classes:      All magic classes need to focus on this very heavily.  The
              druid, healer, and magic knight classes especially.  All other
              classes need to work on this some or they will never be able
              to user there native/weapon skills/spells.  The more SP they
              have the more they can use there skills and spells.

Comments:     One of my favorite skills, and you can use various types of
              orbs to increase this pretty heavily, every one of my mage
              type characters has some form of orb or another.
Name:         Attack (ATK)(atk)(at)(AT)

Description:  This is the stat that decides how much damage is done, all of
              the basic attacks are affected in some way or another by
              this stat.

Weapons:      The guns damage aren't affected by this stat, and the bow
              is not impacted as much.

Classes:      Good for all warrior related classes, not very important for
              magic classes.  Except the magic knight, it's important to
              keep a good balance of both attack and other magic related
              skills when you are talking about the magic knight.

Comments:     A relatively important stat, I try to keep it as high as
              possible with all attack based characters.  It can mean
              a massive difference in the damage that you do.

Name:         Defense (DEF) (def)

Description:  This stat is the most important one in the game when it comes
              to protecting yourself, the higher it is, the less damage
              you take from attacks.

Weapons:      Doesn't really affect any weapons.

Classes:      This is important for most of the classes, the higher the
              defense all around the better.

Comments:     The higher you keep this the better, one way to easily get
              higher defense values is by keeping your armor upgraded
              as much as your money allows.
Name:         Intelligence (INT) (int)

Description:  This is important for use with anything magic related (not
              skills, just magic), there might be a few "skills" that are
              based off of this, but it mostly just affects magic.

Weapons:      Doesn't really affect any weapons.

Classes:      All mage type characters, and the magic knight need to keep
              this skill as high as possible.  The higher it is the more
              damage there spells will do.

Comments:     I use orbs to help bring this up, it is a very useful stats
              but you really don't need to focus on this for any of your
              strictly fighting or stealth related characters.
Name:         Resistance (RES) (res)

Description:  This affects how much damage affects you, and how much damage
              you recieve from it, as well as how much healing magic
              affects you.

Weapons:      Doesn't really affect any weapons.

Classes:      All classes need to work on this some, so they don't take AS
              much damage from magical attacks.  I recommend putting this
              on your mages the most though because most people fight
              mage distance with mage distance, and they end up normally
              getting hit with magic the most.

Comments:     This is a very important stat, I don't pay attention to it
              much because it's just something I don't watch a lot unless
              I notice I am having a lot of trouble with mages, then I try
              to take some time to build it, but it is a very important
              stat nonetheless.
Name:         Hit (HIT)

Description:  Affects your chances of attacking.  If it's high you have a
              higher chance of getting critical hits, if it's lower you
              have a higher chance of missing or getting "nicks".  Nicks
              are where you hit the enemy but barely, so it dos very
              little damage compared to what it would normally do.

Weapons:      Affects the amount of damage guns, and bows do.  Most axes
              seem to naturally suck out this stat as well, they are meant
              to do A LOT of damage but have a less of a chance to hit.

Classes:      Important for any classes that seem to miss a lot.  The
              classes that normally benefit from it are gunner, archer,
              male ninja, female ninja, sinner, and thief.

Comments:     It is a very affective skill, if you have it very low you
              will find yourself missing alot, if you have it higher
              you might notice you get criticals (more damage than normal
              ) quite a bit.
Name:         Speed (SPD)(spd)

Description:  This affects how often you can dodge attacks, mix this with
              the enemies hit.  If the enemy has a high hit but you have
              a high speed hten it increases the chances of them them
              missing.  It also decreases the chances of getting hit by
              normal attacks, skills, spells, healing magic, and items.(I
              am not 100% sure about items I need verification for this)

Weapons:      I think speed might affect fists some??.

Classes:      All classes can benefit from this, but the ones that benefit
              most are gunner, archer, male ninja, female ninja, sinner, and

Comments:     If it's really high, it increases the chances for people also
              missing when a critical geo panel is involved, which can be
              very helpful in a difficult situation.
Name:         Counter

Description:  How often your character counter attacks.

Weapons:      affects all weapons.

Classes:      This is good with any characters but mage type characters
              there counter attacks generally don't do anything.

Comments:     Every action almost takes up a counter.  You attacking will
              take off one counter, defending will take off 2.  So if you
              only have a natural counter of one, then you need to just
              leave there turned un-used (except for moving if you want) in
              order for them to counter if they are attacked the next turn.
              If you defend then they have to have a natural counter of 3 to
              be able to still counter one time after defending.
Name:         Move (MV)(mv)

Description:  How many panels a character can move.

Weapons:      It doesn't affect any weapons.

Classes:      This affects all characters.  If you want them to be able to
              move farther this is the stat that affects that.  The
              characters that benefit from this the most are gunner, archer
              male ninja, female ninja, sinner, and thief.

Comments:     Shoes can increase this a lot, this can help a lot if you
              need a character to be able to move long distances.
Name:         Jump (JM)(jm)

Description:  This is related to how high they can jump.  This is a pretty
              important stat to have up there.

Weapons:      It doesn't affect any weapons.

Classes:      This is very good, the classes that benefit from this the most
              is gunner, archer, male ninja, female ninja, sinner, and thief.

Comments:     This stat is pretty helpful when you have an area that is
              difficult to reach, characters with higher jump can sometimes
              get up there a lot easier.
Name:         Fire Resistance (Fire) (FIRE)

Description:  This affects how affective there fire magic is, and how much
              damage fire magic does to them.   If it's positive it affects
              it positively, if it's negative it affects if negatively, if
              there is no number there then it doesn't affect it either
              positively or negatively.

Weapons:      It doesn't affect any weapons.

Classes:      This is univerally good for all classes.

Comments:     The higher this is in positive the better, with any character.
Name:         Wind Resistance (WIND) (Wind)

Description:  This affects how affective there wind magic is, and how much
              damage wind magic does to them.   If it's positive it affects
              it positively, if it's negative it affects if negatively, if
              there is no number there then it doesn't affect it either
              positively or negatively.

Weapons:      It doesn't affect any weapons.

Classes:      This is univerally good for all classes.

Comments:     The higher this is in positive the better, with any character.
Name:         Water Resistance (WATER) (water)

Description:  This affects how affective there water magic is, and how much

              damage water magic does to them.   If it's positive it affects
              it positively, if it's negative it affects if negatively, if
              there is no number there then it doesn't affect it either
              positively or negatively.

Weapons:      It doesn't affect any weapons.

Classes:      This is univerally good for all classes.

Comments:     The higher this is in positive the better, with any character.
Name:         Experience (EXP)(exp)(EX)(ex)

description:  How much total experience you have overall.

Weapons:      It doesn't affect any weapons.

Classes:      This is univeral, it goes up whenever you kill an enemy so all
              classes are heavily affected by it.

Comments:     The leveling sections explain the best way to level, the only
              way to level is by gaining experience, and getting experience
              leads to getting levels by acquiring certain amounts of
Name:         Next (NEXT)(next)

Description:  How many experience points left until the next level.

Weapons:      It doesn't affect any weapons.

Classes:      Self Explanatory.

Comments:     None
Name:         Mana (MANA)(mana)

Description:  How mana points you have to donate towards passing bills in
              the dark assembly.

Weapons:      It doesn't affect any weapons.

Classes:      It is a universal stat, the type of class does not affect it
              in any way.

Comments:     There is (or will be if there isn't already) a section with
              information about what all mana is, what it does, tricks and
              tips on how to gain it, and much more.  As well as a very
              detailed strategy towards getting mana quickly.

#E: Game Options

Inside the options menu there are a list of options, here is what they are
as well as what they do.

Name           -     Affects(description)
Cursor Mode    -  ??Need feedback on this one??
Ally Affect    -  Makes allies skill animations go by quicker by
                  cutting them short.  This is especially useful
                  in the item world for speeding up leveling.
Enemy Affect   -  Makes enemies skill animations go by quicker by
                  cutting them short.  This is especially useful
                  in the item world for speeding up leveling.
Geo Affect     -  Sets the speed in which geopanels get destroyed
                  whey they are exploding.  This is helpful for
                  speeding things up when leveling up in the item
Stereo         -  Set's the stereo volume for the game.
Eng/Jap        -  Set's the language of the game to either japanese
                  or english, I would like to know if this is the
                  same (essentially) as having the japanese version.
BGM            -  Set's the background music of the game
Sound Demo     -  ??Need feedback on this one??
Battle Sounds  -  Set's the sound of the battle effects.
Sounds Effects -  Set's the sound affects.
* Does someone know the difference between BGM and Stereo
* Does someone know the difference between sound affects, battle sounds,
  and sound demo.


Note: I did the best I could on this part of my guide.  Some of them are
in depth, some are not.  I didn't even write walkthroughs for every single
area.  It just depends on it's difficult and if I felt like typing through
the easier ones.  There are a lot of really, really good walkthroughs on
gamefaqs that have some really good and in depth strategies.  If you end
up having problems using my guide, or you get stuck on an area and I
didn't provide enough information try some of the other guides and see
what they came up with.  I wrote this myself while playing.  I had a few
stages I had problems with myself and used another walkthrough on.  When
this happens I end up not writing one (because I didn't use that
strategy myself from scratch), or I reference where the strategy
can be found in detail and put a basic idea in here.  Then I reference you
to the external walkthrough so you can get access to it.

I am not writing a full walkthrough.  It will just waste my time and yours.
Some things are plain out common sense.  If you go into a battle, there are
3 enemies I don't have to tell you "go into this battle, and kill those 3
enemies and move onto the next level".  Those kinds of things are a waste
of my time to write, and a definite waste of your time to read.  I put stuff
here that is important.  I also don't feel like having to go back and
add sections so as I play I add a new section for each episode.  Whether
anything is going to be in that specific section is there, then there might
be information there, if not it will just say something like "Nothing
Important" or something very similar.  I am only putting down things that
you need to know of in order to get a perfect game, personal advice on
something I thought of, fights that are very hard that took me multiple
tries and I finally found a good way to beat them.  Anything like that.
90% of the time I tell you about something that you need to do/see in order
to get a perfect game I won't even provide details, I will simply tell you
about it generally, then point you to where you can find out about it
yourself.  I have each EPISODE shown as a subheading.  Different areas will
only be listed if there are ones I need to list for a reason, and it's simply
going to have the name of the area followed by what i need to tell you
below it, and that's it.

#A: Chapter 1 - "The Overlord's Daughter"

Holte Village -
You might as well get this over with first thing so you don't have to
mess with it later on down the road.  Inside this first city there are
5 "switchs".  Go ahead and get them atleast first thing so you have them.
You will know you have all 5 when you recieve a confirmation message
about a shadow.  If you need help finding them specifically then go to
gamefaqs and check a few of the walkthroughs there by searching for the
term "switch" this will get you to the proper area after a minute.  There
are like 3+ walkthroughs on there that list in great, easy to understand
detail about exactly where they are and how to get them.  Make sure that
you go to the top left of the map (using the original map view without
rotating it) and then rotate the map a little there and you should see
a little shadow looking dude on the ledge.  If you talk to him he says
a bunch of dots (doesn't say anything), but tihs verifies 100% that you did
it and that's all that is needed.

I thought this might be worth mentioning too.  There are 2 things in holte
village I noticed.  First off there are multiple chests that are obvious
to get.  All you have to do is just get them.  Look around, rotate the map,
there are something like 3-4 that are easy to get too.  Make sure you get the
"CELLPHONE" from one of the standard chests.  DO NOT proceed until you are
100% sure that cellphone is in your inventory.  There is one other chest I
thought was worth mentioning.  It is way in the very far edge of the map.
You have to jump on a house, then from that house jump on the chimney.
From there you have to jump to a tree, then another house.  From there
jump back towards the area and go up to the chest.  The reason I
mentioned that is that is the only way to get it.  Check back later in the
game because the chest might re-appear.  I WILL NOT mention these chests
again throughout the entire game, I wanted to bring it to your attention
because I went through the village 2 time's, and ended up missing it until
I started rotating the map and found it.  It took me about 10 minutes to
get it, that's why I described it.  The chests appear at the beginning
of each new Chapter, so don't forget to scour the village and talk to
every each time a new episodes start, I won't mention this part again.

#B: Chapter 2 - "Rozalin the Liar"

Holte Village -
Get the chests again and talk to everyone

Sealed Room -
This battle looks a little annoying at first.  Normally as I said I don't
write walkthroughs on specific areas unless they are considerably difficult
or I come up with an idea that worked very well for me.  If you notice
the gaps in the floor that spells opprotunity.  You need to form a human
ladder.  Take one character and move them forward 4 squares away from the
base panel.  They need to have a throw of 4, from there line characters
up after him.  Try to make the main character the one that comes out of the
bsae panel.  Anyway throw over to the geopanels, and from there hit the one
on the right.  You get a massive bonus, it kills all enemies but around 2
and all your characters come out unharmed.  Mop up the rest of the enemies
that are left (if any) then gang heavily up on the boss, and the area is
complete.  For more on lifting and through, please see the section
entitle "Lifting & Throwing".  Also if you let him kill you, you get one of
the endings.  If you let him kill you any times you fight him throughout the
game you end up getting the same ending, so you only need to lose to him one
time to see the ending, any other times are a waste of time.

#C: Chapter 3 - "Rise of the Beauty Queen"

Holte Village -
Get the chests again and talk to everyone.

Poisonous Swamp -
This is a great place to level mages, because you can hide the mage around
the areas, and attack from a distance, great for leveling all of them.  Also
it's a decent bonus gauge area, wait until the geopanels take up a large area
then go ahead and shoot it (archer or gunner) and watch them fly.

Dangerous Refuge -
This is absolutely the best leveling spot in the game up to this point.
The reason I find it so, is because I created a leveling strategy here.
The idea is to use one strong character to work around.  Move them to the
right in a straight line 3 squares, this draws one enemy close.  Kill it.
After it's dead move that strong character over to the right "where the
panels are moving" and position him towards the top.  This activates 2 more
enemies, kill them.  After that move all your lower leveled (one's that need
leveled) over to the squares that aren't color.  Once they are in position
then keep skipping your turn until all 3 things move onto geopanels.  Attacki
one and you get a big bonus, which is very helpful especially when a lot of
experience is being brought in from it.

Corpse Garden -
This one is a little tricky, and this is where i went ahead and moved a lot
of my characters *until I got bored" up to level 10.  Whenever I had a new
variation of a class of course, I use that reincarnation technique of
reincarnating over variations to make them stronger during the game.
After the battle you have to get a "felony".  go into the item world, follow
the instructions, pretty straight forward.

TragedyLand -
This is where you fight a major, major boss.  If it's your first play through
and you haven't leveled for hours, then just let her beat you.  If it's your

second play through or you are around level 1000 (and are good) then beat her
and you unlock an ending for it.  However I do have another bit of advice
to offer here whether or not you are intending on winning or not.  If you
are not high enough level (likely) then there is something still you can do
that will benefit you greatly here.  If you will notice at the top there are
3 chests.  They are not that hard to get.  Setup a ladder of characters
(probably 2 max) and throw over as close to the left chest as possible, then
move the character manually beside it and destroy it.  Then form another
ladder at the base panel (probably 2-3 this time) and get them to the middle
which is easy to get to, then move them the rest of the way and get that
chest.  The last one is a little more tricky.  You need a chain of more of
4-5 so try and go easy on the first 2.  You need like 2 for the first chest,
2-3 for the second that leaves you with atleast 5-6 characters however you
don't have a lot of room to stack them.  Be patient and get creative.
However you pretty much have to accomplish this all in one turn (not that
hard) or she will kill you within 1 round (her and the prinnies together.
Also if you have a higher level thief, you could pull a few things off those
prinnies if you had a few extra turns left after you get all the chests.

#D: Chapter 4 - "Axel's Scheme"

Holte Village -
Again chests, talk to people, the same old stuff.

Dragons Mouth -
If you haven't seen it yet, you can go ahead and lose and see the ending.
That is up to you, overall this battle is relatively easy.  When you are
ready to end you are going to need to throw one character over the river
to remove the panel that causes no entry (no other way around that).
The rest is pretty straightforward.

#E: Chapter 5 - "The Promise"

Holte Village -
More talking, More chests (as always).  A few things peaked
my interest here though.  You can now talk to the subpeona person.  At this
stage in the game the felonies system really opens up.  I highly
recommend stopping the main story, get all you characters up to 10-15,
get done with a few felonies.  Just enjoy the game quite a bit at this
point because all it does from here on out is get better and better

Gluttons Hideout -
This one isn't really hard if your characters are the right level, but it
can be quite time consuming.

#F: Chapter 6 - "Coliseum"

Holte Village -
More talking, More chests(again).

First Battle -
At first this battle sounded horribly hard (invincible squad my ass).  They
virtually suck.  However the main one has a lot of good equipment and I
suggest you take it all for yourself.  I setup a strategy because I thought
they were going to be hard.  I lured all of them away from him (using there
attack range to gauge my distances), and killed them all off.  Then I setup
a trap for him, stole all his stuff, and took him out in one combo.

At this point you are in a different "after battle setting" chests are
spread throughout the areas as well as numerous people to talk to.

Second Battle -
This floating bastard might prove to be a nuisance after all.  The idea is
we already know that the key symbol is the red one.  Ok, that is just great
knowing your enemy is half the battle.  So now we need to "get" there.  This
proves harder than it looks.  The idea is to go around the left hand side
until you reach the panel.  I would suggest taking a higher level character
with more hitpoints (Adell, Rozalin, Tink) then moving them around.  This
will better ensure that they survive the chain reaction of the Geo Panels.
The count will go to like 3000, and will pass by you about 5-6 time, so I
would make sure you have them high enough to allow them to survive all the
passthroughs.  After that, there should be very few enemies left, and all
you have to do is finish those up.

Third Battle -
Not good...  I hate this board (a lot).  However, after I came up with a
simple idea it wasn't a problem (as long as all characters you are using
are 15+ you should be fine).  Pull 4 charactes out onto that warp panel
and end turn.  Do it again with another 4, and use the 4 you have,
strategically, while trying to keep them all on the warp panel.  The
idea here is divide and conquer.  Get out all 10 characters, with you
using them strategically, plus the warp getting you randomized each time
with a little skill and luck you can easily pull off a victory for this

Fourth Battle -
You can finish this battle in one round.  This is actually the funniest
battle so far.  Move Adell over beside the prinny (left side where you
can reach), and throw him as far towards the prinnies as you can.
Battle over....

#G: Chapter 7 - "Battle Tournament"

Arena Area -
Chests, talking to people.  I also ran across something hidden here I didn't
know about last time (I don't think it was there last time).  Behind a wall
somewhere you can jump through into darkness and make your way to a chest.
You can't actually continue fighting at this point, look for someone out
of place, and talk to them to lead on.

Special Fight -
This fight isn't too hard as long as you are a decent level.  The one
problem could be disperse damage, depending on how the battle goes.
However if you can bait her into a situation where you can get a massive
combo chain and finish her off within a full round, then you won't have
any problems.  Atleast one person is going to get hit no matter what
and this will cause disperse damage, but if you are careful you
can set it up where you ONLY get hit one time and then have the
ability to finish the battle the following round.  First you need to pick
a scapegoat (Adell:D) and from there get him into position over in the left
area (out of enemy range).  Then move your other characters close enough to
do a massive pileon after it's done with.  Get them all ready.
On the next turn get him to lure the enemy within range, and go haywire, try
to change as big of a combo as you can in one turn for maximum damage.
Meaning don't attack, execute, attack, execute.  Instead do all your attacks
strategically and then execute so it does a massive chain damage and can kill
the enemy in one hit.  In the event the enemy doesn't die in that first round
(which can happen) all you have to do is hope through the next turn.  If it
didn't die then it will be close to dead.  If you have atleat one character
left and get lucky then you can finish it next turn.  The bad thing is
most standard basic attacks miss because of her extremely high evade.
Plus the use of the evade panel makes it even harder to take her down.

Fifth Battle -
No bull, run through and kill them all.  Nothing here to waste your day
on (quite funny though).

Semi-Final -
The only real strategy I could think of for this battle was to get to
a semi-decent level, and pull out all your main characters.  Form a little
stronghold type area somewhere in the middle, hope for the best and take
it one turn at a time.

Final Battle -
Very difficult.  I was able to make it but I ended up with all dead main

characters, and adell with nothing long distance related.  Luckily I had
reserved 1 mage in the base panel.

#H: Chapter 8 - "Zenon Appears"

First Battle -
This transfers the beginning of the chapter straight into a fight.
This can be very dangerous based solely off the fact that you didn't
save it since the transition. You have no way to level, or get
equipment or anything if you needed.  The thing that needs to be done
is going to take some time.  The idea is to form a ladder and attack
the guy near the front.  Take him down (Have adell on the bottom) as
soon as possible.  From there move clockwise or counter clockwise
slowly taking out zombies as you go around (don't forget about
rikimaru at the bottom of the base panel).  If you are careful and only
attempt to take on 1-2 at a time (MAKE SURE you take out that dragon

first thing as quickly as possible) and then you should be fine through
the rest of the battle taking out just a few at a time.

At this point you must completely finish this chapter before you are able
to go anywhere you want.  This place can get a little difficult, probably
one of the hardest areas in the game so far.  Try to be prepared before
going into each battle, make sure you save after each one and be ready.

Hades Corridor -
I had problems here, I ended up getting some good ideas
from "sephirosuy" walkthrough.  There are 2 basic strategies.  Try to
defeat the enemies if you are a high enough level, and if not try to make
for the entry point.  However when I got into it (with his guide and a
little applied science) I made my way through the entry panels a little
at a time.

Loser's Gallows -
My first and honest opinion here was the game makers had made a big
mistake.  I first spent 24 (literally) minutes trying to map out a way
through this stage.  Then I decided to see what happens if I killed the
mages and I noticed that geosymbol moved every turn.  Other than that
it's a breeze.

Confession Room -
If you move into the battle relatively quicker with some of your
stronger characters, you should be able to get them all taken out before any
even get to level 20.  Very simple, and short battle.

Survivor's End -
Higher level enemies, no geopanels.  Just beat the hell out of them.

Putrid Courtroom -
"sephirosuy" has the best strategy I could find.  You can also try
throwing a character to the panels and taking them out, but I think that
would end up getting too messy.  Well yes I ran into another idea.  When
you go to the left or right, if you have Adells "Soaring Fire" then you can
take out all the one's on the left in 1 turn, the right in 1 turn, then mop
up what's left after that.  Also if you have a decently powerful mage you
can certainly reak havic throughout the enemy lines.

#I: Chapter 9 - "Summoned Overlord"

Holte Village -
Get chests, talk to everyone.  At this time based on the fact there isn't a
whole "hell" of a lot left to the actual "Game" and things can get very hard
from this moment forward, I highly recommend overall getting all your
characters between level 25-30.  If you have to many characters and don't
feel like leveling them all I suggest getting rid of or putting aside the
one's you don't want as much, so you are not stressed to level.  You have
also acquired a new like (10-20) leveling spots and none of them are that
bad.  This gives you what you need to really boost your characters up there
in levels and get them caught up to where they need to be in variations
as well.

Dead Metropolis -
This battle is a little difficult unless you are the right level (it all
boils down to leve in this game).  Here if you want an easier time get
someone over to the enemy boost as soon as possible.  Throwing someone
over may end up forcing you to lose a few characters, but afterwards
try to regroup and get some kind of strategic post setup to protect yourself
and your characters as much as possible.

Grave of Alchemy -
This one originally would be simple.  However you are going to want to get
a character over to get those chests (who wants to leave valuable chests).
after you get the chests you can easily finish them off with a semi-powerful
characters, and hurry and dispatch them fairly quick with a few powerful

area of affect skills or spells.  If you co-ordinate a semi decent chain
on the right hand side (area of affect spells, large area skills, and
a few powerful attacks) you can take out a whole side in one turn.  There
is a chance if you have enough people left you can even finish off the other
with another co-ordinated attack on the other side of the base panel.

Altered Town -
This one was bottom-line hard.  I worked my way over, and headed right.
Try your hardest to keep the enemy on disperse damage, and keep yourself off
of it.  The more damage you can do to every enemy on the disperse squares
the better.  This battle took me a good 45 minutes.  I had to go very slow
not to make a mistake, be very careful going through it.  If you are having
roubles you could check the other walkthroughts to see what they came up with.

Snarling Capital -
This is a pretty simple battle.  I know it seems difficult but you can
either activate the panels, or you can start throwing around some prinnies
to make the battle go by quicker.

#J: Chapter 10 - "The Two Ninja's"

Holte Village -
Get items, talk to everyone, same things you are used to doing.
If you haven't been you really need to start beefing some levels
at this point.  you want any characters you care about, or intend to
use in any way around atleast level 40.

Rotten Fields -
There is no quick way through this battle.  Make sure all your characters
are properly leveled.  You want to have them all (active) around level
30-40.  Work your way around, and try to get to the no entry panel as soon
as possible.  This might not be too easy because it's hard to get to it, the
enemies aren't easy.  When you get close enough to hit it with magic take it
out then finish up the remaining enemies at that point.  Here is the thing,
I was having a lot of problems here at first so I am going to detail out
what I did.  When you first bring out your characters it's the hardest, you
have like 4-5 birds surrounding you.  I used addell to take out the northern
bird that could make it to you.  I took out the one across the entry panels
asap, and focused on the one coming from the other side.  After all of that
is cleared out, then I focused entirely on the one's from across entry
panels using Rozalin.  When you get to the first area over to the right
where you have to jump you need to be careful.  You need Rozalin, a healer
(really good one), and 2 STRONG characters (I used the following: Adell,

Rozalin, Tink, Destiny(3rd variation priest) - All level 30-35 each).
I took them all with me, and used my thief (tower) and threw them all over
together to the adjacent square.  From there I slowly worked around, and
ended up getting double teamed by both of them, so I got lucky.  After
you clear that simply destroy the panel, and finish off the last (there
should be one remaing bird towards the southern left area), and finish
him up (easy compared to the trek over to the entry panel).  After that
battle complete.

Luring Nightmare -
Ok, this is again one of the easier boards.  Pull out 2 (higher hit point)
characters here. Move them around the screen.  When your first turn comes
take out all prinnies (by throwing) on your first turn.  After that just
mop up the rest when you teleport close enough to list and throw.
Everytime I tried this map I was through it within 4 turns per map.

Rebelling Spirit -
This battle was an asshole at first.  I looked through the walkthroughs and
none of them helped me.  In the end I set down and decided that i needed
my own strategy.  Someone mentioned being able to throw them.  That was
helpful but I wanted a fullproof way that made this battle "easy".  Simple
distraction tactics.  Here are the steps to beating this area easily.

1. Move character to the left/right of base panel (easily out of prinny
2. Wait 6-7 turns until all prinnies have combined into a level 400 prinny.
3. Move ONE character towards hte prinny and try to lure him "towards" the
   base panel.
4. After sacrificing a few characters (each time getting him close to the
   base panel), and when he is just close enough for your thief to reach
   him coming out of the base panel, then go up and put him to sleep.
5. Move adell up towards the lift geo symbol, while checking every turn to
   make sure the prinny is still asleep.  If 3 turns go by then generally
   you can notice him waking up before the turn he moves.  Be very careful
   of this, if he moves one turn after that then it won't work right.
6. As soon as you destroy the symbol then pick him up and throw him, to
   destroy him the next round.

Dead Breath -
This fight is a little difficult.  What I chose to do throughout this battle
was to go ahead and use the attack geo panels to move around the board, and
attempt to kill off as many of the "footsoldiers" as possible.  Then from
there go ahead and focus a BUNCH of character attacks directly at the main
character so we can get that done with.

#K: Chapter 11 - "Awakening"

Holte Village -
Get all the treasure chests, and talk to everyone.

Geo Challenger -
This stage is split up into "sections".  Each section is easy to take out
if you do them right.  Take out the first 2 with long range attacks (I used
addell and rozalin as well as mages), then destroy the entry panel.  From
there move around and take out the second group then the entry panel.
After that move around to the third and fourth in the same manner, then
focus your attention on the "whore" in the middle.  Kill the "Priest" in the
middle of the screen, and the battle should be over at this point.  The idea
I used was to have my main character use his soaring fire in the middle of a
pair of enemies, the have rozalin use the gaia blast on one, then have 2
mages (I had a geo man, and priest) cast magic area of affect in the middle.
This will generally mop them up entirely or very close.

Witty Contest -
Generally I move around the board killing them, you can use long range
attackers to guarantee they go down easier.  Also check out the walkthrough
by "[email protected]" and you will see an even better tactic that
can make the battle a little easier (considerably easier).
Also I noticed if you go around with 2 mages (higher level, that have decent
range) then this battle will be virtually easy.  The thing is at the first

part to head over to the right, it may take a few tried to accurately judge
the distances for your mages but in the end, you can really do some damage
with your mages.  Then use the trick from his walkthrough to play around
with the panels, and do damage.  Then all that's left is mopping up the
remaining enemies (slowly but surely).

Death To Cowards -
I just rewrote this section because I came up with an even better strategy
than the one I had down before.  It makes this battle extremely easy.  Go
ahead and get a healer that has atleast giga or omega heal.  Make them be
able to atleast cast it three across which is like
[] [] []
Once you have that, pull adell forward, pull out your healer, and throw her
over.  You will notice with one attack of the upper level heals will kill
both of those.  Move over to the right chest, and heal it, (lowest level
would be fine), then move back the other way (left) and hit that chest
(healing spell), take out both of those guys and continue moving around.
You will notice a very easy structure, and very easy to get through this
board unharmed, in a minimal amount of time.  On top of that check the
bonus gauge to see if there is a experience bonus available, if there is
then right before you hit the last few enemies make sure you pull out
your lowest level characters so they can get some massive experience
bonuses from the situation.

Defiler Ambition -
This place isn't too bad if you take your time a little bit.  Again I had
my 2 mage characters (healer and druid) that took the front and tried to
take out anything within reach as I went, and I used the main character
Adell as a frontman to try to keep the distance between the enemies
and my mages.  I also pulled rozalin up before I started climbing the heal
(plus an archer if you have a higher level one), that those 2 can go for
support.  So I basically hit far off enemies first, then close ones with
addell, and threw in a little clean up with Rozalin and my archer.  Doing
that pretty much each turn will get you through this level relatively
safetly.  Be careful though of the enemies on the enemy boost panels.  I
would focus ALL of your long range energy on them first thing and try to
get them off the board, because a good attack by one of them in any round
cut easily put 2+ characters in the grave before you ever get close to
making it to the top.  The first one seems to be the hardest to take out
because they are there as soon as you walk into the board and can be
a very annoying problem.  However one tactic I found that works
pretty well to start it off.  If you use rozalin, a great distance away
you can hit a geo symbol fairly close to the exit.  this destroys all
of the panels that are red, thus removing the no entry limitation at
the early part of the stage.  As an added bonus if you have her in
JUST the right place, it will also get the first mage on that bonus
+50% square to move OFF of the square and come forward.  Then on the
next turn you can focus all your attention on the archer and mage with
area of affect spells because at this point they are both side by side
and easy to both deal with.  Then using Adell you can use your long
distance area of affect attack to take out that archer on the right
hand side.  On top of that be careful again of those 2 mages you
should be double teaming, either way both of there attacks combined
could easily send one of your characters to there deaths, so try to
eliminate atleast one of them on that turn if possible.  Again this
battle can be very difficult so if you lose a few characters, but
seemed to have gotten off to a good start try to stick to it, and try to
wait it out, see if you can still make it through the board, even if you are
missing a few characters, this board can be very difficult if this is not
handled properly and carefully.  Or if you are at a lower level and you are
trying to just make it through the game.  Main thing to keep in mind is
to utilize any long distance attacks that are at your disposal when you
can.  For example adells "soaring fire" is a very affective long range
attack, plus that mixed with his extra power can really help in times of
need.  Don't forget he has that long range ability under his control.
So given the difficulty if you are careful and use that tactic to lure
off the first mage off the enemy boost, also getting rid of the no entry
at the same time.  Then use a combination of some of the tactics described
above you will find that you successfully completed that whole entry part
(the first 3 enemies in that first little area near the panel).  From here
it's time to start moving slowly towards the upper part of that mountain.
This can be were things get a little tricky.  First off you will notice
there is one more archer just slightly around that bend.  If you use adell's
physical attack, backed up with a spell or 2, or long range attack you can
put them down fairly easy.  However one thing be careful of her higher level
bow attack because it can cause massive amounts of damage if you are not
careful.  Also lions roar can all but take her completely off the board
it is a very powerful attack in these kinds of situations.  From here we
need to begin formulating a strategy that will be able to clear the rest
of this board.  The first thing we need to do is remove that panel without
getting too much attention.  The first thing to do is get a mage up on that
first tower (where the other mage was in the bonus square.  If you are able
to hit that panel over there and destroy the no-entry panel then on the
next turn (luckily) it will draw the mage that's on that other enemy boost
square off of the square and over to his magic (which with a decent level
you can easily keep from dying from).  Also the magic user will probably
have to be thrown to reach that first tower, adell can generally do that
and then climb up there himself making it even easier.  After that
guy is down, go ahead and moved your healer (you really need to have
a healer throughout all of this for the healing capabilities), then move
her onto the enemy boost so he can't get to it.  Attack with her and with
adell.   Now this is left to change you pretty much have to wait a turn
and hope he doesn't kill one of your characters on the upcoming round
(which he probably won't be able to do that much damage.  Given a little

applied pressure he should easily die this upcoming round.  Now from
this entry panel go ahead (if you don't have the range you don't need
to even consider being this far in the game) go ahead and take out the
no entry panel on the tower, near to where the druid character is.
This will remove the last no entry restriction giving you full access
to the entire board.  After that wait a turn, and you will notice that
luckily the druid decides to come down and join you, so hit him with
everything you have to get him out of the way he really shouldn't do too
much damage to any decently leveled characters.  I was able to take him
down the first turn after that with adells triple strike, and star magic
with my healer. If you have been paying attention so far then all you
have remaining after 4 archers, just because the druid and enemy boosts
aren't being occupied doesn't mean it's safe.  If you get stupid at this
point then chances are some well placed attacks from those archers will
finish you off, they are not just there to take up space, they can actually
do something.  Before even considering focusing your attention on these
archer's, pull all your characters that are wounded (I was only using
adell and my healer at this point, easier to think with less people),
then heal them all up and get them ready in case if something goes wrong
with the strategy you are about to try on those archers.  First let's see
about the first archer we are going to kill.  Keep the healer on that first
tower but move her over to the far left hand corner, where you can get in
range for that faroff archer near the upper tower.  You should be able to
use magic on her for a few turns and kill her without her doing anything
to you in return.  You may have to use the 3 panel magic attack, but
either way it's something that can be done fairly easily, killing one archer
and preventing you from losing any hitpoints.  3 archers left.  Move to the
left a few panels, and now you can easily reach the other archer over to the
far left behind that other tower, you can reach her with a three panel
attack.  Take her out the same way, 2 archer's left.  Move over just a few
more squares and then the other archers become within range.  By this time
you are going to try and need to get close to the enemy to attack with the
one square of magic while still remaining far enough away to not have them
attack you in return.  either way mop up the last 2 characters using the
same method, and this battle is over.

Evil Temptation -


#A: Explanation

I finally get to open the dark sun (dark world) section because I finally got
it open.  I am first going to explain in detail how to get what you need to
get.  I hope to cover every aspect of the dark sun at one point, even if
I don't get this whole tihng done on my first playthrough at some point
in the future I will definitely play this game again, and that will be a
time when I go ahead and rewrite sections and write more.  That is what
I hope keeps people coming back to my walkthroughs.  Years after there
initially written rewrites will still be performed everytime I replay the
get a contribution, or just think of a new section and get the motivation
to create it.

#B: Accessing Dark Sun

There are three things that need to be done in order to fully get access to
the dark sun.  These steps are all listed below, this section is only
devoting to initially opening up the dark sun, getting access to the levels
throughout the game is a harder task but will be displayed in detail in the
next section.

First off you need to initially find all 5 switches throughout the town.
These can be done first thing, when you first start the game, so I will
detail carefully how to find each one of them.  They are refered to as
"mysterious button" make sure when that comes up you press it.  This
same thing will happen for each one.

1. When you first start you will see a ghost (the only ghost on the map).
   What you need to do is go behind him, there are 2 trees, over on the
   ground somewhere in the corner you will find the first switch.  You
   need to keep pressing the action button (x) throughout that whole
   corner area, and you will find it fairly quickly.

2. There is another one behind the subpoena person and the dark secretary.
   Go BEHIND them and you will see 2 pillars in the corner, one is standing
   up, and one is knocked over.  Jump on top of the fallen pillar, and press
   the action button(x) around this area to get it.

3. Behind adells house (the house you are standing at when you begin),
   there is a switch you will run into at the VERY corner.  At the
   corner behind the house (rotate the camera to be able to get a good
   view of it), and it's right there in that corner.

4. Move ALL THE WAY to the top right corner of the map (if you are looking
   at the original view.  It's the area that has a 4 way at it, and each
   way you are on a 4 way broken down, chipped up old bridge.  There will
   also be a dancing character in the very MIDDLE of the 4 way.  When you
   see all of this you know you are in the right area.  Inside one of the
   sections you will see a monster type character, he is on a little island
   alone, on one of the sides of the bridge.  On a little patch of grass
   inside one of the little areas, across from him there is another little
   patch of grass on the side of it.  That has a long stem (a piece sticking
   out).  It will be on the little part, the entire island area is shaped
   like a gun, it will be on the part that looks like the pistol.  If
   someone has a better way to explain these please send it in a

5. Over a little ways further (north from adells house) you will see a
   zombie (this is the only one on the map).  He is in front of a house, go
   behind that house on the right hand side, and you will find the other
   switch behind that house.

At this point you will get a message about a dark shadow lurking over the
town.  At this point go to the very north of the map (near where that ghost
was, and rotate the map until you see a darkened character (shadowy
looking).  This has unlocked him.  Talked to him a few times just to make
sure.  He won't be accessible during the tutorial missions, but later on
all you have to do is talk to him and you will have access to the "test".
Each time make sure you talk to him 5-6 times it takes a minute for him to
sometimes finally started talking about himself, and why he's here.

The Test is not as easy as it seems however, because he is on level 100 and
you have to beat him to get access to the dark world.  You need your thief
character around level 30.  She needs to have access to the following 3
skills (Health, Consciousness, Freedom).  Those three (respectively) cast
poison, sleep, and paralysis.  She is really all you need, and a little
support to beat this character.  Pull out Adell and have him just sit there
(he needs to be atleast 40+ for best results.  When the dark archer is close
enough for the thief to reach her from the base panel.  Move the thief out
and first cast Consciousness the first turn, health the second turn, and
then freedom the third turn.  Each turn that passes wait a minute, look at
the dark archer and see the things flash above her head.  The symbol for
poison will flash if it's oging to be active the next turn, so will sleep
and paralysis.  if one turn you notice sleep is not on, then cast it
immediately, the same with poison.  ALWAYS put sleep before poison, meaning
if both of them are off, first cast sleep the first turn, then poison
the second turn.  Paralysis is just an extra thing in case you misturn
her sleeping.  Just make sure she stays asleep, let the poison (about
4 turns) get her down to about 10-100 hitpoints, pull out adell and use a
move that you know will do the right damage (BEFORE ATTACKING WITH ADELL)
make sure you have the thiefs move available, and then only execute, don't
end turn.  That way if it doesn't kill her she will be awake, but you will
still have your thiefs turn to put her back to sleep and try again next
turn.  This is to guarantee she stays asleep, that is the most important
thing throughout this whole battle.  if she stays asleep, and you let
poison do it's magic, then this is a very easy battle.  At level
21 your thief will have all 3 of the necessary skills, you can do it with
just those first 2 skills, but paralysis is good to have in case.

#C: Unlocking Dark Sun Maps

#D: Beating Dark Sun Maps


Below are my own personal strategies, secrets, or ideas.  Everytime someone
beats a game, generall they have things do other people haven't or think of
things other people haven't.  Same thing here, I had some ideas after beating
it a few time's so I went ahead wrote this up.

#A: General Story

I can't just pull everything straight from the instruction manual.  Also it's
not very detailed as to the story.  Basically you are in an alternate
netherworld from the netherworld in the first one, but it's not really a
netherworld.  Rather complicated, within 30-45 minutes of gameplay however
you will understand all the basics of the game.  I HIGHLY recommend playing
the first one first, or you will end up regretting it at some point.  The
reason is the characters from the first show up a lot.  A lot of cameos,
cutscenes, references, and even playable characters from the first one.
Not playing the first one first, would be a very big mistake.  However for
your benefit I put in the "backstory" section to hopefully help clear up
some of the confusion if you don't intend on getting the old one, or
playing it through.

#B: Dark Assembly

Make sure you pay careful attention to the dark assembly.  The bills can
appear at strange time.  Make sure you check the bills after every battle
if you don't feel like it then ATLEAST after every chapter.  Sometimes
new bills become available right after chapters and/or battles change.

#C: Lifting & Throwing

The most affective strategy in this game was lifting and throwing.
A rather simple concept that can become relatively advanced if you use it to
it's full potential.  The idea is you can lift a character and throw them.
However you can lift 1 character, then have someone lift that character to
get the one on top even further.  You can even pick up 3, 4, 5 all the way
up until you have all your characters for GREAT distance (I doubt if you
will ever need to pick up 10, gauge the distance and decide how many you
think it iwll take based on there throw ability to get to your target.
You can even throw over enemies, over most obstacles, across gaps,
or whatever else.  You can also throw a character onto another character
and the other character can catch them.
Below are some practical uses, tips, strategies, and tactics for lifting
and throwing.

1. You can lift, throw 1 character.

2. You can lift, throw as many characters are you can get out onto the

3. You can have one character catch another character by throwing them to

4. You can hold a character over a turn (However you take damage doing this).

5. You can use this to move effortlessly around the board.

6. You can utilize this for a trick in the item world (explained in the item
   world section.

7. You can throw enemies into each other which combines them for that total
   level.  For example if you have 2 level 50 enemies and throw them into
   each other they are combine and become level 100.  This can be helpful
   however when you are trying to level.

8. You can throw your characters into a base panel.  For example say you have
   a weak character who is about to die and you want to save them, all you
   have to do is grab your character and throw them in a panel to save them
   even if they already moved or acted, a quick way to preserve there life.

9. You can hold enemies over turns to prevent them from attacking for a turn
   or 2, however you take damage when holding something and ending turn.
   Meaning make sure before you end the turn if you are holding a character
   or enemy, just realize you are going to take some damage for holding them.

10. You do not take damage when holding allies but you do when holding
    enemies.  This can be very, very helpful later on down the road.  If you
    have an ally that is about to die, pick them up to protect them.

11. My favorite thing is you can pick them up and then attack with a stack.
    You can have 10 characters out, and all of them held, attack with the
    bottom character, and they perform a super chain attack, You literally
    have to see it to believe it.

#D: Item World

There is one tactic I used in the item world for Disgaea 1 that works just
as well for Disgaea 2.  You can use the lift/throw technique to finish
item world levels like lightning.  Don't do this if you are there to gain
level's.  However if you just want to hurry and increase the level of items
and hurry up and track down specialists, this is the quickest way through
board.  Basically if there is no enemy on the exit panel (which sometimes
there's not) then you can ALWAYS finish the board in one turn if done right.
If there is an enemy on it, then you have 2 options.  The first step is make
sure the character who ends up on top of the ladder stack HAS NOT moved or
acted yet.  Basically you need to pull them from the base panel and
then pick them up from there, before moving them or anything.  At this point
if there is an enemy on the exit panel then you have 2 options.  First make
sure when you throw your top character they land BESIDE the enemy, with still
the ability to move and attack.  Then if there is an enemy on it you have
2 options.  One is to have the top character one that you know with either
a skill or regular attack can kill the enemy on the square.  Then you can
kill it and move your character on the exit both in one turn.  if not then
make sure that you have a top character that has a move that can knock the
enemy off the square in some manner (Triple Strike for example) and then move
them on it.  Either way 90% of the time you can make it through a level of
the item world in one turn if you want.  Unless of course the enemies there
are way above your level, then you might have some problems getting enemies
off the exit panel when needed.

#E: Cellphones

Below is a list of each cell phone, and what they are for.  Incomplete, I
will be adding more as I find them, if you have uncovered any and I don't
have them let me know.
Name                       Battle         Small Description
Defender Of Earth           In   Call Kurtis (fights in that battle).
Zenisky Financial Services  Out  lose 50k(hell) or gain 50K(hell) - random.
Meet Ghost Party            Out  Approval chance for the Ghost party goes up
                                 for the next bill.
Meet Baciel Party           Out  Approval chance for the Baciel party goes
                                 up for the next bill.
Meet White Dragon Party     Out  Approval chance for the White Dragon Party
                                 goes up for the next bill.
Meet Petit Orc Party        Out  Approval chance for the Petit Orc Party
                                 goes up for the next bill.
Meet Mothman Party          Out  Approval chance for the Mothman Party goes
                                 up for the next bill.
Meet Wood Golem Party       Out  Approval chance for the Mothman party goes
                                 up for the next bill.
Prism Rangers               In   Call Prism Rangers (fights in that battle).
Mid-Battle Delivery         In   Delivers pizza in battle.
Who knows what will happen  Out  I tried this "literally" about 40-50 times.
                                 The only message I ever recieved was "this
                                 number is no longer in service.  If someone
                                 else figured out anything with this one
                                 let me know.

#F: Post Officer (subpoenas)

The post officer is one of my favorite characters.  The idea is to be able
to acquire felonies.  What is especially helpful is that you can get as
many of them as you want.  I probably won't put a full list here of all the
felonies and what they do because there is a really good felony walkthrough
already out there, so it should already have all that it needs.  However I do
suggest playing the folonies a lot because when you do then you end up with
a lot of extra levels from the item world, special items from the item (and
the dark court), as well as felonies.  Felonies are good for 2 main reasons

1. Discounts for the shop.
2. Council likes you more.

I am working on finding out more about the positives and negatives with it
and I will have an answer shortly.  I am also trying to figure out what
happens when you get a character with 20 felonies.  We'll see...

#G: Leveling (Character Management)

Leveling in this game isn't a big deal if done right.  You want to minimize
the number of characters you have to level while still getting all the ones
you need.  Below are some basic tactics (Some Spoilers).

1. You start with 6 mages.  Get 1 of them (or all 6, doesn't matter)
   and hurry and get the male/female mage up high enough as quickly as
   possible to get the 4th variation of each.  Get those and throw away all
   the old mages (all 6).  now instead of 3 males and 3 females you have 1
   male and 1 female.  When you get to the 6th variation of male and female
   mage you can focus on getting temp copies of the lower mages to get the
   terra spells and teach those to your higher level mage (6th variation)
   using the student/teacher relationship.  With this you cut down on having
   to maintain leveling that many characters.

2. Always (when you get a new variation), reincarnate the old variation into
   the new.  Never create a new one of the variation and try to keep one of
   each or out with the old in with the new type of philosophy.  Always
   reincarnate within there class variations to make the smaller, and only
   giving you one of each class, which makes it a lot easier to keep up
   with leveling your character when you only try to keep one of each class.

3. ALWAYS pull extra characters out in a battle when you have slots left and
   an experience bonus.  The reason is this is a great way to get your lower
   level characters a chance to stay on the range of your other characters.
   If you are wanting to level a lot of different characters this will also
   save you a great amount of leveling time.

4. Utilize the chain ladder attack to level lower level characters.  if you
   have a strong character at the bottom (so they don't die first thing when
   hit), then finish off a stronger enemy with a chain attack (ladder) then
   you will notice all characters within the ladder get a great amount of
   experience.  I am not sure if the level experience is cut down because
   of the ladder, or if they all get full and equal experience, I would need
   someone who could verify this.

#H: Geo Panels (and symbols)

Geo panels are in the first one so of course they would be in here.  There
are new things entered into the system though like new effects, moving
symbols, and other adverse things.  Below is a list of all the different
affects as well as information on what they do.

name            good/bad      Affect
Evade           Good          This simply increases your evasion.
No Lifting      Bad           This can be annoying.  It prevents you from
                              being able to do ANY lifting.  This affects
                              either the person on the square, or if you
                              are on a square trying to lift someone.  It
                              prevents you from lifting friends, enemies,
                              panels, chests, or anything.
Disperse Damage Both          What this does is "Disperses (sends throughout
                              ) damage to all your teammates.  I have
                              changed the explanation here because I did
                              more research into this and found out more.
                              I have noticed it doesn't matter what square
                              the attacker is on, just the square the one
                              being attacked is on as well as all other
                              party members.  First off this will affect
                              both enemies and allies.  Second of all
                              the ally or enemy (or you) being attack
                              (the one recieving damage) has to BE ON one

                              of the disperse damage panels themselves (
                              it doesn't matter at all whether the
                              attacker is or not).  It also matters whoever
                              else is on the square.  If an ally is on a
                              disperse damage square and there attacked then
                              the damage will only be dispersed throughout
                              other allies that are actually on one of the
                              disperse damage panels.  If they aren't on it
                              they they aren't affected.  Same with the
                              enemy.  The one being attacked has to be on
                              a disperse damage tile, and any enemies that
                              actually on the tile are the one the damage
                              is dispersed throughout.
Attack +        Both          This can be good or bad.  If you are on it
                              your attack goes up the listed percentage if
                              your enemy is on it there attack goes up the
                              listed percentage.
Defense +       Both          This can be good or bad.  If you are on it
                              your defense goes up the listed percentage if
                              your enemy is on it there defense goes up the
                              listed percentage.
Stage Clear     Good          Automatically allows you to finish the entire
                              current stage you are on just by landing on
                              the square.  These are rarely ever seen.
No Entry        Bad           This prevents any character (ally or enemy)
                              from entering into or passing through the
                              affected squares.  There is one trick if you
                              have a character that is on a panel when it
                              is not entry, then it becomes entry (moving
                              panel or someone throws it on that color)
                              then you can have that character that was on
                              it before move either way.  They will now have
                              the ability to go back and forth throughout
                              any part of it.
Critical        Both          If you are not careful this can be the most
                              aggravating one in the game.  The idea is
                              if someone is on a square (you or enemy)
                              and they attack someone, they can (normally
                              do) do critical damage.  This can be great if
                              you are the one attacking.  If you want an
                              example of how bad this can be take my one
                              situation as an example.  I was in the item
                              world getting felonies.  My main character
                              (adell) was at level 33.  The enemies where
                              in the 5-8 range (I was in a hurry getting
                              felonies).  I ran across critical for the
                              first time and started fighting, one enemy
                              that was on the latter end (level 6) attacked
                              adell and did over 1,500 points of damage
                              total.  This killed adell in one hit, leaving
                              me with a headache trying to figure out how
                              the game figured up that type of math.  It
                              seemed illogical (critical can be scary).
                              On the other end if there is a powerful enemy
                              and you are on the giving end, a quick combo
                              with critical will finish up almost any
                              higher level enemy.  I have also just noticed
                              by reading it in multiple areas that the
                              critical square is automatically one hit kills

                              I have not fully confirmed this so I am
                              avoiding rewriting this whole section until
                              I am sure.
Fusion          Bad           I am not sure if this effects allies or not
                              yet.  What it does is when 2+ enemies are on
                              these fusion squares then it combines them
                              together (same as throwing them together).
                              This can effectively become annoying based
                              on the timeframe you leave enemies on the
                              squares.  In boards with this either destroy
                              the panel very quickly, if not then go ahead
                              and finish the battle quickly, or you could
                              be facing a very high level enemies.
Reverse Damage  Both          One affect of this is that attacking the
                              ally/enemy heals them, and healing them hurts
                              them.  This may seem a little strange, but
                              it's pretty straightforward.  Keep in mind
                              hurting heals/healing hurts when working with
                              reverse damage panels.

#I: General Strategies

1. Near the end of the game I ended up utilizing a few specific characters.
   For example I had all my variations, but for mages all I really heavily
   used was a healer that I modified to have star magic, and a druid.
   I kept there variations as high as possible, and leveled other characters
   pretty much whenever I got a chance.

#J: Back Story (Disgaea 1) (Spoilers from the first game)

Don't read this if you don't want to know anything about the first game,
or haven't played it and plan on playing it.  This is here to get you
fully up to the date on the story before starting the first one in case
if you don't have and don't want the first one.  However I highly
recommend you going out and buying it before you consider reading this.
It's simple here as something to assist you in understanding the events
of the first one, if you need to.

Keep it simple.  There are multiple netherworlds.  The first one takes
place in 1 specific netherworld that sit's beside Celestia.  For now
let's start with his dad.  Krichevsko was the current overlord, he
supposedly choked on a pretzel and died, his vassal Etna loved him, was
jealous of his wife and son, and wanted to be with him forever.  She
tried killing his son (put him to sleep for 2 years) at the commands of
another demon that at some point had stolen and sealed away her memories.
At this point she wakes up krichevsko's son, and he seeks to become the
new unclaimed title of overlord.  On his journey to do so he meets many
friends. Etna, the defender of earth and his team, kurtis, flonne,
hoggmeiser.  Basically they all make some (some more than others) guest
appearances throughout the second one.  Flonne was ordered to assasinate
krichevsko, but was actually sent down as a master plan from the Seraph in
order to attempt to unite the underworld and celestia.  A criminal
mastermind (and angel) attempts to conspire and become a god.  He fails
miserably, has his plot uncovered and is turned into a flower by the seraph.
At the end (Laharl and Flonne love each other at that point basically)
Flonne (if you get the good ending) is turned into a Fallen Angel.  That's
pretty much the basics, if I can and have time I will expand on that a
little bit in the future.  Also there was a possibility that Mid Boss was
actually laharls father (I know there was a red prinny that was his
re-incarnated mother (she gave her life to save him for a reason they
didn't mention throughout the game)).



I tire of seeing normal walkthroughs that rehash anything and everything
about a game to the point of annoyment.  I don't write a walkthrough
for nothing.  I write one when what I want isn't available or no-one
presented the ideas I have to present.  I go to gamefaqs and see 20
walkthroughs for one game all of them are complete, I have no need to write
it.  If I see a rather popular game with none, then I feel compelled to
write one because my walkthrough will even be helpful.  If I don't write
a walkthrough I write what I want.  Just writing about the parts I think of,
or want to add. I will write more. I only write them when I am playing them
or when a contributions or request comes in (requesting an additional
section or something else.)

I accept section requests, as well as contributions.  Other than that, I
write this while playing.  If I ever play it again down the road, I will
open this and edit what needs it, and add to it.

If you have a contribution or section request email it at
[email protected] - remove the and symbols

If it's about this game please put "Disgaea 2 Walkthrough " then request if
you are requesting a section or something, or contribution if you are


Praetorfen - Thanks.  He contributed some information about the true nature
of why laharls mother sacrificed her life for her son, as well as reinforced
my opinion of mid-boss being the reincarnation of laharls father.


Below is a list of what I would like to get as far as contributions.  You
can (and I hope you do) however here are a list of some things I am really
hope that can be presented here.  These are some things I want specifically.

* The names of all the voice actors that did the english versions, and bios
  on them if possible.
* A full english translation (lyrics) of that first intro song that plays on
  Disgaea 2 when you first start the game.  If you let it run a minute you
  will hear that intro song.
* Verification of anything I am wondering about throughout the game, that
  has questions marks or anything similar, that shows I might not be 100%
* I am beginning to gather data for a few sections, any data that you can
  provide for these will help it all get forumlated, as well as get you
  credit.  I am going to be arranging a mana section, weapon types
  section, felonies section and a few other extremely information
  section.  I am also working up a full section of anything hidden or
  unlockable throughout the game (stages, characters, dark sun levels,
  and everything else I can think of.)
* I have already created the structure for the entire section on the dark
  sun.  However it is going to take a lot of trial and error, and reloading
  to compile all the information on how to unlock them, and how to beat them
  I am thinking whether or not I want to beat the game, and record all the
  stuff for the game itself, and then come back to the dark sun, or do what
  I can now, and do the rest later on down the road.  All the contributions
  that you can provide on the dark sun would be appreciated.

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