What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Battle Walkthrough by honestgamer

Version: 1.5 | Updated: 02/26/05

                           Disgaea: Hour of Darkness
                               Battle Walkthrough
                                 Version 1.5
                               By Jason Venter


Version History:

(1.5) February 25, 2004 - Took the original text version of this walkthrough 
and overhauled its presentation so it will work as a plain text guide.  This 
required adding the table of contents and also making it possible to jump about 
the guide using the CTRL+F function.


Table of Contents:

[00g0000] General Comments/Introduction
[00e0100] Episode I: Prince of the Netherworld
   [00e0101] Magnificent Gate
   [00e0102] Blessed Court
   [00e0103] Corridor of Love
   [00e0104] Hall of Caresses
[00e0200] Episode II: Enter Flonne
   [00e0201] Forsaken Land
   [00e0202] Icy Breath
   [00e0203] Eternal Winter
   [00e0204] White Death
[00e0300] Episode III: A Hint of Kindness
   [00e030i] Item World
   [00e0301] Gaudy Entrance
   [00e0302] Golden Courtyard
   [00e0303] Flashy Passage
   [00e0304] Lavish Hall
[00e0400] Episode IV: Gift From an Angel
   [00e0401] Road of Flames
   [00e0402] Parched Ground
   [00e0403] Blazing Field
   [00e0404] Molten Labyrinth
[00e0500] Episode V: Etna's Secret
   [00e0501] Absolute Zero
   [00e0502] Endless White
   [00e0503] Terrible Cold
   [00e0504] Ice Queen
[00e0600] Episode VI: Laharl's Challenge
   [00e0601] Calamity Forest
   [00e0602] Ritual Site
   [00e0603] Witches' Den
   [00e0604] Writing Shadow
   [00e0605] Nightdwellers
   [00e0606] Heart of Evil
[00e0700] Episode VII: On Being an Overlord
   [00e0701] Scorching Wind
   [00e0702] Column of Fire
   [00e0703] Raging Earth
   [00e0704] Crimson Plains
   [00e0705] Ember of Dreams
[00e0800] Episode VIII: Reincarnation
   [00e0801] Theatre of Death
   [00e0802] Frigid Garden
   [00e0803] Freezing Souls
   [00e0804] Under the Moon
[00e0900] Episode IX: Captain Gordon, Defender of Earth
   [00e0901] Valgipus IV
   [00e0902] Thurvean Sector
   [00e0903] Sphere VIII
   [00e0904] Cross-Point
   [00e0905] Primordial Soup
[00e1000] Episode X: Angels, Demons, and Humans
   [00e1001] Fervent Melody
   [00e1002] Wasteland of Woe   [00e1003] River of Lava
   [00e1004] Searing Tyranny
   [00e1005] Inferno
[00e1100] Episode XI: Hero's Will, Overlord's Way
   [00e1101] Ghostly Whisper
   [00e1102] Rising Fear
   [00e1103] Crawling Terror
   [00e1104] Hero's Tomb
[00e1200] Episode XII: War of the Netherworld, Part 1
   [00e1201] Embryon
   [00e1202] Core Point No. 4
   [00e1203] Star Cluster
   [00e1204] Sidereal Rift
[00e1300] Episode XIII: War of the Netherworld, Part 2
   [00e1301] Point Alpha-III
   [00e1302] Main Corridor 1
   [00e1303] Main Corridor 2
   [00e1304] Main Corridor 3
   [00e1305] Bridge
[00e1400] Episode XIV: What Lies Beyond the Battle
   [00e1401] Field of Virtue
   [00e1402] Paradise
   [00e1403] Angelic Choir
   [00e1404] Coliseum
   [00e1405] Divine Prison
   [00e1406] Inner Sanctum
   [00e1407] Hall of Justice
   [00e1408] Sacred Alter
[00c0001] Conclusion
[00c0002] Acknowledgements
[00c0003] Copyright Concerns

Search Tip: You can hop around this guide easily by copying the bracketed code 
listed above that corresponds to the area where you need help, then pressing 
'CTRL+F' on your keyboard to bring up the box.  Paste the code into that box, 
then search to skip immediately to the desired portion of the guide.


[00g0000] General Comments/Introduction

I really like this game. The tactical RPG is an endangered species and it's 
games like Disgaea: Hour of Darkness that make a person wonder why. There's a 
lot of depth, great opportunity to level up powerful characters, and a lot of 
things along that line... which this guide is going to ignore. 

As the title states, this is a battle walkthrough. Use it for assistance on the 
various battles in the game. If you want details on how to gain new classes and 
such, look elsewhere. Also, remember that the walkthrough was written based on 
my character configuration as I went through the game.  Specifically, you'll 
want to get a dragon for your character party as quickly as possible.

Additionally, the guide assumes you're leveling up properly.  There are 
specific points where I'll tell you what level you should be at, or where I'll 
encourage you to level up a bit more if it's necessary to beat an opponent.  
Even when I'm not harping on it, though, level-building campaigns can be 
useful.  As I go through the guide, I'll make notes of those areas that work 
most smoothly to level up your characters.

Finally, you really should only consult this guide if you're stuck.  Part of 
the fun of the game is seeing the plot twists and such.  It's somewhat 
difficult to avoid plot twists in this game, so I don't even try.  There are 
spoilers.  With that said, let's get going! 

[00e0100] Episode I: Prince of the Netherworld 

This is a good warm-up area, with some pretty simple battles. You can level up 
a fair amount in the first few fights, and really should take the opportunity 
and do so. You'll not progress far in the game if you're afraid to stop and 
take a little time here and there to buff up your characters. The first area in 
particular is a good place to gain some levels. 

[00e0101] Magnificent Gate

When you start here, you'll see two different Geo Symbols. One increases enemy 
strength and the other improves the experience points you gain for defeating 
your foes.

The most fun you can have is busting them both to set off a combo and increase 
your Bonus meter; the experience booster only applies to the appropriately 
colored titles, which are far enough away that you'll have defeated most of 
your opponents by the time you can take advantage of it. Better to destroy them 
both, get the points for the combo, and then just move ahead swiftly to defeat 
your foes. You'll be learning the general strategies here that will serve you 
throughout the rest of the game. 

[00e0102] Blessed Court 

It's a race for the good squares! Or not. There are some symbols here that can 
increase defense and attack ability. The enemy will be heading for the same 
advantageous spots, though. If they beat you there, pick them up and toss them 
away, then snag the spot for yourself. 

Alternatively, you can simply destroy the symbols to remove all special effects 
in the stage. Just remember the whole time that you shouldn't have the magic 
users leading the rush. Laharl is a good choice for frontrunner, with Etna 
backing him up if he needs to be thrown somewhere. Follow them up with your 
other physical attackers, then in the rear you should have your cleric and any 

[00e0103] Corridor of Love 

This is a pleasant enough stage that will force you to adopt a new strategy. 
There are several ways to take it on, depending on your particular style: 

1. Have Laharl lead an assault that wraps around the upper left side of the 
stage. He should have Etna and a healer following him. When he clears out the 
top, then he and his friends should head back over near the start, and then 
everyone can head down to the water below. 

2. Have Laharl lead an assault directly down toward the water. He should take a 
wizard with him, and the healer should follow halfway down the stairs while the 
remainder of your group forms a defensive line a few squares left of where 
everyone starts. When Laharl has cleared things up near the water, both groups 
converge on the enemies to the upper left. 

Again, the one you choose will depend on your style and also the members in 
your party. Levels are also a factor. Note that you can recover your energy 
down at the water, so a third option is simply to have everyone rush down there 
first, then follow the stairs leading to the upper left. 

[00e0104] Hall of Caresses 

You might find yourself screaming and thinking the game isn't fair if you don't 
approach this level exactly as you should. It's the first boss encounter, and 
Mid-Boss is the least of your worries. Of more concern are the two enemies 
standing on the tiles that triple their attack power. If you rush forward 
without noticing that, you'll find they can wipe out one or more of the members 
of your party instantly. If you rush them, you might still lose a few 
characters in the attempt before taking them out, and then you'll be in no 
shape to fight Mid-Boss.
The strategy of the day is to have Laharl take out the geo symbols as quickly 
as possible. Have him rush forward to not quite the 'lip' of the rectangular 
passage where you begin. This should keep him out of the range of the 
particularly tough enemies. Make sure Etna is close by. Then in your next turn, 
move Laharl along the wall toward the symbols. Have Etna follow him so she can 
toss him as appropriate. This should get him all the way over to the symbols, 
and he should then work on taking them out quickly. 

Once the panels no longer work their magic, you'll have something resembling a 
chance. You still want to take out the enemy magic user, and your healer should 
keep a safe distance but be ready to do some serious healing. Once the low-
level ruffians are accounted for, Mid-Boss will fall easily to a few attacks 
from Laharl, as well as anyone else who may be around. It's probably best to do 
most of the work with Laharl and just have a healer back him up from a 
distance. With this battle down, you've conquered your first episode. 

[00e0200] Episode II: Enter Flonne

Flonne is a cute little angel with a high-pitched voice that will likely grate 
on your nerves. She was sent by the Seraph to assassinate Laharl's father, and 
it is this that causes her to meet Laharl. When he learns that she was sent as 
an assassin, he pursues her through a series of frozen stages. This world is 
relatively simple, and the second stage in particular is one you'll return to 
repeatedly when leveling up your crew. Bring plenty of fire magic. 

[00e0201] Forsaken Land

If you're stupid like I was, you can find yourself still left with a good 
portion of your party but with no way to take out some of the enemies. To avoid 
this potential outcome, immediately take out the guys up top. The easiest way 
to do this is with fire magic, if you have any (and if you don't, go get some; 
you'll need it for the next few areas, as well). If not, you can also throw 
someone up onto the ledge to take out the few opponents. 

The other threat in this area is the zombies. Considering the fact that they're 
undead and they're used to the cold, you should know what to do: toast their 
butts with fire magic! 

[00e0202] Icy Breath

The first thing you should do here is have Lahrarl dash up the hill to the 
left. If he stands at the center of the three zombies, he can use Blazing 
Knuckle to take out three of them right from the start. From there, have a 
healer and your fire mage follow. You'll likely not need anyone else for this 
stage. It really is a snap.

As it so happens, this is also a great place to level up any new characters you 
create from time to time. They can play around here to get up to level 7 or 8 
before you move them on to any tougher encounters you have planned. If you're 
returning here with weak characters, note that the strategy is the same except 
you don't want Laharl saving the day. Just use physical attacks if leveling up 
healers, or fire if leveling up mages, or whatever else may be appropriate. 
Good stuff. 

[00e0203] Eternal Winter 

Prepare to meet one of the most annoying enemies in the game, the imp. This 
fellow can fly around just about anywhere, and he drops Hell Pepper attacks. 
This special attack can do some serious damage to several of your party members 
at once. Not only that, but it may also poison them so they suffer damage at 
the start of each turn. Therefore, your real strategy here is to have Laharl 
and any red mages take out the buggers as quickly as possible while healers 
back you up. When that's done, the zombies can be tended to. 

[00e0204] White Death 

You've finally caught up to Flonne. Depending on your levels and strategies, 
this encounter can be tough or relatively simple. Not unlike the stage before 
it, one of your main threats here is the formation of imps you'll quickly 
notice. Use fire magic to dispatch of them as quickly as possible. Laharl 
should be making tracks toward Flonne, and if it helps you can have Etna toss 
him in that direction. 

Flonne has also brought a dragon with her. While it's true that he's a threat, 
you really should tend to him last. Flonne is a priority because she has 
healing magic for her comrades (and because she can be dispatched of relatively 
quickly with a Hurricane Slash), and the imps are important because they can 
damage so many of your friends at once.

Make sure to have your warriors provide protection from a frontal assault on 
your fire mage at least until he has defeated the imps. Afterward, the main one 
you need to take out is Laharl. He should have defeated Flonne by now, and your 
healers can spend the remainder of the battle dodging the dragon themselves and 
backing up Laharl with healing magic while he uses Hurricane Slash to defeat 
the dragon's lengthy life meter. 

[00e0300] Episode III: A Hint of Kindness

This stage begins by forcing you to visit the Item World. Before you can enter 
the gate to the third area, you have to have a weapon equipped that has been 
leveled up to 10. 

The gatekeeper gives you Mr. Gency's Exit to assist you in this matter. The 
item is important, and should be reserved for only emergencies. Save, then go 
into the Item World. At this point in the game, the most obvious choice of a 
weapon to level up is likely Swordbreaker (at least, it was for me). 

[00e030i] Item World 

The Item World is a cool concept, but it can be a pain in the butt. You have to 
work all the way through ten stages in a row. Along the way, you'll sometimes 
have your attention called to certain foes with yellow life meters. In any such 
stage, immediately take out those enemies first. They are Item World residents, 
and they'll help a lot toward making the weapon you're leveling up improve. 

If you don't want to spend long here the easiest thing to do is run for the 
glowing orange portals. There's usually an enemy stationed on them, but you can 
take him out quickly and proceed to the next area. As I said, you need to 
defeat ten of these stages in a row, and they grow progressively tougher as you 

You can use the panels to your advantage on several of these stages, and panels 
where you are invincible do show up with surprising frequency. In such stages, 
hop from one panel to another and you won't take any damage. If for some reason 
you need to, you can use Mr. Gency's Exit for one safe exit back to the castle, 
where you can restore health and save before completing the rest of the ten 

It's generally not a good idea to resort to this until you've cleared at least 
six of the ten stages. When you clear the tenth stage, you'll be offered a trip 
back to the castle, which you should accept. Save and then head off to the 
episode's scripted stages. 

[00e0301] Gaudy Entrance 

This stage looks easy, and for the most part it even is. Just note that there 
are more enemies than you are likely to notice at a glance. Two hide behind the 
walls on either side of the arch, and they can potentially cause trouble if you 
rush ahead without thought. 

The same strategy you generally follow--Laharl in the lead with support 
characters behind him--is the one you want to use here, as well. The only 
wrinkle is that one of the enemies might cast some healing spells if given the 
chance. Take out the enemy cleric and you'll be just fine. 

[00e0302] Golden Courtyard

This level is interesting in that a Geo Symbol prevents you from progressing 
past the panels until it has been destroyed. Your enemies aren't quite so 
inhibited (or at least, it affects them less), so your first objective is to 
destroy the symbols that are keeping you so confined. It will fall easily to 
Laharl's blade and maybe some magic, so take care of that right away. 

The main enemies you should be fearing here are the brawlers, even if the 
manticore is a threat. Take out the small guys first, most likely with more 
magic and your weaker physical attackers. Have Laharl aim for the manticore. 
His Hurricane Slash attack is a good choice for this task, as always. 

[00e0303] Flashy Passage 

If you thought you'd seen a lot of brawlers up to this point, prepare to change 
your mind. This stage is just a winding hallway with brawlers on either side 
for quite a distance.

Laharl should head out first, with any physical attackers flanking him. Just 
slowly advance along the hallway, keeping your healers at work behind you, and 
this won't be too hard. The only way you would likely have trouble is if you 
get hasty and the healers get within range of some brawler lances. Then things 
can quickly go sour. 

[00e0304] Lavish Hall

Hoggmeiser is your opponent this time around, but as usual he's not so much the 
threat as his companions, a bunch of brawlers. You'll want to take them out as 
quickly as possible. The trick is to keep your party members from being 
terribly close to one another. Fan out just a bit as you move forward, and keep 
your healers and mages at a safe distance. 

Magic attacks should make quick work of the brawlers. Despite my best efforts, 
I had lost my healers and mages by the time I whittled the opponents down to 
only Hoggmeiser, but even if that happens to you, it's not the end of the 
world. Just have Laharl attack with his Hurricane Slash, and keep anyone else 
you have left at a safe distance.

Why not just move in for the kill? Because Hoggmeiser has a special whirling 
attack that does area damage similar to Laharl's Blazing Knuckle attack. You'll 
really appreciate that after this fight, when Hoggmeiser decides to join your 

[00e0400] Episode IV: Gift From an Angel

Because Archangel Vulcanus stole her pendant, Flonne's life is at stake. She 
enlists Laharl's reluctant assistance in exchange for 'something good,' and as 
a result you'll spend four thrilling stages working through fields of molten 

[00e0401] Road of Flames 

Prepare for a rude awakening. The enemies in this area are much more 
persistent, and they've armed themselves with rather lethal attacks. If you've 
been relying on fire-related magic thus far, it's time to think about something 
opposite... like ice. 

The main threat here comes from the Killer Armor. You'll either want to have 
Laharl take it out immediately with some healing magic backing him up, or 
you'll want all your characters to carefully avoid it until the simpler 
underlings have breathed their last. The Killer Armor has a move called Power 
Slice that does an insane amount of damage to your characters, and many of them 
(particularly healers and wizards) simply aren't ready to cope with that sort 
of physical contact. 

[00e0402] Parched Ground 

Not much has changed now, except that there are more of the Killer Armor 
enemies. Your strategy should still be to avoid them when you're not hammering 
them with everything you've got.

Group attacks are going to play a particularly vital role in this stage just 
because you really don't want a battle that drags on for too long; your life 
gauges can't afford that. 

[00e0403] Blazing Field 

You have two options here: leave the Geo Symbol in place and suffer humiliating 
defeat, or take it out as quickly as possible and perhaps defeat the opponents. 
Assuming you decide victory sounds good, it's your job to have Etna chuck 
Laharl over the gap so he can race for the symbol. 

Why? Because the symbol inflicts 20% damage to your characters each round. Then 
there's another panel to the left of that which makes each of your opponents 
half again as powerful. Not only that, but there are a lot of them. Therefore, 
while he's taking out the panels, your mage should be using magic to wipe out 
the opponents nearest the stage's starting point.

If you make quick enough work of them, you can cross the rock bridge and meet 
up again with Laharl (who likely needs some medical attention at this point). 
Then everyone can be healed before you move toward the enemies that remain off 
to the side. 

[00e0404] Molten Labyrinth 

Vulcan is disappointed that Flonne made it so far, that she still lives, and he 
chucks aside her pendant. It ends up in the hands of a pleasantly surprised 
Mid-Boss, whom you soon encounter. Despite his admiration for Flonne's 
femininity, he won't give up the pendant without a fight. Thus begins one of 
the most difficult battles thus far.
The simple fact here is that you may well end up repeating this battle a few 
times. There are several hazards. The mandrakes are actually the worst. There 
are quite a few of them, and their jackknife attack will make short work of 
your health. Only Laharl can survive extended attacks from them, and even he 
will fall if he also happens to take a few hits from the Killer Armors. As 
possible, have your magic users support Laharl on the assault. Whenever you 
can, use offensive magic on multiple mandrakes, and back that up with any 
physical attacks you can manage. 

You'll quite likely find yourself facing Mid-Boss with only Laharl--and 
possibly one or two very weakened others--remaining. Be certain that he has 
lots of healing items with him. If you must, you can keep far away enough from 
Mid-Boss to refill your life meter from time to time. When Laharl moves in for 
the kill, he should attack from behind with Hurricane Slash, as per usual. 

[00e0500] Episode V: Etna's Secret

This is the episode where you get to find out what terrible secret Etna has 
been keeping from Laharl, and just who she is working for and why. It's 
actually quite amusing, but first you have to get through several stages. Along 
the way, you'll find yourself the victim of several cruel turns, as Laharl 
isn't quite himself when nice things are around. 

[00e0501] Absolute Zero

This and the next are the two hardest stages in this episode, oddly enough. In 
this particular stage, you really, really need to get Laharl over to the Geo 
Symbol as quickly as possible. Have him destroy it. Until that's happened, it's 
probably best not to bring out too many of your party members, just a healer 
and some guys to form a protective barrier around her. Why? Because the symbol 
sets things up so that every round, your party members suffer damage.

Even after you've taken out the symbol, you have to worry about the Hell Pepper 
attack your enemies will be sprinkling around. Once it's safe to do so, try and 
keep your group split apart a little so they're not all hit at once with the 
poisonous powder.

Laharl is still going to be your main attacker, and he should take out the 
enemies with Hurricane Slash if hitting one at a time, or Blazing Knuckle when 
appropriate. The others just need to back him up while keeping an eye on their 
life meters. 

[00e0502] Endless White

The only real challenge here is the fact that Laharl's stats are cut in half 
after he had to endure the torture of hearing so many optimistic phrases from 
the Prinnies. The enemies aren't so difficult, though. The rest of your party 
members are at their usual best, so just have them move around attacking with 
group magic. 

Even in his weakened state, Laharl is likely a force to be reckoned with 
(assuming you have him well-equipped), so he should use Hurrican Slash as 
necessary. Keep your healers doing their job and this isn't really a difficult 

[00e0503] Terrible Cold

You haven't seen a stage this simple in ages, and it feels good. Laharl has 
formed a bit more resistance to the charms of nearly naked women, and even 
better, the Geo Symbol dictates that all but one panel renders whoever stands 
on it invincible. What this means is that you can fight for ages without taking 
any damage. However, so can your opponents.

The trick I used was to form a line of characters wrapping around to that one 
panel where attack can be dealt. Then I had Laharl stand to the left of that 
panel while enemies were tossed over to it. He took out one, then would wait 
for another to be tossed there. For the most part, the enemies migrate over to 
that square if they are pointed in its general direction. It's an easy fight, 
though it can be time-consuming if you don't set your chain up properly. If you 
get cornered anywhere while constructing said chain, you can always lift your 
opponent, throw it, then move forward. 

If you want to use this area a little later on to build up your levels, no one 
would blame you. Note that you can throw enemies on top of one another and they 
will combine into one. Do this to all the enemies in the area and you'll face 
an enemy somewhere between level 104 and 112. Then just plop that enemy on the 
square that makes it vulnerable, and have the character you wish to level up 
finish off the villain. If the character of choice is too weak to do any 
damage, position Laharl behind him or her to deal the last few blows in combo 
formation, and the weak character will then be able to jump up a few levels (if 
the character is at level 1, it might jump right up to level 20 or so). 

[00e0504] Ice Queen

Now you find out that one of your old enemies has been controlling Etna. He was 
one bad guy, and now you get to fight him. Fortunately, this really is a simple 
fight if you keep your wits about you.

In general, your strategy should be to send Laharl forward first, followed by 
Etna, then a brawler or similar character, then a healer. Next you should have 
a mage of some sort to take out enemies from a safe distance. Though there are 
several ways to approach Madera, it seems like the direct approach works best. 
Just be sure to protect your flanks with a physical class, mostly keeping an 
eye to your left. 

Laharl shouldn't move from where you first place him, until it's down to just 
Madera left. At that point, space everyone out so they can heal the Prince 
while he dispatches of this scoundrel. 

[00e0600] Episode VI: Laharl's Challenge

What better way to make sure you won't have anyone stabbing you in the back 
than to call your opponents to assault you? So figures Laharl. His plan has but 
one flaw: everyone in the Netherworld (his vassals included) seems to want the 
title of Overlord. So begins one of the more interesting episodes thus far. 

[00e0601] Calamity Forest

It's not the enemies that are overwhelming here so much as it's the number of 
them. Though most of the foes you meet are wimps, there are so many of them 
that when you first begin, Laharl will barely be able to move. He should take 
out the enemies one at a time as he moves forward, until he gets to the end of 
the narrow ledge. 

Once there, quickly make sure he is backed up by another physical warrior, then 
a fire mage, and finally a healer. Have the mage do as much area damage as 
possible and make sure you take out the imps so they can't drop a lot of Hell 

Most of your foes will come to you, so another trick is to keep Laharl's health 
up. By now, Mega Heal should be readily available to you, and you can bet 
you'll be using it. Other than the fact that the battle drags on for quite a 
while and you'll probably run out of SP, this isn't such a tough introduction 
to the episode. 

[00e0602] Ritual Site

This is another relatively simple stage. You have only one opponent, a self-
confident knight out to rid the world of demons. She's killed somewhere more or 
less than 2000 of them, and she plans to make your party the next bunch. 

To prevent your opponent from being successful in that endeavor, spread 
everyone out. There's nothing to be gained by moving in for the kill, as the 
knight has the power to kill most of you in one hit. Keep healers dancing 
around the edge of the knight's range of movement, and Laharl should hound the 
knight's flanks with Hurricane Slash while your offensive mages use their magic 
from time to time. It's a big area you have to fight in, so careful movement 
will make this battle a breeze. 

[00e0603] Witches' Den

This is another of those time-consuming battles where not a lot else is 
happening. If it seems like this particular episode can drag on from time to 
time, that's because it can. Keep your wits about you, and have your mages 
liberally spread their offensive magic for as long as they remain alive.

It's likely that your best efforts will not prevent you from losing a few in 
your group, but keep pumping those healing spells into Laharl and he can pretty 
much take out the majority of any remaining opponents by himself. 

[00e0604] Writing Shadow

There's an alternate netherworld, and the guy you fight in this stage is the 
overlord who rules it. Only when you fight him now, he's split his power into 
ten fearsome dragons. You don't have a chance in hell of defeating him. The 
game makes sure of that. Therefore, just get your ten characters out into the 
playing field right away, and let them get slaughtered. 

Once everyone is dead, you won't see the 'Game Over' screen. Instead, the 
vassals that disappeared from the castle now make their entrance. It seems they 
came to the forest to ambush you, but instead they save your hide. Your whole 
party is back to full health now, but all you should do is throw out any one of 
your weaker characters for one round. Your vassals will now fight the enemy 
dragons for you. Though you'll probably lose that one character at the end of 
the first round, you can simply bring out another for the next round. In two or 
three rounds, your enemies will all be dead and your vassals will return to 
your castle. 

[00e0605] Nightdwellers

The introduction to this stage is pure comedic genius, so I won't ruin it for 
you. Once that's past, it's time to get to work.

The stump-like creatures are a true pain. Try not to ever intentionally line up 
your characters, as they'll just get stomped all over. There's a panel up near 
the top of the stage that causes you to warp all over the place each round, so 
that's going to cause some trouble. 

Focus on getting whatever enemies you can, healing your allies at each 
opportunity the warp provides if they need it, and keeping your mages out of 
the reach of anyone powerful. It's easier said than done, but if you play 
carefully, you should have Laharl left and in good health so he can take out 
the red ranger. 

[00e0606] Heart of Evil

Considering he wore such heavy underwear while training, Mid-Boss hasn't gotten 
a lot tougher. In fact, he seems to be easier than he was the last time you 
encountered him.

The problem is that he has plenty of assistance from his companions, who love 
Hell Pepper and pretty strong attacks. Your priority is to take out each of 
them first. Blessedly, Mid-Boss himself is mostly a pushover. He won't even 
engage until you've had time to take out most of his compatriots, and even when 
he does, he only has a fairly focused attack. Therefore, keep everyone away 
from his reach and don't pick an actual fight unless you do so with Laharl and 
have more or less taken out the annoying underlings. 

Because there are so many underlings, it's likely that you'll soon lose your 
mages and clerics, which means that you want to carefully choose the 10 
characters you send to this battle. Madera and Hoggmeiser make two excellent 
choices. When it's down to just Mid-Boss, feel free to surround him and pound 
him into the ground. 

[00e0700] Episode VII: On Being an Overlord

There have been two ice-based areas thus far, and it turns out this is the 
second fire-based one. Be sure to have made appropriate preparations. There are 
some great opportunities for easy, quick level building here, too. 

[00e0701] Scorching Wind

How do I love this stage? Let me count the ways. Or not. Whether I count or 
not, though, it's pretty cool. Why? Because you can level up your characters 
extremely quickly. The whole area increases your experience by 100%. Pretty 
nice. Double experience on zombies means you can take them out quickly (though 
carefully; there are enough to be a hazard) and go up levels as you do. When I 
first got here, my brawler went up four levels while beating the stage. If you 
have anyone who needs leveled up, this is the new place to do it at. 

Note that when you first encounter this stage (if you're like me), your levels 
will probably be low enough that you do have to proceed with caution, even if 
later you'll stomp all over these guys on later level-building visits. To get 
these guys out of your way without too much trouble, make sure you use area 
attacks when the monsters are still in their huddles, get a healer or two ready 
to play nurse, and have Laharl take out the monsters to the left of the start. 

Have another fighter or two help him out, and never have too many of your 
characters set up in a straight line. The zombies have by now figured out how 
to rush straight lines, and you want them to hurt the fewest possible number of 
characters in a given round, right? Right. 

[00e0702] Column of Fire

This stage is actually quite simple, but be prepared to lose some throwaway 
characters at the start. This is because until you take out a difficult-to-
reach Geo Symbol, the monsters that surround the starting panel will hit for 
three times the usual damage. There's a strategy to fix this problem as quickly 
as possible, but it will likely take two rounds and thus any of your characters 
other than Laharl will be toast in that time. 

Begin by having throwaway character A (Etna works best if she's not one of your 
regular heavy hitters) move two spaces down from the blue square at the start. 
Now have throwaway character B move one square down from the start. Next, have 
Laharl appear to stand on the blue square. Now have throwaway character B pick 
up Laharl, but don't throw him just yet. Instead, have throwaway character A 
pick up throwaway character B (who is currently holding Laharl). 

You now will have a stack of three characters. Have throwaway character A toss 
throwaway character B up the pyramid of rock. When throwaway character B lands, 
he or she should be able to throw Laharl far enough that Laharl lands directly 
in front of the Geo Symbol. Have him use the Hurricane Slash on it, which 
should get it down to around 90 remaining HP. 

You have now ended your first turn. Do not bring out any more characters just 
yet. When the zombies go, they will instantly kill your two throwaway 
characters, and some will start toward Laharl but won't quite reach him. Then 
it's your turn again. Have Laharl finish off the Geo Symbol and when you're 
sure that's tended to, go ahead and bring out your heavy hitters (your mage can 
get in one solid round here) to finish off the zombies. 

[00e0703] Raging Earth

This stage has the possibility to be an enormous pain in the butt if you're not 
careful. A narrow, red river of lava passes through its center. Zombies line 
one bank, your team the other. You can't throw anyone across because a symbol 
prevents lifting. You can't heal because another symbol has placed 'mute' in 
effect. You also can't pass around the side of the lava because there's a 'no 
entry' symbol. And finally, there's a symbol that takes 20% of your party's 
health each round.

Though you can try to take out the symbols that prohibit lifting or entry to 
the other side, they have such a large life meter that it will take you several 
rounds. By that point, you could be almost dead. A better strategy is to just 
take out the monsters quickly. You can get them in two or three rounds if you 
do it right.

Head down to the bank to lure them over, then hit them with your strongest 
physical attacks. There aren't many of them, so this should actually work 
pretty well. Laharl can practically take a single monster out by himself if 
you've been building his levels and equipping him well. You should be able to 
hit about two zombies a round between Laharl, Madara, and Hoggmeiser. 

[00e0704] Crimson Plains

This stage is beyond easy. You only need to use your four strongest physical 
attackers. From the start, notice the green panels on each of four sides, as 
well as the red ones. The red panels increase your defense and attack power, 
while the green ones lower both of those attributes. Place each of your 
characters on the red panel, with the blue box at your center. Set each 
character so he or she is defending for the first turn. The zombies will come 
down from the hill to attack, and foolishly place themselves on the green 

Note that the zombies will of course attack, and they will do some damage. 
However, you most likely won't have any reason to be concerned. Hoggmeiser 
should use his Spinning Slash move if you've got him out, Laharl should use 
Blazing Knuckle, and your other two can just do whatever. It shouldn't take 
long to wipe out the zombies (who will actually be hurting themselves with the 
spinning move, too). Even if you have to pull out more party members to finish 
off the last three or four, this stage is a breeze. 

[00e0705] Ember of Dreams

I had quite a bit of trouble with this stage because I was impatient. You'll 
notice that at the center, there are green panels that add 100% to your 
defense. You definitely want to head there and use it as the base for your 
attacks. Get anyone out there who can move quickly, then let your weaker 
characters follow. 

When you reach the green tiles, you'll suffer a lot less damage at the hands of 
the zombies. Of course, the flip side is that whenever they come to that area, 
they receive the same protection from your attacks. 

The main zombie is the one that can hurt you the most, with a life meter on him 
that means you can't possibly take him down quickly. There's not really a set 
strategy that's going to work best here, because what you do will depend on how 
your party is configured. Just make sure to keep Laharl's health up as he does 
most of the dirty work and you'll probably be fine. Since you can't use human 
bodies as shields against the zombies--they spin right through them--there's 
not a lot you can do to protect your healers. All in all, not a pleasant fight, 
but a very winnable one if you take your time and plan your moves. Combo 
attacks are key. 

[00e0800] Episode VIII: Reincarnation

Some of the prinnies have left the castle. This comes as a great surprise to 
Laharl, who appears to have forgotten the lore referenced earlier in the game. 
Remember, Etna said all prinnies are the same inside, whether in Celestia or 
the Netherworld. Laharl says the disappearance of the prinnies is a threat to 
his authority as Overlord, so your next move is to find where they've 
disappeared to. 

[00e0801] Theatre of Death

This stage is annoying because there are more of the bouncing tree stumps. If 
you have your group lined up in rows, they can attack up to three of you at 
once. Keep that in mind as you place your characters.

Of course, before you even worry about that, you'll want to take out the Geo 
Symbols. They're on the corner of the level opposite where you begin, and they 
decrease your defense by 50% while tripling your enemies' attack power. You 
need to leapfrog Laharl over there as quickly as possible, or the battle will 
be over almost before it begins.

While Laharl is working on the panels, the characters you used to get him there 
will be left fending for themselves. Laharl has to work hard to get back 
because he'll have to go the long way. While he's working at attacking the 
guard at the stone bridge, the stumps will be surrounding any characters you 
have out.

For this reason, it's usually a good idea to have Hoggmeiser and Maderas. They 
have the largest life meters by default. Then behind them, you'll want to have 
your healers. It's probably not a bad idea to use offensive magic if you have 
any--fire magic in particular--but my mage was dead long before he had a chance 
to attack.

[00e0802] Frigid Garden

This stage was easy for me, as I had a level 40 dragon on my team. If you don't 
have one, you want one. The dragon, if properly equipped, can do several 
hundred points' worth of damage to three enemies in a row using Ice Breath 
(even in ice levels like this one). The first stage in Episode 7 makes building 
the dragon's levels an easy task, too, as he can take out row after row of 
zombies for major bonuses. 

So like I was saying, this level was easy. It's just a bunch of the stump 
fellows, around 18 of them. If you have the dragon, take him out immediately, 
face him toward the mass of enemies to the diagonal left, and he can likely 
take out three of the stumps immediately.

Follow him up with Laharl, who is likely at around level 35 by now. With a 
level 40 dragon and Laharl, you shouldn't have any trouble making quick work of 
all the enemies. If you want to make it go even faster, take your fire mage and 
a few physical guys and a healer along to the right while Laharl and the dragon 
take care of the guys to the left. That way, you won't have to backtrack to 
finish off the other stumps. 

[00e0803] Freezing Souls

When you first look at this stage, you'll be thinking it's going to be 
horrific. But while it is difficult, it's not nearly so challenging as it might 
have been.

Though you will notice there are panels that triple the attack power your 
enemies have and give them a boost in attack rate, these actually shouldn't 
come into play. 

Just begin as you normally would, by moving your troops down from the start 
area. Take out all the brawlers there as quickly as possible. If you give them 
a chance, they'll massacre you. 

Taking out the brawlers will take a while, but Ice Breath helps a lot, and any 
of Laharl's area attacks. When you've got all the brawlers, head next to the 
Geo Symbols and trash them all. With that done, you can make your way over to 
the archers. The best trick here is to edge up just out of their range with 
Laharl and your dragon. Then in the next round, rush forward with the dragon 
(throw him if you must) and use Ice Breath on the row of archers.

Laharl should follow just behind with Blazing Knuckle and you're almost done. 
Finish off the remaining stragglers in the next round. As I said, it's not hard 
after all. 

[00e0804] Under the Moon

This battle isn't going to be that hard if you work quickly at the start. The 
three guys up near the upper left hand corner all have over 1000 HP, so you'll 
tend to them last.

First, rush up and take out the guys nearest the start panel. You'll want all 
ten of your allotted characters for this battle to make sure things run 
smoothly. The villains are strong against the dragon's ice attacks, but Laharl 
can use the Hurricane Slash as normal (or any fire-based attacks) while your 
fire mage can work his magic with Mega Fire or Giga Fire. 

There are several of the cloaked fiends at the start, so you won't be able to 
take them all out at once; they're quite the hearty lot. Be sure to protect 
your healers so they can heal from round to round. When you get all but the 
last three, it's then time to surround your remaining opponents one at a time 
and lay into them with all your best moves.

If you have the dragon, he should use physical attacks, primarily, unless 
there's an opportunity to hit two monsters at once. Again, the battle is simple 
if you work quickly. Otherwise it'll drag out and you'll run out of healing 
magic. When you finish it, be prepared for a tearful revelation.

[00e0900] Episode IX: Captain Gordon, Defender of Earth

The game just gets cheesier and cheesier as it goes, but that's just fine so 
long as it keeps being funny! In this episode, you meet a new character. The 
chapter is named after him, and you get to watch a nice little parody of Star 
Wars before festivities begin.

[00e0901] Valgipus IV 

You shouldn't need strategic help with this one at all. Just go all out. The 
enemies are a short distance ahead of you in a 3x3 grid. All you have to do is 
throw some powerful magic at them.

For me, it was a matter of having my fire mage start out with Giga Fire, then 
my wind mage threw Giga Wind into the mix. By then, only two enemies remained, 
and the dragon was able to take that number down to one. By the time Laharl 
came out with Nightsever, the enemies were all dead. They never even got to 
attack. Depending on how you have your party set up, a similar strategy should 
work just fine for you.

[00e0902] Thurvean Sector

This is a lot tougher than the last area, as you would of course expect. Make 
sure you return to the castle hospital to refill your magic before attempting 
this battle. The problem here is that all the enemies are spread out. Very few 
group attacks will do much good, and your real goal in the first ground is to 
find exceptions to that rule and take out as many of your foes as possible 
before they get moving.

Note that there's no point in bringing out your healers until after the first 
round; they'll just stand around doing no good, and then they'll be slaughtered 
before you ever need their healing assistance. Remarkably, so will even the 
majority of your tougher fighters. The strongest asset here is definitely your 
dragon. Laharl does well, too. 

Other than the magic users, it's pointless to bring out much of anyone else, 
and you should only bring out the mages the first round so they can do as much 
damage as possible before they are wiped out. 

The latter portion of the battle will of course get easier as more and more of 
your opponents bite the dust, but until then be prepared for some tough going. 
The dragon's ice beam is a wonder here, as is Laharl's Blazing Knuckle attack. 
Just keep plugging away and you'll do fine. 

[00e0903] Sphere VIII 

This is another of those stages that isn't terribly difficult if you act 
quickly. You can take out around half the enemies in the first round.

Notice first of all the red Geo Panels. They increase attack and defense by 50% 
and of course are a very nice place to be. Move your mages to the nearest two 
and then have them use small area magic (the second one down will get two at a 
time, such as the enemies are positioned) on the nearest brawlers. Follow that 
up with some physical attacks from Laharl and friends, and you can easily take 
out four brawlers right away. It's not so important to get Laharl and the 
dragon (if you have one) onto the panels, but you'll want to make sure your 
weaker members have that extra bit of protection.

Most likely, it'll take two rounds before the nearest brawlers fall to you. Now 
use Laharl as bait in the next round. Have him run toward the next group of 
brawlers, then retreat back to the safety of the red panels. The brawlers 
should follow, and you can again lay into them with your strongest magic.

Note that half of the second group of brawlers is much more difficult, because 
they have life meters three times as long as those of their companions. Don't 
lose your wits, do some smart healing, stay on the red panels, and you'll 
probably beat this stage with only minimal loss. 

[00e0904] Cross-Point 

This stage is a nice switch from the routine. When you start, the first thing 
you'll notice is the lime green hue that covers nearly the entire stage. 
There's one space that does not contain the glow, and it contains a Geo Panel 
that will mute all characters. Oddly enough, this is precisely what you want. 

Take a look at the enemies and the reason for this will be obvious: they are 
all magic users. Let them do their thing and you'll find they are quite fond of 
casting spells like Giga Fire that can really devastate your team. The only way 
you stand a chance is to take that out, which means having Laharl do the dirty 

You'll have to send out someone with good throwing range first. Have him move 
forward two spaces. Follow him with Etna, then Laharl. Now have Etna pick up 
Laharl, then the first character pick up Etna, so that you have a stack of the 
three characters. Now toss Etna (who is holding Laharl), and she should in turn 
toss him. When he lands, have him rush over to the Geo Panel (he should be able 
to reach it just barely), pick it up, and throw it somewhere on an unoccupied 
green square. 

That was the easy part. Now you need to pull out your toughest characters. 
Remember, magic is now useless, so focus on those with the highest attack power 
and defense. The wraiths can hit you with around 70 damage points apiece, so 
it's going to be a matter of teaming up on one of them at a time and working 
your way across the field.

Laharl, meanwhile, may well be cornered by four of the fiends near the Geo 
Symbol. He should be able to survive while the remainder of your party takes 
out the ones near the start. Not all that challenging, really, so long as you 
have some tough physical characters. If you don't, it's time to level up before 
facing this stage. 

[00e0905] Primordial Soup

This is the stage where Laharl and Gordon finally meet. As boss battles go, 
it's an absolute piece of cake. It should last you only four rounds, two while 
you take care of Thursday, two more while you take out Gordon.

It's important to take out Thursday first because he is the one with the group 
attack, which does close to 400 damage to each of your party members. It'll 
take two rounds to get him, even with two mages out and the strongest attacks 
Laharl can manage. Be prepared for a loss or two.

Once Thursday is out of the picture, Gordon is easy. He only damages one party 
member at a time, and the attack does less damage than you might expect. He hit 
my healer for around 300 and she just smiled at him and refilled her health. 
Then the rest of my crew hit him with everything they had. Like I said, a piece 
of cake. 

[00e1000] Episode X: Angels, Demons, and Humans

Captain Gordon is now under your command, as are Jennifer and Thursday. Etna 
and Flonne decide it's time to go on a picnic, and of course Laharl and Gordon 
go along to protect them. Meanwhile, the Seraph has been told untruthfully by 
Vulcanus that Flonne killed humans, an unforgivable offense. You don't need to 
worry about angels just yet, though. Your greatest share of problems will come 
from pixies and dragons.

[00e1001] Fervent Melody 

This stage is quite simple. Most of it is under the influence of blue Geo 
Panels, which dictate that attacks do no damage and that characters can't lift. 
This is just fine. 

Run down to the edge of the area that isn't under the influence of the symbols, 
making sure that your character is standing in the safety zone. Now just let 
the enemies come to you, and take them out with your best. They can't hurt you 
at all. 

The best trick is to block off all points of entry, so that they have no way to 
advance onto the blue. If they do get to the blue, just run over to the 
opposite side of the lave flow, and you'll be on the blue again with your 
opponent following and making himself vulnerable. This is a great new place to 
build levels. 

[00e1002] Wasteland of Woe

This level looks like it should be devilishly difficult, but actually isn't. 
Most of the enemies fall quickly to powerful wind or even fire magic (despite 
the fact that you're in a lava field). Also useful is the dragon's Ice Breath 
attack, as enemies frequently end up in rows of three and will fall quickly to 
the icy blast. 

Meanwhile, Laharl should use his Hurricane Slash to take out one opponent at a 
time, and the healers can do the usual. Note that some enemies have the power 
to put your characters to sleep, so be sure to have your status spells ready in 
case someone important heads off to the land of Nod. The three dragon opponents 
you see here aren't a terrible threat, either; just be careful not to line your 
characters up in rows of three. 

[00e1003] River of Lava

This stage is not all that difficult. There are only five enemies. The problem 
is that one of them is on a green panel that turns him into a true force to be 
reckoned with... if you let it. Instead of doing so, skirt the outer edge of 
the level with a magic user, a healer who can fix status ailments, Laharl, and 
another heavy hitter. Take out the Geo Symbols as you go, and work your way to 
the upper right portion of the level.

There you'll see one that reduces defense by 50%. Destroy a nearby symbol and 
throw the 50% one on the panel the other one was occupying. Continue around the 
level until the last enemy left is the one on the green tile near the center. 
Now hit him with everything you've got and you're done! 

[00e1004] Searing Tyranny

This is a really easy stage, and another great place to build experience 

From the start, notice that there are three stumps lined up in a row to the 
right, and a cross formation of them to the left. You know what to do; have 
your mages go nuts on the formations, and your dragon and Laharl. If you have 
two powerful mages and your warriors are strong, that's half the enemies right 
there before they even get to attack. 

Obviously, this is a terrific place for offensive magic users to power up. It's 
good for more reasons than that, though. Note that the green tiles double the 
experience gained from enemies. And considering what level the enemies in this 
area are at, it should more than satisfy your experience-building needs for the 
next episode or two. Which is good, because the next stage in this episode is 
another boss battle. 

[00e1005] Inferno

This stage is a nuisance, but it shouldn't provide a whole lot of trouble if 
you're at around the same level as your opponents. Even if you're a little 
lower, there are ways to win. 

First, note that the only one who should approach Mid-Boss directly is Laharl. 
He should use the Hurricane Slash. However, Mid-Boss isn't a big threat. 
Neither are the dragons, really. Therefore, save those targets for last. 
Instead focus your attention on the pixie-like monsters. There are quite a few 
of them, but work to get as many out of the way as quickly as possible. That 
way, they can't bombard you with their knife attacks. 

The dragons are a slight threat, as they also can hit multiple characters at 
once. Try not to line up your characters in rows, as usual when dealing with 
dragons. Focus on one dragon at a time, too. That way, you get one of the two 
killing machines out of the way quickly, then focus on the other. The whole 
time, Mid-Boss is darting around, using his attacks that range between 200 and 
300 damage. As long as you don't hit him (in which case he'll counter-attack), 
your characters should do fine with a healer or two healing them. 

When just Mid-Boss is left, keep Laharl hammering away at his guard. Mid-Boss 
has quite a lengthy life meter. If your dragon is alive and well, he can strike 
from a distance with various attacks. It's just a matter of patience at this 

[00e1100] Episode XI: Hero's Will, Overlord's Way

More of Vulcanus's manipulations come into play here. He's allied with the 
Earth Defense Force and expects them to take over the Netherworld for him. What 
an ambitious angel. The Seraph would surely not approve. Meanwhile, a new 
Defender of Earth has challenged Laharl. So begins another episode. 

[00e1101] Ghostly Whisper

This stage is remarkably simple if you have two powerful magic users capable of 
3x3 grid attacks. You'll be facing a total of 12 enemies, lined up in two rows. 
Start by moving forward your two mages and casting the 3x3 attacks on the same 
group of enemies. This should take out at least a few of them if your levels 
are sufficient. Now follow up with the dragon and Ice Breath, if you have it. 

Laharl can also use his group attacks to take out a few. When the first round 
is over, most of your enemies should be dead, and after that it's just a matter 
of finishing them off in the next round or two. It's unlikely that you'll even 
need any healers. 

[00e1102] Rising Fear

This stage isn't so hard but for one thing: the trees obscure your view of the 
complete battlefield. It's far too easy to miss seeing one of the pumpkin-
headed foes here, as they blend in so well. Then suddenly you see them, but 
only as they're hopping across a line of your fighters with knife blades 
pointed down. 

The trick is about the same here as always. Take down one opponent at a time, 
except when you're presented with good opportunities to use some magic on 
groups. Ice Breath is a miracle again, as always, provided you have a dragon. 

About the only enemy that will give you a lot of trouble is the swordsman, 
because of his extended life meter. Have Laharl take him on and he'll be gone 
within a few rounds. This fight isn't terribly challenging if you keep your 
wits about you, just a little on the tedious side. 

[00e1103] Crawling Terror

As far as strange stages go, this one is contending for the cake. It's one 
twisting forest path along a hillside, and each of the enemies rests on a blue 
Geo Panel that increases its defense while also restoring health points on each 
turn. Also, lifting is prohibited. Get near, and the monsters unleash wind 

The solution to this puzzle is to have Laharl make a mad sprint for the symbol 
that prohibits lifting. Do not bring out any other members just yet. Laharl 
should stay toward the center of the path. When he reaches the symbol, have him 
destroy it, but leave the other ones in place. Now let him rest on a blue panel 
until his life is restored. When that's done, have him race back to the 

When Laharl reaches the beginning, go ahead and bring out another heavy hitter 
for physical attacks, as well as a healer or two. Now go back along the trail. 
One at a time, remove the monsters from their panels and take them out. You'll 
wind your way along the trail doing this, resting on cleared blue panels as 
necessary to restore health. This really isn't such a challenging stage, just a 
time-consuming one. 

[00e1104] Hero's Tomb

Don Joaquin is your foe in this round, but he's not alone. He brought some 
zombies, but those fellows are the least of your concerns. More important are 
the two Geo Symbols. Each triples the attack power of your enemies by three 
times, for a total of six times the usual strength. This is very, very bad. 

The strategy I found most successful took me several tries. From the start, 
move a character right one space, then forward three spaces. Now move the next 
character into position behind him. The next one should be one behind that, 
then Etna should move just to the right of the panel, and Laharl should emerge 
Now have the characters climb on each others' shoulders so Laharl is at the top 
and they are all towering over the spot where the first character moved. Start 
tossing so that Laharl ends up near the panels. He should throw the first one 
at a nearby enemy to instantly destroy it, leaving the enemies with three times 
their normal attack power. 

If all goes well, Laharl should survive the first round. In the next round, he 
should throw the second panel against an enemy, then rush back toward the start 
of the stage. Send a healer to meet him so his health can be refilled. The 
third round should be spent consolidating your position and healing, as 
necessary. Then from there, it's back to normal. 

Work to clear all the enemies out of the stage's right side. Then wrap back 
around toward start and move forward along the other side of the divide. When 
you reach Don Joaquin in this fashion, you'll find he's not terribly difficult. 
Make sure the zombies he hangs out with don't heal him. He goes down fairly 
quickly if everyone hammers away at him together. The hardest part of the fight 
is the very beginning. 

[00e1200] Episode XII: War of the Netherworld, Part 1

An earthquake is always a sign of a great catastrophe, according to Laharl, who 
is anticipating the prospect of more adventure after tremors rock the 
Netherworld. As the title of this episode foreshadows, though, this is no small 
catastrophe. It's the main serious of disasters that will bring the game to its 
close, in fact, through this and another two episodes. Get ready for the start 
of a wild ride. 

[00e1201] Embryon

The threat here is twofold. First you have the greenish water, which does 20% 
damage to all allies who set foot in it. Then you have the members of the EDF. 
They each have around 1000 or more HP, and they're all armed with pistols. It 
can be a tough battle if you haven't powered up in the previous episode.

Make sure your favorite characters are all over level 50 before attempting 
this. As far as general strategies go, it's a fairly straightforward stage. 
Avoid the water. Stay on the ledges and keep a string of good fighters, 
healers, and mages. The mages are particularly useful, as the enemies are 
abnormally susceptible to fire magic. Take advantage of that fact and the 
battle will be over much more quickly than it might otherwise. When the battle 
is over, Captain Gordon learns an important lesson. It's about time! 

[00e1202] Core Point No. 4

This stage is much more difficult than the previous one. There are several 
green Geo Symbols that combine to make the water 100% lethal to all allies. As 
if you wanted to go in the soup, anyway. What you do want to do, though, is 
find and destroy the red Geo Symbol. It prevents any skills from being used. 
Even worse, your enemies are now armed with axes that enable them to make quick 
work of your life meter. This is true even if you're using Laharl or the 

The best strategy is to move Laharl and another strong fighter such as a dragon 
over to the symbol, then destroy it as quickly as possible (no one else should 
leave the base panel just yet). Have Laharl throw it at a soldier if possible. 
This will allow you to use healing magic and strong offensive spells. With that 
freed up, you should be able to make quick work of the guys with axes.

Your mages should be ready to launch a vicious assault coming out the gate, 
because if the nearby enemies survive another round, it could well be the end 
of the mages. Once your mages are free to work, they can also take out the 
gunmen up on the high island at the middle of the stage.

Meanwhile, Laharl and that other fighter can work their way around fighting 
more soldiers. Hopefully, you can get a healer over to them in time to do some 
good. That, or maybe you're like me and you taught the dragon healing spells. 
Either way, the hard part ends when the symbol is destroyed. 

[00e1203] Star Cluster

This stage is another of those with the invincibility panel. This time, the 
difference is that if you stay on land, you're invincible, while if you go in 
the water you can be hurt. The only way to hurt the enemy, then, is if he is in 
the water. However, there's a panel lying around that boosts the enemy while 
he's in the water, so it takes twice as long as it should. The worst surprise 
of all, though, is the Geo Symbol that does 20% damage to all allies. Even 
though you're invincible, it still eats away at your life meter. 

The first thing you should do upon beginning this area, then, is to send Laharl 
on a solo mission. Have him head over to the panel that does 20% damage to all 
allies. Hopefully he's learned some healing magic to get him there. The enemies 
will block him off from time to time, so he'll have to toss them out of his way 
occasionally. Just make sure his health holds up as he crosses the stage. 

Since most of the stage has invincibility restrictions, the best way to destroy 
the symbol when you reach it is to toss it against an enemy's body. When that's 
done, go ahead and bring out your other characters near the start and have them 
toss enemies into the soup, then defeat them. Laharl can do the same thing from 
his end. You're likely to end up with only a few enemies left. 

At this point, Laharl should go ahead and destroy the panel that gives the 
enemy a nice life boost, then he can go ahead and destroy the invincibility 
panel. Otherwise, the last few enemies can last forever. Some of them have 
quite lengthy life meters. Like many areas at this point in the game, success 
depends a great deal on your patience and not so much on pure skill. 

[00e1204] Sidereal Rift

There's not a lot to say about this boss encounter except that it's a standard 
battle. The enemies all have large life meters, so you'll want to use fire 
magic to take those out. However, your mages are at risk as soon as Kurtis 
arrives, because he has an astonishingly powerful area attack.

Make quick work of the soldiers nearby with some focused magic attacks from any 
mages, with Laharl and a strong physical fighter backing them up, as well as 
some clerics.

Once Kurtis is in the picture, things get much tougher. Hopefully you've taken 
out most of his companions. For now, just continue doing that. There's no point 
in spending your energy attacking the boss himself until the goons are gone. 
Also, stay spread out so that his area attack can't hurt you so much.

The good news is that he'll eventually run out of SP. Once he does, Laharl can 
fairly safely move in for the kill with some Hurricane Slash attacks, or with 
something similar if you prefer. Your clerics should still have enough healing 
magic left to keep Laharl in more or less one piece. It will take awhile, but 
you'll wear Kurtis down and the battle will end. Kurtis, however, is far from 

[00e1300] Episode XIII: War of the Netherworld, Part 2

Well, it looks like you don't get to keep Jennifer unless you're willing to 
follow her aboard the giant spaceship Kurtis took her to. Things are heating up 
nicely for a grand finale, but before you go anywhere further you're going to 
want to level up some more. 

[00e1301] Point Alpha-III

As far as easy stages go, this one is the easiest. All you have to do is 
leapfrog over to the yellow square on the opposite side of the area. No point 
battling the cannons.

I'd like to type more to make the strategy for this area look more 
comprehensive, but there's really no point; the stage is that simple. Of 
course, the alternative is to fight all the cannons and get totally wiped out, 
but that's no fun, is it? 

[00e1302] Main Corridor 1

Though not as simple as the last one, this stage is still relatively easy. 
There are around six enemies, and they have around 1500 HP each, but they fall 
just as easily here to powerful magic as they did elsewhere. 

You should be able to kill two in the first round and severely wound a third. 
Then be prepared for them to retaliate with gunfire before it's your turn 
again. Your healers can keep busy with some healing spells, and may need to 
cure status ailments, but this really is a three-round fight or even less if 
you've powered up. Don't worry; those difficult battles you love lie 
immediately ahead. 

[00e1303] Main Corridor 2

This stage is quite a bit more difficult, though it's basically just more of 
the same. You now have around eight of the android robots. Most of them have 
the usual amount of health, but one of them has twice that. He also happens to 
be the one that can do the most damage to your party. 

The good news is that if you have two powerful mages and work creatively with 
Laharl and the dragon, you should be able to take out the first row of enemies 
before they even get to attack. Not bad for a first turn. Then in the next 
round, you should be able to get one or both of the two guards, and reserve the 
last few rounds for the guy with the saber. If you do this, the fight will be 
relatively simple. If you take a little longer to get those first guys knocked 
out of commission, be prepared for a tough fight. 

[00e1304] Main Corridor 3

Oh, the horror! This level is extremely difficult, and at a first glance you 
might think it's impossible. However, following a few precautionary procedures 
and keeping yourself fighting the fewest possible enemies at one time can lead 
to success. 

Before you even enter the level, make sure you have three characters in your 
party that can move six spaces and throw several more. One of them can be 
Laharl. The other two should be expendable. Now, when you enter the stage 
you'll notice that it's all covered in red. The enemy has a total boost of 150% 
that means you're pretty much dead if they get to attack while that is in 

There are three Geo Symbols, and the hall you're in resembles a cross. At the 
end of the long hallway, Kurtis awaits. Ignore him for now. Instead, send three 
characters out, one toward each of the three symbols. Each character should 
lift the soldier that is lined up with a given symbol, then chuck him so that 
he lands on the symbol and disables its effect. 

As soon as the symbols are destroyed, on the first turn, send a support team in 
the direction Laharl went. This team should include your dragon, if you have 
one, and also any mages. It's really best if you have two good mages at any 
stage this late in the game, but particularly in this one. Your goal is to 
destroy the two soldiers that are nearest Laharl. Also, keep the mages safe.

In the next round, you'll want to move forward and take out the saber-wielding 
third enemy in this hall. Move steadily forward on him, with your characters 
pretty much filling that hallway. Note that at this point, your expendable 
characters in the other halls are likely dead, which is just fine. Those 
enemies will stay more or less in that position. 

As you are defeating the third enemy in this hall, Kurtis is likely to start 
moving toward you. That's what you want. Make sure not to move down to meet 
him, though, or you'll cause more soldiers from the adjacent hallway to join 
the fray, which you do not want. When Kurtis meets you, it should be pretty 
easy to take him out with some strong magic spells-make sure your mages are out 
of his range-and a few Hurricane Slash attacks from Laharl. 

With Kurtis out of the picture, your next goal is to head up the nearest 
hallway, being careful to advance slowly so the nearest enemies move toward 
you. Take them out one at a time, then finish up with the final hallway. In 
this manner, you should take only minimal loss and will successfully complete 
the stage. It's about the only strategy that works. 

[00e1305] Bridge

This battle is quite the difficult one, though arguably a fair amount simpler 
than the previous stage. You're facing off against a bunch of angels. The 
problem is that they tend to combo you, and that some of them have the ability 
to cast Giga Heal, which is of course unfortunate if you've just about got an 
angel beat and suddenly his life meter is full again. 

For this reason, the battle will be a lengthy one. In the first round, go all 
out and kill as many of the angels as possible. Since they have large life 
meters and are spaced out, you'll be lucky to take care of two or three. From 
there, future rounds should be spent going after one angel at a time, so that 
in a single round you kill an angel and don't have to worry about its life 
being refilled the next turn. 

If you manage to survive long enough, the few healer angels that likely remain 
will eventually run out of magic. From that point on, they're easily tended to. 
If you're ready for a drawn out encounter, this battle isn't too tough. 

[00e1400] Episode XIV: What Lies Beyond the Battle 

The final episode has begun. Flonne is determined to return to Celestia to 
speak with the Seraph, Master Lamington. She is certain he was not the one 
behind this alliance between evil angels and humans. Laharl and crew decide to 
go along with her. As if there was ever any doubt that they would. Before you 
go, be sure to talk to your vassal, Ghoss, for the Diabolic Sword, an immensely 
powerful blade for Laharl. 

[00e1401] Field of Virtue

This stage is very easy, a nice switch from those you've just experienced. The 
majority of it is covered in red, which doubles your experience points gained, 
so this also is the final good level-up spot. 

The main threat here, Mid-Boss, isn't even active until several rounds in. 
Focus on taking out his companions as quickly as possible. You can get one, 
perhaps two in the first round. With his new sword, Laharl does an insane 
amount of damage using his Hurricane Slash. Take advantage of that, and also 
use your mages and healers to back him up. 

When it's down to just Mid-Boss, be more careful. Laharl should be the only one 
to move in for attacks, with the healers keeping a safe distance and healing as 
necessary. Note that even if Laharl uses plain physical attacks, the exchange 
between blow and counter-blow will cause serious damage to Mid-Boss. However, 
the lengthy life meter Mid-Boss now possesses means it's a long battle.

Remember that if you let your characters get too close to one another, he can 
wipe them out with his special attack. Better to make sure he can only harm one 
character at a time with this extremely powerful area attack. Still, not a 
difficult battle at all. 

[00e1402] Paradise

This level can be rather difficult, but it's far from the level you saw in the 
previous episode. Most of the field is covered in red, which means the warp 
symbols are in effect. You'll be bounced around from one place to another 
throughout the battle. The angels can do a hefty amount of damage, too. 

Wait to pull out your mages until the angels are near the base panels, then 
haul them out and take out an angel or two before your mages go down. If you're 
lucky, you'll even get three or four. Laharl's Hurricane Slash is a lifesaver, 
as always, and can sometimes take most of an angel's life meter with just a 
single use.  

As usual, the angels are packing plenty of healing spells. As possible, focus 
on one angel at a time. Fortunately, the warp symbols seem to work more in your 
favor here than normal, sometimes allowing a wounded party member to flee from 
the nearest angel and recover himself. The battle shouldn't last long, thanks 
in large part to Laharl's new sword. 

[00e1403] Angelic Choir

This stage is really quite difficult. The problem arises from the fact that 
there are so many angels in the area that you can't help but take serious 
damage most rounds. Working in your favor are red panels here and there that 
recover your HP by 20% and increase your defense. However, that's only 
salvation for the toughest of physical characters. For any others, the best 
path is to avoid contact. The problem is that the angels can move quite far and 
their attacks extend a good distance from there. 

The best plan is to hit hard and fast in spurts. I found that it worked best to 
pull my mages out when a group of angels presented itself, then toss them back 
into the base panel that same round so no enemies could kill them. Then later, 
I would repeat. In this fashion, your mages can do good damage without worrying 
about being killed. Meanwhile, Laharl should be out doing what he can, using a 
red panel as a starting point. I also had my dragon out, and when he was 
surrounded, Dragon Furur worked wonders. If you have a dragon, using him is 
highly advised. 

Because there are so many angels, it's likely that you'll lose most of your 
team before this battle is over. If you can keep Laharl and the dragon alive, 
and also if your mages play it safe, you should be able to finish the battle as 
the victor, if only just barely. 

[00e1404] Coliseum

This stage is rather difficult, but nothing you shouldn't be able to handle by 
now. What makes it so unique are the 'no entry' panels spread throughout the 
level. They turn what would otherwise be a straightforward arena into a maze. 
You're going to have to contend with those walls as you go, and in the meantime 
the only defense you have is offensive magic. 

In general, the best strategy is to lead off with Laharl, followed by your 
magic users and healers. He can lure enemies within the range of offensive 
magic, and you'll likely be able to repeat this to toast several of your 
enemies from afar. 

Note that--as has become the norm at this point in the game--you want to focus 
on one angel at a time so they can't heal between rounds. 

In no particular hurry, head toward the geo symbol that is prohibiting entry 
and destroy it. By now, you likely have only a few enemies left, so Laharl and 
whoever is left should take them on quickly. Note that of the few remaining, 
one likely has around 3500 HP. She's the most dangerous of the lot, but you 
should ignore her until you've removed the threat of her fellows. 

From there, Laharl should just lay into the remaining enemy with Hurricane 
Slash. Try and have a healer at a safe distance, ready to cast status spells in 
case Laharl is put to sleep. Patience will lead to victory. 

[00e1405] Divine Prison

Though it looks like it will be a truly challenging stage, this one actually 
isn't half as hard as you or Laharl expect. The monsters are tough, to be sure, 
but if you have some good physical defense you'll do just fine.

Forget about bringing out mages. Their attacks do little to no damage, even 
Giga Wind and Giga Fire. Better to just support Laharl as he takes down one 
monster after another. Of course, you need someone with good defense playing 
the role of healer, or he won't last long, either. For me, it was the dragon. 
Who you choose will depend on your particular party. 

Start by taking out the wing, then the guy that looks like Maderas, then the 
red-colored dragon, followed by the gargoyle and finally the manticore. As long 
as you don't run out of healing spells, you should do fine. 

[00e1406] Inner Sanctum 

This level is easy. All you do is hit the three angel guardians with everything 
you have. They really don't like fire magic. You should be able to take two of 
them out by the end of the second round, assuming they don't heal themselves, 
and then the third should easily fall to Hurricane Slash. You can use this 
stage to level up your characters for the final two encounters, if needs be. 

[00e1407] Hall of Justice 

There are more enemies here than you even want to know about, and Vulcanus is 
behind them all. The level wraps around itself, from the top where Vulcanus 
stands down around to where the base panel is. Each turn, angels will continue 
a steady march toward your starting point. 

When I rushed out to meet the angels, I was slaughtered. A better trick is to 
stay where you are the first four or five turns (just have Laharl stand on the 
base panel and 'defend') and let the enemies come to you. Then, when they're 
within easy range and in group formation, let loose with everything you've got. 
This way, you can possibly take out around eight of the enemies in a single 
turn. Just keep up the assault from there, with Laharl using his Hurricane 

Remember to keep your healers and mages active but safe. The goal here is to 
lose as few of your characters as possible, as you'll need them in a bit. Don't 
leave the large area at the bottom of the two staircases for anything. Let the 
enemies come to you. When they've all been defeated but Vulcanus, he'll start 
the decent. 

Vulcanus has some pretty serious attacks. Make sure when he gets within range 
that you let him have it with any magic your mages have left. They can make 
quick work of his life meter. If he gets down to the bottom, the mages will be 
the first to die, so you'll want to have used them for all they're worth.

When he reaches the landing, Vulcanus begins by making dangerous charges. The 
important thing here is to not have two characters in a row anywhere. Instead, 
space everyone out. Vulcanus will destroy characters each turn, most likely, 
but if you space out he can only get one at a time. This way, Laharl can keep 
working at him with Hurricane Slash. Though Vulcanus has over 10,000 HP, he can 
only survive several rounds before he will be defeated. One more battle to go. 

[00e1408] Sacred Alter

At last, you've reached the final encounter in the game, and your enemy is 
Lamington. Be prepared to watch in awe as your life meters are demolished in 
single hits. Lamington is surrounded by several angels, and if you try and take 
on everyone at once you will be ground into dust.

Instead of foolishly rushing ahead and finding out how quickly the game's boss 
can kill your party, play it safe. Lure a few enemies down to you at a time. 
It's likely that Lamington will come down sooner than you'd like, but don't 
focus your attacks on him until you've taken care of all his associates. When 
that's been done, it's time to move the battle up onto the wider space up top. 

Note that Laharl is about the only one who should approach Lamington directly. 
You should use Hurricane Slash. Any other moves won't do significantly more 
damage, and will only cost more SP to use. While Laharl is applying that move, 
Lamington will be moving around to take out any of your companions. Hopefully 
you've leveled them all up a lot so they can take a few hits and heal 
themselves. Remember to keep them spaced out so Lamington can't use any group 

Though he is likely to take out most all of your friends, you can still beat 
Lamington if Laharl is at a high enough level. I had Laharl at around level 100 
and it was sufficient, but it's likely a good idea to go a little higher than 
that to make things easy on yourself. Remember also to power up the whole 

This is a tough battle, for sure, but one that leveling up makes simple. 

[00c0001] Conclusion

Well, you've reached the end of the game at long last, and now you can enjoy 
the ending. Of course, it's not really over. You've just gone through one 

Now you can go through again. You'll keep all of your powered-up weapons and 
all of the members of your party except those that the story dictates you 
haven't met yet. 

Now you can see about entering some of those hidden worlds, bribing more 
council members, venturing deep into the depths of the item world... the 
adventure is far from over, even if the story isn't. And remember, there are 
multiple endings. Have fun!


[00c0002] Acknowledgements

This guide took me a lot of time to write.  I played through the game as I did 
so, and my strategies were not stolen from other sources.  Sometimes, that 
likely will be evident, as I'm sure I've missed some killer shortcuts for some 
battles.  Still, I wanted to keep things fresh.

The main people I have to thank for this guide are the folks at Atlus, who took 
a chance with a unique game.  I knew from the moment I saw info about the game 
on IGN that I wanted it, and when I bought it (after selling games to finance 
the purchase, something I haven't done in years), I knew I'd made the right 
choice.  Thanks to them for helping revive strategy RPGs here in the US.

Thanks also to Nippon Ichi Software, of course, for designing the game in the 
first place!  I never knew the company existed before this, and now I'm finding 
they've made all sorts of cool games.

Finally, thanks go out to you for choosing my walkthrough for the game.  I know 
you had choices, and I hope you feel you made the right one!

[00c0003] Copyright Concerns

Copyright 2004 Jason Venter
This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web 
site or as a part of any public display is strictly prohibited, and a violation 
of copyright.

View in: