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    FAQ/Walkthrough by Gbness

    Version: 1.0 | Updated: 08/22/08 | Search Guide | Bookmark Guide

    "So many ways to drown a man, so many ways to drag him down...
                             DISGAEA: HOUR OF DARKNESS
                                An FAQ/Walkthrough
                            For the Sony PlayStation 2
                           Copyright 2008 Richard Beast
    ...some are fast and some take years and years." - Dream Theater
    Table of Contents:
    This guide, as you will soon see, is pretty big. Seeing as how this takes
    effect, you will most likely be lost in trying to find out what you want to
    read. There is one way to get to it, instantly. Press Ctrl + F, and then look
    for whatever you want. Let's say you want to go to the Basics section. Type in
    "IV. Basics", and then you'll go to the basics section, instantly! Pretty neat,
    ~ -------------------------- * TABLE OF CONTENTS * -------------------------- ~
    I. Introduction
    II. Legal Disclaimer
    III. Contact Rules
    IV. Basics
        IVa. Inside Battle
        IVb. Outside Battle
    V. Characters/Classes
         Va. Characters
         Vb. Classes
         Vc. Monsters
    VI. Walkthrough
        VIa. Prince of the Netherworld
        VIb. Enter Flonne
        VIc. A Hint of Kindness
        VId. Gift from an Angel
        VIe. Etna's Secret
        VIf. Laharl's Challenge
        VIg. On Being an Overlord
        VIh. Reincarnation
        VIi. Captain Gordon, Defender of Earth
        VIj. Angels, Demons, and Humans
        VIk. Hero's Will, Overlord's Way
        VIl. War of the Netherworld, Part 1
        VIm. War of the Netherworld, Part 2
        VIn. What Lies Beyond The Battle
    VII. Side Quests
       VIIa. Item World
       VIIb. Prinny Land
       VIIc. Cave of Ordeal
       VIId. Human World
       VIIe. Alternate Netherworld
       VIIf. Beauty Castle
       VIIg. Baal Castle
    VIII. Items
      VIIIa. Weapons
      VIIIb. Armor
      VIIIc. Etc.
    IX. Castle
        IXa. Dark Assembly
        IXb. Hospital
    X. FAQ
    XI. Credits
                       ~-~ ~-~ ~-~  I. Introduction ~-~ ~-~ ~-~
    Do I still need to introduce myself, guide after guide after guide? Yeah, I
    suppose I do. The name is Richard Beast, I'm just a normal dude like you and
    anyone else who has relatively nothing better to do with his time than play
    and write for long addictive masterpieces of games like Disgaea. If you aren't
    familiar with this game, let me tell you straight off: it has hundreds and
    hundreds of hours of gameplay. You could literally play this game forever and
    find more and more stuff to do in it, like defeat the umpteenth optional boss
    or whatnot. But that's just the kind of thing I love, and if you like side
    quests, a light hearted and humorous storyline, and a game that's fun as hell,
    Disgaea is your dream come true. So it's pretty much official that this guide is
    in honor of Disgaea 3's upcoming release, so until then, let's rock on.
     - Richard "Gbness" Beast
                    ~-~ ~-~ ~-~  II. Legal Disclaimer ~-~ ~-~ ~-~
    You are NOT permitted to put this FAQ on your site without my permission first.
    All you have to do is email me or IM me saying you want this FAQ on your site,
    then you can tell me your site and the chance is high that I'll let you. But if
    you put this FAQ on your site without my permission I swear you will regret it.
    If I let you, not ONE word should be changed from this FAQ! NOT ONE! Got it?
    Good. Also, make sure that no money is involved. If you want this FAQ to be sold
    on eBay, then just forget about it, man. And don't sell this guide either, or
    pay people to use it, or you'll be in such big trouble you don't want to think.
    Another little note is that I will not have this guide hosted on many other web
    sites besides GameNotOver, GameFAQs, IGN, and Neoseeker. You need full-on
    permission if it's not one of the four above sites. I am sick of people ripping
    me off (I have been ripped off three times in the past), so if I don't like your
    site, I won't let my guide be posted on it. I am sorry, but this is how it has
    to be. If you ask politely and I like your site, you will definitely have the
    luck of getting it up there. Thank you very much.
                     ~-~ ~-~ ~-~  III. Contact Rules ~-~ ~-~ ~-~
    First of all, feel free to check out the stuff I've written on GameFAQs. Those
    include a guide for Mega Man 5, a few other Mega Man games, and tons of random
    PSX games. Honor to the PSX, yanno? Hopefully, that'll be added with awesome
    Legend of Zelda: Majora's Mask and Disgaea 3 guides. As you might be able to
    guess, I'm a large RPG fan and writer.
    Alright, enough shameless advertisement about me. You can e-mail me if there is
    a question you wish to ask that hasn't been answered in the guide, but I REALLY
    don't want to bother answering questions that have already been done, answered,
    and done again in the guide, if it isn't too much trouble. Feel free to tell me
    if there's something I've forgotten, however.
    My e-mail address is richard_power1000 [at] yahoo [dot] com. Except, replace the
    [at] and spaces with a "@" symbol and the [dot] and spaces with a period; I have
    to write like that so I don't get a dozen spam bots e-mailing me and getting me
    viruses. Just be polite in the e-mail, don't talk like "omg wtf rich ur gides r
    t3h su><0rz & how du i beat vyers", and don't ask something that's already been
    answered in the guide, and I'll respond.
    And don't bother sending things like:
    "You friggin' idiot. Your guides suck, you suck, and everything about you
    sucks. DIE DIE DIE!"
    "What the hell did you think you were doing writing all that garbage, you piece
    of crap?
    "I hope you fall down the stairs and break every bone in your body!"
    "u su><0rz, eVrYtInG BoUt u sUx, dIe ass!!!!!!1"
    I will laugh at such e-mails and delete them. So... if you're not just playing
    a friendly joke on me or something, don't bother with that crap cos I've been
    through with it too much.
    Okay, that's enough for that. My AIM name is rbeast288; sorry, I don't have MSN
    or YIM. The list is closed, but I'll add you if you ask politely via e-mail. I
    like chatting with people, but try not to overdo it on AIM if I add you to my
    list. Since I am busy a majority of the time and all.
                         ~-~ ~-~ ~-~  IV. Basics ~-~ ~-~ ~-~
    I have a lot to get into this section. Might as well not waste any time. So,
    basically, Disgaea is a turn based strategy RPG. The game is divided into 14
    chapters, each with 4-7 battles in them, and your objective is always going to
    be to defeat all the enemies. Sounds simple enough, but there's an incredible
    amount of depth to it.
     IVa. Inside Battle
    In each battle, you can use up to ten characters, which will come from your
    base panel. Each character can equip one weapon and three other pieces of
    equipment (armor, accessories, etc.), which will affect their base stats
    (attack, defense, intelligence or magic, speed or evasion, hit, resistance).
    That, and each character has stats for movement, jump which is basically moving
    across higher elevated terrain, and throw.
    That's right, in Disgaea you can lift and throw characters and enemies. Pretty
    neat, eh? First of all, let's start with characters. Lifting and throwing
    characters, as well as making a huge tower of characters to throw, is a great
    idea for getting them far into a battlefield early. The concept is fairly
    simple; just stand next to a character and hit Lift, then you can throw them
    3-6 spaces, depending on who's doing the throwing. Then you can set up a tower
    of characters the same way, obviously taking into account the fact the character
    at the back standing on the base panel who hasn't moved yet, when he's being
    done thrown all over the place, can still move.
    Geo Effects/Symbols
    Geo Effects seem rather complicated at first, but after you get used to them
    they really do become second nature. First of all, you'll find a lot of the
    areas in Disgaea to have colored floors. Most of these colored tiles come under
    the effect of a Geo Symbol which is on any one of these tiles. However, a Geo
    Symbol on one colored tile will effect all that are that color, so just letting
    you know. Geo Symbols impose certain effects on those squares, some good, most
    of them bad. They're everything from extra EXP, to ATK or DEF being increased or
    decreased, to taking damage on them, to making the enemy three times more
    powerful. See what I mean by good or bad?
    If you don't want the effect there, though, or have any other reason, you need
    to destroy the Geo Symbol. Here's where it gets interesting: if the color of the
    Geo Symbol is the same color as the floor, the effect disappears, and that's it.
    If you destroy a Geo Symbol on a floor that's a different color, all of the
    colored tiles on that floor just disappear, damaging everything that's on there,
    and exponentially increasing the value in your Bonus Gauge. So... that's about
    it. Remember, some Geo Symbols aren't on any colored tiles at all, so you may
    even want to find one that's on the map and throw it there to put the effect on
    those tiles. Comes in handy at times.
    Alright, so I've been over all that. Also keep in mind that there's the bonus
    gauge, which as you kill enemies and stuff on a map, it increases. As it
    increases, you'll get bonus items when the battle is over. I think that's about
    it for that, though. Time to talk about the weapons in the game.
    Fists are one of the game's primary weapons, used by Brawlers and being an all
    around good weapon of choice generally. One of the advantages they have over
    other weapons is that they come with an automatic +2 counter, not to mention
    they give you added chance of doing group attacks. Then when you get brawlers
    and ninjas kicking ass with them, really only swords can beat them when it
    comes to having pure power. Just one thing, though: fist special attacks aren't
    great for combos, since take skills like Triple Strike, Tiger Charge, King of
    Beasts, Rising Dragon... all of those move the target. Still, all of those do
    massive damage, and it all culminates with the doomsday blast known as Big
    Bang, which has a 3x3 radius and just absolutely rocks. 
    Lv. 1  - Triple Strike  - This skill will deal three attacks on an enemy that
                              are each about half as strong as a normal attack. It
                              will also push an enemy ahead one space.
    Lv. 3  - Tiger Charge   - Tiger Charge hits the enemy one square ahead, and
                              also pushes it forward for crazy damage, though it
                              requires a few spaces back.
    Lv. 6  - Lion's Roar    - Lion's Roar hits all the enemies around a character
                              horizontally, vertically, and diagonally, for a bit
                              more than a regular attack.
    Lv. 10 - King of Beasts - King of Beasts hits one enemy for substantially
                              more than a normal attack, but pushes the enemy
                              ahead two spaces.
    Lv. 15 - Rising Dragon  - Rising Dragon has a cool attack animation, is quite
                              a bit stronger than King of Beasts, but pushes the
                              enemy behind the user.
    Lv. 20 - Big Bang       - Big Bang also has a sweet attack animation, and hits
                              enemies 3x3 panels ahead for about the power of
                              a Tiger Charge. Awesomeness.
    Swords are cliched all throughout the RPG world, and Disgaea is really no
    exception. Your main character, Laharl, is an absolute godlike character who
    uses swords amazingly, and apart from him, the best sword users are probably
    just fighters and ninjas. Ah well, you've got strong short ranged power in them,
    so what more could you possibly ask for? It all ends up being about the skills,
    which tend to cost a lot of SP but have incredible power and diversity. You've
    got long ranged attacks in Blade Rush and Wind Cutter, single hitting attacks
    such as Hurricane Slash and Dark X Slash, and plus a common fan favorite in
    Disgaea, Winged Slayer, which hits the nine squares in front with undeniable
    power. Then at the very end you can mow down a line of fire with Dimension
    Lv. 1  - Blade Rush      - Blade Rush requires the space four panels ahead to
                               be vacant, but hits all enemies between those two
                               panels for slightly more than a physical attack.
    Lv. 3  - Hurricane Slash - Hurricane Slash hits the enemy one space ahead
                               twice for non elemental damage, and for quite a
                               bit more than a standard attack.
    Lv. 6  - Wind Cutter     - Wind Cutter hits the enemies that are three to five
                               spaces ahead in a straight line for far more damage
                               than Blade Rush, with a blazing animation.
    Lv. 10 - Winged Slayer   - Winged Slayer has a very nice attack animation,
                               hitting a 3x3 radius for the usual damage, but
                               requiring the space three panels behind.
    Lv. 15 - Nightsever      - Nightsever is the same concept, but is much, MUCH
                               stronger than Hurricane Slash, plus by then you'll
                               never have SP problems.
    Lv. 20 - Dimension Slash - Despite having a lame animation, Dimension Slash
                               absolutely annihilates the five panels straight
                               ahead of the user.
    While not quite as popular as swords, spears will serve their purpose in the
    game, especially because of Etna, so that you don't need to create a separate
    character for them. Once again, it's based on pure power, and the power isn't
    topped by much, and a good thing about them is that they can hit two squares
    ahead or diagonally, which makes them extremely useful. Some of the skills are
    a little weird though, as they tend to move the user. An example being Impaler,
    which pushes you one square back. Or Avalanche, which pushes you four squares
    back. Most all of them are like that. But all in all, you get a character like
    Etna who's so good at them, so I see no reason not to use them, even though I
    personally prefer fists or swords, but to each his own.
    Lv. 1  - Impaler       - Impaler requires the space one panel back, and hits
                             the enemy for some damage which is just slightly
                             better than a normal attack
    Lv. 3  - Sky Lunge     - Sky Lunge requires the space one panel ahead of the
                             enemy, and does damage much better than Impaler despite
                             having horrible max height
    Lv. 6  - Asteroid Drop - Asteroid Drop requires the space three panels back
                             from the user, but hits all the surrounding enemies
                             for an attack a bit stronger than a physical
    Lv. 10 - Avalanche     - Avalanche requires the space four panels back from
                             the user, but does absolutely insane damage to one
    Lv. 15 - Turbulence    - Turbulence is essentially the same attack as Asteroid
                             Drop except it does more damage, and also doesn't
                             require any spaces
    Lv. 20 - Spear Storm   - Now Spear Storm actually IS the same as Asteroid Drop
                             requiring three spaces back, except it's fire elemental
                             and does a lot more damage
    I don't know about any of you guys, but I'm not a fan of bows at all. You're
    only given two choices: bow or guns, and of the two I choose guns by about a
    mile. I could go on all day talking about why they're better, but the clique
    about bow skills is that while they do weaker damage, they do status effects.
    I don't give a damn about causing paralysis or poison on my enemies, I just
    want to kill the guys. Bows are MUCH weaker than guns, because first of all,
    you'll give guns to Scouts immediately, but bows are only good for clerics
    early on. Then you get archers, but by then you're already well on your way
    in fists, swords, spears, etc. Then there's the damage formula: (ATK + HIT)/2
    = power. That sucks ass. Bows don't give you much of a boost in hit, so that
    just makes it hard and annoying on you, seriously. Did I mention they're much
    weaker, in both regular power and skills? Oh well, they're definitely usable,
    but if you're going to pass one of the seven weapons up, let it be bows.
    Lv. 1  - Poison Arrow - Poison Arrow, your first skill, does relatively good
                            damage, for bow standards of course, plus it causes
                            poison, so that's cool. Three spaces away.
    Lv. 3  - Dark Flash   - Dark Flash is a pitiful excuse for an attack that hits
                            the enemies 2-4 spaces away, for damage much weaker
                            than Poison Arrow, and deprave. Screw that.
    Lv. 6  - Delta Split  - Delta Split is a much better skill that requires the
                            spaces two squares behind and two squares at diagonals
                            from the enemy, but actually does good damage!
    Lv. 10 - Sturmhimmel  - A rather decent skill that's hard to get, but it hits
                            the phalanx two squares away for some good damage, as
                            well as paralysis.
    Lv. 15 - Zielregen    - Zielregen is... rather decent. It hits the X shaped
                            area three squares away, for fire elemental damage and
                            Forget. Good for what it's intended to be, I guess.
    Lv. 20 - Doppleganger - The only actually incredible bow attack, Doppleganger
                            can hit anything in a range of 4, and while it doesn't
                            cause status, it does some great damage.
    Of the two long ranged weapons, guns are by far my preferred choice. The first
    thing comes from the power. They aren't as strong as fists, swords, spears,
    or axes, I'll be the first to admit that. However, they can be used from four
    squares away, so I'm not going to complain. Plus the strength in them can be
    much more easily managed than bows, since guns only require one stat: HIT.
    Yep, if you're using a gun, you have zero use for the ATK stat, better guns
    won't have any effect on it. All they'll effect is your HIT, and that's a damn
    good thing. So, get a Scout early on, give them the best form of glasses first
    available, and they'll be kicking a lot of ass. Not to mention the skills you
    get with guns are actually somewhat decent, unlike bows. So in short, get a
    Scout as a gunman as soon as you get a Brawler and Warrior at Level 5.
    Lv. 1  - Tri-Burst     - Tri-Burst hits one enemy for three ice hits, each hit
                             doing about half the damage of a regular attack. The
                             enemy is one square away in a straight line.
    Lv. 3  - Rapidfire     - Rapidfire hits an enemy that's four squares away,
                             though it requires the space three squares away as
                             well. Hits for fire damage, and... I prefer Tri-Burst.
    Lv. 6  - Proximal Shot - Proximal Shot hits the enemy right next to you for
                             some pretty damn good damage, though it requires the
                             three spaces behind the gunner.
    Lv. 10 - Bullet Storm  - Bullet Storm is a stronger version of Tri-Burst that
                             hits an enemy three squares away, just stronger. And
                             not ice elemental.
    Lv. 15 - Totenkreuz    - Totenkreuz is an armageddon blast that can hit one
                             target anywhere within four squares of the gunner, a
                             real treat, and for fire elemental damage.
    Lv. 20 - Inferno       - Inferno, while it isn't fire elemental, is even more
                             devastating than Totenkreuz, with the same concept,
                             just within five spaces instead of four. Brilliant.
    Axes are... not bad at all, to say the least, and they turned out quite a bit
    better in this game than in Disgaea 2. Of the four melee weapons, they're the
    strongest, hit the hardest and whatnot, though they decrease the user's HIT.
    That never really bothered me, but I'd watch out for it by not equipped the
    super good axes until you have a decent level on you. The character you'll
    probably want for them is a warrior, since there's not a special character in
    the whole game who's exceptionally good with axes. Except Laharl, but that'd
    be ridiculous. The skills tend to lean in a very extreme direction, in that
    they always hit only one character that's right next to you. So... if you want
    to mop a whole floor of enemies, axes are not your choice. If you're taking
    down one strong boss though, these are great.
    Lv. 1  - Boulder Crush    - Boulder Crush hits the character right next to
                                you twice, each blow slightly weaker than a normal
    Lv. 3  - Skull Splitter   - Skull Splitter hits the character right next to
                                you four times, each exactly half the power of a
                                normal attack.
    Lv. 6  - Colossal Fissure - Colossal Fissure hits the character right next to
                                you for really kickass damage, and is my early
                                recommendation so long as you have the SP.
    Lv. 10 - Violent Storm    - Violent Storm hits the character right next to you
                                several times, and just generally rocks... use it
                                until you get Calamity Drive.
    Lv. 15 - Graviton Bomb    - Graviton Bomb hits the character right next to you
                                for amazing fire elemental damage, so definitely
                                use this barring an enemy strong against fire.
    Lv. 21 - Calamity Drive   - Calamity Drive hits the character right next to you
                                for godlike damage (we're talking more than triple
                                regular here). Use it unless it's weak to fire.
    Staves are by far the weirdest of the seven weapons. First of all, they do not
    earn their own skills, yeah, seriously. Instead, they give you added power,
    area, and range for your spells, which you should be using instead of special
    techniques anyway. That, and they don't even increase your attacking power like
    at all, instead they increase your INT. Then again, regular physical attacks
    can only be recommended for staff users in asylums anyway, since they use ATK.
    Obviously, staves are recommended for skulls, mages, and clerics, that's about
    it except Flonne. If you ARE using those type of characters, make sure they
    actually do use staves. Especially clerics.
     IVb. Outside Battle
    Inside battle is where the true depth of Disgaea exists, but there's a little
    to explain outside as well. Like I said before, the game is divided into 14
    chapters. When every chapter starts, you'll be in the Overlord's Castle, and
    can talk to all your vassals and stuff up to the last room, which is where
    the Dimension Guide, shops, Item World, and the Dark Congress are here. The
    Dimension Guide is simple -- just talk to her to go to anywhere in the world of
    Disgaea that you want to. The Item World I have a whole separate section for.
    That leaves the hospital, shops, and the Dark Congress.
    This is pretty simple. After every battle, you will keep the damage to your HP
    and SP that you started with, as well as the number of characters that were
    incapacitated. Because of that, you need to go to the hospital to recover all
    that. There, you must pay HL (money) for all your recovery, but you'll want to
    do it anyway. Besides, when you get to having recovered a lot of stuff, you
    get special prizes. For HP, you'll get Muscles (which increase HP), for SP you
    get Orbs (which increase SP), for deceased characters you'll get recovery items,
    and for all of them put together you'll get Emblems, the best equipment in the
    game which increase all stats.
    Even simpler. There are two shops: one will sell weapons, and one will sell
    armor and items. Weapons and armor have 40 ranks of quality, and at first the
    shops will only start by selling the first three (in other words the crappiest
    stuff). But that's what you're forced to buy until your Customer Rank goes up.
    When this goes up, you can go to the Dark Congress and petition stronger stuff
    in the shops. That increases the Product Rank, which can only go as high as
    your Customer Rank. The maximum for Product/Customer Ranks is 12, at which
    point the shops sell ranks of equipment up to 38, which is pretty nice. That,
    and you can use the Dark Congress to make the shops sell belts, eyewear, and
    shoes, which increase ATK, HIT, and MOV/JMP/SPD respectively.
    Dark Congress
    Alright, here's where the real meat and potatoes of the game outside of battle
    lies. The Dark Congress is where you create characters, petition for enemies
    to be stronger or weaker, and petition this and that. I don't even know where
    to start with this. First of all, in the Dark Assembly you've got what's called
    your Demon Rank. It starts at 0, but you can increase it by taking Promotional
    Exams, which are basically battles against a set of usually rather easy
    enemies. When your Demon Rank increases, your list of available bills that you
    can submit increases.
    That's not all to it though. To pass a bill, you need Mana. Basically you get
    one mana for every level of an enemy that you kill (example, kill a Level 20
    enemy and you'll get 20 Mana). Then when you actually start, most of the time
    you'll need the approval of the Dark Congress. Obviously the demon way is to
    bribe them until they agree with you, but to pass a bill you need the majority
    of their favor, with a handicap of the amount of mana the bill cost (example,
    for a 30 mana bill when the power of the congress there is 250, you need at
    least 140 yays to 110 nays). Obviously the amount of power a senator has
    depends on their level. And of course then there's always the option to pass
    the bill by force which is my preferred method. But I think that's it. The Dark
    Congress is important for creating characters, so make sure you do that. To
    close this, here's a list of Demon Ranks and what you can do at each.
    Demon Rank 0 -  you can see a list of senators, create new characters, delete a
                    character, change the name of a character, take a promotion
                    exam, or raise military funds, which basically extorts money
                    from the senators and is very hard to do
    Demon Rank 1 -  you can make the equipment cheaper or more expensive by changing
                    the Product Rank
    Demon Rank 2 -  you can can petition for the shops to include eyewear, belts,
                    and shoes
    Demon Rank 3 -  you can transmigrate the character (reincarnate them at Level 1
                    that is) and improve a character's Counterattack
    Demon Rank 4 -  you can pass Triple EXP for the next kill on an enemy, start
                    with the bonus gauge boosted a random amount, petition for
                    only Prinnies to be allowed on the next map, an improve a
                    character's Movement
    Demon Rank 5 -  you can increase the level of enemies, and after doing that
                    decrease their levels, as well as open the gate to Prinny Land
                    after Chapter 8
    Demon Rank 6 -  you can open the gate to the Cave of Ordeal, which is very
                    hard to do
    Demon Rank 7 -  at the final chapter, you can open the gate to the Human World,
                    which at this point I'd recommend passing the bill by force
    Demon Rank 8 -  you can open the gate to the Alternate Netherworld
    Demon Rank 9 -  you can open the gate to Beauty Castle
    That's about it. Whew... that's the longest game basics section I've ever
                        ~-~ ~-~ ~-~  V. Characters ~-~ ~-~ ~-~
    Characters, eh? Much love to that. This is divided into characters who
    primarily consist of the demon characters who can equip fists, swords, spears,
    bows, guns, axes, and staves, plus have three special monster characters who
    can equip physical and magical claws, and have their special attacks. Ahead
    are classes such as mages/fighters/etc., and then
    monsters. We good to go?
     Va. Characters
    I needn't explain. Here's all the story characters, be they the main character
    Laharl, or the secret ones.
       ~-~  LAHARL  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Laharl is the game's main character, but it would be a bit of a far stretch to
    call him a protagonist. The game begins as he wakes up from a two year slumber,
    and he realizes his father is dead, which somewhat pleases him because at that
    point he can become the Overlord of the Netherworld, which he spends the first
    portion of the game attempting to become. He's an incredibly arrogant, stubborn,
    self-centered little sucker, and at the same time he has weaknesses to people
    who are optimistic, love, as well as women with sexy bodies. Flat chested people
    do nothing for him though, so... yeah. But ignoring his personality, Laharl
    carries a big sword, and does terrific amounts of damage with it. If you can
    get past his awesome Meteor Impact attack for a while though, you'll find that
    in the end he actually does develop quite a bit as a character.
    Lv. 5  - Blazing Knuckle - Blazing Knuckle, Laharl's first and early kickass,
                               killer technique, does strong fire-based damage to
                               everything around him. Not bad.
    Lv. 20 - Overlord's Wrath - The second technique, Overlord's Wrath, hits the
                                cross shaped formation three squares in front of
                                Laharl, for massive non-elemental damage.
    Lv. 50 - Meteor Impact - A complete and utter armageddon blast, Meteor Impact
                             hits everything two squares on any side of Laharl
                             for some of the best damage in the game.
       ~-~  ETNA  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    You could say Etna is one of the main heroines in the game, although she really
    is nothing much more than Laharl's humble, lowly vassal. Despite her status,
    she looked up to King Krichevskoy... and feels no such way towards Laharl.
    In the beginning, though, it's obvious that Etna is conspiring against Laharl,
    though, as shown by the fact Etna keeps trying to direct Laharl away from her.
    That is because Etna is seeking her memories which have been lost. How or why
    isn't gone into in a lot of depth, but suffice it to say, Etna is the leader of
    the Prinnies and can more likely than not kick your ass. Her attitude can best
    be described as sarcastic and a little condescending, though she puts up with
    Flonne a lot more than Laharl does. That, and she's probably the best choice
    in the early game for spears.
    Lv. 5  - Prinny Raid - Although this skill is slightly weaker than Etna's
                           regular spear attacks, this can hit a range further
                           away, for one square of humiliating damage.
    Lv. 20 - Sexy Beam - This piece of crap worthless ability hits a whole big
                         set up of squares around Etna, I don't even know how it's
                         done, for awful damage that isn't worth a damn.
    Lv. 50 - Chaos Impact - Well... this ability is nothing amazing, but it's a
                            hell of a lot better than Sexy Beam. Hits a structure
                            ahead of Etna for... really good damage. Good range.
       ~-~  FLONNE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Flonne is the complete opposite of Etna and especially Laharl. While those two
    are demons and act like demons, Flonne is an angel from Celestia who initially
    came to the Netherworld to assassinate King Krichevskoy, but instead she made
    her mission to find if demons really could love, which she... accomplishes,
    albeit through a bit of a culture shock. Flonne is incredibly sweet and naive
    and innocent, which is exactly why Laharl kind of hates her, but kind of loves
    her at the same time. In battle, though, she's a mixed bag. She really can't
    use any weapon except staves and to a lesser extent bows, so I guess if you
    were desperate for an archer you could use Flonne, but staves complement what
    makes her useful early, and that's her Power of Love skill, which heals
    everyone around her. To get her levels built up, though, I'd get her some Mana
    and then make a Star Skull or any other skull. Then have her learn those
    spells, so she can fight. After that, she becomes a rather helpful character.
    Lv. 5  - Power of Love - Power of Love heals everything surrounding Flonne,
                             even diagonally, and it's EXTREMELY helpful, unless
                             you run out of SP. Amazing technique.
    Lv. 20 - Holy Arrows - Too bad it didn't really last. Holy Arrows hits the
                           cross formation four squares away, for damage based on
                           INT, but it ain't that amazing.
    Lv. 50 - Divine Ray - Divine Ray has a free range of any cross formation
                          which has its center four squares away. Make sense? It's
                          based on INT, and it's not too bad. That's about it.
       ~-~  HOGGMEISER  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Hoggmeiser is known as the richest demon in the Netherworld. I'll just quote
    him on this: "Oh money, how do I love thee? Let me count the ways$". He loves
    the stuff so much he has to put dollar signs in place of periods and exclamation
    points. He's just that badass. He owns the bustling Dinero Palace, and was
    originally a vassal of Krichevskoy's, but he quit that, though he keeps a
    portrait of Krichevskoy in the palace. That, and he has a son who, despite the
    fact he obviously loves money more, actually runs in to defend him when Laharl
    goes after Hoggmeiser. He joins at the end of Chapter 3, and he's a Nether
    Noble, which is a class of monster. He'll serve his purpose at least in Chapter
    4 and maybe 5. I guess.
       ~-~  MADERAS  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Maderas was the demon that had a control over Etna for a while, manipulating
    her into doing his evil bidding, conspiring against Laharl, and is the villain
    of Chapter 5. He was originally a vassal for Krichevskoy, but he was banished
    from there for what else, stealing a black pretzel. After that he became
    obsessed with becoming Overlord, so since he somehow got Etna's memories, tried
    to use her in an attempt to get Laharl's life, but Etna was too smart for that,
    actually, and was using Laharl as bait to get Maderas in a trip, all that time.
    After that, Laharl and Etna beat the daylights out of Maderas, and he ended up
    begging for mercy and joining the party. He's decent and comes in handy in
    chapters 6 and 7, I suppose. He's part of the nosferatu type of characters who
    you don't get many of, so... yeah.
       ~-~  GORDON  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Gordon is known as the Defender of Earth as far as his life home at Earth goes,
    and eventually his General Carter sends him on a mission to the Netherworld to
    kill the Overlord. When Laharl and Gordon end up fighting, though, Laharl wins
    in a landslide and Gordon is forced to become his vassal, however, and end up
    being called the "Slayer of the Netherworld". Great title, huh, and of the
    three who end up in the Netherworld, Gordon is the one who wants to go home the
    most. Speaking of which, Gordon may be the Defender of Earth, but he is a
    bumbling idiot. It takes him about twice as long as anyone else in the group
    to catch on to things which are extremely obvious, and he has an almost one
    track, dubious state of mind, but that being said, he has a big heart and is
    brave for a human. In battle, he's a gunman. I tend to prefer Scouts though
    just because of the class, plus Gordon starts with zero mastery in guns. But
    he's a very good character, I must say.
    Lv. 5  - Gordon Spark - Not much to say about this. Gordon Spark hits one enemy
                            and has a very poor maximum height. Based on ATK but
                            is surprisingly strong.
    Lv. 20 - Gordon Punch - The exact same thing as Gordon Spark except it requires
                            one space ahead. Based on ATK again, but it's fairly
    Lv. 50 - Gordon Blitz - Gordon Blitz is an extremely powerful skill, same thing
                            as Gordon Spark except much stronger, and once again,
                            only recommended for people with ATK.
       ~-~  JENNIFER  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Jennifer is the assistant of Gordon who is later made into another Defender of
    Earth, who happens to be a complete genius, a child prodigy, and a member of
    the distinct group of people who Laharl hates known as women with sexy bodies.
    I mean, just look at her. That's intimidating. That being said, Jennifer is
    the daughter of General Carter of the Earth Defense Force. Take that with a
    grain of sand or however you will. In battle, Jennifer happens to be a fist
    user, but my main problem with her once again is that she comes with 0 mastery
    in fists, while at that point I usually have a fist user worked up to about
    8.5 or so, so that's a HUGE nod off for her. It's good that her first battle is
    10-1 so she can build fists up there, and it always helps to have a fist user
    or two when you're in the Item World, but just all in all, much like Gordon, I
    prefer a regular fist user to Jennifer. 
    Lv. 5  - Star Buster - Not much to say about this. Star Buster hits the enemy
                           next to Jennifer for decent damage, requires the space
    Lv. 20 - Cosmic Arrow - Cosmic Arrow is a Winged Slayer type thing with a 3x3
    '                       range, doing about Star Buster esque damage... and has
                            a cool animation. I consider these things, ya know...
    Lv. 50 - Terminus Omega - Although this attack can't compare to Gordon Blitz,
                              Jennifer's Terminus Omega hits one enemy for pretty
                              outstanding damage.
       ~-~  THURSDAY  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Thursday is a multi-purpose super robot created by Jennifer when she was 5.
    Honestly there's not too much to say about this robot as a character -- he's a
    hilarious character and despite being robotic has more personality than most
    humans. That, and he's incredibly loyal and entirely dedicated to Gordon and
    Jennifer. Enough about his character, let's talk about how he is in battle.
    On an exterior glance, Thursday appears to be nothing more than a normal type
    of monster character, albeit a "Super Robot", but whatever. That couldn't be
    more wrong. The first special thing about Thursday is that he has a 150%
    affinity in everything except RES at 50%. That is HUGE. He actually cannot be
    transmigrated, but when his stats are that high, you stop minding. That, and
    he has complete resistance to status effects, and extremely powerful skills.
    Robo Bazooka despite its high SP cost is incredibly powerful, and Arigato Roboto
    sacrifices himself, but it does such high damage... it just may be worth it.
    Lv. 1  - Robo Attack - This is Thursday's least useful attack by a landslide.
                           Basically works just like a Blade Rush, about as damaging
                           as a Blade Rush, but you expect more from Thursday.
    Lv. 1  - Robo Crush - A lot more damaging than the previous attack, Robo Crush
                          hits one enemy into the air for several hits, ending in
                          great painful looking damage.
    Lv. 1  - Robo Bazooka - My only complaint about this is the huge SP cost of it.
                            Apart from that, it hits everything around Thursday
                            for absolutely massive damage.
    Lv. 50 - Arigato Roboto - This is a mixed bag. On one hand it hits everything
                              two squares away in all directions for huge damage...
                              but it sacrifices Thursday. Take that as you will.
       ~-~  KURTIS  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Kurtis is the other Defender of Earth besides Gordon, which makes he and Gordon
    rivals, although Kurtis is a lot bigger buddies with General Carter, which
    becomes a big point in Chapter 12 and later. On a mission in which he was
    involved with, Kurtis and his wife and daughter were caught in an explosion,
    the latter two died and Kurtis lost 70% of his body, and what he said was the
    "remains of his soul". Kurtis then became generally antagonistic towards
    Gordon and conducted generally inhumane experiments, though proved his heroism
    in the end, reincarnating as a Prinny after sacrificing his life, and coming
    back to Gordon's aid. And as a character, he's not too bad, and if you need a
    tenth character to round things off, I'd use Kurtis, although he counts as a
    Lv. 5  - Rocket Punch - Only thing that really bothers me about this attack is
                            the poor max height. Apart from that, hits one enemy
                            three squares away for great damage.
    Lv. 20 - Final Punch - This skill is a lot weaker than Rocket Punch, which is
                           disappointing, but whatever. Hits everything two squares
    Lv. 35 - Nuclear Fusion - By far Kurtis's worst attack, this hits the 3x3 range
                              ahead of him for damage that's even weaker than Final
                              Punch. And requires all three squares back. Bah.
    Lv. 50 - Pringer Beam - Easily Kurtis's best attack, Pringer Beam is the
                            classic Prinny skill that hits everything around for
                            ridiculously good damage.
       ~-~  PRIERE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Priere is the Overlord of the Alternate Netherworld, who's been waiting there
    for a thousand years, killing anyone who approaches, and no one has fought
    here and survived. Until Laharl, that is. As a matter of fact, the Alternate
    Netherworld is very optional, and Priere is one of the three super hard mega
    bosses that this game has to offer. She's a Level 2000 Overlord (also known as
    the main character in La Pucelle Tactics if you were curious), and if you can
    defeat her, which is a very hard task without relying on cheap underhanded
    tactics, she will join your party. You'll be glad for that, let me assure you.
    First of all, Priere comes with an Arcadia, which is the best emblem in the
    game and only gets better as you go into its Item World, and she can really
    stand her own in battle, since she has Omega Heal automatically. This is just
    further complemented by all her stats just generally being awesome. So... to
    put it bluntly, Priere is awesome.
    Lv. 1  - Dragon's Rage - This one is a physical attack which is good since that
                             is what Priere excels at. It has a free range and hits
                             one target, splendid damage and all that.
    Lv. 1  - Requiem Aeternam - One of the strangest special attacks in the game,
                                this one has a free range and can hit a 3x3 square
                                for INT based damage. Not bad.
       ~-~  MARJOLY  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    Marjoly is least commonly known as the antagonist of the game Rhapsody: A
    Musical Adventure, which is even less known than La Pucelle Tactics, if that
    were at all possible. But either way, she is a witch who is covered with a
    ridiculous amount of makeup and disguise to hide her age, and she lives in
    Beauty Castle. She is known as the most feared witch in the Netherworld, and
    when you fight her in battle you will soon come to realize why that is. When
    you first get Marjoly she will utterly cream even Priere in the stats, and it
    helps that she has four Rank 40 legendary, unique items equipped, but moving
    on, her ATK and INT are both incredible, the latter of which will really come
    in handy weighing in the face that her specials (the Tera spells and that
    almighty Dark Conjuration) do their damage based on INT. And what can I say,
    she joins at Level 2500, although if you level both Priere and Marjoly up to
    their max, Priere will definitely come out on top in ATK. But what does that
    matter, Marjoly is almighty.
    Lv. 1  - Tera Fire/Wind/Ice/Star - Yes, Marjoly really does learn all the Tera
                                       spells at level 1, and though they have no
                                       default use, they're incredibly good.
    Lv. 1  - Dark Conjuration - One of the neatest special attacks in the game,
                                Marjoly hits everything that's up to two spaces
                                away (yes, even in diagonals) with a black hole
                                type of thing that looks deadly. Incredible.
     Vb. Classes
    This refers specifically to the humanoid classes. Monsters aren't special
    enough, so they get a different section. But wait... doesn't that just make
    them even more special? Whatever, I don't know.
       ~-~  BRAWLER  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Brawler       --  N/A
      Pugilist      --  Level 5
      Fighter       --  Level 12
      Black Belt    --  Level 25
      Wushu Master  --  Level 50
      Eternal Fist  --  Level 100
    A male brawler will probably be the first type of character that you create,
    simply because you're going to want to have a character who can use fists
    with you. Brawlers exist to do exactly that: pummel whatever the opposition is
    with the power of their fists. They don't have any innate other abilities
    except that, they just rock at fists and nothing else. They'll start with an
    A in fists, though when you get to Eternal Fist they'll be at an S in them.
    My only problem with them is that they come with a 50% aptitude in SP, DEF of
    all things, and RES. I don't care much about RES, plus I can live without the
    SP, but the DEF is fatal, and you're going to need a lot of heavy armor on them
    in the early and even late portions of the game, which is why I'd recommend
    reincarnating them into Fighters as quick as possible. That's their only real
    flaw though. Apart from that, they own at fists.
       ~-~  WARRIOR  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Warrior       --  N/A
      Battler       --  Level 5
      Centurion     --  Level 12
      Champion      --  Level 25
      Hero          --  Level 50
      Cosmic Hero   --  Level 100
    Usually a male warrior is the second type of character that I create, because
    I want a good axeman among me. Speaking of which, there's actually a huge
    difference between male and female warriors this time around: both are very
    talented at swords, but males are good at axes, whereas females are good at
    spears. I don't need either for swords, and I also don't need someone for
    spears... that's what I have Etna for. Their aptitude rates are about the same
    for each class though, except the female gets speed more quickly and the male
    gets hit more quickly. So yeah, when you have a male, despite the fact they
    feel the need to say "I'LL FINISH THIS!" after just about every single attack,
    they're badass, and will have an A in axes until they become Cosmic Heroes,
    in which they'll get an S in them. Overall, amazing characters.
       ~-~  SKULL  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Red Skull     --  N/A
      Green Skull   --  N/A
      Blue Skull    --  N/A
      Star Skull    --  Red/Green/Blue Skull at Level 5
      Prism Skull   --  Star Skull at Level 35
      Galaxy Skull  --  Prism Skull at Level 50
    Skulls are... self explanatory. They're your resident magic users in this
    game (except for Mages, though I'm more of a Skull guy myself). Obviously,
    skulls have almost no affinity in anything except staves, which they start
    with a good solid S in. The same thing applies to stats, which all of them have
    weak affinities except SP, INT, and RES. That's why I'd recommend making a
    Red Skull first, then making a Green Skull shortly after and then a Blue Skull.
    Level them all up to Level 5 and then you can make a Star Skull right after,
    which is quite a bit better, with higher HP, defense, speed, and hit. Hard to
    beat all that. When you have a Star Skull, level that guy up for a while, in
    fact you may even not want to promote right into a Prism Skull when it's first
    available, since all you really get are bonuses to move, jump, and attack. The
    reason being Prism/Galaxy Skulls don't get Tera spells. Whatever you want.
    Either way, always have either a Skull or a Mage handy. All skulls learn
    regular, Mega, Giga, Omega, and sometimes Tera versions of their spells, as
    well as Braveheart and Magic Boost, which increases ATK and INT respectively.
    Oh yeah, and the only real difference between Skulls and Mages is that Skulls
    have more HIT and Mages have more SPD.
    * Note: F/I/W refers to Fire, Ice, and Wind. Also, the Star spells under the
            Prism/Galaxy section only applies to Galaxy.
    Red/Green/Blue Skulls       Star Skulls               Prism/Galaxy Skulls
    ----------------------      -----------               -------------------
    Lv. 1   - F/I/W             Lv. 1   - Star            Lv. 1  - F/I/W/S
    Lv. 8   - Mega F/I/W        Lv. 9   - Magic Boost     Lv. 8  - Mega F/I/W
    Lv. 9   - Magic Boost       Lv. 12  - Mega Star       Lv. 9  - Magic Boost
    Lv. 12  - Braveheart        Lv. 12  - Braveheart      Lv. 12 - Braveheart
    Lv. 20  - Giga F/I/W        Lv. 25  - Giga Star       Lv. 20 - Giga F/I/W
    Lv. 40  - Omega F/I/W       Lv. 50  - Omega Star      Lv. 25 - Giga Star
    Lv. 100 - Tera F/I/W        Lv. 120 - Tera Star       Lv. 40 - Omega F/I/W
                                                          Lv. 50 - Omega Star
       ~-~  MAGE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Red Mage     --  N/A
      Green Mage   --  N/A
      Blue Mage    --  N/A
      Star Mage    --  Red/Green/Blue Mage at Level 5
      Prism Mage   --  Star Mage at Level 35
      Galaxy Mage  --  Prism Mage at Level 50
    Mages are... self explanatory. They're your resident magic users in this game
    (except for Skulls, and I admit I'm more of a Skull guy myself). Obviously,
    mages have almost no affinity in anything except staves, which they start
    with a good solid S in. The same thing applies to stats, which all of them have
    weak affinities except SP, INT, and RES. That's why I'd recommend making a
    Red Mage first, then making a Green Mage shortly after and then a Blue Mage.
    Level them all up to Level 5 and then you can make a Star Mage right after,
    which is quite a bit better, with higher HP, defense, speed, and hit. Hard to
    beat all that. When you have a Star Mage, level her up for a little while, in
    fact you may even not want to promote right into a Prism Skull when it's first
    available, since all you really get are bonuses to move, jump, and attack. The
    reason being Prism/Galaxy Mages don't get Tera spells. Whatever you want.
    Either way, always have either a Skull or a Mage handy. All mages learn regular,
    Mega, Giga, Omega, and sometimes Tera versions of their spells, as well as
    Braveheart and Magic Boost, which increases ATK and INT respectively. Oh yeah,
    and the only real difference between Skulls and Mages is that Mages have more
    SPD and Skulls have more HIT.
    * Note: F/I/W refers to Fire, Ice, and Wind. Also, the Star spells under the
            Prism/Galaxy section only applies to Galaxy.
    Red/Green/Blue Mages       Star Mages                Prism/Galaxy Mages
    ---------------------      ----------                -------------------
    Lv. 1   - F/I/W            Lv. 1   - Star            Lv. 1  - F/I/W/S
    Lv. 8   - Mega F/I/W       Lv. 9   - Magic Boost     Lv. 8  - Mega F/I/W
    Lv. 9   - Magic Boost      Lv. 12  - Mega Star       Lv. 9  - Magic Boost
    Lv. 12  - Braveheart       Lv. 12  - Braveheart      Lv. 12 - Braveheart
    Lv. 20  - Giga F/I/W       Lv. 25  - Giga Star       Lv. 20 - Giga F/I/W
    Lv. 40  - Omega F/I/W      Lv. 50  - Omega Star      Lv. 25 - Giga Star
    Lv. 100 - Tera F/I/W       Lv. 120 - Tera Star       Lv. 40 - Omega F/I/W
                                                         Lv. 50 - Omega Star
       ~-~  CLERIC  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Cleric   --  N/A
      Priest   --  Level 5
      Bishop   --  Level 12
      Sage     --  Level 25
      Prophet  --  Level 50
      Savior   --  Level 100
    Clerics are another one of those classes that you absolutely cannot do with.
    There's no way you can just settle for Flonne and Power of Love to keep you
    healed. You're going to need a Cleric... and they're just another one of those
    classes that have a male and a female form. Basically, the female form is
    better in just about every way except attacking power, to me. Plus you need the
    female to unlock the Angel class, so that's another reason right there. But on
    the subject of attacking power, clerics are always going to have extremely
    mediocre attacking power, so I'd have a cleric use a bow until you get them
    high enough to unlock the Archer, then just have the clerics use staves from
    then on. Face it, if you're using staves, you get much, much more range, the
    spells grow faster, and they're stronger to boot. Hard to top that. Build a
    cleric up with double attacks, and you'll have one of the most valuable
    characters out there. Especially in the end game when you'll want Shield to
    protect your characters, or Espoir to heal status effects.
    Lv. 1  - Heal
    Lv. 7  - Espoir
    Lv. 9  - Shield
    Lv. 10 - Mega Heal
    Lv. 15 - Magic Wall
    Lv. 25 - Giga Heal
    Lv. 50 - Omega Heal
       ~-~  ARCHER  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Archer      --  3 Mastery in Bows
      Sniper      --  Level 6
      Striker     --  Level 14
      Valkyrie    --  Level 30
      Ace Archer  --  Level 60
      Freischutz  --  Level 120
    If you plan on using bows at all during the game, an archer is definitely your
    best bet. The first hard thing to do is to actually unlock the archer though,
    which requires a weapon mastery of 3 in what else, bows. So to do that, I'd
    build up a Cleric to level 3 in bows, then just get an Archer right after that
    and give the Cleric staves. When you get the archer, she'll have to catch up
    to everyone else, plus I've already ranted about how bows are my least favorite
    weapon, but just so you're reaching all territories. When you get her going,
    the Archer will have decent ATK and HIT, fairly weak DEF and RES, and I guess
    not bad HP. Definitely a worthwhile character, plus you need to train an archer
    if you ever want to unlock an Angel.
       ~-~  ROGUE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Rogue         --  Level 5 Brawler & Warrior
      Thief         --  Level 6
      Bandit        --  Level 14
      Prowler       --  Level 30
      Raider        --  Level 60
      Space Pirate  --  Level 120
    Oh dear, it's the Rogue, the thief type character in here that you knew had to
    exist in some way, shape, or form. Of course, you know with thieves that they
    are going to have the worst stats in the game. The rogue has exactly that: his
    SPD isn't too bad, everything else blows. HP is terrible, the damage he does
    sucks, he has horrible affinity in just about everything... so what redeems the
    rogue, then? The fact they're the only class who can use thievery hands with
    any decency whatsoever. They are the only class that can exceed 50% chance of
    stealing, and their formula gives you a hell of a lot more advantage, let me
    tell you. So, the question is whether they're worth bothering with or not. I
    say if you plan on going further than Chapter 14, absolutely. If not, don't
    bother. Just note that to get a Majin, you need a Level 200 Rogue.
       ~-~  SCOUT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Scout       --  Level 5 Brawler & Warrior
      Surveyor    --  Level 6
      Ranger      --  Level 14
      Strider     --  Level 30
      Geo Master  --  Level 60
      Lord        --  Level 120
    Scouts are very, VERY useful, and I mean it when I say that. For starters,
    you'll unlock them about the same time that you unlock the Rogue, but I promise
    you these guys are amazing. First of all, they have an A in guns and will
    eventually get an S in them when they become Lords, so that's the first great
    thing. Second of all, they come with a few unique abilities: Geo Change, which
    in a cleared map or anywhere in the Item World, randomly scatters around Geo
    Symbols and colored tiles, which can be great for adding some spice to your
    battle or building up the battle gauge, and also Dark Cannon, which adds a gun
    in there which you can control for ten seconds to damage your enemies. But
    getting back to them being gun experts, they are, and they're to guns as
    warriors are to axes or brawlers are to fists. As for stats, they've got the
    necessary HIT, not too bad HP, and good SPD and whatnot. Don't form a party
    without one of these guys in there, ever. And hey, you need a Level 200 Scout
    to unlock the Majin.
       ~-~  NINJA  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Ninja         --  Level 10 Male Brawler & Warrior
      Adept Ninja   --  Level 6
      Elite Ninja   --  Level 14
      Shadow Ninja  --  Level 30
      Master Ninja  --  Level 60
      Shinobi       --  Level 120
    Ninjas are... rather good characters, I have to say. The first thing to note
    is that you're going to need one of these to unlock the Majins, so if you're
    going into the postgame, don't ignore them. Ninjas really are an improvement
    over the Brawlers, in that their defense isn't too bad (the base stat is
    rather crappy but they get 80% aptitude which later becomes 100%), plus while
    they obviously have incredibly high SPD since they are, after all ninjas, their
    HP and ATK are both quite solid. Even with their weaker stats like SP and RES,
    they're still a lot better than the Brawler's crappy 50% aptitudes. Plus not
    only that, but the ninjas have S affinities in fists, not to mention 3 counter.
    That, and they have 6 move, eventually 7. So overall, I'd highly recommend
    using a Ninja, even if only as an addition to Brawlers.
       ~-~  RONIN  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Ronin        --  Level 10 Female Brawler & Warrior
      Samurai      --  Level 7
      Bushi        --  Level 18
      Kengo        --  Level 37
      Blademaster  --  Level 75
      Shogun       --  Level 150
    My first, and really my only problem with Ronins is that they require the
    female Brawler and Warrior to unlock, the two classes that I don't tend to
    use, so I don't end up unlocking Ronins until later, which is rather
    unfortunate since they're actually a very, very good class. The first thing
    to note is that they have 110% aptitude in ATK. That's just amazing, and not
    something you'd really expect from looking at them. All of their stats are
    fairly good, except for the ones which aren't really important, so that's a
    good point. That, and they have an S in swords, spears, AND axes. Like, from
    a Ronin onward. Isn't that amazing? That's really all I have to say about
    Ronins. If female characters are your thing, get a ronin.
       ~-~  KNIGHT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Knight        --  Level 10 Female Warrior & Mage
      Vanquisher    --  Level 7
      Rune Knight   --  Level 18
      Chaos Knight  --  Level 37
      High Knight   --  Level 75
      Space Knight  --  Level 150
    I dislike Knights rather strongly, and the only reason I would even consider
    using one is because you need one to unlock the Angel class. First thing is,
    is that Knights are really damn slow. Only four movement, is my book, isn't
    easy to forgive. Then you get their aptitudes, which are a load of ass. At
    first, they don't get a single stat with 100% aptitude. What is up with that?!
    Even when you get them to Space Knights, they only get a few stats to 100%,
    but nothing over that. They have B proficiency in swords and staves, neither
    of which will ever become A's. It's like, they do everything decently, but
    absolutely nothing well, and I can't settle for that. I'd rather use a skull
    for my magic, and Laharl or a ronin for swords. Plus I will never get over
    that movement range. The only thing I really DO like is how they get all the
    stat boosting spells.
    Lv. 1  - F/I/W
    Lv. 6  - Magic Wall
    Lv. 7  - Magic Boost
    Lv. 9  - Shield
    Lv. 10 - Mega F/I/W
    Lv. 10 - Braveheart
    Lv. 25 - Giga F/I/W
    Lv. 50 - Omega F/I/W
       ~-~  EDF SOLDIER  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Recruit       --  30 Mastery in Guns
      Officer       --  Level 10
      Cyborg        --  Level 25
      Psi-Soldier   --  Level 50
      Space Police  --  Level 100
      Space Marine  --  Level 200
    EDF Soldiers are an otherwise very good class with one very fatal flaw: the
    sheer difficulty and time consumation that comes with unlocking them. You
    seriously do need 30 mastery in guns to unlock them, and by then, hell, I can
    already have a transmigrated Divine Majin to use guns, which is really what
    EDF Soldiers exist to do. I'll admit that, they were pretty much built for
    guns, always having an S in them, not to mention a 120% aptitude for guns.
    But then again, the Divine Majin has all of those as well, and is a lot easier
    to unlock... and that's saying something. They're obviously not a bad class at
    all; I mean, they've got extremely high HP and DEF, not bad ATK, and very good
    HIT, but to get them, you need to jack up a Lord with Armsmasters and spend
    hours in the Item World using guns. And when it comes down to that, I'd just
    rather transmigrate the guy into a Divine Majin to use guns.
       ~-~  ANGEL  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Angel          --  Level 100 Female Cleric, Knight, Archer
      Angel Cadet    --  Level 10
      Angel Soldier  --  Level 25
      Crusader       --  Level 50
      Avenger        --  Level 100
      Paladin        --  Level 200
    Angels, the guys and girls who kicked your ass all throughout Celestia, are
    another rather hard to unlock, but otherwise extremely good class. To get them
    you need to level up a cleric, a knight, and an archer all up to Level 100,
    and with a good half hour of CoO3 drilling, that's quite easy to do, and worth
    the trouble. Angels excel in just about every way, with great affinity in all
    weapons except fists, as well as 100% aptitude in all stats, plus a 110% in
    RES. That, and they learn offensive and healing magic, which is quite helpful.
    So in the end, I'd recommend taking that Cleric and that Archer of yours and
    turning them into Angels, quite frankly, since Angels are great at both bows
    and staves. Teach them Omega Heal from pupils, and they'll be unstoppable. But
    trust me, you ain't seen it all...
       ~-~  MAJIN  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Majin          --  Level 200 Male Brawler, Warrior, Scout, Rogue, Ninja
      Mega Majin     --  Level 28
      Giga Majin     --  Level 56
      Omega Majin    --  Level 120
      Tera Majin     --  Level 250
      Divine Majin   --  Level 500
    ...you ain't seen nothing until you get a Majin. Unlocking them is a real pain
    in the ass, as you need a Level 200 Brawler, Warrior, Scout, Rogue, and Ninja,
    but once you get them the only class you'll consider using again are Angels.
    The first thing to note is they have an S affinity in... all weapons. You got
    it right, there is nothing a Majin can't use, and thus no reason to use any of
    those old characters anymore. As for the regular Majins, they have no less than
    110% aptitude in every stat, then once you level them up to Omega Majins, they
    get 120% aptitude in everything. No need for Brawlers and Scouts with their
    crappy DEF and RES, Majins have amazing ATK and HIT, while being impossible to
    kill at the same time. That, and when you hit the uber Divine Majin class, you
    get 7 Move, 35 Jump, 5 Counter... and that ignoring the bonuses you can give
    them via the Dark Assembly, or their crazy base stats. These guys are absolute
    gods, and it takes a lot of work to get a Divine Majin, but when you do you
    will never look back.
     Vc. Monsters
    And this refers specifically to the monster classes, of which there are... a
    lot of. Also, you may notice that by listing a type of the monster, I mention
    places. You need to kill the monster to unlock it. Just clearing that up.
       ~-~  FAERIE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Hobbit       --  Practice Map
      Puck         --  5-2
      Brownie      --  10-3
      Koropokkuru  --  Alternate Netherworld 1
      Lilliput     --  Dark Congress, Item World
      Phooka       --  Dark Congress, Item World
    Faeries (why they're called that I may never know) are one of the enemies in
    Disgaea that I dislike the most. I don't mind their Petit Flare or Chomper
    Combo attacks much, but it's the attacks in between that generally piss me
    off the most. Their Demon's Breath attack causes sleep, which is one of the most
    frustrating things you'll ever get in Disgaea, and then there's Camarderie,
    which randomly hits targets across a very long range. I suppose as far as the
    monsters themselves are concerned, they aren't exactly that strong. In fact,
    Hobbits are some of the first monsters you come across, but I don't care, they
    still annoy me.
    Lv. 5  - Petit Flare
    Lv. 15 - Demon's Breath
    Lv. 30 - Camarderie
    Lv. 50 - Chomper Combo
       ~-~  SPIRIT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Ghost    --  Practice Map
      Boggart  --  1-3
      Specter  --  6-5
      Wraith   --  9-4
      Fiend    --  Dark Congress, Item World
      Phantom  --  Dark Congress, Item World
    Spirits, more commonly known as ghosts, aren't that bad to deal with. You'll
    see a good deal of them as the game goes on, and they're always some of the
    enemies with the least DEF and the most RES. Take advantage of that. Their
    actual techniques aren't too bad: Pixie Magic is mildly irritating, Shock
    Magic and Ice Magic you will almost never see, and I can name a lot worse
    attacks in this game than Bomb Magic. Guess that's really all there is to say.
    Not strong.
    Lv. 5  - Pixie Magic
    Lv. 15 - Shock Magic
    Lv. 30 - Bomb Magic
    Lv. 50 - Ice Magic
       ~-~  GOLEM  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Golem      --  5-4
      Spriggan   --  Dark Congress, Item World
      Ekim       --  Demon Rank 6 Promotion Exam
      Djinn      --  Alternate Netherworld 2
      Ullikummi  --  Dark Congress, Item World
      Gogmagog   --  Dark Congress, Item World
    Golems are another extremely tame type of enemy, which is a far cry from what
    their appearance would lead you to believe. Sure, they may be big and furry
    and whatnot, but Golem Dunk is just about the only attack they ever use, and
    while that one's strong, it's not that terrible. I very rarely if ever see the
    others, except an occasional Psionic Wave which causes paralysis, but still, I
    don't mind Golems, plus in the Dark Congress they tend to love me. I'm not sure
    Lv. 5  - Golem Dunk
    Lv. 15 - Golem Cannon
    Lv. 30 - Psionic Wave
    Lv. 50 - Golem Smash
       ~-~  TREANT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Man-Eater  --  6-1
      Oakrot     --  8-2
      Treant     --  8-2
      Zakkum     --  Cave of Ordeal 1
      Erl King   --  Dark Congress, Item World
      Yggdrasil  --  Dark Congress, Item World
    I absolutely despise Treants. Every single one of their attacks annoys me in
    one way or another. Putrid Breath causes a number of annoying side effects
    even if it isn't that strong, Stomp-o-rama is an attack that in Chapter 8 you
    will see over and over again which does a rather heavy amount of damage,
    Pounding Spree is a rather irritating attack to endure, and Paranoia is an
    extremely powerful attack that hits an extremely wide range. Sure, I know these
    guys don't look like much, but they're the most annoying enemies in the game,
    just about. Kill them.
    Lv. 5  - Putrid Breath
    Lv. 15 - Stomp-o-rama
    Lv. 30 - Pounding Spree
    Lv. 50 - Paranoia
       ~-~  WINGED  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Imp       --  2-3
      Gremlin   --  6-1
      Agathion  --  Demon Rank 6 Promotion Exam
      Alp       --  11-3
      Incubus   --  Dark Congress, Item World
      Daemon    --  Dark Congress, Item World
    I take that back, the Winged are even more annoying than the trees, if that
    were at all possible. First case being the first skill they get, Hell Pepper,
    which sprays the enemies in front of them for HUGE damage (no kidding, almost
    twice their regular attacking power), and for poison to boot, which does its
    damage the next turn. That, and they can move six spaces, which allows them to
    kick your ass fast, too. They're almost always the first things I can kill when
    I get a choice, even in the end of the game when they get that god awful Air
    Assault attack which does a lot of damage to a line of characters. At least
    Ionize is weak and Holy Dust is just a healing technique.
    Lv. 5  - Hell Pepper
    Lv. 15 - Holy Dust
    Lv. 30 - Ionize
    Lv. 50 - Air Assault
       ~-~  DARK KNIGHT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Killer Armor  --  4-1
      Dark Knight   --  4-4
      Dullahan      --  9-1
      Avenger       --  Dark Congress, Item World
      Demonic Suit  --  Alternate Netherworld 3
      Executioner   --  Dark Congress, Item World
    Dark Knights are some of the most powerful of the most powerful. First of all
    they have terrible SP, RES, and INT, the first two of which would come in handy
    more than you'd think. Plus all their skills hit only one enemy, except for
    Gigantic Slash which hits two and is thus their most dangerous attack to me,
    and in the end the only thing that redeems them is their sky high ATK stat and
    their high HP. If you're leading a ten character wide assault on the enemy,
    Dark Knights will be nothing to you. If you're only using two characters, I'd
    keep an eye out for these guys.
    Lv. 5  - Power Slice
    Lv. 15 - Lightning Slash
    Lv. 30 - Gigantic Slash
    Lv. 50 - Blade Frenzy
       ~-~  LANTERN  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Pumpkin    --  4-1
      Decoy      --  4-1
      Mandrake   --  11-1
      Scarecrow  --  11-2
      Jack       --  Dark Congress, Item World
      Halloween  --  Dark Congress, Item World
    Lanterns, better known as the pumpkin heads that are all over Chapters 4 and
    11, are really one of the weakest types of enemies in the game if I'm being
    honest. They're not horrible, but they pale in comparison so much to Dark
    Knights and all those other things, that it's hard to really give them credit.
    First of all they've got Jackknife and Jack the Ripper, the latter of which is
    strong and the former pathetic, Jack Rush which is their only even remotely
    annoying attack, and Jackpot, which is strong but... just meh. They can't even
    cause status effects, so don't worry about them, don't make one either.
    Lv. 5  - Jackknife
    Lv. 15 - Jack the Ripper
    Lv. 30 - Jack Rush
    Lv. 50 - Jackpot
       ~-~  GARGOYLE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Gargoyle  --  6-1
      Guardian  --  10-1
      Nebiros   --  Cave of Ordeals 5
      Balrog    --  14-5
      Seth      --  Dark Congress, Item World
      Pazuzu    --  Dark Congress, Item World
    I'm running out of things to say about monster characters, especially the
    uninteresting ones like Gargoyles. They've got all the stats that you would
    expect, except their attacks are for the most part extremely feeble. Eruption
    for one thing, is an extremely weak skill based on INT. 'Nuff said. Soul Eater
    drains HP which I guess is always a good thing for them, but Minimize at barely
    stronger than regular ATK is their actual most damaging attack. So in other
    words, these guys pretty much suck. Come to think of it, they don't bother me
    Lv. 5  - Minimize
    Lv. 15 - Soul Eater
    Lv. 30 - Cannonball
    Lv. 50 - Eruption
       ~-~  SHADOW  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Nightmare  --  4-3
      Shade      --  8-4
      Lich       --  Dark Congress, Item World
      Chernobog  --  8-4
      Death      --  Dark Congress, Item World
      Thanatos   --  Dark Congress, Item World
    Shadows are fairly decent enemies I suppose. If it's a one on one showdown
    between you and a Shadow you definitely have the upper hand: their only
    remotely powerful spell is Fire & Ice -- the others in terms of actual damage
    are quite piddly, but they hit a line of enemies, whether it's a Dimension
    Slash type of thing in front, or a horizontal line parallel to them. Because
    their stuff is based on INT, they come with a decent stat there but you'll
    want to build that up anyway if you choose a Shadow, which I do not.
    Lv. 5  - Fire Dance
    Lv. 15 - Ice Dance
    Lv. 30 - Light Dance
    Lv. 50 - Fire & Ice
       ~-~  SERPENT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Serpent      --  Demon Rank 8 Promotion Exam
      Mizuchi      --  Dark Congress, Item World
      Sea Dragon   --  14-5
      Rahab        --  Dark Congress, Item World
      Leviathan    --  Dark Congress, Item World
      Midgardsorm  --  Dark Congress, Item World
    One of the rarest types of monsters in the game, and that's a pity because
    Serpents are one of the coolest types of enemies in the game, except there's
    only one of them in the actual story. Their actual techniques are rather
    strong, such as Quadra Nosedive and Death Drop, plus their finale, Supernova,
    is a total doomsday blast. So when it all comes down to it, I never use monsters
    but Serpents are one of the top choices if you want to.
    Lv. 5  - Flap Dance
    Lv. 15 - Quadra Nosedive
    Lv. 30 - Death Drop
    Lv. 50 - Supernova
       ~-~  GALACTIC DEMON  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Cyclops   --  8-1
      Sentinel  --  10-3
      Nataku    --  Cave of Ordeal 3
      Talos     --  Cave of Ordeal 3
      Ravana    --  Dark Congress, Item World
      Argus     --  Dark Congress, Item World
    Galactic Demons are mixed bags. First of all, they have 150% aptitude in DEF
    and RES. No kidding, these guys especially with their base stats are going to
    take a lot of manpower to take down. They're actually relatively powerful too,
    and for one thing their Magnetic Field and Magnetic Flash techniques are quite
    strong. But it's time for the killing point: Galactic Demons have a movement of
    2. No, I didn't make that up, they can only move two spaces at a time, which is
    why in battles like 8-1 and 10-3 you won't see them. That's their downfall in
    Cave of Ordeal 3, so you can strike them with magic from afar, and they can
    never hope to scratch you. I wouldn't make one of them, but they get to being
    quite an eyesore against you with their high defensive stats.
    Lv. 5  - Magnetic Wave
    Lv. 15 - Magnetic Blast
    Lv. 30 - Magnetic Field
    Lv. 50 - Magnetic Flash
       ~-~  DRAGON  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Dragon       --  2-4
      Fafnir       --  10-2
      Nidhogg      --  10-5
      Azhi Dahaka  --  14-5
      Tiamat       --  Alternate Netherworld 4
      Bahamut      --  Item World
    Dragons are one of the few monsters that I would actually consider creating one
    of and using on a semi frequent basis in battle. For one thing they may have
    100% growth in their stats like everyone else, but they have such high base
    ATK that it doesn't really matter, not to mention HP too. That, and their skills
    are all devastatingly powerful and when you fight dragons in the postgame you
    will come to marvel at their power. The strange thing about their skills is that
    each type of dragon has a different set, though they're all essentially the
    same. Dragonic Furor/Freeze/Flare... it's just wind/ice/fire, same attack. The
    same applies to Blue/Red Nova, and the awesome, cheap and strong Bloody Talons
    is the same whatever way you slice it. It's the perfect set of skills, and
    they're all devastatingly powerful. Overall, I still don't care for monsters
    outside of Thursday and Kurtis, but dragons are very fine.
    Skills - Dragon            Skills - Fenrir            Skills - Nidhogg
    ----------------           ----------------           ----------------- 
    Lv. 5  - Bloody Talons     Lv. 5  - Bloody Talons     Lv. 5  - Bloody Talons
    Lv. 15 - Ice Breath        Lv. 15 - Ice Breath        Lv. 15 - Fire Breath
    Lv. 30 - Blue Nova         Lv. 30 - Blue Nova         Lv. 30 - Red Nova
    Lv. 50 - Dragonic Furor    Lv. 50 - Dragonic Freeze   Lv. 50 - Dragonic Flare
    Skills - Azhi Dahaka       Skills - Tiamat            Skills - Bahamut
    ---------------------      ----------------           -----------------
    Lv. 5  - Bloody Talons     Lv. 5  - Bloody Talons     Lv. 5  - Bloody Talons
    Lv. 15 - Fire Breath       Lv. 15 - Ice Breath        Lv. 15 - Ice Breath
    Lv. 30 - Red Nova          Lv. 30 - Blue Nova         Lv. 30 - Red Nova
    Lv. 50 - Dragonic Flare    Lv. 50 - Dragonic Flare    Lv. 50 - Dragonic Flare
       ~-~  UNDEAD  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Zombie       --  2-1
      Ghoul        --  7-1
      Corpse       --  7-4
      Ghast        --  Dark Congress, Item World
      Wight        --  Demon Rank 11 Promotion Exam
      Zombie King  --  Cave of Ordeal 5
    Zombies, eh. The most cliched, infamous type of monster in RPG, and world
    history. Well, the only reason you would even think about making a zombie as
    a character is if for some strange reason you want to inflict status effects
    on the enemy, which is really all they're good for. Zombie Puke, for instance,
    causes poison. Zombie Swarm causes paralysis, and the other two are incredibly
    weak attacks that hit multiple characters, but are so pathetic you won't even
    care. Don't make a zombie. Seriously, stay away, there's a reason Chapter 7 is
    just about the easiest one in the game.
    Lv. 5  - Zombie Puke
    Lv. 15 - Zombie Twister
    Lv. 30 - Zombie Gatling
    Lv. 50 - Zombie Swarm
       ~-~  NETHER NOBLE  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Brute       --  Dark Congress, Item World
      Death Boar  --  Cave of Ordeal 4
      Minotaur    --  Dark Congress, Item World
      Humbaba     --  Dark Congress, Item World
      Archdemon   --  Dark Congress, Item World
      Behemoth    --  Dark Congress, Item World
    I have almost nothing to say about Nether Nobles, because you see so few of
    them in the game that you'll forget they exist. The first one you'll ever see
    is Hoggmeiser, who is really the guy you'd use if you ever had the desire to
    use a Nether Noble. So yeah, these monsters aren't my profession, sorry, but
    I'll tell you right now that Megaton Crush is one of the strongest techniques
    out there, if you want to build Hoggmeiser up that far.
    Lv. 5  - Spinning Slash
    Lv. 15 - Darkness Slash
    Lv. 30 - Earthshaker
    Lv. 50 - Megaton Crush
       ~-~  BEAST  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Manticore   --  3-2
      Nue         --  Dark Congress, Item World
      Myrmecoleo  --  14-5
      Chimera     --  Beauty Castle 1
      Tao Tieh    --  Alternate Netherworld 3
      Sphinx      --  Dark Congress, Item World
    Besides Dragons, Beasts are the only character I would really consider making,
    just because their attacks are some of the strongest in the game. Devour is an
    insanely strong attack, Beast Rend and Death Ray are both great attacks except
    the latter damages with INT instead of ATK -- they're both long distance line
    long attacks, and Stinger Strike is also a good attack for what it is. Bottom
    line is, these guys are some of the most menacing you'll fight, and one of the
    best types there is.
    Lv. 5  - Stinger Strike
    Lv. 15 - Beast Rend
    Lv. 30 - Devour
    Lv. 50 - Death Ray
       ~-~  SUCCUBUS  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Empusa     --  5-3
      Lilim      --  5-4
      Succubus   --  Cave of Ordeal 2
      Carmilla   --  Alternate Netherworld 5
      Hecate     --  Dark Congress, Item World
      Lilith     --  Dark Congress, Item World
    Ugh, Succubi... one of the most annoying types of enemies in the game, in my
    opinion. First of all, whenever you encounter them, they tend to have higher
    HP than the rest of their surroundings for some reason, and while I don't mind
    their Thunderbolt attack much, Hip Attack is extremely bothersome as it drains
    HP from you, plus if you're fighting a bunch of these high leveled, they've
    got Evil Healing. Makes Cave of Ordeal 2 rather annoying. Flying Spark is a
    rather damaging attack too. While I wouldn't use them yourself, they're very
    Lv. 5  - Hip Attack
    Lv. 15 - Thunderbolt
    Lv. 30 - Evil Healing
    Lv. 50 - Flying Spark
       ~-~  KIT CAT  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Nekomata   --  5-3
      Cait Sith  --  Cave of Ordeal 2
      Werecat    --  Dark Congress, Item World
      Tail Ring  --  Alternate Netherworld 5
      Elbacky    --  Dark Congress, Item World
      Bastet     --  Dark Congress, Item World
    If you thought Succubi were annoying, get a load of Kit Cats. Possibly my
    least favorite type of enemy to fight in the entire game (you see them most
    primarily in Chapter 9), Kit Cats are fast and extremely dangerous. It's the
    ranges of their attacks that gets me the most: Mystic Blast is one of the worst
    attacks in the game, hitting a line of characters for extremely high damage,
    plus in the battles you find these little biotches in, you're never able to
    get them out a straight line. Even when you can, Fists of Fury isn't much
    better. These things have a TON of ATK, HIT, and SPD... so to put it bluntly,
    I hate them.
    Lv. 5  - Rapid Kick
    Lv. 15 - Fists of Fury
    Lv. 30 - Mystic Blast
    Lv. 50 - Delta Kick
       ~-~  NOSFERATU  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Vampire      --  Dark Congress, Item World
      Strigoi      --  14-1
      Neuntoter    --  14-1
      Varcolaci    --  Dark Congress, Item World
      Nosferatu    --  Dark Congress, Item World
      Unholy King  --  Dark Congress, Item World
    Nosferatus fit into a slightly less extreme category that Nether Nobles do.
    In Chapter 5 you'll get Maderas, who is a Nosferatu and really the only one
    you'll ever want to bother with if I'm being honest. These guys are incredibly
    uncommon, except you see Unholy Kings in the Dark Congress all the time. Then
    again, you will see Strigois and a Neuntoter in Chapter 14, hence they not
    being as uncommon as Nether Nobles. But like I said, you've got Maderas, and
    I'm not an expert here, so I'll move on.
    Lv. 5  - Chaos Fire
    Lv. 15 - Chaos Swarm
    Lv. 30 - Chaos Force
    Lv. 50 - Chaos Plasma
       ~-~  GREAT WYRM  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Efreet       --  Baal Castle 1
      Shaitan      --  Demon Rank 11 Promotion Exam
      Marid        --  Dark Congress, Item World
      Flamberg     --  Beauty Castle 1
      Surt         --  Baal Castle 1
      Kagustuchi   --  Dark Congress, Item World
    Just to clear it up, the skills differ depending on which wyrm you're using.
    Because I have to say, that'd be one long name for an attack. That being said,
    besides dragons these are the types of enemies I'd really consider using, and
    in fact I always like to try and capture one from the Patriach's Seal in Baal
    Castle so that I can use them against Baal himself. These things are mostly
    good at hitting several characters. Dance is a Winged Slayer type of thing,
    Column a Chaos Impact sort of thing, Roar is a strange formation, and Burst hits
    everything around for the most damage. Overall these guys have very high HP and
    ATK, so if you're going to use monsters you can't go wrong with a wyrm.
    Lv. 5  - Fiery/Raging/Frigid/Astral/Diabolic Dance
    Lv. 15 - Fiery/Raging/Frigid/Astral/Diabolic Column
    Lv. 30 - Fiery/Raging/Frigid/Astral/Diabolic Roar
    Lv. 50 - Fiery/Raging/Frigid/Astral/Diabolic Burst
       ~-~  PRINNY  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
      Pvt. Prinny  --  N/A
      Cpt. Prinny  --  Prinny Land 1
      Gen. Prinny  --  Prinny Land 2
      Prinny King  --  Prinny Land 3
      Prinny God   --  Prinny Land 3
    Prinnies... who doesn't love them. The first thing I have to note about them is
    that there's only five classes of them that can be unlocked without hacking
    devices. I hear the sixth one is Big Sis Prinny, which would make sense, but
    that's all I got for ya. Prinnies obviously aren't that great, but they have
    their uses. Rather than use a regular Prinny I would rather use Kurtis, and
    that's because Kurtis has slightly better skills in compensation for everything
    except Pringer Beam, which he also has. Pringer Beam is the best reason to use
    Prinnies, bar none. It's a ridiculously powerful attack, with an extremely cool
    animation (who doesn't get mesmerized by that apocalyptic laser of death), and
    Kurtis has it too. Besides that, Prinnies really are just a bit of light comic
    relief, except of course for the fact that if you throw them, they explode. The
    damage it does to the nearby enemies is always half of their maximum HP. So,
    if you have a lot of legendary Galactic Muscles, you can put them to very good
    Lv. 5  - Prinny Barrage
    Lv. 20 - Prinny Dance
    Lv. 35 - Prinny Bomb
    Lv. 50 - Pringer Beam
                     ~-~ ~-~ ~-~  VI. Walkthrough ~-~ ~-~ ~-~
    And here we go with one of the most enjoyable strategy RPG experiences ever,
    which just got even better in Cursed Memories and will hopefully improve even
    more in Absence of Justice. Just a few usual notes...
    -> As par usual with my guides, they're littered with bad jokes and spoilers.
       So read with caution, but don't worry about missing stuff due to that kind
       of thing... the game isn't too bad with that, plus I'll take care of ya with
    -> I throw in a lot of notes for the guide itself about what I did, but since
       there's no way in hell that I'm going to demand the impossible with you
       playing the game exactly as I did, I'm not going to ask you do to the same
       thing. Just keep it in mind, either before or after I do it.
     VIa. Prince of the Netherworld
    The story begins as the son of the Overlord, Laharl, awakens from a two year
    nap, and his vassal Etna informs him that his father, King Krichevskoy, is
    dead. So, now, Laharl wants to be the Overlord, which is simple enough in
    execution. When you emerge, head out of Laharl's room to the right to enter
    the throne room. Talk to Laharl's vassals if you want, then at the end of the
    castle, feel free to buy stuff with the incredible lack of money that you
    possess. When you're ready to go, talk to the dimension guide to the north
    to head to the first tutorial.
     1-1X  ~~  Tutorial  ~~  Battle Basics 1  ~~  Bonus Level: 1
    Lv. 1 Ghost x3
    Alright, the first battle in the game isn't anything difficult at all, even if
    the scene right before would suggest otherwise. Etna, right before the battle,
    calls in three Prinnies for assistance, and they're in your party from here on
    out, but to be honest I really wouldn't suggest using them at all. Monsters will
    have their place in battle, but for now and the next couple quick battles, focus
    on using Laharl and Etna so they can get weapon levels and experience. The scene
    before shows Laharl getting his ass kicked by the three ghosts, but I fully
    suggest having Laharl come out and try to slice the ghosts to pieces. He'll do
    enough damage to kill them in about two hits, and Etna is almost as strong as he
    is. The ghosts have absolutely no chance of killing you, so in short, just have
    Laharl and Etna kill everything and move on to the next tutorial.
     1-2X  ~~  Tutorial  ~~  Battle Basics 2  ~~  Bonus Level: 1
    Lv. 2 Hobbit x1
    Lv. 1 Ghost x4
    The tutorial right before this battle will explain how to lift and throw
    characters, which is extremely useful all throughout the game, but I sure as
    hell wouldn't bother in this battle. You've got a hobbit, which is a little
    stronger than the ghosts, and one more ghost, and that's about it. Nothing
    Laharl and Etna can't wipe off the floor. You might notice that Laharl and
    Etna will probably during this battle hit a weapon mastery of 1 and be able to
    use their respective specials, Blade Rush and Impaler, and if that happens, I'd
    certainly recommend it; Etna's makes her attack a lot stronger, and Laharl's
    mows right through multiple enemies at a time. Regardless, this battle is easy
    as hell. Go on to the next tutorial.
     1-3X  ~~  Tutorial  ~~  Geo Effect  ~~  Bonus Level: 1
    Lv. 2 Hobbit x1
    Lv. 1 Ghost x5
    Etna will now explain the Geo Effect, which I explain my basics section too,
    but yeah, pay attention to this stuff, since you'll be seeing it all game
    long. Here you'll have six enemies to play with, on a battlefield consisting
    of blue and red squares. Blue squares are Def + 50%, red squares are EXP and HL
    + 50%, dropped from the enemy. Obviously, you're going to want all the enemies
    on those, and thankfully the game is kind enough to put all the enemies there
    initially. It's possible to play around so that everyone starts out there, but
    quite frankly I'm content with killing everything straight off. Laharl and
    Etna should at this point be more than strong enough to kill everything that's
    there. Feel free to move over to a blue square later, so that enemies are lured
    to the red squares around you, and you can kill them when they're there.
    When that battle gets over, congrats, you're officially done with the tutorial
    battles. What lies ahead is much much much harder. =P But in any case, the
    Dark Assembly is now open, which basically allows you to create characters. My
    first choice would be to use Laharl and his hopefully over 10 mana to create a
    Brawler who is Incompetent. From there, he may still be Level 1, but buy him a
    Double Slap and a Protector and he'll be just fine. That, and a zombie will give
    you 300 HL right near the hospital, so you're getting there. Speaking of which,
    make sure from here on out you go to the hospital after every battle, because
    you'll need to be healed. When you're ready, talk to the dimension guide again,
    and now a place called Vyers Castle is open. Might as well rob it, right?
     1-1  ~~  Vyers Castle  ~~  Magnificent Gate  ~~  Bonus Level: 1
    Lv. 2 Red Skull x1
    Lv. 2 Hobbit x2
    Lv. 1 Ghost x6
    The first real battle of the game is the entrance to this castle... yay. The
    actual first thing to notice is that you're standing right next to a Geo
    Symbol, and the whole field up ahead is Enemy Boost x3. Ouch, you really do
    not need everything ahead of you to be three times their normal strength. So
    to remedy that, make sure you break that little bastard, and then have someone
    else pick up the adjacent Geo Symbol (the one that says EXP + 50%) and throw it
    into the field right below it where you came in. Now everything ahead of you,
    not only has taken a lot of damage from destroying that geo symbol, but your
    bonus gauge is up, plus the stuff ahead of you will give more EXP. I like that
    a lot!
    With that, time to start your strike. Three ghosts will more than likely come
    out of the castle gate, so have the three or however many characters you're
    using beat them to pieces. Keep yourself away from the Red Skull who is by far
    the most damaging of the nine foes you'll have here, and with that everything
    should be dead in no time. You can go ahead and break the EXP geo symbol if
    you want your bonus gauge to fill even more, but regardless you should have
    a ton of stuff when you get done. At this point, go to the hospital, and now
    you may want to go make a male Warrior at the Dark Assembly (I prefer them to
    the females, since Etna is essentially a glorified female warrior at this
    point at least), and buy a decent axe for him. That, and/or a Red Skull or
    whatever color you want for them. If you need to, use the Practice Map in the
    Tutorial to build them up. When you're ready, enter the Blessed Court.
     1-2  ~~  Vyers Castle  ~~  Blessed Court  ~~  Bonus Level: 2
    Lv. 3 Brawler x1
    Lv. 3 Warrior x1
    Lv. 2 Hobbit x4
    Lv. 1 Ghost x4
    This battle is incredibly easy, and a hell of a lot easier than the next two
    battles. In honor of that, I would highly recommend using this as a good
    opportunity to level up the characters you just recently created at the Dark
    Assembly. The first four enemies directly near you are four ghosts, which will
    die in a couple hits anyway, so everything is screaming for your weaker
    characters to take over, especially since at this point Laharl and Etna are
    probably both Level 5 and thus have their respective character specials
    (Laharl's being the awesome Blazing Knuckle, Etna's being the rather decent
    Prinny Raid).
    Another thing worth noting is that towards the middle of this stage are a
    few yellow panels which because of their Geo Effects will give whomever stands
    on them Def + 50% as well as Attacks + 1. Both are something you DON'T want in
    the hands of the enemy, so get over there and stand on them before the enemies
    are lured to them. If the enemies do get there, just break the Geo Symbols on
    either side (which is my recommendation) or throw them away. The only two
    remotely challenging opponents here are the Brawler and Warrior, and they are
    weak enough that Laharl and Etna can weaken them, and your other character(s)
    can just finish them for cheap EXP. After this is done, I'd suggest going to
    the Dark Assembly and making a Cleric. I personally prefer female, but it's
    your choice. Then you can give her either a bow or a staff, your choice again.
    When ready, let's go to the Corridor of Love.
     1-3  ~~  Vyers Castle  ~~  Corridor of Love  ~~  Bonus Level: 2
    Lv. 4 Warrior x1
    Lv. 4 Archer x2
    Lv. 4 Red Mage x1
    Lv. 3 Boggart x5
    Lv. 2 Ghost x1
    Okay, this battle is just a little slight bit tougher than the last couple
    we walked out of, but it still ain't too bad. You might just want to use
    Laharl a bit more actively here, and utilize a little more strategy, because
    honestly against those archers, your weak characters stand no chance. Your
    first objective should be to have someone destroy one of the Geo Symbols to
    the right of where you come in, as the 40% Recovery will just make the fight
    last longer than it needs to. Then at that point, you'll notice you're facing
    stronger versions of Ghosts, called Boggarts. They still aren't anything
    special at all, so move the majority of your party towards that direction,
    and kill the two that are there. At that point, the archers will probably
    come after you.
    It's without any doubt that I say the Archers are easily the most dangerous
    opponents here. I'd move Laharl over there as quickly as possible when they
    start coming after you, and if he has Hurricane Slash, he will slaughter them.
    If not, Blade Rush should still do the trick. If your mage is using the
    element they're weak against, that will give them a lot of trouble. When they
    eventually die, you're left with two more boggarts that probably already came
    at you and got killed, and a Warrior and Red Mage, who are barely stronger
    than the Archers, and can't hit at long ranges. Spread your EXP out among
    your party wisely, and at the end you're left with a lone Ghost sitting at
    the bottom of the room, eagerly awaiting his death. 
    Once that's battle is done, you have but one battle left in the chapter, but
    it's quite a challenging one. To start with, I'd make sure Laharl has a
    Swordbreaker or better equipped, that you have a good deal of hospital prizes
    (another Imperial Seal and the Muscle Brawn are essentials), and that your
    characters just generally have good equipment. ALSO, THERE IS SOMETHING VERY
    the shop if you look around, plus a switch behind the throne a little back.
    Examine both, then a door will open in the room in between those two. Go there
    to read Etna's diary. You have to read it every chapter; if you do this you
    get a prize in the last chapter. But enough of that, do that, make sure your
    characters are good and strong, and enter the Hall of Caresses to meet Vyers.
     1-4  ~~  Vyers Castle  ~~  Hall of Caresses  ~~  Bonus Level: 3
    Lv. 6 Mid-Boss (Mid-Boss)
    Lv. 4 Warrior x2
    Lv. 4 Archer x1
    Lv. 4 Green Mage x1
    Lv. 3 Boggart x5
    What you have before you is the first potentially challenging battle in the
    game. The setup is that you have the game's first boss, Vyers aka Mid-Boss,
    standing in the back, while two warriors guard him, and there are two red
    panels in the center with Enemy Boost x6 and Attack+1. You are virtually
    required to get rid of this little problem before doing anything else. Set up
    three or four characters to start with, with Laharl in the base panel, not
    moving. Set up a tower and throw Laharl to the square on the left right
    below the line of the three Geo Symbols. When he lands, have him perform a
    Blade Rush to hopefully destroy all three Geo Symbols. If they aren't all
    destroyed, just reset, your battle will be effectively screwed.
    Supposing you actually do blow up all the Geo Symbols, your battle will be
    much easier for it. Go easy on the weaker characters for at least a turn,
    because of the overload of Boggarts right near the entrance, and then after
    the enemies get one turn of attacking, you can just let loose and kill
    everything short of the two Warriors next to Mid-Boss. You have a number of
    ways to kill the archer and green mage on the red panels. Laharl's Blade Rush
    works, Etna's regular attacks are great, a magic user works too, so do bow and
    gun users if you have one of those. That's if you want to keep it long distance.
    If you want to make it aggressive and just go up to them and knock the life out
    of them, that works too.
    The warriors will fall in short time, but try to stay out of Mid-Boss's range
    until then, since Mid-Boss is the fiercest of fiercest, the strongest enemy you
    have yet to fight. His HP is well up into the hundreds, while I personally doubt
    your Laharl is up to 100 yet, though he might be, I dunno. Either way, proceed
    with caution around Mid-Boss. If a line of characters is set up, beware, he will
    hit you with his special Adonic Blast, which he can only use once, but trust me
    that hurts. Also, try not to use regular physical attacks on Mid-Boss, as he
    will counterattack, and in a straight fight he will win, trust me. Stick to
    Laharl with Hurricane Slash and Etna with Sky Lunge. Numbers, all hitting him
    with their best stuff, will cause him to fall. He runs away, while Laharl is
    left to all the bounties of the castle. Watch all the ensuing scenes, and at
    this point Chapter 1 is complete. One down, thirteen to go!
     VIb. Enter Flonne
    Chapter 2 begins as you're shown a glimpse of the world known as Celestia, where
    angels live. The polar opposite of the Netherworld, where demons live. The guy
    who's apparently the head honcho of the whole thing, Seraph Lamington, sends a
    Love Angel called Flonne out to assassinate King Krichevskoy (yeah seriously),
    so Flonne gets into the castle and starts talking to herself, but sure enough,
    Laharl catches her and she runs away. Guess tracking her down is our mission
    When you emerge in Chapter 2, make sure the first thing you do is go to Etna's
    secret room and read her diary. And with that, it's time to take advantage of
    all that money that you without a doubt have now from winning that battle. Not
    to mention you can actually spend it on stuff other than the hospital. The first
    thing I'd do is go to the Dark Assembly and have Laharl take the first two
    promotion exams. The battles are extremely easy, but when you get done, I'd
    definitely petition to give the shops better stuff. With that, buy whatever you
    choose, and then let's get started on this.
     2-1  ~~  Frozen River  ~~  Forsaken Land  ~~  Bonus Level: 4
    Lv. 4 Archer x2
    Lv. 4 Cleric x1
    Lv. 4 Zombie x5
    All chapters should start out with something nice and easy, right? This is
    exactly the kind of thing you would hope for. Surrounding you at first are
    five nice, easy zombies, while on a top of a large pillar of ice await two
    archers and a cleric. The zombies give nice amounts of EXP while at the same
    time prove to be just as easy as anything you encountered in the previous
    chapter. I might add: everything in the entire Frozen River, which means all
    of Chapter 2, is weak against fire. So if you made a red skull, this is your
    lucky day, though my strategy is to eventually raise a Level 5 red, green, and
    blue skull so that you can in the end get a star skull. But whatever, I'm
    Eventually the zombies will be gotten rid of, and only the three humanoids on
    top of the pillar will remain. They're way too high for you to talk to, so you
    have a couple of options: have your mage stand at the bottom of the pillar and
    hit them with spells, which definitely works, but the intended way is just to
    stand on the ice to the right of the place, and throw a character or two up
    there. All the enemies up there are weak anyway, so you shouldn't have any
    trouble. Not much to do when you get done with that, except go to the hospital
    if you need to. As 2-2 starts, Lamington is seen in Celestia talking to an
    unknown character, and Flonne gets away.
     2-2  ~~  Frozen River  ~~  Icy Breath  ~~  Bonus Level: 4
    Lv. 4 Zombie x9
    This battle is even easier than the last one. Icy Breath is basically one
    extreme long, frozen wasteland, with a few zombies spread out in groups all
    throughout the place. If they can't get together and collectively deal damage
    to you, there's just about no way in hell anyone who isn't seriously weak can
    die here. I won't even bother with a strategy; you've got Laharl, Etna, and a
    few other characters who should probably range from almost their level to being
    able to kill a weakened enemy, so just go from one part of the wasteland to
    another, killing enemies. Simple as that.
    Speaking of which, since that was a nice easy battle, you should probably at
    or around this point have a Level 5 Brawler and a Level 5 Warrior. With both
    of those criteria you can unlock the Scout class, which I strongly recommend
    doing, since they are rather good with guns, and that will complete all of the
    weapons for everyone, though I'm not quite sure how much HL you have to spare
    for good weaponry. Ah well, if you make a Scout here or sometime soon, he'll be
    almost on par with the rest of your party by the end of Chapter 2, I promise.
    Might as well start battle 2-3.
     2-3  ~~  Frozen River  ~~  Eternal Winter  ~~  Bonus Level: 4
    Lv. 7 Gremlin x1
    Lv. 6 Imp x4
    Lv. 4 Zombie x6
    Slightly more challenging than the last two battles, but that sure ain't
    saying much. Your enemies here are the six zombies right near you when you
    come in, and four imps in the back, plus a gremlin which is a glorified imp.
    These imps are by far the strongest and most annoying enemies on this map,
    and some of the worst in the entire game. Their signature attack is the Hell
    Pepper, which hits a line of three characters in front of them for rather
    heavy damage as well as poison. You will absolutely loathe them by the time
    this game's over, but let's do one thing at a time, starting with the zombies.
    They're in straight lines of three, which are basically asking for you to use
    Laharl's Blade Rush or a three square long Fire attack from a Red Skull.
    With the number of characters you should have at this point (someone for all
    seven weapons), the zombies will all be dead at the end of two turns, tops.
    By then, the imps should all be on your ass. If they got into a decent
    position, make sure your Red Skull hits them with something powerful. Apart
    from that, play it out depending on how they're set up. Save the Gremlin for
    last, while you kill off the remaining imps with Boulder Crush, Tiger Charge,
    Sky Lunge, Hurricane Slash, and whatever other devastating attack you've got in
    your arsenal. Once that's done, make sure before going to the chapter's last
    battle that you've read Etna's diary, and then proceed to the end of the Frozen
    River, where Laharl and Flonne will finally face off.
     2-4  ~~  Frozen River  ~~  White Death  ~~  Bonus Level: 4
    Lv. 8 Dragon x1
    Lv. 7 Gremlin x2
    Lv. 6 Imp x3
    Lv. 5 Angel (Flonne)
    Yes, the final battle of the chapter is once again the hardest battle of the
    chapter, but this battle isn't as overwhelming as the one against Vyers from
    earlier. The setup is that there are three imps in a horizontal line a few
    squares from the base panel, then a little further up are two gremlins. At the
    very back are Flonne and the dragon. My suggestion is to pull a complete out
    offensive on the imps right near the base panel immediately. Pull out Laharl
    with Blade Rush (or if you're really desperate you can always throw him to one
    side of them and Blade Rush all three of them at once), someone to use guns on
    them, and also a Red Skull using Fire on them is pretty hardcore, I have to
    say. It'll be a little tough to kill all three of them at the end of one turn
    though, plus you'll have Gremlins on top of that.
    Make sure you aren't lining three characters up, because the imps will not
    hesitate to use Hell Pepper on you. Make absolutely sure you kill all the
    gremlins because you start fighting the dragon, though, as they'll just make
    matters a lot worse. Assuming you have four or so characters alive after that
    big mess of imps and gremlins, the dragon and Flonne aren't a problem. Flonne
    is the healer, but she dies in about one hit with her 40 HP and complete lack of
    offensive ability. As for the dragon, the key is to not have had Laharl waste
    SP by using Blazing Knuckle and stuff, because Hurricane Slash will do 65-70
    damage, so it's obviously your best attacking tool. Once again, the tactic of
    numbers doubling up on one character is by far the most effective attacking
    Once that dragon has been your biotch, Chapter 2 ends as Laharl and Flonne
    come to sort of an understanding. Flonne reveals that she was after King
    Krichevskoy, but Laharl claims not to miss him as he doesn't know the emotions
    of love and sadness. Don't we wish we didn't. I might add, the music here is
    absolutely beautiful, not to mention the one that plays in Etna's little drama
    TV thing is amazing as well. But to make a long story short, Flonne has now
    joined your party, and Chapter 3 is upon us.
     VIc. A Hint of Kindness
    So Chapter 3 begins as Etna tells Laharl that it's time for the Prinnies to get
    their paychecks, which bites Laharl in the ass as he keeps saying Etna's vassals
    are his. That means he has to cough up the money, except it's obviously not
    coming out of his pocket. Such is Flonne's first observation of the Netherworld.
    Anyway, go read Etna's diary then talk to the Dimension Guide, who says that
    the richest demon's place is locked. To get in, you need a Level 10 thing
    equipped on Laharl. To get that level, you need to go through ten floors of the
    Item World. Damn, that's a lot of work. To start with, buy a Short Sword or crap
    like that, then talk to the item world gal to get in there.
     3-1X  ~~  Item World  ~~  Short Sword  ~~  Bonus Level: N/A
    completely random
    Time for me to explain the Item World. If you entered a nice, cheap, easy
    item like a Short Sword, you basically have ten battles that will for the most
    part be easy as hell as long as you don't run into some annoying cheap ass Geo
    Effects. It's easier and harder than that though -- to end a battle, you have
    two choices: kill all the enemies, which can be hard because some of the weird
    layouts for these places, or get to the exit panel. Just hit R2 at the base
    panel to find where it is. Some of them are right next to you when you come in,
    while others are half a mile away from you when you enter and guarded by half a
    dozen angry enemies that have every single Geo Effect in the game imposed on
    them. All depends on the situation.
    Regardless, the opening battles start out incredibly easy, though they get a
    little harder as they go (id est, going from level 1 to about level 5-6, not
    too bad). The best technique by far to get to ugly spots for exit panels, is
    to make a tower of characters and throw them there. Definitely helps out. When
    you get to Level 10, you'll find a enemy known as the Item General, and if you
    beat him, the stat increases you get on the item after the battle are slightly
    better, so why not just the battle through. Plus, you get a second Mr. Gency's
    Exit if you win the tenth battle, and they sell for some great money anyway.
    When you're done, you can go right back to the Overlord's Castle. Odds are the
    weapon you got turned out pretty good, but just talk to the Dimension Guide
    with it equipped to open up Dinero Palace (yeah the name speaks for itself),
    go to the hospital and do what you will with equipment. Now Chapter 3 really
    does begin.
     3-1  ~~  Dinero Palace  ~~  Gaudy Entrance  ~~  Bonus Level: 5
    Lv. 7 Pugilist x1
    Lv. 6 Pugilist x1
    Lv. 5 Brawler x7
    And Chapter 3 couldn't start off any easier. All of your enemies here are
    Brawlers or upgrading versions of Brawlers, which leads to a rather simple
    battle. Right off the bat you have three Brawlers right in front of you. Easy
    as pie, just hit them and they'll die in one turn. At this point, the Pugilists
    at the top will come down after you. These guys are a little tougher due to
    their higher HP and strength, but so long as you keep Laharl and your other
    strong as hell characters in front, with the weak characters who are just there
    to garter EXP in the back, you won't have any problems. Especially with the
    even weaker Brawlers behind the walls, who fight with bows. Haha, what a joke.
    I didn't have a single character die in this battle. Time for 3-2, which starts
    with a rather informative but amusing exchange between Etna and Flonne.
     3-2  ~~  Dinero Palace  ~~  Golden Courtyard  ~~  Bonus Level: 5
    Lv. 9 Priest x1
    Lv. 8 Manticore x1
    Lv. 6 Pugilist x8
    This battle is barely harder than the last one. Maybe the slight increase in
    difficulty can be attributed to the fact there's at least a small variety in
    the type of enemy here, but oh well. I digress. There's four pugilists right
    near you when you come in, so I assume you're pretty used to killing whatever
    is right in front of you when you come in anyway. Face it, they have less than
    70 HP each anyway, so you should be able to finish them off quite easily. Then
    what you have in front of you is a blue line of the floor which has No Entry
    on it. So yeah, obviously you can't pass through there until the Geo Symbol is
    destroyed. Not to mention what's on the other side of that uses projectile
    weapons... very dangerously.
    The Geo Symbol, which is about as strong as anything else in the battle if you
    can actually believe that, is to the right of the line. If it's going to take a
    turn or two to get to it, though, feel free to use long range attacks like
    Etna's spear, magic, or bows and guns to scratch the stuff on the other side.
    Eventually you'll be faced with a priest and a manticore. Definitely kill the
    priest first as his Fire is one of the most dangerous aspects here, plus he
    uses Heal and Shield... very nasty. The manticore will most likely be your last
    target, but yet again, if everyone is still alive and can pound on it, you
    shouldn't have any troubles. After this, take care of business, and enter 3-3.
    Turns out that the owner of this palace really is a former vassal of Laharl's.
     3-3  ~~  Dinero Palace  ~~  Flashy Passage  ~~  Bonus Level: 6
    Lv. 10 Pugilist x1
    Lv. 7 Pugilist x4
    Lv. 6 Brawler x1
    Lv. 4 Brawler x15 
    No, that isn't a typo, there really are sixteen brawlers here. Definitely the
    most enemies in any battle yet. That being said, this battle is extremely
    manageable. Obviously your first task is to get rid of all the brawlers in
    your immediate vicinity, but this can be easily done. Start with the left by
    having a mage hit all three of the first brawlers with something with the line
    of three option for magic. That should weaken if not kill all three of them.
    Then for the right, have a strong physical attacker kill the first one in one
    blow, then move Laharl to the space where she once stood. Have Laharl use Blade
    Rush, effectively slicing the next three to shreds. Then with your remaining
    few physical attackers, have them kill whatever they can that's left and in your
    range. Just so long as you keep your healers back.
    I gotta say, there must be an awful lot of brawler corpses in that room they're
    in. Oh well. A turn in, and the brawlers will probably just all come forward,
    except for the four in the back with bows. When they do, you should probably
    be able to get rid of all the ones that have HP in the 40s, crushing 'em like
    ants. The one with 240+ HP and a spear, however, deserves a little more of your
    attention though. Just handle her with care. You know, Hurricane Slash, Tiger
    Charge, Sky Lunge... that kind of nice, painful care. =) The four brawlers on
    the back are the biggest jokes of all; just throw someone up there and have
    them wreak havoc. Or you can use spears, bows, or guns. Whatever keeps your boat
    afloat. Just move on to 3-4, a perfect case of fighting to the death over power
    and money. Ah, I love the Netherworld.
     3-4  ~~  Dinero Palace  ~~  Lavish Hall  ~~  Bonus Level: 6
    Lv. 12 Rich Demon (Hoggmeiser)
    Lv. 10 Pugilist x2
    Lv. 6 Wall of Meat x6
    I didn't make that up either. The first six brawlers here are seriously called
    the Wall of Meat. Anyway, you should make your objective to kill every member
    of this so called wall of meat within the first turn. They don't move, and they
    also aren't very strong, but as a whole they pose a greater threat than
    Hoggmeiser. Kill one or two on the left first so that you can get Laharl in
    there to use Blade Rush and damage all of them, which believe me will severely
    weaken them. They have generally very low defense, so any type of physical
    attack will cripple them. After that, the two pugilists will be left. They're
    about as strong as the Level 10 Pugilist from the last battle. Strong... but
    not against the advantage of numbers.
    Eventually you run into Hoggmeiser. Don't even touch him if the pugilists are
    left. In fact, if he gets near you I'd just have some strong guy throw that
    money grubbing bastard away from you. Just kill the pugilists, utilize Flonne's
    Power of Love attack, which is great for healing everyone in a selected area,
    and then Hoggmeiser is left. He's quite the boss; he has about 400 HP, rather
    strong attacks, and his Spinning Slice is the equivalent of Laharl's Blazing
    Knuckle, hitting everything around him. However, once again. Numbers make all
    the difference. Hurricane Slash, Skull Splitter, Tri-Burst, someone casting
    magic on him... pile all that on top of him, and what with his defense which
    isn't exactly outstanding, and the demon personification of Square Enix is
    defeated. Oh yeah, have I mentioned yet how epic this music is? Seriously.
    The scene that follows the battle is rather touching. Laharl is about to kill
    Hoggmeiser off, but his son steps in for him. Flonne explains why this is, then
    Laharl gets flashbacks and lets Hoggmeiser go, only taking 5000 HL with him.
    You badass, you Laharl. Hoggmeiser also joins your party, which is nice of him.
    Afterwards, Chapter 3 is done. Time to start Chapter 4.
     VId. Gift from an Angel
    Chapter 4 begins with Vulcanus back in Celestia thinking stupid thoughts, and
    taking a pendant from Flonne. So apparently Flonne can't survive in the
    Netherworld, so she says she'll give Laharl "something good" if he helps her
    find it. Fair enough, that's Laharl's specialty. Anyway, you definitely have a
    lot of money to blow off at this point, so make you do that. Perhaps you should
    increase the expense of items. Also, if you've been using a red skull... make a
    blue skull now. Seriously, just for this chapter, trust me. Make sure Etna's
    diary is read, and let's get fighting.
     4-1  ~~  Blazing Core  ~~  Road of Flames  ~~  Bonus Level: 7
    Lv. 12 Killer Armor x1
    Lv. 11 Decoy x2
    Lv. 9 Pumpkin x4
    Chapter 4 starts out exactly how Chapter 3 started: with a very simple and
    rather easy battle. Seems we're back to fighting monsters. The first four
    start on a square of green panels with an EXP + 100% effect, which is quite a
    treat. Obviously, that means you need to kill the enemies when they're on the
    squares, not when you're on them. Use this to your advantage and get some
    lower leveled characters some EXP, why don't you, it really helps. The Pumpkins
    aren't hard enemies, plus they're all weak against ice. Treat that as you will.
    If you can, lure the Killer Armor and the Decoys on to the green squares, though
    that isn't necessary. You'll be seeing a lot of Killer Armors, and they're by
    far the strongest enemies yet, but with magic and Hurricane Slash and whatnot,
    one of them won't give you a large casualty count. On to 4-2.
     4-2  ~~  Blazing Core  ~~  Parched Ground  ~~  Bonus Level: 7
    Lv. 12 Killer Armor x2
    Lv. 11 Decoy x2
    Lv. 9 Pumpkin x7
    After an amusing cutscene, you get a battle that is possibly even easier than
    the last one. What a treat! You start off with a decoy and five pumpkins right
    around you. My suggestion would be to use Blade Rush and Wind Cutter if you
    have that on the ones that are a little further away, while your short ranged
    attackers like a brawler and a warrior smash down the ones that are right next
    to you when they come out of the base panel. Then you can always weaken the
    further ones through long ranged attackers, and characters like Etna who have
    slightly better movement. One or two may be left afterwards, but at this point
    enemies of this strength shouldn't be too enpowering. At that point, solidify
    your characters around the middle, use Power of Love and Heal, and let's keep
    The other pumpkins, decoy, and killer armors are far away from the ones you
    just killed, and as such they won't even move. Haha... just makes it easy for
    you. The Killer Armors are particularly slow, so take your time getting in
    there. The Decoys are barely stronger than the Pumpkins, meaning soon the only
    thing left will be the Killer Armors. Handle them one at a time like before,
    but if you can hit them both with the same attack (Blade Rush, Wind Cutter, et
    cetera), by all means do so, since their Power Slice attack can do up to 80+
    damage depending on who it hits. Not nice, so kill those bastards, then get
    ready to go to 4-3.
     4-3  ~~  Blazing Core  ~~  Blazing Field  ~~  Bonus Level: 8
    Lv. 14 Nightmare x1
    Lv. 12 Killer Armor x2
    Lv. 11 Decoy x5
    Lv. 9 Pumpkin x5
    And here we have a slightly more complicated battle. Almost all of the field
    except for a little bit over to the right of it, as well as where you come in,
    is covered with a red field that has an Enemy Boost + 50% field. That's not
    good. It's bearable, unlike Enemy Boost x3, but it's still quite bad. To start
    off with, I'd have Laharl stand in front of the five Pumpkins to block them
    from coming in, and then I'd have someone throw someone else across the gap to
    the right. At that point, someone should throw the Enemy Boost + 50% Geo
    Symbol over to the right. An alternative way is to take the Damage + 20% symbol
    and throw it onto the field, then wait five turns and everything will just die
    immediately, but that's an extremely lame ass way of finishing this battle. So
    seriously... why do that.
    After you get the symbol off, the rest of the battle isn't too bad. The Pumpkins
    will already be dead or close to dead, so just gradually move up, and the Decoys
    will basically come to you one by one, never all at once. Also, the Nightmare
    at the top is higher leveled than the Killer Armors, but its attacks aren't
    NEARLY as overwhelming. Its Fire Dance is long range, but it does about half the
    damage. Just worry about the Killer Armors and make sure you're not fighting
    two of them at the same time. Power of Love is still a great technique for
    getting yourself cured, so as long as you're careful around the Killer Armors,
    you should be fine. So, just get to 4-4, where we run into our old pal Mid-Boss
    again, who has Flonne's pendant from Vulcanus, and is in a rather evil mood.
     4-4  ~~  Blazing Core  ~~  Molten Labyrinth  ~~  Bonus Level: 8
    Lv. 17 Mid-Boss (Mid-Boss)
    Lv. 15 Mandrake x1
    Lv. 14 Nightmare x2
    Lv. 12 Killer Armor x4
    Alright, this earns the honorary title of first battle in the game that I'll
    refer to as being really damn hard. The first and last of your problems being
    Mid-Boss. You'll first glance over at him to find he has over 800 HP, but that
    won't haunt you yet. You'll be haunted by the fact there's four Killer Armors
    here, and a bunch of enemies even higher leveled than they are. The key here
    is not to just rush ahead and try to take on all four Killer Armors at once,
    cuz if you do you will get your ass beat badly, and then there's no way you
    can handle Mid-Boss as much as you've been weakened. Keep your characters near
    your base panel, and a couple of the Killer Armors will come after you. Some
    of the enemies (one of the Nightmares usually) will also come from the right
    side of the bridge, so if that happens, send one good character like Laharl
    there and just use him to kill 'em all.
    I'd say the enemies that take precedence of killing first over all others are
    the Killer Armors, then the Mandrake, then the Nightmares. Even though the
    Mandrake is just a souped up Pumpkin, its Jack the Ripper attack is deadly,
    and its stats are comparatively higher. The Nightmares do little more than
    their weak Fire Dance attack anyway. Do this battle wisely by making sure you
    keep everyone alive (meaning that no matter how strong or weak they are, get
    them healed when they get below half HP, because Mid-Boss can do that much
    damage). When you do get to Mid-Boss, avoid keeping characters in rows and
    lines, because his Adonic Blast can hurt everyone set up that way. What's worse,
    he can use it twice. Not only has it got range, but it does about 100 damage to
    everyone, too. Ugh.
    Definitely don't get started on Mid-Boss until you're done with everything else.
    In fact, don't even approach his range, he'll come after you by himself after
    three or so turns. Keep everyone together roughly, and just hammer on him with
    everything you've got, unless Laharl or someone else is to the right of the map
    killing one last enemy, in which case he can do that and come back. Don't forget
    that you have Hoggmeiser in your base panel, and while he definitely isn't as
    strong as Laharl or Etna, his Spinning Slash can do great damage while stopping
    him from being countered. That, and he can trade hits with Mid-Boss, though the
    latter will win in a straight fight. Just someone there to take hits away from
    everyone else and give added support. If you're strong enough and have enough
    characters, Mid-Boss will fall. Flonne reveals that he tricked Laharl, saying
    that her "gift" is to make him realize that he can love. Bahaha. Classic. With
    that, Vulcanus disappears and Chapter 4 ends.
     VIe. Etna's Secret
    Chapter 5 begins as Etna and Flonne are laughing at a humiliating photo of
    Laharl, which on the back says that if Laharl doesn't come to Jotunheim for a
    duel, the picture will be spread throughout the Netherworld. What is on the
    picture, no one knows. I'd say it's either Laharl crossdressing, or doing
    something after being kicked in the nuts. With that, though, this chapter has
    started. The obvious first step is to read Etna's diary and then get into
    Jotunheim, but I have some important notes for you first.
    Jotunheim is another place with all enemies having 50% resistance to ice and
    weakness to fire. That being said, if you've been following my guide up to this
    point you trained a red skull, a green skull, and a blue skull to Level 5, and
    now a Star Skull is available. If you did that... wonderful. I would definitely
    have Flonne create the Star Skull, because if Flonne stands next to her pupil
    and uses Star three times, she'll learn the spell herself, so then she can
    actually contribute something to the battle. A Star Skull can do damage that
    totally ignores all the resistances/weaknesses, so that's overall a good thing.
    Also, just a note on hospital prizes. Hopefully those are going good, but you
    may not be caring much for the higher leveled orbs. You know, the Dark Orb, the
    Blood Orb... I mean, do you really need all that extra SP and RES? Your choice,
    but if you don't and they don't have any extra bonuses in things like INT which
    are quite helpful, I really would suggest selling them off, since you can make
    a massive profit off them. Make sure your equipment is up to snuff, especially
    armor, since I for one tend to overlook it around this point. But ah well. 5-1.
     5-1  ~~  Jotunheim  ~~  Absolute Zero  ~~  Bonus Level: 9
    Lv. 12 Imp x9
    This is one of the most frustrating battles in the whole game, if I'm being
    entirely honest with you guys. However, amazingly enough, this is actually the
    hardest battle in the entire chapter. First of all, the layout. The whole place
    consists of a yellow Geo Symbol field that has the following effects: Ally
    Damage + 20%, Atk - 50%, and Def + 50%. Obviously your first task is to destroy
    the Ally Damage + 20% symbol, which is to the north of where you come in,
    surrounded by three of this battle's nine Imps, which as I mentioned earlier are
    the most annoying things in the entire game. So basically, punch them out of the
    way and get to the Geo Symbol, which you need to break as fast as possible.
    Laharl is your guy for that, with some long ranged support. Also, if you can
    get a Scout with a Dark Cannon set up there, that'll actually work very well.
    Even after the Geo Symbol is gone there, everyone's attacks will still be doing
    half the damage because of the effects here. The joke is on you, though, since
    the Imps use Hell Pepper which causes Poison. That being said, Flonne isn't
    going to die, and Power of Love is still a great technique, so use that to
    your heart's content. If you wish to maintain your sanity though, destroy at
    least one of the Geo Symbols. If you can do that, though, the battle should
    pretty much fall into place. The imps will end up all gathering together, so
    as long as you try to hit them all at the same time whenever possible, you're
    used to them and they won't kill you. That's the most annoying battle in this
    chapter, and the next battle is the second most annoying. =) Starting with
    Laharl almost dying for the most ridiculous reason ever.
     5-2  ~~  Jotunheim  ~~  Endless White  ~~  Bonus Level: 9
    Lv. 15 Ninja x1
    Lv. 15 Scout x2
    Lv. 12 Puck x7
    This fight is a little easier than the last one, but not by much. What you'll
    start off against are seven pucks, the first five virtually crowding you. And
    then there's Laharl, whose ATK, INT, DEF, and RES have all been halved due to
    Flonne being a dumbass back there. So yeah, Laharl isn't gonna be great here,
    though he IS your strongest character, and even with his stats halved he's
    still better than some of your other characters probably. With that, you're
    going to have to rely on your other strongest attackers. The best of who is
    probably Etna, and you're going to really have to be looking for an instance in
    which she can't use either Impaler or Sky Lunge.
    Kill the Pucks as fast as possible, while keeping your weak characters back,
    and towards the left. I say this because to the right across the water are two
    Scouts with guns. Not nice, they won't hesitate to take a weak character like a
    Brawler and pummel him down with Tri-Bursts. Characters like warriors who are
    legitimately strong, though, can stay closer to the right and kill the Pucks
    with some good old Skull Splitting action. Then the Ninja will come in, who
    has a rather high speed and because of that should be weighed down with a
    gunner or someone else with high HIT, but he isn't really as annoying as the
    two Scouts. Handle them last, using Etna's spears to get them from a distance,
    Laharl's Blade Rush or Wind Cutter, and your own Scout. So long as you keep
    weak characters away from them, this battle will end well enough. On to 5-3,
    where Laharl reveals his relative lack of libido.
     5-3  ~~  Jotunheim  ~~  Terrible Cold  ~~  Bonus Level: 9
    Lv. 14 Empusa x5
    Lv. 14 Nekomata x3
    Did they hire someone to write the names of these maps for less than minimum
    wage? Just a thought. But anyhow, 5-3 is the best map yet, because almost the
    whole thing is covered with an Invincibility field! The only way to get rid of
    it is to have someone go to the very end of the field and throw the red Geo
    Symbol on to the single green panel. Sounds like a pain in the ass, doesn't it?
    Well, it is, but in the immense amount of time that it'll take for someone to
    get over there, have your characters attack the catgirls as well as themselves,
    so that you can build up your weapon mastery! Seriously people, that is
    exactly what this is about. Especially the fist users, since they counterattack
    so many times. To get over to the upper right faster, throw the catgirls out of
    the way, and use Triple Strike to get them out of the way.
    Eventually whomever you're using will get to the end, and throw the thing on
    there. Hopefully Laharl, since he still sucks ass in this battle. But when
    that's done, you'll find... this battle is rather hard too. The Nekomatas use
    Hip Attack, a bitch of an attack that drains HP from you. Ugh. Use your best
    magic here, fire if you've got any, and go into full out aggression. Hopefully
    their SP is sucking pretty bad right now, which is something you can definitely
    do during the invincibility stage, but another good idea would be to use
    Asteroid Drop or Lion's Roar, since no doubt they're surrounding you in the
    middle. That's all I can say for this. Full out offensive. Ready yourself for
    5-4, the most epic scene yet in the game, not to mention the most epic music
     5-4  ~~  Jotunheim  ~~  Ice Queen  ~~  Bonus Level: 10
    Lv. 19 Demon Sire (Maderas)
    Lv. 16 Golem x1
    Lv. 15 Lilim x2
    Lv. 14 Empusa x4
    Despite being the most epic battle yet, the last battle of Chapter 5 is also
    the easiest battle of Chatper 5. Heh... what kind of sense does that make. All
    you have is less catgirls than last battle who are no stronger, a Golem who is
    actually relatively strong, and a laughably easy boss. Nice change of pace!
    The beginning part of this place is split into three paths, one on each side
    and one in the middle. Two of the catgirls are right in the middle, so I just
    threw out everyone except Laharl and Etna, who went for the two at the side,
    and the two in the middle died in about a couple hits each. The only even
    potentially dangerous thing here is the Golem, which you want to use Wind
    Cutter and Prinny Raid and all that long ranged stuff on as soon as you can.
    You don't want to taste its Golem Dunk attack. Believe me.
    The two Lilims will naturally come in right after the Empusas, but since the
    Empusas WILL at that point be all you've been past, they shouldn't be too much
    of a problem. Maderas will likely come down from one of the sides, meaning he
    won't do diddly squat to you. Just use all the long ranged stuff and then when
    it gets next to you, short ranged stuff at your disposal on the Golem, and then
    the fight is basically over. All Maderas has to offer is 650 HP compared to
    Mid-Boss's 800, a special technique called Chaos Fire which is insultingly
    weak, and a coward who half the time won't even attack, but will just run
    away. That, and his defense is nothing that Hurricane Slash and Sky Lunge
    can't make short work of. I can say I rather like this battle! With that,
    Chapter 5 ends with a resolution between Laharl and Etna, and it ends up happy
    for everyone... except Mid-Boss. Paves the way right into Chapter 6.
     VIf. Laharl's Challenge
    Chapter 6 immediately starts as Laharl reads a letter that he's had sent out
    all over the Netherworld, saying that that day he will carry a deed for the
    position of Overlord to the end of the Blair Forest, and if no one can take it
    from him, he'll become the Overlord himself. Can anyone guess how THAT is gonna
    turn out. Well, almost all the vassals except the necessary ones are gone from
    the castle at this point, but in any case, read Etna's diary, and then if your
    brawler and warrior, if you're using them, are at Level 12, I'd refrain from
    transmigrating them into third tiers yet. I just wait for the fourth tiers, but
    oh well, my thoughts, you can do what you want with them. When you're ready,
    let's start 6-1.
     6-1  ~~  Blair Forest ~~  Calamity Woods ~~  Bonus Level: 11
    Lv. 12 Ghost x2
    Lv. 12 Boggart x2
    Lv. 12 Hobbit x2
    Lv. 12 Puck x1
    Lv. 12 Man-Eater x2
    Lv. 12 Imp x2
    Lv. 12 Gremlin x2
    Lv. 12 Golem x2
    Lv. 12 Killer Armor x2
    Lv. 12 Dark Knight x1
    Lv. 12 Pumpkin x2
    Lv. 12 Decoy x1
    Lv. 12 Gargoyle x2
    Lv. 12 Nightmare x2
    Lv. 12 Zombie x2
    Damn, now I didn't make up that list of enemies. You really are fighting 27
    enemies, which come in just about every type of monster seen so far. Still,
    this battle is quite easy and I'll tell you why, and Laharl spelled it out in
    the intro scene: you need to take them on ONE AT A TIME. That's right, the
    island right at the beginning with the base panel is very small, and connected
    to the main area with all the monsters, by an extremely narrow walkway. So
    everything on the other side can only dream of hurting you except with their
    weak ass Mega Wind and stuff like that, while only one monster gets on that
    bridge and hammers away at the character in the front. Trust me you can handle
    one monster. See what I'm getting at here?
    Start off by having Laharl stand a little back and fire away with Wind Cutter.
    Wind Cutter and to a lesser extent Blade Rush are absolute godsends in this
    battle, so make use of them. Then someone like Etna or someone equally strong
    can stand in front to defend everyone else, then you've got Flonne and your
    Star Skull or whatever other mage you have. They're great too, at hitting
    down the enemies that have been weakened, and just at starting to peck away at
    some of their HP's. Just stay where you are for a few turns, until the number
    of enemies is way reduced, or until Laharl runs out of SP for Wind Cutter. Then
    you can start getting a full assault going. Emphasis goes on killing the
    Nightmares first, because Fire Dance is nasty, then the Imps/Gremlins because of
    their poison, then the Killer Armors. Make sure that you don't let Flonne get
    killed, because in the small space you're given, Power of Love is amazingly
    useful. Just handle this safely from a distance, one at a time, and your
    casualty count will be next to zilch. Enjoy the crazy bonuses you get from the
    battle, then let's go on to 6-2.
     6-2  ~~  Blair Forest ~~  Ritual Site ~~  Bonus Level: 11
    Lv. 24 Demonslayer (Sardia)
    Well... this battle is the exact opposite of last one. That had 27 enemies
    who were all weak as hell, this one has one enemy who's the closest thing to a
    god you've seen yet. Sardia the Demonslayer, essentially a pimped Knight, has
    1300+ HP, as well as ATK and DEF nearing 300, and she isn't afraid to use
    Wind Cutter. My first recommendation for you before this battle begins is to
    BUY NEW WEAPONS. Otherwise you're going to be pretty pissed off doing next to
    no damage against that huge pile of HP. Meanwhile though, you want to have
    yourself set up so that Sardia can't hit two characters at once with Blade
    Rush or especially Wind Cutter. That's not too hard to do.
    I would set up a position at first with Laharl five squares away to use a
    Wind Cutter immediately, while he has a couple attackers on either side, like
    a phalanx. Then Sardia will come forward, hit you with something, and now you
    want to surround her. If you have four strong attackers around her, hopefully
    a long ranged attack like a Scout outside hitting her with Tri-Burst and stuff,
    and also a mage or two bearing down on her (a Star Skull and Flonne casting
    Star every turn will REALLY take her HP down as a few turns go by), and you'd
    be surprised how fast 1300 HP will go down. Just watch out for your attacks
    like Sky Lunge, Triple Strike, and Tiger Charge, which move the character, and
    for god's sakes don't put a bunch of characters four or five squares away from
    her. That's a bad idea. Then in the end, leave the kill to someone who you'd
    like a ton of EXP going to. Then keep going.
     6-3  ~~  Blair Forest ~~  Witches' Den ~~  Bonus Level: 11
    Lv. 16 Pvt. Prinny x2
    Lv. 15 Pvt. Prinny x3
    Lv. 12 Pvt. Prinny x2
    Lv. 11 Pvt. Prinny x1
    Lv. 10 Pvt. Prinny x1
    This battle is a joke in every way from the ridiculous formation to the
    actual difficulty of the thing. I give them credit for the hilarious idea of
    this, but the actual battle is freaking easy. First of all, if you want to make
    it even easier, just throw all of them and they'll explode, instantly killing
    them obviously, but not netting you any EXP or HL. But who wants to do that?
    Only a couple of the Prinnies here are any strong at all, and half of them
    will just sit there doing nothing, waiting for you to attack them. The Prinnies
    on the far ends, for instance. The ones in the middle aka the base men, though,
    are slightly threatening, but so long as you keep weak characters out of the
    range of their Prinny Barrage, this fight is just a total joke. Just move on
    6-4 fast, where an Overlord comes out to play and then splits into ten.
     6-4  ~~  Blair Forest ~~  Writhing Shadow ~~  Bonus Level: 11
    Lv. 75 Alt. Overlord x10
    Do I even need to explain the first part of this battle? You're facing ten
    Overlords, one of which could kick your ass, let alone effing ten of them. And
    there really is nothing you can do about it except send ten of your characters
    out, let them get blown to bits, and guess what? It ain't game over; the vassals
    who left the castle come back to help you, even though they were only waiting
    to ambush Laharl in the first place. Bahaha. So now you have six allies who
    are all Level 200-300, obviously a hell of a lot stronger, though you still
    can't control them.
    The vassals will absolutely slaughter the Overlords, but let me tell you a
    little secret right about now, if you want to play it extremely cheap. The
    vassals will attack, dealing tons of damage, then the Overlords will counter
    and whatnot, then when a turn is all said and done, an Overlord may be left
    with something like 100-150 HP. Really close to the brink of death, if you know
    what I mean. If you throw one of your characters in there and have him kill
    that Overlord, you will receive an absolutely insane amount of EXP. Like, more
    than the boundaries of cheapness would ever allow for. Not to mention a lot of
    HL as well. If you want to do that, then go ahead. Stop reading this guide if
    you do that though. =P But anyway, that wasn't the last battle. Chapter 6 is
    the first chapter to be more than four battles.
     6-5  ~~  Blair Forest ~~  Nightdwellers ~~  Bonus Level: 11
    Lv. 20 Prism Ranger (Prism Red)
    Lv. 17 Specter x4
    Lv. 17 Puck x4
    Lv. 17 Man-Eater x4
    This battle is in my opinion the hardest so far in the game, bar none. First
    of all, the entire map is covered with a Warp effect, meaning every turn you
    will be teleported somewhere completely random. That could be good, as in the
    enemies going somewhere else while you surround some of those annoying Pucks
    and can beat the daylights out of them, or it could turn out equally bad.
    Either way, I'd start the battle off by pulling Laharl out far enough to use
    Wind Cutter, while everyone is far back. The Specters here, are by far the
    least of your worries. The Pucks are the most annoying thing here, as their
    Demon Breath does 50-60 damage on top of causing sleep, which is hard as hell
    to wear off. The Man-Eaters aren't too bad unless you're in a line, in which
    case they'll stomp the lot of you.
    So it all depends on where you end up at first. If you get to a good position,
    that'll have a lasting effect on the whole battle. And if not... that's too
    bad. Either way, I wouldn't bring out your mages and weak characters until you
    get somewhat weakened enemies right near the base panel, since they'll run the
    most risk of anyone. I also recommend during this battle, bringing Maderas out
    so he can float around weakening enemies. The battle is randomized enough so
    that it's appropriate. Especially as far as Prism Red is concerned, since he's
    one hard mofo. His main special does on average about 100-110 damage, and he's
    got a good 500 HP on him, so Maderas weakening him will help. Apart from that,
    use whatever you've got available at that point, making sure you leave him for
    last or close to last. Good luck, 6-6 is easier.
     6-6  ~~  Blair Forest ~~  Heart of Evil ~~  Bonus Level: 11
    Lv. 22 Mid-Boss (Mid-Boss)
    Lv. 20 Gargoyle x2
    Lv. 17 Puck x10
    Oh great, it's the third battle against Mid-Boss. He is actually easier this
    time around than in Chapter 4; instead the only bad thing here is the ten
    Pucks that surround you when the battle starts. You're in for your absolute
    overkill if you enter this battle and don't do something about those Pucks.
    First thing I'd do is have Laharl use Blade Rush or Overlord's Wrath (or
    Blazing Knuckle if two who are weak against fire are next to each other) on
    them, and hopefully that's close to a one hit kill. There's always the bow
    skill Dark Flash, which while I normally dislike it, can prove useful in this
    situation. Asteroid Drop, Lion's Roar if you have the SP to use that skill,
    use it all. Same with Flonne and someone else for magic.
    If you can kill at least half of the Pucks in one turn, that should probably
    be enough, as the only thing besides them are a couple gargoyles, and, well,
    Mid-Boss. The gargoyles will come down after the second turn, so until then,
    make sure you have all the Pucks dead. The gargoyles tend to stay rather close
    to each other, so using the same multi target attacks are good as ever. Then
    you have to deal with Mid-Boss, who is actually easier than last time, since
    his special technique, Adonic Fury, only hits one character. While the damage
    from it tends to exceed 200, it's still one target, so don't worry about that.
    His 1100 HP isn't as bad as it seems, so long as you have someone attack him
    from behind. The best stuff is still Hurricane Slash and Sky Lunge, as always.
    If you're having trouble with this battle, the best advice I can give is to
    go to the shops and buy stronger weapons.
    After the battle, Mid-Boss escapes saying he has stomach cramps... yeah, no
    comment. Laharl then, finally, becomes the Overlord. Much to his happiness and
    Flonne's dismay. Because speaking of which, somehow Vulcanus immediately finds
    out that Laharl became the Overlord, and that Flonne is a traitor. Laharl is
    left to scream and laugh evilly, and then Chapter 6 is drawn to a close. Ready
    for Chapter 7 much?
     VIg. Of Being an Overlord
    A little bit after the events of Chapter 6, Laharl is still laughing evilly,
    overjoyed at his new status of Overlord. That being said, Etna comes in with
    his first job... and it's helped a kid find his pets who have been lost. Yeah,
    that's seriously Laharl's first job. Doesn't help that the kid is a little
    annoying brat, albeit one who owns Flonne royally. Anyway, the vassals are
    back, though they don't have anything too special to say, so just read Etna's
    diary, and then start 7-1, in Salamander's Breath.
     7-1  ~~  Salamander's Breath ~~  Scorching Wind ~~  Bonus Level: 12
    Lv. 23 Ghoul x1
    Lv. 20 Zombie x13
    I love this battle. No, I really do, I feel sentiments like that towards any
    battle which has a HL + 50% and an EXP + 100% bonus spread out all over the
    whole thing. On top of that, this fight ain't too tough either, so think of
    it mainly as an opportunity to raise up your lower leveled characters by
    having them land finishing blows on the zombies. While the zombies do have
    high-ish HP, their defenses and resistances tend to be quite low, so just let
    loose. Give it your multi hit attacks and everything else that you've got,
    and while you may end up with a few dead characters by the time it's all said
    and done, that's to be expected. Feel free to come back to this battle at a
    few points, since battles like this are few and far between. Enjoy the HL,
    then let's hit up the not as awesome 7-2.
     7-2  ~~  Salamander's Breath ~~  Column of Fire ~~  Bonus Level: 12
    Lv. 26 Corpse x1
    Lv. 23 Ghoul x2
    Lv. 20 Zombie x7
    See what I meant by this place not being as awesome as the last? Column of
    Fire is surrounded by an Enemy Boost x3, which is seriously bad for you. It
    doesn't help that the Null symbol is way over behind a pyramid of zombies, so
    you need to use throw manuevers to get on the other side. I just do this by,
    on either side of the pyramid, having a character with bad throwing range step
    two squares out, then a character with good throwing range like Etna or a Scout
    come one square out, while Laharl stays on the base panel. Then have the
    character with bad range pick up Laharl, and the character with good range pick
    up the two together, then throw them both towards the null panel at the back.
    At that point, Hurricane Slash that thing, I say!
    That being said, you'll probably need two trips to the null panel, since the
    symbol of course needed to have a ton of HP. It'd be incredibly advantageous,
    however, if you can do it with only Laharl and a Hurricane Slash or Overlord's
    Wrath. To do that, you'll need a damn good weapon for him, probably a belt,
    and also a mage to come out and use Braveheart on him (trust me you'll be doing
    that a LOT later). If you can't though, feel free to make two trips. When that's
    gone, everything disappears, and then you have the zombies to finish off.
    Nothing more I can say except use Laharl's Wind Cutter and Overlord's Wrath
    attacks to get rid of the pyramid, save the Corpse and Ghouls for last, and
    try to keep everyone alive as long as you can. That's really all I can say.
    Good luck with this, enjoy your bonuses and then go on to 7-3.
     7-3  ~~  Salamander's Breath ~~  Raging Earth ~~  Bonus Level: 12
    Lv. 20 Zombie x6
    This battle is easy as hell, probably even easier than that joke back in 7-1.
    To start off with, a river of lava is in the middle of this place. The side
    you're on has a Damage + 20% effect as well as Silence. Not so good. The other
    side is barren, but in between the two are a couple paths, with No Entry and
    No Lifting effects. Simple; start by getting all your characters out and
    sending them to the left side of the lava river, where the No Entry symbol is.
    At that point, you'll see there's six zombies on the other side (yeah I know
    not much), and a few of them at a time will move over to where you are. Then
    they'll proceed to use Zombie Twister and get on your side.
    First of all, Zombie Twister is incredibly weak, and second of all, the zombies
    have horrible defense which is just compounded by the 20% damage they too will
    be taking. Your primary focus should be towards slashing and shooting down the
    No Entry symbol (which bows and guns really help for let me tell you), but if
    a zombie gets over, feel to free to have a couple characters waste them. Etna
    or anyone else you might use for spears are great too, for both hitting the Geo
    Symbol and hitting zombies who are across the green line. When it finally
    disappears, send your whole party across, and since they're definitely hurting
    at that point, Flonne's Power of Love special is extremely helpful. At that
    point, probably only a couple of zombies remain, so celebrate your lack of
    being under Silence by using Wind Cutter and Tiger Charge and all that lovable
    stuff. Too bad you get just about no HL out of the whole deal. Cheap bastard
    zombies. Oh well... 7-4 next.
     7-4  ~~  Salamander's Breath ~~  Crimson Plains ~~  Bonus Level: 13
    Lv. 26 Corpse x2
    Lv. 23 Ghoul x5
    Lv. 20 Zombie x4
    And this battle... is even easier than the last one, if you could actually
    believe that. The four squares surrounding the base panel are all red with
    attack and defense boosts, while the green squares on the outside of the
    red ones have attack and defense penalties. So basically, sit your four
    strongest short range physical attackers on those four squares, and the only
    thing that'll hurt them is poison from Zombie Puke, which is legitimately
    annoying and you might want to have a Faerie Dust or Espoir ready for that
    just in case. Meanwhile, feel free to have a gunner sit on the base panel or
    way outside all that chaos, sniping down the zombies to gain EXP. Same with
    someone to use bows: this place is nothing more than a training course.
    Especially when there's 13 zombies to start off with, and they're going to
    surround you, being unable to use Zombie Twister all the while, like the good
    little idiots they are. =) Let's go finish the chapter.
     7-5  ~~  Salamander's Breath ~~  Ember of Dreams ~~  Bonus Level: 13
    Lv. 27 Zombie x1
    Lv. 26 Corpse x3
    Lv. 23 Ghoul x4
    Lv. 20 Zombie x4
    What a dramatic intro. Aramis introducing the boss of this place as a
    legendary zombie with a horse wiener (yeah no joke), and then the amazingly
    epic theme Battle of Eight Beat playing in the background. This theme is so
    awesome I just can't get over it. But in any case, this battle is definitely
    more challenging than those last two jokes, but 7-2 in my book still goes
    unsurpassed. This battle has two bridges on either side of the place, while in
    the center is a large Def + 100% area. I suppose in theory you can fight the
    battle out on that, but it's too much a pain in the ass for me. Nothing will
    come at you from the left bridge; all the enemies are concentrated towards
    the right, so send your characters there, and get ready for a swarm of
    Bunch all your characters up against the wall, so that Zombie Twister can't
    be used, and as usual keep your weaker characters to the back. These zombies
    are no stronger than before, even though there's three corpses this time
    around. All of them seem weak in comparison to the uber zombie at the end,
    though, who comes equipped with the three infamous special items. The horse
    wiener gives it added strength (...), the Mahogany's Brain increases its INT,
    and the Hercules Body that huge HP count. I would definitely suggest building
    up a rogue to mid teens in levels for this battle to steal that equipment,
    since it's one of a kind, and the only place to get it in the whole game.
    Plus, where else do you get to say that you just mugged a horse's genitals off
    a juiced up zombie? Seriously.
    The highlight of the scene that follows is that Laharl says Aramis can pay him
    back with his body. Bahaha. Etna even spots that right out. I don't really see
    what was the retrospective use of Chapter 7 in the grand scheme of things, but
    suffice it to say that it's done and Chapter 8 is about to begin, coupled with
    far less sexual innuendo on my part. ;]
     VIh. Reincarnation
    The chapter begins as a whole number of Prinnies began singing to the red moon.
    The song itself is actually not bad at all, though I'm still dying to figure
    out what it's a parody of. If anyone knows, please feel free to inform me.
    But in any case, Flonne is seen talking to the Big Sis Prinny you saw back in
    Chapter 3, and a lot of Prinnies are at that point gone, so Laharl wants after
    them. A few things to do though: buy some items which you will definitely need
    as this chapter is much harder than the last, talk to the vassals, one of who
    will give you a Staff of Sorcery which I'm willing to bet is better to whatever
    staff you have equipped now, read Etna's diary, then go talk to the zombie near
    the Dimension Guide. His "hint" to you is that the Prinnies are in the Lunar
    Snowfield. Uh huh. Great hint.
     8-1  ~~ Lunar Snowfield ~~  Theatre of Death ~~  Bonus Level: 14
    Lv. 27 Cyclops x2
    Lv. 24 Man-Eater x10
    Don't let the beautiful, soothing music fool you. This battle is HARD as HELL.
    That's really good, behind the game's saddest theme by far, hide the roughest,
    fiercest, hardest battle yet in the game. The Theatre of Death is surrounded
    by a lot of tree stumps, and all with an Enemy Boost x3 symbol towards the
    very far back. Which I counted; there's two bridges to take here to get to the
    Enemy Boost x3 symbol, and both ways it's 24 spaces. What a tease. Well, I
    guess I've said it all; you need to form two groups of five characters, and
    throw them all the way to the back side of this place. Unless one of them can
    destroy the symbol in one hit, which I highly, HIGHLY doubt. 
    Even if you don't use them, I'd recommend making a Rogue just for this battle.
    They can throw 6 spaces, which is quite helpful since you only have five
    characters to make it that far. With that, form two rather even, separate
    groups, but keep one thing in mind: have the two characters that you want to
    keep alive the longest start at the base panel. Those are the ones that will
    end up at the Enemy Boost x3 and Def - 50% symbols, which are far out of the
    reach of any of the enemies here. Characters that are just there to throw
    others to the back (like healers, which you just don't have time for in this
    battle) can stay at the end of the line, where they won't be getting very far.
    When you finally do get a couple characters there, you need to have one of
    them pick up the Def - 50% symbol, and the other pick up the Enemy Boost x3
    symbol and throw it to the blank panel where the Def - 50% symbol once stood.
    But that's right, there's no way around Def - 50% for a turn, unless you're
    actually strong enough to destroy the Enemy Boost x3 to start with. And sure
    enough, you'll probably get slaughtered by Stomp-o-Rama in a turn or two
    anyways. But since that attack tends to hit other tree stumps, make the best
    of the characters you still alive, just so that you ensure Laharl won't be
    stealing all the EXP from everyone. Also, with the Def - 50%, I'd have a
    character at the back to play around with it, picking it up when its your turn
    so that the enemies have their defense halved, then throwing it back when it's
    their turn. Just my thoughts. Then when the cyclopsi are left... they actually
    aren't that bad. Their strength and magic are both horrible, but they have
    defense from hell, so make sure you didn't destroy that symbol. Good luck, this
    battle is just lethal. Detour to the hospital, then hit up the easier 8-2.
     8-2  ~~ Lunar Snowfield ~~  Frigid Garden ~~  Bonus Level: 14
    Lv. 32 Treant x1
    Lv. 32 Oakrot x1
    Lv. 32 Man-Eater x1
    Lv. 16 Treant x1
    Lv. 16 Oakrot x1
    Lv. 16 Man-Eater x1
    Lv. 8 Treant x1
    Lv. 8 Oakrot x1
    Lv. 8 Man-Eater x1
    Lv. 4 Treant x1
    Lv. 4 Oakrot x1
    Lv. 4 Man-Eater x1
    Lv. 2 Treant x1
    Lv. 2 Oakrot x1
    Lv. 2 Man-Eater x1
    Lv. 1 Treant x1
    Lv. 1 Oakrot x1
    Lv. 1 Man-Eater x1
    Oh the melodrama, to start this place off. That referring to the scene, of
    course. This battle is as easy as Theatre of Death was hard. You have 18
    trees to fight here, three of them are a little strong, fifteen of them are
    pansy play that you can finish off in a hit or two. That's how it all starts.
    The map begins with six trees in front of you. Let your weak characters like
    bow users and whatnot take care of the first couple, then Laharl can use Wind
    Cutter on the back few, and then with Sky Lunge, Colossal Fissure, and all
    the other attacks that you're used to at this point, that'll be six dead tree
    stumps. Then split your party into roughly half, one to kill the Oakrots next
    to you where you start off, and one to kill the trees that are far past the
    Man-Eaters. The Lv. 32's give quite decent EXP, the others... not so much. If
    you need to use the hospital after that, go ahead. Otherwise, go to 8-3. An
    interesting scene, and then another rough battle.
     8-3  ~~ Lunar Snowfield ~~  Freezing Souls ~~  Bonus Level: 14
    Lv. 28 Battler x14
    Lv. 28 Blue Mage x2
    This battle only looks like it's potentially rough. In reality, the fact
    there's fourteen battlers only helps to build you up, because generally only
    two to four of them come at you at a time. I could kill at most two and weaken
    one or two a turn, though I didn't use Maderas or Hoggmeiser or anyone else
    like that, so if you want to do that, that might help. The battlers have all
    varieties of weapons, but generally it's axes and spears. In fact, don't be
    surprised if an axeman comes right out and hits you with Skull Splitter. Still,
    they don't have any long ranged attacks with the exact of spears hitting two
    squares away, so they won't be doing anything serious to you as long as you
    have your strong attackers in the front with the mages and healers towards
    the back. If you can do that, you'll easily kill off 2-3 a turn.
    There's ten male battlers in all right near the entrance, so you'll be there
    a while. Power of Love, for the millionth time, is an amazingly useful ability
    here, as is regular Healers casting Mega Heal, which should easily get you
    through whatever the Battlers throw at you. Then you'll notice four female
    Battlers at the other end, with two Blue Mages behind. My recommendation is,
    since those six absolutely will never move, and use bows to boot (ugh), that
    you destroy the Attacks +1 and Enemy Boost x3 symbols, and then throw the
    ATK - 50% symbol on there. With that, those battlers can't do squat to hurt
    you. Also, since you're doing a lot of hacking and slashing at this point, note
    that before Chapter 9 starts, which is in a couple battles, I like to have
    Laharl at level 10 in swords. Keep that in mind when deciding who's attacking
    what, it'll help. Anyway, when that battle's done with, let's end the chapter.
     8-4  ~~ Lunar Snowfield ~~  Under the Moon ~~  Bonus Level: 14
    Lv. 33 Chernobog x1
    Lv. 30 Shade x2
    Lv. 27 Nightmare x6
    Believe it or not, 8-4 is probably the most straightforward battle in Chapter
    8. Crowding you when you enter are six Nightmares, which use very annoying
    long range attacks and make you hate them in the process. My biggest suggestion
    is that when you pull your party out of the base panel, do not align them in
    any sort of formation, because that is the exact thing that the Nightmares like
    to snipe down. Apart from that, the Nightmares themselves are weak and will
    generally only have room enough for a few of them at a time to come after you.
    The Shades and Chernobog, on the other hand, have much more HP, and take many
    more hits to bring down, though they don't have that much more attacking power.
    Again, I want Laharl at Lv. 10 in swords before Chapter 9, so if he ain't
    there yet, this is your opportunity. This battle isn't too bad, really just a
    test to see if you're tough enough.
    What follows after this battle is probably the most touching scene in the
    entire game. The Prinnies head off, and you find out who the big sis prinny
    was, and trust me, you were not expecting that. Anyway, from here on out,
    Laharl is... not as bad of a guy as a whole, though. It's this scene that
    changes him. Plus it's just that music that does it for me. And Chapter 8 ends
    as the Prinnies once again sing that Red Moon song. As for Chapter 9, that
    starts with seeing three people named Gordon, Jennifer, and the robot Thursday
    out in space. Thursday's line = badass.
     VIi. Captain Gordon, Defender of Earth
    What's with the title of this chapter? Couldn't they settle for "Captain
    Gordon" or "Defender of Earth"? Geez. Anyway, as I was saying, in honor of the
    last chapter being called Reincarnation, I think it's right about time to
    promote your brawler and warrior, if you're still using those (which I do), to
    a Black Belt and Champion. It's okay if you're not to that point yet, but it's
    just something to think about, and you can always build them up using 7-1, or
    even the battle we're about to start. Read Etna's diary, update your equipment,
    then hit up 9-1.
     9-1  ~~ Stellar Graveyard ~~  Valgipus IV ~~  Bonus Level: 15
    Lv. 33 Dullahan x1
    Lv. 30 Nekomata x8
    And now you see why I told you to get Laharl at level 10 in swords. The
    formation of the enemies here is that of a 3x3, which is the exact kind of
    radius that Winged Slayer blasts. That, and I'd personally pull out a mage to
    use Braveheart on him, just to further increase his ATK. With a decent stat
    (around 500 or upwards), he should be doing massive damage to them; not killing
    them, but hurting them badly. If you want to assault them right off the bat,
    the real only other option is to kill the Dullahan in the middle with long
    ranged attacks like guns and magic, and then throw a fist or spear user in the
    middle and use Lion's Roar or Asteroid Drop. And that's not a very easy option,
    You'll want to kill at least 3-4 of the enemies here as soon as possible, if
    I'm being completely direct with you. The Nekomatas may be little catgirls,
    but their Fists of Fury and Mystic Blast attacks are beyond deadly, and if any
    are left alive, you absolutely can't leave your party lined up, or they'll
    just kill you, plain and simple. The Dullahan is no better; its Gigantic Slash
    attack is some of the worst stuff you've seen yet. So when Laharl gets done
    with his business, you can always use Asteroid Drop or Lion's Roar to further
    weaken the enemies, then single them out with Tri-Burst or Rapidfire depending
    on their elemental weakness, Colossal Fissure, Tiger Charge if that's an
    option... really the flow of this whole battle depends on how your first turn
    comes out. And if you have a lot of trouble here, really the only advice I can
    give is that leveling up is your friend. Do your business and then hit 9-2.
     9-2  ~~ Stellar Graveyard ~~  Thurvean Sector ~~  Bonus Level: 15
    Lv. 33 Dullahan x4
    Lv. 30 Nekomata x11
    The scene before this battle is hilarious. But that's beside the point. This
    battle starts as a complete cage match, while you're inside a set of green
    lines with no Geo Effect, with six Nekomatas. Outside of this is a bunch more
    nekomatas, and no less than four Dullahans. I'll say this only once: you NEED
    to take the Geo Symbol on the inside and throw it on the green lines to create
    a No Entry effect, or you might as well be holding a sign above your head that
    says SLAUGHTER MY ASS. Six Nekomatas is hard enough, let alone five Nekomatas
    and four Dullahans. Obviously, your first goal is to kill as many of the
    Nekomatas in the caged in area as possible on the first turn. I'd like to point
    out that the two to the right of the base panel in the initial camera setting
    can be hit at the same time with Winged Slayer, Asteroid Drop, or Lion's Roar.
    After your real physical attackers are done doing their thing, send another
    character out and have them throw the No Entry symbol onto any green panel, and
    that will fence everyone else out. In setting this up, though, make sure that
    everyone is at least a small distance away from the green squares, as the
    enemies all have long ranged attacks. Yeah, what a bunch of cheapskates, I
    know. When you actually get everything in the small inside area killed, though,
    at that point you'll want to use long ranged attacks to kill everything else.
    That means Blade Rush, Wind Cutter (recommended), spears, guns, bows, magic,
    then of course you can always destroy the Geo Symbol at the beginning of a turn
    so that your fist and axe users can have a turn at glory. Just utilize some
    caution in this battle, and you'll live. 9-3? 
     9-3  ~~ Stellar Graveyard ~~  Sphere VIII ~~  Bonus Level: 15
    Lv. 36 Black Belt x3
    Lv. 32 Pugilist x10
    This battle annoys me. Seriously. The layout is basically eight Pugilists
    standing around the center, surrounded by red squares which have ATK + 50%
    and DEF + 50% effects. Notice I said surrounded by, not on, so move as many
    characters as you can on there, and start hacking the life out of them. While
    they have about 600 HP each, they're quite puny, plus when I brought out my
    whole party, most of them were either weak naturally or reincarnated and a
    little weak after, and they only killed one character, so... yeah, that speaks
    for itself. So long as you take up the good squares, they will die in about
    two hits no problem. And you want them dead quick, because way at the back of
    this place are two more pugilists, and three black belts.
    The pugilists are just as weak as the crap you just finished off. It's the
    Black Belts that are evil and ruin this fight overall. They each have 1200+
    HP, much better stats than the pugilists, as well as strong ass attacks, and I
    promise you that the majority of your party, unless they're strong, will end
    up dead. That being said, the pugilists need killing first, otherwise damage
    will just pile on you even faster. Stay on the good squares and use long range
    attacks while you can, then eventually all I can say is that for the Black
    Belts, throw the best of whatever you can on them, while guarding the red
    squares. Honestly, if you can't win this battle, which don't get me wrong, is
    perfectly understandable, then leveling up is probably in your best interest.
     9-4  ~~ Stellar Graveyard ~~  Cross-Point ~~  Bonus Level: 16
    Lv. 34 Wraith x11
    What a joke of a battle after the last three brawlfests. Though the whole
    field is green, you may see there's no effect on them. Indeed, there's one
    blank panel that has Silence on it, but why you would want to bother with
    that, I can't but fathom. The Wraiths aren't very damaging, and while they
    are well within their ability to pull out a Giga spell which does 250 damage
    or thereabouts, a lot of the time they choose not to attack at all. I really
    discourage magic users here, since the Wraiths have RES from hell. Instead,
    just treat their incredibly low DEF with your powerful axe stuff, sword stuff,
    all the physical stuff you have. Let Flonne just use Power of Love (no spells)
    when it's necessary, and this fight will be a breeze. Enjoy the plethora of HL
    that follows, then let's finish the chapter.
     9-5  ~~ Stellar Graveyard ~~  Primordial Soup ~~  Bonus Level: 16
    Lv. 38 Defender (Gordon)
    Lv. 38 Super Robot (Thursday)
    Believe it or not, 9-5 is the easiest battle in the entire chapter. It's like
    Chapter 5 all over again. This time around, though, there's only two enemies:
    Gordon and Thursday. Gordon is the easier to kill, even though he has more HP
    overall. Thursday, while having piss poor RES, has extremely high DEF, and
    about 1700 HP compared to Gordon's 2100. Gordon is the easier to wear down
    though, so go for him with all of your strongest characters. That's all there
    really is to say about this battle. Just pull your way through it with utter
    brutality against Gordon to start with. Thursday doesn't help out much except
    with his Robot Bazooka attack which he can only use once, and Gordon prefers to
    keep it simple with gun attacks. When Gordon's gone, use your magic and other
    withstanding good stuff on Thursday, and the battle will be over. Trust me, if
    you can win this battle, otherwise you wouldn't have gotten to it.
    And after that battle, Vulcanus instantly finds out that Flonne injured a human.
    What is he, a friggin' stalker? Seriously, it's like he has a camera up Flonne's
    regions or something. But in any case, Gordon is at this point forced to become
    Laharl's vassal, and of course Thursday and Jennifer join your party as well.
    That ends the business in the Stellar Graveyard, and Chapter 9.
     VIj. Angels, Demons, and Humans
    Gordon, unhappy in the Netherworld, hatches the brilliant plan of escaping from
    Laharl whenever he can. Meanwhile, Etna, Flonne, and Jennifer decide to picnic
    in the Sea of Gehenna (and how Flonne knows what that is, is beyond my grasp),
    and that's Chapter 10, which Laharl decides to tag along in. Enjoy the stuff
    that Gordon and Jennifer come with. I prefer my regular gunner and fist fighter
    definitely, but they're still quite decent characters, though I would take their
    great stuff and replace it with the good stuff my characters had, you know? I
    know, you get my drift. Read Etna's diary, buy stuff if you want, then go to
    10-1, where right before you'll see a cutscene between that General Carter and
    his buddy Kurtis, who knows Gordon a bit too well.
     10-1  ~~ Sea of Gehenna ~~  Fervent Melody ~~  Bonus Level: 17
    Lv. 34 Guardian x5
    A nice and easy battle to start Chapter 10 off, 10-1 is like 5-3 all over
    again: it's got an Invincibility field spanning most of it, except a set of
    bridges in the middle. There's only five enemies here, and you have to lure
    them in there. Except the Invincibility area has a No Lifting effect on it
    as well, which is a real problem. That means, since the last couple Guardians
    absolutely refuse to move to the bridges, you're going to need to rely on your
    fist fighters with Triple Strike to get them on there. Surely you've been using
    a fist fighter up to this point, plus you got Jennifer after Chapter 9, even
    though she starts with no mastery in fists.
    Start by moving a vast number of characters out near the bridges, but not quite
    on them. Make sure to use no less than ten characters here, since there's an
    invincibility effect here, dammit, you want extra weapon mastery, right? Then
    the two Guardians on the other side of the lava will come over, and that's at
    least a couple that you can get rid of right off the bat. Then at that point
    you'll just need to keep your characters where they are until the Guardians come
    moderately close, then Triple Strike them over repeatedly. Then when you have
    them where you want, make sure you have characters surrounding them to ensure
    they can't move anywhere else. When they're on the bridge, just beat them
    senseless. Let me put it bluntly, this battle won't rack up your hospital bills
    very much. =)
     10-2  ~~ Sea of Gehenna ~~  Wasteland of Woe ~~  Bonus Level: 17
    Lv. 40 Fafnir x1
    Lv. 36 Dragon x2
    Lv. 33 Brownie x1
    Lv. 28 Puck x2
    Lv. 27 Puck x3
    Lv. 23 Hobbit x5
    This battle looks a lot harder than it is in actuality. To start off with, the
    Hobbits are insultingly weak. The only thing here that uses the most annoying
    attack, Camarderie, is the Brownie over to the right. That's the biggest threat
    besides the dragons, but anyway, I would split the group up into three to start
    with, while Laharl goes to the left or middle in order to kill the Dragon that
    will come that way. Plus the Pucks there are lined up perfectly for a Wind
    Cutter, let's not ignore that. The Dragons aren't extremely terrible, since it
    actually is possible to kill them fast if you gang up on them, due to their low
    HP. It's the Fafnir that's the big threat.
    The majority of your party should be pointed to the right where the Fafnir will
    no doubt come down, and it's where the Brownie and strong Pucks are. A fist
    fighter, an axe user and whatnot need to be there on the onslaught, trying to
    kill them before the dragons come full swing, since when you're taking a lot of
    Blue Nova in the face, you'll be dying pretty fast. Behind them, though, I will
    say one thing: you need a cleric ready to spam Espoir, because Demon Breath
    WILL put you to sleep. So in short, when you get to the second half of this
    battle, you can't let up on the healing. So long as you survive all the imps,
    the dragons won't take long to wear down. Go to 10-3, where the chase against
    Mid-Boss continues.
     10-3  ~~ Sea of Gehenna ~~  River of Lava ~~  Bonus Level: 17
    Lv. 40 Sentinel x1
    Lv. 33 Brownie x4
    Beware of the Sentinel. It sits in the center of the map, sporting about 1200
    DEF, and while it doesn't use its strong attacks, it's boosted by 40% Recovery,
    No Lifting, Enemy Boost x3, and Attacks + 1. Not good. So to remedy this, just
    start by heading straight across the left bridge, towards where the Enemy Boost
    x3 effect is. There's two Brownies around there, so Wind Cutter them from a
    distance and then bring in the rest of your army to lay down arms against them.
    Then you have a choice. You can kill the rest of the Brownies and throw a DEF
    - 50% panel onto the green squares (which requires, essentially, the destruction
    of all the green symbols here), or just go straight for the Sentinel and take
    it on in all its 1200 DEF glory.
    I choose the second option. Bring your whole party towards the center of this
    map, with a fist fighter leading it. Use Triple Strike to kick it off, then
    Laharl or someone else can stand where it once stood. Hah. It's not going to
    move anywhere, so at that point you can use the strongest stuff you've got to
    take it down. I would recommend a couple mages around there to use Braveheart
    on Laharl, just so that the damage he does will be somewhat decent, but you can
    just slice away and it's barely going to fight back. At that point, the
    Brownies will just be icing on the cake. Hmmm... brownies, icing, cake in the
    same sentence. I'm getting too hungry for this. Whatever, go to 10-4.
     10-4  ~~ Sea of Gehenna ~~  Searing Tyranny ~~  Bonus Level: 18
    Lv. 35 Treant x12
    This battle makes the last three look hard. Believe it or not. A lot of this
    place is covered with a green EXP + 100% field, in which the Treants will start
    on. So if I were you I would aim my characters to the left, while Laharl lets
    loose with Winged Slayer and everyone kills those five Treants as fast as you
    can, then have a couple characters block off the Treants on the right from
    getting off the EXP + 100% field. The Treants will come charging right at you,
    but most of the time they won't even attack. Just line up so that you can use
    Wind Cutter, Asteroid Drop, and then pick off the rest with single hit attacks.
    I didn't even have one character die here, but just be ready to go into 10-5.
    The scene before it is quite... dramatic to say the least.
     10-5  ~~ Sea of Gehenna ~~  Inferno ~~  Bonus Level: 18
    Lv. 44 Mid-Boss (Mid-Boss)
    Lv. 40 Fafnir x2
    Lv. 31 Puck x8
    I can't decide which I like more, Battle of Eight Beat or Beautiful Round Dance.
    Both themes are utterly amazing though, so it's cool either way. This battle is
    a lot harder than the last few, although it's still not that bad. I'd start off
    by sending your party towards the left, where Mid-Boss WILL come down after
    you, but he's actually hardly a threat this time at all. It's the two Fafnirs
    that you have to worry about. At least in the first turn or two of this battle,
    I'd suggest just sending out your stronger characters and leaving the healers
    like Flonne and your cleric in the base panel, cuz, well... this battle can
    get a bit rough.
    Multi-hit attacks like Winged Slayer get a lot of good opportunities in this
    fight, so make sure you take use of them. To get away from Mid-Boss and to
    generally improve the direction of the battle, move your whole party from left
    to the right, but don't split them up. The enemies here are just a little bit
    too fierce for that. If you can get through everything with your lives, though,
    Mid-Boss is a piece of cake. He has a very impressive HP count, that's about
    it. Hell, his Adonic Fury isn't even that strong, and you can't give too many
    compliments to a guy that can only hit one character a time. With a whole
    party ganging up on him, Mid-Boss will die in a couple minutes flat.
    'Cept Mid-Boss is never dead. He runs away, saying the duel is a draw cuz he
    already ate the lunch. Wow... what was the point of this whole chapter again?
    Gordon at the last minute realizes his spaceship is in ruins, and even though
    Laharl promotes him from a vassal, he's still not happy. Since there IS just
    about no way to get back to Earth. Oh well. Chapter 11 starts on that note.
     VIk. Hero's Will, Overlord's Way
    The chapter starts with Carter and Vulcanus making negotiations, then Gordon
    moaning in despair. Apparently the so called EDF will rescue him though, so I
    guess that's good for him. Meanwhile, Laharl receives a challenge from the
    "Defender of Earth". Nope, not Gordon. The target place is the Forest of the
    Dead (wow, I wonder how many months it took them to come up with an ingenious
    name like that). But first, TALK TO THE LION IN THE THRONE ROOM. He'll give you
    the Vile Brilliance, which is an amazing spear, more than likely better than
    whatever Etna has right now. Read Etna's diary, stock up on stuff, then go to
    11-1. You may also consider starting Prinny Land at this point, but refer to my
    side quests guide for that.
     11-1  ~~ Forest of the Dead ~~  Ghostly Whisper ~~  Bonus Level: 19
    Lv. 38 Mandrake x6
    Lv. 37 Star Skull x6
    Alright, I admit Chapter 11 really does represent the beginning of a steep
    incline in the difficulty of this game, but this battle is friggin' hilarious.
    I think of the Mandrakes and Star Skulls lined up here so appropriately for
    Winged Slayer, Asteroid Drop, and Lion's Roar, and I just burst into tears
    laughing. That's how easy this battle is. Move Laharl one square to the left
    and up and then unleash Winged Slayer, throw Etna in between, then just
    single handedly pick the rest of the enemies off. I'll admit, they actually
    have somewhat decent attacks; I mean, the star skulls have Giga Star, plus
    there's Jack Rush and Jack the Ripper and all that crap from the Mandrakes,
    but it doesn't really matter when you can easily kill nine of the twelve
    enemies here in one turn. Did I mention they're all on EXP + 100% panels? No?
    Well, you know that now. Let's fight a harder battle, shall we.
     11-2  ~~ Forest of the Dead ~~  Rising Fear ~~  Bonus Level: 19
    Lv. 44 Rune Knight x1
    Lv. 41 Red Skull x1
    Lv. 41 Green Skull x1
    Lv. 41 Blue Skull x1
    Lv. 40 Scarecrow x7
    Told you that this chapter was going to get harder, fast. It's quite a long
    scene to introduce it, but this battle is quite a bit rougher. Starting with
    the Scarecrows, who are all in their cliche method, hiding behind trees and
    waiting to ambush you. While they have a lot of HP, they aren't your problem.
    It's the skulls on the hedge at the top. They have all their corresponding
    spells up to Omega, and they aren't afraid to use them, and utterly decimate
    you. I guess you could say there's two ways of remedying this problem though,
    the first of which is just laying low for the first turn, and then they'll come
    down. At that point, make them your primary targets, and after they're done,
    move on to the Scarecrows.
    Alternatively, you could play it aggressively and throw someone like Laharl or
    Etna up to the hedge, and with a Braveheart or two, wipe one or two of them out.
    That leaves you incredibly vulnerable and prone to Scarecrow assaults. That's
    two strategies, pick either one. When you're done with the skulls, though, the
    rest of the battle ain't too bad. The Rune Knight has Wind Cutter and all that
    other dangerous stuff, but she doesn't have the attacking power and the defense
    to complement it appropriately, meaning that's just child's play. Just get rid
    of the skulls, that's all that needs to be said here. How about some 11-3 to
    follow it off.
     11-3  ~~ Forest of the Dead ~~  Crawling Terror ~~  Bonus Level: 20
    Lv. 43 Alp x12
    It's very possible (and quite easy as a matter of fact) to get through this
    entire battle without taking so much as one hit. You might see that the Alps
    (basically upgraded Imps) are sitting on blue panels that have the following
    effects: DEF + 100%, Recovery 40%, and No Lifting. They like that, and that's
    the key. They're never going to move. That being said, if you crowd them they
    will use Mega Wind and probably Hell Pepper to punish you for that, but that's
    why you stay back from a distance, and if their RES is low enough (200-300) use
    Giga Star and stuff, though your main thing in Wind Cutter. Even though they
    have super jacked up defense, they should be no match for your characters, so
    long as you handle them one at a time.
    That's just what you need to do: handle them one at a time. Don't try to kill
    two in one turn; it's quite hard. What's more, leave an Alp damaging but alive,
    and doubtless there's going to be characters around just begging for Mega
    Wind, which is relatively strong. But if you do that, the fight will move
    slowly, but the only thing you'll be losing is SP. Then at the very end, there
    are two Alps next to each other on a hill, which I would wait until you get to
    the top of the hill to kill. Then you can pincer them from either side, and
    more than likely kill them both unless you're out of SP. Serves them right for
    being such wastes of life. Go to the hospital to get all that SP back, and now
    the chapter is... just about done already!
     11-4  ~~ Forest of the Dead ~~  Hero's Tomb ~~  Bonus Level: 20
    Lv. 45 Corpse x3
    Lv. 43 Alp x6
    Lv. 40 Scarecrow x6
    Lv. 35 1st Defender (Don Joaquin)
    Looks simple enough, but the damn designers of this place had to make a blue
    field cover the place with Enemy Boost x6. What the hell is their problem. I
    didn't make that up, you need to take care of the Enemy Boost x6. There is a
    rather easy way to do this, though. First of all, you want to make a tower of
    about four characters (the last one including the guy on the base panel who
    will be throwing the stuff at the end). Throw the characters over to the far
    east side of the map where the Geo Symbols are, and have the last one throw
    one of the Scarecrows at one of the Geo Symbols. That will automatically
    destroy the Geo Symbol, because the developers actually decided to be nice
    about it. Then make a second tower and get them thrown all the way to the same
    place, then pick up that same Scarecrow and chuck it at the second Geo Symbol,
    and voila. A normal map.
    This map certainly is a lot harder than most of the others in this chapter,
    though, mainly because of the six Alps. They have good movement, so you have
    no way of telling where they are and who they're going to attack. Neither do I;
    I mean, after you threw all your characters out there, doubtless your party is
    spread all over the place, but the ones back near the entrance should head
    west. That path is lined with Alps, but that's no problem. Kill them as fast as
    you can, since the path on the east has enough stuff on it. Tons of Scarecrows
    for one thing, plus it's the residual area for the Corpses. So that's what the
    battle will turn into: two separate brawls, just make sure that a healer is on
    each end. Then Don Joaquin will be left, and I honestly have to say he is the
    easiest joke of a boss in the entire game. Nippon Ichi obviously intended him
    as a joke, since his attacks have ridiculous animations, his ATK stat is weak,
    and he's the lowest level enemy here (...). His HP isn't even that impressive,
    so just pound on him with whatever you've got left, and that brings Chapter 11
    to a close.
    Flonne gets ready to cuss Laharl out good, but then Don Joaquin shows up, says
    that what Laharl did was right, and then even heals Thursday, out of the
    goodness of his heart. Then the question becomes what Flonne was about to call
    Laharl. My money's on a bastard. Naughty little angel. Anyways, this is the
    strangest ending chapter ever, but once it gets done with, some lightning is
    seen flashing in the Stellar Graveyard, and that begins Chapter 12.
     VIl. War of the Netherworld, Part 1
    Most people think this chapter is quite hard. I don't; this chapter is very
    tame compared to the next and last two chapters, but it's a preparation point
    for the storm that does lie ahead. First order of business is to go read
    Etna's diary as usual, then you're probably going to have a lot of HL to blow
    off after the battle with Don Joaquin, so do what you want with that, then
    let's go to... Stellar Graveyard II. I swear, the people who named these places
    were paid less than minimum wage.
     12-1  ~~ Stellar Graveyard II ~~  Embryon ~~  Bonus Level: 21
    Lv. 48 Officer x1
    Lv. 44 Recruit x7
    All the kids love Captain Gordon!... not. On a serious note though this battle
    is one of the most basic and straightforward in the entire game. First of all
    the green portion of this map, you are advised not to step on because of the
    Ally Damage 20% effect, but to hell with that, step on it anyway if it helps
    you kill these guys faster. I would just move all of your characters forward
    and split them into two groups at the forks, since more or less the soldiers
    will stay on the paths, making sure that the two groups are relatively even,
    though perhaps a little heavier on the right one, since that one has the
    Officer on it. None of the recruits do anything except shoot with their guns.
    No specials or anything. Once again: so basic a caveman could do it.
     12-2  ~~ Stellar Graveyard II ~~  Core Point No. 4 ~~  Bonus Level: 21
    Lv. 44 Recruit x11
    Argh, this time you've got a red floor that has a Silence effect, and a green
    floor that has an Ally Damage 100% effect. Yeah no joke, instant death. In
    that case, I'd make a small tower of characters who can throw a long distance
    (Gordon, a scout, a rogue, etc.) and throw someone at the back all the way to
    the Silence symbol, then that character can pick up a Recruit and throw the
    bastard onto the Geo Symbol, which instantly destroys it. Har har har. Just
    make sure you don't send a whole army over there, as the distance is shorter
    than it looks, and if you overshoot it, you'll be forced to throw characters
    into the green area. Don't want instant death now, do we?
    After that, though, you aren't going to undergo much of a threat. If you didn't
    send ALL of your characters to the right to destroy the Silence symbols, the
    rest can come out on the left side of the place, to take care of the Recruits
    there. Since 11 recruits is a lot more than it looks like, let me tell you.
    They have no ways of long distance attacking or skills, as they all use axes,
    so just protect your healers and mages by keeping them to the back. They can
    be extremely helpful here, especially against the two gunners at the top where
    Kurtis was. For those, I just used magic for one that had low RES, and the other
    I had Etna use Avalanche on, which is a complete godsend. Either way, this is as
    simple as the other battle. Follow it up with 12-3.
     12-3  ~~ Stellar Graveyard II ~~  Star Cluster ~~  Bonus Level: 22
    Lv. 48 Officer x2
    Lv. 44 Recruit x9
    Now here we have a much more interesting battle. The red part of the floor,
    this time around, has Invincibility and Ally Damage 20% on it. The green part
    has Enemy Boost 50% on it. Well... Enemy Boost 50% is definitely tolerable,
    let me tell you, plus it's definitely better to fight it out on the green
    section than go all the way to the end and destroy the Geo Symbols. The key
    is, the red field has all those effects on it, but it doesn't have No Lifting
    on it. AHA! Plus I might add, Invincibility stops you from doing damage, but
    it ain't gonna stop ya from healing. Which means you need to keep Flonne
    somewhere safe. Gathering everyone around her and using Power of Love will
    win you this battle.
    To start off with, I would have someone move to the left of the three recruits
    in front of you and throw them into the green, then someone else can move where
    the recruit stood and throw another one in there, and then in the two turns,
    even though they're boosted 50%, you should be easily be able to kill them.
    At that point, the rest of the recruits will be drawn to you like a moth to a
    flame. Just stay where you are, making sure that the healers are protected, if
    not standing on the invincibility place, just so long as five turns don't pass.
    The officers, however, are smarter and won't go right for you, so when the
    recruits are dead, reunite your whole party on the red area, use Flonne's Power
    of Love and a cleric with Mega/Giga Heal every turn to make sure you're good,
    then get the two officers onto the green and proceed to beat the hell out of
    them. Long process, but a very safe one. And feel free to take advantage of the
    invincibility to build weapon levels.
     12-4  ~~ Stellar Graveyard II ~~  Sidereal Rift ~~  Bonus Level: 22
    Lv. 52 Rival (Kurtis)
    Lv. 48 Officer x2
    Lv. 44 Recruit x7
    Now this battle is a real fight. No annoying Geo Symbols this time, it's just
    Laharl's army and Kurtis's army fighting to the death. Once again, all the
    enemies will instinctively be drawn to you as soon as you come out, but this
    time around you've got the green area to go to without any worries, so please
    do that. Then of course, the recruits are right near you when you start, so try
    and kill one or two of them before the first turn is up. It'll only take Kurtis
    and the officers a couple turns to get right within your range and start laying
    down some hurt.
    As this is, once again, the last battle of the chapter, I'd say just go on an
    all out offensive and that will be the best strategy, even if more characters
    may end up dying in the long run because of it. That of course doesn't mean
    you shouldn't protect Flonne and your healer, but at this point you really
    should be strong enough to smack some recruits around a bit, and then still
    have the fight in you that's required to beat Kurtis. Speaking of Kurtis, his
    HP exceeds 3000, and he's got around 800 ATK and 600 DEF. That being said, I
    had three strong attackers left at that point, and if you've got the skills as
    well as the levels at this point, he can't really hurt you too bad. Just do not
    keep a bunch of characters two squares away from him in any direction, since
    that is exactly what his Final Punch attack targets. Again, not a complicated
    battle, and it comes down to strength, so if you can't handle this, go to 11-1
    and level up, is really all I can recommend.
    With said battle done, Kurtis goes over to take Jennifer to the Gargantua, the
    main ship of the EDF fleet, and it's revealed that Jennifer is Carter's
    daughter, which can't be good. That's how Chapter 12 ends, and instead of one
    of those long annoying Etna monologues, it's just "to be continued", and
    Chapter 13 starts, with the Gargantua coordintes already plugged in.
     VIm. War of the Netherworld, Part 2
    The war of the Netherworld rages on, but that was a quick transition, I've got
    to say. There's really nothing more I can say, except to go talk to the vassals
    if you want, definitely read Etna's diary as you don't want to miss the second
    to last one, and go restock on items, since Chapter 13 towards the end gets a
    little rough, and Chapter 14 is the hardest of hard. Just take note though that
    Laharl gets a super good sword at the beginning of Chapter 14, so go easy on
    his stuff. Start 13-1, and Laharl will be seen blowing up the whole EDF fleet
    himself. Hahaha, what a badass, plus to make Flonne happy he even lets them
    escape. First battle...
     13-1  ~~ Gargantua Deck ~~  Point Alpha-III ~~  Bonus Level: 23
    Lv. 100 Big Gun x2
    Lv. 50 Turret x4
    The most simple battle in the entire game. Seriously this actually is the only
    battle in which your objective isn't to kill all the enemies, but instead, to
    just reach one square. At the other end of the Gargantua is a yellow square
    which happens to be the entrance to the place, so you need to walk over to it.
    Note that I said walk over to it, for some reason if you just make a tower of
    characters and throw one on there, it won't work. Instead, just make a tower of
    three characters or so and throw them to the far end, then have someone walk
    there and the battle ends right there.
    I would highly discourage you from trying to fight this battle out, as the
    damage the turrets do is far beyond your reach. On the other hand, though, this
    is the cheapest and easiest battle in the game really, and though you don't
    get any EXP or HL, you WILL get the first item on the bonus gauge, so this is
    the fastest way so far to get a bunch of items to sell for cheap, or EXP. Just
    a thought. Move on to 13-2, where you'll see Kurtis's true colors, and fight a
    bunch of super... human... androids?
     13-2  ~~ Gargantua Interior ~~  Main Corridor 1 ~~  Bonus Level: 23
    Lv. 50 Cyborg x6
    Straightforwardness to the end. In all seriousness, what can six mere enemies
    do to you, even if they are supposed super human androids? Not much. Four of
    them are fist fighters whereas two of them at the back use guns, so if you
    use your characters to set up a protective wall of sorts towards the front,
    you won't have a problem keeping the characters at the back alive. My first
    suggestion would to have a mage or two use Braveheart on Laharl, then let him
    Winged Slayer the first three cyborgs. At that point, you should easily be able
    to kill 2-3 of them in one turn, no matter how many Tiger Charges you take
    next turn. This is easy and made even simpler with 3x3 ranged attacks. Move on
    to 13-3. Laharl: "Clean up your own damn mess!" Carter = owned.
     13-3  ~~ Gargantua Interior ~~  Main Corridor 2 ~~  Bonus Level: 23
    Lv. 55 Psi-Soldier x1
    Lv. 51 Cyborg x1
    Lv. 50 Cyborg x1
    Lv. 45 Recruit x5
    More icing on the cake. First of all, the five recruits are lined up like
    the Wall of Meat from Chapter 3 if you remember that, meaning they're just
    perfect for Laharl to whip a Winged Slayer at, then follow up with magic that
    has a long range of effect, Asteroid Drop, and Lion's Roar. Just make sure
    that the characters who have mediocre movement, if there are any, have targets
    within their reach so you don't have to waste characters to throw them, which
    means the middle one is the easiest target, if you know what I mean. In one
    turn you should easily be able to kill the five recruits, meaning the cyborgs
    will come at you right after. They're not that bad, though the Psi-Soldier is
    a pain in the ass. His Wind Cutter will ensure a few characters of yours going
    to the grave, believe me, but you'll have characters left over who are able to
    contend with him. Next battle is MUCH tougher than this, so stock up on armor.
    After Gordon and Kurtis have a final trade of words, the epic battle begins.
     13-4  ~~ Gargantua Interior ~~  Main Corridor 3 ~~  Bonus Level: 23
    Lv. 60 Rival (Kurtis)
    Lv. 55 Psi-Soldier x3
    Lv. 50 Cyborg x6
    This is it... the epitome of the difficulty in Chapter 13, and not even the
    last battle, to boot. I would recommend before you get started that you buy a
    fair deal of HP and SP recovery items, because you're going to need them. This
    place is split into four paths right off the bat, and you start in the middle.
    At the end of three of them are Enemy Boost 50% symbols, which you'll want to
    get rid of immediately. To do this, whip a few decent characters on each end
    out, and throw the Cybrgs to the far end. Next turn you're going to take some
    hits because of this, but it can't be helped. Then at the other end is Kurtis,
    who right now is the least of your worries, and you have about three turns to
    kill all the cyborgs before Kurtis comes to settle things.
    Definitely have a Faerie Dust or two on you before starting this. The gunners
    will inflict you with deprave and sleep, two effects you definitely don't want
    at a time like this. But in any case, when you're done destroying the Geo
    Symbols, start immediately with the carnage. The cyborgs are all weaker to
    magic than to physical attacks, so take advantage of this and make sure you
    have a skull out to blast them to bits with Giga Star and the like. At this
    point your group will probably be split into three, though it's also okay to
    split it into two to be more aggressive on the soldiers that are already there,
    then for the three remaining in the last hall, they can be put to rest with the
    might of your party right before Kurtis approaches. It works quite well.
    Thankfully, usually for a turn or two the cyborgs thrown at the Geo Symbols
    won't move, and therefore won't attack, which just makes your job easier. As
    this huge fight rages on, I'd actually put a healer or two in the middle, as
    ironically the cyborgs will naturally go for the characters already in the
    hall, rather than in the middle. Eventually though, Kurtis will be left. If
    you only have 1-2 characters left, your death will be slow and painful. If
    you've got more though, or you just have items, he should definitely be
    manageable. At this point I'd throw out every last iota of strength you have
    remaining, with Avalanche, King of Beasts if you have that, Violent Storm if
    you have that, Hurricane Slash or Wind Cutter... just go crazy, and hopefully
    you have a recovery item or two, which is quite useful when you're dealing
    with this sort of power, this late in the battle. With a little luck, and
    some mad skills on your part, the battle will end in your favor.
    Kurtis needs to rest, but he leaves you with some cryptic words. I echo
    Gordon's words at the end of this scene. Anyway, that wasn't the last battle,
    there's one more left, which is supposedly the showdown with Carter. Go to the
    hospital as you definitely need it, make sure Etna's diary is read, and note
    that when you beat the next battle, you cannot return to the Gargantua. The
    only reason you want to is to take advantage of 13-1 and its efficient bonus
    gauge cheat system, but otherwise, finish it up with 13-5.
     13-5  ~~ Gargantua Interior ~~  Bridge ~~  Bonus Level: 24
    Lv. 55 Angel Cadet x2
    Lv. 50 Angel x8
    I lied. The scene before here is incredible, don't get me wrong, but the
    actual battle is rather lame, and 13-4 was by far the harder one. Don't get
    me wrong though, this is the first time you will fight Angels in battle. They
    come equipped with spears and bows, two weapons you definitely haven't seen
    much of enemies using. The Angel Cadets at the back use bows, and even though
    all of them will be coming forward, you won't be taking too many hits from
    them. It's the spear users that you need to worry about, since they're not
    afraid to use Sky Lunge on you. Fortunately though, the halls on either side
    here are incredibly narrow, and perfect opportunities to let loose with a
    Winged Slayer or Asteroid Drop.
    I say aim for the Angels before the Angel Cadets, because in my opinion
    they're honestly more dangerous. Your best bet is physical attacks all around,
    since most of the enemies here have relatively high RES and can't be damaged
    too much by magic. Either way, this battle will be over before it really
    begins, and Carter manages to escape only to get his ass beat by Mid-Boss.
    Yeah, never thought I'd live to see the day when Mid-Boss totally owns a
    person. And I guess this kind of reveals what was going on all this time as
    well. After another Etna scene, it's time for chapter 14.
     VIn. What Lies Beyond The Battle
    This is it. The final chapter. Not to mention the hardest one of them all. It
    starts out with Flonne wanting to go to Celestia to talk to Lamington, and
    the group pretty much agrees. While you're here, talk to the ghost in the
    second room to get the Diabolic Sword, which is without a doubt the best sword
    in your possession, fit for Laharl to kick some angelic ass, and then there's
    the Testament that, if you've been reading Etna's diary all along, will be
    lying in the corner where Etna usually goes to read her diary. So... that's
    just great. Do those two things, and also consider finishing Prinny Land and
    starting the Cave of Ordeals at this point. In any event, 14-1 is open, and
    your enemy is none other than a more serious Mid-Boss.
     14-1  ~~ Celestia ~~  Field of Virtue ~~  Bonus Level: 25
    Lv. 70 Mid-Boss (Mid-Boss)
    Lv. 65 Strigoi x3
    There's almost nothing to say about this battle except you're on a massive
    field, and at the four sides of it are three monsters and Mid-Boss. That, and
    the whole field is covered with EXP + 100%. No kidding, this is without any
    doubt the best level up spot in the entire main story, at least until you get
    to the Cave of Ordeals. So enjoy it while Mid-Boss is here and Beautiful Round
    Dance is playing. The strigois are weak, and they'll go down in about three or
    four hits or so. Then you've got Mid-Boss. I wish for the sake of the epic
    proportion that I could say he's a tough boss, but he's not that challenging
    despite his high level, and his kickass Adonic Buster attack, which albeit
    damaging, and having a huge range, isn't that bad. He's got about 5000 HP,
    which isn't much considering obviously your whole party is gonna be alive.
    And of course I can't help but mention that Mid-Boss gives a TON of EXP when
    you kill him. Like, 260,000 EXP, that's enough to bring someone from Level 51
    to Level 57. Since he's only going to be here once, choose your killer wisely.
    He's not got much DEF, so take that into account. And then after this battle
    is over, feel free to fight it again, over and over! When you're prepping for
    the side quests, 14-1 is THE place to go. Hell, go do the first floor or two
    of the Cave of Ordeals now, Prinny Land too. Then when you're ready, 14-2.
    Flonne gets rejected by angels, you know how to respond.
     14-2  ~~ Celestia ~~  Paradise ~~  Bonus Level: 25
    Lv. 65 Angel Soldier x1
    Lv. 60 Angel Cadet x2
    Lv. 55 Angel x6
    This, like 6-5 from way back then, is a battle that completely comes down to
    luck and a gamble. The angels start a long distance back from you, but the
    whole field is covered with a Warp effect. That, and the Warp symbols are a
    long way away (that's right, there's two of them), so I'd just say leave this
    battle to the luck of the draw then throw characters up there to shoot angels
    at the symbols and leave yourselves sitting ducks. That being said, I'd try to
    bring Laharl out and use Wind Cutter on one of the angels on either side, which
    will either weaken or kill said angel. With another long distance on top of
    that, you'll at least have one less angel to play with.
    Bring all of your attackers, mages or no, out of the base panel, and just have
    them surround it, then the Warp symbol will send them anywhere... the angels
    too. At that point, you can find angels anywhere, and rip them apart. As you
    might notice, they only have a little over 1000 HP each, so it won't take
    them long to die, especially with Laharl. Him with Hurricane Slash is pretty
    much instant death to any angel he touches. Or close to, so that any weaker
    character can finish the angel off. Definitely work your way up among angel
    class, because while the Angel Soldier has tons of HP and ATK, he's equipped
    with an axe, which has no long ranged attacks. So, rather than fight it early,
    I'd just run away from it, then it can't do anything. 14-3 is a quick trade of
    words with Vulcanus, then more angelic brawling.
     14-3  ~~ Celestia ~~  Angelic Choir ~~  Bonus Level: 26
    Lv. 65 Angel Soldier x1
    Lv. 60 Angel Cadet x3
    Lv. 60 Valkyrie x2
    Lv. 57 Rune Knight x4
    Lv. 55 Angel x3
    Be-friggin'-ware of the three Angel Cadets. Two of them are equipped with
    swords whereas one of them is equipped with a spear, but all of them kick your
    ass, albeit in different ways. Start by spreading your characters out, though
    directing the majority of your focus to the left, where the Angels are. The
    red squares here have a Recovery 20% effect, as well as DEF + 50%, but the
    Angels there aren't on them. There's two free ones for you, where I would
    promptly put Laharl to the right and Etna to the left. Laharl works great to
    the right, as he can start with Wind Cutter on the distant angels, then when
    the ones above get a little closer, there's always Winged Slayer. The ones
    above actually are the Angel Cadets I talked about, so that's just convenient.
    To the left though, a gunner and stuff are your best bets. I would keep a
    healer in the base panel for a turn and be ready to use Espoir on your main
    fighters, since the Valkyries use Dark Flash, which puts deprave on you, which
    prevents you from getting EXP. Screw that. For the angels that are on red
    panels, have a fist fighter Triple Strike or King of Beasts them, and then
    occupy those spaces yourself. That'll really help out in the long run. Then
    when the Angel Cadets get close, focus on the one with the spear, as Asteroid
    Drop really is the worse of the threats you can face here. While Laharl kills
    off the Rune Knights, and then this rather rough fight will come to a close
    soon enough, and pave way for one that's about three times harder.
     14-4  ~~ Celestia ~~  Coliseum ~~  Bonus Level: 26
    Lv. 70 Crusader x1
    Lv. 65 Angel Soldier x4
    Lv. 60 Valkyrie x6
    This battle is seriously ridiculously hard. This is harder than 13-4 or any
    of those others back then. This is a trial to see how strong your characters
    are, and how well they can endure absolute, neverending punishment from gods.
    What the Coliseum of Celestia is, is a battle that confines your characters to
    a zigzagging path while high leveled angels with all forms of ridiculously
    powerful weapons pelt them with deadly magic and some of the strongest skills
    in the game. Before this battle starts I would recommend stocking up on both
    HP and SP replenishing items, and a Faerie Dust or two, because you're going to
    need them. That, and you want a mage with a very good staff and magic. I'd
    recommend no less than 700 INT.
    When you start out, bring your Star/Prism Skull out. Notice the Valkyrie (a
    souped up archer) who's just a little bit outside the enclosed area of the
    base panel? Have the skull stand where he is and throw out a Giga or Omega Star
    although the range of 2 will most likely be necessary. Costs a lot of SP, but
    it's necessary. After the spell goes off, have said mage run away, further into
    the maze. Meanwhile, Laharl can come out and hit the Valkyrie that's lined up
    with the space a few squares ahead with a Wind Cutter. With any luck, which
    may require a Braveheart or something, the Valkyrie will die. If not though,
    that's fine. At this point, an Angel Soldier will attempt to take care of one
    of the two Valkyries. Of course, the Giga Heal that he uses will consume just
    about all his SP. This renders him about useless.
    The enemies will gradually get closer and closer to your base panel. But that's
    okay, it puts them into range of Giga/Omega Star and a slieu of Wind Cutters.
    Just make sure your healer is out towards the bottom left corner, where just
    about nothing can even think of hurting her. Eventually though, you're going to
    want some characters to move further up. Indeed, this whole place is covered
    with a No Entry zigzag that hurts you exponentially more than the enemy, but
    you have to live with it. When you get to the second line though, eventually
    you'll want Laharl to sit there and use Wind Cutter on the angels on the other
    side of the red zigzag. A Scout comes in tremendous handy here, because not
    only is the Dark Cannon amazing, but guns are great for manuevering attacks at
    the enemy. That's about all I can say. Once the Angel Soldiers run out of SP,
    they can do nothing to you anymore since they all use staves, and it's in your
    best interest to keep a healer alive so that they're left to throw spells at
    you forever. It's a long, extremely hard battle, and one that will leave you
    with only a few characters alive when it's all said and done, but that last
    Valkyrie towards the back will be easy picking if even two characters survive.
    Just bring HP and SP items, so that you can get through what you'll face, and
    so that Laharl's Wind Cutter will never be retired. Good luck with that
    nightmare, next battle is a bit easier. The scene before it is one of the
    better ones in the game, and basically, the reincarnated Kurtis as a Prinny
    is your last story character. NICE.
     14-5  ~~ Celestia ~~  Divine Prison ~~  Bonus Level: 26
    Lv. 75 Azhi Dahaka x1
    Lv. 75 Sea Dragon x1
    Lv. 75 Balrog x1
    Lv. 75 Myrmecoleo x1
    Lv. 75 Neuntoter x1
    Hard to say much about this battle, since it's just five demons who are quite
    a bit stronger than you, but once again, you've got the advantage of numbers.
    It's basically two dragons, one of those Maderas type of monsters, a beast
    chimera type thing, and... an annoying Balrog. Of those monsters, I'd say the
    Myrmecoleo (the beast/Manticore monster) is easily the hardest. Its Beast Ray
    attack is worse than anything you'll find here, but note that the four except
    the Azhi Dahaka (the dragon) will come straight at you. The dragon is slow and
    prefers to wait a turn or two before coming out. Hey, I'm not complaining. So
    all I can say is, you're definitely strong at this point if you got through
    that battle, so you can handle these guys. They have a lot of HP, but if you
    can kill one per turn, that's more than enough. Just focus on that Myrmecoleo,
    then probably the Neuntoter, then if the Azhi Dahaka is there yet, it. Whatever
    has the least HP to compensate for strength.
    Next stop: the Seraphic Sanctuary, aka 14-6. Next scene is just as dramatic as
    the last.
     14-6  ~~ Seraphic Sanctuary ~~  Inner Sanctum ~~  Bonus Level: 27
    Lv. 75 Avenger x3
    Wow. Hahaha. What a joke. You just got through two hard ass battles, then one
    battle against a few stronger enemies... now you're fighting even fewer, weak
    as anything enemies. The Avengers are basically upgraded Angels, and they're
    equipped with fairly decent weapons, but they don't have any skills learned
    for them. No, seriously, nothing except magic, which they won't even use. The
    attacks are weak, and there's only three of them in a rather small area. Just
    bring your party out, and you'll probably kill them all in two turns. Go on to
    14-7, it's a lot more intense than this.
     14-7  ~~ Seraphic Sanctuary ~~  Hall of Justice ~~  Bonus Level: 27
    Lv. 80 Archangel (Vulcanus)
    Lv. 70 Crusader x4
    Lv. 65 Angel Soldier x5
    Lv. 60 Angel Cadet x3
    Lv. 55 Angel x5
    Geez. First I'd like to give this place credit and say that it's a very unique
    and interesting design. Just the thought of being at the bottom of a spiral
    staircase with essentially the game's villain at the top is a fantastic idea,
    but man, this is one hard battle. I guess this is the first tip I'll throw out
    there: stay where you are. Do not move all the way up the steps looking to
    attack Vulcanus right off, because the Crusaders will just kill you and laugh
    on your corpse. You've gotta start slowly, by first bringing Laharl out of the
    base panel and moving him about six spaces forward, while the rest of the group
    gets organized behind him. I wouldn't bring out your healer until the battle
    really gets going though, since the angels use magic and things such as Wind
    Cutter which are long range and will cause more trouble now than they're worth.
    The five Angels in front of you are complete wimps. They've only got a little
    over 1000 HP, so they'll die in about two hits. They're lined up against the
    wall right in front of where you come in, each wielding one of the five melee
    they're good with. Laharl's Wind Cutter is your best option, plus if you want
    to keep your distance, they'll come close, and then you can hit them with
    Etna's Avalanche, which propels you four squares back, and then you've got
    magic as well. Those are by far the easiest enemies here, but note that there
    are three Angel Cadets right above, which will come join the fray as soon as an
    Angel or two are dead. I know it's quite tempting to use Laharl's Meteor Impact,
    but do NOT. It costs far too much SP, and you'll need a ton of SP for all the
    Hurricane Slashes that Vulcanus will take. Use Winged Slayer, it costs a lot
    less, and covers just as good a range.
    Your characters, especially the ones with long ranged manuevers, will stay
    back as the Angel Cadets and Angels cover the center. At that point, let loose
    with Lion's Roar and Asteroid Drop and all that good stuff, while a Scout shoots
    them with his most appropriate techniques (remember that Tri-Burst is ice while
    Rapidfire is fire), and with any luck several will die at the same time. Of
    course, then no less than five Angel Soldiers come down, and I honestly have to
    say that if you can beat those guys, you've effectively got this battle won if
    all your characters do in fact stay alive through all of it. Laharl's Wind
    Cutter is perfect for the formation they'll end up is, so is an Asteroid Drop
    or Lion's Roar at the side. This is the point in which I'd suggest having a
    healer there, while a skull stays to the side of the square type structure
    where the base panel is on, throwing out Giga Stars to no end.
    Just kill the ones with less HP first, as they aren't afraid to use Giga Heal.
    Occasionally the angels may even get in each other's way and not attack, but
    I wouldn't count on it. That right there is the hardest part of the battle, as
    the Crusaders will make it down, but usually one or two at a time, so they
    aren't nearly as much of a threat. They're sword users with Wind Cutter though,
    and they've got over 2000 HP, so use Violent Storm, King of Beasts, and all the
    other strong stuff you've been building up for this moment. At that point,
    Vulcanus will probably take another turn or two to come down, so if Flonne is
    still alive, have her Power of Love up the characters you've still got standing.
    I'd highly recomend having an Immortal's Pill or any other such HP/SP recovery
    item for Laharl, so that he's at his full strength ready to go attack Vulcanus.
    And of course you should have a regular healer still alive, taking care of you
    from a distance. I wish life were like that.
    Vulcanus himself... has 10,000 HP, and man is he pissed. His actual ATK stat,
    though, shouldn't be higher than Laharl's though he's certainly got the HP
    advantage. His signature attack is Divine Anger, which hits a line of
    characters. Guess I don't need to tell you not to make a formation like that.
    But anyway, if you have Laharl and a couple other attackers still alive, this
    fight will be a piece of cake. If not, though, you may have trouble. Even if
    you have Nightsever (which I didn't), I would just use Hurricane Slash, non
    stop, because it's the best thing you have for your SP. It'll do about 1000
    damage most likely, give or take depending on your level. Make use of anyone
    still alive, whether they're attacking or just serving as decoys, since
    Vulcanus will almost never attack more than one character at a time. In fact,
    I've never seen his other two specials. Anyone know what they look like? But
    in short, if you manage everyone efficiently, you will come through the 17
    sentries and Vulcanus alive. Go to the hospital, take care of last measures, and
    if you're truly ready, enter 14-8. The scene is quite climatic and emotionally
    attaching, but you've got a final battle to upend.
     14-8  ~~ Seraphic Sanctuary ~~  Sacred Altar ~~  Bonus Level: 28
    Lv. 90 Seraph (Lamington)
    Lv. 75 Avenger x5
    Well... it's the final battle of the game, and god damn is it hard! Lamington
    really is your last enemy, and he's no pushover, but I think I've found a
    strategy for him that, as long as Laharl is Level 60 and the others are at
    least 50 or so, will get you through this battle without a problem. First
    though, some perspective. Lamington is surrounded by five Avengers, the best
    angels yet. Get close to them, and they'll kill you. We have to lure them in
    Bring Laharl out about three spaces forward, while three or so other attackers
    gather around him in a square formation. At that point, bring a healer and a
    skull out, and use Braveheart and Shield/Magic Wall on them. It's quite
    unfortunate that you don't have Flonne for this battle, and using 2-3 mages to
    boost your stats isn't a horrible idea either. But anyway, two of the Avengers
    for me, came out, while Lamington waited there. That's absolutely perfect. It's
    easy to kill two of them in one turn, especially with boosted stats. Just keep
    using Braveheart, while Laharl rips the Avengers who came next to you to pieces
    with Hurricane Slash. With Sky Lunge/Avalanche and Skull Splitter/Violent Storm
    and whatnot in there too, you can very easily kill a couple Avengers in one
    Here's the thing though. If you did that, odds are you just moved forward a
    little. Lamington may or may not come forward at that point and hit you with
    his Armageddon attack. Obviously you don't want to put your mages to the
    front lines, so whomever gets hit should be able to survive it, which is all
    you need. You DO have a healer right behind, right? Of course, another Avenger
    or two will be close as well, so kill him as fast as possible. And if possible,
    do try to hit Lamington at the same time. Only one or two Avengers should be
    left at that point, with your party a bit spread out so that Lamington can't
    instantly hit all of them. For me, Lamington just went straight for the base
    panel to hit my mage and healer. He killed the healer, but not the mage. But
    he WILL be close to the base panel, which is key.
    You can do one of two things here. If you have a good thief, by all means
    steal Lamington's Testament and his weapon if you can, but I didn't need to.
    Instead, bring a weak character out and lift Lamington when you get done
    hitting him. The character lifting him will take 10,000 damage or more, but
    Lamington won't be able to do anything that turn. That is how to do it, while
    each turn, you keep pounding on him with your strongest techniques that the
    footing permits, all the while being juiced up with Braveheart if your mage(s)
    is/are able to. When you don't have any characters left to lift Lamington,
    he should be down to at least less than 10,000 HP, which is easily manageable
    if you have four or five strong attackers still alive.
    As the fight wears on Lamington will use Judgment instead of Armageddon, which
    does a lot more damage to one character, but just that. One character. Very
    manageable. Meanwhile, don't let up. Laharl should be using Hurricane Slash or
    Nightsever nonstop, since he probably is your strongest character, especially
    if he has that Testament from Etna's diary equipped. I'd bring some healing
    items just to be safe, but if you get a good start and reduce Lamington to
    below half of his enormous HP before hacking at him, you WILL win if you got
    through this chapter this far. Supposing you manage to win, congratulations,
    you just beat Disgaea. Enjoy the ending, whichever one that you get. Now...
    ready for some side quests?
                       ~-~ ~-~ ~-~  VII. Side Quests ~-~ ~-~ ~-~
    Most if not all of the side quests in Disgaea are battle related struggles that
    require insanely high levels that can only be obtained after the main story is
    done. Don't get me wrong, they're fun as anything, but just letting you know.
    So except for the Item World and MAYBE Prinny Land, I wouldn't read this
    section unless you're done with the main story. We cool?
     VIIa. Item World
    The Item World is an absolutely massive world that can be accessed at any point
    from the Overlord's Castle, just by talking to the red mage next to the
    dimension guide. All you need is an item of any sort, and then you can enter
    that item and proceed through a series of maps to increase the power of said
    item. So, the general concept.
    Take any item. Talk to the Item World guide and select said item, and then you
    will enter the first floor. It is completely and utterly random what the map
    looks like. But basically, you can make it through the map by either killing
    all the enemies, or getting to the gate, which could be anywhere in the map.
    Sometimes it's all the way across the map from the base panel, sometimes it's
    two squares away. And in fact, a lot of the time it has a Gatekeeper that you
    need to move with a fist technique or kill before you can get on there, but
    needless to say, that's how you move through floors.
    So the pattern continues for nine floors until you reach Level 10. The floors
    that are multiples of ten are quite special, in that they have an Item General,
    Item King, or an Item God in there. Depending on which floor you're on, exactly.
    But basically, these are basically extremely strong enemies who if you kill them
    will dramatically increase the growth of the stats on the item. Fair enough?
    So then you're given the choice to exit the Item World. If you want to escape
    the Item World at any other point, you need a special item called a Mr. Gency's
    Exit, which can be rather hard to come across, but are always found in the bonus
    gauge after every tenth battle. The total number of floors depends on the rarity
    of the item.
      Common    (Rarity 33-255) - 30 floors
      Rare      (Rarity 8-32)   - 60 floors
      Legendary (Rarity 0-7)    - 100 floors
    On floors 10, 20, 40, 50, 70, and 80 you will find Item Generals. On floors 30,
    60, and 90 you will find Item Kings, and on floor 100 you will find the
    acclaimed Item God. These guys are very hard, but oftentimes, they come with
    some good equipment. So, that's that. And yes, as you finish floors of the
    Item World the stats in your items will increase, big time.
    This is where it gets interesting. When you enter a place, you may come across
    an enemy that says CHECK above it. These are known as specialists, and they
    are responsible for additional stat boosts on your item. That's great, right?
    Indeed, it is, but you can make it even better by getting to that enemy and
    defeating it, because in actuality it's not really an enemy -- it's a neutral
    character that will attack everything, and all the other enemies will aim for
    it. If they kill it, you get no bonus. If you do the killing, then you get the
    Also, after you defeat a specialist (known as subduing it), you can talk to the
    Item World guide and move a specialist from one item to another. Then if you
    have two like specialists, you can combine them into one higher leveled
    specialist, which means the same stats, but more room. You can only put so
    many specialists onto one item, but the maximum number increases as you kill
    Item Generals/Kings/Gods, so there. Here's the list of specialists, because
    I'm nice like that:
    Stats                                 Status Effects
    ------                                ---------------
    Dietician    - Increases HP           Alchemist    - Adds poison effect
    Master       - Increases SP           Hypnotist    - Adds sleep effect
    Gladiator    - Increases ATK          Witch Doctor - Adds paralyze effect
    Sentry       - Increases DEF          Amnesiac     - Adds forget effect
    Teacher      - Increases INT          Gangster     - Adds deprave effect
    Coach        - Increases SPD          Professional - Adds critical effect
    Marksman     - Increases HIT          Pharmacist   - Resistance to poison
    Physician    - Increases RES          Coffee Maker - Resistance to sleep
    Statistician - Increases EXP          Medicine Man - Resistance to paralyze
    Broker       - Increases HL           Social Worker- Resistance to deprave
    Manager      - Increases mana         Firefighter  - Resistance to fire
    Artisan      - Increases item         Aeronaut     - Resistance to wind
                             potential    Cryophile    - Resistance to ice
    Armsmaster   - Increases weapon
    So, that's it for specialists. Now, a little foreword for you people who are
    out searching for the ultimate items.
    Ultimate Items
    The Item World is the place to go if what you're looking for is the best stuff
    the game has to offer. That being said, it's a very long and arduous process
    getting the best items, and especially if you plan on maxing all of them out.
    Let's say you want to get the most popular of these, which is the Rank 40 sword
    Yoshitsuna. This is the process you must go through.
    First of all, you need a LEGENDARY Cosmic Blade, which is the Rank 39 sword.
    This is a VERY hard to get, and there are a few ways of doing it. First, you
    can find it in the bonus gauge of an extremely hard map (I'm talking the end
    of Beauty Castle or Baal Castle, or a really deep Item World), which requires
    an insane amount of luck. What requires slightly less luck is to enter an Item
    World of an extremely high leveled item and find an enemy that has a legendary
    Cosmic Blade, then steal it, but that still requires a ridiculous amount of
    patience and tries. If all else fails, though, you need to get a legendary
    Amano-Hahakiri, which is the Rank 38 sword, which can be bought in stores,
    just not the legendary version. Then you can go all the way to floor 100 of it
    and steal a legendary Cosmic Blade from the Item God at the bottom. Then again,
    that takes ages, especially when you know what you're going through next.
    So you have a legendary Cosmic Blade. Good, the hard part is over. Now you need
    to go into it, and fight your way all the way down to Level 100, where the
    Item God is. And I might add, some of the battles you'll face on the way down
    are absolutely ridiculously freaking hard, and the enemies are absolute deities
    that can make mincemeat out of Marjoly, for crying out loud. Doesn't help that
    when you actually do get to Level 100, you'll find the Item God, and the only
    way to get the Yoshitsuna, the weapon you want, is to steal it from him. Not
    that easy, you're going to need either a character leveled up just about to
    the max, or a rogue that's also ridiculously high leveled. If you actually can
    do that, though, and then escape with your life, congrats, you just got the
    ultimate weapon: the Yoshitsuna.
    I hate to say it, but this applies to all the types of items in the game. Fists,
    swords, spears, bows, guns, axes, staves, monster weapons, armor... it's all
    there. Except for emblems; you get the Arcadia from Priere when she joins you.
    Then again, the item world is addictive. Have fun with it. You access it at any
    time, and it can be as easy or as hard as you want it to be. But now, that's
    enough from it. Time to embark on an easy side quest. Prinny Land.
     VIIb. Prinny Land
    Prinny Land can first be unlocked after Chapter 9, though I generally start
    the first map right around Chapter 11, as that's when the difficulty curve
    picks up. First of all, though, you need to be at a certain Demon Rank, and
    you need 400 mana. Neither are hard to do; the promotion exam before said Demon
    Rank is a joke. Hell, even passing the bill to get in there is easy, since the
    difference you need to win by is only 400, so if you come with your pockets
    full of bribery items, you can probably pass the bill by force if you need to.
    When you want to start the place, by all means do so.
     15-1  ~~ Prinny Land ~~  Prinny Land 1 ~~  Bonus Level: 20
    Lv. 40 Cpt. Prinny x1
    Lv. 35 Pvt. Prinny x16
    Yeah, I said you should be around Chapter 11 or so, but the bare minimum is
    Chapter 9. Doesn't really matter, since this battle is so ridiculously easy
    anyway. In fact, it's more of an elongated pain in my ass than a battle anyhow,
    since it's sixteen prinnies, most of which don't bother attacking at all, all
    of who are weak as hell. Bring all your characters out and have them quickly
    move up, occasionally having one or two make a diversion here and there to kill
    the Prinnies on either side of the place. Beware of Prinny Barrage and make sure
    your cleric is one of the ten characters you bring (Flonne with Power of Love
    is good as ever even though she's probably the one who will take the majority
    of blows), then you'll find the Cpt. Prinny. It's weak, and it's not going to
    move. Just hit it, if you're in Chapter 11 you have the Vile Brilliance spear,
    right? Don't worry, optional battles get MUCH, MUCH harder than this.
     15-2  ~~ Prinny Land ~~  Prinny Land 2 ~~  Bonus Level: 25
    Lv. 50 Gen. Prinny x4
    Lv. 35 Pvt. Prinny x6
    I would recommend doing this battle as early as Chapter 11-12, honestly, cuz
    this is really easy. At first glance, the geo effects make it look like it
    isn't. You've got 20% Recovery, and Clone. Clone is the dangerous one, in that
    it'll make a carbon copy of anyone standing there, be they friend or foe, and
    that copy will of course be an enemy. Here's the thing though: it only makes
    one clone a turn, so obviously it's not going to be that big of a deal. If
    there's only one thing there, you can easily handle it in one turn, right?
    Well, yes, you would be right. I'd try to kill the four Gen. Prinnies at the
    corners of the central platform as quickly as possible, though. Rely on
    Etna's amazing Avalanche attack, Laharl with Hurricane Slash, and whatever the
    best stuff your fist, axe, and gun users have. If you've got King of Beasts
    and Bullet Storm, those are incredible. There are six Prinnies on the back
    wall, but they're just as pathetic as they were last battle, and they'll almost
    always end up in a dumbass formation that begs for apocalypse, so give it to
    them. You obviously won't be able to finish this battle in one turn, so handle
    whatever the clone gets made of with care, and if you're low leveled, enjoy the
    bonus prizes. If you're high leveled... you're really bored, aren't you.
     15-3  ~~ Prinny Land ~~  Prinny Land 3 ~~  Bonus Level: 30
    Lv. 100 Prinny God x1
    Lv. 70 Prinny King x1
    Lv. 50 Gen. Prinny x13
    Lv. 40 Cpt. Prinny x6
    Interesting formation there. If you're taking this battle on during Chapter 14
    or especially after the final boss, it should be a snap. First of all, the six
    captains and four generals in front of you when the battle starts die in one
    or two hits. 700 HP just doesn't cut it anymore, sorry, so treat them as such,
    you can probably kill all but one or two in the first turn. Most of them won't
    even be able to hurt your main attackers, though there's the Prinny King at the
    back who's slightly stronger, but not by much. He's only got about twice as
    much HP, so once again, if you're in Chapter 14, Laharl can almost kill the
    Prinny King in one hit from Hurricane Slash.
    And then you have nine more generals sitting in front of the Prinny God, in
    worship. If you're able to before they come forward, by all means have Laharl
    use Winged Slayer and a mage use a spell that hits nine panels. Those two
    alone can easily wipe all of them out, which would be good, since they spam
    Pringer Beam beyond belief. But then you're left with the Prinny God. Once
    again, if you beat the two last bosses, the Prinny God and its pitiful 6000
    HP won't even challenge you. You SHOULD note that it has a Testament, which
    is worth stealing if you get the chance, plus it's not weak. It can do as much
    as 2500-3000 damage to your mages. But after an otherwise easy battle like
    this, your attackers are all alive, and it just doesn't have the DEF to endure
    what you can show it. Good job, Prinny Land is over. Hate to say it, but what
    lies ahead is about a thousand times harder.
     VIIc. Cave of Ordeal
    The Cave of Ordeal can be unlocked any time you want, so long as your Demon
    Rank is high enough, and you have the necessary mana to do it. It takes 700
    mana, and if you plan to pass it without using force... it's pretty damn hard.
    I certainly wouldn't recommend raising your Demon Rank any more than necessary,
    since it's in your best interest to keep it simple. It's going to take a time or
    two going through it giving them bribes, and it doesn't help that every time
    you do it, it takes 700 mana. In short, I would suggest forcing it through
    this method:
    Find the highest leveled, or at least a very high leveled senator, and make
    sure they vote yea for the bill, then start the vote. With any luck, they will
    vote yes, and if everyone else votes nay, here's what you do: if they're lower
    leveled, just throw them into the senator that voted yea. Seriously, just throw
    them in there and the first senator's level will increase, except if the first
    senator was higher leveled, he'll still be neutral in the battle with a yea
    vote. Repeat the process with all the senators, just making sure they... are
    appropriately leveled, and by doing that you can easily unlock it. I'd recommend
    starting this somewhere around Chapter 14.
     16-1  ~~ Cave of Ordeal ~~  Cave of Ordeal 1 ~~  Bonus Level: 30
    Lv. 60 Manticore x1
    Lv. 50 Zakkum x8
    The enemies here are... a little damaging. Yeah, the Manticore has this Beast
    Ray attack which hits a line of characters and racks up damage fast, plus the
    Zakkums use that annoying Paranoia attack which has a weird range, but as I
    said, this map is easily doable in early Chapter 14. First of all, there's
    Etna godlike Avalanche attack, which is great in so many ways I can't even
    begin to count. I'd start by bringing just the strong physical attackers out
    and then after they do their thing, let the trees use Paranoia and whatever.
    Then bring your mages out and wreak some havoc, now that they're a lot less
    vulnerable. After that, the Manticore will be left, and it has about 4000 HP.
    Not extremely hard, would you say? Especially if Laharl has the Diabolic Sword.
    Hurricane Slash will do 1000+ damage a hit. Probably later into Chapter 14 you
    can try CoO2. 
     16-2  ~~ Cave of Ordeal ~~  Cave of Ordeal 2 ~~  Bonus Level: 35
    Lv. 100 Succubus x1
    Lv. 85 Cait Sith x4
    Lv. 75 Nekomata x6
    Alright if you got through the final boss and/or Prinny Land 3, the second
    floor of the Cave of Ordeal shouldn't be too bad. It's similar in nature to
    Prinny Land 3, except the normal enemies are more powerful, but the strongest
    enemy is a lot weaker. If you leave a lot of the enemies alive though, they're
    going to Cat Blast the life out of you, so start off by hitting them with
    attacks that have an area of effect that can reach all of them. It's very
    inconvenient that the cats are on either side of you in the way they are, but
    it can't be helped. Regardless, if you're not grossly underleveled you should
    be able to make your way through them until just the Succubus is left, and you
    can easily kill her with just Laharl. 
    At this point Cave of Ordeal 3 is open, which is a lot tougher to finish than
    anything at this point, so I really can't recommend trying that until you're
    at least a little into the 100's in your levels. Until then, play around with
    the Dark Congress until you can get the Human World open, and then go there and
    in the Field of Virtue in Celestia to level up. The Item World isn't too bad
    for that either, depending on the item you're entered. Eventually at that point
    you'll have to buy some better weapons, and around that time, you can probably
    try Cave of Ordeal 3, which will serve as your leveling place from the moment
    you can beat it, to until you're over Level 2000. Seriously.
     16-3  ~~ Cave of Ordeal ~~  Cave of Ordeal 3 ~~  Bonus Level: 40
    Lv. 160 Talos x1
    Lv. 150 Nataku x8
    Oh yeeeahhhh. The famous Cave of Ordeal 3, which happens to be the single best
    place in the entire game for leveling up. Not only do these cyclopses give a
    lot of natural EXP, but the field is surrounded by EXP + 50%, which only makes
    it much better. But here's the problem. At the weakest enemies setting, which
    is obviously what you'll be fighting this battle with at first, all the enemies
    have about 4000 DEF, except a rare instance here and there in which they have
    2000 DEF but about 8000 RES. So basically, you're going to have to be quite
    strong if you want to take this battle on. The Catch 22 of the whole thing is,
    however, that to get such strength the best place is in 14-1, which when you
    get to Level 80 becomes a rather slow place for leveling. The Item World can
    resolve that, though. My Laharl had 2500 ATK and was at Level 87 when I took
    this one on for the first time, and I didn't have a problem.
    Here's the key. All the sentinels are arranged in a 3x3 formation, which is in
    other words perfect formation for Laharl to unleash a Winged Slayer on them.
    Bring out all your strong characters and have 2-3 mages use Braveheart on all
    of them. Then send everyone back to the base panel (convenient that you can
    just cancel it like that eh?), and have Laharl come out and hit them with
    Winged Slayer. That's not even going to come close to killing them all, but in
    a few turns, since they can barely move, you should easily be able to weaken
    them down to killing level, plus there's always magic which is able to hit them
    however you want. At first, this place will be slow and take a long time to
    kill these guys, but as you progress through the optional parts of the game,
    this place will be incredibly fast and easy for leveling yourself up to about
    2000 or so.
     16-4  ~~ Cave of Ordeal ~~  Cave of Ordeal 4 ~~  Bonus Level: 45
    Lv. 300 Death Boar x1
    Lv. 250 Dullahan x2
    Lv. 210 Alp x6
    I have very little to say about this song. Basically, you're surrounded by
    six Alps when you start this battle off, and honestly those are in my opinion
    the most annoying enemies in this battle. As usual their Hell Pepper and Air
    Assault are the two most annoying attacks you will ever receive. A little bit
    behind them, however, are four Dullahans, and depending on how you fight this
    battle, you may end up fighting one or two of them, but if you handle this with
    long ranged attacks like Wind Cutter, guns, and magic, you should actually be
    able to handle them quickly without taking much damage, really. To me, this
    battle comes down more to your equipment than levels. You can take it on any
    time from Levels 150-250, depending on how much you've gone into the Item World
    to get goods, or been able to buy Rank 36+ stuff, but all in all, the Death Boar
    has a ton of HP, but isn't really that amazingly powerful. So that's what my
    strategy comes down to... level up.
     16-5  ~~ Cave of Ordeal ~~  Cave of Ordeal 5 ~~  Bonus Level: 50
    Lv. 1000 Zombie King x1
    Lv. 700 Tiamat x1
    Lv. 400 Nebiros x4
    Lv. 350 Nightmare x6
    Once more I will be completely straightforward with you for this battle: I
    actually completed the Alternate Netherworld and got Priere before going for
    this battle. And like I said in the fourth battle there, I was Level 700 when
    I did that, and that's really the sort of level I'd recommend before setting
    out here. If you DO beat the Netherworld first, which if you follow my strategy
    is very doable at Level 700-800, then this fight will be an absolute piece of
    cake. VERY IMPORTANT THOUGH: You need two characters with a throw of 6, since
    Nippon Ichi thought they'd be cute and design a platform between two sets of
    land that are twelve spaces away. I used a rogue as well as Gordon, but make
    sure you don't bring them out of the base panel until everything on the main
    area (everything except the Zombie King) is dead.
    You are initially surrounded by ten enemies; four Nebiroses, and six
    Nightmares. How rough they are will come down to how high leveled you are, and
    like I said, you'll easily be handle them with Laharl if he's Level 700+, and
    everyone else is 300-400, which they were for me. Since they don't come with
    equipment, you will completely edge them out if you have good stuff, even if
    they're higher leveled. Eventually though, you've got to deal with the Tiamat.
    That's the hardest thing in this battle, in my opinion. If you have Priere like
    I did, piece of cake. Otherwise, give it every last thing you've got. Hell, if
    you can steal its weapon or armor, go ahead and do that, that will definitely
    make things easier. Supposing that most to everyone survived the onslaught of
    the first ten enemies, it shouldn't be any trouble.
    Now you have to worry about the Zombie King that's way off in the distance. To
    get there, you'll need to have one character with 6 throw pick up another
    character with 6 throw, who's lifting your character(s) who are taking on the
    Zombie King. Again, if you have Priere this is a non issue (but note that she
    counts as a monster and can't lift anyone else), but if you're using Laharl
    or anyone else, you should still be okay. The Zombie King has rather low DEF
    except for the fact he has a Nirvana which is the key point. Personally I had
    tons of Nirvanas from the Item World and didn't care one bit about it, but if
    you do, I encourage you to get it. The Zombie King, even though it's 300 levels
    higher than the Tiamat, isn't as threatening in my opinion, so just kill it and
    be done with it. Your prize for making it through the entire Cave of Ordeal is
    a God's Hand, which is the Level 39 fist. Meh, that's okay I guess. If you
    haven't yet, finish the Alternate Netherworld, otherwise start the almighty
    Beauty Castle.
     VIId. Human World
    The Human World bill is the first seriously challenging one to pass. You've got
    to level up one more than was necessary to unlock the Cave of Ordeal, and then
    you'll notice the Human World bill takes 1200 mana. No joke, at that point
    the senate tends to have 1200-1500 votes. Remember that you're handicapped by
    the amount of mana is took? So, obviously, you're going to have to pass the
    bill by force. Like I said before, use the method of throwing lower leveled
    enemies into higher leveled ones that voted yea, and then you shouldn't have a
    problem. I'd be done with Prinny Land and about two floors into the Cave of
    Ordeal before attempting this place. Laharl's gonna pay a visit to Carter,
    hell yeah.
     17-1  ~~ Human World ~~  Central City ~~  Bonus Level: 35
    Lv. 95 Space Marine x1
    Lv. 90 Space Pirate x1
    Lv. 80 Prowler x1
    Lv. 75 Bandit x2
    Lv. 70 Space Police x12
    Ugh. Hard battle indeed, especially if you're low leveled. I'd recommend about
    Level 75-80 for Laharl, and mid 60s to low 70s for everyone else. Now, the
    strategy here isn't going to be too unique for me. Stay where you are. That's
    right, bring about six characters out, with Laharl spearleading them, and
    then one of the dozen Space Police here will come forward, and then you can
    use stuff like guns, Wind Cutter, Avalanche and whatnot to keep yourself back
    but still do damage. You absolutely can't run forward and try to wreak havoc,
    or you will just get Bullet Stormed up the ass. But in the process of killing
    that Space Police though, one or two more will come for you. That's how it
    should be. One or two at a time, not all seventeen enemies at one time.
    Except after a little bit, though, a bunch more enemies will come down. The
    Space Police will only come after you when you get into their range, but the
    thieves and the Space Marine are quite a different story. I know the Space
    Marine has over 3500 HP, but make him your first target, since his HIT is
    almost as high as his HP, and he's got Totenkreuz and Inferno, and isn't going
    to mince words to use them. The thieves on the other hand are relatively weak
    and nothing special, even that Space Pirate. If you can get through that huge
    storm in the middle, target them with attacks like Meteor Impact and Winged
    Slayer to kill them most efficiently, as well as keep your mages alive so they
    can do damage (yes these guys have very low RES), the rest of the battle will
    be quite doable. Just six Space Police who are weak as hell, nothing you don't
    see in real life. Not really, but yeah. Next battle is even harder, so level
    up some more and then try it if you want.
     17-2  ~~ Human World ~~  Neo Eden ~~  Bonus Level: 40
    Lv. 110 Psi-Soldier x2
    Lv. 100 Cyborg x3
    Lv. 90 Officer x2
    Lv. 80 Recruit x8
    So you're going to attempt Neo Eden at a low level? I commend you for that! As
    a matter of fact, with some mages to cast Braveheart on you, it's actually not
    that hard -- I took it on at Level 78 and got through without a problem. First
    order of business is to bring about four characters out just barely in front
    of the base panel, which is conveniently in a corner. Then, at the far back,
    bring out a mage and use Braveheart on the all of them, and odds are most of
    the soldiers will come after you with Rapidfire, Bullet Storm, and all that
    good stuff. After a turn which you will easily survive, bring out someone else
    with Braveheart to ensure that you're as strong as possible, and then just go
    full out crazy with Winged Slayer, Meteor Impact, Avalanche, Bullet Storm, then
    when the five soldiers on the left side are withered to about an end, King of
    Beasts and Violent Storm. Those five will be dead in no time.
    Then you have to worry about the five on the right. Well, I personally sent
    Laharl and a couple other characters down there to take care of that big mess,
    although from the left side you can always use Overlord's Wrath and magic and
    whatnot, and they can't do much about it. The left side especially, though,
    needs to be careful, because as soon as you get in range, the cyborgs will
    come after you. The cyborgs and psi-soldiers are by far the hardest enemies
    here, as they are masters in axes and guns respectively, with the attacking
    stats to back them up. That being said, I had a character throw Laharl to the
    right side of them and weaken all three cyborgs with Wind Cutter, then I was
    able to finish them off in one more turn, but if that's not an option, lure
    them out very slowly and pray they don't use Graviton Bomb or Calamity Drive.
    The Psi-Soldiers, despite being towards the far back, will also come out very
    quickly, but if you have more than three characters alive, they shouldn't be
    too hard to kill. Enjoy the bonus gauge stuff from that battle, this one is a
    lot more doable than Cave of Ordeal 3 at low levels.
     17-3  ~~ Human World ~~  EDF Headquarters ~~  Bonus Level: 45
    Lv. 220 General (Astro Carter)
    Lv. 180 Defender? x2
    Lv. 130 Space Police x6
    NOTE: Do NOT enter this battle without saving. If you win, you will see an
    alternate ending, and if you lose... well, you lose.
    This battle is miles ahead of Neo Eden and especially the Hall of Sin in the
    Alternate Netherworld. Maybe because it's against a boss, the "prism ranger"
    General Carter. Surprisingly though, Carter and the two Defenders aren't what
    I would call overwhelming, since all they use is Swift Justice. But when you
    add everything in this battle up together it amounts to a damn difficult battle
    and because of that I would suggest no lower than Level 150 for Laharl when you
    start this off, everyone else not too far behind. Good classes, good characters,
    and then start out by bringing your party out and having mages use Braveheart
    on all of them. From here on out, Braveheart is the way of the future.
    So with some strength going on, unleash your strongest stuff on the Space
    Police. The Defenders and Carter are to the back, and will usually come at you
    from one side or another, so when they do that, you'll be ready to hit them
    down one at a time, unless you're really powerful. Initially I would split the
    party into two groups just to efficiently be able to kill the six Space Police,
    and then bring them all back together again to bear down on Carter and the
    others. Again, this battle is a brawler that for the most part comes down to
    being high leveled and having good weapons and armor, and it's a little bit
    pointless anyway, since either way it just ends the game.
     VIIe. Alternate Netherworld
    Alright, this right here is the hardest bill to pass. You'll have to level the
    Demon Rank up twice after it's high enough to propose opening the Human World,
    since the Netherworld requires 3000 mana to open, and of course, proposing
    this will make the senators loathe you even more than if you wanted to extort
    money from all of them. Bunch of bastards, I say. But the reason this is the
    hardest, is because you'll want to open the Alternate Netherworld at Level 100
    or so, maybe a little higher, when some of the senators you'll need to defeat
    (since obviously passing it the 'legit' way is out of the question now), are
    Level 450 or higher. There's the Mysterious Seal aka Beauty Castle to unlock
    after this, but the thing with that is if you can't force that to open then you
    really have no business going there, honestly.
    All I can really recommend to you is to go to Cave of Ordeal 3 and berserk it
    until you get to about Level 100-110, and then pass a few simpler bills at the
    Assembly, until you get a senator far beyond Love to you. As much as proposing
    to open the gate to the Alternate Netherworld is enough to drop them from Love
    to Loathe, no joke. All you need is one high leveled senator on your side and
    then you can have the battle go from there by throwing the enemy senators into
    the one who voted yea, which usually when you pass this bill, will be at least
    1-2 even if they all really loathe you. Eventually you will be able to pass it
    though, and this place will be open. Get ready for the hardest place yet.
     18-1  ~~ Alternate Netherworld ~~  Alternate World ~~  Bonus Level: 35
    Lv. 130 Koropokkoru x5
    Lv. 110 Specter x11
    I wonder how long it took them to come up with that brilliant name. In any
    case, this battle is a total joke no matter what level you are. And obviously
    you passed the bill to open this place, so you can't be too bad. Basically,
    the base panel is on an island in the center of this place, and the enemies
    are all on separate islands surrounding you. All of the enemies here are
    glorified Ghosts or Faeries, the former of which can do next to nothing. The
    latter tend to use Camarderie if you get close to them, but in any case, I'd
    start out by using attacks like Wind Cutter, Overlord's Wrath and whatnot,
    magic and guns to get rid of the enemies that are close, then start throwing
    a bunch of characters to the large island towards the middle. At that point,
    go to either side and clear out what's left. The enemies here are pathetic,
    so don't worry. At least next place has a more badass name. Hall of Sin.
     18-2  ~~ Alternate Netherworld ~~  Hall of Sin ~~  Bonus Level: 40
    Lv. 200 Death x3
    Lv. 170 Djinn x6
    Okay. This battle is slightly tougher than the last one, but if you were able
    to unlock this place, once again, you should be well within your ability to
    win this battle. First off, this place is cool looking, and your enemies are
    golems and shadows. The Djinns, which are Golems, are completely harmless.
    Their attacks are a little damaging, but very rarely will they use their
    techniques to hurt more than one character at a time. Meanwhile, if you bunch
    all your characters together you'll be able to kill them without a problem. The
    main problem is the Deaths, who have a LOT more HP than the Djinns, and can
    take more punishment in general. At the left-right fork which comes up very
    soon, don't split your party. Keep them all together, and when you come across
    a Death, handle them from a distance with the entire wrath of your party, one
    at a time. If you can get rid of them, this battle will be easy.
     18-3  ~~ Alternate Netherworld ~~  Hall of Penance ~~  Bonus Level: 45
    Lv. 400 Tao Tieh x1
    Lv. 350 Demonic Suit x4
    Lv. 300 Scarecrow x12
    This battle is MILES harder than the last two, and not something that should
    be done at Level 100 like those. I wouldn't suggest taking this on at any
    lower than Level 250; it's the Tao Tieh that ruins this all. That, and you're
    going to want some damn good equipment. There really is no hurry to get past
    this battle at all if I'm being honest, since the next couple battles require
    a minimum of about Level 700, but if you absolutely must get past this battle,
    here is my strategy. Bring out four characters initially, then a mage or two
    on the side for Braveheart. Then send them all back to the base panel except
    of course the mages who have already acted. Only bring out one or two
    characters, and send them in the OPPOSITE direction from the Tao Tieh that's
    toward one side. That is very important, as it's without a doubt the strongest
    enemy here.
    Hopefully the mages should act somewhat to lure the enemies away from your
    fighters who you brought out. Otherwise though, you want to have a character or
    two out in the open to try and kill off the Scarecrows as fast as possible,
    since they are good at hitting characters in lines. The Demonic Suits can wait
    until after the Scarecrows are dead, but meanwhile, Laharl should be hitting
    as many enemies at a time with Meteor Impact, in a corner, as possible. If he
    can only hit one, use Nightsever until you're dying. Eventually you'll want to
    have someone come out and use Omega Heal on everyone who's fighting, because
    you will have a character or two dying. When the Tao Tieh finally gets in range,
    you'll want to keep hitting as much stuff at one time as you can, but if it's
    left alone, if you still have a character left to call from the base panel,
    then after a turn, pick it up so that it can't attack that turn. That will
    save you a lot of time, and can make the difference in the battle. Again, tough
    battle. Very tough. But winnable, especially if you're good enough to do the
    next one.
     18-4  ~~ Alternate Netherworld ~~  Malefic Seal ~~  Bonus Level: 55
    Lv. 900 Tiamat x1
    Lv. 750 Azhi Dahaka x2
    There is very little strategy I can give for this battle except that if you
    level yourself up, you'll be able to handle it, but there is no way in hell
    you can get through here at lower than Level 700. And I say that taking into
    consideration that your Laharl, if you play the game and fight Cave of Ordeal 3
    the way I do, is probably a hell of a lot higher leveled than the rest of your
    party. Personally I was able to win this battle with my Laharl at Level 760,
    which is enough to win the next battle as well, but this will be a true utter
    struggle. I'm also not going to recommend entering this battle without
    Dimension Slash. That was the foundation for this whole battle for me, and you
    can't do without it. First of all though, bring out your four characters in a
    square as usual, and have no less than four mages use Braveheart on all of
    them. Now Laharl should be ready to kick some ass.
    Assuming Laharl has a very powerful weapon (nothing less than a slightly
    leveled Amano-Hahakiri, a Cosmic Blade is preferable), I had him go to the
    right and get just close enough to the Azhi Dahaka to be able to pelt it with
    a Dimension Slash. After that, believe it or not, the dragons will come down
    but they should not attack. In fact, if you manage to keep the dragons close to
    each other, they will use their Dragonic Flare attack and hit each other,
    which REALLY speeds things up. But I digress. TAKE CARE OF THE DAHAKAS FIRST.
    The Tiamat has a lot more HP and is far more powerful. Meanwhile, if you can
    kill the Azhi Dahaka in at most three turns, you know that you have a chance
    in this battle. An attack I absolutely loved here was Etna's Avalanche, since
    it will send you four squares back, and especially if you get up the stairs,
    the dragons usually can't be bothering coming up after you.
    Hold absolutely nothing back once the dragons get close to the base panel.
    Obviously you're going to want to spread your party up so they can't just use
    a Dragonic Flare and blast them all to bits, but of course those mages that
    you used for Braveheart work great as decoys so that your strongest fighters
    get several turns. Again, the Dahakas are your targets, but if you can use
    Dimension Slash to hit two or more of them at once, by all means do. Otherwise
    use Nightsever, Graviton Bomb if they're weak or even neutral to fire (or
    hell, Calamity Drive if you have that), Totenkreuz/Inferno, Avalanche, Rising
    Dragon... if you are high leveled and strong enough, using that strategy, you
    will win. Otherwise you will not. That is what it comes down to.
     18-5  ~~ Alternate Netherworld ~~  Warrior Maiden ~~  Bonus Level: 60
    Lv. 2000 Overlord (Priere)
    Lv. 1500 Tail Ring x1
    Lv. 1500 Carmilla x1
    Ugh. What an enormous pain in the ass. Well, that being said, this battle is
    one of the most epic things ever. Not only are you fighting an Overlord
    legitimately now, but this game's best song, The Invasion Within, plays. But
    let me call to your attention that if you aren't extremely high leveled, this
    battle will take at least half an hour, possibly longer. Actually, this battle
    is quite winnable at Level 750 if you utilize a little trick, but if you want
    to actually want to fight this through, Priere will own you. Not only is she
    Level 2000, but she comes equipped with the Arcadia, which is the game's best
    emblem. It's legendary, and gives ridiculously good boosts. So in short, this
    battle puts you in quite a quandary.
    However, like I said, there is a very easy but very long way to win this
    battle. I'd like to thank Salah al Din for coming up with this, because it's
    really amazing. Notice that there's the main, central area that everything is
    in, which is surrounded by small three to six square long islands. If you
    throw the cat girls and even Priere on those, they will NOT attack you, heal
    themselves, or do anything. To set this up, I would have a character or two
    with 6 throw (which you need for Cave of Ordeal 5 anyway), and bring ten
    characters if you need to to do it, so long as you throw them out but don't
    have them act. Quite doable, since they won't do anything to you once they're
    on those islands. At that point, make sure you have a minimum of two mages
    out. Preferably four. You need the Braveheart.
    Your main concern here if you can accomplish that, is that you don't run out of
    SP. In fact I would bring along an SP recovery item or two here, because after
    Braveheart gets you five times, every turn you'll need to use it twice every
    turn to get your strength completely maximized, and that can be very consuming
    on the SP. For the catgirls feel free to use guns and whatnot to add onto the
    damage, but Priere herself has 500,000 HP, and Wind Cutter for me did anywhere
    from 10,000 damage to 16,000, meaning this fight will go on a VERY long time.
    Stick with Wind Cutter though, even if Dimension Slash does more damage. You
    can't run out of SP, otherwise the battle is lost. If you have either the
    strength to go through it the hard way or the patience to go through it that
    way, though, your reward for this place is Priere. Priere is a FANTASTIC
    character; her ATK is amazingly high and can only be rivaled by Divine Majins,
    plus she comes with an Arcadia, one of the best items in the entire game bar
    none. Now that the hard ass Alternate Netherworld is finished, finish the Cave
    of Ordeal if you haven't yet, then take on Beauty Castle, which your new Level
    2000 character can do it herself.
    On a side note, though it's probably useless at this point, enjoy the supreme
    amount of HL you get from this place. Let's not forget the items either, a
    bonus rank of 60 is pretty damn high.
     VIIf. Beauty Castle
    Alright... Beauty Castle. The two level super dungeon that's otherwise known as
    the Mysterious Seal. I'm gonna go out on a limb and say this is impossible to
    pass the legitimate way. Let me put it this way, the highest power you'll ever
    get from the Dark Assembly is 5200 or so, and you need the majority by 5000.
    Weigh in that suggesting this makes them hate you, your ancestors, and your
    very existence, and you have a problem. I suppose it's possible in theory to
    pass this that way, but I suggest having a life instead. Meanwhile, Priere if
    you got her in the Netherworld (which you definitely should have if you plan to
    seriously go through this place), can slaughter the entire Dark Assembly by
    herself. Just do that, then enter the place. 
     19-1  ~~ Beauty Castle ~~  Foreboding Seal ~~  Bonus Level: 56
    Lv. 1500 Flamberg x1
    Lv. 1200 Chimera x2
    The Malefic Seal from the Alternate Netherworld all over again, except this is
    much much easier. If you got Priere from the Alternate Netherworld, which you
    definitely should have otherwise you have no business hanging around in Beauty
    Castle, this battle is a total joke. Instead of dragons, you're facing a great
    wyrm and a couple of beasts. No problem at all, if they come close, just hit
    them with Requiem Aeternam, but otherwise, Dragon's Rage will just beat the
    living piss out of them. Priere, being that much higher leveled than them, and
    with the Arcadia which is among the best equipment in the game, is all you
    need, but if you want to have her team attack with someone else, that's a good
    idea too. Next battle is much, much worse.
     19-2  ~~ Beauty Castle ~~  Foreboding Seal ~~  Bonus Level: 62
    Lv. 2500 Witch (Marjoly)
    Lv. 1800 Prophet x2
    Hot damn, it's another uber boss. The Witch Marjoly is no easy cookie. All of
    her stats are higher than Priere's, she comes with some amazingly powerful
    spells, and she's got two Prophets for support. Plus there's no cheap island
    trick to get her to not attack. However, I myself have discovered another
    method of getting beating Marjoly. It requires only this as preparation: I
    leveled Priere up about 30-40 times, I forget the exact number at this point,
    and also I went to the Item World of the Arcadia and leveled it up ten times
    (aka, ten floors). You can probably win this battle without going through
    those preparations, but I did them anyway. With that, Priere absolutely must
    be equipped with the Arcadia, and preferably with a Nirvana or two on top of it.
    Just, whatever the best stuff you have is.
    Assuming you want to try this, your absolute first task is to lay down on the
    two Prophets. Of course Priere isn't your only character, but use her Dragon's
    Rage on them for some good results, then with Laharl, Etna, and your other
    pre-Priere characters (foreign concept now eh? =D), and with any luck you'll
    be able to kill everything except Marjoly. Believe it or not, it is actually
    possible for Priere to kill Marjoly. Here is the key: Priere has Omega Heal,
    and the INT to heal herself for about 70,000 HP every turn. Isn't that nice?
    Meanwhile, let's look at Marjoly. If there's multiple characters around, she
    won't hesitate to use her Dark Conjuration attack, which is a black hole of
    deadly. Apart from that, my Priere was weak against ice, meaning I had to take
    a Tera Ice in the face every turn. THIS IS THE ESSENTIAL POINT: Marjoly will
    always be casting a spell, which depending on the range in which she uses,
    will take up 1000-2000 SP. Her SP is very finite.
    Meanwhile, as long as you haven't used Omega Heal three billion times before
    now, it shouldn't cost that much SP, and bottom line is, Priere will not run
    out of SP. Your objective is to not run out of HP. Marjoly has a lot of HP,
    and a hell of a lot more than Marjoly, but the rate at which her SP goes down
    is much greater than Priere. If Marjoly decides to attack you, that could be
    good or bad. She is of course stronger than Priere, but it doesn't help that
    both Priere and Marjoly have very very high counter rates, so they'll be
    trading hits back and forth. Bottom line is, get Priere to 150,000 HP, and
    then use Omega Heal every turn unless Marjoly only reduces you to 100,000 or
    so, in which case you can risk using Dragon's Rage. When Marjoly's SP has
    finally run out, build your HP back to about 210,000 on average and then pummel
    her to the ground.
    Beauty Castle was short, to say the least, even though that battle was even
    longer than the one against Priere. And congrats, you now have the last
    character in the game, Marjoly, who puts Priere to shame. If you're really
    crazy, go on to Baal Castle next.
     VIIg. Baal Castle
    Baal Castle will be unlocked once you clear out Prinny Land, the Cave of
    Ordeal, the Alternate Netherworld, and Beauty Castle. Not an easy endeavor,
    but hey, at least you don't have to pass a damn bill to get in here. And yeah,
    it's true, you don't have to beat the Human World, since it's impossible to do
    so anyway. Like Beauty Castle, this is short and sweet.
     20-1  ~~ Baal Castle ~~  Patriarch's Seal ~~  Bonus Level: 58
    Lv. 2000 Surt x1
    Lv. 1500 Efreet x3
    What can I say about this battle, except for the fact you obviously have
    Marjoly in your party if you're even here. Marjoly can very easily solo this
    battle. If you want to make it especially easy, just take off the Gao's Guts
    or something except the Crowdia's Beauty from Marjoly and replace it with a
    high leveled Arcadia, which since you have Marjoly in the first place, you
    really should make a concentrated effort towards leveling up. But yeah, no
    matter how you slice it, start with Dark Conjuration, the Surt will come down
    and probably kill the Efreets himself, and you can win this battle in your
    sleep. Also, you may want to consider throwing the Efreets into the Surt and
    using the Stronger Enemies bill, then attempting to capture them. That is the
    generally least time consuming way of defeating Baal, if I'm being honest.
    It's something to think about.
     20-2  ~~ Baal Castle ~~  Lord of Terror ~~  Bonus Level: 70
    Lv. 4000 Tyrant (Baal)
    Oh god, no... it's Baal, the Level 4000 Tyrant. Hate to say it, but after you
    beat Baal, you can actually fight an enemy that's EVEN HARDER, but for your
    general early completion purposes, you can say you're about done with Disgaea
    if you manage to beat Baal. And believe me when I say that's hard. For one
    thing, "you've gotta be kidding! Level 4000?!" speaks for itself. That, and his
    size. Baal is like, a giant. He comes with two great pieces of equipment, one
    being the Nemesis which is stronger than Marjoly's Rank 40 Nyanko Soul, as well
    as a rare Super Robo Suit, which is the Rank 40 armor. And it has one huge icon
    I might add. =O So yeah, Baal has three ways of killing you: his physical
    attack, Sword Rain which is absolutely deadly and hits several lines of
    characters, and Gran Sword, which is a Diabolic Dance/Winged Slayer type of
    thing, I think. Hard to say.
    Either way, Baal is HARD, and don't think you can waltz in here at Level 1000
    or 3000 and expect to damage him, let alone beat him. There's a few ways to
    make him a bit easier though. As I mentioned earlier, I'd pass the Stronger
    Enemies bills to get a high leveled Surt or two and capture them. Minimum Level
    4000, preferably a lot higher. Get a couple good hands (Bandit's Hands are
    fine) and steal his Nemesis and Super Robo Suit. I'd reset if you can't get
    them first try. It should be a 50% chance after all, so no reason not to. If
    you succeed in that, that is good, you definitely made this battle, and your
    highest leveled monster character, whether it's Priere, Marjoly, or a Surt,
    should immediately equip it, as it's no doubt better than the Nyanko Soul if
    that isn't leveled up. Same with the Super Robo Suit, that's a phenomenal
    piece of equipment. Unfortunately though, Baal still has a little over 200,000
    ATK, which isn't a pleasant number.
    That is the last piece of strategy I can give to you for this battle. You need
    levels, levels, levels, and the equipment to back it up, whether you're using
    normal characters or monsters. Like I said, using monsters is probably a much
    faster way to become stronger, despite how frustrating and time consuming it
    can be. Baal is hard as hell, but if you're strong enough, he will eventually
    go down, in which case Laharl will have his title change to Tyrant. If you go
    back to this battle, Baal will be replaced with an Uber Prinny that is Level
    6000 and even harder. Have fun with that. Apart from that, that really is the
    last side quest, so if you actually did get through that, congrats. =)
                        ~-~ ~-~ ~-~  VIII. Items ~-~ ~-~ ~-~
    This section obviously extends to include all the weapons, armor, and other
    equipment and stuff in the game.
     VIIIa. Weapons
    This is just to conserve space and stuff. It goes in order of fists, swords,
    spears, bows, guns, axes, staves, and monster weapons.
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Wristband        |  0   |  0  |  0  |  3  |  0  |  0  |  0  |  1  |  0  |
    Rock Fist        | 0-1  |  0  |  0  |  6  |  0  |  0  |  0  |  4  |  0  |
    Double Slap      | 0-2  |  0  |  0  |  9  |  0  |  0  |  0  |  6  |  0  |
    Leather Glove    | 1-3  |  0  |  0  | 15  |  0  |  0  |  0  | 10  |  0  |
    Iron Claw        | 1-4  |  0  |  0  | 19  |  0  |  0  |  0  | 13  |  0  |
    Power Gauntlet   | 1-5  |  0  | 15  | 27  |  0  |  0  |  0  | 13  |  0  |
    Hyper Knuckle    | 2-6  |  0  |  0  | 33  |  0  |  0  | 10  | 21  |  0  |
    Lethal Knuckle   | 2-7  |  0  |  0  | 40  |  0  |  0  |  0  | 26  |  0  |
    Fake Fist        | 2-8  |  0  |  0  | 48  |  0  |  0  |  0  | 32  |  0  |
    Cross Counter    | 3-9  |  0  |  0  | 60  |  0  |  0  |  0  | 40  |  0  |
    Swift Knuckle    | 3-10 |  0  |  0  | 72  |  0  |  0  |  0  | 48  |  0  |
    Magic Cuff       | 3-11 |  0  | 40  | 82  |  0  |  0  |  0  | 48  |  0  |
    Poison Knuckle   | 4-12 |  0  |  0  | 93  |  0  |  0  |  0  | 62  |  0  |
    Megaton Punch    | 4-12 |  0  |  0  | 105 |  0  |  0  |  0  | 70  |  0  |
    Fist of Fury     | 4-12 |  0  |  0  | 116 |  0  |  0  |  0  | 77  |  0  |
    Mach Punch       | 5-12 |  0  |  0  | 128 |  0  |  0  | 80  | 80  |  0  |
    Spiked Glove     | 5-12 |  0  |  0  | 138 |  0  |  0  |  0  | 92  |  0  |
    Bagh Nakh        | 5-12 |  0  |  0  | 150 |  0  |  0  |  0  | 100 |  0  |
    Mystic Hand      | 6-12 |  0  | 70  | 165 |  0  |  0  |  0  | 110 |  0  |
    Metal Fist       | 6-12 |  0  |  0  | 180 |  0  |  0  |  0  | 120 |  0  |
    Silver Arm       | 6-12 |  0  |  0  | 195 |  0  |  0  |  0  | 130 |  0  |
    Demonic Fist     | 7-12 |  0  |  0  | 210 |  0  |  0  |  0  | 140 |  0  |
    Karate Chop      | 7-12 |  0  |  0  | 225 |  0  |  0  |  0  | 150 |  0  |
    Mistral Fist     | 7-12 |  0  |  0  | 240 |  0  |  0  |  0  | 160 |  0  |
    Jupiter's Fist   | 8-12 |  0  |  0  | 262 |  0  |  0  |  0  | 175 |  0  |
    Straight Punch   | 8-12 |  0  |  0  | 285 |  0  |  0  |  0  | 190 |  0  |
    Mirage           | 8-12 |  0  |  0  | 308 |  0  |  0  | 160 | 160 |  0  |
    Kwanca           | 9-12 |  0  |  0  | 330 |  0  |  0  |  0  | 220 |  0  |
    Bahamut's Fist   | 9-12 |  0  |  0  | 352 |  0  |  0  |  0  | 235 |  0  |
    Golden Arm       | 9-12 |  0  |  0  | 375 |  0  |  0  |  0  | 250 |  0  |
    Crisis           |10-12 |  0  |  0  | 405 |  0  |  0  |  0  | 270 |  0  |
    Diabolic Fist    |10-12 |  0  |  0  | 435 |  0  |  0  |  0  | 290 |  0  |
    Platinum Arm     |11-12 |  0  |  0  | 465 |  0  |  0  |  0  | 310 |  0  |
    Galactica        |11-12 |  0  |  0  | 495 |  0  |  0  |  0  | 330 |  0  |
    Terra Smasher    |11-12 |  0  |  0  | 525 |  0  |  0  |  0  | 350 |  0  |
    Punisher         |11-12 |  0  |  0  | 562 |  0  |  0  |  0  | 375 |  0  |
    Zodiac           |  12  |  0  |  0  | 650 |  0  |  0  |  0  | 400 |  0  |
    Infernal Fist    |  12  | 200 |  0  | 750 | 200 |  0  |  0  | 450 | 200 |
    God's Hand       |  --  |  0  |  0  |1000 |  0  |  0  |  0  | 500 |  0  |
    Ultimus          |  --  |  0  |  0  |2000 |  0  |  0  |1000 |1000 |  0  |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Common Sword     |  0   |  0  |  0  |  4  |  0  |  0  |  0  |  0  |  0  |
    Short Sword      | 0-1  |  0  |  0  |  8  |  0  |  0  |  0  |  0  |  0  |
    Swordbreaker     | 0-2  |  0  |  0  | 13  |  0  |  0  |  0  |  0  |  0  |
    Bronze Sword     | 1-3  |  0  |  0  | 19  |  0  |  0  |  0  |  0  |  0  |
    Long Sword       | 1-4  |  0  |  0  | 26  |  0  |  0  |  0  |  0  |  0  |
    Ninja Sword      | 1-5  |  0  |  0  | 34  |  0  |  0  | 10  | 10  |  0  |
    Sharp Edge       | 2-6  |  0  |  0  | 43  |  0  |  0  |  0  | 20  |  0  |
    Bastard Sword    | 2-7  |  0  |  0  | 53  |  0  |  0  |  0  |  0  |  0  |
    Broad Sword      | 2-8  |  0  |  0  | 65  |  0  |  0  |  0  |  0  |  0  |
    Magic Sword      | 3-9  |  0  | 15  | 80  |  0  |  0  |  0  |  0  |  0  |
    2-Pronged Blade  | 3-10 |  0  |  0  | 95  |  0  |  0  |  0  |  0  |  0  |
    Great Sword      | 3-11 |  0  |  0  | 110 |  0  |  0  |  0  |  0  |  0  |
    Taser Sword      | 4-12 |  0  |  0  | 125 |  0  |  0  |  0  |  0  |  0  |
    Mortuus Blade    | 4-12 |  0  |  0  | 120 |  0  |  0  |  0  |  0  |  0  |
    Psychic Sword    | 4-12 |  0  | 25  | 155 |  0  | 25  |  0  |  0  |  0  |
    Stabbing Knife   | 5-12 |  0  |  0  | 170 |  0  |  0  |  0  |  0  |  0  |
    Evil Thwarter    | 5-12 |  0  |  0  | 185 |  0  |  0  |  0  |  0  |  0  |
    Hibernal Sword   | 5-12 |  0  |  0  | 200 |  0  |  0  |  0  |  0  |  0  |
    Muramasa         | 6-12 |  0  |  0  | 220 |  0  |  0  |  0  |  0  |  0  |
    Light Sabre      | 6-12 |  0  |  0  | 240 |  0  |  0  |  0  |  0  |  0  |
    Vajra            | 6-12 |  0  |  0  | 260 |  0  |  0  |  0  |  0  |  0  |
    Mistral Sword    | 7-12 |  0  |  0  | 280 |  0  |  0  |  0  |  0  |  0  |
    Jupiter's Sword  | 7-12 |  0  |  0  | 300 |  0  |  0  |  0  |  0  |  0  |
    Bloodlust        | 7-12 |  0  |  0  | 320 |  0  |  0  |  0  |  0  |  0  |
    Masamune         | 8-12 |  0  |  0  | 350 |  0  |  0  | 50  |  0  |  0  |
    Bahamut's Fang   | 8-12 |  0  |  0  | 380 |  0  |  0  |  0  |  0  |  0  |
    Adamant Sword    | 8-12 | 150 |  0  | 410 |  0  |  0  |  0  |  0  |  0  |
    Demon Killer     | 9-12 |  0  |  0  | 440 |  0  |  0  |  0  |  0  |  0  |
    Wyrmslayer       | 9-12 |  0  |  0  | 470 |  0  |  0  |  0  |  0  |  0  |
    Laevateinn       | 9-12 |  0  |  0  | 500 |  0  | 70  | 70  |  0  |  0  |
    Diabolic Sword   |10-12 |  0  |  0  | 540 | 100 |  0  |  0  |  0  |  0  |
    Crusade          |10-12 |  0  | 80  | 580 |  0  |  0  |  0  |  0  | 80  |
    Kusanagi         |10-12 |  0  |  0  | 620 |  0  |  0  |  0  |  0  |  0  |
    Excalibur        |11-12 | 100 | 100 | 660 | 100 | 100 | 100 | 100 | 100 |
    Schichishi-Tou   |11-12 |  0  | 150 | 700 |  0  |  0  |  0  |  0  |  0  |
    Infernal Sword   |11-12 | 200 |  0  | 750 | 200 |  0  |  0  |  0  | 200 |
    Arondight        |  12  | 200 | 200 | 900 | 200 | 200 | 200 | 200 | 200 |
    Amano-Hahakiri   |  12  |  0  | 600 |1200 |  0  | 600 |  0  |  0  |  0  |
    Cosmic Blade     |  --  | 300 | 300 |2000 | 300 | 300 | 300 | 300 | 300 |
    Yoshitsuna       |  --  |1000 |1000 |4000 |1000 |1000 |1000 |1000 |1000 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Common Spear     |  0   |  0  |  0  |  3  |  0  |  0  |  0  |  0  |  0  |
    Iron Lance       | 0-1  |  0  |  0  |  6  |  0  |  0  |  0  |  0  |  0  |
    Knight's Lance   | 0-2  |  0  |  0  |  9  |  0  |  0  |  0  |  0  |  0  |
    Bogus Spear      | 1-3  |  0  |  0  | 15  |  0  |  0  |  0  |  0  |  0  |
    Long Spear       | 1-4  |  0  |  0  | 19  |  0  |  0  |  0  |  0  |  0  |
    Koshimoto Spear  | 1-5  |  0  |  0  | 27  |  0  |  0  |  0  |  0  |  0  |
    Bushido Lance    | 2-6  |  0  |  0  | 33  |  0  |  0  |  0  |  0  |  0  |
    Trident          | 2-7  |  0  |  0  | 40  |  0  |  0  |  0  |  0  |  0  |
    Paralyzing Spear | 2-8  |  0  |  0  | 48  |  0  |  0  |  0  |  0  |  0  |
    Falcon Lance     | 3-9  |  0  |  0  | 60  |  0  |  0  | 20  |  0  |  0  |
    Forgetful Spear  | 3-10 |  0  |  0  | 72  |  0  |  0  |  0  |  0  |  0  |
    Black Spear      | 3-11 |  0  |  0  | 82  |  0  |  0  |  0  |  0  |  0  |
    Silver Lance     | 4-12 |  0  |  0  | 93  |  0  |  0  |  0  |  0  |  0  |
    Kung Fu Spear    | 4-12 |  0  |  0  | 105 |  0  |  0  |  0  | 40  |  0  |
    Venomous Spear   | 4-12 |  0  |  0  | 116 |  0  |  0  |  0  |  0  |  0  |
    Moonlight        | 5-12 |  0  |  0  | 128 | 20  |  0  |  0  |  0  |  0  |
    Skewer           | 5-12 |  0  |  0  | 138 |  0  |  0  |  0  |  0  |  0  |
    Mistral Spear    | 5-12 |  0  |  0  | 150 |  0  |  0  |  0  |  0  |  0  |
    Jupiter's Spear  | 6-12 |  0  |  0  | 165 |  0  |  0  |  0  |  0  |  0  |
    Special Lance    | 6-12 |  0  |  0  | 180 |  0  |  0  |  0  |  0  |  0  |
    Vile Brilliance  | 6-12 |  0  |  0  | 195 |  0  |  0  |  0  |  0  |  0  |
    Golden Lance     | 7-12 |  0  |  0  | 210 |  0  |  0  |  0  |  0  |  0  |
    Bone Lance       | 7-12 |  0  |  0  | 225 |  0  |  0  |  0  |  0  |  0  |
    Zephyr           | 7-12 |  0  |  0  | 240 |  0  |  0  | 50  | 50  |  0  |
    Bahamut's Horn   | 8-12 |  0  |  0  | 262 |  0  |  0  |  0  |  0  |  0  |
    Benkei           | 8-12 |  0  |  0  | 285 |  0  |  0  |  0  |  0  |  0  |
    Demonic Spear    | 8-12 |  0  |  0  | 308 |  0  |  0  |  0  |  0  |  0  |
    Pallas Athene    | 9-12 | 60  | 60  | 330 |  0  |  0  |  0  |  0  |  0  |
    Kiyomasa         | 9-12 |  0  |  0  | 352 |  0  |  0  |  0  |  0  |  0  |
    Hero's Spear     | 9-12 |  0  |  0  | 375 |  0  |  0  |  0  |  0  |  0  |
    Platinum Lance   |10-12 |  0  |  0  | 405 |  0  |  0  |  0  |  0  |  0  |
    Li Shuwen        |10-12 | 70  |  0  | 435 | 70  |  0  |  0  |  0  |  0  |
    Diabolic Spear   |10-12 |  0  | 80  | 465 |  0  | 80  |  0  |  0  |  0  |
    Walkeure         |11-12 |  0  |  0  | 495 |  0  |  0  | 100 |  0  |  0  |
    Gungnir          |11-12 | 100 |  0  | 525 |  0  |  0  |  0  |  0  |  0  |
    Gae Bolga        |11-12 |  0  | 100 | 600 |  0  | 100 |  0  |  0  |  0  |
    Caladbolg        |  12  |  0  |  0  | 700 | 150 |  0  | 150 |  0  |  0  |
    Infernal Spear   |  12  | 200 |  0  | 800 | 200 |  0  |  0  |  0  | 200 |
    Longinus         |  --  |  0  | 200 |1000 |  0  | 200 |  0  | 200 |  0  |
    Glorius          |  --  | 400 | 400 |1500 | 400 | 400 |1000 | 400 | 400 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Common Bow       |  0   |  0  |  0  |  2  |  0  |  0  |  0  |  1  |  0  |
    Hunter's Bow     | 0-1  |  0  |  0  |  5  |  0  |  0  |  0  |  2  |  0  |
    Longbow          | 0-2  |  0  |  0  |  8  |  0  |  0  |  0  |  4  |  0  |
    Big Arrow        | 1-3  |  0  |  0  | 12  |  0  |  0  |  0  |  6  |  0  |
    Blessed Bow      | 1-4  |  0  |  0  | 17  |  0  |  0  |  0  |  8  | 10  |
    Pixie Bow        | 1-5  |  0  |  0  | 22  |  0  |  0  |  0  | 11  |  0  |
    Enchanted Arrow  | 2-6  |  0  | 10  | 28  |  0  |  0  | 10  | 14  |  0  |
    Warrior's Bow    | 2-7  | 20  |  0  | 35  |  0  |  0  |  0  | 17  |  0  |
    Sprite Bow       | 2-8  |  0  |  0  | 43  |  0  | 10  |  0  | 21  |  0  |
    Venomous Bow     | 3-9  |  0  |  0  | 53  |  0  |  0  |  0  | 26  |  0  |
    Elven Bow        | 3-10 |  0  |  0  | 63  |  0  | 10  |  0  | 31  |  0  |
    Spirit Bow       | 3-11 |  0  |  0  | 73  |  0  |  0  |  0  | 36  |  0  |
    Master Bow       | 4-12 |  0  |  0  | 83  |  0  |  0  |  0  | 41  |  0  |
    Bow of Havoc     | 4-12 |  0  |  0  | 93  |  0  |  0  |  0  | 46  |  0  |
    Bow of Justice   | 4-12 |  0  |  0  | 101 |  0  |  0  |  0  | 52  |  0  |
    Silver Bow       | 5-12 |  0  |  0  | 113 |  0  |  0  |  0  | 56  |  0  |
    Flex Bow         | 5-12 |  0  |  0  | 123 |  0  |  0  |  0  | 61  |  0  |
    Plasma Arrow     | 5-12 |  0  |  0  | 133 |  0  |  0  |  0  | 66  |  0  |
    Hero's Bow       | 6-12 |  0  |  0  | 146 |  0  |  0  |  0  | 73  |  0  |
    Shining Arrow    | 6-12 |  0  |  0  | 160 |  0  |  0  |  0  | 80  |  0  |
    Mistral Bow      | 6-12 |  0  |  0  | 173 |  0  |  0  |  0  | 85  |  0  |
    Jupiter's Bow    | 7-12 |  0  |  0  | 186 |  0  |  0  |  0  | 94  |  0  |
    Golden Bow       | 7-12 |  0  |  0  | 200 |  0  |  0  |  0  | 100 |  0  |
    Judgement Arrow  | 7-12 |  0  |  0  | 213 |  0  |  0  |  0  | 106 |  0  |
    Remote Bow       | 8-12 |  0  |  0  | 233 |  0  |  0  |  0  | 116 |  0  |
    Platinum Bow     | 8-12 |  0  |  0  | 253 |  0  |  0  |  0  | 126 |  0  |
    Kuki             | 8-12 |  0  |  0  | 273 |  0  |  0  |  0  | 136 |  0  |
    Bow of Virtue    | 9-12 |  0  |  0  | 293 |  0  |  0  |  0  | 146 |  0  |
    Arcane Bow       | 9-12 |  0  | 40  | 313 |  0  |  0  |  0  | 156 |  0  |
    Yoichi's Bow     | 9-12 |  0  |  0  | 333 |  0  |  0  |  0  | 166 |  0  |
    Bahamut's Aim    |10-12 |  0  |  0  | 360 |  0  |  0  |  0  | 180 |  0  |
    Percival         |10-12 |  0  |  0  | 385 |  0  |  0  |  0  | 190 |  0  |
    Prometheus       |11-12 |  0  |  0  | 410 |  0  |  0  |  0  | 200 |  0  |
    Starchaser       |11-12 |  0  |  0  | 440 |  0  |  0  |  0  | 220 |  0  |
    Diabolic Bow     |11-12 |  0  |  0  | 500 | 100 |  0  |  0  | 250 |  0  |
    Ull's Bow        |11-12 |  0  | 100 | 550 |  0  | 100 |  0  | 300 |  0  |
    Fleche Enflammee |  12  | 100 |  0  | 700 |  0  |  0  | 100 | 500 |  0  |
    Infernal Bow     |  12  | 200 |  0  | 750 | 200 |  0  |  0  | 600 | 200 |
    Artemis          |  --  |  0  | 250 | 900 |  0  | 250 |  0  | 700 |  0  |
    Galaxy           |  --  | 300 | 300 |1500 | 300 | 300 | 300 |1200 | 300 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    RQ22 Common      |  0   |  0  |  0  |  0  |  0  |  0  |  0  |  3  |  0  |
    Model 24         | 0-1  |  0  |  0  |  0  |  0  |  0  |  0  |  6  |  0  |
    RQ38 Custom      | 0-2  |  0  |  0  |  0  |  0  |  0  |  0  |  9  |  0  |
    Dolphin EX       | 1-3  |  0  |  0  |  0  |  0  |  0  |  0  | 15  |  0  |
    RQ-P38           | 1-4  |  0  |  0  |  0  |  0  |  0  |  0  | 19  |  0  |
    Nether 35        | 1-5  |  0  |  0  |  0  |  0  |  0  |  0  | 27  |  0  |
    KLZ900           | 2-6  |  0  |  0  |  0  |  0  |  0  |  0  | 33  |  0  |
    RQ44 Magnum      | 2-7  |  0  |  0  |  0  |  0  |  0  |  0  | 40  |  0  |
    Model 48         | 2-8  |  0  |  0  |  0  |  0  |  0  |  0  | 48  |  0  |
    Dune Eagle       | 3-9  |  0  |  0  |  0  |  0  |  0  |  0  | 60  |  0  |
    Nether 58        | 3-10 |  0  |  0  |  0  |  0  |  0  |  0  | 72  |  0  |
    ZK Auto 13       | 3-11 |  0  |  0  |  0  |  0  |  0  |  0  | 82  |  0  |
    Ion 8k Ninja     | 4-12 |  0  |  0  |  0  |  0  |  0  |  0  | 93  |  0  |
    Model 56         | 4-12 |  0  |  0  |  0  |  0  |  0  |  0  | 105 |  0  |
    RQ57 Dragon      | 4-12 |  0  |  0  |  0  |  0  |  0  |  0  | 116 |  0  |
    LDT52-R          | 5-12 |  0  |  0  |  0  |  0  |  0  |  0  | 128 |  0  |
    Nether 72        | 5-12 |  0  |  0  |  0  |  0  |  0  |  0  | 138 |  0  |
    P50-XX           | 5-12 |  0  |  0  |  0  |  0  |  0  |  0  | 150 |  0  |
    Ion 9k Samurai   | 6-12 |  0  |  0  |  0  |  0  |  0  |  0  | 165 |  0  |
    RQ66 Saint       | 6-12 |  0  |  0  |  0  |  0  |  0  |  0  | 180 |  0  |
    GH401WZ          | 6-12 |  0  |  0  |  0  |  0  |  0  |  0  | 195 |  0  |
    H30k             | 7-12 |  0  |  0  |  0  |  0  |  0  |  0  | 210 |  0  |
    PS-714           | 7-12 |  0  |  0  |  0  |  0  |  0  |  0  | 225 |  0  |
    RQ77 Godslayer   | 7-12 |  0  |  0  |  0  |  0  |  0  |  0  | 240 |  0  |
    Nether 108       | 8-12 |  0  |  0  |  0  |  0  |  0  |  0  | 262 |  0  |
    T-199X           | 8-12 |  0  |  0  |  0  |  0  |  0  |  0  | 285 |  0  |
    Karlten          | 8-12 |  0  |  0  |  0  |  0  |  0  |  0  | 308 |  0  |
    RQ99 Omega       | 9-12 |  0  |  0  |  0  |  0  |  0  |  0  | 330 |  0  |
    Gilgamesh        | 9-12 |  0  |  0  |  0  |  0  |  0  |  0  | 352 |  0  |
    Olympus          | 9-12 |  0  |  0  |  0  |  0  |  0  |  0  | 375 |  0  |
    Odyssey          |10-12 |  0  |  0  |  0  |  0  |  0  |  0  | 405 |  0  |
    Phillipan        |10-12 |  0  |  0  |  0  |  0  |  0  |  0  | 450 |  0  |
    Fujiyama         |11-12 |  0  |  0  |  0  |  0  |  0  |  0  | 500 |  0  |
    Beowulf          |11-12 |  0  |  0  |  0  |  0  |  0  | 100 | 600 |  0  |
    Tiamat           |11-12 |  0  |  0  |  0  |  0  | 100 |  0  | 650 |  0  |
    Brunhild         |11-12 |  0  |  0  |  0  |  0  |  0  |  0  | 700 | 100 |
    Siegfried        |  12  |  0  |  0  |  0  | 100 |  0  |  0  | 750 |  0  |
    Fenrir           |  12  |  0  | 100 |  0  |  0  |  0  |  0  | 800 |  0  |
    Infernal Gun     |  --  | 200 |  0  |  0  | 200 |  0  |  0  |1000 | 300 |
    Etoile           |  --  | 300 | 300 | 300 | 300 | 300 | 300 |2000 | 300 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Common Axe       |  0   |  0  |  0  |  5  |  0  |  0  |  0  | -1  |  0  |
    Villager's Axe   | 0-1  |  0  |  0  | 10  |  0  |  0  |  0  | -2  |  0  |
    Battle Axe       | 0-2  |  0  |  0  | 16  |  0  |  0  |  0  | -3  |  0  |
    Bronze Axe       | 1-3  |  0  |  0  | 23  |  0  |  0  |  0  | -5  |  0  |
    Iron Axe         | 1-4  |  0  |  0  | 32  |  0  |  0  |  0  | -7  | 10  |
    Tomahawk         | 1-5  |  0  |  0  | 42  |  0  |  0  |  0  | -9  |  0  |
    Warrior's Axe    | 2-6  |  0  |  0  | 53  |  0  |  0  |  0  | -11 |  0  |
    Mighty Axe       | 2-7  |  0  |  0  | 66  |  0  |  0  |  0  | -14 |  0  |
    Steel Axe        | 2-8  |  0  |  0  | 81  |  0  |  0  |  0  | -17 |  0  |
    Stamina Axe      | 3-9  | 20  |  0  | 100 |  0  |  0  |  0  | -22 |  0  |
    Axe of Sorcery   | 3-10 |  0  | 20  | 118 |  0  |  0  |  0  | -25 |  0  |
    Pixie Axe        | 3-11 |  0  |  0  | 137 |  0  |  0  |  0  | -28 |  0  |
    Falcon Axe       | 4-12 |  0  |  0  | 156 |  0  |  0  | 20  | -32 |  0  |
    Enchanted Axe    | 4-12 |  0  | 20  | 175 |  0  | 20  |  0  | -35 |  0  |
    Silver Axe       | 4-12 |  0  |  0  | 193 |  0  |  0  |  0  | -40 |  0  |
    Dwarven Axe      | 5-12 |  0  |  0  | 212 |  0  |  0  |  0  | -45 | 20  |
    Bloody Axe       | 5-12 |  0  |  0  | 231 |  0  |  0  |  0  | -50 |  0  |
    Adamant Axe      | 5-12 |  0  |  0  | 250 |  0  |  0  |  0  | -53 |  0  |
    Demon's Axe      | 6-12 |  0  |  0  | 275 |  0  |  0  |  0  | -55 |  0  |
    Dream Axe        | 6-12 |  0  |  0  | 300 |  0  | 30  |  0  | -60 |  0  |
    Headhunter       | 6-12 |  0  |  0  | 325 |  0  |  0  |  0  | -65 |  0  |
    Hero's Axe       | 7-12 |  0  |  0  | 350 |  0  |  0  |  0  | -70 |  0  |
    Mistral Axe      | 7-12 |  0  |  0  | 375 |  0  |  0  |  0  | -75 |  0  |
    Jupiter's Axe    | 7-12 |  0  |  0  | 400 |  0  |  0  |  0  | -80 |  0  |
    Golden Axe       | 8-12 |  0  |  0  | 437 |  0  |  0  |  0  | -87 |  0  |
    Vigaro's Axe     | 8-12 |  0  |  0  | 475 |  0  |  0  |  0  | -95 |  0  |
    Axe of Death     | 8-12 |  0  |  0  | 512 |  0  |  0  |  0  |-102 |  0  |
    Rune Axe         | 9-12 |  0  | 40  | 550 |  0  | 40  |  0  |-110 |  0  |
    Terra Firma      | 9-12 |  0  |  0  | 587 |  0  |  0  |  0  |-118 |  0  |
    Hellish Axe      | 9-12 |  0  |  0  | 625 |  0  |  0  |  0  |-125 |  0  |
    Bahamut's Talon  |10-12 |  0  |  0  | 675 |  0  |  0  |  0  |-135 |  0  |
    Platinum Axe     |10-12 |  0  |  0  | 725 |  0  |  0  |  0  |-145 |  0  |
    Axe of Slaughter |11-12 |  0  | -50 | 900 |  0  | -50 |  0  |-180 |  0  |
    Mercurius        |11-12 |  0  |  0  | 825 |  0  |  0  |  0  |-165 |  0  |
    Diabolic Axe     |11-12 |  0  |  0  | 875 |  0  |  0  |  0  |-175 |  0  |
    Empyrean Axe     |11-12 |  0  |  0  | 937 |  0  |  0  |  0  |-187 |  0  |
    Balmung          |  12  |  0  |  0  |1000 |  0  |  0  |  0  |-200 |  0  |
    Infernal Axe     |  12  | 200 |  0  |1200 | 200 |  0  |  0  |-240 | 200 |
    Durandal         |  --  |  0  |  0  |1500 |  0  |  0  |  0  |-300 |  0  |
    Apocalypse       |  --  | 500 | 500 |2500 | 500 | 500 | 500 |  0  | 500 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Wooden Staff     |  0   |  0  |  0  |  0  |  0  |  4  |  0  |  0  |  0  |
    Light Staff      | 0-1  |  0  |  0  |  0  |  0  |  8  |  0  |  0  |  0  |
    Witch's Staff    | 0-2  |  0  |  5  |  0  |  0  | 13  |  0  |  0  |  0  |
    Mage's Staff     | 1-3  |  0  |  7  |  0  |  0  | 19  |  0  |  0  |  0  |
    Smiting Rod      | 1-4  |  0  |  0  | 10  |  0  | 26  |  0  |  0  |  0  |
    Quality Staff    | 1-5  |  0  |  0  |  0  |  0  | 34  |  0  |  0  |  0  |
    Hibernal Staff   | 2-6  |  0  |  0  |  0  |  0  | 43  |  0  |  0  |  0  |
    Stamina Staff    | 2-7  | 20  |  0  |  0  |  0  | 53  |  0  |  0  |  0  |
    Swordstaff       | 2-8  |  0  |  0  | 25  |  0  | 65  |  0  |  0  |  0  |
    Pixie Staff      | 3-9  |  0  |  0  |  0  |  0  | 80  |  0  |  0  |  0  |
    Forgetful Staff  | 3-10 |  0  |  0  |  0  |  0  | 95  |  0  |  0  |  0  |
    Mortuus Staff    | 3-11 |  0  |  0  |  0  |  0  | 110 |  0  |  0  |  0  |
    Staff of Sorcery | 4-12 |  0  | 30  |  0  |  0  | 125 |  0  |  0  |  0  |
    Silver Staff     | 4-12 |  0  |  0  |  0  |  0  | 140 |  0  |  0  |  0  |
    Elven Staff      | 4-12 |  0  |  0  |  0  |  0  | 155 |  0  |  0  |  0  |
    Blessed Staff    | 5-12 |  0  |  0  |  0  |  0  | 170 |  0  |  0  |  0  |
    Sage's Staff     | 5-12 |  0  | 30  |  0  |  0  | 185 |  0  |  0  | 30  |
    Staff of Hope    | 5-12 |  0  |  0  |  0  |  0  | 200 |  0  |  0  |  0  |
    Enchanted Staff  | 6-12 |  0  | 40  |  0  |  0  | 220 |  0  |  0  |  0  |
    Mistral Staff    | 6-12 |  0  |  0  |  0  |  0  | 240 |  0  |  0  |  0  |
    Jupiter's Staff  | 6-12 |  0  |  0  |  0  |  0  | 260 |  0  |  0  |  0  |
    Staff of Virtue  | 7-12 |  0  |  0  |  0  |  0  | 280 |  0  |  0  |  0  |
    Golden Staff     | 7-12 |  0  |  0  |  0  |  0  | 300 |  0  |  0  |  0  |
    Prophet's Staff  | 7-12 |  0  | 60  |  0  |  0  | 320 |  0  |  0  | 90  |
    Rune Staff       | 8-12 |  0  |  0  |  0  |  0  | 350 |  0  |  0  | 100 |
    Rainbow Rod      | 8-12 |  0  |  0  |  0  |  0  | 380 |  0  |  0  |  0  |
    Bahamut's Wit    | 8-12 |  0  |  0  | 70  | 70  | 410 |  0  |  0  |  0  |
    Holy Staff       | 9-12 |  0  |  0  |  0  |  0  | 440 |  0  |  0  |  0  |
    Saint's Staff    | 9-12 | 30  | 30  | 30  | 30  | 470 | 30  | 30  | 30  |
    Gambantein       | 9-12 | 90  |  0  |  0  |  0  | 500 |  0  |  0  |  0  |
    Diabolic Staff   |10-12 |  0  |  0  | 100 | 100 | 540 |  0  |  0  |  0  |
    Tainted Staff    |10-12 |  0  |  0  |  0  |  0  | 580 |  0  |  0  |  0  |
    Polansky's Staff |11-12 |  0  | 120 |  0  |  0  | 620 |  0  |  0  |  0  |
    Yggdrassil       |11-12 | 150 |  0  |  0  |  0  | 660 | 100 |  0  |  0  |
    Mjollnir         |11-12 |  0  |  0  |  0  |  0  | 700 |  0  |  0  |  0  |
    Dark Matter      |11-12 |  0  |  0  | 150 |  0  | 750 |  0  | 150 |  0  |
    Kerykeion        |  12  |  0  |  0  |  0  |  0  | 800 |  0  |  0  |  0  |
    Infernal Staff   |  12  | 200 |  0  |  0  | 200 | 900 |  0  |  0  | 200 |
    Galactic Staff   |  --  |  0  |1100 |  0  |  0  |1100 |  0  |  0  |  0  |
    Omniscient Staff |  --  | 500 | 500 | 500 | 500 |2000 | 500 | 500 | 500 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Paw Glove        |  0   |  0  |  0  |  5  |  0  |  0  |  0  |  0  |  0  |
    Scratch Claw     | 0-1  |  0  |  0  | 10  |  0  |  0  |  0  |  0  |  0  |
    Crab Pincer      | 0-2  |  0  |  0  | 16  |  0  |  0  |  0  |  0  |  0  |
    Shocking Grasp   | 1-3  |  0  |  0  | 23  |  0  |  0  |  0  |  0  |  0  |
    Poison Needle    | 1-4  |  0  |  0  | 29  |  0  |  0  |  0  |  0  |  0  |
    Bat Parasol      | 1-5  |  0  |  0  | 42  |  0  |  0  |  0  |  0  |  0  |
    Cat's Claw       | 2-6  |  0  |  0  | 53  |  0  |  0  |  0  |  0  |  0  |
    Lizard Tail      | 2-7  |  0  |  0  | 66  |  0  |  0  |  0  |  0  |  0  |
    Porcu-Spine      | 2-8  |  0  |  0  | 81  |  0  |  0  |  0  |  0  |  0  |
    Electric Eel     | 3-9  |  0  |  0  | 100 |  0  |  0  |  0  |  0  |  0  |
    Cobra Fang       | 3-10 |  0  |  0  | 120 |  0  |  0  |  0  |  0  |  0  |
    Spiked Shell     | 3-11 |  0  |  0  | 135 |  0  |  0  |  0  |  0  |  0  |
    Wolf Fang        | 4-12 |  0  |  0  | 150 |  0  |  0  |  0  |  0  |  0  |
    Tentacles        | 4-12 |  0  |  0  | 170 |  0  |  0  |  0  |  0  |  0  |
    Vampire Fang     | 4-12 |  0  |  0  | 193 |  0  |  0  |  0  |  0  |  0  |
    Gorilla Foot     | 5-12 |  0  |  0  | 218 |  0  |  0  |  0  |  0  |  0  |
    Lionheart        | 5-12 |  0  |  0  | 231 |  0  |  0  |  0  |  0  |  0  |
    Bear Claw        | 5-12 |  0  |  0  | 250 |  0  |  0  |  0  |  0  |  0  |
    Tiger Fang       | 6-12 |  0  |  0  | 275 |  0  |  0  |  0  |  0  |  0  |
    Panda Claw       | 6-12 |  0  |  0  | 300 |  0  |  0  |  0  |  0  |  0  |
    Nessie Attack    | 6-12 |  0  |  0  | 325 |  0  |  0  |  0  |  0  |  0  |
    Medusa Eye       | 7-12 |  0  |  0  | 350 |  0  |  0  |  0  |  0  |  0  |
    Brocken          | 7-12 |  0  |  0  | 375 |  0  |  0  |  0  |  0  |  0  |
    Demon's Hand     | 7-12 |  0  |  0  | 400 |  0  |  0  |  0  |  0  |  0  |
    Fiendish Claw    | 8-12 |  0  |  0  | 437 |  0  |  0  |  0  |  0  |  0  |
    Primal Force     | 8-12 |  0  | 70  | 475 |  0  | 70  |  0  |  0  |  0  |
    Goblin's Fury    | 8-12 |  0  |  0  | 512 |  0  |  0  |  0  |  0  |  0  |
    Mystic Eye       | 9-12 |  0  |  0  | 550 |  0  |  0  |  0  | 110 |  0  |
    Geo Saber        | 9-12 |  0  | 60  | 587 |  0  | 120 |  0  |  0  |  0  |
    Destroy          | 9-12 |  0  |  0  | 625 |  0  |  0  |  0  |  0  |  0  |
    Lightning Fang   |10-12 |  0  |  0  | 675 |  0  |  0  |  0  |  0  |  0  |
    Dragon Tooth     |10-12 |  0  |  0  | 725 |  0  |  0  |  0  |  0  |  0  |
    Enigma           |10-12 |  0  |  0  | 775 |  0  |  0  |  0  |  0  |  0  |
    Orichalch Claw   |11-12 |  0  |  0  | 825 |  0  |  0  |  0  |  0  |  0  |
    El Dorado        |11-12 |  0  |  0  | 875 |  0  |  0  | 100 | 100 |  0  |
    Dragon Heart     |11-12 |  0  |  0  | 937 | 150 |  0  |  0  |  0  |  0  |
    Belial Force     |  12  | 200 |  0  |1000 |  0  |  0  |  0  |  0  |  0  |
    Amon Force       |  12  |  0  |  0  |1200 |  0  |  0  |  0  |  0  |  0  |
    Lucifer Force    |  --  | 300 | 300 |1500 | 300 | 300 | 300 | 300 | 300 |
    Nyanko Soul      |  --  | 400 | 400 |2000 | 400 | 400 | 400 | 400 | 400 |
    Nemesis          |  --  | 800 | 800 |2500 | 800 | 800 | 800 | 800 | 800 |
    Nemesis Mk II    |  --  |1500 |1500 |3500 |1500 |1500 |1500 |1500 |1500 |
     VIIIb. Armor
    This includes regular pieces of armor and emblems only. Stuff like belts and
    all that is in the other section. Note that I changed the CR from the weapons
    to 'rank'.
    Name             | Rank | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Amulet           |  1   |  0  |  0  |  0  |  3  |  0  |  0  |  0  |  0  |
    Protector        |  2   |  0  |  0  |  0  |  6  |  0  |  0  |  0  |  0  |
    Bulletproof Vest |  3   |  0  |  0  |  0  | 10  |  0  |  0  |  0  |  0  |
    Fancy Lid        |  4   |  0  |  0  |  0  | 15  |  0  |  0  |  0  |  0  |
    Leather Jacket   |  5   |  0  |  0  |  0  | 21  |  0  |  0  |  0  |  0  |
    Chain Mail       |  6   |  0  |  0  |  0  | 27  |  0  |  0  |  0  |  0  |
    Dimensional Cape |  7   |  0  | 10  |  0  | 33  |  0  | 10  |  0  |  0  |
    Power Jacket     |  8   |  0  |  0  | 15  | 40  |  0  |  0  |  0  |  0  |
    Bushido Armor    |  9   | 10  |  0  | 10  | 47  |  0  |  0  |  0  |  0  |
    Magic Vest       |  10  |  0  | 20  |  0  | 54  | 20  |  0  |  0  |  0  |
    Muscle Armor     |  11  | 30  |  0  |  0  | 62  |  0  |  0  |  0  |  0  |
    Steel Armor      |  12  |  0  |  0  |  0  | 70  |  0  |  0  |  0  |  0  |
    Fur Coat         |  13  |  0  |  0  |  0  | 78  |  0  |  0  |  0  |  0  |
    Dandy Gown       |  14  |  0  |  0  |  0  | 87  | 25  |  0  |  0  |  0  |
    Stealth Cape     |  15  |  0  |  0  |  0  | 95  |  0  | 30  |  0  |  0  |
    Stinky Jacket    |  16  |  0  |  0  |  0  | 105 |  0  |  0  |  0  |  0  |
    Ghost Cape       |  17  |  0  |  0  |  0  | 115 |  0  | 20  |  0  | 20  |
    Prophet's Robe   |  18  |  0  | 30  |  0  | 125 | 30  |  0  |  0  | 20  |
    Silver Tux       |  19  |  0  |  0  |  0  | 135 |  0  |  0  |  0  |  0  |
    Gritty Vest      |  20  | 30  |  0  |  0  | 145 | -20 |  0  | 30  |  0  |
    Mistral Armor    |  21  |  0  |  0  |  0  | 160 |  0  |  0  |  0  |  0  |
    Jupiter's Armor  |  22  |  0  |  0  |  0  | 175 |  0  |  0  |  0  |  0  |
    Cactus Armor     |  23  |  0  |  0  | 40  | 190 |  0  |  0  |  0  |  0  |
    Hero Cape        |  24  |  0  |  0  |  0  | 210 |  0  | 40  | 40  |  0  |
    Gold Tux         |  25  |  0  |  0  |  0  | 230 |  0  |  0  |  0  |  0  |
    Reaper's Cloak   |  26  | -50 | 50  | 50  | 250 | 50  | -50 | 50  | -50 |
    Black Armor      |  27  |  0  |  0  |  0  | 270 |  0  |  0  |  0  | 30  |
    Nine Tail Fur    |  28  |  0  | 40  |  0  | 300 | 40  |  0  |  0  |  0  |
    Platinum Tux     |  29  |  0  |  0  |  0  | 330 |  0  |  0  |  0  |  0  |
    Dragon Jacket    |  30  | 50  |  0  | 50  | 360 |  0  |  0  |  0  |  0  |
    Orichalch Shield |  31  |  0  |  0  |  0  | 390 |  0  |  0  |  0  |  0  |
    Bahamut's Scale  |  32  |  0  |  0  |  0  | 420 |  0  |  0  |  0  |  0  |
    Evil Armor       |  33  |  0  |  0  |  0  | 450 |  0  |  0  |  0  |  0  |
    Shield of Aegis  |  34  |  0  |  0  |  0  | 480 |  0  |  0  |  0  | 100 |
    Celestial Armor  |  35  | 70  | 70  | 70  | 510 | 70  | 70  | 70  | 70  |
    Infernal Cape    |  36  |  0  |  0  |  0  | 550 |  0  | 150 | 150 |  0  |
    Infernal Shield  |  37  |  0  | 150 |  0  | 600 | 150 |  0  |  0  |  0  |
    Infernal Armor   |  38  | 150 |  0  | 150 | 650 |  0  |  0  |  0  | 150 |
    Nirvana          |  39  |  0  |  0  |  0  |1000 |  0  |  0  |  0  | 500 |
    Astro Suit       |  40  | 500 |-100 | 800 | 400 |-300 | 100 | 100 | 200 |
    Super Robo Suit  |  40  |1000 |1000 |1000 |2000 |1000 |1000 |1000 |1000 |
                     |      |     |     |     |     |     |     |     |     |
    Name             |  CR  | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Imperial Seal    |  5   | 20  | 10  | 10  | 10  | 10  | 10  | 10  | 10  |
    Dark Rosary      |  10  | 40  | 20  | 20  | 20  | 20  | 20  | 20  | 20  |
    Devil Ring       |  14  | 70  | 35  | 35  | 35  | 35  | 35  | 35  | 35  |
    Feather Token    |  18  | 110 | 55  | 55  | 55  | 55  | 55  | 55  | 55  |
    Sofia's Mirror   |  22  | 160 | 80  | 80  | 80  | 80  | 80  | 80  | 80  |
    Pravda Necklace  |  26  | 220 | 110 | 110 | 110 | 110 | 110 | 110 | 110 |
    Royal Ring       |  30  | 300 | 150 | 150 | 150 | 150 | 150 | 150 | 150 |
    Testament        |  34  | 400 | 200 | 200 | 200 | 200 | 200 | 200 | 200 |
    Exodus           |  38  | 540 | 270 | 270 | 270 | 270 | 270 | 270 | 270 |
    Arcadia          |  40  |1000 | 500 | 500 | 500 | 500 | 500 | 500 | 500 |
     VIIIc. Etc.
    Going in order: muscles, orbs, belts, shoes, eyewear. Armor and emblems are in
    the armor section. Enjoy.
    Name             | Rank | HP  | SP  | ATK | DEF | INT | SPD | HIT | RES |
    Muscle Brawn     |  2   | 10  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Hustle    |  5   | 25  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Spirit    |  8   | 60  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Fight     |  11  | 110 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Ace       |  14  | 200 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Victory   |  17  | 300 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Dream     |  20  | 500 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle World     |  25  |1000 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Muscle Star      |  33  |2000 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
    Galactic Muscle  |  39  |5000 |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
                     |      |     |     |     |     |     |     |     |     |
    Common Orb       |  2   |  0  |  5  |  0  |  0  |  0  |  0  |  0  |  5  |
    Psyche Orb       |  5   |  0  | 15  |  0  |  0  |  0  |  0  |  0  | 15  |
    Dark Orb         |  8   |  0  | 30  |  0  |  0  |  0  |  0  |  0  | 30  |
    Blood Orb        |  11  |  0  | 50  |  0  |  0  |  0  |  0  |  0  | 50  |
    Star Orb         |  14  |  0  | 80  |  0  |  0  |  0  |  0  |  0  | 80  |
    Moon Orb         |  17  |  0  | 120 |  0  |  0  |  0  |  0  |  0  | 120 |
    King Orb         |  20  |  0  | 180 |  0  |  0  |  0  |  0  |  0  | 180 |
    Holy Orb         |  25  |  0  | 260 |  0  |  0  |  0  |  0  |  0  | 260 |
    Chaos Orb        |  33  |  0  | 400 |  0  |  0  |  0  |  0  |  0  | 400 |
    Universal Orb    |  39  |  0  | 800 |  0  |  0  |  0  |  0  |  0  | 800 |
                     |      |     |     |     |     |     |     |     |     |
    Quasi-Power Belt |  1   |  0  |  0  |  3  | -1  |  0  |  0  |  0  |  0  |
    Power Belt       |  3   |  0  |  0  | 10  | -3  |  0  |  0  |  0  |  0  |
    Endeavor Belt    |  5   |  0  |  0  | 18  | -5  |  0  |  0  |  0  |  0  |
    Belt of Will     |  7   |  0  |  0  | 30  | -9  |  0  |  0  |  0  |  0  |
    Mega-Power Belt  |  9   |  0  |  0  | 45  | -13 |  0  |  0  |  0  |  0  |
    Monster Belt     |  11  |  0  |  0  | 60  | -20 |  0  |  0  |  0  |  0  |
    Super Belt       |  13  |  0  |  0  | 80  | -25 |  0  |  0  |  0  |  0  |
    Steel Belt       |  15  |  0  |  0  | 100 | -33 |  0  |  0  |  0  |  0  |
    Aura Belt        |  17  |  0  |  0  | 120 | -40 |  0  |  0  |  0  |  0  |
    Love Belt        |  19  |  0  |  0  | 140 | -45 |  0  |  0  |  0  |  0  |
    Spirit Belt      |  21  |  0  |  0  | 160 | -50 |  0  |  0  |  0  |  0  |
    Hero Belt        |  23  |  0  |  0  | 190 | -60 |  0  |  0  |  0  |  0  |
    Soul Belt        |  25  |  0  |  0  | 220 | -70 |  0  |  0  |  0  |  0  |
    Training Belt    |  27  |  0  |  0  | 250 | -80 |  0  |  0  |  0  |  0  |
    Bravery Belt     |  29  |  0  |  0  | 310 |-100 |  0  |  0  |  0  |  0  |
    Guts Belt        |  31  |  0  |  0  | 350 |-115 |  0  |  0  |  0  |  0  |
    Shaolin Belt     |  33  |  0  |  0  | 400 |-130 |  0  |  0  |  0  |  0  |
    Black Belt       |  36  |  0  |  0  | 500 |-150 |  0  |  0  |  0  |  0  |
    Chakra Belt      |  38  |  0  |  0  | 700 |-200 |  0  |  0  |  0  |  0  |
    Champion Belt    |  39  |  0  |  0  |1500 |  0  |  0  |  0  |  0  |  0  |
                     |      |     |     |     |     |     |     |     |     |
    Slippers         |  4   |  0  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |MV+1
    Cross-Trainers   |  6   |  0  |  0  |  0  |  5  |  0  | 20  |  0  |  0  |MV+1
    Ninja Shoes      |  8   |  0  |  0  |  0  | 12  |  0  | 50  |  0  |  0  |MV+1
    Falcon Shoes     |  10  |  0  |  0  |  0  | 25  |  0  | 100 |  0  |  0  |MV+1
    Angel's Sandals  |  30  |  0  |  0  |  0  | 100 |  0  | 300 |  0  |  0  |MV+2
    Accelerator      |  39  |  0  |  0  |  0  | 200 |  0  |1000 |  0  |  0  |MV+3
    Hyperdrive       |  40  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |MV+99
                     |      |     |     |     |     |     |     |     |     |
    Common Glasses   |  2   |  0  |  0  |  0  |  0  |  2  |  0  | 10  |  0  |
    Magnifying Glass |  5   |  0  |  0  |  0  |  0  |  7  |  0  | 25  |  0  |
    Nerd Glasses     |  8   |  0  |  0  |  0  |  0  | 14  |  0  | 50  |  0  |
    Plastic Nose     |  11  |  0  |  0  |  0  |  0  | 24  |  0  | 90  |  0  |
    Opera Glasses    |  14  |  0  |  0  |  0  |  0  | 35  |  0  | 140 |  0  |
    Nightvision      |  17  |  0  |  0  |  0  |  0  | 50  |  0  | 200 |  0  |
    Crosshair Scope  |  20  |  0  |  0  |  0  |  0  | 70  |  0  | 280 |  0  |
    Foresight        |  23  |  0  |  0  |  0  |  0  | 100 |  0  | 400 |  0  |
    Destiny Lens     |  26  |  0  |  0  |  0  |  0  | 150 |  0  | 550 |  0  |
    Providence       |  30  |  0  |  0  |  0  |  0  | 250 |  0  | 800 |  0  |
                         ~-~ ~-~ ~-~  IX. Castle ~-~ ~-~ ~-~
    This is just a genuine section of lists such as the stuff in the hospital.
    Nothing too special.
     IXa. Dark Assembly
    This is a more in-depth look at the Dark Assembly, from what I did in the game
    basics section. Feel free to ignore the ranting.
    Let's go back to the basics of the Dark Assembly. You talk to the one knight
    in the Overlord's Castle to go get a menu of bills you can pass. The majority
    of these bills, except for creating/deleting a character or changing their
    name, require approval from the Dark Assembly. So when you choose such a bill,
    you will be taken to the assembly room where there are a number of senators,
    who could be of any attitude towards you. Could be total support, could be
    leaning yes, could be strongly against.
    You need to get the majority of the votes when you're passing a bill, but it
    has a handicap of the amount of mana it took to make the proposal, which I
    explain in the basics section if that doesn't make any sense. Bottom line is,
    you need to get the approval of the senators, and the easiest way to do this
    is obviously through bribery. You can scroll through the senators who are in
    attendance at the time, and get a choice of the items in your possession, and
    can see what the senators think of them. It's either Must Have, Interested,
    Slightly Interested, Not Very Interested, or Does Not Want.
    Believe it or not, the actual rank of the item doesn't matter at all. In fact,
    Rank 1 items have the same possibility of being Must Haves at Rank 40 items
    do. So obviously... when going to bribe senators, just buy a bunch of crap from
    the armor shop, and go do your thing. The actual formula for what they think of
    the items has to do with the rarity of them, and is so incredibly complicated
    it might as well be random. So for all our intents and purposes, it IS random.
    But anyway, each senator starts with an innate "point value" towards you, and
    that determines their opinion of you. The higher the more they like you, and
    it increases as you bribe them, obviously. 
       Love              - 151 or more
       Total support     - 145-150
       Strongly for      - 141-144
       In favor of       - 135-140
       Leaning yes       - 131-134
       Either way        - 125-130
       Leaning no        - 121-124
       Against           - 115-120
       Strongly against  - 111-114
       Total opposition  - 105-110
       Loathe            - 104 or less
    Then like I said, items can be Must Have, Interested, Slightly Interested,
    Not Very Interested, or Does Not Want. The first three will increase their
    affection for you, obviously Must Have doing more than Slightly Interested.
    And here is the list of bills, the Demon Rank necessary to pass them, and
    how their aptitude changes per bill.
     Proposal              | Rank | Mana | Aptitude  
    Raise Military Funds   |  0   |  10  |   -50    |
    More Expensive Stuff   |  1   |  10  |   +25    |
    Cheaper Stuff          |  1   |  10  |   +25    |
    Eyewear Inventory      |  2   |  30  |    +0    |
    Belt Inventory         |  2   |  30  |    +0    |
    Shoe Inventory         |  2   |  30  |    +0    |
    Transmigrate           |  3   | 100  |    +0    |
    Improve Counterattack  |  3   | 300  |    +0    |
    Triple EXP             |  4   | 100  |    +0    |
    Bonus Gauge Boost      |  4   | 100  |    +0    |
    Prinny Day             |  4   | 100  |    +0    |
    Improve Movement       |  4   | 500  |    +0    |
    Stronger Enemies       |  5   | 100  |    +0    |
    Weaker Enemies         |  5   |  10  |   +25    |
    Prinny Land            |  5   | 400  |    +0    |
    Cave of Ordeal         |  6   | 700  |   -25    |
    Human World            |  7   | 1500 |   -50    |
    Alternate Netherworld  |  8   | 3000 |   -75    |
    The Mysterious Seal    |  9   | 5000 |   -100   |
    So that's that. After you actually propose the bill, you bribe and then it
    will either be accepted or rejected. If it's rejected, you can either give up
    or pass it by force. Passing it by force is usually hard because the senators
    will no doubt be higher leveled than you, but here's the trick: if a high
    level senator is on your side, throw anything with a lower level into it, and
    then the lower one against you will disappear, and the higher leveled one that
    voted yea, will have its level increased. That's the key. With that, have fun
    with the Dark Assembly.
     IXb. Hospital
    This is a list of the amount of HP, SP, and revivals necessary to obtain the
    items in the hospital. Just for the record, the formula for the HL required to
    heal yourself are:
    Cost For HP     - Total HP / 3
    Cost For SP     - Total SP x 2
    Cost For Revive - Total HP x 2/3 + (Level x30)
    Name             | HP Cost | SP Cost | Revivals |
    Muscle Brawn     | 100     |   N/A   |   N/A    |
    Muscle Hustle    | 400     |   N/A   |   N/A    |
    Muscle Spirit    | 1,000   |   N/A   |   N/A    |
    Muscle Fight     | 2,000   |   N/A   |   N/A    |
    Muscle Ace       | 5,000   |   N/A   |   N/A    |
    Muscle Victory   | 10,000  |   N/A   |   N/A    |
    Muscle Dream     | 40,000  |   N/A   |   N/A    |
    Muscle World     | 100,000 |   N/A   |   N/A    |
    Muscle Star      | 200,000 |   N/A   |   N/A    |
    Common Orb       |   N/A   | 50      |   N/A    |
    Psyche Orb       |   N/A   | 200     |   N/A    |
    Dark Orb         |   N/A   | 500     |   N/A    |
    Blood Orb        |   N/A   | 1,000   |   N/A    |
    Star Orb         |   N/A   | 2,000   |   N/A    |
    Moon Orb         |   N/A   | 5,000   |   N/A    |
    King Orb         |   N/A   | 10,000  |   N/A    |
    Holy Orb         |   N/A   | 20,000  |   N/A    |
    Chaos Orb        |   N/A   | 50,000  |   N/A    |
    Caterpillar Egg  |   N/A   |   N/A   | 5        |
    Charred Newt     |   N/A   |   N/A   | 10       |
    Rooster Blood    |   N/A   |   N/A   | 25       |
    Snake Kidney     |   N/A   |   N/A   | 50       |
    Bat Soup         |   N/A   |   N/A   | 80       |
    Frog Sweat       |   N/A   |   N/A   | 120      |
    Immortal's Pill  |   N/A   |   N/A   | 170      |
    Imperial Seal    | 200     | 100     | 5        |
    Dark Rosary      | 700     | 300     | 15       |
    Devil Ring       | 2,000   | 1,000   | 40       |
    Feather Token    | 5,000   | 2,000   | 70       |
    Sofia's Mirror   | 10,000  | 5,000   | 110      |
    Pravda Necklace  | 40,000  | 10,000  | 160      |
    Royal Ring       | 100,000 | 20,000  | 220      |
    Testament        | 200,000 | 50,000  | 300      |
                           ~-~ ~-~ ~-~  X. FAQ ~-~ ~-~ ~-~
    There are some questions which I know are going to come up at some point, so
    here they are, answered for you within this guide. Happy? Yeah, everybody is
    at some point.
    [Q] When did this game come out and how good is it?
    [A] This game came out on January 30, 2003 in Japan, and on August 27, 2003.
        How good it is depends on if you like relatively long lasting strategy RPGs
        with hilarious plots. If so, then it's incredible.
    [Q] What's the maximum for stuff?
    [A] The maximum for levels is 9999. The maximum level for an item is 30 for
        normal ones, 60 for rare ones, and 100 for legendary ones. The maximum for
        each stat is 21,474,836. 
    [Q] How do I get the best weapon in the game?
    [A] Oh god. That would be the Yoshitsuna. To do it, you need a legendary Cosmic
        Blade, which is hard as hell to get. There's three ways to do it: get lucky
        and find one in the bonus gauge, steal one from someone in a high leveled
        Item World, or steal it from the Item God at the end of a legendary Amano
        Hahakiri, something else hard to get as well as time consuming. So if you
        get that... you need to venture all the way through 100 floors of utter
        madness in the Item World, until you find the Item God there and steal the
        Yoshitsuna from it. That, of course, assuming you have a rogue that is
        pretty damn high leveled. So yeah, it's ridiculously hard to get and only
        recommended for the hardcore. But if you're hardcore, by all means do it.
    [Q] What are the best level up places in the game?
    [A] The first good level up spot is 5-3, what with its invincibility panels.
        7-1 is decent afterwards, but then there's 10-1, which is particularly
        good if you're bored. Then there's 14-1, which has an EXP field that will
        help you drastically. Use that until you're strong enough for Cave of
        Ordeals 3, which will give you ridiculous levels with Winged Slayer and Big
        Bang, until you reach about Level 2000. Then there's the first level of
        Beauty Castle, but nothing is better than the Item World, at any level.
        You can make it as easy or as hard as you want, so how can you go wrong?
    [Q] How many endings are in this game and how do you unlock all of them?
    [A] There's a lot of endings to put it bluntly. Here's the ones I know of.
       Bad Ending - finish the last battle having passed 100 bills by force
       Etna Ending - have 100 ally kills before ending Chapter 5, choose to kill
       Flonne Ending - have 50 ally kills before ending Chapter 3, choose to kill
       Good Ending - finish the last battle with no ally kills
       Human Ending - finish the final battle of the Human World
       Mid-Boss Ending - lose to Mid-Boss in any battle against him
       Normal Ending - finish the last battle with at least one ally kill
       Very Bad Ending - finish the last battle having killed an Item God
                         ~-~ ~-~ ~-~  XI. Credits ~-~ ~-~ ~-~
    You have just gone through yet another huge RPG guide, copyrighted and written
    by none other than a lifeless nerd. Or, in other words, me. Interpret that in
    any way you wish. So with that, hope you enjoyed this guide and this game, and
    expect to see my name on many more guides in the future. Disgaea 3 will
    definitely be one of them! For now, thanks to these people.
    - Sailor Bacon: For taking over GameFAQs in the place of CJayC, which I'm sure
    must have been extremely difficult shoes to fill. He's doing a great job, so,
    my hat is tipped.
    - Stephen Ng: For being the FAQ editor for IGN, which is the other site that I
    write for. I am honored to write for IGN, since it is a great site. I was also
    very glad to do an exclusive for IGN.
    - Salah al Din: For writing one of the best guides on the site which probably
    ended up better than mine, for this game. =P Specifically for the strategy for
    Priere which I used on my playthrough, and is pretty much amazing. Kudos.
    - Makai Senki Disgaea Akurasa Wiki: For being the ultimate resource for anything
    you wanted to know... or didn't want to know about Fire Emblem. Amazing little
    site. <http://akurasu.net/wiki/index.php?title=Makai_Senki_Disgaea>
    - Led Zeppelin, Pink Floyd, Dream Theater, The Eagles, Queen, Van Halen, The
    Beatles, and many others: You probably know why I'm thanking you, but I don't
    believe this guide would be up as quickly if it weren't for all of you.
    - All the guys who first got me started writing from GameFAQs and all of my
    best friends like SinirothX, Psycho Penguin, Meowthnum1, CVXFREAK, Karpah,
    ZoopSoul, Crazyreyn, Gobicamel, asa2377 (OH EM GEE YOU TROLL), Warhawk, Cyril,
    supernova54321, Minesweeper, AlaskaFox, me frog, RHarrison, masterzero99, Tom
    Hayes, wayalla, djg40, MTincher, NickBush24, BurningFox, AquaBlast, and
    definitely more that I'm forgetting: you are some of the best friends that
    anyone can have, and I may have quit FAQing/left FCB forever without all of
    you. Thank you for everything and for motivating me to get my ass in gear.

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