The poison should waken him enough for your remaining characters to finish him off. Don't bother using Fire magic on him, as he Magichanged with a Dragon, who is immune to fire.
The Staff and Manager will be removed on future visits to this map. Some of the enemies should move towards you the next turn. If you can, steal the Wolf's Fang, as it's a decent weapon for Pink early on.
Beating this map nets you about HL. If not for the levels, you may wish to do this map for some money to upgrade your characters. Pass "more expensive stuff" bill and buy the best equipment they have that's around HL.
Open them for money and items. Talk to everyone for some new dialog, then talk to the Director to advance the story. They are alternate versions of stages that are accessed by fulfilling some condition No damage, do over damage, making a throw tower, etc.
They are just there to challenge you and you gain nothing for beating them all. It does allow you to access the Dark World when you play Adell Mode though. To start the fight, talk to her multiple times until she says something other than " How the heck are we supposed to beat THIS?!? Well it turns out, the fight is beatable at any level.
Simply bring someone out of the base panel and wait 2 turns. Maber should walk towards you, eager to crush your helpless character. Next bring out a Thief and use Consciousness on her, followed by Health. Alternate between the two until she falls.
Do this every turn until Health's effect runs out. When it does, use Health on her again and continue the Lifting process. She should die in two castings of Health so just wait for the poison to finish her off. You have unlocked the Dark World! Note that lvl is way beyond the levels of anything that you'll face in Axel Mode. This can be done by making a throw tower of three Warrior throwers. Throw ignores the Move -2, so this is quite effective.
Once you're on the other side, you can either lift the Clone symbol to remove it from the geo panels, or destroy it if you think you can.
Do note that destroying it will create a geo chain that will bring the bonus gauge up to about 6. After that, the rest of the battle should be easy. If you beat the last Chapter 1 map without any problems, you shouldn't have any problems with this battle.
Fighting them head on is practically suicide, so stand near the bridge and wait for the enemies to come to you. Beat them up with Axel and your mages If your healer has learned Braveheart, use it to boost Axel's attack, while keeping an eye out on her SP. Keep isolating the enemies like this to decrease their numbers. The Nemophilias may be a bit stubborn since they have range attacks, but they have low HP so one strong attack from Axel should finish them off.
If you are worried about him dying the next turn, send a weak character to lift him as protection. For the Rogue isolate her on the bridge and beat up on her with Axel, while making sure to keep your other units a safe distance from her, since she has a ranged area of effect attack. After this battle, the Rogue reveals herself to be the leading Actress, and joins at lvl You also get the ability to create Enteis Great Wyrms from Disgaea 1. On future visits the Rogue will no longer be there.
The Archers are standing on geo panels that hold all the mentioned effects. The geo symbols are on an island. Now how do we do this map? There are a few strategies to use here. You can either: 1 Kill the archers with ranged attacks then send a unit to where they were standing to prevent Clone from taking effect. I prefer 2. The Symbols only have around HP so one shotting them should be easy.
Just hope that Evade doesn't screw you over too much. Make sure to remove the Clone and No Lifting at the very least if the mage cannot survive the archer's assault next turn. Once you have those two symbols destroyed, you've basically won. Do whatever you want to those archers. I should also bring up the fact that stealing their bows renders them helpless, and makes killing them much easier, since they won't move and will only attack with a weak fist attack. I'd also like to note that this map is nice for level gaining.
Level 99 enemies give about as much exp as a lvl , which is a lot for the main storyline. Destroy the Clone and No Lifting symbols, steal an archer's bow, and throw her onto an archer of the same level. The result is a higher level archer without a bow. Do this until all archers have been combined into a lvl 99 weaponless archer. You may want to use the thief's Health to bring the lvl 99's HP down to a reasonable amount. After that, take out all characters you wish to level, lift them all in a manner so that they are near but not next to the archer, then have them all Tower attack her until she's dead.
Just to give an idea of what the experience is like, I had 4 characters tower attack her, 3 of which were below level After she died, their levels went up to 29, which should last you most of chapter 3. Asagi -. Start off by doing as much damage to the Ninjas. When the enemy's turn comes, they will Magichange with the monsters next to them. After that, stay as far away from the cliff as possible.
This will cause Asagi and the gunners to jump down the cliff into your area that's filled with No Range Attack. This makes them a lot easier to handle. Overall, this battle is a lot easier than the previous two. Asagi will not be present on future visits to this map. Open them for more money and items. Everybody has something new to say again, so speak to them if you wish. If you're not at least level 20 with your main forces, then I suggest going back to the archer map and doing the leveling trick as detailed in that section at least once.
Use this turn to sneak your allies to a table. Beat up the nearby monsters with whatever you have the next turn. Repeat the process of going to a table and beating up the diners there. The enemies aren't aggressive, so as long as you take it one table at a time you should have no problems with this battle. Our first objective is to get rid of that Clone symbol. Have a throw tower of 2 Warriors or more ready and throw someone towards the symbols.
It doesn't matter if they don't reach the symbol first turn, as the enemies will kill Main Hero B when their turn comes. Ignore this and head towards the Clone symbol. You can stand on the tables to avoid the possibility of getting cloned. Once the symbol is out of the way, most of the enemy forces should be away from the base panel, so you can now go on the offensive.
You can throw the Prinnies to get rid of them and soften some enemies up. If your Thief learned Consciousness, use it, as it will lower the number of units that attack you each turn, giving you some breathing room. After this battle, Main Hero B joins you at lvl You also get access to the Celestial Host class. Create some if you want, as they have an innate hovering ability which allows them to ignore obstacles and enemy units when moving.
Axel should be able to take them out with a few Shocking Souls. Once they're gone, destroy the No Range Attack and Disperse Damage symbols, then bring out your own mages and kill the enemy mages. You can also have Axel destroy the No Entry symbols and take them head on. First turn you should send out a character you don't care about. Depending on how the monsters warped, you'll want to lift the nearest monster and toss it onto the big table away from the enemy boost x3 effect.
Then you'll want to use the Thief's Consciousness, then Health on it. This should kill the monster in a few turns. Repeat the process of Lifting, Tossing, Sleeping, and Poisoning until all monsters are dead.
Either way it's easier since you aren't pressured by any big threats and the big No Entry barrier prevents the MC from attacking you whenever he pleases. On future visits the MC will no longer be present. Take on the monsters one at a time, putting them to sleep if necessary.
After a few turns, more enemies will start coming towards you so you need to either cripple or defeat the ones you're dealing with quickly otherwise they will become too much to handle. On future visists the Kids will no longer be present. Just take your stand on top of the slide, and wait for the enemies to come to you, then beat them up as they come.
The Principal won't move, so you'll need to go to her, but do so after beating up everyone else. On future visits the Principal will be absent. Side Quest 1 Answer. How do you unlock classes? General 2 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? Of course their specials make up for the attack lost, but it's strange seeing numbers go down when I use a creature of a higher level even.
Also, who would be better, Empusas or Dragons for spear magichange? I've noticed that the Empusa's magichange specials are int based, but does it form to your other stats similar to other moves?
User Info: Heavenwargod Heavenwargod 11 years ago 3 Most Magichange situations for me are for the abilities of said unit anyway, and of course an Empusa's ability is Playing this game again. Beste Specialist Setup. Click here to jump to that post. Originally posted by neemoos :. Showing 1 - 1 of 1 comments. The author of this thread has indicated that this post answers the original topic.
Also, I believe you can't get lovers on the generic unit's weapon either. Maybe if magichange ends before you finish the map, but I'm not sure if magichanging counts as "taking off your weapon".
I don't think you can get to 10 turns normally, though. Last edited by neemoos ; 5 May, am. Per page: 15 30
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