___    _       _                      ___    ____     ___    _   _   _______
 / _ \  | |     | |                    / _ \  |  _ \   / _ \  | | | | |__   __|
| |_| | | |     | |                   | |_| | | |_| | | | | | | | | |    | |
|  _  | | |     | |                   |  _  | |  _ <  | | | | | | | |    | |
| | | | | |___  | |___                | | | | | |_| | | |_| | | |_| |    | |
|_| |_| |_____| |_____|               |_| |_| |____/   \___/   \___/     |_|

                           _____    _______    _____
            .             / ___ \  |  _____|  / ___ \             .
           /|\           | |   |_| | |       | |   | |           /|\
          / | \          | |  ___  | |___    | |   | |          / | \
         /  |  \         | | |_  | |  ___|   | |   | |         /  |  \
        /   |   \        | |   | | | |       | |   | |        /   |   \
       /    |    \       | |___| | | |_____  | |___| |       /    |    \
      /_____|_____\       \_____/  |_______|  \_____/       /_____|_____\

     _____   __     __  ___     ___   ______     _____    _          _____
    / ___ \  \ \   / / |   \   /   | |  ___ \   / ___ \  | |        / ___ \
   | |   |_|  \ \ / /  | |\ \ / /| | | |   | | | |   | | | |       | |   |_|
   | |____     \ V /   | | \ V / | | | |___| | | |   | | | |       | |____
    \____ \     | |    | |  \_/  | | |  ___ <  | |   | | | |        \____ \
    _    | |    | |    | |       | | | |   | | | |   | | | |        _    | |
   | |___| |    | |    | |       | | | |___| | | |___| | | |_____  | |___| |
    \_____/     |_|    |_|       |_| |______/   \_____/  |_______|  \_____/


With the extreme kind of powerleveler that I am, I knew that the Disgaea series 
would be my RPG dream game when I first heard about it. Right away, I began 
studying the game's mechanics to a fine degree of detail. This also includes 
the effects of geo symbols, pyramid-shaped objects frequently found in the item 
world. In this guide, you will learn everything there is to know about geo 
symbols - what they are, what they do, how to maximize color chains, and even 
how the randomization works (to the limit of my knowledge through observation).






  ___     ___    ___     _   _______   _____   ___     _   _______   ____
 / _ \   / _ \  |   \   | | |__   __| |  ___| |   \   | | |__   __| / ___|
| | |_| | | | | | |\ \  | |    | |    | |__   | |\ \  | |    | |    \ \
| |  _  | | | | | | \ \ | |    | |    |  __|  | | \ \ | |    | |     \ \
| |_| | | |_| | | |  \ \| |    | |    | |___  | |  \ \| |    | |    __\ \
 \___/   \___/  |_|   \___|    |_|    |_____| |_|   \___|    |_|   |____/

     #########################
 ####                         ####
# 0  Table of Contents **000000** #
 ####                         ####
     #########################

Tip: use control+F to use your browser's find feature to jump to the specific 
sections (the string you search for is in the "search" column).

+----------+-----------------------------------------------------+------------+
|  Section | Title                                               |     Search |
+----------+-----------------------------------------------------+------------+
|        0 | Table of Contents                                   | **000000** |
+----------+-----------------------------------------------------+------------+
|        1 | Introduction                                        | **010000** |
|      1.1 | My history with Disgaea                             | **010100** |
|      1.2 | About this guide                                    | **010200** |
|      1.3 | Reading the maps                                    | **010300** |
+----------+-----------------------------------------------------+------------+
|        2 | The basics of geo symbols                           | **020000** |
|      2.1 | What are geo symbols and geo panels?                | **020100** |
|      2.2 | Adjusting the effects                               | **020200** |
|    2.2.1 | Throwing to adjust                                  | **020210** |
|    2.2.2 | Making diagonal throws                              | **020220** |
+----------+-----------------------------------------------------+------------+
|        3 | List of geo symbol effects                          | **030000** |
|      3.1 | The bonus group                                     | **030100** |
|      3.2 | The offensive group                                 | **030200** |
|      3.3 | The defensive group                                 | **030300** |
|      3.4 | The damage group                                    | **030400** |
|      3.5 | The enemy-helping group                             | **030500** |
|      3.6 | The random group (other types)                      | **030600** |
+----------+-----------------------------------------------------+------------+
|        4 | Color chains - a rainbow in action                  | **040000** |
|      4.1 | The rewards of color chains                         | **040100** |
|      4.2 | Level 1: the easiest setup                          | **040200** |
|      4.3 | Level 2: excess geo symbols                         | **040300** |
|    4.3.1 | Only one color present                              | **040300** |
|    4.3.2 | More geo symbols than colors                        | **040300** |
|      4.4 | Level 3: sorry, no color change                     | **040400** |
|    4.4.1 | A single no color change geo symbol                 | **040400** |
|    4.4.2 | Multiple no color change geo symbols                | **040400** |
|      4.5 | Level 4: invincibility mayhem                       | **040500** |
|      4.6 | Level 5: damage 120%                                | **040600** |
|      4.7 | Level 6: no lifting troubles                        | **040700** |
+----------+-----------------------------------------------------+------------+
|        5 | Randomizing geo symbols and geo panels              | **050000** |
|      5.1 | Important notes                                     | **050100** |
|      5.2 | The process of randomizing                          | **050200** |
|    5.2.1 | Randomizing geo symbols                             | **050210** |
|    5.2.2 | Randomizing geo panels                              | **050220** |
+----------+-----------------------------------------------------+------------+
|        6 | Frequently Asked Questions (FAQ)                    | **060000** |
+----------+-----------------------------------------------------+------------+
|        7 | Legal stuff                                         | **070000** |
|      7.1 | Contacting me                                       | **070100** |
|      7.2 | Copyright                                           | **070200** |
|      7.3 | Credits                                             | **070300** |
|      7.4 | Version history                                     | **070400** |
+----------+-----------------------------------------------------+------------+






 _____   ___     _   _______   ____     ___
|_   _| |   \   | | |__   __| |  _ \   / _ \
  | |   | |\ \  | |    | |    | |_| | | | | |
  | |   | | \ \ | |    | |    |  _ <  | | | |
 _| |_  | |  \ \| |    | |    | | | | | |_| |
|_____| |_|   \___|    |_|    |_| |_|  \___/

     ####################
 ####                    ####
# 1  Introduction **010000** #
 ####                    ####
     ####################

 -----------------------------------------
| 1.1  My history with Disgaea **010100** |
 -----------------------------------------

Since 2002, I've been actively playing RPGs, starting with Final Fantasy 7. 
With level 99 being too easy to get, limits on stats and even damage, and many 
other things that I see in other RPGs, I didn't get strongly involved with 
them. Through my numerous videos on YouTube, I read in some of the comments 
about Disgaea having a maximum level of 9999 and it being possible to do damage 
into the billions. When I saw that, I was stunned and knew I wanted to get 
Disgaea.

And so I did, with Disgaea: Hour of Darkness (PS2 version). Things started off 
very slowly as I was attempting to figure out what the specialists and things 
were. I was level 28 (Laharl only) about 30 hours in, real slow. This was 
before first reaching episode 3. I had the high level because I struggled with 
a certain area map in Vyer's Castle, due to "enemy boost x6" and "attacks+1". I 
thought it would've taken several years to reach level 9999. Since that day, 
I've really taken things to an extreme in the original Disgaea, even doing over 
1 3/8 billion total damage*. This was all achieved in less than a year, racking 
up just 625 hours in 3 months and 850 hours in 5 1/3, an extreme that I've 
never encountered in any other game, not even close. Once I reached the start 
of episode 3, where the item world became available, all story progress 
stopped... for over a year. I especially enjoyed the part where my wizard did 
over 20 million damage to super heros. Not a single enemy in that game can 
withstand that amount of damage.

Liking Disgaea 1 very intensely, I got Disgaea 2 a year after I got Disgaea 1 
(PS2 version again). I didn't like it anywhere near as much, but, like with the 
first Disgaea, once the item world became available, I stopped all story 
progress and even with nearly 300 hours of play, I have never experienced the 
felony system or anything else that only becomes accessible. I've only seen 
Adell and Rozalin for story-base characters. Despite that, I'm already doing 
well over a million damage, even seeing 8-figure popups. Many of my tricks I've 
learned off Disgaea 1 also work in Disgaea 2. Many of these apply to the geo 
symbols as well, and setting of massive color chains.

*  Proof of claim: http://www.youtube.com/watch?v=33Nbi5s3wAc



 ----------------------------------
| 1.2  About this guide **010200** |
 ----------------------------------

Upon seeing that Disgaea 2 didn't have a FAQ/guide on geo symbols, I figured 
that I'd write one. This guide has 3 key sections. The first section explains 
the basics of geo symbols - what they are and how to control their effects. I 
thought I'd also explain the mechanics behind them, to the best of what I'm 
aware of (from observation).



 ----------------------------------
| 1.3  Reading the maps **010300** |
 ----------------------------------

This guide uses maps with several markings. They are especially common in 
section 4. Here's an example:

      Ye   Re   Nu             Ma   Cy  *MR*
          *En*

           Gr   Ye   Ma   Re   Nu   Cy   Ye   Bl
                              *Al* *En*

           Ma   Ye   Cy   Nu   Re   Bl  *OB*  Bl
          /Gr\           /Bl\

      Re   Cy  *BP*  Gr   Cy   Gr   Ye   Ma   Nu
     *Ne*                *En*

 Ye   Re   Bl   Re   Ma   Nu   Gr   Nu   Bl
                                        /Ye\

 Ye   Gr   Re   Ma   Nu   Cy   Ye   Gr   Nu
     *Al*           *Ne*      /Nu\

 Nu   Bl   Cy   Gr   Cy   Cy   Ma   Nu
*En*                *Al*

      Bl   Re   Ma   Nu   Gr   Nu   Cy   Re
                         /Ma\           *En*

           Re   Bl   Bl   Ma   Ye   Bl   Gr
               /Re\ *Al*

                     Cy   Bl  *DG*  Re
                              *En*

Effects present (random group):
/Nu\ - Mana+50%
/Re\ - ATK+50%
/Gr\ - Enemy boost +50%
/Bl\ - Warp
/Ye\ - Critical
/Ma\ - ATK-50%

This looks like a mess and in the item world, it often is. Here's what each of 
the markings mean in the above sample map:

The top half of each block (panel info):
Nu   - null (a panel without geo effects)
Re   - red
Gr   - green
Bl   - blue
Ye   - yellow
Ma   - magenta
Cy   - cyan (geo panels only)
*BP* - base panel (cannot have geo effects)
*DG* - dimension gate (cannot have geo effects)
*MR* - mystery room (cannot have geo effects)
*OB* - an obstacle (cannot go here)
     - any location with a height of 0 (cannot go here)

The bottom half (objects on the panel)
/Nu\ - null (transparent) geo symbol (can be of any effect)
/Re\ - red geo symbol (can be of any effect)
/Gr\ - green geo symbol (can be of any effect)
/Bl\ - blue geo symbol (can be of any effect)
/Ye\ - yellow geo symbol (can be of any effect)
/Ma\ - magenta geo symbol (can be of any effect)
*Al* - any ally
*En* - any enemy
*Ne* - any neutral object (specialists and chests, with yellow life bars)
     - no object is at this location

At the bottom of the map, you'll see the list of effects present, along with 
the group type used (section 3 covers group types).

For example, consider these 4 blocks from the map:

 Bl       *DG*       Cy        Nu
/Re\      *En*      *Al*      *Ne*

Far left - indicates that the panel is blue and it has a red geo symbol on it.

Center left - the dimension gate is here (used to skip floors in the item 
world) and there's an enemy on it (usually a hint to a gate keeper being 
present).

Center right - a cyan-colored geo panel with an ally on it (it makes no 
difference what ally it is).

Far right - a normal panel that has a neutral object on it, likely as a chest 
though sometimes a specialist (it doesn't matter in this guide).






 ____     ___     ____   _____    ___     ____
|  _ \   / _ \   / ___| |_   _|  / _ \   / ___|
| |_| | | |_| |  \ \      | |   | | |_|  \ \
|  _ <  |  _  |   \ \     | |   | |  _    \ \
| |_| | | | | |  __\ \   _| |_  | |_| |  __\ \
|____/  |_| |_| |____/  |_____|  \___/  |____/

     #################################
 ####                                 ####
# 2  The basics of geo symbols **020000** #
 ####                                 ####
     #################################

Geo symbols are all over the place, especially in the item world. Although the 
game covers them in the tutorial, this guide goes into much greater depth. 
Understanding geo symbols and how to control their effects took me nearly 50 
hours of game play to fully understand what was going on (this was on Disgaea 
1). I'll help cut this down to however long it takes to read section 2, and 
I'll even offer a little-known trick - throwing diagonally.



 ------------------------------------------------------
| 2.1  What are geo symbols and geo panels? **020100** |
 ------------------------------------------------------

Geo symbols are colored pyramid-shaped objects most commonly found in the item 
world. They come in 6 different colors: transparent (called "null"), red, 
green, blue, yellow, and magenta. Geo symbols provide various effects, a few 
good, most neutral, and some bad. When geo symbols are present, geo panels are 
also present. Geo panels are the random-colored panels that fade in and out on 
the area map. The colors themselves don't mean anything in particular, however, 
when a geo symbol is on a particular color, all panels of that color will be 
affected. When a panel does not flash, then it is not a geo panel, but a 
regular panel - no geo symbols can affect regular panels. To see what effects 
there are, press triangle to bring up the battle menu (where you see "end 
turn" and the related). In the top left corner, you'll see a list of up to 6 
different colors (note that, instead of a transparent color, there's cyan) and 
what effects each color has.

Don't understand? Let's consider a simple case - ATK+50%. If you were to move 
Adell, Rozalin, or whoever onto a geo panel with the ATK+50% effect, they will 
deal more damage to their targets, or heal more in the case of healing magic or 
skills. When not on such an effect, normal damage (or healing) is done. If the 
ATK+50% effect was provided by a green-colored geo symbol on a blue geo panel, 
all characters (and, unfortunately, enemies) on blue geo panels will deal more 
damage or heal more. All characters and enemies on all other colors without 
this effect will not deal any extra damage. The color of the geo symbol means 
nothing when determining the effect, it's the color of the geo panel that does. 
See section 3 for details on what effects all of the geo symbols have.



 ---------------------------------------
| 2.2  Adjusting the effects **020200** |
 ---------------------------------------

....................................
2.2.1  Throwing to adjust **020210**
....................................

Knowing how to adjust the effects geo symbols provide is essential. This is 
done with throwing. Now, let's say that an EXP+50% geo symbol is not on a geo 
panel and you want this beneficial geo symbol to take effect. To do that, 
simply move a human character to a panel that is adjacent to the geo symbol 
like this (any one of the four positions of the allies marked here (note that 
only one ally is needed), surrounding the blue geo symbol):

 Bl    Gr    Nu    Re          Nu    Re    Re    Bl


 Nu    Gr    Re    Nu                Re    Gr    Bl
      /Nu\                                /Gr\

 Re    Nu    Re    Re    Re          Gr    Nu    Re


 Gr    Nu    Gr    Nu    Re    Re    Nu    Bl    Gr


 Bl    Re    Bl    Gr    Bl    Nu    Bl    Re    Re
                                    /Re\

       Gr    Gr    Bl    Nu    Nu    Gr    Re
            *Al*

       Gr    Nu    Bl    Bl    Nu    Re    Gr
      *Al*  /Bl\  *Al*

 Re    Nu    Gr    Re    Nu    Gr
            *Al*

With the ally placed next to the geo symbol, select the "lift" command. The 
lift command will be grayed out if at least one of the following 5 conditions 
applies:

1. All surrounding targets are on a "no lifting" effect - see section 3.6 for 
details on this.
2. The ally is a monster. Monsters cannot lift or throw anything.
3. The ally is on the base panel (I hate the fact you can't lift anything when 
you're on the base panel especially when you're trapped).
4. The target is on the dimension gate or mystery room. No objects, even geo 
symbols (only when they move) can be lifted from such places.
5. All surrounding targets have too great of a height difference.

For case 5, use this chart to determine the height ranges for each character 
type, which, surprisingly, is based on how far they can throw:

+----------------+--------------+-------------+--------------+
| Throw distance | Throw height | Lift lowest | Lift highest |
+----------------+--------------+-------------+--------------+
|    3 panels    |    26 dm     |    14 dm    |    38 dm     |
|    4 panels    |    29 dm     |    17 dm    |    41 dm     |
|    5 panels    |    32 dm     |    20 dm    |    44 dm     |
|    6 panels    |    35 dm     |    23 dm    |    47 dm     |
+----------------+--------------+-------------+--------------+

Thus, if you bring out Adell, who can throw 5 panels, the throw height is 32 dm 
and he can lift anything 20 dm below him and 44 dm above. Did you notice the 
difference of 12 from that of the throw height and that the throw height steps 
by 3 for distance (the formula is "17+ThrowDistance*3")? This is not always 
guaranteed though. It at least does explain why a heavy knight can lift 
something from so high up.

Now, using that same character, choose "throw" (of which replaces "lift") and 
determine where you want to throw the geo symbol. You must throw it onto a geo 
panel so it takes effect. Choose a color where the most enemies are on. Once 
thrown, press the triangle button and you'll see that that color now has a new 
effect added (or the effect is amplified, such as putting an EXP+50% geo symbol 
on a color with EXP+100% to make it EXP+150%). Now, every enemy you defeat on 
that color will provide 50% more experience, making leveling up a bit faster. 
Simply holding the geo symbol causes it to take effect on the color the ally is 
standing on.

Here's another example. Let's say that a blue geo symbol is providing "enemy 
boost x3" to all red geo panels. This is a very dangerous geo symbol. There are 
two ways to remove this effect. The easiest is to simply move it to a location 
that is not on a geo panel. This way, the geo symbol won't have any effect and 
is merely just another object. The second method is to simply destroy it. To 
destroy a geo symbol, simply attack it like you would with enemies. Geo symbols 
tend to have low stats making their destruction fairly easy. Be warned though 
that, by destroying a geo symbol, all objects (enemies, allies, specialists, 
chests, and even other geo symbols) on the color of the geo panel the geo 
symbol was on will take damage (or, in the case of geo symbols, get destroyed 
as well, setting off color chains (this will be covered in detail in section 
4)).



........................................
2.2.2  Making diagonal throws **020220**
........................................

In some cases, learning to throw diagonally will greatly improve the overall 
effectiveness of dealing with geo symbols. Yes, that's right, throwing 
diagonally. It's not obvious as the game makes you think that things can only 
be thrown in straight lines. However, if you turn after extending the range, 
you'll notice that the cursor location briefly highlights panels not in a 
straight line, but at a diagonal (extend out a throw 2 panels then alternate 
between 2 adjacent directions (such as up and right) and it's easier to see). 
If you execute the throw during this, you will throw the object at a diagonal. 
It's just a matter of learning the timing. Throwing with an offset of 1 is the 
easiest of the diagonal throws (such as 4 panels north and 1 panel east). More 
direct diagonals are more difficult to do (like 3 panels north and 3 panels 
east or 4 panels north and 2 east) as you need to be precise to within 2 game 
frames instead of about 5 or 6. Strangely, it's actually possible to get a 
knight to throw 7 panels instead of 6 or making Rozalin throw 4 panels instead 
of 3, but only when throwing diagonally and it's a very rare occurrence.

A good place to practice diagonal throwing is "beginner's field", the first 
battle field you encounter after all tutorial levels. Take out a character that 
cannot counter but can throw far and lure the orcs away from the geo panels. 
Defeat all but one and end your turn. The best one is the one closest to the 
corner on the opposite side of the base panel. After the enemy's turn, throw 
the orc as close as you can to any corner and get as far away as you can and 
end your turn again. The orc should stay put if done right. Defeat the ghosts 
next and end your turn. The orc stays put. Now, move to where the "heal 20%" 
geo symbol is and throw it away from the orc. If the orc still stays put after 
ending your turn, now's your opportunity to begin practicing diagonal throws. 
Just keep distance from the orc and it will stay put turn after turn. If you've 
passed any "stronger enemies" bills, you might need to keep more distance, 
using 2 turns to lure the orc away further into a corner. This is due to the 
use of special skills. Early on, simply keeping 2 more panels more than the 
orc's move is sufficient enough. That is, since the orc moves 4 panels, keep at 
least 6 panels away from it (move the cursor to where the orc is and count 6 
panels leading away, going in either a straight line or a diagonal). When 
you're done practicing, just defeat the orc to clear the stage.






 _____   _____   _____   _____    ___    _______    ____
|  ___| |  ___| |  ___| |  ___|  / _ \  |__   __|  / ___|
| |__   | |__   | |__   | |__   | | |_|    | |     \ \
|  __|  |  __|  |  __|  |  __|  | |  _     | |      \ \
| |___  | |     | |     | |___  | |_| |    | |     __\ \
|_____| |_|     |_|     |_____|  \___/     |_|    |____/

     ##################################
 ####                                  ####
# 3  List of geo symbol effects **030000** #
 ####                                  ####
     ##################################

Now that you know how geo symbols work, it's time to learn what effects they 
have. There are a total of 38 effects though up to 6 can be active at once. 
Each geo symbol has 4 attributes as I'll explain next:

What it does: This explains what the geo symbol does, what effect it has.
Allegiance: Does the geo symbol affect allies only, enemies only, or both?
Effect occurrence: This explains the conditions for when the effect occurs.
Strategies: These are various strategies to consider when dealing with this geo 
symbol. You may find other strategies, feel free to use whichever you prefer, 
depending on your style of play.



 ---------------------------------
| 3.1  The bonus group **030100** |
 ---------------------------------

These 2 geo symbols are the only ones that are actually beneficial for the 
player.

1. EXP+50%
What it does: Defeated enemies are worth 50% more experience (EXP).
Allegiance: Both
Effect occurrence: Immediately upon defeating an enemy
Strategies: This is the most useful of all the geo symbols and when involved in 
my primary method for leveling up, clone wars, it's far more valuable. Consider 
surrounding your characters by as many panels affected by this geo symbol as 
possible to gain experience very quickly, especially in clone wars.

2. HL+50%
What it does: Defeated enemies gives 50% more hell (HL).
Allegiance: Allies
Effect occurrence: Defeating an enemy then clearing the stage (don't skip or 
enter the mystery room)
Strategies: This geo symbol is only useful early on. When you begin to have 
clone wars with level 9999 enemies, HL by the tens of billions come in no time 
even without brokers, providing seemingly infinite HL.



 -------------------------------------
| 3.2  The offensive group **030200** |
 -------------------------------------

These 3 geo symbols make dealing damage and defeating enemies much faster and 
easier, allowing weaker characters to defeat higher-powered enemies more 
easily. When it's the enemy's turn, however, they're quite dangerous.

3. ATK+50%
What it does: Increases base attack by 50%. By base attack, I mean the the 
average of ATK and SPD for fists; the average ATK and HIT for bows; ATK for 
swords, spears, axes, and staves; HIT for guns; and INT for staves. There is a 
bug present that makes magic attacks boosted by only 20% instead of 50%.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: This makes it much easier to deal big damage to enemies, making it 
easier for weaker characters to deal damage to enemies, leveling them up more 
easily. It's also great for showing off extreme damage and doing serious 
overkill.

4. DEF-50%
What it does: Reduces DEF and RES by 50%.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: When this effect is present, it is strongly recommended to stay off 
such panels. With DEF-100% (from having two DEF-50% geo symbols on the same 
color), you'll always take damage no matter how high your DEF or RES stats are 
(except when "nick" occurs, from low accuracy, though special skills due to the 
skill mastery multiplier, can still override this). Moving high DEF or high RES 
enemies onto such panels will make them easier to defeat. Healing is not 
affected.

5. Attack+1
What it does: Grants one extra attack, repeating the same action. That is, if 
standing on "attack+1" and "blind" is cast on an enemy, "blind" will be cast 
twice instead of once. When stacked, such as standing on "attack+3", 4 attacks 
are made, of the same thing.
Allegiance: Both
Effect occurrence: Any action except lifting, throwing, and defending
Strategies: These geo symbols are a handy way to build up big combos to quickly 
fill up the bonus gauge and also defeat strong enemies with weaker characters 
more easily. However, it's a very dangerous geo symbol when it's the enemy's 
turn. When combined with "invincibility" or "reverse damage" effects, these 
make skill mastery and weapon mastery go blazing fast. Spend several turns 
casting "blind" on something and watch as weapon mastery and skill mastery sky 
rockets! When showing off, for the highest total damage, these are an absolute 
must-have.



 -------------------------------------
| 3.3  The defensive group **030300** |
 -------------------------------------

These 4 geo symbols make dealing damage more difficult, but also makes it 
easier to survive a battle with tough enemies.

6. ATK-50%
What it does: Reduces base attack by 50%. By base attack, I mean the the 
average of ATK and SPD for fists; the average ATK and HIT for bows; ATK for 
swords, spears, axes, and staves; HIT for guns; and INT for staves. There is a 
bug present that makes magic attacks cut by only 20% instead of 50%.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: Surrounding a character by panels with this effect without being on 
this effect will make it easier to deal with such enemies, especially 
counterattacks. Even with ATK-100% (from two ATK-50% geo symbols on one color), 
it's still possible to deal physical damage, but only with special skills and, 
perhaps, critical hits.

7. DEF+50%
What it does: Increases DEF and RES by 50%.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: If enemies can barely deal damage, going on such a panel will 
almost certainly ensure no damage will be dealt. Thus, staying on such panels 
is a must, unless there's a better effect on another color. Moving enemies off 
of these panels will help make defeating them easier.

8. Heal 20%
What it does: Restores 20% HP (floored - 513.6 becomes 513)
Allegiance: Both
Effect occurrence: After both the player and enemy end their turns
Strategies: This effect will help heal high HP characters very quickly when 
healing magic is otherwise just too weak (from a low RES stat). It can also be 
used to help ensure your characters stay healthy as they clear out enemies, 
without having to spend time healing.

9. Evade
What it does: Cuts the accuracy of the one attacking something on such a panel 
in half.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is an annoying geo symbol. When you're trying to get things 
done, it often ends up causing more harm than good since it may prevent you 
from getting a green chest (missing out on a legendary item) or being unable to 
clear a path when surrounded at the base panel because you can't hit, leaving 
that character to face the enemies solo. Lifting things on such panels is not 
affected though. Still, it can help protect weaker allies, since they'll be 
much harder to hit.



 ----------------------------------
| 3.4  The damage group **030400** |
 ----------------------------------

This single geo symbol tends to be in large groups at times and it's quite 
common to see 6 of these together on one map.

10. Damage 20%
What it does: Damages 20% HP (floored - 318.8 becomes 318)
Allegiance: Both
Effect occurrence: After both the player and enemy end their turns
Strategies: Obviously, stay off these panels. The only time you'd ever want to 
go on them is if you intend on going to the mystery room or dimension gate 
without ending your turn. Because they only take effect after both sides take a 
turn, they're completely harmless if you get to mystery room or dimension gate 
on that turn.



 -----------------------------------------
| 3.5  The enemy-helping group **030500** |
 -----------------------------------------

These 4 geo symbols are downright dangerous. When these appear, consider 
destroying them as soon as possible.

11. Enemy boost +50%
What it does: Raises ATK, INT, HIT, DEF, RES, and SPD by 50%
Allegiance: Enemies only
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: This is a relatively weak effect. Early on, it's quite troublesome. 
However, later on, it's not much of a threat. Destroy these when there are 
multiple such effects and/or you're dealing with fairly powerful enemies.

12. Enemy boost x3
What it does: Triples ATK, INT, HIT, DEF, RES, and SPD
Allegiance: Enemies only
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: This is the most dangerous of all the geo symbols. Unless you've 
got an extremely high DEF and RES compared to the enemy, destroy these 
immediately! With 4 of these present together with 2 enemy boost+50% geo 
symbols, the greatest possible enemy boosting can be achieved - essentially 24 
times the stats.

13. Ally damage 20%
What it does: Damages 20% HP (floored - 432.6 becomes 432)
Allegiance: Allies only
Effect occurrence: After both the player and enemy end their turns
Strategies: Obviously, stay off these panels. This is essentially the same as 
damage 20%.

14. Clone
What it does: Randomly chooses an ally or enemy (not bosses) and creates an new 
enemy clone in a random location on the same colored panel. Clones cannot have 
their equipment stolen or be thrown into each other.
Allegiance: Both
Effect occurrence: After both the player and enemy end their turns
Strategies: Unless you want to have clone wars (a very effective, efficient way 
to level up, gain skill mastery, gain weapon mastery, obtain mana, and 
accumulate tremendous amounts of HL, especially early on), it's strongly 
recommended that you destroy these. When multiple clone geo symbols are on a 
single color, you'll only see "clone" appearing once, however, multiple clones 
will be created. By putting an ally without any equipment on such a panel, 
you'll get an idential copy of that ally, but the clone will be an enemy. Thus, 
keep all allies off such panels, unless you intend on putting an aegis knight 
or something on such a panel to start clone wars for rapid development.



 ------------------------------------------------
| 3.6  The random group (other types) **030600** |
 ------------------------------------------------

When none of the other groups are determined through the game's randomization 
process, you will encounter these 24 geo symbols in addition to any of the 
above geo symbols. I'll only list the extras that are exclusive to this group 
and I've listed them alphabetically so they're easier to find.

15. Critical
What it does: Causes instant death (does not affect bosses, pirates, or chests)
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: These are extremely useful for getting very weak low level 
characters leveled up. By throwing a lot of enemies into a single enemy then 
having a weak character hit it, that weak character can gain tons of levels at 
once, especially useful for healers or characters lacking weapon mastery. Any 
enemy or ally on such panels will have a red number pop out with each digit 
bouncing individually. The value is equal to the amount of HP the enemy or ally 
had upon being hit.

16. Disperse damage
What it does: Deals damage to other objects on such panels. For example, if 
1000 damage was dealt to a single enemy on such a panel and there are 4 other 
enemies on that color, 250 damage will be dealt to the other 4. If 1000 total 
damage was dealt to 2 enemies on such a panel and 4 other enemies were present, 
500 damage will be dealt to the others.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: Got a very powerful wizard? Use this geo symbol to quickly clear 
out numerous enemies at once. Enemies defeated this way don't give any EXP, but 
it helps clear boss floors in the item world faster, to accumulate "Mr. Gency 
Exit" items more quickly. Move this geo symbol to a different color and repeat 
to wipe out even more. Just be careful not to put your own allies on it. Also, 
if you need to bulk heal everyone, consider placing the allies needing to be 
healed temporarily on such a panel and heal one then cancel their movement and 
return to what you were doing.

17. Encroach
What it does: Changes the color of adjacent geo panels to the color the geo 
symbol is on. Quite often, normal panels become geo panels, though not always. 
The spreading is based on the outer edges of all adjacent geo panels of the 
same color.
Allegiance: Neither
Effect occurrence: After both the player and enemy end their turns
Strategies: When there are dangerous geo symbols around, these can be 
troublesome. However, when there's beneficial geo symbols around, these can be 
beneficial. It just depends on what other geo symbols are present. However, 
their primary advantage is when it comes to color chains. When you've got all 6 
geo symbols on a boss floor, especially boss floors since they're regularly 
very large in size, it's very easy to get a color chain well into the thousands 
thanks to these (a 5000 color chain wouldn't be all that unusual, potentially 
7000 on the item god floor). However, you'll almost certainly have to wait 
several dozen turns for the maximum effect to occur. Here's an example of the 
effects it has:

           Turn 1                                             Turn 2

 Re    Bl    Gr    Bl    Ye                         Re    Bl    Gr    Bl    Ye
      /Gr\                                               /Gr\

 Re    Re    Bl    Ye    Gr                         Re    Re    Gr    Ye    Gr
                  /Re\                                               /Re\

 Ye    Gr    Gr    Bl    Ye                         Ye    Gr    Gr    Gr    Ye
            /Nu\                                               /Nu\

 Re    Bl    Re    Ye    Gr                         Re    Bl    Gr    Ye    Gr


 Gr    Bl    Ye    Gr    Ye                         Gr    Bl    Ye    Gr    Ye



           Turn 3                                             Turn 4

 Re    Bl    Gr    Bl    Ye                         Re    Gr    Gr    Gr    Ye
      /Gr\                                               /Gr\

 Re    Gr    Gr    Gr    Gr                         Gr    Gr    Gr    Gr    Gr
                  /Re\                                               /Re\

 Gr    Gr    Gr    Gr    Gr                         Gr    Gr    Gr    Gr    Gr
            /Nu\                                               /Nu\

 Re    Gr    Gr    Gr    Gr                         Gr    Gr    Gr    Gr    Gr


 Gr    Bl    Gr    Gr    Ye                         Gr    Gr    Gr    Gr    Ye

Effects present (random group):
/Nu\ - Encroach
/Re\ - Enemy boost +50%
/Gr\ - No color change

Notice how the green spreads out? Remember, the color of the geo symbol means 
nothing when it comes to causing effects. On turn 3, green gains the "enemy 
boost +50%" effect and yellow loses it. On turn 4, you'll notice that only 3 
colors are present when you display the battle menu instead of the original 4. 
On turns 5 and later, except if the geo symbol is moved beforehand to a 
different color, all panels will be green. On turn 5 and later, you could get a 
150 color chain with this setup (see section 4 for details). One cool thing you 
can do with the encroach geo symbol is... paint a picture! 6 colors is a bit 
limiting, but still, you could create pictures with it, if you do it right, but 
it could easily take dozens of turns for even a rather small 10x7-panel image.

18. Enemy level up 10%
What it does: Raises the enemy's level by 10% (floored - 42.9 becomes 42)
Allegiance: Enemies only
Effect occurrence: After both the player and enemy end their turns
Strategies: There are both benefits and downfalls with this geo symbol. When 
enemies are very weak, consider waiting a few turns for them to power up so 
they provide more EXP. When enemies are already quite strong, consider 
destroying this potentially dangerous geo symbol. When starting clone wars, 
it's a great way to get the enemy clones to a higher level so that you can 
level up even faster and also get more HL from each defeated enemy. When these 
clones get too weak, use it to raise the clone's level further to accelerate 
the rate of leveling up. This is crucial very early in the game, especially 
when combined with "invincibility" as leveling up is blazing fast.

19. Fire element +50%
What it does: Raises elemental defense against fire by 50 percentage points.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is more of a defensive geo symbol, improving protection 
against fire-elemental attacks such as fire spells or big bang, reducing damage 
received by such attacks. It can also power up fire-elemental magic attacks for 
casters on such panels.

20. Fire element -50%
What it does: Reduces elemental defense against fire by 50 percentage points.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is more of an offensive geo symbol, keep off such panels and 
strike enemies (except dragons) on such panels with fire-elemental attacks to 
maximize damage. It will also power down fire-elemental magic attacks for 
casters on such panels, useful when there's a red skull or red mage around.

21. Fusion
What it does: Fuses 2 enemies together, combining their HP, SP, and level. This 
is essentially the same way as throwing an enemy into another enemy, except 
that this also works with clones and bosses as well.
Allegiance: Enemies only
Effect occurrence: After both the player and enemy end their turns and only if 
at least 2 enemies are present on such a geo panel at once
Strategies: Dangerous - destroy it immediately (it should take priority over 
even enemy boost x3). The exception is when needing to level up clones for 
clone wars or you're dealing with weak enemies.

22. Invincibility
What it does: Negates all damage and negative effects, including ailments. It 
still permits healing and damage from color chains is still possible.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: Get on and stay on these panels. Even weak characters, through 
counterattacks and building up the stay-in-one-spot combo can eventually deal 
damage to enemies without any risk. Early in the game, without a high DEF and 
RES, this is a must for clone wars as, when combined with either "enemy level 
up 10%" or "fusion", you could go from level 10 to 200 in no time. For dealing 
intense total damage, this geo symbol is an absolute must.

23. Mana+50%
What it does: Defeated enemies give 50% more mana (floored - 160.5 becomes 160)
Allegiance: Both
Effect occurrence: Upon defeating an enemy
Strategies: Early on, mana is very important. Consider moving higher-level 
enemies onto such panels (provided there aren't any helpers for the enemy as 
well like enemy boost or DEF+50%) and defeat it. However, once you start 
dealing with enemies with levels well into the hundreds, mana is no longer a 
problem making this geo symbol of otherwise no use. The only time this geo 
symbol is of any real use later on is if you're using team attacks or tower 
attacks to provide massive amounts of mana to weaker characters so they get 
mana as well to make them be able to reach the higher tiers more quickly. A 
round of clone wars with level 9999 clones easily gives millions of mana very 
quick, even without managers (a specialist that provides up to 300% more mana) 
or this geo symbol, so much that it seems infinite.

24. Move+1
What it does: Increases movement range by 1
Allegiance: Both
Effect occurrence: Upon selecting the "move" command
Strategies: Even though this geo symbol is beneficial, it has surprisingly 
little use except early in the game. Even early in the game, it's usefulness is 
quite limited. Once you can gain access to angel's sandals or accelerators, 
these geo symbols are almost worthless. Early on, however, when movement is 
very limited, it makes it easier to beat a hasty retreat or get to a more 
optimal spot to use a special skill to bulk-erase enemies.

25. Move-1
What it does: Decreases movement range by 1 (minimum of 1 (?))
Allegiance: Both
Effect occurrence: Upon selecting the "move" command
Strategies: It's generally wise to stay off such panels. However, when a 
character is loaded up with angel's sandals or accelerators, late in the game, 
these have otherwise no noticeable effect. After you end your turn and you need 
to retreat from a far-moving enemy, consider throwing it on such a panel to 
make it more difficult for the enemy to reach your weakened ally.

26. No close combat
What it does: Prevents objects 0 (self) or 1 panel away from being targeted
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: When surrounded by panels affected by this, enemies must keep a 
distance in order to attack. When on such a panel, it will prevent counter 
attacks, unless a weapon is equipped with a long enough range. Magic-users, 
like skills and mages, since they can strike up to 9 panels away (7 directly, 
but area of effect options indirectly extend it to 9), don't have problems with 
this, but, unless you've passed bills to increase the range of fists, swords, 
axes, or staves (if you use physical attacks with staves, as from running out 
of SP), physical warriors are at a huge disadvantage. When combined with "no 
range attack", it is impossible to do anything - getting surrounded by as much 
of this as possible makes battles so much easier.

27. No color change
What it does: When destroying a geo symbol that is not one of these, color 
change effects will not occur. Color change effects will occur when these are 
destroyed, however, though the must be destroyed first.
Allegiance: Both
Effect occurrence: Whenever a geo symbol is destroyed on nonmatching colors
Strategies: Unless you're after setting up a color chain or need to bulk 
destory dangerous geo symbols, you can ignore this one. Otherwise, destory it 
first. See the "color chains" section, for level 3 for more details.

28. No entry
What it does: Creates invisible, impassible walls, including that from 
throwing. Only ranged attacks (magic, special skills, or a long-range weapon 
like a bow or spear) can get through.
Allegiance: Both
Effect occurrence: During movement and throwing
Strategies: This geo symbol only appears during story-based area maps, never in 
the item world. Chances are, you'll need to destroy it in order to get beyond a 
certain point.

29. No lifting
What it does: Prevents objects on affected panels from being lifted. Lifting is 
still possible when the lifter is on such a panel.
Allegiance: Allies only (enemies never lift things)
Effect occurrence: Upon selecting the "lift" command
Strategies: Unless there's several dangerous geo symbols around, you can ignore 
this one. No lifting geo symbols can still be moved, but only through the use 
of special skills like triple strike or cat kick. These maps help explain how 
this geo symbol takes effect:

      Lifting possible                                 Lifting not possible

 Re    Gr    Re    Gr    Re                         Re    Gr    Re    Gr    Re
/Nu\                                               /Nu\

 Nu    Nu    Gr    Nu    Gr                         Nu    Nu    Gr    Nu    Gr


 Gr    Re    Gr    Re    Gr                         Gr    Re    Gr    Re    Gr
            *En*  *Al*                                         *Al*  *En*

 Re    Re    Re    Gr    Re                         Re    Re    Re    Gr    Re


 Re    Gr    Gr    Nu    Nu                         Re    Gr    Gr    Nu    Nu

Effects present (random group):
/Nu\ - No lifting

30. No range attack
What it does: Prevents objects more than 1 panel away from being targeted
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: Characters with fists, swords, axes, or staves (staves only if you 
use them for physical attacks, as from running out of SP) are not affected by 
this, except special skills. Special skills can still be used and take effect, 
but only targets that are 1 panel from the attacker will be hit. For the most 
part, stay off of such panels as they're mostly disadvantageous. When combined 
with "no close combat", it is impossible to do anything - getting surrounded by 
as much of this as possible makes battles so much easier.

31. No tower attack
What it does: Prevents the use of the tower attack feature when attacking from 
such a panel.
Allegiance: Allies only (enemies never lift things)
Effect occurrence: Any attempt at doing a tower attack.
Strategies: I've never used tower attacks at all. If my characters can defeat 
pretty much any enemy in one hit, there's otherwise no point in it so I find 
this geo symbol completely harmless. Of course, early on, it's a different 
subject. At least tower attacks can help level up weak characters later on, 
useful when having clone wars with level 9999 malchidaels to level up a level 
65 character quickly into the 100's.

32. Reverse Damage
What it does: Damaging attacks restore HP and healing does HP damage
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages or heals
Strategies: This depends on what you're doing. For the most part, this geo 
symbol is rather annoying. However, if you have a powerful wizard that deals 
immense damage, consider moving a character on such a panel temporarily and 
have the powerful wizard cast damaging magic on him/her to quickly heal. In 
clone wars early on, this is a good replacement for "invincibility", provided 
that the clones you're dealing with do not have any healing magic.

33. Silence
What it does: Prevents the use of special skills
Allegiance: Both
Effect occurrence: When attempting to use special skills
Strategies: With very rare exceptions, just stay off of these panels. They 
restrict characters to using only physical attacks. With high skill mastery, 
special skills can easily become very effective, doing far more damage than a 
normal attack could, even triple the damage, and special skills are the only 
way to eliminate multiple enemies at once. Surrounding your allies by as many 
of these affected panels as possible can offer considerable protection and 
makes counterattacks become more worthwhile.

34. Warp
What it does: Characters and enemies will instantly appear in a random location 
on the same colored panel.
Allegiance: Both
Effect occurrence: After both the player and enemy end their turns
Strategies: There are 2 main strategies. One of which is having your powerful 
characters remain in a corner and defeat the enemies near by then let this geo 
symbol warp them closer. The other is to have your characters go on an affected 
panel and quickly cross large areas without the need of a high movement radius.

35. Water element +50%
What it does: Raises elemental defense against water by 50 percentage points.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is more of a defensive geo symbol, improving protection 
against water-elemental attacks such as ice spells or omega comet, reducing 
damage received by such attacks. It can also power up water-elemental magic 
attacks for casters on such panels.

36. Water element -50%
What it does: Reduces elemental defense against water by 50 percentage points.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is more of an offensive geo symbol, keep off such panels and 
strike enemies (except aqua demons) on such panels with water-elemental attacks 
to maximize damage. It will also power down water-elemental magic attacks for 
casters on such panels, useful when there's a blue skull or blue mage around.

37. Wind element +50%
What it does: Raises elemental defense against wind by 50 percentage points.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is more of a defensive geo symbol, improving protection 
against wind-elemental attacks such as wind spells or turbulence, reducing 
damage received by such attacks. It can also power up wind-elemental magic 
attacks for casters on such panels.

38. Wind element -50%
What it does: Reduces elemental defense against wind by 50 percentage points.
Allegiance: Both
Effect occurrence: Any attack, magic, or special skill that damages
Strategies: This is more of an offensive geo symbol, keep off such panels and 
strike enemies (except mystic beasts) on such panels with wind-elemental 
attacks to maximize damage. It will also power down wind-elemental magic 
attacks for casters on such panels, useful when there's a green skull or green 
mage around.






  ___    _   _    ___    _____   ___     _   _____   ___     _    ____
 / _ \  | | | |  / _ \  |_   _| |   \   | | |_   _| |   \   | |  / ___|
| | |_| | |_| | | |_| |   | |   | |\ \  | |   | |   | |\ \  | | | |  _
| |  _  |  _  | |  _  |   | |   | | \ \ | |   | |   | | \ \ | | | | | |
| |_| | | | | | | | | |  _| |_  | |  \ \| |  _| |_  | |  \ \| | | |_| |
 \___/  |_| |_| |_| |_| |_____| |_|   \___| |_____| |_|   \___|  \___/

     ##########################################
 ####                                          ####
# 4  Color chains - a rainbow in action **040000** #
 ####                                          ####
     ##########################################

When a geo symbol gets destroyed like defeating an enemy, it can cause color 
change effects. When multiple geo symbols are destroyed at once, a color chain 
is formed. There are reasons why one would want to do this, very good reasons. 
This section explains why you should consider setting up color chains and, most 
importantly, how to maximize the color chain.



 ---------------------------------------------
| 4.1  The rewards of color chains **040100** |
 ---------------------------------------------

So, why would you spend an extra 3 minutes or so shuffling geo symbols around 
to create a massive color chain? The best reason is that it makes it very easy 
to obtain bonuses. Each point on a color chain grants 1 point on the bonus 
gauge. For every 100 points obtained on the bonus gauge, you'll earn another 
bonus, until the bonus gauge maxes at 9 (that's 900 points).

An attack gives 1 point and defeating an enemy or destroying something (chests 
and geo symbols included) gives something like 20 points (I'm not entirely 
certain on this, but it's based on my observations). Combos double the defeated 
enemy score when such a combo defeats the enemy (or geo symbol or chest) and 
increase exponentially with combo counts that don't defeat or destroy the 
target. If you had a +3 combo and defeated an enemy as a consequence to this, 
you'll get 80 points for the defeated enemy. If it doesn't defeat or destroy 
the target, a +1 combo gives 4 points, a +2 combo gives 9 points, and so on. Do 
note that I'm not entirely certain on this, but it's based on my observations. 
It's entirely possible to go from a bonus of 0 to 9 on the first turn with all 
10 allies. This video shows you how:

http://www.youtube.com/watch?v=TNPLELLKXTY

This method isn't always available, however. That's where geo symbols and color 
chains come in. It's a way to ensure you get that bonus gauge filled up. Each 
color chain point you get adds one point to the bonus gauge. In addition, a 20% 
bonus (not entirely certain on this) bonus is granted on the color chain if all 
geo panels are destroyed with the "null" geo symbol (the transparent one). 
Basically, a color chain of 879 or higher will guarantee that the bonus gauge 
will be maxed out. This reduces to a minimum of 733 when you get the all-clear 
bonus. It's often easy enough to set up such chains... if counterattacks didn't 
interfere.

The following 6 subsections will explain in detail how to set up and maximize a 
color chain. They are sorted based on difficulty in the form of 6 levels. If 
you can consistently clear all 6 levels, you can consider yourself a true geo 
master. Maps are frequently included to help - section 1.3 explains how to read 
them.



 ------------------------------------------------
| 4.2  Level 1: Starting color chains **040200** |
 ------------------------------------------------

       Re    Bl    Nu
      *En*

       Nu    Nu    Ye    Nu    Bl    Nu    Gr
      *Ne*  *En*              /Bl\  *En*

 Nu    Ma    Nu    Nu    Bl    Gr    Nu    Ma    Gr    Nu
            *En*                                *En*

 Re    Nu    Ma   *BP*   Ye    Ye    Nu    Bl    Re    Bl    Nu
*En*  /Ye\

 Nu    Gr    Ye    Nu    Nu    Bl    Nu    Nu    Ye    Ma    Gr
                              *En*              *En*

 Nu    Bl    Gr    Bl    Bl    Nu    Gr    Ye    Nu    Nu    Re
            *En*

 Re    Nu    Bl    Gr    Gr    Nu    Bl    Nu    Ma    Ye    Ye
                                          *Ne*

       Ye    Gr    Ye    Ma    Gr    Nu    Nu    Ye   *DG*   Re
            *En*        /Re\                          *En*

                   Gr    Gr    Nu    Gr    Bl    Ma    Re
                  /Nu\        *En*              *En*

                   Bl    Nu    Nu    Nu    Re    Ma


 Gr    Ye          Re    Bl    Re    Ma    Ye
      *En*                    /Gr\

Effects present (random group):
/Nu\ - EXP+50%
/Re\ - DEF-50%
/Gr\ - ATK-50%
/Bl\ - No tower attack
/Ye\ - Warp

This would be a pretty typical setup you'd find in the item world. The level 1 
setup is the most common case you'll encounter as pretty much every geo symbol 
qualifies as level 1. If you get damage 20%, invincibility, no color change, or 
no lifting, then it will be level 3 or higher. The first step is simple - check 
what color geo symbols are present. To do that, choose the "character" option 
on the battle menu and scroll to the bottom of the list (it'll be somewhat 
random if you're having clone wars). Note the color of the geo symbol at the 
very bottom. Now check this against which colors are present. Unless you get 
the kind of floor in the item world with extreme enemy density in a small 
space, geo symbols and geo panels follow a fairly consistent pattern (though 
not always the case):

+-----------------------+----------------------+
| Last geo symbol color | Last geo panel color |
+-----------------------+----------------------+
| Null (transparent)    | Red                  |
| Red                   | Green                |
| Green                 | Blue                 |
| Blue                  | Yellow               |
| Yellow                | Magenta              |
| Magenta               | Cyan                 |
+-----------------------+----------------------+

I'll say, for example, that the character list has the yellow geo symbol at the 
bottom, meaning that you have the null, red, green, and blue in addition. 
Chances are, you'll have red, green, blue, yellow, and magenta-colored geo 
panels. Move all geo symbols, except the null, on magenta, the unused color 
(the one at the bottom of the geo panel colors list). Next, move the null geo 
symbol on any color except magenta. You should get a layout like this, at least 
for the geo symbols after throwing:

       Re    Bl    Nu


       Nu    Nu    Ye    Nu    Bl    Nu    Gr


 Nu    Ma    Nu    Nu    Bl    Gr    Nu    Ma    Gr    Nu
      /Ye\                    *Al*        /Bl\  

 Re    Nu    Ma   *BP*   Ye    Ye    Nu    Bl    Re    Bl    Nu


 Nu    Gr    Ye    Nu    Nu    Bl    Nu    Nu    Ye    Ma    Gr
      *Al*

 Nu    Bl    Gr    Bl    Bl    Nu    Gr    Ye    Nu    Nu    Re


 Re    Nu    Bl    Gr    Gr    Nu    Bl    Nu    Ma    Ye    Ye


       Ye    Gr    Ye    Ma    Gr    Nu    Nu    Ye   *DG*   Re
                        /Re\                          *En*

                   Gr    Gr    Nu    Gr    Bl    Ma    Re
                  /Nu\

                   Bl    Nu    Nu    Nu    Re    Ma


 Gr    Ye          Re    Bl    Re    Ma    Ye
      *En*              *Al*        /Gr\

Last, destroy the geo symbol of the color that you placed the null on. If, for 
example, you placed the null on a green geo panel like this map originally had, 
destroy the green geo symbol first. You can destroy the others, except the null 
(the null only if all the others get destroyed first, but I'd highly recommend 
leaving it alone). Geo symbols do offer some experience, but very little. They 
do, however, offer the full amount of mana (a level 160 geo symbol will give 
160 mana, before any managers or "mana+50%" effects extend that. Execute the 
action and watch the colors change. If you didn't destroy the other geo 
symbols, they will get destroyed instantly during the color change effects. 
While you watch the change, you'll notice that the panels begin changing colors 
going outward in a clockwise spiral pattern. I haven't been able to 
consistently determine which panel will get changed after the first one (the 
one the geo symbol is on is the first one). It's likely on the X-positive side. 
Due to the clockwise spiral pattern, the yellow geo symbol will get destroyed 
before the blue one. In this example map, upon destroying the green geo symbol, 
you will get a color chain of 662 and the special all-clear termination bonus. 
The bonus gauge should fill up to a little past 8 in this case, assuming it 
started from 0. Clearing out the enemies should otherwise max it out.

Do be warned though that, when you do destroy a geo symbol, all objects on geo 
panels that change color will take some damage. Thus, before setting off the 
chain, move all allies off of geo panels so that they don't take damage. The 
formula to determine the damage is this:

Damage = (GeoSymbolLevel*2+3)*ColorCombo;

Thus, if you destroy a level 164 geo symbol and had a color combo of 1, you can 
expect 331 damage as demonstrated here:

Damage = (164*2+3)*1;

If the color combo was 6, the highest possible, and a level 9999 geo symbol was 
destroyed, the damage is 120,006 (causing a white "120K" to pop out), the 
highest possible damage that geo symbols can cause. When a geo symbol is hit, 
the damage equals the amount of HP the geo symbol has instead.

If you can do this setup, then it's time for you to advance to level 2.



 -------------------------------------------------------
| 4.3  Level 2: more geo symbols than colors **040300** |
 -------------------------------------------------------

Level 2 is basically the same as level 1, except there are more geo symbols 
than there are geo panel colors.



........................................
4.3.1  Only one color present **040310**
........................................

                   Re    Re    Re    Nu    Re
                  *En*                    /Bl\

       Re    Re    Nu    Re   *OB*   Nu    Re
      *Ne*                          *En*

 Re    Nu    Re    Re   *BP*   Re    Re    Re    Re
            /Ye\

 Re   *DG*   Re          Re    Re    Nu    Re    Re
                        /Nu\  *En*

 Re    Nu    Nu                            Re    Nu
/Ma\        /Gr\

 Re    Nu    Re    Re    Re    Nu    Re    Re
                                          *En*

       Re                Nu    Re    Nu    Re
                        /Re\

       Re    Re    Re    Nu    Re   *MR*
            *En*

Effects present (offensive group):
/Nu\ - ATK+50%
/Re\ - Attack+1
/Gr\ - ATK+50%
/Bl\ - DEF-50%
/Ye\ - DEF-50%
/Ma\ - ATK+50%

Level 2 is basically the same as level 1, except there are more geo symbols 
than there are geo panel colors. A good example is only red being present but 
all 6 geo symbols are present. Another case is waiting several turns for an 
encroach geo symbol to turn all panels into one color. For this, things are a 
bit different. The most important one is the null geo symbol - keep it as far 
away from the other geo symbols as possible. Remember that, when a geo symbol 
is destroyed, the color change occurs in a clockwise spiral. Thus, if you group 
the other 5 geo symbols closely together and destroy the one furthest from the 
null geo symbol, you'll guarantee the maximum possible bonus. This example map 
has the null geo symbol pretty much right in the middle of the action and a few 
of the other geo symbols are not on geo panels. There is also no gate keeper 
either. This means you'll need to spare at least one of the enemies that can 
move. There are no islands either so trapping the lone enemy with geo symbols 
is a must (choose an enemy type that cannot go through geo symbols or allies, 
like the white dragons for example). This would be a good setup for this 
particular map, before the allies are moved to safety:

                   Re    Re    Re    Nu    Re
                                    *Al*

       Re    Re    Nu    Re   *OB*   Nu    Re


 Re    Nu    Re    Re   *BP*   Re    Re    Re    Re
      *Al*

 Re   *DG*   Re          Re    Re    Nu    Re    Re
*Al*                          *Al*              /Nu\

 Re    Nu    Nu                            Re    Nu
/Gr\  *Al*

 Re    Nu    Re    Re    Re    Nu    Re    Re
/Ma\                                /Bl\

       Re                Nu    Re    Nu    Re
      /Ye\

       Re    Re    Re    Nu    Re   *MR*
      *En*  /Re\  *Al*  *Al*

Note the enemy being trapped in a corner by the yellow and red geo symbols. 
Also, note that the null geo symbol is far from the others. The blue seems 
close to it, but, if you destroy the green, magenta, or yellow geo symbols 
first, the null geo symbol will still be destroyed last since the blue is 
closer to these than the null is. When in doubt, move the blue geo symbol 
closer to the others. In my case, for this setup, I'd drag out a wizard and 
cast a star-type spell on both the green and magenta geo symbols simultaneously 
to set off the chain. This map will yield a color chain of 756. With the all-
clear bonus, this will guarantee that the bonus gauge will be filled to the 
maximum.

One very important thing to note is, before setting off the color change, you 
can't just pick any of the geo symbols to destroy. In order for a color change 
to take effect, the color of the geo symbol you destroy must not match the 
color of the geo panel it is on. Destroying the red geo symbol here won't cause 
any color change effects to occur. The color of the geo symbol you destroy is 
what the geo panels will turn into. Red turning into red is pointless. However, 
if the magenta, green, yellow, blue, or null geo symbol is destroyed, a color 
change will occur.

With area maps being as big as 48x48 panels, and all special panels (such as 
the base panel) unable to be a geo panel (the base panel and dimension gate are 
the minimum requirements), the absolute highest possible color chain is 48,384. 
It's rare to see much beyond 3000 to begin with though is most likely on boss 
floors in the item world when you have an "encroach" geo symbol present and all 
6 geo symbols.



..............................................
4.3.2  More geo symbols than colors **040320**
..............................................

 Gr   *BP*   Nu    Nu    Bl    Re    Nu    Gr    Nu
            *En*              *En*

 Nu    Nu    Bl    Nu    Nu    Gr    Bl    Bl    Nu
      /Gr\                                *En*

 Bl    Nu    Re    Re    Nu    Re    Gr    Re    Bl    Nu
                  *En*  *Ne*

 Gr    Nu    Nu    Re    Bl    Bl    Re    Gr
            /Nu\

                   Nu    Nu    Gr    Re    Nu
                                    /Bl\

                   Re    Bl    Nu    Nu
                  /Ye\

                   Bl    Gr    Gr    Nu    Re    Bl
                  *En*              /Re\

 Nu                Gr    Bl    Nu    Re    Nu    Nu
*En*

 Bl                      Nu    Nu    Gr    Nu    Re    Gr
                              *En*                    *Ne*

 Nu    Nu                Re    Re    Gr    Nu   *DG*   Re
      *En*                    *En*        *En*

Effects present (bonus group):
/Nu\ - EXP+50%
/Re\ - EXP+50%
/Gr\ - HL+50%
/Bl\ - EXP-50%
/Ye\ - HL-50%

When there are more geo symbols than geo panel colors, like this map shows, 
then follow the usual procedure for level 1, but keep the extra geo symbols 
separate. This map has only 3 total colors (red, green, and blue), but there 
are 5 geo symbols present (null, red, green, blue, and yellow). There is no 
gate keeper, but at least there are enemies on an island - ignore the enemies 
on the island but eliminate the rest. Like with the level 1 case, place all geo 
symbols on the color at the bottom of the list (blue in this case). Similar to 
with the level 2 setup, keep the blue and yellow geo symbols as far apart from 
the red and green ones as you can. Have the null geo symbol, like the level 1 
setup, on a different color. This way, the color chain will be maximized since 
the blue and yellow geo symbols will change all geo panels over instead only a 
portion of them. This would be an optimal setup for this particular map:

 Gr   *BP*   Nu    Nu    Bl    Re    Nu    Gr    Nu


 Nu    Nu    Bl    Nu    Nu    Gr    Bl    Bl    Nu


 Bl    Nu    Re    Re    Nu    Re    Gr    Re    Bl    Nu
      *Al*

 Gr    Nu    Nu    Re    Bl    Bl    Re    Gr
      *Al*        /Nu\  /Gr\  /Re\

                   Nu    Nu    Gr    Re    Nu
                  *Al*

                   Re    Bl    Nu    Nu
                        /Bl\        *Al*

                   Bl    Gr    Gr    Nu    Re    Bl
                  /Ye\        *Al*

 Nu                Gr    Bl    Nu    Re    Nu    Nu
*En*

 Bl                      Nu    Nu    Gr    Nu    Re    Gr


 Nu    Nu                Re    Re    Gr    Nu   *DG*   Re
      *En*

Note the use of a diagonal throw for the green geo symbol. Sometimes, there are 
cases where a diagonal throw helps considerably, so that fewer throws are made. 
This is the easiest of the diagonal throws you can do - 3 across and 1 down. 
Set the length to the full 4 to the right, press down, then press right. Very 
shortly after pressing right, execute the throw to move it here.

With the red and green geo symbols otherwise right next to each other and the 
others far apart, it won't matter which one you destroy. Being this close 
together, I'd usually drag out a wizard and cast a star spell on both to ensure 
they go. This map will yield a color chain of 561, assuming the red is 
destroyed first like you should do (since that's what color the null is on). 
With the all-clear bonus, this becomes 673, enough to nearly get to item 7 on 
the bonus list.



 -------------------------------------------------
| 4.4  Level 3: sorry, no color change **040400** |
 -------------------------------------------------

When "no lifting", "invincibility", or "damage 20%" are not present, you have a 
level 3 setup.

..........................................
4.4.1  A single no color change geo symbol
..........................................

             Bl    Re    Gr    Gr    Re    Ye
            *En*              /Nu\

             Gr    Re    Bl          Ye    Re
                                          *En*

       Bl    Bl    Nu    Gr          Re    Bl    Ye
            *En*        /Gr\

       Gr                            Gr    Bl    Nu
      *En*                          *En*

       Ye    Gr    Ye    Bl   *DG*   Ye    Re    Gr
                              *En*        /Bl\

 Gr    Ye    Ye    Bl   *OB*  *OB*   Bl    Bl
*En*                                      *En*

 Re    Ye    Re    Re   *OB*  *OB*   Nu    Gr
                  *En*

      *BP*   Ye    Bl    Re    Ye    Gr
            *Ne*        /Re\

       Ye    Bl   *MR*   Re    Bl
                        *En*

Effects present (random group):
/Nu\ - No close combat
/Re\ - No color change
/Gr\ - Enemy boost +50%
/Bl\ - ATK-50%

A level 3 setup is essentially the same a level 1 setup, except for one crucial 
detail that must be considered. As described in the list in section 3 above, 
the no color change geo symbol means that you can't just pick and choose a 
color to place the null geo symbol on. It must match the color of the "no color 
change" geo symbol. That is, if "no color change" was a red geo symbol and the 
list stops at the blue geo symbol, you must move the null geo symbol on a red 
geo panel and destroy the "no color change" geo symbol without destroying any 
others. This map shows you what I mean:

             Bl    Re    Gr    Gr    Re    Ye
                  /Nu\  *Al*              /Bl\

             Gr    Re    Bl          Ye    Re


       Bl    Bl    Nu    Gr          Re    Bl    Ye
                  *Al*

       Gr                            Gr    Bl    Nu


       Ye    Gr    Ye    Bl   *DG*   Ye    Re    Gr
                  /Gr\        *En*

 Gr    Ye    Ye    Bl   *OB*  *OB*   Bl    Bl
                                          *Al*

 Re    Ye    Re    Re   *OB*  *OB*   Nu    Gr


      *BP*   Ye    Bl    Re    Ye    Gr


       Ye    Bl   *MR*   Re    Bl
      /Re\              *Al*

Here, you can see that the null geo symbol is on red, which is also the color 
of the "no color change" geo symbol. With few places for allies t go that are 
not affected by geo panels, consider using tower lifts for all but the 
attacker. The base panel is also a safe place to be for the setting off of the 
color change, considering that the "no color change" geo symbol is also right 
next to the base panel. This will result in a color chain of 348. The all-clear 
bonus makes this 417. This isn't much, but there aren't many geo panels in this 
rather small map. At least it's enough to get 4 items on the bonus list.

If the "no color change" geo symbol is the null geo symbol, treat it the same 
as a level 1 setup.

When only one color for geo panels is present, things are different. If the 
null is the "no color change" geo symbol, you'll need to temporarily move it 
off of a geo panel. If the red geo symbol is the "no color change" geo symbol, 
then either destroy it and set off the color chain with what remains.



...........................................
4.4.2  Multiple no color change geo symbols
...........................................

             Bl    Nu    Gr    Cy    Ye    Bl
                        *En*        

 Ye          Ma    Re    Ye    Ma         *BP*   Nu
                              *Ne*

 Nu    Ma    Gr    Ye    Cy                      Ma
                  /Gr\                          *En*

 Bl    Re    Cy    Ma    Ye    Bl          Nu    Ye    Gr
            *En*                                /Re\

       Cy                Nu    Cy    Ma    Re    Bl    Nu
      /Ye\              *En*              *En*

                         Gr    Re    Nu    Gr    Cy    Ma
                                                *En*  *En*

                         Ye    Nu    Bl    Gr    Ye
                                    *En*

                  *DG*   Ma    Re    Gr    Ma    Re
                        *En*  /Ma\        *En*

                   Ye    Gr    Cy    Bl    Nu
                        /Nu\              /Bl\

       Ma    Re    Nu    Cy
                  *En*

Effects present (random group):
/Nu\ - HL+50%
/Re\ - No color change
/Gr\ - No color change
/Bl\ - Clone
/Ye\ - Heal 20%
/Ma\ - No color change

What if there are, say, 3 "no color change" geo symbols? Combine the methods in 
levels 1 and 2. Move all "no color change" geo symbols close together and keep 
the others separate. As long as the color change destroys another "no color 
change" geo symbol, the chain will be preserved in tact. Should other geo 
symbols get included with other "no color change" geo symbols still on that 
color, they won't take effect, reducing the color chain amount and overall 
damage potential (and likely also preventing the all-clear bonus). Of course, 
if all else, put the "no color change" geo symbols on the other colors, the 
colors of the geo symbols that will be destroyed right away. Here's one such 
setup for this map, the level 1 and 2 combo approach:

             Bl    Nu    Gr    Cy    Ye    Bl
                              /Ma\

 Ye          Ma    Re    Ye    Ma         *BP*   Nu


 Nu    Ma    Gr    Ye    Cy                      Ma
                        /Re\                    *Al*

 Bl    Re    Cy    Ma    Ye    Bl          Nu    Ye    Gr
                  *Al*

       Cy                Nu    Cy    Ma    Re    Bl    Nu
      /Ye\                    /Gr\

                         Gr    Re    Nu    Gr    Cy    Ma


                         Ye    Nu    Bl    Gr    Ye
                              *Al*

                  *DG*   Ma    Re    Gr    Ma    Re
                        *Al*

                   Ye    Gr    Cy    Bl    Nu
                  *Al*        /Bl\  *Al*

       Ma    Re    Nu    Cy
      *En*  /Nu\

With few cyan-colored around that are close together, you'll likely need to 
manually destroy the others. First, destroy the red (that's what the null is 
on, right?). Then, have a wizard cast a star spell (or whatever your preference 
is) on the magenta and green geosymbols simultaneously (use the area of effect 
option 7 for that, provided the wizard casts from a height of 47 or lower (48 
is not always guaranteed to work)). An alternative is to have the wizard cast 
on the yellow panel 1 panel north of the red geo symbol using the 6 area of 
effect to also target the magenta geo symbol. Another wizard or a spear-user 
could get the green geo symbol.

A tricky diagonal throw is used to move the null geo symbol (2 west and 2 
south). Another diagonal throw is used to move the lone enemy to trap it due to 
the lack of a gate keeper or islands. Why not have the ally go on the easier 
cyan 2 panels south to throw the null geo symbol? There's a clone geo symbol 
present, a dangerous geo symbol. Since it gets moved on cyan as well, you must 
be careful not to leave any allies on such dangerous effects because they'll 
get cloned as become another enemy (the clone will be the enemy, not the ally).

In this case, if done right, you'll have a color combo of 749, assuming you use 
the second method. The all-clear bonus makes this 898, guaranteeing that the 
bonus gets maxed.



 -----------------------------------------------
| 4.5  Level 4: invincibility mayhem **040500** |
 -----------------------------------------------

 Gr    Re    Cy    Ma    Bl
      *En*        /Re\

 Ma    Nu    Gr    Ye    Gr    Re    Bl    Bl
            *En*              *Ne*

       Ye          Nu    Ye    Cy    Ma
      /Ma\              /Nu\

       Gr               *DG*   Nu    Gr
                        *En*

       Cy                Cy   *BP*   Ye    Nu
      *En*                          *En*

 Ma    Bl          Nu    Bl    Nu    Cy    Re    Ma
                        *En*                    *En*

 Re    Ma    Ye    Bl    Ye          Bl    Nu    Re
            *En*                          /Gr\

 Nu    Re    Gr    Ma    Re          Cy    Gr
      /Ye\              *Ne*

       Cy    Cy    Re    Gr    Ma
      /Bl\

       Bl    Re    Ye    Cy
            *En*

Effects present (random group):
/Nu\ - DEF+50%
/Re\ - Move-1
/Gr\ - No range attack
/Bl\ - Invincibility
/Ye\ - Enemy boost x3
/Ma\ - DEF-50%

If you don't have "damage 20%" or "no lifting", then you have a level 4 setup. 
This setup is troublesome, especially if only one color is present. This is 
because you cannot destroy an invincibility geo symbol at all through 
attacking, or anything that's on that color, including other geo symbols. Well, 
not quite. Invincibility geo symbols can be destroyed while on a geo panel. The 
only way they can is through the results of color changes.

Thus, place all other geo symbols (besides the null of course) on the last 
listed color. Move the invincibility geo symbol on the color of any "no color 
change" geo symbols (pick any color if otherwise). Move the null geo symbol to 
the same color as the invincibility geo symbol is on, but keep the null far 
from the other geo symbols, much like the level 2 setup. For example, let's say 
the invincibility geo symbol is blue and all 6 geo symbols are present without 
any "no color change" ones. Place all but the invincibility and null geo 
symbols on cyan. Move the null geo symbol as far away from the others as you 
can. Now, destroy the geo symbol that matches the color the invincibility geo 
symbol is on. Here's an example of this in use:

 Gr    Re    Cy    Ma    Bl
            /Re\        *Al*

 Ma    Nu    Gr    Ye    Gr    Re    Bl    Bl
      *Al*              *Al*  /Bl\

       Ye          Nu    Ye    Cy    Ma
      *Al*                    /Gr\

       Gr               *DG*   Nu    Gr
                        *En*

       Cy                Cy   *BP*   Ye    Nu
      /Ma\

 Ma    Bl          Nu    Bl    Nu    Cy    Re    Ma


 Re    Ma    Ye    Bl    Ye          Bl    Nu    Re
                                    *Al*

 Nu    Re    Gr    Ma    Re          Cy    Gr
      *Al*  *Al*        /Nu\

       Cy    Cy    Re    Gr    Ma
            /Ye\

       Bl    Re    Ye    Cy


Sometimes, you may need to throw twice to get an optimal setup. The ally north 
of the previous location throws the blue geo symbol to the green panel 1 panel 
south of where the magenta geo symbol was. An second ally located where the 
magenta geo symbol was does a 5-panel diagonal throw. It's rare, but when 
there's little room to move, and the geo panels are not in optimal spots, 
sometimes, 2 throws are indeed needed. The green geo symbol is thrown 
diagonally (an easy one) so that it's near the invincibility geo symbol. This 
way, when the red geo symbol is destroyed through attacking or casting a spell 
on it, the green geo symbol gets destroyed first instead of the magenta one 
(it's 3 panels in a single direction instead of 4). Although the null is also 
on red, because the green one gets destroyed first and right next to the 
invincibility geo symbol, the invincibility one will get destroyed before the 
null does. This particular setup will yield a color chain of 758, becoming 909 
with the all-clear bonus, of which guarantees that the bonus will be maxed.

An easier alternative is to move the null geo symbol to a different color than 
blue or cyan and keep the colors of the geo symbols of the colors the 
invincibility and null geo symbols are on. That is, place the invincibility on 
red and the null on green. Move the red and green geo symbols as close together 
as you can get and keep the other 2 separate and destroy the red one first 
(since that's what invincibility is on). This works because, as the other 3 geo 
symbols (green, yellow, and magenta) are being destroyed from the color change 
effect, the invincibility geo symbol will get destroyed during color combo 2 
(the initial start is 1) on the second color chain where the panels are 
changing to green. Because yellow and magenta were destroyed earlier, the green 
panels are changing to one of these which will destroy the null geo symbol last 
otherwise guaranteeing the maximum bonus. This is that same map with this 
method in use:

 Gr    Re    Cy    Ma    Bl
            /Re\  /Nu\  *Al*

 Ma    Nu    Gr    Ye    Gr    Re    Bl    Bl
      *Al*

       Ye          Nu    Ye    Cy    Ma
                  *Al*

       Gr               *DG*   Nu    Gr
                        *En*

       Cy                Cy   *BP*   Ye    Nu
      /Ma\

 Ma    Bl          Nu    Bl    Nu    Cy    Re    Ma


 Re    Ma    Ye    Bl    Ye          Bl    Nu    Re
      *Al*                          *Al*

 Nu    Re    Gr    Ma    Re          Cy    Gr
                                    /Gr\

       Cy    Cy    Re    Gr    Ma
      /Ye\

       Bl    Re    Ye    Cy
      *Al*  /Bl\

Here, the arrangement is a bit different, but the idea is still the same. This 
time, the magenta geo symbol is closer to the red (for being on the same color 
geo panel) and thus, it will be destroyed. Destroying the red geo symbol will 
cause the invincibility geo symbol to get destroyed. With magenta destroyed 
second in the chain, the null will be destroyed as the geo panels are turning 
to magenta instead of red. Interestingly, this setup may yield a different 
color chain than the previous. Since the order of the magenta and green geo 
symbols are switched and they both have 8 panels of this color, the color chain 
is the same. If, however, there were 7 magenta and 8 green, the color chain 
will actually be lower, but only slightly.



 --------------------------------------
| 4.6  Level 5: damage 120% **040600** |
 --------------------------------------

             Bl    Gr    Cy          Ye    Gr
                        *En*

 Nu                Nu    Bl    Nu    Nu    Re    Ye
                                                /Re\

 Re                      Bl    Bl    Gr    Nu    Nu
                              *En*

 Cy    Bl          Nu    Nu    Ma    Re    Bl    Re    Ye
                  *En*                    *En*        *Ne*

 Nu    Bl    Cy    Ma    Bl    Gr    Nu    Cy    Nu    Ma
                  /Bl\        *En*              /Ma\

 Gr    Ye    Re    Cy    Nu    Cy    Nu   *DG*   Nu
      /Ye\              *En*                    *En*

 Ma    Nu    Ma    Re    Ye    Re    Nu    Nu    Ye
                  *En*              /Nu\

       Gr    Ye    Nu    Cy    Ye    Bl    Cy
            /Gr\

       Nu   *BP*   Ma    Nu    Ye    Nu                Gr
                              *En*

       Re    Cy    Bl    Gr    Nu                      Ma
      *En*                    *En*

Effects present (damage group):
/Nu\ - Damage 20%
/Re\ - Damage 20%
/Gr\ - Damage 20%
/Bl\ - Damage 20%
/Ye\ - Damage 20%
/Ma\ - Damage 20%

72 total panels
Re - 8
Gr - 8
Bl - 10
Ye - 9
Ma - 7
Cy - 9
Nu - 21

You might be thinking that, when you get 6 geo symbols of the damage group 
(which is actually quite common), that it would be a level 1 type setup. Why is 
it considered level 5? Easy - enemies are surprisingly stupid! You also need to 
move the geo symbols in a way so that your own characters won't take damage. 
Because of the enemy stupidity, you'll have to go fast or they'll just end up 
dying from their own dumb and suicidal actions. If all enemies are defeated, 
the stage is cleared and you won't be able to get the bonuses. Thus, you have 
to be fast which is why it's ranked as level 5. If you have a gate keeper 
present, then it's much easier since the dimension gate cannot have geo 
effects. Unfortunately, the map in the example does not have a gate keeper, but 
there is an island, the next best. The island, however, has geo panels covering 
both possible places. Since all the damage geo symbols need to be on cyan and 
the island doesn't have any cyan, it's a great choice. An alternative is to, of 
course, trap the enemy by the geo symbols - the area on the west side looks 
like a promising spot due to the null spot (not affected by geo symbols). This 
will make dealing with this much easier. Not all maps give you these 
opportunities though and it's why it's level 5 - you have to be fast and 
careful (so counterattacks don't end up unexpectedly defeating the last enemy 
as you're trying to keep away from it). For the most part, you can treat it as 
a level 1 case - just be sure no one goes on any geo panels affected by it, 
unless you can, of course, move the geo symbol to get rid of the effect (or 
move the ally that's in potential danger). This is how you might consider 
placing everything:

             Bl    Gr    Cy          Ye    Gr


 Nu                Nu    Bl    Nu    Nu    Re    Ye
                                          *Al*

 Re                      Bl    Bl    Gr    Nu    Nu


 Cy    Bl          Nu    Nu    Ma    Re    Bl    Re    Ye
/Bl\              *Al*

 Nu    Bl    Cy    Ma    Bl    Gr    Nu    Cy    Nu    Ma
            /Gr\                          /Re\

 Gr    Ye    Re    Cy    Nu    Cy    Nu   *DG*   Nu
            *Al*  /Ye\        /Ma\              *Al*

 Ma    Nu    Ma    Re    Ye    Re    Nu    Nu    Ye
            *Al*              /Nu\        *Al*

       Gr    Ye    Nu    Cy    Ye    Bl    Cy


       Nu   *BP*   Ma    Nu    Ye    Nu               Gr
                                    *Al*             *En*

       Re    Cy    Bl    Gr    Nu                     Ma


That enemy is trapped on an island. With all geo symbols, except the null, on 
cyan and the null on red, they enemy won't take damage. Still, do beware of geo 
symbols moving - they can cause damage that way, another reason why this is 
level 5. This will give a color chain of 758, becoming 909 with the all-clear 
bonus, guaranteeing the bonus gauge will max out.




 ----------------------------------------------
| 4.7  Level 6: no lifting troubles **040700** |
 ----------------------------------------------

       Nu    Nu    Re    Nu    Bl    Nu    Gr    Bl   *DG*
                  *En*                    /Re\        *En*

       Re    Gr    Nu    Nu    Nu    Bl   *OB*  *OB*   Re
                                    *En*

             Nu    Bl   *MR*   Gr    Nu   *OB*  *OB*   Nu


             Nu    Re    Nu    Nu    Gr    Re    Nu
                              *Ne*

       Gr    Bl    Nu    Bl    Nu    Nu    Nu    Nu
      /Gr\        *En*

       Nu    Nu    Nu    Nu          Nu    Bl
                  *En*

       Nu    Re    Nu                      Nu
                                          *En*

 Nu    Bl   *BP*   Nu    Nu          Nu    Re
      *En*                          *En*

 Bl    Re    Nu    Gr    Nu    Re    Gr
/Nu\              *En*

       Nu    Bl    Nu    Gr    Nu    Nu
                              *En*

Effects present (random group):
/Nu\ - ATK-50%
/Re\ - No lifting
/Gr\ - HL+50%

65 total
Re - 9
Gr - 8
Bl - 10
Nu - 38

The title for level 6, the final level, can be read in 2 ways. One way is that 
it hints to having troubles with "no lifting" geo symbols. The other is that it 
hints to having no troubles with lifting. For this setup, you'll need a very 
weak character with a special skill that moves its victim. For starters, defeat 
every single enemy in the area except one as usual. If the "no lifting" geo 
symbol is not on the correct color, as per the level 1 setup, you'll need to 
move it. Trouble is, you can't lift a "no lifting" geo symbol when it's on a 
geo panel so it can't be moved. Or, at least, so you'd think. Let's say there 
are 3 geo symbols in this case - null, red, and green. The red geo symbol is on 
a a green geo panel and is the "no lifting". Trouble it, is needs to be on 
blue. How can it be moved? There is a way.

First, however, move the null geo symbol to a different color, if not already 
on "no lifting". That is, if the null is on blue, move it first. Otherwise, you 
can leave it alone. In this example case, the null is on blue, so it'll need to 
get moved. Red is a good color to put it on.

With the null taken care of, it's now time to deal with "no lifting". Take the 
weak character out (weak enough to not be able to destroy the geo symbol) and 
move him/her so he/she can use triple strike, rising dragon, cat kick, and 
other such special skills that move its target. It's the only way to move such 
a geo symbol. It's easier to move it onto a blank spot (not a geo panel) than 
it is to repeatedly move it with special skills. The exception is if it's 
possible to move that "no lifting" geo symbol onto the needed color first 
thing. If an "invincibility" geo symbol is present, move it onto the color that 
the "no lifting" geo symbol is on then have any character move the geo symbol, 
no matter how powerful that character is. Even 15 million damage on it won't 
destroy it, due to invincibility. In this setup, there is no invincibility geo 
symbol, but there is a blue panel nearby. Moving the weak ally to the null 
panel and using triple strike on the red "no lifting" geo symbol will move it 
onto a blue geo panel.

Now, what if you need to get this weak character near the lone enemy? This 
place is a dangerous one for the weak character since it's only 3 panels away 
from the gate keeper and there are plenty of special skills that can get that 
far (magic has the furthest range, 9 panels (7 technically, but using area of 
effect options wisely can extend it to 9). Have a strong character around to 
throw the character moving the "no lifting" geo symbol via special skills after 
executing the move. Although "no lifting" is present on blue panels in this 
case, remember that lifting while on such a panel is still possible, just not 
anything already on it. This way, the powerful character can take the hit 
taking little or no damage but leaving the weakling unharmed when it could 
easily be defeated. Just beware of counterattacks though. Special skills and 
magic cannot be countered. Of course, if that character goes on an invinciblity 
panel, then there's no need for that strong character to come out.

After moving the "no lifting" geo symbol to the correct color, move all other 
geo symbols following the usual method for level 1 and set off the color chain 
like you do in the level 1 setup. Here's the layout after all this is done:

       Nu    Nu    Re    Nu    Bl    Nu    Gr    Bl   *DG*
      *Al*                    *Al*              /Re\  *En*

       Re    Gr    Nu    Nu    Nu    Bl   *OB*  *OB*   Re


             Nu    Bl   *MR*   Gr    Nu   *OB*  *OB*   Nu


             Nu    Re    Nu    Nu    Gr    Re    Nu


       Gr    Bl    Nu    Bl    Nu    Nu    Nu    Nu


       Nu    Nu    Nu    Nu          Nu    Bl
      *Al*

       Nu    Re    Nu                      Nu


 Nu    Bl   *BP*   Nu    Nu          Nu    Re
      /Gr\

 Bl    Re    Nu    Gr    Nu    Re    Gr
      *Al*                    /Nu\

       Nu    Bl    Nu    Gr    Nu    Nu


If you can master levels 3 and up (1 and 2 are the basics and don't really 
count) 10 times each you can call yourself are a true geo master. 
Congratualations!






 _____    ___    ___     _   ____     ___    ___   ___   _____   _____   _____
|  _  \  / _ \  |   \   | | |  _ \   / _ \  |   \ /   | |_   _| |___  | |  ___|
| |_| | | |_| | | |\ \  | | | | | | | | | | | |\ V /| |   | |      / /  | |__
|  _ <  |  _  | | | \ \ | | | | | | | | | | | | \_/ | |   | |     / /   |  __|
| | | | | | | | | |  \ \| | | |_| | | |_| | | |     | |  _| |_   / /__  | |___
|_| |_| |_| |_| |_|   \___| |____/   \___/  |_|     |_| |_____| |_____| |_____|

     ##############################################
 ####                                              ####
# 5  Randomizing geo symbols and geo panels **050000** #
 ####                                              ####
     ##############################################

In the item world, pretty much everything is randomized. This guide will only 
cover the randomizing of the geo symbols and geo panels. The process of 
randomizing consists of 7 steps - the number of geo symbols to be present, the 
group of geo symbols to use, which specific geo symbols to use, which geo 
symbols will move on their own, how many colors to use for geo panels, the 
density of geo panels, and the randomization of the geo panel colors.



 ---------------------------------
| 5.1  Important notes **050100** |
 ---------------------------------

Without being able to look at the game's programming, I can only determine 
these aspects with close observation. It is very difficult, if not impossible, 
to determine some parts at the deepest level of detail on this front and thus, 
as a consequence, some of these details may not be entirely accurate. Being a 
game programmer myself, I do have knowledge in knowing how to go about 
accomplishing certain behaviors or effects. Logically, the randomization must 
start after the terrain is generated. This routine does make sense and fits the 
observations well. Probabilities are the main uncertainty I have. If you find 
any discrepencies or incorrect statements that differ from what you're seeing, 
E-mail me and let me know (see the legal section below for details on 
contacting me). Please do not relate to the PSP version of this game - this 
version and the original PS2 version are not the same thing. This guide is for 
the PS2 version. Most of my experience comes from Disgaea 1 (of which has 1200 
hours of play compared to only 300 at Disgaea 2). Disgaea 2 appears to use the 
same rules so the experiences with Disgaea 1 are still valid. The addition of 
several new geo symbols and another group is really the only difference.



 -----------------------------------------
| 5.2  Randomizing geo symbols **050200** |
 -----------------------------------------

The process of randomizing the geo symbols uses the first 4 steps.

Step 1: Number of geo symbols
There can be anywhere from 0 to 6 geo symbols on a given map. From what I can 
tell, each quantity has an equal chance of occurring. Thus, there is a 1 in 7 
chance that you won't see any geo symbols at all. This explains why geo symbols 
are so common in the item world. When 0 is determined through the game's 
randomization function, no geo symbols or geo panels are present at all and 
every other step is skipped. Afterall, what's the point of having geo panels 
without geo symbols? Except with floors where enemies are at a very high 
density, the order of the colors is always the same: null, red, green, blue, 
yellow, and magenta. The more geo symbols that are to be present, the further 
down this list they'll be. On the high-enemy-density floor type, the colors are 
actually randomized but only one unique color is allowed. I'm not entirely sure 
if this is the behavior in Disgaea 2 though. It's a fairly rare setup and I 
tend to destroy the geo symbols before I get a chance to investigate.

Step 2: The group of geo symbols
Geo symbols, as explained in section 3, come in 6 different groups. It also 
appears that each group type has an equal chance of occurring meaning that 
there is a 1 in 6 chance you'll get the useful bonus group and a 1 in 6 chance 
of the dangerous enemy-helping group.

Step 3: Determine the specific geo symbols present
Each group type only uses certain geo symbols. The bonus group always has "EXP+
50%" and/or "HL+50%" present. The damage group only uses "damage 20%" geo 
symbols, which is why they tend to come in great quantities. When the random 
group is chosen, any of the game's 37 geo symbols can be used, chosen with 
equal chance. This step is repeated as many times as there are geo symbols. 
Thus, if 5 geo symbols are to be present, this step is repeated 5 times.

Step 4: Setting which geo symbols will move
This is a new feature in Disgaea 2 and thus, I lack details on this front at 
the moment. From what I do have, however, it appears that there is a 20% chance 
that a given geo symbol will be given the ability to move on its own.

 ----------------------------------------
| 5.3  Randomizing geo panels **050300** |
 ----------------------------------------

The process of randomizing the geo panels uses the last 3 steps.

Step 5: Total geo panel colors
From what I can tell, there is a 50% chance that the total number of geo panel 
colors will match the number of geo symbols. I'm not entirely certain on this 
probability though. If not, then the number of colors is randomized from 1 to 
6.

Step 6: Geo panel density
Some floors have otherwise every panel affected by geo panels and others have 
very few panels that are geo panels. This hints to a density factor being 
determined. The probability that a panel will become a geo panel, when geo 
panels are to be present, appears to be X in 255 where X is a random number 
from and including 32 to and including 255.

Step 7: Geo panel color determination
This step has 2 parts. The first part is to check to see if the panel will 
become a geo panel at all, based on the density. If it will, then the color is 
determined through yet another random number. This random number is a value 
from 1 to however many geo panel colors there are to be. If the panel will not 
become a geo panel, then the second part is skipped.






 _____          ___           ___
|  ___|        / _ \         / _ \
| |__         | |_| |       | | | |
|  __|        |  _  |       | | | |
| |      _    | | | |  _    | |_| |_   _
|_|     |_|   |_| |_| |_|    \______| |_|

     ########################################
 ####                                        ####
# 6  Frequently Asked Questions (FAQ) **060000** #
 ####                                        ####
     ########################################

Here are some questions that may be (or have been) asked involving this. If you 
have any questions you'd like to ask, see the question at the bottom.



Q. If you haven't advanced the story beyond chapter 1, how do you know of the 
existence of "no entry"?
A. You'll see it in Cave of Ordeals 3 (Cave of Ordeals is unlockable after some 
time). Here, you'll see the path split in 2. One side prevents the use of close 
combat and the other prevents the use of ranged attacks. Separating these down 
the middle is "no entry". This geo symbol is also present in Cave of Ordeals 5 
(I had to quit and reload realizing that I had no way to clear it because I 
didn't have 2 characters that could throw 6 panels). Experiences in Disgaea 1 
have provided me with the most information about it.

Q. Why haven't you advanced the story?
A. I'm not the kind of player who plays RPGs for their stories. I play for the 
mechanics and extreme powerleveling. By the time I began advancing Disgaea 1's 
story, over a year later, I was doing 20 million damage to every boss in the 
game, with a few cases of Uber Prinny Baal thrown in. The more extreme I can 
obliterate bosses, the more entertaining it becomes to me. I don't intend on 
advanding Disgaea 2's story until I'm well into doing 8-figure damage 
consistently, like with Disgaea 1, and this may be another year down the road.

Q. If the game provides only vague or unclear descriptions on certain geo 
symbols, like fusion or encroach, how do you know what they do to great degree 
of detail?
A. Observations. Observe carefully and you can learn a lot.

Q. What's this clone wars thing you keep mentioning?
A. Clone wars involves endlessly defeating clones, usually high level clones, 
to level up, gain mana, gain skill mastery, gain weapon mastery, and obtain 
massive amounts of HL. There are numerous advantages to clone wars. The only 
disadvantage is that seeing the right geo symbols in the first place is rare. 
The perfect setup involves 1 clone geo symbol, 5 exp+50% geo symbols, and a 
small area map where, turn after turn, for every clone that appears, it can be 
defeated. This setup allows level 9999 to be reached in only 1 1/2 hours. 
Unfortunately, the odds of it happening are beyond astronomical - about 1 in 
250 billion for Disgaea 1 (it's even less in Disgaea 2 because the geo symbols 
cannot move and with the greater quantity of them, even less yet). A good 
minimum that I prefer is 1 clone and 1 exp+50% or 2 clones. Later on, this may 
increase to 3 qualifying geo symbols, such as 1 clone and 2 exp+50%, 2 clones 
and 1 exp+50%, or 3 clones. The more clone geo symbols you have, the better the 
setup is for magic-users. The more exp+50% geo symbols you have, the better is 
it is for physical fighters. A huge range will greatly accelerate clone wars's 
effectiveness since, with a long range, it's easier to attack and defeat the 
clone that appears - you don't have to wait for movement or attack animations 
and eventual counterattacks. A high number of counterattacks will also further 
improve the effectiveness of clone wars putting fist users at a great 
advantage. With 250 hours of play, I've already got more than a quarter 
trillion HL. Only 500 hours into Disgaea 1 and I maxed the HL at 10 trillion, 
experiencing a bug with it (I'd have 30 trillion by now if it didn't max out.). 
These 5 videos explain how to set up clone wars (in Disgaea 1):

Part 1: http://www.youtube.com/watch?v=cpNVY9s4sy8
Part 2: http://www.youtube.com/watch?v=nHM4pRHkAJ8
Part 3: http://www.youtube.com/watch?v=iofBvVfyazM
Part 4: http://www.youtube.com/watch?v=McK64iQ5d20
Part 5: http://www.youtube.com/watch?v=yJYpt2gV4QY

This video has clone wars in action in Disgaea 2, using the island effect:

http://www.youtube.com/watch?v=EutVYfy5TEU

The malchidael is a much better alternative than the aegis knight for exp, but 
since it has special skills, it's not a reliable choice outside the island 
effect. The top rank majin class (I've only seen these in the item world since 
I don't have access to them.) is the best of the best for having clone wars any 
time, anywhere. and I'm looking for a character class (that the game provides 
me access to) that doesn't have special skills. Characters without special 
skills (weapon-specific special skills are an exception - just unequip the 
weapon or steal it) are a must for clone wars in Disgaea 2, since characters 
with special skills only waste time and are more dangerous. Since special 
skills cannot be countered, this is even more troubling.

The perfect setup for clone wars is having 1 "clone" geo symbol along with 5 
"exp+50%" geo symbols laid out like this (using a spear with a 5-panel attack 
radius):

                               Re


                         Re    Re    Re


                   Re    Re    Re    Re    Re


             Re    Re    Re    Re    Re    Re    Re    Re    Re
                                                      /Nu\  *En*

       Re    Re    Re    Re    Re    Re    Re    Re    Re    Re
                                                            /Re\

 Re    Re    Re    Re    Re    Nu    Re    Re    Re    Re    Re    Re
                              *Al*                                /Gr\

       Re    Re    Re    Re    Re    Re    Re    Re    Re    Re
                                                            /Bl\

             Re    Re    Re    Re    Re    Re    Re    Re    Re
                                                      /Ye\  /Ma\

                   Re    Re    Re    Re    Re   *BP*  *DG*


                         Re    Re    Re    


                               Re


Effects present (random group):
/Nu\ - Clone
/Re\ - EXP+50%
/Gr\ - EXP+50%
/Bl\ - EXP+50%
/Ye\ - EXP+50%
/Ma\ - EXP+50%

With a setup like this, every time a clone appears, you can always attack it 
without any risk of attacking the geo symbols. The lone enemy trapped by geo 
symbols is to allow the clones to appear. The null space in the middle is for 
the ally's safety, of which takes only 6 seconds per turn in Disgaea 1, 7 
seconds per turn in Disgaea 2. Each argus clone in Disgaea 1 is 4.2 million EXP 
(without statisticians) making it possible to go from level 1 to 9999 in only 
7778 seconds (calculated estimate; just over 2 hours). In Disgaea 2, a level 
9999 malchidael clone gives about 4,955,458 exp (calculated estimate based on a 
level 3190 malchidael giving 6,323,797 as a normal enemy). That's about 18% 
more meaning that, it's just as fast (if only the turn banners didn't display 
for so long and could be shortened).

Q. Geo symbols keep moving! How am I supposed to maximize color chains when 
this happens?
A. This is an annoying feature in Disgaea 2 that makes me stay off geo panels 
any time dangerous ones are present (such as damage 20%, critical, etc.) that I 
can check (simply lift the geo symbol and see if the rabbit-like thing is 
present underneath). The only way to combat this is to take out more than one 
character or repeatedly end your turn until these geo symbols move to the 
correct colors. Throwing them on islands will also help, along with trapping 
them with your own allies or deep pits.

Q. I can't reach a geo symbol because it's on an island with no place to throw 
to or the dimension gate, etc. is in the way. How can I maximize the color 
chain in this case?
A. This will happen. It's rare, but it will happen. If you are a true geo 
master, you should be able to figure this out.

Q. There is only one color present and an invincibility geo symbol. How I can I 
maximize the color chain here?
A. Unlike Disgaea 1 where you can simply throw the annoying invincibility geo 
symbols at an enemy or throw an enemy on the geo symbol to destroy it, you'll 
have to move the invincibility geo symbol off of the geo panels. You'll have to 
sacrifice the color chain size though.

Q. There's a legendary rank 39 item on the bonuses that I finally found, but I 
can't get it because there aren't enough geo symbols. Any ideas?
A. There are 3 ways. The first works in all circumstances - take out several 
characters who can cast spells like "blind", "mind break", etc. and endlessly 
cast them on the lone enemy or even a geo symbol. Attack+1 effects will 
seriously hasten the accumulation of bonuses. This will create a huge combo 
count and will fill the bonus gauge. This method also works when there are no 
geo symbols at all. The second method, best when you're close, is to attempt 
the use of "geo change". This may not always work though. The third method 
works if you have a "clone" geo symbol present - deliberately let clones 
accumlate and defeat them. That bonus gauge will fill up very quickly.

Q. Do you have any YouTube videos explaining this?
A. Only for Disgaea 1 at the moment (this is the first of 12 segments - they 
aren't entirely correct as there are a few mistakes, but close enough for the 
most part):

http://www.youtube.com/watch?v=6vY9DtuPkZA

Q. Wouldn't a case of having several "enemy boost x3" geo symbols be considered 
as a higher level than 1?
A. No. The level is based not on enemy difficulty, but the difficulty of maxing 
out the chain and claiming the big bonus boost when you get it.

Q. Are there any details you would like to know for adding?
A. Several things. The points system for the bonus gauge, the actual bonus for 
the "all clear" (I'm close, but it doesn't always check out), and perhaps, a 
few others I can't recall at the moment.

Q. I see a mistake or omission in this guide. Will you fix it and when?
A. If you spot a mistake in this guide, let me know (see the "contacting me" 
section) and I'll fix it once I get my mind set at doing so.






 _       _____    ____    ___    _
| |     |  ___|  / ___|  / _ \  | |
| |     | |__   | |  _  | |_| | | |
| |     |  __|  | | | | |  _  | | |
| |___  | |___  | |_| | | | | | | |___
|_____| |_____|  \___/  |_| |_| |_____|

     ###################
 ####                   ####
# 7  Legal stuff **070000** #
 ####                   ####
     ###################

Legal stuff - it can be boring, but it's very important.



 -------------------------------
| 7.1  Contacting me **070100** |
 -------------------------------

If you have questions, comments, suggestions, or found an error, E-mail me at 
"ulillillia (symbol with a small a inside) hotmail spec com". The E-mail is 
"encrypted" to help prevent spam bots from picking it up and delivering dozens 
of spam messages. I check my E-mail once every 25 2/3 hours, occasionally twice 
a day 12 hours later, so you can expect a response within 36 hours (it's 
usually within 27 hours), provided there's something to comment on. The 
exception is if I'm unable to get online for some reason, though this is rare. 
In order of most common to the least common, this is due to: I'm on vacation 
without access to a computer, I get extremely involved a game and forget about 
my daily check, or my ISP is down for extended time (e.g. having major 
technical issues). The latter 2 cases are often combined.



 ---------------------------
| 7.2  Copyright **070200** |
 ---------------------------

This document is copyright (C) 2010 by ulillillia. It may not be placed on any 
Web site outside GameFAQs, my own at www.ulillillia.us, neoseeker.com, and 
supercheats.com. This guide may be printed, but only for home, non-commerial-
use. Commercial use is commercially printed strategy guides, magazines, 
printing it and selling it for profits, and the related.



 -------------------------
| 7.3  Credits **070300** |
 -------------------------

Credits go to several sources:

*  This document was made by ulillillia.
*  This addicting and interesting game was created by Nippon Ichi Software.
*  Paladin_Breaker for providing me the details on how elemental-defense-
adjusting geo symbols affect the casting of elemental spells.



 ---------------------------------
| 7.4  Version history **070400** |
 ---------------------------------

Version 1 - Initial release
Version 1 is the initial release, detailing the most obvious elements needed to 
be covered.

Version 1.1 - Several new adjustments:
*  Evade is actually a part of the defensive group.
*  I forgot about "mana+50%", "move+1", "move-1", and "silence".
*  I forgot about elemental resistence also affecting the amount of damage 
elemental attacks do. Thanks to Paladin_Breaker for reminding me and giving me 
details on this little-known aspect to me. I otherwise never use elemental 
attacks, always star spells, so it's otherwise unknown to me. With enemies 
being immune to certain elements, elemental magic just doesn't seem worth it to 
me.
*  48x48 is the highest grid size present, not 32x32 (the limit in Disgaea 1).
*  Replaced the clone-wars-related video for Disgaea 2 with something much more 
up to date.
*  Added in several ASCII maps to better illustrate things.
*  Added details on how the randomization works (to the limit of what I can get 
from close observation).