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    Walkthrough by Leyviur

    Updated: 04/27/10 | Search Guide | Bookmark Guide

    Disgaea: Afternoon of Darkness FAQ & Walkthrough by Leyviur      v 1.00
    This walkthrough may only be used for personal use, and may be used
    electronically as long as it remains unaltered. Latest updates of this
    FAQ can be found at GameFAQs (http://www.gamefaqs.com). This guide is
    copyright Abraham Liu. Please do not repost it without permission; if
    you ask, I will likely consent, so please spare the five seconds needed
    to ask!
          Send any questions, comments, corrections, or death threats to
    Last update was on Sunday, August 24, 2008.
    Table of Contents
    1. Introduction                                                 [DHInt]
    2. Gameplay Mechanics                                           [DHMec]
    3. Characters/Classes                                           [DHCha]
    4. Walkthrough                                                  [DHWlk]
       Chapter  1                                                   [DHC01]
       Chapter  2                                                   [DHC02]
       Chapter  3                                                   [DHC03]
       Chapter  4                                                   [DHC04]
       Chapter  5                                                   [DHC05]
       Chapter  6                                                   [DHC06]
       Chapter  7                                                   [DHC07]
       Chapter  8                                                   [DHC08]
       Chapter  9                                                   [DHC09]
       Chapter 10                                                   [DHC10]
       Chapter 11                                                   [DHC11]
       Chapter 12                                                   [DHC12]
       Chapter 13                                                   [DHC13]
       Chapter 14                                                   [DHC14]
    5. Version History                                              [DHVer]
    6. Credits                                                      [DHCre]
    I. INTRODUCTION                                                 [DHInt]
    Disgaea is a great SRPG that has some unique gameplay ideas and
    some great characters. Its release on PSP means that it can now be
    played on the go, which is great because it's an excellent game.
    I noticed a dearth of Disgaea PSP FAQs so I decided to contribute my
    own version.
    II. GAMEPLAY MECHANICS                                          [DHMec]
    Disgaea is a grid based SRPG. It's much like a RPG game crossed with a
    chess board. Each character can be controlled and placed on a square
    and be ordered to attack enemies (or allies if desired) on another
    square within their range. However, Disgaea has a few different ideas.
    First is the Geo Panel system. In many stages there will be colored
    squares on the field, allowing for a multitude of different effects,
    such as recovery (which will heal any unit on the corresponding square)
    or damage (which is the opposite). These squares will help or harm
    your battles and are pivotal in order to achieve success.
    III. CHARACTERS/CLASSES                                         [DHCha]
    The main character of Disgaea, he has great all around stats and high
    proficiency in Swords. He has quite a few powerful attacks and he'll
    serve as your primary attacker for most of the game. His unique skills
    are as follows:
    Level 5: Blazing Knuckle
    Deals powerful fire damage to units around Laharl.
    Level 20: Overlord's Wrath
    Deals powerful non elemental damage in a plus shape in front of Laharl.
    Level 50: Meteor Impact
    Powerful damage for two panels in front of Laharl.
    A decent unit who has a great proficiency in spears. She has some
    decent unit specific attacks, but for the most part you'll be utilizing
    her spear attacks as much as possible.
    Level 5: Prinny Raid
    Decent damage, ranged attack.
    Level 20: Sexy beam
    Hits the area surrounding Etna for minimal damage
    Level 50: Chaos Impact
    Hits a unit in front of Etna for decent damage. Ranged attack.
    Flonne is great with a bow or a staff, with mages under her tutelage,
    mainly so she can leech spells from them. If you input the time
    required, Flonne can be an unstoppable unit. Though she lacks excellent
    proficiency in any one area, she has great proficiency in many
    different things, so she's quite a versatile character.
    Level 5: Power of Love
    Incredibly useful, this heals all units surrounding Flonne. Excellent
    for regrouping after a particularly tough skirmish.
    Level 20: Holy Arrows
    Decent ranged damage, but nothing that can dwarf Laharls abilities.
    Level 50: Divine Ray
    Again, nothing too special, but a plus shaped attack in any direction
    has its uses, and it does great damage, too. Sucks SP a bit too much
    for its output though.
    IV. WALKTHROUGH                                                 [DHWlk]
    Chapter 1                                                       [DHC01]
    Battle 1
    Enemies: Lv. 1 Ghost x 3
    You have Prinny helpers for this battle, so you shouldn't be in any
    danger of losing. However, I would advise you to use Laharl and Etna
    as much as possible because they'll make up the bulk of your offensive
    force for much of the later game. The Ghosts are easily dispatched,
    so you should be able to get through by just using Laharl and Etna.
    Battle 2
    Enemies: Lv. 2 Hobbit x 1
             Lv. 1 Ghost  x 4
    This level explains how to lift and toss characters and enemies, which
    is a valuable tactic to use at certain points in the game. Again, the
    enemies here are pushovers so you should have no real problems here.
    Battle 3
    Enemies: Lv. 2 Habbit x 1
             Lv. 1 Ghost  x 5
    In this map you'll learn about Geo Panels. It is rather easy here to
    kill all the enemies quickly and efficiently, so I'd recommend strongly
    to do some training and level up once or twice here with numerous
    replays. In addition to this, using the Geo Panels to defeat the
    enemies garners you small bonuses after battle. In the long run, this
    is a negligible reward but for this chapter, it's invaluable in the
    maintenance and upkeep for your party.
    Battle 4
    Enemies: Lv. 2 Red Skull x 1
             Lv. 2 Hobbit    x 2
             Lv. 1 Ghost     x 6
    There are now two Geo Symbols. One with Enemy Boost x 3, and one with
    EXP + 50%. You'll want to destroy the Enemy Boost x 3, because this
    will damage the enemies standing on the respective panels. Afterwards,
    throw the EXP + 50% onto the remaining geo panel so that enemies you
    kill that are standing on the respective panels will give you a 1.5x
    experience boost.
    Hopefully you have created some characters by now because you'll want
    to send them in to hammer the Ghosts that are coming out of the
    castle. With Laharl and Etna acting as support, have them clear out
    the Ghosts, then the Hobbits, then the Red Skulls. Hopefully you'll
    be able to do this quickly and efficiently, as you'll want to spend a
    bit of time here leveling your characters (preferably to around level
    4 or so).
    Battle 5
    Enemies: Lv. 3 Brawler x1
             Lv. 3 Warrior x1
             Lv. 2 Hobbit  x4
             Lv. 1 Ghost   x4
    The Geo Panels here give a bonus of DEF + 50% and Attack + 1,
    respectively. Do everything you can to lure enemies away from these
    panels - if you're worried about your main fighters taking a beating,
    have your prinnies lure the enemies off of the panels you want then
    plant your characters onto them so that when the prinnies die, your
    characters can remain stationary and let the enemies come to them.
    The biggest threats here are obviously the brawler and warrior, as
    they have more powerful attack capabilities than the Hobbits and Ghosts
    put together. As a result you'll want to focus most of your attacks on
    them to get them out of the way before turning your attention to the
    monsters. Because your characters only gain experience for actively
    killing an enemy, your Cleric (or healer) character will need to
    participate in combination attacks with other characters to defeat
    the enemies, otherwise they'll end up horribly underleveled.
    You'll want to level up a bit more here, I leveled up to around level
    8 for Laharl and Etna, and about level 5 - 6 for my generic soldier
    characters, but that took a while, so having levels 5 - 6 for all your
    main fighters should be the least you aim for, as the following battles
    wil be incredibly difficult, especially the final battle for Chapter 1.
    Battle 6
    Enemies: Lv. 4 Red Mage x1
             Lv. 4 Warrior  x1
             Lv. 4 Archer   x2
             Lv. 3 Boggart  x5
             Lv. 2 Ghost    x1
    Because of their long range, the Archers are probably the strongest
    and most dangerous opponents here, with the Red Mage as a near second.
    Start by killing the Boggarts near you after destroying the Geo Crystal
    as the 40% recovery will most likely end up benefiting your enemies
    much more than yourself. The archers may start to notice you while you
    are hammering the Boggarts, so send out some prinnies while your main
    fighters retreat to draw the archer's fire. If you can manage to get
    the archers within movement range of your normal fighters, gang up
    on them and start focusing all your attacks on them. Doing so will
    most likely eliminate the threat they pose and most likely assure you
    victory, assuming your characters are leveled adequately. Doing so will
    still not leave you out of the woods yet, as you still have the Red
    Mage to deal with. Focus your attention on the mage first, then turn
    to the lone Warrior, and this map will be over.
    Battle 7
    Enemies: Lv. 6 Mid-Boss   x1
             Lv. 4 Warrior    x2
             Lv. 4 Archer     x1
             Lv. 4 Green Mage x1
             Lv. 3 Boggart    x5
    This is an incredibly difficult fight, even when you're over leveled.
    I hope you have trained your party well (mine was at an average level
    of 9 - 10), because this battle will be sure to test your patience.
    First of all, destroy the nearby Geo Crystals because they have effects
    of Enemy Boost x 6 (!!!) and Attack + 1, which will make your day
    incredibly unpleasant if they're allowed to be used by the enemy. For
    this battle a luring strategy is needed - this entails luring enemies
    one by one to your entourage of fighters to kill them, one by one. This
    may take a while, but it is safe. Thankfully, you can do this without
    too much trouble; stick to normal attacks for the normal enemies and
    don't try to blitzkreig your way into the fight.
    Once the normal enemies are gone it's time to take on Mid-Boss. What
    you want to do here is to use exclusively special attacks while trying
    to lure him into attacking your more useless characters (like Prinnies)
    with his powerful attacks. Refrain from lining up your characters or he
    will also use his special attack, which WILL kill someone. The reason
    you need to use special attacks is because he has the ability to
    counterattack, potentially killing your characters with a reprisal;
    this is incredibly bad, obviously. Have your characters use their
    weapon skills (Hurricane Slash is an invaluable tool in this).
    Hopefully Mid-boss will be unable to defend against your onslaught. If
    not it just means you have to grind a bit more. With his defeat the
    battle (and chapter) will end.
    Chapter 2                                                       [DHC02]
    Battle 1
    Enemies: Lv. 4 Cleric x1
             Lv. 4 Archer x2
             Lv. 4 Zombie x5
    This is an incredibly easy battle, compared to the previous one, and
    also very, very easy to gain exp, which is good. Start by slaughtering
    the zombies, which give a great amount of experience for a miniscule
    amount of work.
    The problem is the three soldier units on the pillars, which you'll
    want to throw your characters onto in order to kill them. If you have
    archers or mages, you can just stand at the bottom and hurl spells and/
    or arrows at them, but it's much easier to just pummel them.
    Battle 2
    Enemies: Lv. 4 Zombie x9
    With no real threatening enemies here, this battle is incredibly easy
    and you can reliably kill off all the enemies here, very easily, and
    earn quite a few levelws in the process. To make the process go faster
    you can use fire spells against the zombies; all the enemies in this
    chapter are weak to fire, so you can rely on fire spells and lay waste
    to almost all the battles here.
    Battle 3
    Enemies: Lv. 7 Gremlin x1
             Lv. 6 Imp     x4
             Lv. 4 Zombie  x6
    Again, the enemies here are pretty much pushovers; most monsters are
    generally completely useless, with a few exceptions, and thankfully
    none of those exceptions are here. You can kill off the zombies first
    and by the time you've finished them off the Imps will be in range.
    The one enemy here that may give you the slightest amount of trouble
    is the Gremlin, and even then it's not too bad. Again, you can level
    quite a bit here, but the enemies that give you experience won't be
    too numerous by now.
    Battle 4
    Enemies: Lv. 8 Dragon  x1
             Lv. 7 Gremlin x2
             Lv. 6 Imp     x3
             Lv. 5 Angel   x1
    Why is Flonne (NIN NIN! <3) the weakest of the enemies if she's the
    one who summoned them? Weird. Anyway, this is nowhere near as difficult
    as the Mid-boss fight.
    You'll want to bum rush the 3 imps and 2 gremlins near your deployment
    panel. Strike from various sides and destroy them quickly. You'll want
    to minimize your special attack use, as the dragon will become your
    main focus after offing the imps and gremlins.
    Once the imps and gremlins are out of the way, run up and hit Flonne
    with your strongest attack (preferably hurricane blade, if you can
    get the dragon in the field of effect it'll be even better). Flonne
    should go down with one strike, while the dragon will get all pissy
    and start coming after you. It is at this point you'll want to gang
    up on the dragon with all your fighters and use all your strongest
    attacks to take him down.
    This fight shouldn't pose too much of a problem, especially if you
    have a fire spell-capable mage in your party.
    Chapter 3                                                       [DHC03]
    Before you can start this chapter you'll need to fight through the item
    world until your equipped item is at least level 10. In any case,
    since the item world is composed of entirely random layouts and enemies
    there's no real strategy I can give you. However, you should be able to
    get through ten levels (the requirement for the chapter) fairly easily.
    Battle 1
    Enemies: Lv. 7 Pugilist x1
             Lv. 6 Pugilist x1
             Lv. 5 Brawler  x7
    Some of the brawlers here are fighting with bows. This is unwise. In
    any case, this battle is incredibly easy. Your characters are rather
    beefed up (plus you have a level 10 item on Laharl), so you can make
    short work of these enemies.
    Battle 2
    Enemies: Lv. 9 Priest    x1
             Lv. 8 Manticore x1
             Lv. 6 Pugilist  x8
    I hope you have a scout by now, because there is a line in the middle
    of the battlefield that won't let you cross it until you destroy the
    Geo Crystal. With a scout you can shoot across and damage the enemies
    on the other side, who also have projectile attacks. First though, you
    will want to kill off the Pugilists near your Deployment Panel. They're
    just pugilists and they're rather weak, so you can make short work of
    After you've taken care of them have your fighters make their way to
    the Geo Crystal, while your Scout takes pot shots at the enemies on the
    other side. Once the crystal has been destroyed, have your other
    fighters run to the other side and bum rush the remaining enemies.
    Battle 3
    Enemies: Lv. 10 Pugilist x1
             Lv.  7 Pugilist x4
             Lv.  6 Brawler  x1
             Lv.  4 Brawler  x15 
    Considering your current level, it shouldn't matter how many low level
    Brawlers the game throws at you; you should be able to deal with them
    incredibly easily. Lots of these brawlers come in groups or lines, so
    you should be able to take multiple units out with a single attack.
    With your first turn you should be able to off anywhere from six to
    nine brawlers, and by now the others will have noticed your presence,
    so they'll start moving forward. When they're in range, crush the rest
    of the brawlers and move forward to kill the Pugilists. All in all, it
    should be no real problem.
    Battle 4
    Enemies: Lv. 12 Rich Demon   x1
             Lv. 10 Pugilist     x2
             Lv. 6  Wall of Meat x6
    Right at the start you'll want to send out your heavy hitters and start
    making short work of the Walls of Meat. Within your first turn they
    should be dead. Next you'll want to work on the Pugilists and try to
    conserve some energy for your abilities. once the Pugilists are out of
    the way, it's time to start on the section boss. He has rather high
    attack and a generous amount of special attacks.
    Start a dogpile on him and don't stop. Considering he has one move per
    turn just like every other unit, worst case scenario he can only off
    one character per turn. With a constant barrage of your strongest
    attacks, he should last more than three or four turns, tops. With his
    defeat the chapter ends and you gain a new ally.
    Chapter 4                                                       [DHC04]
    Battle 1
    Enemies: Lv. 12 Killer Armor x1
             Lv. 11 Decoy        x2
             Lv. 9  Pumpkin      x4
    Considering the last chapter had you fighting through actual units, the
    return to fighting monsters again is nice. One thing to note, every
    enemy in this chapter is weak against ice. Another thing to note, there
    are experience x 100% squares on this map, so if you can lure the
    enemies here, especially the Killer Armor, it'll be a nice bonus to
    your characters' growth. Because the enemies in this chapter aren't too
    strong, it shouldn't be too difficult, and you can get some very nice
    experience with this stage.
    Battle 2
    Enemies: Lv. 12 Killer Armor x2
             Lv. 11 Decoy        x2
             Lv. 9  Pumpkin      x7
    The same as the last map, only with more enemies. The pumpkins will be
    grouped around you at the start, so begin by massacring them. Regroup
    and heal, then move forward and take out the decoys, which should pose
    no real threat. By this point the Killer Armors will be moving toward
    you but they can't move very far at once so let them move into range
    then start pummeling them. They have pretty strong special attacks so
    don't waste any time throwing everything you have at them.
    Battle 3
    Enemies: Lv. 14 Nightmare    x1
             Lv. 12 Killer Armor x2
             Lv. 11 Decoy        x5
             Lv. 9  Pumpkin      x5
    Okay, there's a Enemy Boost +50% here, which can make things terribly
    unpleasant. What you want to do is block the enemies from moving toward
    your position as you throw one of your units over to where the crystal
    is. Now, you can either destroy the crystal (keep clear of its effect!)
    or you can throw the other crystal down and it'll take off 20% of max
    HP from every unit per turn. Obviously using the damage crystal is the
    quicker method, but killing the enemies yourself nets you experience.
    Either way, this battle isn't too hard anyway. The Decoys and Pumpkins
    should be lambs coming to the slaughter by now anyway, and you already
    know how to deal with the Killer Armors. They pose a bigger threat than
    the Nightmare, arguably, mainly because there are two, which can 
    overwhelm you if you aren't careful. Just take them out one at a time,
    and focus your attention on the Nightmare.
    Battle 4
    Enemies: Lv. 17 Mid-Boss     x1
             Lv. 15 Mandrake     x1
             Lv. 14 Nightmare    x2
             Lv. 12 Killer Armor x4
    Every time this guy shows up, the battle gets hard. Anyway, you'll
    want to, like the first encounter, ignore Mid-Boss completely until
    the other enemies are dead. This area has a whopping FOUR Killer Armors
    which can make your day really, really bad. Lure them in one at a time
    and clobber them with some powerful attacks. Following this you should
    attack the Mandrake, as it can do more damage than both the Nightmares
    combined! AFterwards, you can take out the stragglers.
    Now, while you're doing this you'll notice that Mid-Boss will start
    moving towards you. Try to move away from him (or lure him into
    attacking a weaker unit as your sacrificial lamb while you regroup),
    and when you're healthy and able, start kicking his ass with everything
    you have. YOu'll want a safety margin for this battle: if any unit
    goes anywhere near 1/2 HP (start keeping tabs on your HP once it goes
    down to 3/4) you'll want to heal them quickly.
    With that, the chapter ends.
    Chapter 5                                                       [DHC05]
    Battle 1
    Enemies: Lv. 12 Imp x9
    Okay, you see the effects here? The one you want to take notice of is
    Ally Damage x 20%. This is crippling. As a result, you'll want to start
    by sending characters over to the crystal that has the effect. There
    will be three imps guarding it, so throw everything you've got into
    killing the enemies and destroying the crystal. Once that is gone, you
    will be pretty much set; the battle is basically a fight of attrition,
    and in order to negate that you'll need to take out one or both of the
    remaining crystals, as their combined effects are cutting damage output
    to 1/4. The enemies aren't that hard; the worst enemies here are the
    geo panel effects.
    Battle 2
    Enemies: Lv. 15 Ninja x1
             Lv. 15 Scout x2
             Lv. 12 Puck  x7
    Good lord.
    Now, you'll want to take out the Scouts as fast as possible so you have
    some time to set up your battle party. Have Etna and Laharl come out
    and start stomping on them with your strongest attacks. By the first
    or second turn you should have killed at least five of them, and you'll
    want to keep your characters away from the Scouts, because they have
    guns. Not cool. The Ninja will make its way toward you throughout the
    battle, and you should be able to kill it fairly easily. After it's
    gone you'll want to heal up and bum rush the Scouts with your stronger
    characters, quickly and efficiently.
    Battle 3
    Enemies: Lv. 14 Nekomata x3
             Lv. 14 Empusa   x5
    This map renders every character invincible, meaning you'll have to run
    over to the Geo Crystal and throw it off of the area. Before you do so
    though, try wasting the enemy SP by making them do special attacks, so
    they won't be able to use them against you later. Also, try to get some
    of them to surround your characters who can do area attacks. Once you
    toss the invincibility panel off, throw everything you have at them.
    Battle 4
    Enemies: Lv. 19 Demon Sire x1
             Lv. 16 Golem      x1
             Lv. 15 Lilim      x2
             Lv. 14 Empusa     x4
    Like most battles before this you'll want to wait and let some enemies
    come to you. First will be the Empusas and then the Lilims, and you'll
    be able to take them out with very ltitle effort. The main problem in
    this battle won't be the boss, but rather the Golem, who has some nasty
    attacks up its sleeve. The boss, to its credit, will be taking a long
    way towards your party and you can probably be able to off him with a
    variety of ranged attacks. Focus your heavy hitters on the Golem and
    the battle will be over before you know it, ending this chapter.
    Chapter 6                                                       [DHC06]
    Battle 1
    Enemies: Lv. 12 Boggart      x2
             Lv. 12 Dark Knight  x1
             Lv. 12 Decoy        x1
             Lv. 12 Gargoyle     x2
             Lv. 12 Ghost        x2
             Lv. 12 Golem        x2
             Lv. 12 Gremlin      x2
             Lv. 12 Hobbit       x2
             Lv. 12 Imp          x2
             Lv. 12 Killer Armor x2
             Lv. 12 Nightmare    x2
             Lv. 12 Man-Eater    x2
             Lv. 12 Puck         x1
             Lv. 12 Pumpkin      x2
             Lv. 12 Zombie       x2
    This battle is unbelievably easy; if you can't win this you shouldn't
    be playing the game anyway. The weak enemies will all bottleneck toward
    you, and you can pick them off at your leisure.
    Battle 2
    Enemy: Lv. 24 Demonslayer x1
    This battle is rather hard. First off, you'll want to upgrade your
    weapons and items before coming here. Then, as soon as the battle
    begins, have all your units blitzkreig her while your healers and
    Flonne support you. The enemy has a whopping 1300 HP and deals absurd
    amounts of damage, so you really need to throw everything you have at
    her; if you have a Star Skull, be sure to abuse it relentlessly.
    Battle 3
    Enemies: Lv. 16 Private Prinny x2
             Lv. 15 Private Prinny x3
             Lv. 12 Private Prinny x2
             Lv. 11 Private Prinny x1
             Lv. 10 Private Prinny x1
    This battle is a joke; just pick them up and throw them, and they'll
    all die. Yay, fireworks!
    Battle 4
    Enemies: Lv. 75 Alt. Overlord x10
    Unless you've cheated, you stand no chance. Let yourself wipe, and then
    your "friends" will take care of the overlords.
    Battle 5
    Enemies: Lv. 20 Prism Ranger x1
             Lv. 17 Man-Eater    x4
             Lv. 17 Puck         x4
             Lv. 17 Specter      x4
    Anyway, this map is probably the most infuriating map in the game, bar
    none. The reason for this is simple, and singular: Warp. The whole map
    is covered by a warp geo panel effect that teleports every unit to a
    random location every turn. As a result, whatever kind of formation
    you get will be a crapshoot. The enemies by themselves aren't too bad
    but considering you have gotten here by strategic planning, having your
    formation disrupted is a horrible thing.
    The individual enemies are rather easy so try focusing on one at a time
    (or as close as you can get to one at a time). When you've finished
    them off, the stage boss will be waiting, and he'll probably have
    messed you up during the battle somewhat fierce. Throw everything you
    have at him and hope you come out on the other side whole. Good luck,
    you'll need it.
    Battle 6
    Enemies: Lv. 22 Mid-Boss x1
             Lv. 20 Gargoyle x2
             Lv. 17 Puck    x10
    A Mid-Boss battle again? Jesus. Thankfully, this battle isn't as hard
    as previous encounters with him, though it'll still give you a run for
    your money. When the battle starts you'll want to throw everything you
    have at the Pucks around your deployment panel. You'll want to take out
    at least six or seven of them by the end of the first turn, so that you
    won't get overwhelmed when Mid-Boss and the Gargoyles start coming
    after you.
    The gargoyles will go down rather easily so long as you use area of
    effect attacks to damage both. Either way, once the normal enemies are
    gone it should be smooth sailing; Mid-Boss is actually a fair bit
    easier than he was in his previous incarnations. Once you finish him
    off, the chapter will end.
    Chapter 7                                                       [DHC07]
    Battle 1
    Enemies: Lv. 23 Ghoul   x1
             Lv. 20 Zombie x13
    This battle is incredibly easy; the enemies are weak and you get a
    copious amount of bonuses for killing them on Geo Effect panels. Use
    this stage as an opportunity to level up and gain some money.
    Battle 2
    Enemies: Lv. 26 Corpse x1
             Lv. 23 Ghoul  x2
             Lv. 20 Zombie x7
    Gah, I hate Enemy Boost panels. You'l have to go after the Null Symbol
    first, which is behind some enemies, so this will be difficult. Start
    throwing everything you have at it; if you're strong enough you'll be
    able to outlast the enemies and destroy the symbol, at which point you
    can take out the enemies at your leisure. Before you do, though, it's
    a difficult way and luck has to be on your side. Either that or you
    have to be absurdly strong.
    Battle 3
    Enemies: Lv. 20 Zombie x6
    Another really easy battle, although you have a hugely detrimental
    effect on your side and geo panels blocking your way with No Entry. So
    you'll need characters able to hit from long range to take out the geo
    crystals with the effects. Once you do the enemies will quickly follow.
    Battle 4
    Enemies: Lv. 26 Corpse x2
             Lv. 23 Ghoul  x5
             Lv. 20 Zombie x4
    You will see four single panels with beneficial effects. Park some long
    range characters onto these panels and go crazy; the enemies will
    likely wander into the panels with the detrimental effects and you'll
    end up slaughtering them.
    Battle 5
    Enemies: Lv. 27 Zombie x1
             Lv. 26 Corpse x3
             Lv. 23 Ghoul  x4
             Lv. 20 Zombie x4
    Not too bad of a map, IMO. You'll want to go in the general direction
    of where the enemies are gathered, and then form a wall with your
    strong characters while your weaker characters sit in the back to fling
    spells, bullets, arrows, and healing abilities. The zombies will mob
    you relentlessly but you should be able to take them out fairly easily.
    This map isn't too challenging, but it's still not a pushover. However,
    as the final map of a chapter, it's not too difficult at all.
    Chapter 8                                                       [DHC08]
    Battle 1
    Enemies: Lv. 27 Cyclops    x2
             Lv. 24 Man-Eater x10
    This battle is difficult as hell, mainly due to the DEF-50% added with
    the Enemy Boost x 3. Each wouldn't be so bad on its own but the two
    combined are brutal and effective in decimating your party. In any case
    don't even try to slug it out with the enemies until the Enemy Boost
    crystal is gone. In order to get to the crystals you'll need to stack
    up your characters in a sort of 'throw chain' so that you can get them
    to the crystals. You'll likely take a bit of time to destroy the 
    crystals so some of your units will inevitably get their asses kicked.
    Once the enemy boost effect is gone though, the battle becomes much
    more managable. Hopefully you still have a sizeable party left which
    you can use to defeat the enemies; without the enemy boost they're
    pretty wimpy, though the DEF-50% might still dog you.
    Battle 2
    Enemies: Lv. 32 Treant    x1
             Lv. 32 Oakrot    x1
             Lv. 32 Man-Eater x1
             Lv. 16 Treant    x1
             Lv. 16 Oakrot    x1
             Lv. 16 Man-Eater x1
             Lv. 8  Treant    x1
             Lv. 8  Oakrot    x1
             Lv. 8  Man-Eater x1
             Lv. 4  Treant    x1
             Lv. 4  Oakrot    x1
             Lv. 4  Man-Eater x1
             Lv. 2  Treant    x1
             Lv. 2  Oakrot    x1
             Lv. 2  Man-Eater x1
             Lv. 1  Treant    x1
             Lv. 1  Oakrot    x1
             Lv. 1  Man-Eater x1
    Thank God, this chapter doesn't get any harder. This battle is very
    easy, and you can probably chop your way through it without fail.
    Battle 3
    Enemies: Lv. 28 Battler   x14
             Lv. 28 Blue Mage  x2
    This place looks worse than it is. You have a huge number of battler
    units with a variety of weapons, but all in all they're actually
    pretty weak outside of the ones that wield axes, because they can
    use skull splitter, which is absolutely devastating.
    There will be a group of enemies that never move, so you can use
    some long range attacks to take them out easily.
    Battle 4
    Enemies: Lv. 33 Chernobog x1
             Lv. 30 Shade     x2
             Lv. 27 Nightmare x6
    This battle is pretty easy; the msot annoying part are the Nightmares
    which will start using long range attacks on your characters; keep
    them spread out and take care of the Nightmares. They're generally
    pretty weak, but they can be really annoying when you give them a
    chance to hit you with their long range attacks.
    The Chernobog and Shades are less annoying but can take a while to
    kill because of their high HP. Regardless, this fight isn't hard at
    all and you can probably manage it easily.
    Chapter 9                                                       [DHC09]
    Battle 1
    Enemies: Lv. 33 Dullahan x1
             Lv. 30 Nekomata x8
    This is a really easy map; as long as you have an ability that hits a 
    3x3 square grid, you can easily defeat most or all the enemies in one
    or two turns, and the exp they give aren't bad at all, so you can gain
    quite a bit of experience and some levels easily here.
    Battle 2
    Enemies: Lv. 33 Dullahan  x4
             Lv. 30 Nekomata x11
    The first thing you want to do is throw a No Entry Geo Symbol into the
    surrounding green area so you won't be attacked, otherwise the various
    enemies outside the area will ravage you. Now, you'll want to focus on
    the enemies inside this area while staying away from the outside
    enemies, because they have distance attacks. Once the enemies inside
    the area are gone, you'll need to attack the enemies outside the No
    Entry area with distance attacks. If you're feeling up to it you can
    try venturing outside and attack all of the enemies to finish the
    battle quickly.
    Battle 3
    Enemies: Lv. 36 Black Belt  x3
             Lv. 32 Pugilist   x10
    As the battle starts you'll want to get your units on top of the
    enhancement panels. Once you do it should be a simple matter because
    the various enemies are rather pathetic stats wise, especially after
    you've parked your units on enhacement panels. This battle mainly
    serves as a 'checkpoint' of sorts; if you can't win this battle rather
    easily it may be in your best interests to do some grinding so your
    characters are up to snuff.
    Battle 4
    Enemies: Lv. 34 Wraith x11
    This battle is rather easy. The wraiths are kind of stong magically but
    they crumble like paper in the face of powerful physical brawlers. So
    just take out your physical attackers and hammer them to oblivion.
    Battle 5
    Enemies: Lv. 38 Defender    x1
             Lv. 38 Super Robot x1
    This battle is really easy. The last one was easy, but this one is
    pathetic. Gordon is easy to take down; he has high HP but rather
    limited defenses. Thursday on the other hand, has high defense but low
    magical resistance, so bust out your magic users and he should go down
    with no real trouble. Victory in this battle ends the chapter.
    Chapter 10                                                      [DHC10]
    Battle 1
    Enemies: Lv. 34 Guardian x5
    You'll see here that a lot of the map has invincibility effect. However
    the bridges in the center are free, so you'll want to lure some enemies
    there to take care of them. The rest who won't move will have to be
    hit onto the bridges using something like Triple Attack (or
    Triple Strike, I forget the name) to hit them onto the bridges so you
    can kill them. Because you can't be killed this is mainly a war of
    attrition, so just keep at it.
    Battle 2
    Enemies: Lv. 40 Fafnir  x1
             Lv. 36 Dragon  x2
             Lv. 33 Brownie x1
             Lv. 28 Puck    x2
             Lv. 27 Puck    x3
             Lv. 23 Hobbit  x5
    This biggest problem for this fight will be the Dragon and Fafnir team,
    so send your strong fighters including Laharl to take them out quickly.
    Aside from this the only thing you have to be worried about is the
    Brownie, which has an irritating ability. You'll want to keep the
    healer of your group away from the enemies so you can heal any status
    ailment or HP damage that comes your way.
    Other than those points, though, this battle isn't bad at all.
    Battle 3
    Enemies: Lv. 40 Sentinel x1
             Lv. 33 Brownie  x4
    While this battle looks incredibly easy, the Sentinel is on a panel
    that basically makes it a huge threat. However, you'll be able to take
    out the Brownies in your way rather easily, and you can throw a -50%
    DEF crystal onto the panels to take down the Sentinel's high DEF.
    However, a better way would be to force him off the panel with an
    attack like Triple Strike which will knock it off the panel, then have
    one of your other characters stand on the panel and keep the Sentinel
    away from the boosting panels. Once this is done you can ravage him
    with your multitude of attacks, and it might take a while but you can
    take him down rather easily at this point.
    Battle 4
    Enemies: Lv. 35 Treant x12
    This battle is a complete joke. The Treants are wimpy as hell and they
    are sitting on EXP + 100% panels, which helps a lot. You can clear out
    this map quite easily and rack up some decent experience in the process
    too, so go crazy.
    Battle 5
    Enemies: Lv. 44 Mid-Boss x1
             Lv. 40 Fafnir   x2
             Lv. 31 Puck     x8
    The order of threats from smallest to greatest is this: Puck, Mid-Boss,
    Fafnir. Yes, the Fafnirs are more problematic than Mid-Boss this time
    around, because this is the easiest Mid-Boss battle so far. Don't try
    to take on the enemies in different groups, keep your characters in one
    large group and mob anything that come within your attack radius. You
    will want to focus on the Fafnirs and take them out quickly because the
    damage they do can be quite high, to say the least.
    While you're taking out the Fafnirs try using area or multihit attacks
    to hit the surrounding enemies with splash damage, so you can take out
    the Pucks as well. Once the battlefield is sufficiently empty you can
    mob Mid-Boss (who isn't that strong anymore) and end the battle, as
    well as the chapter.
    Chapter 11                                                      [DHC11]
    Battle 1
    Enemies: Lv. 38 Mandrake   x6
             Lv. 37 Star Skull x6
    Normally a battle with enemies like this would be a nightmare, but look
    at the formation of the enemies; this is pretty much dead-on for attack
    ranges of things like Winged Slayer and Lion's Roar, so take your best
    physical attackers and throw your best attacks at them; they should be
    gone within the first turn and with the EXP + 100% panels they're on
    you should be able to gain a nice amount of experience as well.
    Battle 2
    Enemies: Lv. 44 Rune Knight x1
             Lv. 41 Red Skull   x1
             Lv. 41 Green Skull x1
             Lv. 41 Blue Skull  x1
             Lv. 40 Scarecrow   x7
    The worst enemies here are the Skulls, who have insanely powerful spell
    attacks that can absolutely wreck your entire party in no time. As a
    result you'll want to approach this battle defensively. For the first
    turn have a character move out of the deployment panel so the Skulls
    will start coming down. Once they are in attack range, bring out all
    your characers and use your strongest attacks to overwhelm them; you
    should be able to take out AT LEAST one per turn, otherwise they'll
    destroy you.
    After the skulls are gone you have the Rune Knight and Scarecrows to
    deal with, which are actually rather easy compared to the skulls, so
    just throw everything you have at them and you'll come out on top.
    Battle 3
    Enemies: Lv. 43 Alp x12
    This battle has 12 Alps on panels that increase their abilities rather
    absurdly. The easiest way to win this battle is to take out one (or
    two if you're feeling daring) enemy per turn. The alps will never move
    and as such they can't attack you as long as you keep out of their
    attack range. This battle isn't actually too difficult, really.
    Battle 4
    Enemies: Lv. 45 Corpse       x3
             Lv. 43 Alp          x6
             Lv. 40 Scarecrow    x6
             Lv. 35 1st Defender x1
    Why is the boss in this level the weakest unit? Anyway, you'll see that
    this field is covered by a Enemy Boost x 6 effect (!!!). Because this
    effect will literally be the single thing that turns the tables of this
    battle, you'll want to get to the geo crystal as quickly as possible.
    The good thing about this map is that the Scarecrows can destroy the
    geo symbols in one hit when they're thrown at them, so just make a
    tower of characters and throw your team over to where the Geo Crystals
    are and then toss a scarecrow at the Enemy Boost crystal. This will
    destroy it an alleviate many of your problems.
    Even after this is done though, you're not out of the woods yet. The
    Alps on this map are incredibly powerful. Have the remainder of your
    forces go to where the Alps are and start taking them out one by one.
    Now, converge your two forces and take out the Corpses and Scarecrows,
    which by this point should be child's play. Finally, kill off the boss
    and you'll end the battle as well as the chapter.
    Chapter 12                                                      [DHC12]
    Battle 1
    Enemies: Lv. 48 Officer x1
             Lv. 44 Recruit x7
    Approaching this battle is really simple; the enemies here don't do
    anything special, and they'll just fire their guns at you. The only 
    thing that can cause problems is the Ally Damage 20%, which actually
    isn't that bad since you can finish this battle quicker than the
    damage can actually kill you.
    Battle 2
    Enemies: Lv. 44 Recruit x11
    The battle here is complicated by a Ally Damage 100% effect on some
    squares and a silence effect on others. Make a tower of characters and
    when you get near the Geo Symbol, throw a Recruit onto the Silence
    symbol to take it out immediately. From here on the battle gets rather
    simple; don't stand on any Ally Damage tiles and throw out your
    strongest attacks, and you should get through this with minimal damage.
    Battle 3
    Enemies: Lv. 48 Officer x2
             Lv. 44 Recruit x9 
    Here you'll have to deal with two different sets of effects, one type
    with Invincibility and Ally Damage 20%, and the other with Enemy Boost
    50%. You'll want to try getting to the other end and getting rid of the
    Geo Symbols, while taking out any enemies that aren't standing on the
    Invincibility effects. All in all, this battle isn't too bad, and you
    can build up weapon levels by utilizing the invincibility effect.
    Battle 4
    Enemies: Lv. 52 Rival   x1
             Lv. 48 Officer x2
             Lv. 44 Recruit x7
    This map consists of only you and the enemy, no geo symbols or anything
    to worry about here. There's nothing clever or strategic you really
    need to do here, just go on an all-out offensive and hope you come out
    on top. Wall off the enemies from your healers and spellcasters with
    your frontline fighters and slowly make your way to the boss. A good
    strategy would be to have the enemies come to you on the first turn 
    then hammer them when they get into attack range, without any mercy or
    hesitation. This battle isn't hard, and when it's finished you'll be
    done with the chapter.
    Chapter 13                                                      [DHC13]
    Battle 1
    Enemies: Lv. 100 Big Gun x2
             Lv.  50 Turret  x4
    Don't let the huge level of the enemies fool you, this battle is really
    easy. All you need to do is make a tower of characters, throw them over
    to where the yellow square is, and then have the last character walk
    onto the yellow tile to end the battle. Don't try to fight this battle
    out, you'll be slaughtered.
    Battle 2
    Enemies: Lv. 50 Cyborg x6
    This stage is really easy; the Cyborgs are somewhat strong but in the
    end they'll be no match for your team. Since they're grouped around
    each other, you can throw out various area attacks and be rid of them
    about two or three turns into the battle.
    Battle 3
    Enemies: Lv. 55 Psi-Soldier x1
             Lv. 51 Cyborg      x1
             Lv. 50 Cyborg      x1
             Lv. 45 Recruit     x5
    The Recruits here are incredibly wimpy and lined in such a way that you
    can exploit their formation with line attacks and defeat them within
    the first turn. After this you'll have to contend with two Cyborgs and
    a Psi-Soldier. However, considering they are a force of three against
    your army, you'll be able to bulldoze through them with no trouble.
    Battle 4
    Enemies: Lv. 60 Rival       x1
             Lv. 55 Psi-Soldier x3
             Lv. 50 Cyborg      x6
    This stage is deceptively easy despite having a good amount of absurdly
    powerful enemies. What you'll want to do is to throw your characters
    over to where the Enemy Boost crystal is and get rid of it. In the
    process you'll want to start hammering the Cyborg with characters who
    aren't busy with trying to rid your party of the pesky Enemy Boost
    ability. You should be able to get rid of a good deal of them (I'd aim
    for at least four) before the third turn ends and the boss starts
    coming after you. WHile you're doing all this the enemies with guns
    (of which there are quite a few) will try to inflict status ailments on
    you. Be sure you have a healer AND recovery items to deal with this,
    as it is quite annoying.
    Eventually you'll be able to clear the field leaving only the boss unit
    which is still quite a toughie. He can easily tear through you if the
    other units left your fighting force battered, but if you have a good
    supply of recovery items and abilities you should be in decent enough
    shape after a regroup to hammer him with your strongest attacks. If you
    do it's likely you'll outlast him, but if you're too weak after going
    through the other enemies you'll probably be tortured to death.
    Battle 5
    Enemies: Lv. 55 Angel Cadet x2
             Lv. 50 Angel       x8
    This battle is a joke after the last one. You'll want to concentrate
    the bulk of your forces on the Angels first, as they have incredibly
    powerful spear attacks. Once those are gone you'll be able to pick off
    the stragglers. Again, keep your healers behind the line of fire, and
    you should do fine.
    Chapter 14                                                      [DHC14]
    Battle 1
    Enemies: Lv. 70 Mid-Boss x1
             Lv. 65 Strigoi  x3
    This battle is possibly the best place to level up so far; the entire
    field has a EXP+100% effect, and Mid-Boss gives a huge amount of exp
    to whoever kills him. There are only four enemies here of reasonable
    strength, and killing them nets you a healthy amount of experience.
    Battle 2
    Enemies: Lv. 65 Angel Soldier x1
             Lv. 60 Angel Cadet   x2
             Lv. 55 Angel         x6
    Good lord. This map is one of those with warp on the entirety of the
    map. This means that your luck in this map is basically a crapshoot,
    because your position will be completely random once your characters
    are deployed. All I can say is, throw out everything you have and
    hammer the enemies with your strongest attacks.
    Battle 3
    Enemies: Lv. 65 Angel Soldier x1
             Lv. 60 Angel Cadet   x3 
             Lv. 60 Valkyrie      x2
             Lv. 57 Rune Knight   x4
             Lv. 55 Angel         x3
    This battle is somewhat hard, but you shouldn't have any problems if
    your characters are up to snuff. Get your characters onto the recovery
    tiles and allow the enemies to come to you. When they are close enough
    start hammering them. Some enemies will not move towards you while you
    stand on the recovery tiles though, so once youve properly regrouped,
    you can start a full-on assault on the leftovers.
    Be careful of the units with swords and spears, because they are quite
    dangerous and can cut your characters to ribbons. Long range attacks
    work well on this map, and again, keep your healers and spellcasters
    away from the frontlines, and you should do fine.
    Battle 4
    Enemies: Lv. 70 Crusader      x1 
             Lv. 65 Angel Soldier x4
             Lv. 60 Valkyrie      x6
    The main problem in this battle is the sheer level of the enemies. This
    is one of those 'gate' stages where if you arent past a certain level,
    there's nothing you can do to win. However, even if you're slightly
    underleveled you can get through this. First of all, what you want to
    do is take out a few mages and wall them off with your fighters. At
    this point you should kill enemies within range but wait for the bulk
    of their forces to come to you. Have your fighters unleash everything
    they have and then heal their SP afterwards so you can throw out more
    attacks with abandon. If you're strong enough you'll be able to blast
    through this stage with some casualties, but you'll still come out
    the other side whole.
    Battle 5
    Enemies: Lv. 75 Azhi Dahaka x1
             Lv. 75 Sea Dragon  x1
             Lv. 75 Balrog      x1
             Lv. 75 Myrmecoleo  x1
             Lv. 75 Neuntoter   x1
    This battle is basically five powerful monsters against you. By this
    point, however, you can probably handle these guys without much problem
    as long as you stocked up on healing items and have a competent party
    of healers, fighters, and spellcasters. Throw out everything you have
    and you should do fine.
    Battle 6
    Enemies: Lv. 75 Avenger x3
    Compared to the last two battles this is a complete joke. If you got
    through the last two, this battle shouldn't even strain you at all.
    Battle 7
    Enemies: Lv. 80 Archangel     x1
             Lv. 70 Crusader      x4
             Lv. 65 Angel Soldier x5
             Lv. 60 Angel Cadet   x3
             Lv. 55 Angel         x5
    The main problem here is the boss, which is okay since we'll be saving
    him for last. When the battle begins take out your strongest characters
    and kill off any enemies near your deployment panel. This will probably
    be the Angels, which should be a total joke. Make your way slowly
    through the map, luring the other enemies to you and taking them out
    methodically, until only the boss character is left. You'll want to
    focus on one unit at a time and take units out in one turn, because
    otherwise they might heal. Regroup when only the boss is left.
    Anyway, once those pesky enemies are gone, it's time to face the true
    enemy here, the Archangel. Whatever you do, do NOT line up your
    characters, because one of his special attacks hits a line, and it hits
    incredibly hard. By this point you will want to unleash everything you
    have on the boss. Only stop to heal if you really need to because he
    has 10,000 (!) HP, which is no joke. Even if you suffer heavy losses
    you'll want to keep at him. Eventually he'll fall.
    Battle 8
    Enemies: Lv. 90 Seraph  x1
             Lv. 75 Avenger x5
    Fittingly, this battle is possibly the hardest in the story. What you
    want to do is setup first; have mages cast buffing spells like
    Braveheart on your units. Secondly you'll want to slowly inch forward
    and lure in some Avengers. Take them out quickly, then when only the
    boss is left, try to regroup and heal up.
    If you have a thief I suggest stealing the boss' items to remove the
    boosts he gets. Otherwise you can have characters lift him up, which
    end up killing the characters but preventing him from moving for one
    turn. If you do this continuously for, say, three turns, he should be
    close enough to death that your remaining fighters can easily finish
    him off. Again, wall off your healers and spellcasters so that he can't
    reach them without going through your powerhouse fighters.
    Once you finish this map, victory - and the ending - will be yours. Sit
    back and enjoy the ending, you deserve it.
    V. VERSION HISTORY                                              [DHVer]
    -Item lists for weapons/armor/items/etc.
    -First Version
    -Finished story mode walkthrough
    VI. CREDITS                                                     [DHCre]
    -GameFAQs, for making this site, which I use a lot.

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