Friday, April 30, 2021

War of the Netherworld, Part 1

An explosion is seen somewhere, and Laharl and crew all seem to take notice. They ponder about what it could have been after they're done being surprised that a natural disaster happened nearby in the first place. A Prinny tells them billions of stuff has appeared back in the Stellar Graveyard. Gordon assumes it's the EDF, finally here to save him, but Jennifer seems less thrilled than him. Regardless, everyone heads to Stellar Graveyard II.

Stage One proves that Gordon is half correct. Humans are definitely in the Netherworld, but they're acting strange. They're breathing heavily and not responding to the hero, Captain Gordon, Defender of Earth! Gordon remains resolute they're here to save them, but Jennifer tells him he's wrong. Gordon, saying Jennifer isn't fit to be a hero because she lacks faith, fires her. One of the nearby astronauts reveals that they've come to kill Gordon. The fight is against a few humans with guns. As long as you don't let them shoot you in the back, you should be fine. Avoid the lower, green areas as they have an Ally Damage 20% Effect on them. After the battle, a message from General Carter reveals the whole story. Gordon was sent to open a gateway to the Netherworld. Rather than use Gordon as a forward deploy troop, Carter has decided to kill the group. Laharl and Etna think about recruiting Carter while Flonne rebukes them. Jenn is mopey for several reasons. Gordon tries to dismiss the dismal, but she's dealing with other stuff.
Stage Two happens after we meet the new Defender of Earth, Kurtis! He's the rival of Gordon, and Flonne seems pretty stocked to meet such a character. After Kurtis is embarrassed that Gordon would become a slave to the Overlord, he leaves, and we fight more Americans. Most of the map has a Silence Effect, which is mostly bad for us. The green squares have the Effect Ally Damage 100%, so avoid them! Have a big group do battle with the mobs near the spawn point while a smaller group takes out the Silence Crystal. I'd rather the ability to heal and do AoE damage. Gun users don't seem to use Special Attacks, anyway, which is why I didn't just muster through.
Stage Three has Vulcanus talking to himself in the background. He reveals he's using the humans to kill both Flonne and Laharl. Flonne senses someone evil nearby. Meanwhile, we take on more Americans in a strange battle. Most of the zone, the elevated points, have the Invincible Effect. It also has the Ally Damage 20%, so guess what takes priority? The lower bits have an Enemy Boost +50%. Stay on the red squares, even though you'll be taking damage. A healer can heal off that, and it's going to be FAR less damage than what the mobs can do. Have Laharl and a Thief, for throwing purposes, head to the end of the map. Toss the Enemy Boost onto the red squares. We're still invincible, so that boost is a moot point. Then throw the Ally Damage onto the green and never go into the frozen river. We're still Invincible, so toss your opponents into the green bits (why I put that Geo Crystal onto the red). We can hurt them, but they can't harm us. It'll take a while, but it's perfectly safe! If you make the mistake of making the entire field red, giving the whole map the invincible state, throw a mob on the Geo Crystal to destroy it, even while Invincible.
Stage Four has Flonne wondering about Jennifer's mental state. Jenn reveals she's had a sinking suspicion that Earth was going to try to off them. Laharl notices Kurtis is nearby, and the two congratulate each other for honor reasons, I guess. The two decide to fight!

This sucks again! I couldn't manage to win, but I'm not giving up. But I am taking a break. There're too many Americans in Hell, and I hate it. Not to mention, Kurtis' basis attack puts people to sleep, and curing that is a pain. I can see a victory, so it's not a stupid as last night, but I need to do some stuff first!

And I did it! I Transmigrated Drew and Tryton into their tier four class and from incompetent to skilled. This translates into a massive stat boost, and it's one of the unique mechanics that makes Disgaea shine. I had forgotten how significant the increase was. I don't fully understand it, but I know my numbers are bigger, even at lower levels, so it's a great thing. I should (but probably won't) make more use of it later to Laharl and Etna. But on with the final battle!

I spent two turns letting my enemies come to me. A good three or four characters can take out the first one to step up. From there, I tried to protect my spawn point with Laharl and Thursday, keeping the narrow flanks closed. Laharl takes a lot of damage here, so keep him alive at all cost. If they give you a free turn, heal off the status effects they inflict on your characters. Kurtis does sleep a lot, while the gunners can confuse or paralyze. The hour or so of grinding I did last night allowed me to keep all ten of my characters alive for the first time since, probably, the first few levels.

When the battle is over, Laharl asks Kurtis why he isn't going all out. Kurt says he's trying to protect the VIP. Flonne thinks he fell in love with her, and Etna wonders how she came to that conclusion. It's eventually revealed that the VIP is Jennifer, and she's General Carter's adopted daughter. However, he only raised her so he could use her. The plot is kinda going off the rails now, and it doesn't make sense. Kurtis takes Jennifer to the battleship Gargantuan, home of the two million strong armada about to attack the Netherworld, and we lose one of our important characters.

To Be Continued...

There is no next episode skit tonight.

Etna's Diary is about the irony of her promise o protect the Prince only for it to quickly turn into killing the Prince.

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