Disgaea: Hour of Darkness is one of the strangest games I've played. Not just for this blog but in general. The game puts on a face that everything is a joke, but there are some deep, deep issues it tries to tackle. Laharl is a demon king, but he lacks both the looks to prove it and the means to show it. He's the son of a well respected king, and his vassals show him absolutely none of that same respect. And yet, he doesn't seem to mind. Hell, Etna tries to kill him, and he's totally okay with that. If this were a serious piece of edgy entertainment, Laharl would be a bulky killing machine who invades Earth. Instead, he's some preteen looking dude who doesn't wear a shirt or pants and is afraid of boobs. And that's just Laharl! Every character has their moments of hilarity but can show their serious face when they need to. DOOD!
But let's get on to what has become my M.O. What sucks?
Arguably, nothing. Disgaea isn't a perfect game, as there are a number of things in mechanics that I didn't enjoy, but there were no outright terrible things.
The biggest thing I didn't like, though, was how the shops worked. Mid and late game, they had a lot of options, and I don't like when games throw stuff at you every dungeon. It was one of the worst things about Ys VII. I just bought this expensive sword for Adol, only for it to be worse than the next weapon twenty minutes later. In Disgaea, every new tier of items adds several new things. I never bought the lesser of the new ones. The argument could be made the poison bow, and others of its ilk, is better than the stronger one, but I'm not one to bother with status effects. I want to see bigger numbers! But, sometimes, it's because they're just worse. Why waste money on a cheaper item if you're going to replace it next chapter regardless? And to add to my shopping disdain, there's too much randomness here. Prices vary, as well as stats, and it often doesn't make sense. The gun Gordon had equipped when he joined had better Hit than any other gun until the final battle, despite it being several chapters old. At one point, Tryton had an axe that I didn't replace for three chapters because the attack stat was better than the rest. Maybe I'm a capitalist at heart, but I want upgrades when I go shopping. Armor is even worse, and I have no idea how that works. How do I compare a heavy armor icon to a cape?
I felt like the story was rushed a bit. In the end, it's clear that Laharl has a thing for Flonne, but does he ever show it? I can agree with Flonne that he's changed from the brat we met in chapter one, but when did he become willing to sacrifice himself for Flonne? Pacing like this is always an issue for me in games. Too slow, and I get bored. Too fast, and I feel like I missed an important plot point. I'd have one more chapter where something bad happens on that shopping trip, and Laharl has to save Flonne from an evil Avon Lady. It would also add a mummy mob to the game because it fits the game's shtick. Get it? Mummies and pyramid schemes. I'm great, admit it!
I have some smaller nitpicks, like why is "Enemy Within" only played once? Why do Maderas and Hoggmeister lose plot relevancy? Didn't Flonne destroy Thursday? Otherwise, though, great game. That being said, QoL animation speed-up would be amazing!
So what does the game do that makes it great>
It's a great game because the combat is solid. I still prefer the turn-based style of Final Fantasy Tactics, but the way the whole presentation works here is excellent. Keeping that scene where we summoned Geb in mind, it probably adds to the story. If you want massive numbers, you need to chain several attacks together. The game even rewards you for doing so when it offers the end of battle spoils. Those spoils range from more exp, hl, items, and weapons and armor. And the good stuff doesn't come until the high levels where you can find rare and legendary stuff. The power of love and friendship means you do more damage and get better items! It just makes sense. The no rewards for the Prinny baseball game will haunt me forever.
It's a great game because it has great characters. This ties into the humor of the game, as well. Everyone is an amusing parody of something. Laharl and Etna are supposed to be demons that only kinda act like it. Flonne is an angel who, while acts like it, is a bit of a ditz. Her narrating her way through her stealth mission when we first met her is a fun scene. Gordon is the great hero who's probably just a movie star. Jennifer is one of the biggest anti-tropes in entertainment. So is she dumb? But she made a robot at age five? It's hamfisted, sure, but what else would you expect from Disgaea? The way they fit into their archetype that ends up totally off is a fun and novel experience. If you're into the parody stuff, it's probably been done a lot, especially lately. But I always thought Disgaea was an early adapter of such nonsense.
And that nonsense is everywhere. A small list of things off the top of my head I liked:
Item Descriptions. All items have something about them at the bottom of the screen. Sometimes it's straightforward, but often, they flavor the item perfectly. One of my favorites, Lionheart, says, "Why is this a weapon?" It's a heart, so why is it a weapon? The Bloodlust Sword says it prefers Type O Blood. [insert shrug emoji]
The Prinny Squad, especially their introduction. The way the dance rather than listen to Etna got a giggle out of me, not to mention all the times Etna built them up in her upcoming chapter skits.
The next chapter skits from Etna that poorly gave a glimpse of what's to come are memorable. Her adding to the parody of the game with her accents and over-the-top narration adds so much. And the ones that differ from the usual approach fit perfectly, and make sure they don't get stale.
There are a handful of scenes where characters don't mingle words. When they tell Vulcanus that he looks evil because he looks evil was great. Him not believing it sold it.
Anything involving Mid-boss and his machismo being hurt. I love that no one called him Vyers for the rest of the game. Even when we fought him, he was Mid-boss.
It shows up a bit too often, but Gordon has far too large an ego. He's the space hero everyone loves but is he? I want to know more about Earth culture. Is he Superman or the exact opposite of Max Payne? He's over the top, yet ineffectual, but totally lovable!
The great evil, Kurtis, being transformed into an ugly colored Prinny.
Lastly, is this the only game with a horse wiener in it?
Now, sometimes it doesn't work. When the team was trying to save Jennifer, for example. The three kept thinking about her metallic form with drill boobs, and it kinda annoyed me. Sometimes keep the serious bits serious. A lot of the stuff with Volcanus at the end straddled the line too. I don't want to go back from forth from laughing to dealing with tension, and towards the end, Disgaea does that often.
Which is a shame because when the serious bits hit, they hit hard. Etna's entire backstory is really tragic and relatable. We've all felt alone at some point in our lives or lost a pet. Many of us have looked up to people who protected us. And then when all of that gets taken from her, twice. I can feel sympathy towards that. Laharl's feelings towards losing his mother at a young age are heavy. It's not something I've experienced, but it's something that can be easily imagined and understood. Anyone who's taken a Psychology Course knows about defense mechanisms. I love the oddly agnostic understanding of Flonne. She probably became my favorite character, despite being terrible, late game because of it. I've been in a religion and found god, only to later have doubts and leave. But I still have feelings towards things I can't fully comprehend. I want to ask questions to my supposed heavenly father. I'm nowhere near the blind faith our angel in trainee has, but maybe she could be an example to active believers? There is one more thing that needs to be discussed, but I'll get to that at the end.
The last thing that's great is just how much is here! I barely did anything in the Dark Assembly or Item World. I made a handful of characters and used them for the entire game. I only Transmigrated two of them, but it's supposed to be a big part of the game. I didn't venture into the "post-game" content to fight Ba'al or have a rematch with Carter. I didn't make any monster classes or varied my lineup. I did the bare minimum of gameplay in Disgaea, and I had so much fun. Imagine how much putting in dozens of hours could alter my view and enjoyment of the game. There's plenty of bang for your buck here, and remakes add in even more!
But I'm going to ruin the feel good vibe of this piece by getting serious one more time. In the game, Disgaea touches on a lot of real world issues. They discuss it in a way that went over my head as a kid and just barely landed as an adult: racism. There is an intense dislike of other races. It doesn't matter which way the line goes, but how demons feel about angels and vice versa isn't productive. And no one pays much mind to the humans. But there isn't ever a good reason why, which is by design. The three haven't interacted in centuries, it seems. The only feelings each other has are based on basic stereotypes that have little to no evidence for. One of the best lines was before the final battle. Flonne says that angels call demons evil because that just what they think. Later on, Lamington tells Vulcanus something along those lines and turns him into a flower. Vulcanus never bothered to learn anything about the demons or the humans. He calls both of them names that aren't fitting. Flonne, the only person who's ever bothered to get to know any other race, used to think the same thing. Until she spent time around her supposed enemies. This is touched upon a bit early in the game with Laharl's mother but comes home in the final chapter. This whole thing is something that humans, in the here and now, should be doing. There is so much hate in the world because no one wants to know their supposed enemy. I'm not really the person to talk in-depth about racism in America, let alone other countries, so I'll just end this here. Not with a dood, but with a Flonne quote:
"Without seeking proof, you have allowed your judgement to be colored by prejudice. Isn't the evil that you speak of inside your own heart?"
Whether you are angel, demon, or human, seek proof.
A place for me to accidentally write 1000 word essays about video games on my phone.
Wednesday, May 5, 2021
The Irreverencey of Disgaea
Tuesday, May 4, 2021
What Lies Beyond the Battle pt. 2
As we enter the final story location of the game, Flonne informs us that only high ranking angels are allowed up here. Etna remarks that there's nothing of value up here, which causes Laharl to wonder why she's here. Before we really learn, we see three ultra powered angels teleport in. Flonne says that they're protected by a forcefield that makes them invincible. The demons try to prove that wrong but fail. The humans try their luck and also do nothing. Flonne says that only the power of true love and friendship can break the barrier. For the only time in the game, a seven person attack is seen. The whole party (minus Maderas and Hoggmeister) summons Geb, who shoots lightning from his fingers and breaks the barrier. We can now kill the angels.
Stage One are those angels. They pose no threat to us, so take them on one-by-one. There are only three.
Stage Two is where we finally face off against Vulcanus. The archangel becomes serious when he says he's underestimated us. He then, in proper evil villain fashion, tells us his plan. He thinks that universal peace can only be achieved if there is one omnipotent ruler to decide the fate of everyone. He wants to rule Celestia and use it to take over the Netherworld and the Earth to make this dream come true. Flonne disagrees, knowing that it's impossible. It is only through love, respect, and friendship that we can bring about peace. Tyranny won't work. We then do battle.
It's not that hard, but it sure long. Advance slowly, letting the small groups come toward you. A good Meteor Impact can take out 95% of an angel's HP, allowing the rest of the team to clean up the eight possible mobs. Protect your healer at all costs! Even a perfect run is going to take a long time and use a lot of MP. I encourage you to bring in MP/SP healing items. Wind Cutter is the bane of my existence! While the angel soldiers will advance toward you, Vulcanus will not. He will stay on his perch until the final angel is dead. He's not that strong alone. Surround him and hope a character doesn't counter themselves to death. Counters are also the bane of my existence!
After the fight, he'll still think he's the good guy. He then makes a new plan to tattle on us to the Seraph and makes off for him.
The Final Stage of the game happens after we confront Lamington. As promised, Vulcanus tries to pit the trainee against the master. He asks Flonne if she's really come to conquer Heaven. She says no, of course, and that she's here to ask a question. That question is if he knew about the EDF attack. Vulcanus continues to tell his boss that the weak, timid angel is the enemy by yelling basic stereotypes about humans and demons. Flonne states that by living with humans and demons, she's learned the truth. Celestians have never bothered to discover the true nature of demons and just called them evil to make their lives easy. She even refers to demons as friends, which Lamington finds odd. Lamington then reveals that he's always had that assumption. He then turns his eyes toward Vulcanus. He states that people like Vulcanus are the reason there is tension in Heaven. Lamington also knows what's been happening with the EDF. As punishment, he turns Vulcanus into a rose.
And then it's Flonne's turn. Flonne has attacked angels, which is a serious crime in Celestia. Flonne understands and has prepared for this. Before her penance, she gives Laharl the pendant he saved way back when. As she hands it to him, he preemptively screams...but it doesn't hurt. The fact that there is no pain means the wickedness in Laharl's soul is gone. Lamington then turns Flonne into a flower I don't recognize. Lily? Edelweiss?
This enrages Laharl, Etna, and everyone. They believe her innocent, which she kinda is. All of her actions have been in self-defense from the rose over there. It doesn't make sense. The Prince is done hiding his emotions. He compares the situation to that of his mother and claims this is iwhy he'll never believe in love.The final battle starts. As it does, Lamington says to him, "This is my punishment. I will accept it willingly.“
We're against the Seraph and five high ranking angels. Once again, advance slowly. Getting caught by more than one or two angels will lay ruin to your team. Unfortunately, the Seraph is in a very bad spot and will come forward at some point. Use the same strategy against the angels, but things get odd with the Seraph. He doesn't have overwhelming power, per se, but he has so much HP! 21000! If you spend all your MP on the angels, you'll be in a bad place. Bring plenty of items to restore MP. If you surround him, he won't teleport away, so I guess it doesn't work like Final Fantasy Tactics. Do not use basic attacks! His best move is basic attacks and his high counter rate. Gordon and Etna are fine, but a monk will die in one round.
On my successful run, I managed to navigate around the map, killing all but one angel. The bow user and Lamington came at me at the same time. The next ten or so turns had me surrounding the archangel, whaling on him with Omega Ice, Robo Crush, Colossal Fissure, Etna and Gordan ranged attacks, and Hurricane Slash. Seraph focused on Kurtis (on SP duty with Drew) and Cid, but Lucy could heal off the damage with a Mega Heal.
When the dust settles, we see the body of the Seraph, dead, covered in his own blood. Suddenly, Mid-boss ports in without his bravado. He laments that he’s too late. Lamington had only meant to test our resolve and never meant to kill Flonne. This whole thing was a plan to unite the worlds. Laharl begins to mourn and tells Etna to “take care of the Netherworld.” The screen goes white, and he yells at whoever is in charge that he’s sacrificing himself for Flonne. The credits roll and, afterwards, we hear the voices of Etna and Flonne talking about the new Prinnies. Flonne mentions that one has unique hair, which probably means Laharl in Prinny form.
The End.
WTF!!! Why did I get the bad ending? I was careful not to kill anyone unless Geo Crystal clears count. What garbage. Here’s the good ending I should have gotten:
From the Disgaea-fandom.com
"This ending is obtained by having no ally kills in that cycle, and is generally considered to be the canon ending. Laharl defeats Lamington, but refrains from killing the helpless angel. He begins gathering power to sacrifice his life for Flonne, but is stopped by Vyers. He then informs Laharl that the Seraph and he had planned everything as an attempt to reconcile the two worlds of Celestia and the Netherworld. Before their eyes, Flonne is revived as a Fallen Angel: her punishment for her actions. Vyers also reveals that the Seraph had willingly entered battle with Laharl as his own punishment for manipulating them. As he speaks, Vyers begins to fade out and Laharl's Mother appears next to him. Laharl, wondering how Vyers knows all these things, asks him who he really is, to which Vyers replies he already told him, that he is the Dark Adonis. He congratulates Laharl and disappears along with Laharl's Mother (Big Sis Prinny), implying that he is King Krichevskoy. The credits roll, showing the fates of Laharl and his companions: Laharl is finally recognized as the Overlord, Etna returns to commanding her Prinny squad along with Aramis, Flonne becomes a teacher, Gordon and Jennifer return to Earth with a new movie, Kurtis seemingly passes on at the Red Moon, and peaceful relations have been established between Celestia and the Netherworld by Laharl and Lamington. The song "Flower of Happiness" plays."
The End.
Stage One are those angels. They pose no threat to us, so take them on one-by-one. There are only three.
Stage Two is where we finally face off against Vulcanus. The archangel becomes serious when he says he's underestimated us. He then, in proper evil villain fashion, tells us his plan. He thinks that universal peace can only be achieved if there is one omnipotent ruler to decide the fate of everyone. He wants to rule Celestia and use it to take over the Netherworld and the Earth to make this dream come true. Flonne disagrees, knowing that it's impossible. It is only through love, respect, and friendship that we can bring about peace. Tyranny won't work. We then do battle.
It's not that hard, but it sure long. Advance slowly, letting the small groups come toward you. A good Meteor Impact can take out 95% of an angel's HP, allowing the rest of the team to clean up the eight possible mobs. Protect your healer at all costs! Even a perfect run is going to take a long time and use a lot of MP. I encourage you to bring in MP/SP healing items. Wind Cutter is the bane of my existence! While the angel soldiers will advance toward you, Vulcanus will not. He will stay on his perch until the final angel is dead. He's not that strong alone. Surround him and hope a character doesn't counter themselves to death. Counters are also the bane of my existence!
After the fight, he'll still think he's the good guy. He then makes a new plan to tattle on us to the Seraph and makes off for him.
The Final Stage of the game happens after we confront Lamington. As promised, Vulcanus tries to pit the trainee against the master. He asks Flonne if she's really come to conquer Heaven. She says no, of course, and that she's here to ask a question. That question is if he knew about the EDF attack. Vulcanus continues to tell his boss that the weak, timid angel is the enemy by yelling basic stereotypes about humans and demons. Flonne states that by living with humans and demons, she's learned the truth. Celestians have never bothered to discover the true nature of demons and just called them evil to make their lives easy. She even refers to demons as friends, which Lamington finds odd. Lamington then reveals that he's always had that assumption. He then turns his eyes toward Vulcanus. He states that people like Vulcanus are the reason there is tension in Heaven. Lamington also knows what's been happening with the EDF. As punishment, he turns Vulcanus into a rose.
And then it's Flonne's turn. Flonne has attacked angels, which is a serious crime in Celestia. Flonne understands and has prepared for this. Before her penance, she gives Laharl the pendant he saved way back when. As she hands it to him, he preemptively screams...but it doesn't hurt. The fact that there is no pain means the wickedness in Laharl's soul is gone. Lamington then turns Flonne into a flower I don't recognize. Lily? Edelweiss?
This enrages Laharl, Etna, and everyone. They believe her innocent, which she kinda is. All of her actions have been in self-defense from the rose over there. It doesn't make sense. The Prince is done hiding his emotions. He compares the situation to that of his mother and claims this is iwhy he'll never believe in love.The final battle starts. As it does, Lamington says to him, "This is my punishment. I will accept it willingly.“
We're against the Seraph and five high ranking angels. Once again, advance slowly. Getting caught by more than one or two angels will lay ruin to your team. Unfortunately, the Seraph is in a very bad spot and will come forward at some point. Use the same strategy against the angels, but things get odd with the Seraph. He doesn't have overwhelming power, per se, but he has so much HP! 21000! If you spend all your MP on the angels, you'll be in a bad place. Bring plenty of items to restore MP. If you surround him, he won't teleport away, so I guess it doesn't work like Final Fantasy Tactics. Do not use basic attacks! His best move is basic attacks and his high counter rate. Gordon and Etna are fine, but a monk will die in one round.
On my successful run, I managed to navigate around the map, killing all but one angel. The bow user and Lamington came at me at the same time. The next ten or so turns had me surrounding the archangel, whaling on him with Omega Ice, Robo Crush, Colossal Fissure, Etna and Gordan ranged attacks, and Hurricane Slash. Seraph focused on Kurtis (on SP duty with Drew) and Cid, but Lucy could heal off the damage with a Mega Heal.
When the dust settles, we see the body of the Seraph, dead, covered in his own blood. Suddenly, Mid-boss ports in without his bravado. He laments that he’s too late. Lamington had only meant to test our resolve and never meant to kill Flonne. This whole thing was a plan to unite the worlds. Laharl begins to mourn and tells Etna to “take care of the Netherworld.” The screen goes white, and he yells at whoever is in charge that he’s sacrificing himself for Flonne. The credits roll and, afterwards, we hear the voices of Etna and Flonne talking about the new Prinnies. Flonne mentions that one has unique hair, which probably means Laharl in Prinny form.
The End.
WTF!!! Why did I get the bad ending? I was careful not to kill anyone unless Geo Crystal clears count. What garbage. Here’s the good ending I should have gotten:
From the Disgaea-fandom.com
"This ending is obtained by having no ally kills in that cycle, and is generally considered to be the canon ending. Laharl defeats Lamington, but refrains from killing the helpless angel. He begins gathering power to sacrifice his life for Flonne, but is stopped by Vyers. He then informs Laharl that the Seraph and he had planned everything as an attempt to reconcile the two worlds of Celestia and the Netherworld. Before their eyes, Flonne is revived as a Fallen Angel: her punishment for her actions. Vyers also reveals that the Seraph had willingly entered battle with Laharl as his own punishment for manipulating them. As he speaks, Vyers begins to fade out and Laharl's Mother appears next to him. Laharl, wondering how Vyers knows all these things, asks him who he really is, to which Vyers replies he already told him, that he is the Dark Adonis. He congratulates Laharl and disappears along with Laharl's Mother (Big Sis Prinny), implying that he is King Krichevskoy. The credits roll, showing the fates of Laharl and his companions: Laharl is finally recognized as the Overlord, Etna returns to commanding her Prinny squad along with Aramis, Flonne becomes a teacher, Gordon and Jennifer return to Earth with a new movie, Kurtis seemingly passes on at the Red Moon, and peaceful relations have been established between Celestia and the Netherworld by Laharl and Lamington. The song "Flower of Happiness" plays."
The End.
Monday, May 3, 2021
What Lies Beyond the Battle pt. 1
Flonne soliloquies about her plans to return to Celestia to confront Lamington/the Seraph. Laharl reminds her that she might face him as an enemy because, as Etna put it, he should have known what's going on. Jennifer thinks he might be the mastermind, and the Prince reminds her he did send Flonne to kill King K. Flonne remains loyal to him, however. Suddenly, Laharl offers to join her. He says it's to see the Seraph, but everyone teases him, thinking it's because he's worried about Flonne. Everyone else gives a reason to come along, and Flonne is thrilled she has friends.
The last few preparations can be made here. If you read all of Etna's diaries, you get the Testament item if you try to read this episode's diary. There is no new entry for tonight, though. Etna wonders who could have put it there, seeing as no one knows about this room but her. All of the secret location bills can be found in the Dark Assembly. You still have to pass them, which is easier said than done.
Stage One has us at the juncture point between dimensions, and Flonne tells us its history. A Seraph, long ago, created this and, because of that, only Celestians can use the gate. As they go through it, we see Mid-boss! They no longer believe Flonne... After the humans ask who the Dark Adonis really is, he says he's merely passing by. Mid-boss then says he's here to test the team's resolve. He remains cagey until after the fight. As for said fight, it's against three Maderas' and a level 75 Mid-boss. If you spoke to all the vassals in the palace, one in the throne room should give you a high powered sword. Equip that on Laharl, and he can take out most of the vampire's HP in a single Hurricane Slash. I used my warrior (Tryton) to finish it off. The other eight party members can take out a second one on the same round. Use the same tactics on round two, and Mid-boss might only get one attack in. It's a very east fight, and take notice of the EXP +100% field. We'll be back here a lot, and I wish I had done this last night instead of wasting two hours in the Forest of the Dead.
Even after the fight, Mid-boss remains mysterious, but he has lost his bravado. It's not out of it being beaten out of him, but it was fake, to begin with. He talks about "good and evil" and how all three races use them terribly. This triggers a memory in Flonne with the Seraph. Mid-boss then encourages us before leaving again with his fake bravado, and everyone but the demons thinks he's cool. I'm just glad there's more to him than we've seen. We then cut to Master Lamington and Vulcanus. The bearded one is yelling that Flonne has begun her invasion of Heaven, and Lamington leaves the matter to him, but on the condition that they're captured. Vulcanus ignores that order and wants to kill them to "become a god and establish absolute peace in the universe." He's the good guy, for sure.
Stage Two is when we're re-introduced to an army of angels. They've come to kill the traitor Flonne, by order of Vulcanus, and ignore her cries of peace. The angels speak in a monotone, robotic voice, and it's quite disturbing. The rest of the team is behind Flonne, but she doesn't want to fight. With some words from Laharl, she gains the strength needed to fight. There is another scene between Lamington and the voice. They remain secretive but discuss that this plan will lead to their punishment. They're oddly okay with that. It's all about the future for them. This battle has two warp Geo Crystals on it, so I can't really give any strategy. It's against more angels, who aren't anything to worry about. I took out one of the Crystals for the EXP but didn't bother with the other. Good luck, Flonne believes in you!
Stage Three has us meeting with Vulcanus. He and Flonne reconnect, and everyone points out how evil he looks. He gets upset at this true statement and explains his actions and the crimes Flonne committed. They don't make sense, of course. Flonne tries to talk him out of it, but evil is as evil does. He's a militant angel, which is an odd job title, but it explains most of his actions. I still don't know how he came to the conclusion that Flonne is evil. Eventually, Flonne sends him reeling. She says she pities him and states all of the things she's learned since being in the Netherworld. Demons can show love, and humans can be strong. She ends her speech by saying the only evil here is "in your heart," which gets everyone pumped. Gordon dubs her the 39th Defender of Earth. Vulcanus keeps thinking he's the good guy and attacks us with angels. The battle is against more angels. Make use of the Geo Crystals, and it's a simple task.
Stage Four has, you guessed it, more angels! Before the excitement, Laharl points out that we haven't seen the Seraph. Everyone wonders why he hasn't saved Flonne from Vulcanus. Flonne keeps thinking that Lamington is on her side because trusting someone you respect is love. Everyone remains behind her, even if Laharl has to give an alternative reason to do so. Flonne ends it by knowing she'll be punished but states how much she loves her friends. Then we do battle, and it sucks. We have to walk through a maze. While we walk, we can be attacked by high powered magic, archers, and one OP sword user who spams Wind Cutter. It took a few tries, but keep your characters toward the far side of the map, so you don't ganged up on. When you need to get close to the middle, inch slowly, square by square, until you can get around the bend in one turn. I had a thrower near the middle of the path to give Laharl a few extra steps. It, mostly, worked. I also kept a few characters in the spawn point. It's a one block path, so there was no need to create a traffic jam. Some of the enemies are in the maze, so Shield/Wall/Braveheart Laharl to take them out with Overlord's Wrath. It may be luck, but the best way to win is to hope every one else stays away. Whatever you do, do not summon a Geo Turret near the spawn. Everyone will gather around to destroy that, which also brings them closer to you. I hate Giga Wind!
Stage Five has us against Vulcanus again. We call him a villain, and he says he'll prove he is a good guy...by summoning demons. Yep, he's a good guy, alright. Vulcanus summons five Greater Demons that he's promised the Netherworld to if they kill Laharl and crew. Etna wishes the Prince would have been a better role model, and Vulcanus teleports off. Laharl is worried, and Gordon thinks about retreating. Suddenly, from behind us, we hear a voice of encouragement. From out of the shadows comes...a green Prinny. Who's this guy!? It ends up being Kurtis! He wanes poetic about being a hero and reveals that he committed too many sins in his life, so he needs to be a Prinny. Sadly, he doesn't say dood, dood. His words rekindle the flame, and he joins the team against the demons after we stop laughing at him, of course. Friendship power beats everything! I didn't use him, but he has the same moves he did as a human. As for the actual fight, have Laharl defend for two rounds to get them together. If they're nearby, the demons have no issues beating themselves up, which you can use to your advantage. I thought about just letting someone Defend for a few turns, but I was worried they'd overwhelm the Spawn Point, and I wouldn't be able to get anyone else out. The Guardian type mob is probably the strongest, so do what you will. I didn't have any issues here, but the remaining five party members I had at the end didn't have too much HP left, so I almost did. Gordon and Kurtis talk about how we almost retreated before, and Gordon defends himself as best he can. What's actually important is Flonne says we're about to enter the Seraphic Sanctuary, home to only the highest ranking of angels.
But I called it a night here. We're slightly over halfway through the final episode, and endings always have a lot of plot in them. I don't want to type two episodes worth of stuff. Plus, it was getting late, so it just makes sense. Tomorrow is the final conclusion to Disgaea, and I don't think I've killed teammates. I don't know the Good Ending, but I'm excited (I say before I see the Seraph's OP, BS power...)!
The last few preparations can be made here. If you read all of Etna's diaries, you get the Testament item if you try to read this episode's diary. There is no new entry for tonight, though. Etna wonders who could have put it there, seeing as no one knows about this room but her. All of the secret location bills can be found in the Dark Assembly. You still have to pass them, which is easier said than done.
Stage One has us at the juncture point between dimensions, and Flonne tells us its history. A Seraph, long ago, created this and, because of that, only Celestians can use the gate. As they go through it, we see Mid-boss! They no longer believe Flonne... After the humans ask who the Dark Adonis really is, he says he's merely passing by. Mid-boss then says he's here to test the team's resolve. He remains cagey until after the fight. As for said fight, it's against three Maderas' and a level 75 Mid-boss. If you spoke to all the vassals in the palace, one in the throne room should give you a high powered sword. Equip that on Laharl, and he can take out most of the vampire's HP in a single Hurricane Slash. I used my warrior (Tryton) to finish it off. The other eight party members can take out a second one on the same round. Use the same tactics on round two, and Mid-boss might only get one attack in. It's a very east fight, and take notice of the EXP +100% field. We'll be back here a lot, and I wish I had done this last night instead of wasting two hours in the Forest of the Dead.
Even after the fight, Mid-boss remains mysterious, but he has lost his bravado. It's not out of it being beaten out of him, but it was fake, to begin with. He talks about "good and evil" and how all three races use them terribly. This triggers a memory in Flonne with the Seraph. Mid-boss then encourages us before leaving again with his fake bravado, and everyone but the demons thinks he's cool. I'm just glad there's more to him than we've seen. We then cut to Master Lamington and Vulcanus. The bearded one is yelling that Flonne has begun her invasion of Heaven, and Lamington leaves the matter to him, but on the condition that they're captured. Vulcanus ignores that order and wants to kill them to "become a god and establish absolute peace in the universe." He's the good guy, for sure.
Stage Two is when we're re-introduced to an army of angels. They've come to kill the traitor Flonne, by order of Vulcanus, and ignore her cries of peace. The angels speak in a monotone, robotic voice, and it's quite disturbing. The rest of the team is behind Flonne, but she doesn't want to fight. With some words from Laharl, she gains the strength needed to fight. There is another scene between Lamington and the voice. They remain secretive but discuss that this plan will lead to their punishment. They're oddly okay with that. It's all about the future for them. This battle has two warp Geo Crystals on it, so I can't really give any strategy. It's against more angels, who aren't anything to worry about. I took out one of the Crystals for the EXP but didn't bother with the other. Good luck, Flonne believes in you!
Stage Three has us meeting with Vulcanus. He and Flonne reconnect, and everyone points out how evil he looks. He gets upset at this true statement and explains his actions and the crimes Flonne committed. They don't make sense, of course. Flonne tries to talk him out of it, but evil is as evil does. He's a militant angel, which is an odd job title, but it explains most of his actions. I still don't know how he came to the conclusion that Flonne is evil. Eventually, Flonne sends him reeling. She says she pities him and states all of the things she's learned since being in the Netherworld. Demons can show love, and humans can be strong. She ends her speech by saying the only evil here is "in your heart," which gets everyone pumped. Gordon dubs her the 39th Defender of Earth. Vulcanus keeps thinking he's the good guy and attacks us with angels. The battle is against more angels. Make use of the Geo Crystals, and it's a simple task.
Stage Four has, you guessed it, more angels! Before the excitement, Laharl points out that we haven't seen the Seraph. Everyone wonders why he hasn't saved Flonne from Vulcanus. Flonne keeps thinking that Lamington is on her side because trusting someone you respect is love. Everyone remains behind her, even if Laharl has to give an alternative reason to do so. Flonne ends it by knowing she'll be punished but states how much she loves her friends. Then we do battle, and it sucks. We have to walk through a maze. While we walk, we can be attacked by high powered magic, archers, and one OP sword user who spams Wind Cutter. It took a few tries, but keep your characters toward the far side of the map, so you don't ganged up on. When you need to get close to the middle, inch slowly, square by square, until you can get around the bend in one turn. I had a thrower near the middle of the path to give Laharl a few extra steps. It, mostly, worked. I also kept a few characters in the spawn point. It's a one block path, so there was no need to create a traffic jam. Some of the enemies are in the maze, so Shield/Wall/Braveheart Laharl to take them out with Overlord's Wrath. It may be luck, but the best way to win is to hope every one else stays away. Whatever you do, do not summon a Geo Turret near the spawn. Everyone will gather around to destroy that, which also brings them closer to you. I hate Giga Wind!
Stage Five has us against Vulcanus again. We call him a villain, and he says he'll prove he is a good guy...by summoning demons. Yep, he's a good guy, alright. Vulcanus summons five Greater Demons that he's promised the Netherworld to if they kill Laharl and crew. Etna wishes the Prince would have been a better role model, and Vulcanus teleports off. Laharl is worried, and Gordon thinks about retreating. Suddenly, from behind us, we hear a voice of encouragement. From out of the shadows comes...a green Prinny. Who's this guy!? It ends up being Kurtis! He wanes poetic about being a hero and reveals that he committed too many sins in his life, so he needs to be a Prinny. Sadly, he doesn't say dood, dood. His words rekindle the flame, and he joins the team against the demons after we stop laughing at him, of course. Friendship power beats everything! I didn't use him, but he has the same moves he did as a human. As for the actual fight, have Laharl defend for two rounds to get them together. If they're nearby, the demons have no issues beating themselves up, which you can use to your advantage. I thought about just letting someone Defend for a few turns, but I was worried they'd overwhelm the Spawn Point, and I wouldn't be able to get anyone else out. The Guardian type mob is probably the strongest, so do what you will. I didn't have any issues here, but the remaining five party members I had at the end didn't have too much HP left, so I almost did. Gordon and Kurtis talk about how we almost retreated before, and Gordon defends himself as best he can. What's actually important is Flonne says we're about to enter the Seraphic Sanctuary, home to only the highest ranking of angels.
But I called it a night here. We're slightly over halfway through the final episode, and endings always have a lot of plot in them. I don't want to type two episodes worth of stuff. Plus, it was getting late, so it just makes sense. Tomorrow is the final conclusion to Disgaea, and I don't think I've killed teammates. I don't know the Good Ending, but I'm excited (I say before I see the Seraph's OP, BS power...)!
Sunday, May 2, 2021
War of the Netherworld, Part 2
Lamington is having a conversation with the unknown voice, which we can actually hear this time. It sounds a bit familiar... The voice says he will investigate how humans have come to the Netherworld, but Lamington asks him to hold back as he can't expand much more energy. The voice says it is fine.
The world is shaking, but everyone is only mildly concerned. Gordon comes in and says that he's back. He tells us that he had Thursday find the coordinates for the Gargantuan, so we can't teleport there. And by "he," he means Jennifer pre-programmed them. Everyone wonders if that means she's been preparing for this, but they quickly make off to the ship to stop the war and get back Jennifer!
Before we get on the Gargantua, Laharl casually obliterates a few thousand battleships. Interestingly, Etna points out that the Prince gave them time to escape before destroying the ships. He responds that he didn't want to stink up the Netherworld with corpses. Carter is terrified, so he activates the big guns, literally. Gordon informs us that the Astro Cannon, the EDF's ultimate weapon, has been activated. This leads into the battle map, where all we have to do is reach the yellow square on the otherside of the small map. I assume you can win, but the Astro Cannons have over 1000 Defense, so just throw Laharl towards, but not on, the square and let him walk onto it so we can advance. The character must walk onto the panel, otherwise, the whole team will get shot. This was the only map on the Gargantua Deck, and the rest will be in the Interior.
Stage One, proper, takes place after Kurtis wakes Jennifer up from a nightmare. He then brings out...something...and Jennifer knows what he's going to do. Kurt refers to something in his past that took him body and, maybe, humanity, and he begins his plan. The team hears Jennifer's scream, and the battle starts. It's just a few astronauts that pose no threat.
Stage Two has us against, not human, but super human androids built by Kurt. Laharl, Etna, and Flonne try to figure out what that term means while Gordon infers that Kurt is attempting to modify Jennifer. The three, once again, wonder that meaning by collectively thinking up a giant robot Jennifer with drill boobs. The battle is just more EDF soldiers. After the fight, Carter will contact us. He says that the Earth needed to invade the Netherworld because, as Laharl puts it, humans suck. They've drained all the resources, and the planet can no longer provide for its massive population. Carter calls it a simple and economical solution, but how is multi-dimensional travel either of those adjectives? Gordon is furious and realizes that Carter is the bad guy, which is nice.
The Fourth Stage has us confronting Kurtis. After he and Gordon remind us they're rivals, Kurtis tells us his entire backstory. Laharl and Etna think now would be a good time to attack, but Flonne convinces them it's not. Five years ago, there was an incident where Kurtis lost seventy percent of his body along with his wife and child. Anti-space travel terrorists blew something up, and Gordon couldn't save them. Ever since then, Kurt has held a grudge. Gordon acknowledges that it was his mistake but also says that Kurtis isn't the good guy here. "What would your wife and child say from Heaven?" Gordon goes true hero mode, and a fight breaks out.
I'm bad at boss fights. The first time I fought this, I came within about 50 HP of winning. The next three, I lost in round one. The Americans on this map can put people to sleep. What's worse is there are three Geo Crystals that give a combined Enemy Boost 150%. The Crystals are fragile, but you need to split up your team to destroy them, leaving two characters likely to get killed. I had Laharl Overlord's Wraith one, my Blue Skull (Cid), used Omega Ice on the Crystal weak to Ice, and I had a thief throw an American onto the last one. Have the thief go to the side path and throw the mob furthest from Kurtis. The one thrown is less likely to get involved in the combat, and you'll gonna need all the time you can get. I had the remaining teammates gather around the mage. You should be able to take out one and severally damage another. It's hard to align your characters here since the sword users can use Winged Cutter and Blade Rush. After a few turns, anyone not yet involved in combat will come forward. It takes Kurt three turns, depending on how far you are from him, to attack. Stay close, as his worst move is the Final Punch. FP does around 350 HP, seemingly, at random to enemy characters.
When the dust clears, Kurtis gives up after feeling the heroes' will and determination. He will ask us to kill him, and Laharl and Etna will happily do so. Flonne stops them, and Gordon tells him he has the right goal but a terrible plan. Gordon will want him as a comrade, and Laharl will invite him on. Kurt is too tired to do much now, so he goes to recharge. His parting words are, "Be careful of Jennifer." Laharl, Etna, and Flonne will, for a third time, ponder those words and collectively think about the robot with drill boobs. Modification! Gordon rebukes them.
The Final Stage is on the bridge against Carter. Gordon starts by demanding he releases Jennifer, which he does. But something is odd. No, it's the robot with drill boobs? Why is her hair color different? It turns out Carter installed a Neural Override Device, which is a fancy brainwashing implant to make Jennifer a slave. Gordon doesn't think Jennifer could beat him for some reason, but she does so with ease. After a few more revelations Gordon should have known, Laharl says he'll just blow up the ship. Flonne won't let him because she already claimed the ship. Gordon will lament, and Kurtis will show up after being woken up by Gordon's heroic will. Carter will tell Jenn to kill Kurt, and the two will do battle. Fueled by Gordon calling him a comrade, he sacrifices himself to "fix" Jennifer. ...somehow... He and Gordon reconnect, and Laharl tells Death to bring Kurtis to his family. His spirit goes wherever it does, and Flonne is happy. Gordon will make Jennifer an official Defender of Earth, and she'll say her goodbyes to Carter. With Jennifer back on our side and Carter out of options, he suddenly calls in a small horde of angels. Flonne is shocked and upset that angels would help someone like Carter.
This battle is pretty easy. The angels call heal each other, but that drains a lot of MP, so they can't do it often. Plus, they tend to use it too early. Their attacks only do less than 200 damage and are single target. I didn't get hit by any spells.
Carter manages to escape but is quickly met by Mid-boss! Mid-boss threatens Carter to spill the beans, which he does: Vulcanus is the true culprit. Mid-boss tells off Carter in a very harsh but true way. The humans will say their farewell to Kurtis and dedicate future actions in his name. Flonne, still unsure of what's going on, says she's going back to Celestia. She needs to ask Lamington about his intentions.
The next episode skit has Etna telling us what's about to go down. We're going to head to Celestia because Flonne needs to confront her boss. Next Time on Disgaea: Hour of Darkness. What Lies Beyond the Battle The matter-of-factness of this scares everyone, and we hear screaming as the scene ends.
Etna's diary is about how she used the Prince to regain her memories. She wonders how the King would feel about the whole ordeal.
The world is shaking, but everyone is only mildly concerned. Gordon comes in and says that he's back. He tells us that he had Thursday find the coordinates for the Gargantuan, so we can't teleport there. And by "he," he means Jennifer pre-programmed them. Everyone wonders if that means she's been preparing for this, but they quickly make off to the ship to stop the war and get back Jennifer!
Before we get on the Gargantua, Laharl casually obliterates a few thousand battleships. Interestingly, Etna points out that the Prince gave them time to escape before destroying the ships. He responds that he didn't want to stink up the Netherworld with corpses. Carter is terrified, so he activates the big guns, literally. Gordon informs us that the Astro Cannon, the EDF's ultimate weapon, has been activated. This leads into the battle map, where all we have to do is reach the yellow square on the otherside of the small map. I assume you can win, but the Astro Cannons have over 1000 Defense, so just throw Laharl towards, but not on, the square and let him walk onto it so we can advance. The character must walk onto the panel, otherwise, the whole team will get shot. This was the only map on the Gargantua Deck, and the rest will be in the Interior.
Stage One, proper, takes place after Kurtis wakes Jennifer up from a nightmare. He then brings out...something...and Jennifer knows what he's going to do. Kurt refers to something in his past that took him body and, maybe, humanity, and he begins his plan. The team hears Jennifer's scream, and the battle starts. It's just a few astronauts that pose no threat.
Stage Two has us against, not human, but super human androids built by Kurt. Laharl, Etna, and Flonne try to figure out what that term means while Gordon infers that Kurt is attempting to modify Jennifer. The three, once again, wonder that meaning by collectively thinking up a giant robot Jennifer with drill boobs. The battle is just more EDF soldiers. After the fight, Carter will contact us. He says that the Earth needed to invade the Netherworld because, as Laharl puts it, humans suck. They've drained all the resources, and the planet can no longer provide for its massive population. Carter calls it a simple and economical solution, but how is multi-dimensional travel either of those adjectives? Gordon is furious and realizes that Carter is the bad guy, which is nice.
The Fourth Stage has us confronting Kurtis. After he and Gordon remind us they're rivals, Kurtis tells us his entire backstory. Laharl and Etna think now would be a good time to attack, but Flonne convinces them it's not. Five years ago, there was an incident where Kurtis lost seventy percent of his body along with his wife and child. Anti-space travel terrorists blew something up, and Gordon couldn't save them. Ever since then, Kurt has held a grudge. Gordon acknowledges that it was his mistake but also says that Kurtis isn't the good guy here. "What would your wife and child say from Heaven?" Gordon goes true hero mode, and a fight breaks out.
I'm bad at boss fights. The first time I fought this, I came within about 50 HP of winning. The next three, I lost in round one. The Americans on this map can put people to sleep. What's worse is there are three Geo Crystals that give a combined Enemy Boost 150%. The Crystals are fragile, but you need to split up your team to destroy them, leaving two characters likely to get killed. I had Laharl Overlord's Wraith one, my Blue Skull (Cid), used Omega Ice on the Crystal weak to Ice, and I had a thief throw an American onto the last one. Have the thief go to the side path and throw the mob furthest from Kurtis. The one thrown is less likely to get involved in the combat, and you'll gonna need all the time you can get. I had the remaining teammates gather around the mage. You should be able to take out one and severally damage another. It's hard to align your characters here since the sword users can use Winged Cutter and Blade Rush. After a few turns, anyone not yet involved in combat will come forward. It takes Kurt three turns, depending on how far you are from him, to attack. Stay close, as his worst move is the Final Punch. FP does around 350 HP, seemingly, at random to enemy characters.
When the dust clears, Kurtis gives up after feeling the heroes' will and determination. He will ask us to kill him, and Laharl and Etna will happily do so. Flonne stops them, and Gordon tells him he has the right goal but a terrible plan. Gordon will want him as a comrade, and Laharl will invite him on. Kurt is too tired to do much now, so he goes to recharge. His parting words are, "Be careful of Jennifer." Laharl, Etna, and Flonne will, for a third time, ponder those words and collectively think about the robot with drill boobs. Modification! Gordon rebukes them.
The Final Stage is on the bridge against Carter. Gordon starts by demanding he releases Jennifer, which he does. But something is odd. No, it's the robot with drill boobs? Why is her hair color different? It turns out Carter installed a Neural Override Device, which is a fancy brainwashing implant to make Jennifer a slave. Gordon doesn't think Jennifer could beat him for some reason, but she does so with ease. After a few more revelations Gordon should have known, Laharl says he'll just blow up the ship. Flonne won't let him because she already claimed the ship. Gordon will lament, and Kurtis will show up after being woken up by Gordon's heroic will. Carter will tell Jenn to kill Kurt, and the two will do battle. Fueled by Gordon calling him a comrade, he sacrifices himself to "fix" Jennifer. ...somehow... He and Gordon reconnect, and Laharl tells Death to bring Kurtis to his family. His spirit goes wherever it does, and Flonne is happy. Gordon will make Jennifer an official Defender of Earth, and she'll say her goodbyes to Carter. With Jennifer back on our side and Carter out of options, he suddenly calls in a small horde of angels. Flonne is shocked and upset that angels would help someone like Carter.
This battle is pretty easy. The angels call heal each other, but that drains a lot of MP, so they can't do it often. Plus, they tend to use it too early. Their attacks only do less than 200 damage and are single target. I didn't get hit by any spells.
Carter manages to escape but is quickly met by Mid-boss! Mid-boss threatens Carter to spill the beans, which he does: Vulcanus is the true culprit. Mid-boss tells off Carter in a very harsh but true way. The humans will say their farewell to Kurtis and dedicate future actions in his name. Flonne, still unsure of what's going on, says she's going back to Celestia. She needs to ask Lamington about his intentions.
The next episode skit has Etna telling us what's about to go down. We're going to head to Celestia because Flonne needs to confront her boss. Next Time on Disgaea: Hour of Darkness. What Lies Beyond the Battle The matter-of-factness of this scares everyone, and we hear screaming as the scene ends.
Etna's diary is about how she used the Prince to regain her memories. She wonders how the King would feel about the whole ordeal.
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.
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.
Thursday, April 29, 2021
Hero's Will, Overlord's Way
Things went really bad tonight, and I don't know what's going to happen.
But that's the future! Right now, we see Gordon lamenting his predicament and how it's "not good." He realizes that the Earth Defense Force will come to save him soon once they notice he didn't check in with them. Jennifer gets the feeling that isn't likely. We then cut to General Carter discussing more of his plans with Gordon snd the Earth's attack on the Netherworld. We don't gain much information, but Vulcanus teleports in, and the cogs in my brain begin to turn. Vulcanus is pulling strings to make the EDF attack Hell.
When we cut back to said Hell where Flonne and Etna tell Laharl he has a challenge from The Defender of Earth. Gordan doesn't remember writing such a letter, so no one is sure what's going on. The party heads off to the Forest of the Dead!
Stage One has the humans wondering who this Defender is. It can only mean that Kurtis, a phony defender who's still really good at the job description. The battle is a cinch. There is a line of mages in front of a line of mandrakes. Large AoE effects like magic, Winged Slayer, Cosmic Arrow, and that Thursday move do wonders. Make use of the additional EXP Geo squares if you can. I plan to make use of the bonus EXP in future grind sessions.
Stage Two is where we meet the challenger. A translucent human named Don Joaquin, the first Defender of the Earth, appears. The Earth sent him here ages ago, so everyone assumes his will to fulfill his duty is the only thing keeping his spirit alive. Gordon and Flonne are enthralled with this, and the angel suggests we throw the fight to give him rest. Don attacks Gordon after wondering why one of his "descendants" would team with the Overlord. Thursday intercepts the swordsman and takes heavy damage. The fight is straightforward and against several mobs. The knight is probably the scariest but won't get into the fray until you've taken out most of the early enemies.
Stage Three is where we learn robots have hearts. The damage Thursday took is taking its toll. It's causing his core to overheat and may result in total memory loss. Gordon tells him he's sitting on the sidelines, but Thursday refuses. He'd rather lose his memory than be useless and see his comrades get hurt. This encourages Gordon and Flonne, the latter of who allows Thursday to keep fighting. The fight itself isn't again Don, but several Imps. They don't move off their ultra buffed Geo Squares, though. Guide Laharl through the maze of Mega Wind spam, and use Defend just before you end your turn. Defend works against magic, so I need to use it more often. Destroy the No Lifting Geo Crystal, and any other if you want to, then begin the attack in force. Throw an imp off its square and into your awaiting mob. I managed to kill one a turn, so it's a long, tedious slough, but I did manage to get the bonus gauge pretty high. And, with the exception of Etna, who I used to help Laharl along, I barely took any damage.
The Final Stage sucks. We get right into a battlefield filled with an Enemy Boost x6 effect across two Geo Crystals on the far side of the map. You can't lure anyone into the "safe"l zone where there is no Geo Effect. Nor can you can't leave that space either without being hit by Mega Wind Spam, one of which will do 1000 damage to Laharl. This is absolute garbage! Even throwing a few characters to the Geo Crystals doesn't help that much. You can take out one of them, but the remaining one means enemies are still three times stronger than they should be. And there are so many mobs! Fifteen, not including the boss, and I have no idea what he does! Weaker characters are one shotted, and stronger teammates are ganged up on. I'm not having fun anymore, and I hate this game. All the guides I found say to be around level 50, which is twenty levels higher than most of my team, and I'm not grinding that far just for one fight. This sucks! I don't want to play...
But I returned.
Double Braveheart Laharl and use a thief and a gunner to throw him towards the GeoCrystals. I got lucky, and one Ovelords Wraith took care of one Crystal and left the other at thirteen HP. Use another people stack of four or five and kill the other if need be. Even if you don't, it may be worth doing. Otherwise, Laharl will take the full force of everyone in range. He'll be in a corner, so there's only so much the scarecrows can do but still. Regroup/fight your way back together on the bridge. Try not to stop too close to the scarecrows near the imps, but I did manage to take them out with magic from afar. Bring a few SP healing items for your healer since you're gonna need her to survive the imp onslaught. The zombies aren't dangerous, and Don is, oddly enough, not strong at all.
If you manage to win, Flonne gets mad that we didn't lose. Trust me, kiddo, we did. Just as Flonne is about to call Laharl "The worst...", Don says that it doesn't matter. He challenged us because that's what heroes do. His spirit lived on long after he died just for the fight itself. Thursday begins to shut down as the damage he's suffered reached critical mass. As an apology for everything, Don does some hero mumbo-jumbo to restore the robot, and we see his soul disappear. Everyone begins to grill Flonne on what word would have come after "The Worst," and most think it's something dirty. Etna calls her a wicked angel, and Thursday calculates the likelihood of what word is. Just before he does, Flonne hits him, and he begins to break down again.
The next chapter skit isn't so much a next chapter thing, but Jennifer and Etna have started a home shopping channel. They're selling Thursday for the low, low price of 29999 HL. It also comes with two free knives!
Etna's diary reveals what the promise was: to protect the Prince.
But that's the future! Right now, we see Gordon lamenting his predicament and how it's "not good." He realizes that the Earth Defense Force will come to save him soon once they notice he didn't check in with them. Jennifer gets the feeling that isn't likely. We then cut to General Carter discussing more of his plans with Gordon snd the Earth's attack on the Netherworld. We don't gain much information, but Vulcanus teleports in, and the cogs in my brain begin to turn. Vulcanus is pulling strings to make the EDF attack Hell.
When we cut back to said Hell where Flonne and Etna tell Laharl he has a challenge from The Defender of Earth. Gordan doesn't remember writing such a letter, so no one is sure what's going on. The party heads off to the Forest of the Dead!
Stage One has the humans wondering who this Defender is. It can only mean that Kurtis, a phony defender who's still really good at the job description. The battle is a cinch. There is a line of mages in front of a line of mandrakes. Large AoE effects like magic, Winged Slayer, Cosmic Arrow, and that Thursday move do wonders. Make use of the additional EXP Geo squares if you can. I plan to make use of the bonus EXP in future grind sessions.
Stage Two is where we meet the challenger. A translucent human named Don Joaquin, the first Defender of the Earth, appears. The Earth sent him here ages ago, so everyone assumes his will to fulfill his duty is the only thing keeping his spirit alive. Gordon and Flonne are enthralled with this, and the angel suggests we throw the fight to give him rest. Don attacks Gordon after wondering why one of his "descendants" would team with the Overlord. Thursday intercepts the swordsman and takes heavy damage. The fight is straightforward and against several mobs. The knight is probably the scariest but won't get into the fray until you've taken out most of the early enemies.
Stage Three is where we learn robots have hearts. The damage Thursday took is taking its toll. It's causing his core to overheat and may result in total memory loss. Gordon tells him he's sitting on the sidelines, but Thursday refuses. He'd rather lose his memory than be useless and see his comrades get hurt. This encourages Gordon and Flonne, the latter of who allows Thursday to keep fighting. The fight itself isn't again Don, but several Imps. They don't move off their ultra buffed Geo Squares, though. Guide Laharl through the maze of Mega Wind spam, and use Defend just before you end your turn. Defend works against magic, so I need to use it more often. Destroy the No Lifting Geo Crystal, and any other if you want to, then begin the attack in force. Throw an imp off its square and into your awaiting mob. I managed to kill one a turn, so it's a long, tedious slough, but I did manage to get the bonus gauge pretty high. And, with the exception of Etna, who I used to help Laharl along, I barely took any damage.
The Final Stage sucks. We get right into a battlefield filled with an Enemy Boost x6 effect across two Geo Crystals on the far side of the map. You can't lure anyone into the "safe"l zone where there is no Geo Effect. Nor can you can't leave that space either without being hit by Mega Wind Spam, one of which will do 1000 damage to Laharl. This is absolute garbage! Even throwing a few characters to the Geo Crystals doesn't help that much. You can take out one of them, but the remaining one means enemies are still three times stronger than they should be. And there are so many mobs! Fifteen, not including the boss, and I have no idea what he does! Weaker characters are one shotted, and stronger teammates are ganged up on. I'm not having fun anymore, and I hate this game. All the guides I found say to be around level 50, which is twenty levels higher than most of my team, and I'm not grinding that far just for one fight. This sucks! I don't want to play...
But I returned.
Double Braveheart Laharl and use a thief and a gunner to throw him towards the GeoCrystals. I got lucky, and one Ovelords Wraith took care of one Crystal and left the other at thirteen HP. Use another people stack of four or five and kill the other if need be. Even if you don't, it may be worth doing. Otherwise, Laharl will take the full force of everyone in range. He'll be in a corner, so there's only so much the scarecrows can do but still. Regroup/fight your way back together on the bridge. Try not to stop too close to the scarecrows near the imps, but I did manage to take them out with magic from afar. Bring a few SP healing items for your healer since you're gonna need her to survive the imp onslaught. The zombies aren't dangerous, and Don is, oddly enough, not strong at all.
If you manage to win, Flonne gets mad that we didn't lose. Trust me, kiddo, we did. Just as Flonne is about to call Laharl "The worst...", Don says that it doesn't matter. He challenged us because that's what heroes do. His spirit lived on long after he died just for the fight itself. Thursday begins to shut down as the damage he's suffered reached critical mass. As an apology for everything, Don does some hero mumbo-jumbo to restore the robot, and we see his soul disappear. Everyone begins to grill Flonne on what word would have come after "The Worst," and most think it's something dirty. Etna calls her a wicked angel, and Thursday calculates the likelihood of what word is. Just before he does, Flonne hits him, and he begins to break down again.
The next chapter skit isn't so much a next chapter thing, but Jennifer and Etna have started a home shopping channel. They're selling Thursday for the low, low price of 29999 HL. It also comes with two free knives!
Etna's diary reveals what the promise was: to protect the Prince.
Wednesday, April 28, 2021
Angels, Demons, and Humans
Captain Gordon, the Defender of Earth, is the vassal of the demon Overlord, Laharl. You're a smart cookie, so I'm sure you can figure out how this is going. The Prince is commanding Gordon with reckless abandon, making him do laundry and other menial tasks. Gordon is, as you'd expect, upset and wants to apologize to the other 36 Defenders. He knows that heroes don't break promises, so there's nothing he can do. However, he suddenly thinks up an escape plan. Laharl sees him filled with hope and questions him. Suddenly, Jennifer comes in and calls the Prince "Harlie" because it's cute. He doesn't like it, but she tells the guys that the girls are going for a picnic. It's Sunday, a day off, so why not. Even Thursday joins in.
Etna and Flonne discuss the plans. It's a picnic today and a shopping trip tomorrow. Clearly, only Gordon is the vassal here. Laharl decides to join in because of thinly veiled sexism, and Gordon manages to talk his way in. He plans to use this distraction as a way to escape. It's off to the Sea of Gehenna!
Stage One begins after a scene in a strange place. It's not the Netherworld, Celestia, or Laharl's Palace, but somewhere on the futuristic, megacity Earth! General Carter, Gordon's former boss, is talking to a man with sharp green hair named Kurtis, who seems to be Gordon's rival. They discuss the plan that sent Gordon to Hell, which is obviously a massive ruse. There's still something fishy going on, even in all this sea of smelly...uh...fish. Meanwhile, Gordon is romping through the Netherworld going, "la la la," and laughing while feigning pleasure. Laharl questions whether or not he's an idiot, but Flonne defends him because she's into justice or something. Jennifer, kinda, agrees with her. Etna isn't moved. We then cut to Celestia, where Lamington and the voice discuss something secretive. The battle is one of the easiest in the game. Most of the field is overlayed with an Invincible Geo Crystal. The only place without it is the middle section. Try to get the guardians there by either using weak characters as bait or a monk's special attacks. It's a bit tedious, but I didn't take any damage here!
Stage Two has the characters discussing their age. Laharl is the youngest at 1300 years old, followed by Etna at 1400. Flonne, though, is a surprising 1500 years old. "Mental Age" is a strange thing, it seems. Jennifer is amazed because, as Laharl put it, humans only judge by appearance, but Jennifer says a sexy joke. From out of nowhere, Mid-boss shows up! He makes off with the picnic basket because he's a widower with no one to make him lunch. Laharl and Etna are annoyed, Flonne feels pity, and Gordon goes into Defender of Earth mode until Mid-boss calls him out. The fight has us up against a horde of Pucks and a few Dragons. I tried to use the terrain to my advantage, but the Demon's Breath made it a moot point. Fortunately, my strong characters can overpower them, and Laharl seems immune to sleep. if you're lucky, the mobs will take each other out!
Stage Three is just a battle. I went around the map and defeated the four, two at a time, Pucks. There's a Cyclops in the very middle, but he won't interact with us until we're close. You can either destroy the six Geo Crystals affecting his spot or use a monk's Triple Strike to move him and use the effects for yourself.
Stage Four happens after the demons want to give up. Everyone else wants to keep giving chase because of all the effort they put into making it (and escape). Jennifer suggests having Thursday use his olfactory tracking ability, which works! Before they return to the chase, Gordon reveals that Jennifer is the creator of Thursday. Not only that, but she's a genius! Jennifer created the robot at age five and gained a Ph.D. "in every subject" by age ten. She also solved the case of Jack the Tripper. This time, Laharl is shocked as he just thought of her as a dumb blonde. Jenn tells him that he shouldn't judge based on appearances. The battle is another where I tried to use the terrain to my advantage against the pumpkins. I think it worked, though, as no one died. The pumpkins are a lot easier, and they like to stay lines up for multi targeting moves. There are also several EXP bonus tiles that I didn't make much use of.
The Final Stage is where we finally meet Mid-boss. Captain Gordon and crew make a poetic speech about being a hero fighting against evil, and they all begin to shine. This encourages Flonne, who doesn't want to be upstaged by the humans, to try something similar. Laharl and Etna play along in the most apathetic way, but they both regret it, and Flonne can't match the glow of Gordon. She's disappointed/"pissed" that Mid-boss is laughing at them. Laharl ends the charade, and a fight breaks out.
There's a million Pucks, three dragons, and a Mid-boss. Mid-boss has no new moves and tends to use his single target attack more than not. The enemies took themselves out while I tried to help. Comradery is a very strange move. The dragons are the hardest mobs here, but they don't use their breath attacks if you get close. I split my characters into two groups to, once again, fail to use the terrain to my advantage after I lured them close to the spawn point. It did line up the enemies to kill themselves, though. I kept my healer back until round three when I was on the ropes and managed to keep her alive when I surrounded Mid-boss and pummeled him down.
After Mid-boss loses, again, he hands over the basket. Alas, he already ate everything and flees... Jennifer remains optimistic that they can just make a new lunch again. Gordon tries to use this as an excuse to head back home for some teriyaki pizza until Etna poses a good question. How was Gordon going to leave? And then it hits him that his spaceship was destroyed when they crashed landed here. Laharl reminds him that he'll always be a vassal, and Gordon wonders about his job. Flonne suggests he should just become the Defender of the Netherworld, and, oddly enough, Jennifer encourages him. Laharl gives him a new title, "Slayer of the Netherworld"! Gordon doesn't like it, but Jenn seems cool with it, and Laharl says, "I'll try to tolerate that sexy body of yours." Flonne and Etna discuss how the Overlord could tolerate things, and Etna thinks he's just gotten into sexy bodies. Thursday says, "Alls well that ends well," but Gordon isn't well. Flonne ends it with a soliloquy about the potential friendship of angels, demons, and humans.
Tonight's skit has Etna talking about her role in defending the Netherworld against General Carter. She promotes her advanced weaponry, including Love-Freak Flonne, and her ability to annoy people into submission. Carter is flummoxed!
Etna's diary reveals more about the King. It turns out the Black Petzel story was a cover. An Alternate Overlord tried to invade the Netherworld, so King K stopped him. However, that drained a lot of his health. Etna wished to sacrifice herself to save the King, but he wouldn't let her. Etna made a promise to him but can no longer remember what it was.
Etna and Flonne discuss the plans. It's a picnic today and a shopping trip tomorrow. Clearly, only Gordon is the vassal here. Laharl decides to join in because of thinly veiled sexism, and Gordon manages to talk his way in. He plans to use this distraction as a way to escape. It's off to the Sea of Gehenna!
Stage One begins after a scene in a strange place. It's not the Netherworld, Celestia, or Laharl's Palace, but somewhere on the futuristic, megacity Earth! General Carter, Gordon's former boss, is talking to a man with sharp green hair named Kurtis, who seems to be Gordon's rival. They discuss the plan that sent Gordon to Hell, which is obviously a massive ruse. There's still something fishy going on, even in all this sea of smelly...uh...fish. Meanwhile, Gordon is romping through the Netherworld going, "la la la," and laughing while feigning pleasure. Laharl questions whether or not he's an idiot, but Flonne defends him because she's into justice or something. Jennifer, kinda, agrees with her. Etna isn't moved. We then cut to Celestia, where Lamington and the voice discuss something secretive. The battle is one of the easiest in the game. Most of the field is overlayed with an Invincible Geo Crystal. The only place without it is the middle section. Try to get the guardians there by either using weak characters as bait or a monk's special attacks. It's a bit tedious, but I didn't take any damage here!
Stage Two has the characters discussing their age. Laharl is the youngest at 1300 years old, followed by Etna at 1400. Flonne, though, is a surprising 1500 years old. "Mental Age" is a strange thing, it seems. Jennifer is amazed because, as Laharl put it, humans only judge by appearance, but Jennifer says a sexy joke. From out of nowhere, Mid-boss shows up! He makes off with the picnic basket because he's a widower with no one to make him lunch. Laharl and Etna are annoyed, Flonne feels pity, and Gordon goes into Defender of Earth mode until Mid-boss calls him out. The fight has us up against a horde of Pucks and a few Dragons. I tried to use the terrain to my advantage, but the Demon's Breath made it a moot point. Fortunately, my strong characters can overpower them, and Laharl seems immune to sleep. if you're lucky, the mobs will take each other out!
Stage Three is just a battle. I went around the map and defeated the four, two at a time, Pucks. There's a Cyclops in the very middle, but he won't interact with us until we're close. You can either destroy the six Geo Crystals affecting his spot or use a monk's Triple Strike to move him and use the effects for yourself.
Stage Four happens after the demons want to give up. Everyone else wants to keep giving chase because of all the effort they put into making it (and escape). Jennifer suggests having Thursday use his olfactory tracking ability, which works! Before they return to the chase, Gordon reveals that Jennifer is the creator of Thursday. Not only that, but she's a genius! Jennifer created the robot at age five and gained a Ph.D. "in every subject" by age ten. She also solved the case of Jack the Tripper. This time, Laharl is shocked as he just thought of her as a dumb blonde. Jenn tells him that he shouldn't judge based on appearances. The battle is another where I tried to use the terrain to my advantage against the pumpkins. I think it worked, though, as no one died. The pumpkins are a lot easier, and they like to stay lines up for multi targeting moves. There are also several EXP bonus tiles that I didn't make much use of.
The Final Stage is where we finally meet Mid-boss. Captain Gordon and crew make a poetic speech about being a hero fighting against evil, and they all begin to shine. This encourages Flonne, who doesn't want to be upstaged by the humans, to try something similar. Laharl and Etna play along in the most apathetic way, but they both regret it, and Flonne can't match the glow of Gordon. She's disappointed/"pissed" that Mid-boss is laughing at them. Laharl ends the charade, and a fight breaks out.
There's a million Pucks, three dragons, and a Mid-boss. Mid-boss has no new moves and tends to use his single target attack more than not. The enemies took themselves out while I tried to help. Comradery is a very strange move. The dragons are the hardest mobs here, but they don't use their breath attacks if you get close. I split my characters into two groups to, once again, fail to use the terrain to my advantage after I lured them close to the spawn point. It did line up the enemies to kill themselves, though. I kept my healer back until round three when I was on the ropes and managed to keep her alive when I surrounded Mid-boss and pummeled him down.
After Mid-boss loses, again, he hands over the basket. Alas, he already ate everything and flees... Jennifer remains optimistic that they can just make a new lunch again. Gordon tries to use this as an excuse to head back home for some teriyaki pizza until Etna poses a good question. How was Gordon going to leave? And then it hits him that his spaceship was destroyed when they crashed landed here. Laharl reminds him that he'll always be a vassal, and Gordon wonders about his job. Flonne suggests he should just become the Defender of the Netherworld, and, oddly enough, Jennifer encourages him. Laharl gives him a new title, "Slayer of the Netherworld"! Gordon doesn't like it, but Jenn seems cool with it, and Laharl says, "I'll try to tolerate that sexy body of yours." Flonne and Etna discuss how the Overlord could tolerate things, and Etna thinks he's just gotten into sexy bodies. Thursday says, "Alls well that ends well," but Gordon isn't well. Flonne ends it with a soliloquy about the potential friendship of angels, demons, and humans.
Tonight's skit has Etna talking about her role in defending the Netherworld against General Carter. She promotes her advanced weaponry, including Love-Freak Flonne, and her ability to annoy people into submission. Carter is flummoxed!
Etna's diary reveals more about the King. It turns out the Black Petzel story was a cover. An Alternate Overlord tried to invade the Netherworld, so King K stopped him. However, that drained a lot of his health. Etna wished to sacrifice herself to save the King, but he wouldn't let her. Etna made a promise to him but can no longer remember what it was.
Subscribe to:
Posts (Atom)