Disgaea 2 PC

Disgaea 2 PC

37 ratings
Adell Dark World 3-3: An Even Easier Farming Guide
By Dark Pulse
With the help of just two characters (and a handful more to sweeten the Bonus Gauge), you can get characters easily to Level 60, if not higher, with some pretty good HL and swag along the way - all by the time you begin Chapter 4.
   
Award
Favorite
Favorited
Unfavorite
History
While looking at some of the guides for this game, I was pretty impressed by Xeetos' Early Item Farming Guide. However, his strategy for Adell Dark World 3-3 was a bit... puzzling, and in some ways, almost counterintuitive. It was an awful lot of work to isolate one zombie, just to make sure it couldn't hit you, and you needed to do an Ally Kill in order to actually complete the map (which I'm not terribly fond of).

Surely there's a better way to get the same effect, isn't there...?

Of course there is.

I came up with this strategy and tried to paste it as a comment in his guide, but unfortunately, Steam Comments just won't allow me the needed space for this strategy in a comment. Sorry, Xeetos! I tried to give it to you first, send your wrath to Gaben. :p

However, since the strategy is quite sound, I went ahead and made it into guide format.
Prerequisites #1 - Unlocking Dark World 3-3
To unlock the stage itself, you will need the following:

1) The Dark World must've been unlocked (by finding the five switches that enable it). You can do this as soon as you begin the game!
  • 1) The small area behind the fallen pillar behind the Dark Assembly, Postman, and Music NPCs.
  • 2) The window by the back door of Adell's house.
  • 3) The back of the house near Zommie III (the zombie, of course).
  • 4) Roughly in the center of the clearing in a corner of the map that has two trees.
  • 5) The crumbled stone wall near the NPC Mario Boy (the marionette on the stump).
2) The Dark World must be activated by defeating Friday Mk. II - she'll appear after all five switches are hit, and you'll need to talk to her a few times before she challenges you to a battle (that you have to be sure you want to face her in before you can). She's Level 100, but this isn't impossible even at game start. Create two thieves, and have one hit her with Health (which poisons her), have a sacrificial lamb come out every turn for Friday to destroy, and then once the poison wears off in three turns, have the second thief poison her and be sacrificed. As long as you got more characters than she has turns (it'll take 5-6 turns for the poison to kill her, usually, so try to have at least 10 you can call on), you'll beat her and unlock the Dark World. You'll want these thieves, anyway...

3) Story must be played as normal up until you get to 3-3: Murder's Vault, Corpse Garden. While clearing this map, make a tower of at least 5 characters high to unlock the Dark World version of it. Note that you don't have to KEEP this tower or Execute/End Turn with it or anything like that - you can form the tower, unlock it, then immediately cancel everyone's move and send them back to the Base Panel on Turn 1. It'll work just fine.

You're now ready to tackle the Dark World version of the map... in name. In practice, you'll need a few things further.
Prerequisites #2 - Preparing for Dark World 3-3
More than just actually unlocking Dark World 3-3, you'll need to do some smart preparation for it as well. Sure, you could race right in with your two Thieves and pull the same trick you pulled with Friday Mk. II, but that would also get you the same results - one character leveling up... if they got a EXP Bonus on the Bonus Gauge Level 0 reward.

But you'd probably like to level up 9 characters at once with a LOT more EXP, HL, and weapons to go around, right? Especially since the stuff you get here can last you to the end of the game?

Sure you do! So make sure you have these as well.

1) 2 Thieves, which you likely already made in the process of getting here, but if you haven't for some reason, make 'em. These thieves must be leveled to at least Level 10. While you could theoretically do this with two Level 1 thieves, you'll definitely be getting killed aplenty as the zombie chases characters and mows them down due to his movement boosts... kinda nerfs your ability to level characters up quickly except for one at a time.

2) 7 Beastmaster-class units. The reason for this is pretty simple: In Disgaea 2, for some reason, a Beastmaster gives double the Bonus Gauge boost of any other class doing any other kind of attack. While you could use (in theory) any other attacker doing any other kind of attack, this boost to the Bonus Gauge is exactly what we want to maximize the amount gained per attack and make this as quick as possible. That said, neither their damage, level, nor equipment matters, so just make seven Good-For-Nothing Beast Tamers (nerf their INT - not like it matters, but maybe you'll eventually want to keep one, and INT is certainly their most useless stat), equip them with seven cheap bows, and you're all set.

(Special thanks to Tsey'Akan for inadvertently leading me to figure this out!)

3) 1 Sacrificial Lamb. In my case, Tink. Poor Tink. On second thought, maybe not. Nobody likes him anyway.
Last-Minute Preparation
A few additional things to make note of before we get into the general strategy.

1) Especially when you're doing this your very first few times, keep an eye on the Zombie's status AT ALL TIMES!!! While the game usually plays nice in making sure that status effects (which you will be using here, just like with Friday Mk. II) last three turns, sometimes they do wear off earlier depending on random Resistance values and the like, and on rare occasion they last a little bit later, as well. The game will, once you have them both activated, pop off purple bubbles to show Poison is active and yellow Z's to show asleep. If either of these wear off early at any time, make sure you re-activate it in the appropriate place in the attack order.

2) Stronger Enemy Bills won't work as a cheap way to gain experience further. We're not technically killing the monster, so we don't get boosted experience from them even if it's 2000 levels above yours, nor do we gain any HL directly - we gain what's off the bonus gauge instead. (If it did work, this would pretty much be instant overkill of the game.) It will still be good up until at least level 50-60 though, and the items you earn are good right through the end of the main story.

3) This isn't going to get you Mana, and outside of any spells/skills you use, not much in the way of skill experience grinding, either. You can get a Level 60 mage, sure, and she'll learn all the spells she could learn at Level 60, but they'll be Skill Level 1 with pathetic range and areas of effect. Unless you've got the right Innocents on board, anyway, but if you're that far into the game... why are you reading this guide?

Got all that? Good. Let's get to what you need to do.
Dark World 3-3, Turn 1
1) Send out your sacrificial lamb exactly one square "north" from base. (Directly towards the zombie.)

2) End Turn.

Your sacrificial lamb will get poisoned by the Dark Sun, but the zombie will put them out of their misery not long afterward, before the poison even stings. The zombie should be right near your Base Panel.
Dark World 3-3, Turn 2
1) Send out both Thieves, line them up in a "L" shape immediately next to the zombie. (As if you were targeting 3 enemies with a level 5 spell's cross-shaped area of effect.)
2) Send out all seven Beastmasters, and position them so that they can all hit the zombie.

3) Attack Order:
  • Thief 1: Health the zombie.
  • Beastmasters: Normal attack the zombie.
  • Thief 2: Consciousness the zombie.
4) Execute/End Turn.

Why this order you ask? If you use Health -> Consciousness -> Attacks, Crits will wake the zombie up and you're gonna have a bad time. To be 100% safe with this strategy, you will want to make sure that you are using Consciousness at the end of each and every set of attacks - doing it earlier could lead to the zombie waking up from a Crit and completely screwing you!

If all done successfuly, your Bonus Gauge should go up to roughly 3 1/4 - 3 1/2.
Dark World 3-3, Turn 3
1) Normal Attack with Thief 1 and all seven Beastmasters.
2) Thief 2: Consciousness, just for insurance.
3) End Turn.

Bonus Gauge should now be about level 6 1/3 - 6 1/2. You'll all get poisoned by the Dark Sun, but it doesn't really matter.
Dark World 3-3, Turn 4
Exactly the same as Turn 3 - attack with Thief 1 and Beastmasters, Thief 2 does Consciousness at the end of the chain.

Your bonus gauge is now maxed out.
Dark World 3-3, Turn 5
1) Return all Beastmasters to your Base Panel, and replace them with whoever you want to level and gain experience. No need to attack - just have them loaf and lollygag around the Base Panel. Thieves stay put for now.
2) Thief 1: Health.
3) Thief 2: Consciousness.
4) End Turn.
Dark World 3-3, Turn 6
1) If so desired, pull Thieves out and replace with two more units to level. Otherwise...
2) End turn.
Dark World 3-3, Turn 7
1) Win.
2) Collect rewards.
Closing Thoughts
To me this is a lot easier than having to throw the zombie onto the island and carefully positioning bow users and the like while limiting your number of attacks and requiring an Ally Kill to ensure success, as done in Xeetos' guide. It should make it trivial to get smashmouth gear and lots of levels/HL very quickly.

If you're having trouble leveling two Thieves to 10, even in normal maps, it doesn't take too long - I used Normal 3-2, Dangerous Refuge, due to its generous HL/Mana/EXP bonuses and relative ease for bow shooters. As long as they're about Level 6-ish they should be good there, I think, especially if you're using two, since even if one fails to kill an enemy, the follow-up shot should, and before long they should be both good to go.

Anyway, thanks for taking the time out to look at this guide. I hope it's helpful to you! Good luck with smashing through the rest of the game. :)
19 Comments
Chad "The King" ThunderCuck 21 May, 2024 @ 12:15pm 
or you know, just do a tower attack with your level 9999 neomata.
Dark Pulse  [author] 13 Jul, 2023 @ 8:16am 
@tclord: As I said in the guide, you can theoretically do this with two Level 1 Thieves, but since you won't be putting it to sleep, it will move all over, and then you need to make sure that your Beast Tamers can run align up and hit it properly, and of course you're guaranteed to lose a character slot, if not several, because remember this Zombie will have access to ALL its skills - including ones that hit multiple units at once.

In hindsight, you probably could do this with just one Level 10 Thief and a Level 1 Thief, like you said, but I was probably thinking "insurance, just in case Consciousness doesn't land and he decides to target one of the Thieves," since I'd always do my Thieves' turns last. Though admittedly, he'd probably be more likely to blast whatever line of three Beast Tamers he could hit.
Miroku 8 Jul, 2023 @ 9:15am 
A neat note for xp on killing that zombie if any of your characters can damage it (which largely will be improbable when you first start farming it) - heal it with an ABC or Mint Gum after the first poison tick, then after the 5th tick it should have sub 40 hp left. Then use whatever insane battle maniac can harm the zombie to finish that last 40ish HP, preferably at the end of a chain just before sleep is cast once more. Likelyhood of this during early item farming is near 0, but if you upgrade some of the gear from here in the item world first, there is a chance. Or, you know, if you just found out about this and your already in postgame stuff.

Plus it gives the health stealing thief something to do on turn 2.:d5_prinny:
tclord 6 Jul, 2023 @ 6:36am 
Why do you need 2 level 10 thieves? Isn't one only ever using health, which only requires level 1? So just need one level 10 thief. The other thief will get to level 10 and beyond quite quickly when doing this process though.
Romz 20 Nov, 2017 @ 9:48am 
A quick tip for levelling the thieves to lvl 10 to start this strat. It involves 3-2. This may be a little tricky to explain, essentially you want to use lift/throw to get adel to the geos and break them on the first turn, triggering tile changes which kills the enemies and gives a huge bonus.

In detail: Goto 3-2 (dangerous refuge), move both thieves as close to the geos as you can (the little path with some blank tiles). Then move Rozalin behind the thieves, finally Adell goes behind Rozalin.
Then, lift up Adell with Rozalin, Thief B lifts Rozalin, Thief A lifts Thief B.
Then, thief A throws your stack of heros towards the geos (3 spaces forward), thief B throws the 2nd stack towards the geos (2 spaces "left"). Then throw Adell into the space in the middle of the geos.
Finally, bring out a beast tamer from the base panel to throw Thief A one space forward, which means every hero is on a blank space and safe from the tile change damage.

Hope this makes sense!
srsface 24 Oct, 2017 @ 5:30pm 
A couple extra thoughts:

You don't even need beastmasters. You should easily hit rank 9 just attacking the guy with 7 bowman and having the thieves do their attacks too. If you have anyone who uses bows as their main weapon, you might as well bring them along instead of a few of those beastmasters to help get them some ranks in their weapon.
CyanPlaza 4 Jul, 2017 @ 1:32am 
Playing through the PSP version, using this guide. It's fantastic, and thank you for the help!
Dark Pulse  [author] 25 Mar, 2017 @ 10:25am 
Both of those are pretty good improvements on the strategy.

proXimo: You get a male warrior at the start, him + Adell = two five-throwers, and you've also got a Healer who likely knows Espoir. The main drawback is that the healer needs to be Level 5 for Espoir - and it will have crappy range. However, at that point is essentially negligible since you're keeping everyone close to the base panel at any rate. Considering you get both of them as part of your "free characters," it would indeed be very worthwhile.

crimsonshadow78: The major downside is everyone will get poisoned after the first turn due to the Dark Sun. I THINK if you didn't heal any of it, you'd wind up dying with the zombie, since poison damage for both players and enemies procs at the start of your turn. Unless there's a one-turn gap which I'm not remembering for the players, you'd have to Espoir them - all to end it one turn quicker. Not as worth it, in my opinion.
crimsonshadow78 19 Mar, 2017 @ 6:55pm 
I find the initial sacrifice is good, but as you level up the beast tamers a few rounds, its best to move 2 beast tamers as far north as they can go.

Throw one next to the zombie king.
Throw zombie king back to place he was killing tink.

Bring hoard of beast tamers out and 2 thieves. Health attack sleep. Move 2 beast tamers back for attack on round 2.

Makes for levelling 10 chars at a time.
And ends sooner per run.


proXimo 18 Mar, 2017 @ 6:01pm 
Love this strategy! I just finished chapter 4, have 2 shoes, and my highest level is 19. Using this I got bonus level 6 just using a few guns and 1 bow, I can see it'd be easier using beastmasters so I'll switch to that now.

As for Razum's strat, I modified it and got it to work so I kept all 10 alive:
1. bring out 1 good thrower standing next to home base
2. bring out adell and pick him up with first guy
3. throw adell towards zombie
4. use adell to throw zombie down
5. sleep zombie and put everyone away and set up for Dark Pulse's strategy(you'll have to use espoir to cure that thief that slept zombie)