Nothing major unlocks in this episode, so look around for the free chests in the following locations:
- On top of the speaker in Seraphina's room
- In the "hole" near the Memories NPC
- In the "hole" near the Memories NPC (yes, both are there)
|Lv. 71 Heavyweight||Silver Gauntlet, Imperial Crown, Aero Sneakers||Pro Tosser|
|Lv. 71 Middleweight (x2)||Silver Gauntlet, Imperial Crown, Aero Sneakers||Pro Tosser|
|Lv. 70 Gladiator (x7)||Spiked Ball Hammer, Imperial Crown||Wild Cry, Power Axe|
There’s nothing special about this battle, as it’s pretty straightforward. You want to be careful around the Wrestlers, as their combination skills of lifting someone and then slamming them down in the next turn is annoying, since that character is unable to battle unless you defeat the Wrestler. The Gladiators’ Power Axe Evility gives them an extra 10% power since they all have an axe equipped. The Wrestlers will also toss their allies around to get them into position so they can attack you on the same turn.
|Lv. 72 Minerva Lass (x6)||Chitragupta, Imperial Crown||Assault Attack|
|Lv. 70 Bandit (x6)||Raiden’s Gun, Imperial Crown||Thief Skills|
|Lv. 70 Oniwaban (x2)||Souther Staff, Imperial Crown||Mirage|
|Lv. 70 Battle Maiden (x4)||Swordsman’s Legend, Imperial Crown||Bushido|
|Lv. 70 Mad Parser (x3)||Souther Staff, Raiden’s Gun, Imperial Crown||Medical Insertion|
|Geo Symbols||Geo Effect|
There is a Netherworld Effect in this battle, where the ground will be marked at the end of the enemy’s turn and if anyone is standing on those marked spots, then lasers that deal damage will come down at the end of your turn. Any enemies killed by these lasers won’t give experience, but it can be used as a last resort if needed. This is a fairly large map, which is why there are three single Geo Panels at the center, each containing the Warp effect. These will lead you straight into clusters of enemies, so if you feel confident enough, you can do it, but use them at your own discretion.
As far as the enemies go, there is nothing out of the ordinary, as each of them only has their own Unique Evility and nothing else. All of the Minerva Lass are standing around the center, so it’s probably a good idea to start the battle by taking them out. Then you can start going after the other enemies. Attack the Ninja from afar to avoid their evasion bonus when standing next to them and it’s actually beneficial to group characters together for the Battle Maidens. If the Netherworld Effect becomes too annoying, you can always sacrifice a level of the Bonus Gauge to summon your own Netherworld, even if you don’t have an effect equipped.
|Lv. 72 Gen. Prinny (x11)||Dark Aura, Imperial Crown||Explosive Body|
|Lv. 72 Col. Prinny (x13)||Dark Aura, Imperial Crown||Explosive Body, Cross Bomber|
|Geo Symbol||Geo Effects|
This map is fairly linear and covered with panels that give the No Lifting effect, which is annoying because it is littered with Prinnies, the lovable mascot of the Disgaea series that explode when thrown. If you’ve been building up a mage or someone with elemental spells, then it’s possible to hit the Geo Symbol from near your starting position. This will allow you to easily defeat all of the Prinnies by throwing them, but watch out for the Cross Bomber Evility of the Col. Prinnies, as this will make them explode in a straight line (5 panels) instead. If you can’t reach the Geo Symbol, then it’s just a matter of slowly fighting through each set of Prinnies.
|Lv. 74 Bow Master||Harpuia, Passion Vest||Support Attack|
|Lv. 74 Minerva Lass (x2)||Fallen Angel Spear, Passion Vest||Assault Attack|
|Lv. 74 Gladiator (x4)||Hauteclaire, Passion Vest||Wild Cry|
|Lv. 74 Hitman (x2)||Shinatsuhiko’s Gun, Passion Vest||Assist|
|Lv. 72 Middleweight (x6)||Lovely Axe, Passion Vest||Pro Tosser|
Those annoying Wrestlers have returned and should be your first targets no matter what, to avoid their unique skills. The map is split in four directions, with one Wrestler each in three of those and the last one containing three, so head in the latter direction first. Two of the remaining directions will have a Hitman in the back, pegging you with long-ranged attacks, and the third will have a Bow Master doing the same. In addition to the one Wrestler, who should be killed first, are either two Gladiators or two Minerva Lass. If you can bypass them to go after the ranged attackers, then do it and return to clean up the last few enemies. To make matters worse, the Netherworld Effect has returned, but try to get rid of it as soon as possible, since you can get hit with lasers when being held by the Wrestlers.
Hall of the King
|Lv. 75 Scharfrichter||Cockatrice Beak, Passion Vest||Immortal Body, Blood Insanity|
|Lv. 75 Diabolos (x2)||Cockatrice Beak, Passion Vest||Immortal Body|
|Lv. 75 Kill Rider (x8)||Cockatrice Beak, Passion Vest||Immortal Body|
Prior to this battle, Seraphina will awaken to new power, granting her a new Overload skill, True Brionic Gaze , which charms all male units within 5 panels of her and allows you to control them for one turn. She also gains a new Unique Evility, increasing her stats by 25% whenever Killia is also on the map. You can try it out, since she will start with her Revenge Gauge full at the beginning of the battle, although you’ll have to throw her into the middle of the enemy group. You’re fighting nothing but Horsemen in this battle, who will reduce non-elemental damage by 50%. That means a mage is a grand idea here, especially any with Wind, as they are all weak to it (even wind-based skills will do).
Condition - Clear Ep. 14: Seraphina's Secret.