Prima Games eGuides Disgaea D2: A Brighter Darkness eGuide

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Disgaea D2: A Brighter Darkness eGuide Post-Game Bonus Maps Detour: Prinny Land

Detour: Prinny Land

The first three stages in Prinny Land 
can be accessed as early as Episode 8, when you 
can first propose the Prinny Land bill in the Dark Assembly. 
The bill costs 1,000 Mana, but you shouldn’t have any trouble getting it past the Senate.

This opens up Prinny Land as a “Detour” on the Dimension Guide’s menu. Unlike the other Detours, Prinny Land is a permanent addition to your list of destinations, and you can rerun each stage as often as you like. Just as in each Episode, however, you must work your way into Prinny Land one stage at a time.

Prinny Land 1

Class Lv Qty Evility Weapon Armor Skills
Pvt. Prinny 45 12 Explosive Body Wyvern Wing Duralumin Shield Prinny Blizzard, Prinny Dance, Bomber Dood, Speed Boost
Col. Prinny 50 1 Explosive Body Wyvern Wing Duralumin Shield Prinny Blizzard, Prinny Dance, Thousand Prinnies, Bomber Dood, Speed Boost
Geo Symbol Geo Effect Destroy
Null #1 Enemy Boost +50% Clear
Null #2 No Lifting Clear

A level 45 Prinny is a deceptively dangerous opponent, particularly when it’s enjoying the benefits of an Enemy Boost +50% Geo Effect. The same Geo Panels also have a No Lifting Effect on them, so you can’t simply throw the Prinnies around to clear this stage.

There are a couple of ways you can go here. One is to treat Prinny Land 1 like a standard fight. The six Prinnies at ground level will rush you on their first turn, while the ones atop the Prinny houses will spend their first action to buff themselves and each other with Speed Boost. After that, they’ll charge you and you’ll suddenly be waist-deep in angry, undead penguins. As I learned in college, this is only fun once.

Fortunately, even if you can’t throw them, Prinnies retain their heavy weakness against Fire-based attacks. You can also lure them over by your base panel, wait until they cluster up, then throw one of your Prinnies (who’s standing on your base panel to dodge the No Lifting Effect) to take out a bunch of enemy Prinnies at once. No matter how much damage it takes on paper, a Prinny that’s caught in the explosion from another Prinny will also explode.

Another tactic you can use is to destroy one of the two Null Symbols that are providing the problematic Geo Effects. This is made harder than you’d think by their altitude, as almost all the attacks you have don’t have the vertical range to hit the Null Symbols from ground level. If you bring a Thief to use Create Box a couple of times, this can provide enough elevation for an Archer with the Sniping Evility, a Gunner, or an offensive spellcaster with a Staff to take out the closest Null Symbol. This should cause a large Geo Chain that wipes out all the Geo Panels on the map, but also allows you to clear out the rest of the Prinnies by simply throwing them at each other.

Map Events

  • Have Laharl attack an enemy Prinny.
  • Make sure Flonne is standing next to an enemy Prinny at the start of your turn.
  • Move Etna next to an enemy Prinny, then move Sicily into a square next to Etna as if you were setting up a Team-Up Attack.

Prinny Land 2

Class Lv Qty Evility Weapon Armor Skills
Pvt. Prinny 45 6 Explosive Body Wyvern Wing Duralumin Shield Prinny Blizzard, Prinny Dance, Bomber Dood, Speed Boost
Cpt. Prinny 45 6 Cross Bomber Wyvern Wing Duralumin Shield Prinny Blizzard, Prinny Dance, Bomber Dood, Speed Boost
Geo Symbol Geo Effect Destroy
Null Bye-Bye Panel Clear

When you put the cursor over one of the dozens of Bombs found on this stage, the tooltip simply says “DO NOT THROW!” When you inevitably ignore that warning, you will find that a thrown Bomb sends out a wave of explosive force in four straight lines away from the point of impact, much like a thrown Prinny with the Cross Bomber Evility. This stage is thus the Disgaea equivalent of a pitched gun battle inside a kitchen with a gas leak; if you’re not careful where you throw the Prinnies or the Bombs, the whole map might explode.

The explosive potential of this stage is further enhanced by the Bye-Bye Panels. Any unit standing on a Bye-Bye Panel at the end of its faction’s turn explodes and dies, Prinny-style. The Prinnies will likely take several of themselves out via the Bye-Bye Panels, which often means you’ll clear the stage after having done surprisingly little.

Map Events

  • None

Prinny Land 3

Geo Symbol Geo Effect Destroy Note
Red #1 No Lifting Red Change -
Red #2 No Entry Red Change -
Green #1 Mighty Enemy Green Change -
Green #2 Mighty Enemy Green Change -
Aqua #1 Silence Aqua Change -
Aqua #2 Silence Aqua Change -
Null Bye-Bye Panel Clear Moves to the nearby green Geo Panel on the next Enemy Turn after a player character reaches the area next to the cliff.
Class Lv Qty Evility Weapon Armor Skills Note
Pvt. Prinny 50 20 Cross Bomber (x17), Explosive Body (x3) Wyvern Wing - Prinny Blizzard, Prinny Dance, Thousand Prinnies, Bomber Dood, Speed Boost Gray Prinnies have Cross Bomber; blue Prinnies have Explosive Body.
Col. Prinny 50 2 Explosive Body Wyvern Wing Duralumin Shield Prinny Blizzard, Prinny Dance, Thousand Prinnies, Bomber Dood, Speed Boost -
Gen. Prinny 50 1 Bomb Conversion Wyvern Wing Duralumin Shield Prinny Blizzard, Prinny Dance, Thousand Prinnies, Bomber Dood, Speed Boost -

If NIS America ever made a tower defense game, it would probably look a lot like this. Most of the Prinnies staring you down at the start of this map are standing on a Geo Panel that provides them with Silence, Mighty Enemy, and No Lifting Effects. You can’t kill them and you can’t throw them. The red Geo Panels have a No Entry Effect, and the aqua-colored lane of Geo Panels provides Silence.

You can easily walk down the aqua lane without stopping next to a gray Prinny, but the blue Prinnies in the corner of the map are not silenced. As such, they will wreck you at their leisure with Thousand Prinnies and other ranged Skills.

The easy way to get through this stage is to deploy one of your own Prinnies and and throw it off the base panel at the enemy. Thanks to their Evilities, detonating either of the closest enemy Prinnies will cause a chain reaction that will clear them all off the map, leaving you with an obnoxiously slow but generally safe road to the end.

If you don’t have a Prinny to waste on this tactic, the whole stage has a sort of improvised detonator built into it. Once any of your characters reach the end of the path created by the aqua Geo Panels, the Null Symbol on the ground behind the house at the top of the cliff will quietly move itself onto the nearby green Geo Panel. This means that two of the blue Prinnies along the path are suddenly standing on Bye-Bye Panels and are thus guaranteed to detonate at the end of the next enemy turn. Since they’re right next to other Prinnies with the Cross Bomber Evility, that causes all of them to sail away on a wave of detonations.

Once you’re there, you must then figure out a way to get the last three Prinnies down off the roof of their house. No matter how long you wait, they’re content to sit up there, protected by poor sight lines and sheer altitude, and cast Speed Boost on each other. The easiest way to get at them is to bring a Thief and create a Wooden Box next to the Prinny house, which you can use as a stepping stone to reach the roof and take out the last Prinnies.

Clearing Prinny Land 3 unlocks the Prinny Day Every Day option in the Cheat Shop.

After you beat the Final Episode, you can propose Prinny Land Part 2. (This time, it’s personal.) Since those stages are restricted to the Post-Game and are ludicrously difficult, they’re in their own section.

Map Events

  • Station Sicily next to an enemy Prinny.
  • Have Laharl on the field at the start of your second turn.
  • Get both Flonne and Etna to participate in a Team-Up Attack against the same target.