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Dark World

D2 Dark World Example

The Dark World is a group of alternate forms of stages in Disgaea 2: Cursed Memories.

Most story stages have a Dark World version, keeping the layout but containing different enemies and Geo Effects to drastically increase its difficulty. Dark World stages must be unlocked individually, by performing certain actions in its regular version.

Note that while the Dark World itself remains unlocked through New Cycles, stages must be unlocked again.

In Adell Mode only, there's rewards for clearing a certain amount of stages:

Unlocking the Dark World

First the player must hit the 5 switches hidden throughout the main hub, causing Friday MK II to appear:

Talk to Friday MK II repeatedly and she'll ask you twice if you're sure, starting a battle if you accept both times. Friday Mk II is a level 100 enemy, so fighting her is not adviced unless the player has beat the story. Upon defeating her, she will stand next to Friday (the regular Dimension Guide), offering access to the available Dark World stages.

Note: Be careful when battling Friday MK II, as all NPCs remain on the battlefield as neutral units and could end up killed. If this happens, a grave will appear in place of the killed NPC (much like Proxies in Disgaea 1) and their functions will be inaccessible. If this happens, simply save and reload your game and all NPCs will be back.

Unlocking stages

Only the first stage is available by default, and all other stages are unlocked by performing certain actions. Beware that in some cases the player will be instantly warped to the Dark World stage once the condition is met, undoing progress in the regular stage. Because of this, it's not recommended to unlock the Dark World before beating all story stages, as the player may see themselves accidentally transported to a stage they cannot beat.

Adell Mode

Stage Unlock Warp
1-1 Available from the start No
1-2 Finish the stage without taking damage No
1-3 Take damage from an enemy Yes
1-4 Kill a Green Skull (Your own or the enemy that appears during revisits) Yes
2-1 Clear the stage in 2 turns No
2-2 Clear the stage in 1 turn No
2-3 Clear the stage without moving more than 8 panels No
2-4 Lift a character Yes
3-1 Reach turn 12 Yes
3-2 Destroy a Geo Symbol Yes
3-3 Make a tower of 5 or more characters Yes
3-4 Do not use the Throw command No
4-1 Destroy all Geo Panels Yes
4-2 Combine 5 enemies No
4-3 Combine all enemies Yes
4-4 Reach turn 31 Yes
5-1 Allow an ally unit to be killed Yes
5-2 Clear the stage using 4 or less characters No
5-3 Make a tower of 8 or more characters Yes
5-4 Kill all enemies using only tower attacks No
6-1 Make a tower of 10 characters Yes
6-2 Clear the stage using 6 or less characters No
6-3 Combine all enemies No
6-4 Clear the stage using only 1 attack No
7-1 Destroy all Geo Panels Yes
7-2 Clear the stage without taking damage No
7-3 Throw an enemy into an ally that's already lifting an enemy Yes
8-1 Throw an enemy into an ally that's already lifting an enemy
(Warning: This stage appears last in the episode's stage selection despite being fought first)
Yes
8-2 Destroy all Geo Panels in a single chain Yes
8-3 Destroy the moving "No Entry" Geo Symbol Yes
8-4 Kill all enemies using only normal attacks No
8-5 Clear the stage without taking damage No
8-6 Fill the Bonus Gauge to level 5 or more No
9-1 Move to an elevation of 64dm Yes
9-2 Clear the stage without moving more than 11 panels No
9-3 Fill the Bonus Gauge to level 2 or more No
9-4 Move to an elevation of 82dm (on top of the center serpent) Yes
10-1 Combine at least 5 enemies No
10-2 Destroy all Geo Panels Yes
10-3 Deal 500+ damage to a single enemy with one attack Yes
10-4 Fill the Bonus Gauge to level 3 or more Yes
11-1 Clear the stage without taking damage No
11-2 Clear the stage without destroying any Geo Panel No
11-3 Deal 1000+ damage to a single enemy with one attack Yes
11-4 Clear the stage using 4 or less characters No
11-5 Kill all enemies using only normal attacks No
11-6 Clear the stage without taking damage No
11-7 Kill all enemies using only tower attacks No
12-1 Combine all enemies Yes
12-2 Clear the stage without destroying any Geo Panel No
12-3 Make a tower of 9 or more characters Yes
12-4 Make a tower of 3 or more characters Yes
12-5 Clear the stage using only 1 character No
12-6 Deal 2000+ damage to a single enemy with one attack Yes
13-1 Clear the stage without taking damage No
13-2 Deal 2500+ damage to a single enemy with one attack Yes
13-3 Destroy all Geo Panels Yes
13-4 Deal 3000+ damage to a single enemy with one attack No

Axel Mode

Stage Unlock Warp
1-1 Available from the start No
1-2 Deal 2500+ damage to a single enemy with one attack Yes
1-3 Make a tower of 5 or more characters Yes
1-4 Combine all enemies Yes
2-1 Clear the stage without destroying the Geo Symbols No
2-2 Combine all enemies and capture the resulting one. No
2-3 Reach turn 21. Yes
2-4 Move to an elevation of 48dm(on the rock behind the leftmost Gunner) Yes
3-1 Kill all enemies using only tower attacks No
3-2 Kill all enemies using only normal attacks No
3-3 Clear the stage using 3 or less characters No
3-4 Allow an ally unit to be killed Yes
4-1 Destroy a Geo Symbol Yes
4-2 Clear the stage in 1 turn No
4-3 Clear the stage without moving more than 10 panels No

The Dark Sun

The Dark Sun is an additional hazard present in all Dark World stages. At the end of each turn, the Dark Sun will trigger one of various effects depending on the stage (often negative, but sometimes beneficial), and the player can see the list of upcoming effects by selecting an empty panel. Each stage has a Dark Sun Level (from 1 to 50 stars), serving as an overall indicator for the difficulty of the stage as well as the Dark Sun's HP.

Ascend

While in the Dark World, units gain access to the Ascend command, which makes the unit sacrifice their life to damage the Dark Sun. Dealing enough damage will destroy the Dark Sun, removing its effects for the rest of the battle.

Some enemies can be set to Ascend after a certain amount of turns, indicated by a sign on top of them with a sun symbol and a number. This does not damage the Dark Sun, and will instead add the level of that enemy to the level of all other enemies on the map. If an ally unit with Felonies uses Ascend they will also increase the level of enemies instead of hurting the Dark Sun, although the added levels will be equal to their number of Felonies rather than their own level.