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Blessed Court

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Blessed Court
D1area 04
Disgaea: Hour of Darkness map
Location Vyers Castle
Episode Prince of the Netherworld, Super Dimensional Etna
Enemies 4 level 1 Ghosts
4 level 2 Hobbits
1 level 3 Male Brawler
1 level 3 Male Warrior
Enemies in Etna Mode 6 Level 1 Ghosts
2 level 2 Hobbits
1 level 3 Red Mage
1 level 3 Blue Mage
Bonus Rank 2
Geo Symbols Red - Attacks +1
Green - DEF +50%

Green - Recovery 20% (Etna Mode Only)

Geo Panels 1 - Yellow
Previous map Magnificent Gate
Next map Corridor of Love
 Blessed Court is the second map after Magnificent Gate in Disgaea: Hour of Darkness and the third map in the remakes' Etna Mode.

StoryEdit

Etna marvels at the interior of the castle, and admires a vase. Laharl points out that taking the vase would make them petty thieves; instead, he will plunder everything. Etna and the Prinnies marvel at how evil he is, calling him a demon among demons, but of course this is high praise.

Typical StrategyEdit

The ATK +1 and DEF +50% effects are affecting the Yellow panels just near the enemies' territory. Two strong characters should inhabit these Panels as the Brawler and Fighter come to attack you. The Hobbits on the left and right of the map will not attack unless you move within their attack range, so only focus on the Humanoids until they are killed. If your physical fighters move to attack the Hobbits, move your long-range fighters onto the panels, so that they can assist the fighters if they cannot do some good damage.

Etna Mode StrategyEdit

In this version of the map, the ATK+1 and Recovery 20% effects expand to fit near the Base Panel. Three teams of two Ghosts each residing just outside of the area on either side, with two Hobbits standing WAY at the end of the map. You can actually block the Ghosts by moving your characters near where they would move. Even though the Ghosts are weak, the ATK +1 effect would boost their power. Note that Etna should either lead the charge against the Hobbits, or throw the Hobbits near the hopefully character-occupied Yellow Panels, then combo the two to death. The Mages should be saved for last. Don't hesitate to move your Healers onto the boosted panels so they can heal your troops back to full HP before charging, since the Mages will pelt any charging character with Ice and Fire magic spells.

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