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Enemies: (19)
Disgaea: Hour of Darkness

Enemies: (19)

Master Stage 19 of Disgaea: Hour of Darkness! Learn enemy placements, geo-panel strategies, and tips to defeat the Nightmare, Killer Armors, Decoys, and Pumpkins.

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Master Stage 19 of Disgaea: Hour of Darkness! Learn enemy placements, geo-panel strategies, and tips to defeat the Nightmare, Killer Armors, Decoys, and Pumpkins.

Alright, welcome to Stage 19! This one's a bit of a puzzle, so let's break it down. You're up against a Level 14 Nightmare, two Level 12 Killer Armors, five Level 11 Decoys, and five Level 9 Pumpkins. The main challenge here isn't just the enemies themselves, but the battlefield layout.

Most of the map is covered in a red Geo Field that gives enemies a +50% Boost. That's a significant buff, but thankfully not the triple boost that would make things truly nightmarish. Still, you'll want to deal with it ASAP.

Walkthrough
  1. 1
    Dealing with the Geo Field: Your first priority is getting that +50% Enemy Boost Geo Symbol off the field. The easiest way to do this is to have your strongest character, probably Laharl, stand in front of the five Pumpkins to keep them from advancing. Then, have another character throw someone across the gap to the right side of the map. From there, you can pick up the Geo Symbol and toss it off the map or onto a different colored panel to neutralize its effect.
  2. 2
    Alternative (but lame) Geo Field Strategy: The source mentions an alternative: throwing the Damage +20% Geo Symbol onto the field and waiting five turns. Everything will eventually die on its own. Honestly, don't do this. It's a super boring way to win and misses the point of the challenge!
  3. 3
    Mopping Up: Once the Geo Symbol is gone, the battle becomes much more manageable. The Pumpkins will likely be weakened or already defeated by your initial setup. As you advance, the Decoys tend to come at you one by one, so you won't get overwhelmed.
  4. 4
    The Nightmare vs. Killer Armors: Don't underestimate the Killer Armors! While the Level 14 Nightmare has a long-range attack called Fire Dance, it actually does less damage than the Killer Armors' assaults. Focus your attention on the Killer Armors and try not to fight more than one at a time.
Tips
  • Keep Laharl positioned to block the Pumpkins early on.
  • Use a character with high throwing range to get someone across the gap to the Geo Symbol.
  • Don't get cornered by the Killer Armors; their attacks are more dangerous than the Nightmare's.
  • Remember that Power of Love is still a great healing technique if you need to recover HP.
  • Be mindful of your positioning to avoid fighting multiple Killer Armors simultaneously.

After this stage, you'll be heading to 4-4, where you'll face Mid-Boss again. He's got Flonne's pendant and is not happy to see you!

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