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Enemies: (53)
Disgaea: Hour of Darkness

Enemies: (53)

Master Disgaea: Hour of Darkness's challenging Chapter 11! Learn how to deal with Enemy Boost x6, tough Alps, and defeat Don Joaquin with this expert walkthrough.

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Master Disgaea: Hour of Darkness's challenging Chapter 11! Learn how to deal with Enemy Boost x6, tough Alps, and defeat Don Joaquin with this expert walkthrough.

Alright, let's tackle this enemy list for Disgaea: Hour of Darkness, specifically the group totaling 53 foes. This section covers a pretty tricky map, so pay attention!

Enemies Present:

  • Lv. 45 Corpse x3
  • Lv. 43 Alp x6
  • Lv. 40 Scarecrow x6
  • Lv. 35 1st Defender (Don Joaquin)

The Geo Symbol Problem:

This map throws a curveball right away with a blue Geo Field covering the area, boasting an Enemy Boost of x6! This is the primary obstacle, making every enemy hit like a truck. Thankfully, there's a clever way to deal with it. You'll want to form a tower of about four characters. The character on the base panel will be your thrower. Send this tower over to the far east side of the map where the Geo Symbols are located. Have the last character in the tower throw one of the Scarecrows at one of the Geo Symbols. This is designed to be easy – the Scarecrow will destroy the Geo Symbol automatically! Repeat this process with a second tower to throw the same Scarecrow at the second Geo Symbol. Boom, normal map!

Managing the Fights:

With the Enemy Boost gone, the map becomes much more manageable, though still challenging. The six Alps are a major threat due to their high movement, making them unpredictable attackers. After you've deployed your characters, your party will likely be spread out. Those near the entrance should head west. This path is lined with Alps, but your goal is to defeat them as quickly as possible. Meanwhile, the east side of the map has plenty of Scarecrows and is also where the Corpses tend to appear. This effectively splits the battle into two distinct fronts. Make sure you have a healer positioned to support both sides of your assault.

Boss Fight: Don Joaquin

Once you've cleared out the regular enemies, you'll be left with Don Joaquin. Honestly, he's a bit of a joke boss. Nippon Ichi clearly intended him as a breather. His attacks have ridiculous animations, his ATK stat is surprisingly low, and he's the lowest-level enemy on this map. His HP isn't anything to write home about either. Just pound on him with everything you've got left. Defeating him wraps up Chapter 11.

Story Beat:

After the battle, Flonne is about to let loose on Laharl, but Don Joaquin shows up, surprisingly agrees with Laharl's actions, and even heals Thursday out of kindness. This leads to an awkward moment where Flonne has to decide what to call Laharl. The ending is a bit strange, but it sets the stage for Chapter 12 with some ominous lightning in the Stellar Graveyard.

Chapter 12 Prep:

Before diving into Chapter 12, it's a good idea to read Etna's diary. You'll likely have a good amount of HL saved up after the Don Joaquin fight, so feel free to spend it as you see fit. Then, it's off to Stellar Graveyard II. Don't let the names fool you; this chapter is considered tame compared to the final two, but it's crucial preparation for what's ahead.

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