Disgaea afternoon of darkness game saves




















While assembly votes are generally retained, for unlocked worlds Prinny Land, Beauty Castle, Alternate Netherworld, etc. What's more is a new cycle also allows for the unlocking of certain characters and modes in the later remakes, like in Disgaea: Afternoon of Darkness and Disgaea DS , it allows the unlocking of Etna Mode if you met certain requirements from your previous playthrough.

Also, in Disgaea DS , the only way to unlock the playable Pleinair , as well as gain humorous commentary from a Prinny on the top screen during cutscenes, is to be on at least your second cycle. Note that if you do start a new cycle in Axel Mode, all story mode enemy levels, character levels and bonus ranks will be much higher than they would be if you use a code to play Axel Mode in the first cycle Axel starts at level , but this effect does not stack and does not carry over to Adell Mode.

It may also be worth noting that Yukimaru 's final special attack, which is only unlocked at a certain point in the story, will not remain unlocked in a new cycle. Starting a new cycle after defeating the final boss allows you to pass the Bill "Create the Ultimate Warrior", which unlocks the Majin Class. In Disgaea 3: Absence of Justice starting a New Cycle while having Mao at a certain level will unlock a special Diez Gentlemen character for your party, starting with Prinny Mask and giving you a new one every time you start a New Cycle.

In Disgaea 4: A Promise Unforgotten beating the game's normal story then starting an New Cycle allows the player to view the game's true god ending if the proper requirements are met.

This feature can become a very useful tool to players that would like a second "go" at fighting such characters as Zetta. Continuing on a new cycle will also give you another attempt at stealing items off characters you were previously unsuccessful at snatching. Every single one of their attacks annoys me in one way or another.

Putrid Breath causes a number of annoying side effects even if it isn't that strong, Stomp-o-rama is an attack that in Chapter 8 you will see over and over again which does a rather heavy amount of damage, Pounding Spree is a rather irritating attack to endure, and Paranoia is an extremely powerful attack that hits an extremely wide range.

Sure, I know these guys don't look like much, but they're the most annoying enemies in the game, just about. Kill them. First case being the first skill they get, Hell Pepper, which sprays the enemies in front of them for HUGE damage no kidding, almost twice their regular attacking power , and for poison to boot, which does its damage the next turn.

That, and they can move six spaces, which allows them to kick your ass fast, too. They're almost always the first things I can kill when I get a choice, even in the end of the game when they get that god awful Air Assault attack which does a lot of damage to a line of characters.

At least Ionize is weak and Holy Dust is just a healing technique. Plus all their skills hit only one enemy, except for Gigantic Slash which hits two and is thus their most dangerous attack to me, and in the end the only thing that redeems them is their sky high ATK stat and their high HP. If you're leading a ten character wide assault on the enemy, Dark Knights will be nothing to you.

If you're only using two characters, I'd keep an eye out for these guys. They're not horrible, but they pale in comparison so much to Dark Knights and all those other things, that it's hard to really give them credit.

First of all they've got Jackknife and Jack the Ripper, the latter of which is strong and the former pathetic, Jack Rush which is their only even remotely annoying attack, and Jackpot, which is strong but They can't even cause status effects, so don't worry about them, don't make one either.

They've got all the stats that you would expect, except their attacks are for the most part extremely feeble. Eruption for one thing, is an extremely weak skill based on INT. Soul Eater drains HP which I guess is always a good thing for them, but Minimize at barely stronger than regular ATK is their actual most damaging attack.

So in other words, these guys pretty much suck. Come to think of it, they don't bother me much. Because their stuff is based on INT, they come with a decent stat there but you'll want to build that up anyway if you choose a Shadow, which I do not. Their actual techniques are rather strong, such as Quadra Nosedive and Death Drop, plus their finale, Supernova, is a total doomsday blast.

So when it all comes down to it, I never use monsters but Serpents are one of the top choices if you want to. No kidding, these guys especially with their base stats are going to take a lot of manpower to take down. They're actually relatively powerful too, and for one thing their Magnetic Field and Magnetic Flash techniques are quite strong. But it's time for the killing point: Galactic Demons have a movement of 2. No, I didn't make that up, they can only move two spaces at a time, which is why in battles like and you won't see them.

That's their downfall in Cave of Ordeal 3, so you can strike them with magic from afar, and they can never hope to scratch you. I wouldn't make one of them, but they get to being quite an eyesore against you with their high defensive stats. That, and their skills are all devastatingly powerful and when you fight dragons in the postgame you will come to marvel at their power. The strange thing about their skills is that each type of dragon has a different set, though they're all essentially the same.

It's the perfect set of skills, and they're all devastatingly powerful. Overall, I still don't care for monsters outside of Thursday and Kurtis, but dragons are very fine.

The most cliched, infamous type of monster in RPG, and world history. Well, the only reason you would even think about making a zombie as a character is if for some strange reason you want to inflict status effects on the enemy, which is really all they're good for. Zombie Puke, for instance, causes poison. Zombie Swarm causes paralysis, and the other two are incredibly weak attacks that hit multiple characters, but are so pathetic you won't even care.

Don't make a zombie. Seriously, stay away, there's a reason Chapter 7 is just about the easiest one in the game. The first one you'll ever see is Hoggmeiser, who is really the guy you'd use if you ever had the desire to use a Nether Noble.

So yeah, these monsters aren't my profession, sorry, but I'll tell you right now that Megaton Crush is one of the strongest techniques out there, if you want to build Hoggmeiser up that far. Devour is an insanely strong attack, Beast Rend and Death Ray are both great attacks except the latter damages with INT instead of ATK -- they're both long distance line long attacks, and Stinger Strike is also a good attack for what it is.

Bottom line is, these guys are some of the most menacing you'll fight, and one of the best types there is. First of all, whenever you encounter them, they tend to have higher HP than the rest of their surroundings for some reason, and while I don't mind their Thunderbolt attack much, Hip Attack is extremely bothersome as it drains HP from you, plus if you're fighting a bunch of these high leveled, they've got Evil Healing.

Makes Cave of Ordeal 2 rather annoying. Flying Spark is a rather damaging attack too. While I wouldn't use them yourself, they're very annoying. Possibly my least favorite type of enemy to fight in the entire game you see them most primarily in Chapter 9 , Kit Cats are fast and extremely dangerous.

It's the ranges of their attacks that gets me the most: Mystic Blast is one of the worst attacks in the game, hitting a line of characters for extremely high damage, plus in the battles you find these little biotches in, you're never able to get them out a straight line. Even when you can, Fists of Fury isn't much better. In Chapter 5 you'll get Maderas, who is a Nosferatu and really the only one you'll ever want to bother with if I'm being honest.

These guys are incredibly uncommon, except you see Unholy Kings in the Dark Congress all the time. Then again, you will see Strigois and a Neuntoter in Chapter 14, hence they not being as uncommon as Nether Nobles. But like I said, you've got Maderas, and I'm not an expert here, so I'll move on. Because I have to say, that'd be one long name for an attack. That being said, besides dragons these are the types of enemies I'd really consider using, and in fact I always like to try and capture one from the Patriach's Seal in Baal Castle so that I can use them against Baal himself.

These things are mostly good at hitting several characters. Dance is a Winged Slayer type of thing, Column a Chaos Impact sort of thing, Roar is a strange formation, and Burst hits everything around for the most damage. Overall these guys have very high HP and ATK, so if you're going to use monsters you can't go wrong with a wyrm. Prinny -- Prinny Land 1 Gen. The first thing I have to note about them is that there's only five classes of them that can be unlocked without hacking devices.

I hear the sixth one is Big Sis Prinny, which would make sense, but that's all I got for ya. Prinnies obviously aren't that great, but they have their uses.

Rather than use a regular Prinny I would rather use Kurtis, and that's because Kurtis has slightly better skills in compensation for everything except Pringer Beam, which he also has. Pringer Beam is the best reason to use Prinnies, bar none. It's a ridiculously powerful attack, with an extremely cool animation who doesn't get mesmerized by that apocalyptic laser of death , and Kurtis has it too. Besides that, Prinnies really are just a bit of light comic relief, except of course for the fact that if you throw them, they explode.

The damage it does to the nearby enemies is always half of their maximum HP. So, if you have a lot of legendary Galactic Muscles, you can put them to very good use. Just a few usual notes So read with caution, but don't worry about missing stuff due to that kind of thing Just keep it in mind, either before or after I do it. So, now, Laharl wants to be the Overlord, which is simple enough in execution. When you emerge, head out of Laharl's room to the right to enter the throne room.

Talk to Laharl's vassals if you want, then at the end of the castle, feel free to buy stuff with the incredible lack of money that you possess. When you're ready to go, talk to the dimension guide to the north to head to the first tutorial. Etna, right before the battle, calls in three Prinnies for assistance, and they're in your party from here on out, but to be honest I really wouldn't suggest using them at all.

Monsters will have their place in battle, but for now and the next couple quick battles, focus on using Laharl and Etna so they can get weapon levels and experience. The scene before shows Laharl getting his ass kicked by the three ghosts, but I fully suggest having Laharl come out and try to slice the ghosts to pieces.

He'll do enough damage to kill them in about two hits, and Etna is almost as strong as he is. The ghosts have absolutely no chance of killing you, so in short, just have Laharl and Etna kill everything and move on to the next tutorial. You've got a hobbit, which is a little stronger than the ghosts, and one more ghost, and that's about it.

Nothing Laharl and Etna can't wipe off the floor. You might notice that Laharl and Etna will probably during this battle hit a weapon mastery of 1 and be able to use their respective specials, Blade Rush and Impaler, and if that happens, I'd certainly recommend it; Etna's makes her attack a lot stronger, and Laharl's mows right through multiple enemies at a time. Regardless, this battle is easy as hell. Go on to the next tutorial.

Here you'll have six enemies to play with, on a battlefield consisting of blue and red squares. Obviously, you're going to want all the enemies on those, and thankfully the game is kind enough to put all the enemies there initially. It's possible to play around so that everyone starts out there, but quite frankly I'm content with killing everything straight off.

Laharl and Etna should at this point be more than strong enough to kill everything that's there. Feel free to move over to a blue square later, so that enemies are lured to the red squares around you, and you can kill them when they're there. When that battle gets over, congrats, you're officially done with the tutorial battles. What lies ahead is much much much harder. My first choice would be to use Laharl and his hopefully over 10 mana to create a Brawler who is Incompetent. From there, he may still be Level 1, but buy him a Double Slap and a Protector and he'll be just fine.

That, and a zombie will give you HL right near the hospital, so you're getting there. Speaking of which, make sure from here on out you go to the hospital after every battle, because you'll need to be healed.

When you're ready, talk to the dimension guide again, and now a place called Vyers Castle is open. Might as well rob it, right? The actual first thing to notice is that you're standing right next to a Geo Symbol, and the whole field up ahead is Enemy Boost x3. Ouch, you really do not need everything ahead of you to be three times their normal strength. Now everything ahead of you, not only has taken a lot of damage from destroying that geo symbol, but your bonus gauge is up, plus the stuff ahead of you will give more EXP.

I like that a lot! With that, time to start your strike. Three ghosts will more than likely come out of the castle gate, so have the three or however many characters you're using beat them to pieces. Keep yourself away from the Red Skull who is by far the most damaging of the nine foes you'll have here, and with that everything should be dead in no time.

You can go ahead and break the EXP geo symbol if you want your bonus gauge to fill even more, but regardless you should have a ton of stuff when you get done. At this point, go to the hospital, and now you may want to go make a male Warrior at the Dark Assembly I prefer them to the females, since Etna is essentially a glorified female warrior at this point at least , and buy a decent axe for him. If you need to, use the Practice Map in the Tutorial to build them up.

When you're ready, enter the Blessed Court. In honor of that, I would highly recommend using this as a good opportunity to level up the characters you just recently created at the Dark Assembly. The first four enemies directly near you are four ghosts, which will die in a couple hits anyway, so everything is screaming for your weaker characters to take over, especially since at this point Laharl and Etna are probably both Level 5 and thus have their respective character specials Laharl's being the awesome Blazing Knuckle, Etna's being the rather decent Prinny Raid.

Both are something you DON'T want in the hands of the enemy, so get over there and stand on them before the enemies are lured to them. If the enemies do get there, just break the Geo Symbols on either side which is my recommendation or throw them away. The only two remotely challenging opponents here are the Brawler and Warrior, and they are weak enough that Laharl and Etna can weaken them, and your other character s can just finish them for cheap EXP.

After this is done, I'd suggest going to the Dark Assembly and making a Cleric. I personally prefer female, but it's your choice. Then you can give her either a bow or a staff, your choice again. When ready, let's go to the Corridor of Love. You might just want to use Laharl a bit more actively here, and utilize a little more strategy, because honestly against those archers, your weak characters stand no chance.

Then at that point, you'll notice you're facing stronger versions of Ghosts, called Boggarts. They still aren't anything special at all, so move the majority of your party towards that direction, and kill the two that are there. At that point, the archers will probably come after you. It's without any doubt that I say the Archers are easily the most dangerous opponents here. I'd move Laharl over there as quickly as possible when they start coming after you, and if he has Hurricane Slash, he will slaughter them.

If not, Blade Rush should still do the trick. If your mage is using the element they're weak against, that will give them a lot of trouble. When they eventually die, you're left with two more boggarts that probably already came at you and got killed, and a Warrior and Red Mage, who are barely stronger than the Archers, and can't hit at long ranges.

Spread your EXP out among your party wisely, and at the end you're left with a lone Ghost sitting at the bottom of the room, eagerly awaiting his death. Once that's battle is done, you have but one battle left in the chapter, but it's quite a challenging one. To start with, I'd make sure Laharl has a Swordbreaker or better equipped, that you have a good deal of hospital prizes another Imperial Seal and the Muscle Brawn are essentials , and that your characters just generally have good equipment.

There's a switch right near the shop if you look around, plus a switch behind the throne a little back. Examine both, then a door will open in the room in between those two. Go there to read Etna's diary. You have to read it every chapter; if you do this you get a prize in the last chapter.

But enough of that, do that, make sure your characters are good and strong, and enter the Hall of Caresses to meet Vyers. You are virtually required to get rid of this little problem before doing anything else. Set up three or four characters to start with, with Laharl in the base panel, not moving.

Set up a tower and throw Laharl to the square on the left right below the line of the three Geo Symbols. When he lands, have him perform a Blade Rush to hopefully destroy all three Geo Symbols.

If they aren't all destroyed, just reset, your battle will be effectively screwed. Supposing you actually do blow up all the Geo Symbols, your battle will be much easier for it.

Go easy on the weaker characters for at least a turn, because of the overload of Boggarts right near the entrance, and then after the enemies get one turn of attacking, you can just let loose and kill everything short of the two Warriors next to Mid-Boss.

You have a number of ways to kill the archer and green mage on the red panels. Laharl's Blade Rush works, Etna's regular attacks are great, a magic user works too, so do bow and gun users if you have one of those. That's if you want to keep it long distance. If you want to make it aggressive and just go up to them and knock the life out of them, that works too. The warriors will fall in short time, but try to stay out of Mid-Boss's range until then, since Mid-Boss is the fiercest of fiercest, the strongest enemy you have yet to fight.

His HP is well up into the hundreds, while I personally doubt your Laharl is up to yet, though he might be, I dunno. Either way, proceed with caution around Mid-Boss. If a line of characters is set up, beware, he will hit you with his special Adonic Blast, which he can only use once, but trust me that hurts.

Also, try not to use regular physical attacks on Mid-Boss, as he will counterattack, and in a straight fight he will win, trust me. Numbers, all hitting him with their best stuff, will cause him to fall. He runs away, while Laharl is left to all the bounties of the castle. Watch all the ensuing scenes, and at this point Chapter 1 is complete. One down, thirteen to go! The polar opposite of the Netherworld, where demons live. The guy who's apparently the head honcho of the whole thing, Seraph Lamington, sends a Love Angel called Flonne out to assassinate King Krichevskoy yeah seriously , so Flonne gets into the castle and starts talking to herself, but sure enough, Laharl catches her and she runs away.

Guess tracking her down is our mission now. When you emerge in Chapter 2, make sure the first thing you do is go to Etna's secret room and read her diary. And with that, it's time to take advantage of all that money that you without a doubt have now from winning that battle. Not to mention you can actually spend it on stuff other than the hospital.

The first thing I'd do is go to the Dark Assembly and have Laharl take the first two promotion exams. The battles are extremely easy, but when you get done, I'd definitely petition to give the shops better stuff.

With that, buy whatever you choose, and then let's get started on this. This is exactly the kind of thing you would hope for. Surrounding you at first are five nice, easy zombies, while on a top of a large pillar of ice await two archers and a cleric.

The zombies give nice amounts of EXP while at the same time prove to be just as easy as anything you encountered in the previous chapter. I might add: everything in the entire Frozen River, which means all of Chapter 2, is weak against fire. So if you made a red skull, this is your lucky day, though my strategy is to eventually raise a Level 5 red, green, and blue skull so that you can in the end get a star skull.

But whatever, I'm rambling. Eventually the zombies will be gotten rid of, and only the three humanoids on top of the pillar will remain. They're way too high for you to talk to, so you have a couple of options: have your mage stand at the bottom of the pillar and hit them with spells, which definitely works, but the intended way is just to stand on the ice to the right of the place, and throw a character or two up there. All the enemies up there are weak anyway, so you shouldn't have any trouble.

Not much to do when you get done with that, except go to the hospital if you need to. As starts, Lamington is seen in Celestia talking to an unknown character, and Flonne gets away. Icy Breath is basically one extreme long, frozen wasteland, with a few zombies spread out in groups all throughout the place. If they can't get together and collectively deal damage to you, there's just about no way in hell anyone who isn't seriously weak can die here. I won't even bother with a strategy; you've got Laharl, Etna, and a few other characters who should probably range from almost their level to being able to kill a weakened enemy, so just go from one part of the wasteland to another, killing enemies.

Simple as that. Speaking of which, since that was a nice easy battle, you should probably at or around this point have a Level 5 Brawler and a Level 5 Warrior.

With both of those criteria you can unlock the Scout class, which I strongly recommend doing, since they are rather good with guns, and that will complete all of the weapons for everyone, though I'm not quite sure how much HL you have to spare for good weaponry. Ah well, if you make a Scout here or sometime soon, he'll be almost on par with the rest of your party by the end of Chapter 2, I promise. Might as well start battle Your enemies here are the six zombies right near you when you come in, and four imps in the back, plus a gremlin which is a glorified imp.

These imps are by far the strongest and most annoying enemies on this map, and some of the worst in the entire game. Their signature attack is the Hell Pepper, which hits a line of three characters in front of them for rather heavy damage as well as poison. You will absolutely loathe them by the time this game's over, but let's do one thing at a time, starting with the zombies.

They're in straight lines of three, which are basically asking for you to use Laharl's Blade Rush or a three square long Fire attack from a Red Skull. With the number of characters you should have at this point someone for all seven weapons , the zombies will all be dead at the end of two turns, tops.

By then, the imps should all be on your ass. If they got into a decent position, make sure your Red Skull hits them with something powerful. Apart from that, play it out depending on how they're set up. Save the Gremlin for last, while you kill off the remaining imps with Boulder Crush, Tiger Charge, Sky Lunge, Hurricane Slash, and whatever other devastating attack you've got in your arsenal.

Once that's done, make sure before going to the chapter's last battle that you've read Etna's diary, and then proceed to the end of the Frozen River, where Laharl and Flonne will finally face off. The setup is that there are three imps in a horizontal line a few squares from the base panel, then a little further up are two gremlins. At the very back are Flonne and the dragon. My suggestion is to pull a complete out offensive on the imps right near the base panel immediately.

Pull out Laharl with Blade Rush or if you're really desperate you can always throw him to one side of them and Blade Rush all three of them at once , someone to use guns on them, and also a Red Skull using Fire on them is pretty hardcore, I have to say.

It'll be a little tough to kill all three of them at the end of one turn though, plus you'll have Gremlins on top of that. Make sure you aren't lining three characters up, because the imps will not hesitate to use Hell Pepper on you. Make absolutely sure you kill all the gremlins because you start fighting the dragon, though, as they'll just make matters a lot worse.

Assuming you have four or so characters alive after that big mess of imps and gremlins, the dragon and Flonne aren't a problem. Flonne is the healer, but she dies in about one hit with her 40 HP and complete lack of offensive ability. As for the dragon, the key is to not have had Laharl waste SP by using Blazing Knuckle and stuff, because Hurricane Slash will do damage, so it's obviously your best attacking tool.

Once again, the tactic of numbers doubling up on one character is by far the most effective attacking strategy. Once that dragon has been your biotch, Chapter 2 ends as Laharl and Flonne come to sort of an understanding. Flonne reveals that she was after King Krichevskoy, but Laharl claims not to miss him as he doesn't know the emotions of love and sadness.

Don't we wish we didn't. I might add, the music here is absolutely beautiful, not to mention the one that plays in Etna's little drama TV thing is amazing as well. But to make a long story short, Flonne has now joined your party, and Chapter 3 is upon us.

That means he has to cough up the money, except it's obviously not coming out of his pocket. Such is Flonne's first observation of the Netherworld. Anyway, go read Etna's diary then talk to the Dimension Guide, who says that the richest demon's place is locked. To get in, you need a Level 10 thing equipped on Laharl. To get that level, you need to go through ten floors of the Item World. Damn, that's a lot of work. To start with, buy a Short Sword or crap like that, then talk to the item world gal to get in there.

If you entered a nice, cheap, easy item like a Short Sword, you basically have ten battles that will for the most part be easy as hell as long as you don't run into some annoying cheap ass Geo Effects.

It's easier and harder than that though -- to end a battle, you have two choices: kill all the enemies, which can be hard because some of the weird layouts for these places, or get to the exit panel.

Just hit R2 at the base panel to find where it is. Some of them are right next to you when you come in, while others are half a mile away from you when you enter and guarded by half a dozen angry enemies that have every single Geo Effect in the game imposed on them. All depends on the situation. Regardless, the opening battles start out incredibly easy, though they get a little harder as they go id est, going from level 1 to about level , not too bad. The best technique by far to get to ugly spots for exit panels, is to make a tower of characters and throw them there.

Definitely helps out. When you get to Level 10, you'll find a enemy known as the Item General, and if you beat him, the stat increases you get on the item after the battle are slightly better, so why not just the battle through. Plus, you get a second Mr. Gency's Exit if you win the tenth battle, and they sell for some great money anyway.

When you're done, you can go right back to the Overlord's Castle. Odds are the weapon you got turned out pretty good, but just talk to the Dimension Guide with it equipped to open up Dinero Palace yeah the name speaks for itself , go to the hospital and do what you will with equipment. Now Chapter 3 really does begin. All of your enemies here are Brawlers or upgrading versions of Brawlers, which leads to a rather simple battle.

Right off the bat you have three Brawlers right in front of you. Easy as pie, just hit them and they'll die in one turn. At this point, the Pugilists at the top will come down after you. These guys are a little tougher due to their higher HP and strength, but so long as you keep Laharl and your other strong as hell characters in front, with the weak characters who are just there to garter EXP in the back, you won't have any problems.

Especially with the even weaker Brawlers behind the walls, who fight with bows. Haha, what a joke. I didn't have a single character die in this battle.

Time for , which starts with a rather informative but amusing exchange between Etna and Flonne. Maybe the slight increase in difficulty can be attributed to the fact there's at least a small variety in the type of enemy here, but oh well. I digress. There's four pugilists right near you when you come in, so I assume you're pretty used to killing whatever is right in front of you when you come in anyway.

Face it, they have less than 70 HP each anyway, so you should be able to finish them off quite easily. Then what you have in front of you is a blue line of the floor which has No Entry on it. So yeah, obviously you can't pass through there until the Geo Symbol is destroyed. Not to mention what's on the other side of that uses projectile weapons The Geo Symbol, which is about as strong as anything else in the battle if you can actually believe that, is to the right of the line.

If it's going to take a turn or two to get to it, though, feel free to use long range attacks like Etna's spear, magic, or bows and guns to scratch the stuff on the other side. Eventually you'll be faced with a priest and a manticore. The hyperdrive is an item which, when equipped, allows you to move to any square on a map, except for the gate panel in the item world.

StonedChombre Topic Creator 11 years ago 9. I would say you can't go wrong with any of those, just be sure to realize that the DS version will probably be the hardest thing to stick to, but once you get to post game it will have been a good discussion.

For the PSP version its broken as h3ll because those glitched foresights and the glitched tainted staffs. More topics from this board How to exit item world??? Side Quest 2 Answers Best way to capture enemies? Build 5 Answers What is the best strategy for Leveling a Thief? Build 2 Answers What map is the best for leveling weapon mastery? Build 2 Answers. Ask A Question. Cancel X. Topic Archived.

Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards Disgaea: Afternoon of Darkness Is there a program that allows to me to edit a saved game? BoatsNh0es 13 years ago 1. Prometheusx 13 years ago 3. Yeah, there is, but believe me, it's NOT easy. Dmonrei 13 years ago 4.



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