Welcome to the Unnecessarily Difficult My Life as a Darklord Walkthough/F.A.Q!


Table of Contents
 *1. Version History
 *2. Why a F.A.Q.?
 *3. What do you mean, "Unnecessarily Difficult"?
 *4. Before you start
 *5. Walkthrough
    5.1 Chapter 1
     5.1a Old Vanbeige Road 1
     5.1b Old Vanbeige Road 2
     5.1c Gnalgri Plain 1
     5.1d Gnalgri Plain 2
     5.1e Gnalgri Plain 3
     5.1f Gnalgri Plain 4
    5.2 Chapter 2
     5.2a Tzormiy Straight 1
     5.2b Tzormiy Straight 2
     5.2c Pake Emerale Forest 1
     5.2d Pake Emerale Forest 2
     5.2e l'Rengia Coast 1
     5.2f l'Rengia Coast 2
     5.2g Pake Emerale Forest 3
     5.2h Voleebo Flatland 1
     5.2i Voleebo Flatland 2
     5.2j Ruins of Rosene
     5.2k Voleebo Flatland 3
     5.2l Voleebo Flatland 4
    5.3 Chapter 3
     5.3a Zukicha Path 1
     5.3b Zukicha Path 2
     5.3c Ruins of Carpelna
     5.3d Zukicha Path 3
     5.3e Quartint Hills 1
     5.3f Quartint Hills 2
     5.3g Quartint Hills 3
     5.3h Wirogue Desert 1
     5.3i Wirogue Desert 2
     5.3j Eversal Plains 1
     5.3k Eversal Plains 2
     5.3l Aresial Island
    5.4 Chapter 4
     5.4a Regalet Road 1
     5.4b Regalet Road 2
     5.4c Regalet Road 3
     5.4d Yacilva Pass 1
     5.4e Ruins of Namongres 1
     5.4f Ruins of Namongres 2
     5.4g Yacilva Pass 2
     5.4h Yacilva Pass 3
     5.4i Repi Api Heights 1
     5.4j Savinade Peninsula 1
     5.4k Savinade Peninsula 2
     5.4l Repi Api Heights 2
     5.4m Repi Api Heights 3
    5.5 Chapter 5
     5.5a Monde de Shell 1
     5.5b Monde de Shell 2
     5.5c Ruins of Dobhran
     5.5d Monde de Shell 3
     5.5e l'Serase Basin 1
     5.5f l'Serase Basin 2
     5.5g Salviale Plains
     5.5h Padarak
     5.5i Teakcil Footpath 1
     5.5j Teakcil Footpath 2
    5.6 Chapter 6 (DLC Download)
     5.6a Belgine Greenwood 1
     5.6b Belgine Greenwood 2
     5.6c Migriy Plateau
     5.6d Belgine Greenwood 3
     5.6e Shansaph Woods 1
     5.6f Vestalk Northway 1
     5.6g Vestalk Northway 2
     5.6h Shansaph Woods 2
     5.6i Shansaph Woods 3
     5.6j Degotone Coast 1
     5.6k Degotone Coast 2
     5.6l Shansaph Woods 4
     5.6m Camo Amidi Flats
     5.6n Ruins of Citody
     5.6o Laginsla Basin
    5.7 Tower Pack (DLC Download)
     5.7a Goyavra
     5.7b Rosene Mountains 1
     5.7c Rosene Mountains 2
     5.7d Rosene Mountains 3
     5.7e Saint Mohv Lakeside 1
     5.7f Saint Mohv Lakeside 2
     5.7g Kamisath Heights 1
     5.7h Kamisath Heights 2
     5.7i Mt. Leplantar 1
     5.7j Mt. Leplantar 2
     5.7k Tumbledon River 1
     5.7l Tumbledon River 2
     5.7m Burburst Highway 1
     5.7n Burburst Highway 2
     5.7o Milei Mountains 1
     5.7p Milei Mountains 2
 *6. F.A.Q.
 *7. Monster Listing
 *8. Floor Listing
 *9. DLC Listing
    9.1 Costumes
     9.1a Beloved Wardrobe
     9.1b Designer Wardrobe
    9.2 Monsters
     9.2a Darklord Special Forces
     9.2b Darklord Elite Unit
     9.2c Kain
     9.2d Palom
    9.3 Floors
     9.3a Bedroom Set
     9.3b Living Room Set
    9.4 Items
     9.4a Darklord Armory
     9.4b Accessories
    9.5 Stage Collections
     9.5a Wanted on Vacation
     9.5b A Fateful Clash!
 *10. Effects Listing
 *11. Credits and Thanks
 *12. Legal Stuff and Contact Info


---------------------
 *1. Version History
---------------------
          V 1.0 (February 2013) My very first F.A.Q! This version essentially
consists of me sitting in front of my TV with a pencil and a folder. Hopefully
I'll only need v1.1 to make this F.A.Q. complete, but I doubt it.

          V 1.1 (April 2013) The first version that is officially submitted to
Gamefaqs. I've made some minor changes, added a few things I wanted to have in
the previous version, and corrected some spelling mistakes.

          V 1.11 (April 2013) Made a few changes, mostly cosmetic, and fixed a
few typos.

          V 1.12 (April 2013) Corrected a small error in the Thanks section,
and fixed a few other minor cosmetic things.

          V 1.2 (April 2013) After nearly 2 months, it finally occurred to me
to add a Controls section. I also corrected what are hopefully the last typos,
added a previously missed Stun effect that Sahagins cause, and added a F.A.Q.
question.

------------------
 *2. Why a F.A.Q?
------------------
              The main reason I wrote this F.A.Q. is because, as of this
writing, there's only one other F.A.Q. for MLaaD, and it doesn't cover the
entire game. While for the most part, every level can be figured out on your
own sooner or later, there are a few that can be fairly difficult to beat the
first time. Advice on how to beat these levels can be found on the boards, but
it's not always easy to find without reading every single post, as the
information is scattered randomly across the board. For that reason, I thought
it would be helpful to have information on how to beat every single level
compiled on one page. Finally, I've always wanted to write a F.A.Q., and given
how often I've played this game, a F.A.Q. for MLaaD seemed like an obvious
choice. 

--------------------------------------------------
 *3. What do you mean, "Unnecessarily Difficult"?
--------------------------------------------------
                It occurred to me when I started this proccess that this game
is extremely open-ended, allowing players to develop their towers and monsters
as they see fit, as well as providing them with optional levels that do not
have to be completed in order to win the game. Therefore, I decided to make
this F.A.Q. operate under what I call "No DLC, Natural Karma Growth" rules. The
"No DLC" part is easy to understand, but for anyone who doesn't know what
"Natural Karma Growth" is, allow me to explain; basically, natural Karma growth
is the amount of Karma you earn when you only play each level once, and retreat
rather than restart if you have a problem with a level, thus earning the
minimum amount of Karma possible while still fully beating the game. Hence the
"Unnecessarily Difficult" part, since your offensive power is limited to what
you can do with the smallest amount of Karma possible. The whole reason for
this is because I wanted to allow players to develop their game their way,
without dictating that they grind Karma from earlier levels in order to advance
in the game. Each walkthrough, therefore, should be considered to contain only
the minimum requirements needed in order to beat the level, unless specifically
stated. All levels become markedly easier the more you power up your monsters,
particularly in the first few chapters.

----------------------
 *4. Before you start
----------------------
A note from the author

               Although I obviously want people to read my F.A.Q., my hope is
that it will only be used when someone is truly stuck, as most of the fun in
this game comes from discovering which strategy works best in each level. It is
my advice to you, the reader, that you attempt each level before reading the
walkthrough, in order to get the maximum amount of enjoyment from this game. If
you do find yourself stuck, but only want a hint of where to go strategy-wise,
I have provided what I call "Quick Tips" at the bottom of each level's
walkthrough so you can have a little assistance while still figuring out the
level on your own. Finally, if you still can't beat a level even with the
walkthrough, you can go back to earlier levels and earn enough Karma to power
up your monsters, then give it another try.


Controls

               My Life as a Darklord is played with the Wii remote sideways, in
the same way you'd play a classic NES game on the Virtual Console. Cue the
rudimentary ASCII depiction!


              ============================================
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              =     -                                    =
              =   -----    A     o            1      2   =
              =     -                                    =
              =     -            -                       =
              =                                          =
              ============================================

D Pad: The good old D Pad, if something needs to be moved, whether it be up and
down or side to side, this is the way to do it.

Plus Sign: Zoom in on your floors. Press the button again to zoom back out.

Minus Sign: Bring up the info pages. Press the button again to return to the
battle.

Home Button: I'll assume by now you know what this one does.

1 Button: Essentially the B Button of MLaaD, this closes menus, cancels floor/
monster selection, etc. If you want to say no, this is the button to press.

2 Button: The A Button of MLaaD, it opens menus, advances dialogue, places
floors, places monsters, etc. If you want to say yes, this is the button for
you.

A Button: Used to trigger the next wave of adventurers. Only needed if you
want them to come earlier than the game would have sent them.

B Button (Not shown): The B button is not used in this game.

---------------------------------------------------
 *5 Walkthrough (Welcome to My Life as a Darklord)
---------------------------------------------------
                So you've purchased the game, and now you're ready to begin
your conquest of the world. If you've never played any version of MLaaD, I
would recommend playing the tutorial; otherwise, you can skip it. As a side
note, if you need to find anything in this F.A.Q., just use CTRL + F to
conduct a search, where you can either type in the stage name or use the handy
alpha-numerical reference provided in the Table of Contents.

------------------------------------
    5.1 Chapter 1 (The War Begins!)
------------------------------------
                Monsters are limited to living in a tower protected by the
previous Darklord Craydall's crystal, and now his only daughter has come of age
to take the title of Darklord as her own.

------------------------------
     5.1a Old Vanbeige Road 1
------------------------------
                The first and easiest level, simply read the information
provided then place as many floors as you can, replacing those floors as
needed.

~Quick tip: Place floors~

------------------------------
     5.1b Old Vanbeige Road 2
------------------------------
                 Tutorial level 2, this time you have Goblins to add to the
floors. You have enough np to place 2 floors with 3 Goblins each, although you
really only need one floor. Go ahead and set up your tower, read the
information provided, then watch as the adventurers ascend to their doom.

~Quick tip: Add Goblins to floors~

---------------------------
     5.1c Gnalgri Plain 1
---------------------------
                This is the first 'real' level, but it's not much harder than
the first two. To set up your tower, place 2 floors of 3 Goblins each. If you
want to give your Goblins more time to heal, press the 'A' button as the first
adventurer is entering the tower to trigger the second one, and if you did it
early enough the second will leapfrog up to the second floor, which will give
the first floor's Goblins more time to recover than they would have had if
they'd faced both adventurers. Simply repeat the process until you get 2
Trainees at a time, then let the level finish out normally.

~Quick tip: Seriously, if you're having difficulty with these first few levels,
this probably isn't the game for you~

---------------------------
     5.1d Gnalgri Plain 2
---------------------------
               In this level you get your first introduction to what I call
'elemental' adventurers. You'll also earn the Dark Dresser for winning, which
is arguably the best floor in the entire game.

               To start, place 3 floors, with one Goblin on the top floor and 3
Goblins on the bottom two. As you gain np, keep adding Goblins and then more
floors with Goblins until you can't build any more.

~Quick tip: Use up all of that np~

---------------------------
     5.1e Gnalgri Plain 3
---------------------------
               If you're new to this game, this is the first level that might
give you trouble, especially since you probably don't have enough Karma to
upgrade your Goblins yet.

               Set up your tower with 2 Iron Ball floors with 3 Goblins each.
Once the first magic enemy enters the tower, place 2 Iron Ball floors with
Goblins below him. When you get enough np, add one more floor to the bottom of
the tower, adding Goblins as you're able. You will lose Goblins, so replace
them as best you can.

~Quick tip: It's tempting to try out that new Dark Dresser floor, but stick
with Iron Balls for now~

---------------------------
     5.1f Gnalgri Plain 4
---------------------------
              It's the last battle of Chapter One! It's also the last time
you'll use the Iron Ball floor, so say your goodbyes now. Incidentally, this
level is ideal if you're looking to farm a few extra Karma without much fuss
later in the game.

             It's up to you how to spend your Karma, but I would highly
recommend having your Goblins upgraded to at least level 2, as this battle's
strategy revolves around that. Start the level with 3 Dark Dresser floors with
2 level 2 Goblins each. Add Iron Ball floors with 3 level 2 Goblins on top as
your np allows. Once your tower's full, the only thing left is to kick back and
watch your enemies bite the dust.

~Quick tip: Use both types of floors~

---------------------------------------
    5.2 Chapter 2 (The Tower's Secret)
---------------------------------------
               Mira's reign of terror isn't going quite according to plan, so
she sets out to defeat the world's most notorious band of thieves.

              *Side note: From this point on, I'll have you using Dark Dressers
almost exclusively. Unless I specifically say otherwise, assume any floors I
suggest placing are Dark Dressers.

--------------------------
     5.2a Tzormiy Strait 1
--------------------------
              Place 3 level 2 Goblin floors, adding 2 Scorpion floors to the
bottom of the tower when you see the first magic units. (The bottom floor will
only have 1 Scorpion until you kill the last Trainee.) That's about it.

~Quick tip: Use both Scorpions and Goblins~

--------------------------
     5.2b Tzormiy Strait 2
--------------------------
              I chose at this point to upgrade my tower. While it is by no
means necessary to beat this level, you'll have to upgrade the tower fairly
soon anyway. For this battle, I simply placed as many Scorpions as my np would
allow.

~Quick tip: Scorpions. Lots of Scorpions~

--------------------------------
     5.2c Pake Emerale Forest 1
--------------------------------
             Ahh, your first introduction to my favorite enemies; ranged units.
Start out with 3 Scorpion floors, adding 2 level 2 Goblin floors to the bottom
of the tower when you see the first ranged units. Add Scorpion or Goblin floors
as needed.

~Quick tip: Place monsters according to adventurers weaknesses~

--------------------------------
     5.2d Pake Emerale Forest 2
--------------------------------
             If you haven't yet upgraded your Scorpions, now would be a good
time to do so. Place 3 floors of level 2 Scorpions, adding 3 level 2 Goblin
floors to the bottom once the ranged units show up. Place 2 more Goblin floors
at the bottom to deal with the final 2 ranged units.

~Quick tip: Start with Scorpions, finish with Goblins~

---------------------------
     5.2e l'Rengia Coast 1
---------------------------
             This is the first of many optional levels. You can skip it if you
wish, but most of these kinds of levels contain floors, monsters or items that
are exceedingly helpful.

             As with the last few battles, start with 2 floors of level 2
Scorpions. Slap down a level 2 Goblin floor at the bottom once the first ranged
unit shows up, then put a second Goblin floor below that for the next ranged
unit. Place another Scorpion floor at the top once you get the np, then another
Goblin floor at the bottom for the dual ranged party. Finish up with a final
Scorpion floor at the top, replace your monsters as needed, then watch your
enemies go flying off the tower one by one.

~Quick tip: Scorpions on the top, Goblins on the bottom~

---------------------------
     5.2f l'Rengia Coast 2
---------------------------
              The reward for the last level was meh, but this level's prize is
well worth the effort: an Immortal Corset, which increases the np amount you
start every level with by 50.

              You'll use mostly Scorpions here, so start off by placing 3 level
2 Scorpion floors. Once you get enough np, place a fourth Scorpion floor at the
top, with a level 2 Goblin floor above that once the ranged units arrive. Put
yet another Scorpion floor at the bottom once you get the np, then finish by
adding Scorpion floors to the top as needed.

~Quick tip: You only need one Goblin floor. Place it well~

--------------------------------
     5.2g Pake Emerale Forest 3
--------------------------------
                Once again, start by placing 2 Scorpion floors. Add a Goblin
floor at the top for the ranged units, then another Scorpion at the bottom to
catch the magic units. Finish up by placing Scorpions or Goblins as needed.

~Quick tip: It's okay for enemies to face monsters of the same type, as long
as they have a strong enemy waiting for them further up the tower~

-----------------------------
     5.2h Voleebo Flatland 1
-----------------------------
                 You'll earn the Poison Harp floor from this level, but as I
never use it, it won't do you much good if you're following this walkthrough.

                 If you look at the unit types listed before you enter this
battle, you'll see it's mostly ranged units heading your way, so begin by
placing 3 Goblin floors. Add a single Scorpion floor at the top for the magic
units, and from that point on you simply need to replace Goblins as needed.

~Quick tip: Goblins. 'Nuff said~

-----------------------------
     5.2i Voleebo Flatland 2
-----------------------------
               This level awards you one of the most useful floors in the game
for winning: the Evil Puppet Show. You won't use it much now, but it will be
crucial to victory later on in the game, particularly Chapters 5 and 6.

              The strategy here is much more particular than in levels past, so
make sure to know exactly what you need to do before you place each floor.
Start out with 4 Goblin floors, each powered to level 2. Immediately trigger
the magic wave once you see the Bandits, and place two Scorpion floors at the
top. (One floor will only have one Scorpion.) Add the second Scorpion when you
can, power up all Goblins to level 3, and place 2 Goblin floors at the bottom
once the last magic wave enters the tower. If needed, you can place a single
unpowered Goblin at the top of the tower to catch any units that make it past
all the other floors you so carefully stacked.

~Quick tip: Learn the timing of the adventurers. It's critical that the right
enemies enter the floors placed specifically for them~

-----------------------------
     5.2k Voleebo Flatland 3
-----------------------------
               Another level with a useful prize, begin the stage by placing 3
maxed Goblin floors. Because there are only two magic units here, you will be
using Goblins exclusively, but be aware that you will lose floors, so replace
them accordingly.

~Quick tip: Keep placing those floors~

-----------------------------
     5.2l Voleebo Flatland 4
-----------------------------
               Here we are, the final battle of Chapter 2 and our first glimpse
of melee units. Begin with 3 level 3 Goblin floors, eventually adding 3 more as
your np allows. Stick two Scorpion floors at the top to finish off the melee
units, then spend the rest of the time placing Scorpion or Goblin floors as
needed.

~Quick tip: Hope you upgraded your tower at least once~

-------------------------------------
    5.3 Chapter 3 (A Very Foul Mood)
-------------------------------------
               Mira's dark (or should I say light?) secret is out, and she's
looking for an adversary to vent her rage on.

-------------------------
     5.3a Zukicha Path 1
-------------------------
              It would be a good idea to power up your new monster, if you
haven't done so already. Start with 2 floors of level 3 Goblins, adding 3 level
3 Bombs to the bottom of the tower once the melee units show up. Pretty simple,
really.

~Quick tip: If you think about it, there's probably a reason you just got
Bombs~

-------------------------
     5.3b Zukicha Path 2
-------------------------
             The Thunder Stand, one of my favorite floors in the game and a
must in later levels, is a prize for winning this battle.

            As with the previous level, your first floors should be 2 level 3
Goblin floors. Place 3 level 3 Bombs at the bottom once the melee waves begin,
(you'll have enough np once your Goblins finish off the Bandits) adding more
Bomb floors as needed.

~Quick tip: It's all about the Bombs~

----------------------------
     5.3c Ruins of Carpelna
----------------------------
              Begin with a single level 3 Goblin floor, adding a second floor
below with a lone unpowered Goblin for the second ranged unit. When the melee
units arrive, place 3 level 2 Bomb floors at the bottom, adding a fourth at the
top of the Bomb segment of the tower once you earn enough np. Use the np you
get for finishing off the first melee wave by placing a second Goblin, then
powering up any unpowered monsters whenever it's convenient. Due to the number
of Thieves in this level, you're going to lose some floors, but you should have
more than enough np to replace them. Once the Thieves take out your floors,
add two more level 3 Goblin floors to the top, and replace the Bomb floors as
needed.

~Quick tip: Sometimes it's better to have more floors with less-powerful
monsters~

-------------------------
     5.3d Zukicha Path 3
-------------------------
               This battle features your first glimpse of the healer units, and
they can either be a nice break or a major nuisance, depending on how well
you've prepared to deal with them. As an aside, I found it impossible to beat
this level without upgrading my Bombs to level 4, though you may be able to
find a path to victory without doing so.

              Your first move should be to place 2 level 4 Bomb floors, with a
Scorpion floor above them when the magic units finally make an appearance. Add
a second Scorpion floor below the first for the second magic wave, then 2 more
Bomb floors at the bottom for the melee units which will immediately follow.
The only enemies left to deal with are the healers, which can be taken care of
very simply by placing as many Scorpion floors into your tower as possible.

~Quick tip: Of the three 'elemental' monsters you have at this stage, Scorpions
do the most damage to 'non-elemental' enemies~

---------------------------
     5.3e Quartint Hills 1
---------------------------
                The reward for this level is the first of the "Big Three"
monsters: the awesome Behemoth. I would suggest upgrading your Scorpions to
level 4, if you haven't done so already.

               Begin with 2 level 4 Bomb floors, adding 3 level 4 Scorpion
floors below them to take on the healers. (One of those Scorpions will have to
be level 3.) From this point on, you'll be adding as many Scorpion floors to
the tower as your np will allow, and you will have to use Aero eventually if
you hope to win. (Ideally before the healers reach the top of your tower.)

~Quick tip: Scorpions and Aero~

---------------------------
     5.3f Quartint Hills 2
---------------------------
                 Place 2 level 4 Scorpion floors, adding a Bomb floor followed
by a Behemoth floor at the top for the healers. You'll need an extra Scorpion
floor for the level 5 healer, but you'll have to wait for the first healer to
be killed before you have enough np for one. Once the level 5 healer enters the
Bomb floor, add a Bomb floor below her. (You'll only be able to power them to
level 3.) Finish powering up your newly-placed Bombs, and add yet another Bomb
floor when you need it for the melee units. To finish the fight, use Aero when
the last 7 enemies are in the tower, replace any killed monsters, put a
Scorpion floor between the last 2 healers, and place a Thunder Stand with a
single Behemoth at the top of the tower.

~Quick tip: Behemoths are slower than healers, but not if the healer has been
paralysed first~

---------------------------
     5.3g Quartint Hills 3
---------------------------
                 Start off with 3 level 4 Scorpion floors, adding a level 4
Bomb floor to the top once you finish off the second healer. Replace any killed
monsters, and place a Thunder Stand with a single Behemoth at the top. Use a
Scorpion floor to separate the 2 level 3 healers, and do the same with the 2
level 5 healers later on. Place a Bomb floor between the healer and melee
units, and use Aero once the last 4 enemies are in the tower.

~Quick tip: When you get a wave of 2 healers, create some separation between
them~

---------------------------
     5.3h Wirogue Desert 1
---------------------------
                If you haven't already done so, I highly recommend upgrading
your Behemoths to level 2 for this battle.

                This level is noteworthy for two reasons. One, it marks the
first time you'll be using the Evil Puppet Show floor, hereafter refered to as
Puppets. Two, it also begins a shift in this walkthrough, as I move from
step-by-step instructions to a general outline. The reason for this is because
a lot of my strategy revolves around timing, and it would take far too long to
explain the exact timing needed in certain levels. Besides, timing is a
critical skill to learn, especially for the 5th and 6th Chapters, and it's
better to acquire the skill now when there's more room for error.

              A quick note on Puppet Floors. When I first started using them,
it was extremely difficult for me, as it seemed like 20 np entirely wasted that
could have been better spent on more monsters. In reality, Puppets are one of
the most cost-effective ways to build your tower, since they allow you to build
a minimal number of offensive floors, and with their high hp they can usually
take several hits before being destroyed. Their Bio effect is nice, too, though
you won't often be in a position where that actually comes into play. Now, on
to the walkthrough.

               Begin by placing 1 level 2 Behemoth floor. As soon as the Bandit
enters the floor, place a second Behemoth floor below it. The instant that the
first Thief enters the Behemoth floor, place 1 (and only 1) Puppet floor below
it. Add 2 Bomb floors to the top of the tower, then use Puppet floors to delay
the eventual waves of Thieves as needed. When you feel you've got enough np,
place a third Bomb floor at the top, then kick back and enjoy the carnage.

~Quick tip: Evil Puppet Show floors are great for delaying adventurers~

---------------------------
     5.3i Wirogue Desert 2
---------------------------
                 Start this level off with one unpowered Behemoth floor and one
Thunder Stand floor at the top with 2 unpowered Behemoths, adding a third
Behemoth once you get enough np. Once you've finished off the second healer,
place a Bomb floor at the top of the tower. Use Puppet floors to delay the
Thieves as needed, and add an extra Bomb floor to the top once you get the np.
Place a single Scorpion floor between the Bombs and the Behemoths for the magic
units, and continue to delay as needed. (Be careful not to add too many
Puppets, though, especially if you only have 10 maximum floors available.) If
your first Thunder Stand gets destroyed, simply place another one at the top of
the tower, using whatever monsters you feel will be needed. (On one of my
playthroughs, I used a Behemoth, a Bomb, and a Shade.)

~Quick tip: You may need to kill off one enemy to earn enough np to build a
floor in order to kill another enemy higher up in the tower~

---------------------------
     5.3j Eversal Plains 1
---------------------------
                 Compared with the last two battles we fought, this one is
relatively simple. Place 2 Behemoth floors, using a single Puppet floor to
delay the 3rd Bandit. (Allow the first 2 into the tower before placing the
Puppet.) From here, it's only a matter of adding 2 more Behemoth floors to the
top when you have enough np and delaying enemies as needed.

~Quick tip: Never allow more than 1 healer into the offensive part of your
tower~

---------------------------
     5.3k Eversal Plains 2
---------------------------
                  Once again, start the level by placing 2 level 2 Behemoth
floors. Add 2 Bomb floors to the top of the tower, then prepare yourself for
one of the more tense moments of the battle. As soon as the Red Mages are in
the tower, (they don't actually have to be on a floor, just in the tower) use
the Aero spell. (One of the melee units will be very close to the top at that
point.) Use the resulting np to delay one of the Mages with Puppet floors, then
add a 3rd Behemoth floor in anticipation of the level 3 healer heading your
way. The only thing left to do is delay the final Red Mages, and place one more
Bomb floor at the top for the melee units.

~Quick tip: Don't hesitate to use Aero if you need it~

-------------------------
     5.3l Aresial Island
-------------------------
                It's the last battle of Chapter 3, so bring on the boss! For
this level, I would recommend having your tower upgraded to level 3.

               For the third time in a row, start out by placing 2 level 2
Behemoth floors. Keep your fingers crossed that the Red Mages choose to attack
your monsters and not your artifacts, then place a Bomb floor at the top for
the melee units. Delay the next two waves as needed, then add two 
1 Bomb/1 Scorpion floors to the top. If you lose a floor, don't sweat it, just
make sure you keep delaying the enemies at the bottom with Puppets, and add
Thunder Stand floors to the top with whatever monsters you need. You should
already have a decent set-up for Fiona, but if you need some extra firepower,
just add a Thunder Stand floor with 3 powered Behemoths.

~Quick tip: Use Evil Puppet Show floors to delay new adventurers while your
monsters finish off the ones currectly in your tower~

-------------------------------------
    5.4 Chapter 4 (Darklord in Tears)
-------------------------------------
                Mira has a traitor in her midst, but there are bigger fish to
fry. Sir Hugh Yurg is on his way, and it seems Mira is heading for a showdown
of epic proportions!

-------------------------
     5.4a Regalet Road 1
-------------------------
                You might as well use your hard-won Karma to upgrade your new
Ochu to level 2, then begin the first level of Chapter 4 by placing 2 level 2
Ochu floors. Place a Bomb floor at the top when the melee units arrive, then
place a third Ochu floor at the bottom for the triple melee wave. Delay one of
the Red Mages, and replace any killed Ochus.

~Quick tip: Use Ochus~

-------------------------
     5.4b Regalet Road 2
-------------------------
              Begin with 2 level 4 Bomb floors, adding an Ochu floor to the
bottom once you finish off the first wave. You'll need a second Ochu floor for
the double magic wave, but since you've only got enough for one Ochu right now,
place a floor at the bottom with a lone Ochu, adding the second one once you
earn enough np. Delay the ranged units with Puppet floors, then add a single
Behemoth floor between the Ochus and Bombs.

~Quick tip: Sometimes it's better to put the heavy hitters at the bottom~

-------------------------
     5.4c Regalet Road 3
-------------------------
               Start out with 2 level 2 Ochu floors, adding a third at the
bottom for the triple magic wave. Once all three are gone, place a Behemoth
floor at the bottom, then spend the rest of the level delaying enemies as
needed.

~Quick tip: Ochus aren't all you need, but they're close~

------------------------
     5.4d Yacilva Pass 1
------------------------
               I happened to use my Karma to upgrade my Behemoths to level 3 at
this point, but you may find you don't need to. Anyway, start with 2 level 2
Behemoth floors, adding a Thunder Stand with a lone unpowered Behemoth to the
top when you get the np. When the magic units arrive, place an Ochu floor below
the Thunder Stand, then delay the melee units as needed. By this time you
should have some spare np, so go ahead and place two powered Bombs on the
Thunder floor. If the Red Mages earlier attacked your artifacts rather than
your monsters, you'll likely lose both Behemoth floors eventually, so keep
on delaying and replacing any floors (or monsters) that you need to.

~Quick tip: A Thunder Stand at the top of the tower can be helpful to finish
off any wayward adventurers~

-------------------------------
     5.4e Ruins of Namongres 1
-------------------------------
                  You were just awarded Minions for beating the last level, and
this battle provides the perfect opportunity to test them out. (Upgraded to
level 2, ideally.) Start with a single floor of level 2 Minions, adding two
more Minion floors to the top for the triple Red Mage wave. Add an Ochu floor
to the top for the magic units, being careful to use the Puppet floors to delay
enemies when needed. You can make things a little easier by using Aero on the
last 7 enemies, but it's not absolutely necessary.

~Quick tip: Minions are good~

-------------------------------
     5.4f Ruins of Namongres 2
-------------------------------
                 This time, place 2 level 2 Minion floors, adding a level 2
Behemoth floor to the top for the ranged units. After dispatching the Thieves,
place a level 2 Ochu floor between the Minions and Behemoths. You probably know
the drill by now, but delay the melee units with Puppets, then use your spare
np to finish powering up the Behemoths. If you need to, you can add a Thunder
Stand with any combo of the "Big Three" at the top, but you should be okay as
long as you delay the enemies properly.

~Quick tip: Correct spacing of adventurers is crucial~

-------------------------
     5.4g Yacilva Pass 2
-------------------------
                  This level is pretty simple, especially if you've upgraded
your Minions to level 3. Start out with 3 floors with a single level 3 Minion
on each. After you've finished off the 3 melee units, add a second level 3
Minion to each floor. The only thing left to do is place an Ochu floor at the
bottom for the magic units, and delay the adventurers as needed.

~Quick tip: Minions~

-------------------------
     5.4h Yacilva Pass 3
-------------------------
                  Begin with 2 level 3 Minion floors, adding an Ochu floor to
the top for the magic units. Add a Behemoth floor before the Ochu once the
ranged units arrive, then one final Ochu floor to the top for the Black Mages.
As always, use Puppet floors to delay as needed.

~Quick tip: Minions are great as a foundation to your tower~

-----------------------------
     5.4i Repi Api Heights 1
-----------------------------
                  Once again, place 2 level 3 Minion floors, this time adding
an Ochu floor to the top when healers join the party. Place one more Ochu floor
on top when you have enough np, then spend the rest of the battle delaying as
needed.

~Quick tip: You only need two floors of two types of monster each~

------------------------------
     5.4j Savinade Peninsula 1
------------------------------
                 Start out with a single Ochu floor, placing a level 3 Minion
floor at the bottom when the first melee unit arrives. Put another Minion floor
at the bottom for the Red Mages, then add an additional Ochu floor at the top
for the magic units. As soon as the second magic caster enters an Ochu floor,
place a Behemoth floor between the Ochus and Minions. As always, use Puppet
floors if you need to delay an enemy.

~Quick tip: If your tower's set up correctly, you won't need to delay until
the very end of the battle~

-------------------------------
     5.4k Savinade Peninsula 2
-------------------------------
                    Place 2 level 3 Minion floors, with a lone Ochu on a floor
at the top. Once you get enough np, add a second Ochu, then place a Behemoth
floor between the Ochus and Minions for the ranged units. As always, use
Puppets to delay as needed.

~Quick tip: You only need a few floors of monsters, as long as you find a way
to delay surplus enemies~

-----------------------------
     5.4l Repi Api Heights 2
-----------------------------
                    This level is extremely simple. Start with a Minion floor,
add an Ochu floor to the top for the magic units, and delay as needed. Easy.

~Quick tip: Evil Puppet Show. 'Nuff said~

-----------------------------
     5.4m Repi Api Heights 3
-----------------------------
                    Poor Tonbetty is in danger of being served up as a crispy
snack for Mira's Behemoth, but Sir Hugh Yurg's presence provides the faux
Tonberry with a reprieve. It's boss time.

                   Begin with 3 Minion floors, dividing the power-ups evenly
among all monsters. Use the np you get from the Red Mages to fully power up the
Minions, then add a Behemoth floor to the top for the ranged units. Put an Ochu
floor between the Behemoths and Minions for the magic units, then place Minion
floors as needed for Yurg. Naturally, you'll want to use Puppets to delay
enemies.

~Quick tip: Any non-Minion floors should be at the top of your tower~

-----------------------------------
    5.5 Chapter 5 (The Last Fight!)
-----------------------------------
                It's time to take on the king of Padarak and prove Mira's right
to rule the whole world!

               Just an aside, I'm going to assume from this point on that
you're thoroughly aware of the Puppet delaying strategy, and will no longer
mention it unless there's a specific reason to do so.

---------------------------
     5.5a Monde de Shell 1
---------------------------
               This level can be frustrating at times, as my strategy requires
having the Wizards randomly attack the correct Ochu, so just restart if things
don't go your way the first time. Start out with 2 floors, placing one Minion
and one Behemoth on each. Add an Ochu floor to the top for the Wizards, then
another once you earn enough np.

~Quick tip: You'll need at least 2 Ochus on a floor to deal with Wizards~

---------------------------
     5.5b Monde de Shell 2
---------------------------
              Start out with 2 Behemoth floors, and don't worry when you get
the triple Thief wave-the first and third will both be taken care of by the
first floor. Add up to 2 Ochu floors to the top for the Wizards, (you could get
away with one, but you're leaving things to chance) then add 2 Behemoth floors
below the Wizards.

~Quick tip: See Monde de Shell 1~

---------------------------
     5.5c Ruins of Dobhran
---------------------------
               Your first two floors should have one Minion and one Behemoth
each. Add a Minion floor to the top to deal with the melee units, then an Ochu
floor below the Minions for the Black Mages. Place one last Minion floor at the
top for the Red Mages.

~Quick tip: You don't have to use only one type of monster on a level~

---------------------------
     5.5d Monde de Shell 3
---------------------------
                 This level also begins with 2 floors of one Minion and one
Behemoth each. Add an Ochu floor to the top for the magic units, then spend the
rest of the battle replacing any killed monsters.

~Quick tip: Use the same tip as the one from Ruins of Dobhran~

---------------------------
     5.5e l'Serase Basin 1
---------------------------
                 Place 2 floors of Ochus, adding a third to the bottom for the
triple magic wave. Put a Minion floor at the bottom for the melee unit, then a
Behemoth floor above the Minions for the ranged units.

~Quick tip: Build down, not up~

---------------------------
     5.5f l'Serase Basin 2
---------------------------
                  Begin with 2 Minion floors, adding an Ochu floor to the top
for the Wizards. All that's left is to add a Behemoth floor before the Ochus
for the ranged units.

~Quick tip: When in doubt, delay~

--------------------------
     5.5g Salviale Plains
--------------------------
                Start with a single floor consisting of one Behemoth and one
Minion. Add an Ochu floor to the top for the Wizards, then place another
Behemoth/Minion floor for the ranged units. When the melee units arrive,
place a floor with a lone Minion at the bottom, adding a Behemoth once you get
enough np. Make sure you separate the last 2 magic units, and the same goes for
the final 2 melee units.

~Quick tip: Sometimes, it ends up being cheaper to use different types of
monsters on the same floor~

------------------
     5.5h Padarak
------------------
              This is it!  Prepare yourself...... for cliches. Not to give
anything away, but I was rather hoping for a different ending than the typical
'happy' one. Artistic preferences aside, this can be an extremely tough battle,
especially if you're not familiar with the delaying strategy.

               Begin by placing 2 floors with a single Ochu on each. Once
you've finished off the first wave, place 2 Behemoth/Minion floors on the
bottom. Add a second Ochu to each of the top floors once you get the np, and
make sure you sufficiently delay the enemies. (Especially the healers.) The
best way to deal with the king (who will be named Leo if you don't own MLaaK)
is to place as many Thunder Stand floors filled with Ochus as your np will
allow. He'll destroy at least 2 of them, but he'll be finished off well short
of your crystal. You'll likely have one melee unit left, so kick back, watch
him climb to his doom, and enjoy the final sequence. You've beaten the game,
but there are still battles to fight, even if you don't have the DLC stages.

~Quick tip: Conserve np at the start, and delay, delay, delay. If you're
looking for max power, Ochus on a Thunder Stand floor are best~

-----------------------------
     5.5i Teakcil Footpath 1
-----------------------------
                 Welcome to the post-game bonus levels! Unless you have some
kind of aversion to swimwear, I recommend changing Mira into the Chic Bikini,
as it allows you access to the Piercing Arrow spell.

                 This level kicked my butt over and over until I discovered the
secret to winning, then it was fairly easy. For every single floor in the
level, you should have a Minion. Therefore, if I say to place an Ochu floor,
for instance, what that means is one Ochu and one Minion.

                 Start out with 2 Behemoth floors, adding a third to the top as
your np allows. Add an Ochu floor to the top for the magic units, and feel free
to use either spell should you think you need it.

~Quick tip: Minions sure are useful, aren't they?~

-----------------------------
     5.5j Teakcil Footpath 2
-----------------------------
                 Here we are, the final battle of the 'vanilla' game. Win this
and you'll be awarded the last Celestial Shard, which grants you a 
super-secret-amazingly-awesome prize! (Actually, it is kinda cool, but I was
hoping for something extra-special for making it this far.) If you want to know
what your reward is, check out the F.A.Q. section.

                 Anyway, begin the level by placing 2 floors, the top one with
Minions and the bottom one with 1 Behemoth and 1 Minion. When the Wizard shows
up, place an Ochu floor at the top, but don't power them above level 3. After
you finish off the Wizard, place a floor with a single Minion under the Ochu
floor. Once you get enough np, add a Behemoth to the Minion floor and fully
power up the Ochus. (Make sure you reserve enough np for at least one Puppet
floor.) That's all there is to it, congrats on beating the game! If you're
looking for even more battling fun, may I suggest the two DLC stage packs? I
personally enjoyed them, and I happen to think they're well worth the 500 wii
points each.

~Quick tip: Use everything you've learned up until this point. Mix monsters,
conserve np, delay with Puppet floors, it's all useful in this level~

--------------------------------------------------
    5.6 Chapter 6 (War in Paradise) (DLC Download)
--------------------------------------------------
                  After a long world conquest tour, Mira has traveled to a
secluded island to take a much-needed vacation. However, she recieves a
communication which starts her quest for glory all over again.

                 As a note before you begin, you should have both tower and
"Big Three" monsters maxed, or at least be close. You can get away with not
being quite there in the first few battles, but you're going to need as much
power as possible very soon.

------------------------------
     5.6a Belgine Greenwood 1
------------------------------
                  Your first floor should be Ochus, followed by a Behemoth
floor below it for the ranged units. Finally, place a floor with level 3
Minions below the Behemoths, fully powering them up when you have the np.

~Quick tip: You only need 3 floors with monsters. The rest should be Puppets~

------------------------------
     5.6b Belgine Greenwood 2
------------------------------
                  Place an Ochu floor, then delay the adventurers until all of
the magic units are gone. With mostly melee units left, all you need is a
Minion floor below the Ochus.

~Quick tip: Take care of the magic units first~

-------------------------
     5.6c Migriy Plateau
-------------------------
                  Start with a Behemoth floor, adding an Ochu floor above it
when the magic units make an appearance.

~Quick tip: You know how to delay enemies, right?~

------------------------------
     5.6d Belgine Greenwood 3
------------------------------
                Your first floor should be a Minion floor, with an Ochu floor
below it once the magic units arrive.

~Quick tip: Lots of Puppets~

---------------------------
     5.6e Shansaph Woods 1
---------------------------
                 Begin with a Minion floor, adding a Behemoth floor above it
for the ranged units.

~Quick tip: Only two floors need monsters~

-----------------------------
     5.6f Vestalk Northway 1
-----------------------------
                 Start with a Minion floor, placing a Behemoth floor below it
and an Ochu floor above it when the corresponding enemies arrive.

~Quick tip: It's easier and cheaper to only have 3 offensive floors~

------------------------------
     5.6g Vestalk Northway 2
------------------------------
                 This level marks the transition from Dark Dressers to Thunder
Stands, as two monsters on a floor no longer provide enough firepower. I hope
you've spent some Karma upgrading your Shades and Spheres, as you will
eventually be using both.

                Place a Thunder floor with 2 Behemoths and 1 Shade, adding a
Thunder floor with 2 Ochus for the healers. When you have plenty of surplus np,
you can add a third Ochu but it really isn't needed until the level 20 healer.

~Quick tip: Switch to Thunder Stands~

---------------------------
     5.6h Shansaph Woods 2
---------------------------
                Start with a 1 Behemoth/1 Minion floor, adding a floor with a
single Ochu at the top. When you have plenty of spare np, add a second Ochu,
and use a spell if needed.

~Quick tip: Can't decide between the Minion and Behemoth? Why not go with
both!~

---------------------------
     5.6i Shansaph Woods 3
---------------------------
                 Place a Thunder floor with 2 Ochus and 1 Shade. After the
first magic wave, place a Thunder floor with 2 Minions below the Ochus.
Finally, place a Thunder floor with 2 Behemoths and 1 Shade below the Minions
for the ranged units. (Make sure to have enough np left for one Puppet floor.)

~Quick tip: Always try to make sure you reserve enough np for at least one
Puppet floor~

---------------------------
     5.6j Degotone Coast 1
---------------------------
                  Begin with one Thunder floor with 2 Ochus and 1 Minion. Use
one of the spells once the last 8 enemies are in the tower, and place a Thunder
floor with 3 Behemoths once all adventurers besides the ranged ones have been
defeated.

~Quick tip: Save the ranged units for last~

---------------------------
     5.6k Degotone Coast 2
---------------------------
                 We need to conserve np early, so start out with one Thunder
floor containing 2 level 3 Behemoths and 1 unpowered Shade. Once the last
ranged unit is clear, place a Thunder floor with 2 Ochus and 1 Shade beneath
the Behemoths. Don't bother fully powering up the Behemoths until you've
finished off the final Wizard, as you desperately need the np right now. Don't
hesitate to use the spells if you need them, and make sure to replace the Shade
if it gets killed. Most importantly, don't let any other enemies enter the
offensive portion of your tower while a level 22 Black Mage is there, as you'll
need both floors to defeat them.

~Quick tip: Conserve np early, and watch out for level 22 Black Mages~

---------------------------
     5.6l Shansaph Woods 4
---------------------------
                  Begin with a Thunder floor with 2 Minions and 1 Sphere. Use a
bare minimum of Puppet floors for the Knights, as there are only 3 melee units
in the level and you want to clear them quickly. When the ranged waves start,
place a Thunder floor at the top with 1 Behemoth and an unpowered Shade. Add a
second Behemoth when you get the np, then power up the Shade. (Make sure to
reserve np for Puppet floors, though.) At some point, you'll lose one of your
Minions; when that happens, just replace it with an Ochu.

~Quick tip: Finish off those Knights first. They're slow, so they'll stay on
one floor for a long time~

---------------------------
     5.6m Camo Amidi Flats
---------------------------
                    It's the final battle to claim the King's emblem, and it's
against a familiar foe! Let's get it on.

                   Your first floor should be a Thunder Stand with 2 Minions.
Once the Wizard arrives, place a Thunder floor at the top with 2 Ochus. After
you finish off the second Wizard, place a Thunder floor with 2 Behemoths and 1
Shade between the two other floors. When you have a surplus of np, you can add
a third Minion to the Minion floor. This level's all about timing, so you may
have to restart a few times before you get it right. If you lose any Behemoths
at the end, you'll probably want to replace them, though it's not really
necessary to win. (If you lose the entire floor, don't bother.)

~Quick tip: Timing, timing, timing. You should only have 3 offensive floors, so
don't let them get overwhelmed~

                   Congrats, you've completed the entire storyline of MLaaD! As
at the end of the 5th Chapter, your reward is two bonus levels, though they are
significantly harder than the others were.

--------------------------
     5.6n Ruins of Citody
--------------------------
                  Even though this is the first of two bonus levels, it is
actually the harder one, in my opinion. In both levels you'll use nothing but
Minions, and the strategy is identical. You want to space out the enemies so
you have two in the offensive portion of your tower at the same time. (This
only applies to attackers, not healers.) The reason is that one floor alone
takes so much time to recharge that you'll run out of either np or room for
Puppet floors before you can defeat all of the adventurers. (Credit to user
nivik23 on the boards for this strategy.)

                 In this level, build 2 Thunder floors with 2 maxed Minions
each, and add a third one as your np allows. Avoid the temptation to place
Puppet floors anywhere other than towards the top of the tower, as this will
lead to overstacking, which will probably cause you to lose right at the end
when you only have healers left and no room in your tower to separate them. If
you need it, you can use the spells or even add a third Thunder floor.

~Quick tip: Fight two enemies at a time, and don't overstack Puppets~

-------------------------
     5.6o Laginsla Basin
-------------------------
                Just like Citody, your goal in this level is to be fighting two
enemies at a time when possible. (For the really tough enemies, you want them
going in one at a time.) Unlike the last level, it's almost impossible to
overstack Puppet floors, since these are the strongest adventurers in the game
and they'll be destroying floors left and right.

                 Begin with 2 Thunder floors with 2 maxed Minions each, and add
a third Minion once you have np to spare. (It's better to add the Minion to the
top floor first.) You'll also need a third floor with at least 2 Minions
towards the end, and you'll probably have to use the spells as well. Do your
best to save Yurg for last, as he'll kill at least one and possibly two Minions
on two separate floors.

~Quick tip: Try to fight two enemies at once, and delay Yurg until the end if
possible~

----------------------------------------------------
    5.7 Tower Pack (A Fateful Clash!) (DLC Download)
----------------------------------------------------
                So you've beaten the 'vanilla' game, you conquered Chapter 6,
and now you're ready to take on the final challenge; a series of increasingly
difficult stand-alone towers. While you can technically fight these battles
much earlier in the game, I know not everyone who plays MLaaD will have
purchased the extra stages, and if you did those towers at the first possible
moment, it would throw off the Karma growth for the regular game levels.
Therefore, for the purposes of my walkthrough, I've chosen to place these
stages last. Since I don't know whether you'll be taking on these battles right
away or after you've beaten everything else, I've chosen to include two
different strategies when possible; one using the absolute minimum in terms of
power, and one after everything has been maxed.

------------------
     5.7a Goyavra
------------------
Minimum strategy       (Requires level 2 Goblins, 10 floors, Scorpions)

                 For this level, go with Iron Ball rather than Dark Dresser
floors.

                 Begin with 1 floor with 3 level 2 Goblins, adding a second
floor below containing 2 level 2 Goblins and one Scorpion once the first
adventurer enters the first floor. When the first magic unit arrives, add a
floor at the bottom containing 2 Scorpions, then place another floor with the
same specs below for the dual magic wave. Add level 2 Goblins to both floors
once the magic units finish their second attacks, then place a final floor at
the bottom containing a single level 2 Goblin once the triple ranged party
enters the tower. When your np allows, round out that final floor with 2
Scorpions.

~Quick tip: You'll need as much power as possible. Go with Iron Ball floors~

Maxed strategy

                 Place a single Thunder floor with 2 Behemoths and 1 Shade,
then delay as needed with Puppets. If you wish, you can add an Ochu floor to
kill the magic units a little quicker.

~Quick tip: One floor is really all you need~

-----------------------------
     5.7b Rosene Mountains 1
-----------------------------
Minimum strategy         (Requires level 2 Goblins, Scorpions)

                  Once again, Iron Ball floors are the way to go here. Begin
with one floor containing 2 level 2 Goblins, adding an identical floor below
for the double ranged party. When the first magic wave arrives, place 2 floors
at the bottom with 2 Scorpions each, in addition to adding Scorpions to both of
the existing floors. Once you earn enough np, add a level 2 Goblin to the
bottom floor, then add another 2 floors at the bottom with 2 Scorpions each for
the magic units. The only thing left to do in order to beat the level is add
level 2 Goblins to the bottom 2 floors.

~Quick tip: Stick with Iron Ball floors~

Maxed strategy

                 As with the previous level, all you need to assure victory is
a single Thunder floor with 2 Behemoths and 1 Shade, with plenty of Puppets to
delay.

~Quick tip: Behemoths~

-----------------------------
     5.7c Rosene Mountains 2
-----------------------------
Minimum strategy              (Requires Dark Dresser, level 3 Scorpions, level
                               3 Goblins, level 3 Bombs, 10 floors)

                  We'll switch now to using Dark Dresser floors. Start by
placing 2 floors with level 3 Scorpions, plus one floor with 1 level 3 Scorpion
and 1 level 3 Bomb at the top. When the triple ranged wave shows up, add 3
floors to the bottom containing level 3 Goblins, then finish up by placing 2
floors with level 3 Bombs above the Goblin floors for the final melee units.

~Quick tip: Use Dark Dressers~

Maxed strategy

                 Start out with a Thunder floor containing 2 Ochus and 1 Shade.
Add another Thunder floor below with 2 Minions for the melee units, rounding
out the floor with a Behemoth for the ranged units.

~Quick tip: Ochus on one floor, Minions and a Behemoth on another~

-----------------------------
     5.7d Rosene Mountains 3
-----------------------------
Minimum strategy               (Requires Dark Dresser, level 3 Goblins, level 3
                                Bombs, 10 floors)

                   Stick with Dark Dressers. Place 2 floors with level 3 Bombs,
adding a floor with level 3 Scorpions at the bottom for the magic unit. Add a
second level 3 Scorpion floor to the bottom for the dual magic wave, then place
a floor containing a lone Bomb at the top to catch the melee unit. When you get
the np, add a Goblin to the top floor, and finish with another Bomb/Goblin
floor at the top when needed. And, of course, replace any felled monsters or
add another Bomb/Goblin floor if needed.

~Quick tip: All monsters should be at least level 3~

Maxed strategy

                   Begin with a Thunder floor with 2 Minions, and add an Ochu
to the floor when the magic units arrive. The only thing left to do is add a
Thunder floor with 2 Behemoths and 1 Shade for the ranged units, then spend the
rest of the battle using Puppets to delay.

~Quick tip: Thunder floors~

--------------------------------
     5.7e Saint Mohv Lakeside 1
--------------------------------
Minimum strategy           (Requires level 3 Goblins, level 3 Bombs, 10 floors)

                It's probably obvious by now, but unless I specify, assume all
floors will be Dark Dressers. Start with a single floor with level 3 Goblins,
adding 2 level 3 Bomb floors to the top for the melee units. When the dual
ranged units arrive, place a level 3 Goblin floor at the bottom, then a floor
containing a lone Bomb at the top. Once the healers enter the tower, place a
level 3 Goblin floor between them, and add a Goblin to the top floor. Once you
get enough np, add another Goblin floor to the top, then yet again separate the
dual healer wave with a Goblin floor. When you need it, add a Bomb floor to the
top and, finally, place a Goblin floor before the Bombs for the last healer.

~Quick tip: Separate the healers~

Maxed strategy

                 Start with a Thunder floor with 2 Behemoths and 1 Shade,
adding another Thunder floor below with 2 Minions when needed.

~Quick tip: One floor Behemoths, one Minions~

--------------------------------
     5.7f Saint Mohv Lakeside 2
--------------------------------
Minimum strategy             (Requires level 3 Goblins, level 3 Scorpions,
                              level 3 Bombs, Aero, 10 floors)

                  Place 2 level 3 Goblin floors, with a third floor at the top
containing a lone Goblin. Put a level 3 Scorpion floor on the bottom for the
magic unit, and add a second Scorpion floor as soon as you have the np. Replace
any killed monsters with Bombs, add a Bomb to the top floor, and place a double
Bomb floor above it. If you're doing this level at the first possible
opportunity, you probably won't have enough np to add another floor, so make
sure to use Aero before the level 4 melee unit reaches the floor second from
the top. Add a Scorpion floor to the bottom for the Red Mages, and add/replace
floors with Scorpions as needed.

~Quick tip: The timely use of Aero is crucial~

Maxed strategy

                   Start out with a Thunder floor containing 2 Ochus and a
Minion. When the ranged units arrive, add another Thunder floor below with 2
Behemoths and a Minion. (Make sure not to power them up fully right away so you
have enough np left to place delaying Puppet floors.)

~Quick tip: Don't fully power up your Behemoths right away~

-----------------------------
     5.7g Kamisath Heights 1
-----------------------------
Minimum strategy          (Requires level 4 Goblins, level 4 Bombs, 10 floors)

                   Place 2 floors of level 4 Goblins, adding a level 4 Bomb
floor to the top for the melee units. Once you get enought np, add a second
Bomb floor to the top. Add a Goblin floor to the top to catch the ranged units,
then place a Bomb floor above the 2 Goblin floors for the triple melee party.
(Wait until the Wizard clears the Goblins.) The only thing left is to add as
many floors containing Scorpions to the top as needed to finish off the Wizard.

~Quick tip: You don't need Scorpions until the Wizard arrives~

Maxed strategy

                  Begin with a Thunder floor with dual Minions, adding an Ochu
when the magic units arrive. When you need it, add another Thunder floor below
with 2 Behemoths and a Shade.

~Quick tip: Start with Minions~

-----------------------------
     5.7h Kamisath Heights 2
-----------------------------
Minimum strategy             (Requires level 4 Bombs, level 4 Goblins, Aero, 10
                              floors)

                   Start with 2 floors of level 4 Bombs and one floor of level
4 Goblins at the top. (It's critical that you spend as little np as possible,
so if the Red Mage hits the artifact on either of the Bomb floors, restart.)
Add another Goblin floor to the top for the ranged units, then yet another
Goblin floor for the healers. The point at which the top healer is almost
finished is a good time to use Aero, so go ahead and do so. You'll need
Scorpions for the magic units eventually, so use the np you got from the
healers to build a Scorpion floor at the top of the tower. (If necessary, add a
second Scorpion floor.) You'll likely lose at least one Bomb floor, so be sure
to replace them if needed for the melee units. You can also add another Goblin
floor if you find that you need one.

~Quick tip: Don't be afraid to use Aero~

Maxed strategy

                    Place a Thunder floor with 2 Minions, adding a Behemoth for
the ranged units. Add a Thunder floor with 2 Ochus to the top for the magic
units.

~Quick tip: Start with Minions~

--------------------------
     5.7i Mt. Leplantar 1
--------------------------
Minimum strategy           (Requires level 4 Bombs, level 2 Ochus, Aero, 15
                            floors)

                   Begin with 2 floors of level 4 Bombs and 1 floor at the top
with level 2 Ochus. After you kill the first two melee units, use the np to
place a floor with unpowered Scorpions at the top. Use Puppet floors to delay
one of the 2 Wizards until the other one has reached the Ochu floor, then fully
power up the Scorpions in anticipation of the upcoming level 12 Wizards. Once
the second level 12 Wizard reaches the Ochu floor, add another Bomb floor
below. At some point, you'll want to use Aero, and make sure to add another
Ochu floor for Chime.

~Quick tip: Make sure you put plenty of distance between Wizards~

Maxed strategy

                  Start out with a Thunder floor with 2 Minions, and add a
Thunder floor with 2 Ochus to the top for the magic units. When you get enough
np, feel free to add Minions to both of the empty spots.

~Quick tip: Minions on the bottom, Ochus on top~

--------------------------
     5.7j Mt. Leplantar 2
--------------------------
Minimum strategy             (Requires level 3 Ochus, level 3 Behemoths,
                              Thunder Stand, 15 floors)

                 Begin with a single floor containing 2 level 3 Ochus. Once the
second Red Mage is on an Ochu floor, add a level 3 Behemoth floor below. (As a
side note, these Hunters take a little longer to refill the attack bar than it
takes them to go from one floor to the next, so you can avoid damage to your
floor entirely if you plan accordingly.) You'll need a lot of firepower to deal
with the level 22 magic units, so when the time comes add 2 Thunder floors to
the top containing one Ochu and one Scorpion each. When you have enough np,
fill any empty spots with Bombs.

~Quick tip: Enemy putting your monsters to sleep? Try stunning them first~

Maxed strategy

                 Place a Thunder floor with 2 Behemoths and 1 Shade. When the
magic units arrive, put a Thunder floor with 2 Ochus at the top. Finally, place
a Thunder floor with 2 Minions below the Behemoth floor for the melee units.
(Or you can replace any killed Behemoths with Minions, depending on how things
shake out.) If you find it necessary, feel free to use Aero.

~Quick tip: You'll face the melee units towards the end of the battle. You can
save the Minions for last~

----------------------------
     5.7k Tumbledon River 1
----------------------------
                 Levels that feature only one type of enemy are my favorite, as
you always know which monster to use.

Minimum strategy           (Requires level 3 Ochus, level 3 Scorpions, 15
                            floors)

                Start with 2 level 3 Ochu floors, adding a Scorpion floor to
the top when needed. It is absolutely crucial you only allow one Wizard in the
offensive part of your tower at a time, as your Ochus take a long time to
recharge and you can easily wind up with both of your Ochus asleep without
having gotten a single hit in if you're not careful. There'll come a time that
you'll probably need a Thunder floor with a single Ochu, and you can add a
second Ochu at your discretion. It's okay to use Puppets to delay between
offensive floors, if the need arises.

~Quick tip: Don't allow more than one Wizard in the offensive portion of your
tower at a time~

Maxed strategy

                Begin with a single Thunder floor with 2 Ochus and 1 Sphere.
Once you earn enough np, add a second Thunder floor to the top with 2 Ochus.

~Quick tip: You need at least 2 Ochu floors, and a Sphere wouldn't hurt~

----------------------------
     5.7l Tumbledon River 2
----------------------------
Minimum strategy          (Requires level 3 Behemoths, Thunder Stand)

               Start out with 1 Thunder floor with 3 level 3 Behemoths, and add
a second one as your np allows. The ultimate goal is to have 2 enemies being
engaged at once, as that's the most cost-effective way to fight.

~Quick tip: The most cost-effective strategy is to fight two enemies at once~

Maxed strategy

              Simply use the same strategy as you would for the minimum
requirements walkthrough. The only difference is that this time you can max out
your Behemoths.

~Quick tip: See the minimum strategy tip~

-----------------------------
     5.7m Burburst Highway 1
-----------------------------
               These last four levels were so difficult for me that I chose to
simply assume that all monsters would be fully maxed out, as well as the tower
being completely upgraded.

                Begin with a dual Minion floor, adding an Ochu floor above when
the magic units arrive, then a Behemoth floor below for the ranged unit. The
timing on these first few is critical, as you want to kill them off as quickly
as possible, so don't hesitate to restart if you feel like something could have
been done differently. The rest of the battle is mostly timing, as you'll want
to do your best to ensure the right enemies end up with the right monsters,
while at the same time conserving np. In my several playthroughs, I never had a
need to place an extra floor at the top to catch a Wizard, but for some reason
the time I went through it while writing this walkthrough I did. Go figure.
What I did have to use many times before, however, was Piercing Arrow, which
you should also do, should you need it. I can say with absolute certainty you
will be needing a second Minion floor for the final level 37 melee unit, so
make sure you add it when the time comes. (If, for whatever reason, you needed
to add an extra floor for the Wizard, you'll also likely need a lone Bomb plus
Aero to finish off the level 37 melee unit.)

~Quick tip: Timing is critical in this level. Try to place as few delaying
floors as possible during the first few waves~


            And thus ends my DLC-less walkthrough, hope it was a help to you!




             But wait a minute, you might be saying. Aren't there still three
towers left to play? Well, yes, you are correct. Unfortunately, despite trying
everything six ways from Sunday, I have yet to be able to beat them without
using at least the Purgatory Press. On one particularly memorable attempt, I
managed to kill all but one enemy, drain them down to roughly 1/4 of their
health, then lose because I had no np left for any more floors. I have chosen
to include my walkthrough for these 3 levels anyway, as I know a lot of people
do use DLC, or you may find enough in my strategy to help you beat these levels
sans DLC. The good news is that two of the levels only require the Purgatory
Press, which is part of a download costing only 400 wii points, or 4 US
dollars. The bad news? The final level, arguably the hardest in the game,
required not only the Press, but also the Bravery Stove, Ogres and Palom, which
comes out to a whopping 1100 wii points. If you're not scared off yet, read on
for my walkthrough of the final three towers.

-----------------------------
     5.7n Burburst Highway 2
-----------------------------
               This level requires some very specific timing, particularly at
the start of the battle, so make sure you know precicely what the next step is
before you do anything.

                Begin with 2 Thunder floors containing 1 maxed Behemoth and 1
level 4 Minion each. Fully power the Minions after finishing off the first
wave, and add a second maxed Minion to each floor after the second wave. It
will be close, but you don't actually have to use any delaying floors until the
first wave of Hunters, which require a total number of 3. After the Hunters are
on the offensive floors, add one more Puppet floor just below for the Red
Mages. The next few enemies are magic units, but it would be far too expensive
right now to place another floor, so just keep delaying until you can fight the
enemies that your floors are geared for. (A lot of the higher-level enemies
require visits to both floors, so be careful to watch the health meters of your
Puppets, or you might find your tower quickly overwhelmed.) You're going to
lose monsters, so replace them as needed. A Purgatory Press for Fiona is an
absolute must, and since she provides a rather large amount of np, I like to
get to her as quickly as possible. Aero and Piercing Arrow will be necessary
to finish her off before she takes a single shot at your monsters, and since
there aren't any enemies that heal themselves, there's no reason not to use
them. You can replace the Purgatory Press if you want, but it's really only
needed for the magic units. (And the level 35 one will require 2.) The first
magic unit will kill your Behemoth on the first floor, so replace it with an
Ochu.

~Quick tip: Do your best to conserve np, and kill Fiona as swiftly as possible~

----------------------------
     5.7o Milei Mountains 1
----------------------------
                 Place a Thunder floor with one of the "Big Three" each. (Place
the Ochu last, since its poison ability will cancel out the stunning effect of
the artifact.) There will eventually come a time where you'll be about to fight
either the Warriors or the level 20 healer, and regardless of which one you
face first, you'll need to place a Purgatory Press. The rest of the battle is
merely a matter of delaying and replacing your Press when needed, though you
will need 2 Presses to deal with the top-level ranged/melee units.

~Quick tip: One floor with one of the "Big Three" each, and a Purgatory Press~

----------------------------
     5.7p Milei Mountains 2
----------------------------
                   Well, here we are; the last battle of Final Fantasy Crystal
Chronicals: My Life as a Darklord. Of all the levels that kicked my butt, and
there were a number of them, this one kicked my butt the longest. After finding
a vast array of ways to lose, I finally found one strategy that actually
worked, and not only did it work but it did so consistantly. For the purposes
of this walkthrough, you will need Palom, Ogres, Purgatory Presses and Bravery
Stoves in order to win.

                 Begin with 2 Bravery Stoves with 2 maxed Paloms each. Once all
of the melee units are in the tower, (the magic unit will be on his way in)
place a Thunder floor with 1 Behemoth, 1 Ogre and 1 Ochu AT THE VERY BOTTOM,
with a Purgatory Press below. (Only the Ochu needs to be powered up for the
magic unit.) Yes, you are placing a floor below the Puppets. Why, you ask?
Well, I've found that if you don't take out that one magic enemy immediately,
you end up spending so much np delaying future units that you won't have enough
left towards the end of the level. Besides, only a few of the remaining
adventurers will make it past your Thunder floor, and they'll finish off those
Puppet floors when they get up there. If you haven't already, you can now power
up your Behemoth and Ogre. You will have lost your Purgatory Press, but don't
replace it right away, as not all enemies in this level need it. Do make sure
to place one eventually for the tougher enemies, though, and both Leo and the
level 35 magic unit will need 2. It's entirely possible that one of the level
40 melee units will kill your Ochu; if that happens, just replace it.

~Quick tip: Kill that first magic unit as quickly as possible~



     And that's it! Congratulations on fully beating My Life as a Darklord!

-----------
 *6 F.A.Q.
-----------
              Q: What is My Life as a Darklord?
              A: MLaaD is a Wii Ware downloadable tower defense game.
Basically, you pick a floor type from a list of floors, place it in your tower,
fill it with various kinds of monsters, then watch enemies come and fight them.

              Q: Will I like MLaaD?
              A: That's hard to say. I certainly like it; after all, I wrote a
guide for it. If you like strategy games, there's a good chance you'll like
this. I don't know what game to compare this to, since I'd never played
anything like MLaaD before, so if you're interested I would recommend trying
the free Demo download first. (You'll need a connection to the internet on your
Wii.)

              Q: I keep seeing people talk about DLC. What is DLC?
              A: DLC, or Downloadable Content, is extras that you can purchase
to enhance your game experience. No DLC is required to beat the main game, and
to see the extra story afterwards only requires 500 wii points.

              Q: I've got a few spare wii points. What DLC should I get?
              A: That depends rather heavily on your style of play, but if you
enjoyed the main game you'll definitely want to purchase the two extra stage
packs. (Obviously, Vacation takes precedence if you can only get one.) I
personally don't own all of the DLC, so I can't comment on about half of it,
but in my mind the most useful non-stage downloads are the Purgatory Press
(part of a floor pack) and Palom (a stand-alone monster).

              Q: Can I beat the game without DLC?
              A: The short answer is yes. The long answer is, if you follow
this guide, every level except the last 3 of the DLC tower pack can be beaten
without DLC. Supposedly, even those last levels can be won without DLC as well,
but I haven't been able to do so on my own yet.

              Q: Which level is best to grind Karma on?
              A: Gnalgri Plain 4, also known as the Chime level, is generally
considered the easiest level to farm Karma, as you get a decent amount for
winning and it's stupidly easy once you get ranged units.

              Q: What's the maximum amount of Karma I can have?
              A: 9999 Karma. Yes, I did actually max out my Karma in one game.

              Q: Do I need to own My Life as a King in order to get this game?
              A: Nope, as a matter of fact I don't own MLaaK as of this
writing. The only effect owning MLaaK has on this game is that Leo's name will
be changed to whatever name you gave your character in MLaaK.

              Q: How do I cause the adventurers to come quicker?
              A: Press the 'A' button. You can only trigger the next wave once
the previous wave is at your tower, however.

              Q: What do Celestial Shards do?
              A: Absolutely nothing, at least in-game. If you collect all of
them, you'll get a different image on the main title screen.

              Q: Help! My game is stuck on the Creating Save Data page! What
should I do?!
              A: First, take a deep breath. Now press the '2' button.

              Q: How do I purchase MLaaD?
              A: First, you'll need a Wii. Second, you'll need a connection to
the internet through your Wii. Third, you'll need 1000 wii points to download
the game from the Wii Shop channel.

              Q: Can I gift this to someone?
              A: The game itself can be gifted, though the DLC within the game
cannot.

--------------------
 *7 Monster Listing
--------------------
               A full listing of all the monsters in the basic game, and a
general idea of what they do. For an in-depth analysis of all monsters, check
out the Data Compilation F.A.Q.

                           Goblin                Cost: 50 np
         The first monster you get, Goblins are relatively quick and cause
         light to moderate melee damage

                          Scorpion               Cost:50 np
         Another of the early monsters, Scorpions are slower than Goblins but
         faster than the "Big Three" monsters. They cause light to moderate
         ranged damage.

                            Bomb                 Cost: 50 np
         Bombs are awarded during Chapter 2, and they are the fastest of what I
         term the 'elemental' monsters. They cause light magic damage, but
         their relatively weak attack is made up for in their fast recharge
         time.

                             Mu                  Cost: 30 np
         Mus are the fastest monster in the game, but with puny attack power
         and little hp, I've never found a use for them. They cause almost
         nonexistant generic damage.

                          Behemoth               Cost: 120 np
         The first of the "Big Three" you recieve, Behemoths are also the
         fastest of that set, though they suffer slightly by being the weakest.
         They cause moderate to heavy melee damage.

                            Ochu                 Cost: 110 np
         Ochu are the second of the "Big Three", and also the most powerful.
         However, their recharge time is slow and their poison effect will
         override any other effect that might be playing on an adventurer.
         They cause heavy ranged damage.

                           Minion                 Cost: 100np
         The last of the "Big Three", Minions are also the most useful, as
         powering them up to level 2 or higher grants them the Guard ability,
         which causes the Minion to protect the floor's artifact. They have the
         same slow recharge time as the Ochu, and they cause moderate to heavy
         magic damage.

                           Cactuar                Cost: 30 np
         Cactuars are the first healers you'll recieve, but with low hp and no
         special effects, I've never had a use for them.

                            Shade                 Cost: 45 np
         Like Mus, Shades are generic monsters. Unlike Mus, Shades can actually
         be useful, as they have inherent Guard status. They cause light
         generic damage and have the same recharge time as a Behemoth.

                           Sphere                 Cost: 30 np
         Spheres are healers with the added bonus of giving monsters they heal
         the Bravery status. (More on that in the Effects section.) They have
         low hp and are slower than Cactuars.

------------------
 *8 Floor Listing
------------------
                 A full listing of all floors available in the basic game. For
a more in-depth analysis, check out the Data Compilation F.A.Q.

             Iron Ball              Cost: 50np           Monster spots: 3
         The very first floor, Iron Balls cause light generic damage. With no
         special effects, Iron Balls are only useful for the first chapter.

            Thunder Stand           Cost: 50 np          Monster spots: 3
         Thunder Stands really come into their own in the second half of the
         game, as their Stun effect is useful in stopping fast or powerful
         enemies. With low hp, though, you'll always need to have some kind of
         guard on the floor. They cause light magic damage.

             Poison Harp            Cost: 50np           Monster spots: 3
         Poison Harps are precicely what they sound like: floors that cause
         Poison. Some people absolutely love these artifacts, but I've
         personally never found a use for them. They cause light ranged damage.

             Slow Clock             Cost: 30np           Monster spots: 1
         Slow Clocks cast Slow on enemies, which might have been useful if you
         could have placed more than one monster.

           Evil Puppet Show         Cost: 20np           Monster spots: 0
         The cheapest of all floors, Evil Puppet Shows are also the most useful
         floors you will ever have. Their cheap cost and high hp make them
         ideal delaying floors, and they have the added bonus of causing Bio.
         (More on that in the Effects section.)

             Haste Clock            Cost: 35np           Monster spots: 1
         Haste Clocks cast Haste on your monsters, which would be nice if you
         could have more than one per floor. As useful as the Slow Clock.

            Dark Dresser            Cost: 25np           Monster spots: 2
         Extremely cheap and with moderate hp, Dark Dressers will be your
         workhorse for most of the game. They have inherent Shield status,
         which means no waiting for the artifact to recharge.

----------------
 *9 DLC Listing
----------------
               As I don't own all of the DLC, I will refrain from commenting on
it. For a wonderful review of all the DLC, check out the post on the MLaaD
board titled "Downloable Content Reviews!" (Yes, it is unfortunately
misspelled, but that doesn't make it any less amazing.)

-----------------
    9.1 Costumes
-----------------
Only one outfit, and therefore one spell or special effect, can be used at a
time.

-------------------------------------------
     9.1a Beloved Wardrobe (600 wii points) 
-------------------------------------------
                Contains:
                Radiant Dress (Lets you cast Cure once per battle)
                Dark Dress (Raises your starting np by 50)
                Prim Dress (Lets you cast Slash for light melee damage once per
                            battle) 

--------------------------------------------
     9.1b Designer Wardrobe (600 wii points) 
--------------------------------------------
                Contains:
                Cat Dress (Raises your starting np by 50)
                Mystic Dress (Lets you cast Fire for light magic damage once
                              per battle)
                Puffy Dress (Lets you cast Cyclone for light generic damage
                             once per battle)

-----------------
    9.2 Monsters
-----------------

--------------------------------------------------
     9.2a Darklord Special Forces (500 wii points)
--------------------------------------------------
                Contains:

                             Ogre                       Cost: 60np
                Causes moderate melee damage, also has inherent Guard status.

                           Ahriman                      Cost: 65np
                Causes moderate ranged damage, also has inherent Guard status.

                           Sahagin                      Cost: 60np
                Causes moderate magic damage, also causes Stun.

                           Coeurl                       Cost: 55np
                Causes light generic damage, also uses Drain.

                          Chimera                       Cost: 100np
                Causes moderate generic damage, also causes Poison.

                           Lamia                        Cost: 55np
                Heals your monsters, also casts Haste. Uses 2 blocks of space.

----------------------------------------------
     9.2b Darklord Elite Unit (500 wii points) 
----------------------------------------------
                Contains:

                          Gigas                          Cost: 120np
                Causes heavy melee damage, also causes Stun. Uses 2 blocks of
                space.

                         Abaddon                         Cost: 120np
                Causes light ranged damage, also uses Drain.

                         Tentacle                        Cost: 115np
                Causes moderate magic damage.

                      Death Knight                       Cost: 150np
                Causes heavy generic damage. Uses 2 blocks of space.

                       Little Pirate                     Cost: 55np
                Causes moderate generic damage, also uses Bio.

-------------------------------
     9.2c Kain (200 wii points)
-------------------------------
                         Kain                            Cost: 75np
                Causes moderate to heavy melee damage.

--------------------------------
     9.2d Palom (200 wii points)
--------------------------------
                         Palom                           Cost: 60np
                Causes moderate to heavy magic damage, also causes Slow.

---------------
    9.3 Floors
---------------

--------------------------------------
     9.3a Bedroom Set (300 wii points)
--------------------------------------
                 Contains:

                Void Fountain         Cost: 35np          Monster spots: 2
             Heals monsters and cures status effects.

                Summon Mirror         Cost: 70np          Monster spots: 2
             Summons random monsters.

                 Drain Chest          Cost: 70np          Monster spots: 2
             Drains hp from adventurers and gives it to monsters on that floor.

------------------------------------------
     9.3b Living Room Set (400 wii points)
------------------------------------------
                 Contains:

                Purgatory Press       Cost: 100np         Monster spots: 0
             Cuts adventurers' current hp in half.

                 Hypno-Box            Cost: 60np          Monster spots: 2
             Puts adventurers to sleep.

                Abyss Crane           Cost: 150np         Monster spots: 0
             Warps adventurers to the bottom of the tower.

               Bravery Stove          Cost: 50np          Monster spots: 2
             Casts Bravery on all monsters on that floor.

--------------
    9.4 Items
--------------

------------------------------------------
     9.4a Darklord Armory (400 wii points)
------------------------------------------
                   A pack of spells all useable once per battle: Shockwave,
Blast Arrow, Fira, Quake, and Cura.

------------------------------------------------------------------
     9.4b Accessories (200 wii points each, 1000 wii points total)
------------------------------------------------------------------
                  I have only termed these items Accessories to differentiate
them from the Darklord Armory pack. As far as I know they cannot actually be
worn by Mira.

                  Five Accessories, all of which cost 200 wii points and
permanently add 50np to your starting np: Vile Ribbon, Nightmare Tiara, Fatal
Earrings, Gloomy Armband, and Wailing Doll.

--------------------------
    9.5 Stage Collections
--------------------------

---------------------------------------------
     9.5a Wanted on Vacation (500 wii points)
---------------------------------------------
                   The epilogue, so to speak, to MLaaD, it contains the typical
fare of a minimal storyline, a number of connected battles and a few
stand-alone optional fights. There are no rewards other than the normal Karma
prize for winning any of the battles.

-------------------------------------------
     9.5b A Fateful Clash! (500 wii points)
-------------------------------------------
                   A collection of increasingly difficult stand-alone towers,
this pack features neither storyline nor special rewards.

---------------------
 *10 Effects Listing
---------------------
                 What is an effect? Well, an effect is a status that is applied
to monsters or adventurers by your artifacts, your monsters or the adventurers,
which either alters their normal course of battle or takes away hp.

                                   Slow
        Exactly what it sounds like, Slow affects the speed of the recharge
        bar, but not the speed of the battle timer.

                                   Stun
        Temporarily freezes those under its' effect, Stun stops both the
        recharge bar and the battle timer.

                                  Poison
        Poison slowly drains hp from those under its' effect. Poison usually
        lasts roughly the time it takes an adventurer to travel 2 floors.

                                   Bio
        Bio, despite the fact that most games use it as a poisoning attack,
        actually reduces the attack power of those affected by it in this game.
        Bio generally lasts about as long as Poison.

                                  Gravity
        A status only used by the Purgatory Press, Gravity reduces an
        adventurer's current hp by half.

                                  Bravery
        A status which can only be applied on your monsters, Bravery 
        temporarily increases their attack power. Depending on how the status
        is applied, it will either last until the adventurer leaves the floor,
        the monster is healed to full hp, or roughly three-quarters of the
        artifact's recharge bar has been filled.

                                   Drain
        If a monster uses Drain, it will remove hp from the adventurer and give
        a certain amount of it to itself. If an artifact uses Drain, it will
        remove hp from the adventurer and give it to the monsters on the floor.

                                   Guard
        A status only useable by your monsters, Guard will cause any monster
        that has it to take an adventurer's attack that was meant for the
        artifact.

                                   Haste
        Only applicable to your monsters, Haste temporarily speeds up their
        recharge bar.

                                   Shield
        Only used by the Dark Dressers, Shield permanently reduces the damage
        taken by both monster and artifact on that floor.

------------------------
 *11 Credits and Thanks
------------------------
                 First of all, the main credit goes to Square Enix and Nintendo
for creating and distributing this wonderful game. Major thanks go to users
nivik23 and Amherst_Wind on the MLaaD boards, nivik for pointing me in the
right direction to beat the last two battles of Chapter 6 the first time and
introducing me to the concept of using Puppets as a delaying tactic, and
Amherst for posting the insanely helpful DLC review that I used to fill in the
gaps of my DLC knowledge. My thanks also to everyone on the MLaaD boards,
for providing me with some ideas of what questions to include in this F.A.Q.
and filling in a few gaps in my MLaaD knowledge. And, last of all, my thanks
to Gamefaqs for hosting this walkthrough.

----------------------------------
 *12 Legal Stuff and Contact Info
----------------------------------
                 This guide was created soley by me (amarise), and may not be
used or reproduced in any form except for private, personal use. No website
other than Gamefaqs has permission to post this guide in any way, shape or
form. Any trademarks or copyrights in this document are owned by their
respective trademark or copyright holders.

                 If you need to contact me regarding anything contained in this
guide, simply send me (amarise) a message here on Gamefaqs. If you have a
question, please check this guide carefully first to make sure it isn't
answered somewhere before contacting me.