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    FAQ/Walkthrough by amarise

    Version: 2.0 | Updated: 10/06/14 | Printable Version | Search Guide | Bookmark Guide

    
    
    
    
    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. Challenges
     *7. F.A.Q.
     *8. Monster Listing
     *9. Floor Listing
     *10. DLC Listing
        10.1 Costumes
         10.1a Beloved Wardrobe
         10.1b Designer Wardrobe
        10.2 Monsters
         10.2a Darklord Special Forces
         10.2b Darklord Elite Unit
         10.2c Kain
         10.2d Palom
        10.3 Floors
         10.3a Bedroom Set
         10.3b Living Room Set
        10.4 Items
         10.4a Darklord Armory
         10.4b Accessories
        10.5 Stage Collections
         10.5a Wanted on Vacation
         10.5b A Fateful Clash!
        10.6 DLC Review
     *11. Effects Listing
     *12. Credits and Thanks
     *13. 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.
    
    V 2.0 (October 2014) The entire F.A.Q. has been reformatted to make it easier
           to read! I also added two new sections, one with a review of all of the
           DLC and one containing self-imposed challenges. Finally, I fixed a few
           bits of info that were either incorrect or incomplete and corrected
           what should be the last few typos.
    
    ------------------
     *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 process 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!
    
    
                  =============================================
                  =                                           =
                  =     |             +                       =
                  =     |                                     =
                  =  -------    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.
    
    
    ~About this guide~
    
    My walkthrough of My Life as a Darklord relies heavily on two floors: Dark
    Dressers, which become available during Chapter 1, and Evil Puppet Shows, which
    you can win in Chapter 2. Because I use both floors so frequently, at some
    point in the walkthough I stop making specific mention of them for each
    individual level. While I do make a point of saying this in the walkthrough, it
    is entirely possible that a casual reader might not see that particular
    passage. Therefore, if there is no mention of which floor to use for your
    monsters, that means it should be a Dark Dresser floor. If there don't seem to
    be enough floors to deal with all of the adventures, that means that I am
    assuming you will be using Evil Puppet Show floors as a delaying tactic. (I
    highly recommend that you familiarise yourself with this strategy if you
    aren't already aware of it. Simply do a search for the word 'Puppets' if you
    wish to learn more.)
    
    ----------------------------------------------------
     *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 by
    pressing the 'A' button 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 referred 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 currently 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 below 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 floor~
    
    ---------------------------
         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 receives 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 Minion 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
                              Scorpions, 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 enough 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, since 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 precisely 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 Chronicles: 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 consistently. 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. Challenges
    ----------------
    
    MLaaD may be one of my favorite games, but I have to be honest- after beating
    it two or three times, you pretty much have the whole thing memorized and can
    breeze through any future games without much difficulty. The only real way to
    get a fresh experience with the game is to play using self-imposed
    restrictions, and to that end I've decided to add this section I'm calling
    Challenges.
    
    Just so there's no confusion, the challenges listed here are all ideas I came
    up with to make the game more difficult. There are no official in-game
    challenges you can attempt, and completing any of these will reward you only
    with a certain sense of smug self-satisfaction. To successfully attempt these
    challenges you will need much (if not all) of the DLC, but I must warn you that
    even with all of the DLC most of these are very tough to complete 100%. I
    have personally attempted every single one of the Challenges, and successfully
    completed two of them.
    
    
    ----------
     DLC Only
    ----------
    
    As you know, this guide revolves around the strategy of playing MLaaD without
    using any DLC. So one day I thought to myself, "I wonder how hard this would
    be if I could use nothing but DLC?" As it turned out, it was fairly difficult
    in the latter stages as I was restricted from using the heaviest hitters in the
    game, AKA the "Big Three". However, I did manage to eke out wins in every
    single level other than the infamous Milei Mountains 2. 
    
    
    Challenge: Beat the entire game using nothing but DLC. (All DLC is acceptable.)
    
    
    
    -------------------
     Only DLC Monsters
    -------------------
    
    Similar to the DLC-Only challenge, except in this one you may use anything that
    is non-DLC other than the monsters. One of only two challenges I fully
    completed.
    
    
    Challenge: Beat the entire game using only DLC monsters. (Everything else can
    be non-DLC)
    
    
    -----------------
     Only DLC Floors
    -----------------
    
    Just like the DLC Monster challenge, but with floors. I managed to beat every
    stage this way except Milei Mountains 2.
    
    
    Challenge: Beat the entire game using just DLC floors. (All other non-DLC is
    acceptable.)
    
    
    ------------------------------
     Use Only One Type of Monster
    ------------------------------
    
    Possibly the hardest challenge to attempt, this particular variety requires
    that you only use one type of monster for the entire game. (Such as Ranged,
    Generic, etc.) Of the four possible incarnations of this challenge I have only
    been able to complete the one using nothing but Magic units. Melee units came
    in second best, with me completing everything except the two Milei Mountain
    stages and Laginsla Basin. Ranged units came next, with Burburst Highway 2,
    both Mileis and Laginsla proving to be unassailable. Generic monsters fared the
    worst as they were unable to exploit any weaknesses the adventurers had, but
    I would up doing better than expected with wins in every level except the
    Burburst Highways, Milei Mountains, Ruins of Citody and Laginsla Basin.
    
    
    Challenge: Beat the entire game using nothing but Melee monsters. (Healer
    monsters are forbidden.)
    
    Challenge: Beat the entire game using nothing but Ranged monsters. (Healer
    monsters are forbidden.)
    
    Challenge: Beat the entire game using nothing but Magic monsters. (Healer
    monsters are forbidden.)
    
    Challenge: Beat the entire game using nothing but Generic monsters. (It is up
    to you whether to allow Healer monsters or not, as they could also be
    considered generic even though they have a separate category.)
    
    ------------
     *7. 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, are 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.) To 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 didn't own MLaaK until about six months after
    purchasing MLaaD.  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, and
    the name of the final stage (Padarak) will be whatever you named your kingdom.
    
    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.
    
    ---------------------
     *8. 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 receive, 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 receive, 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 since 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.
    
    -------------------
     *9. 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 precisely 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.
    
    ------------------
     *10. DLC Listing
    ------------------
    
    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.) For my own personal review of the DLC,
    scroll down to section 10.6.
    
    ------------------
        10.1 Costumes
    ------------------
    
    Only one outfit, and therefore one spell or special effect, can be used at a
    time.
    
    ---------------------------------------------
         10.1a 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 Hard Slash for light melee damage
                                once per battle)
    
    ----------------------------------------------
         10.1b 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)
    
    ------------------
        10.2 Monsters
    ------------------
    
    ----------------------------------------------------
         10.2a 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.
    
    ------------------------------------------------
         10.2b 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.
    
    ---------------------------------
         10.2c Kain (200 wii points)
    ---------------------------------
    
                             Kain                            Cost: 75np
                    Causes moderate to heavy melee damage.
    
    ----------------------------------
         10.2d Palom (200 wii points)
    ----------------------------------
    
                             Palom                           Cost: 60np
                    Causes moderate to heavy magic damage, also causes Slow.
    
    ----------------
        10.3 Floors
    ----------------
    
    ----------------------------------------
         10.3a 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.
    
    --------------------------------------------
         10.3b 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: 1
                 Puts adventurers to sleep.
    
                    Abyss Crane           Cost: 150np         Monster spots: 0
                 Warps adventurers to a lower floor in the tower.
    
                   Bravery Stove          Cost: 50np          Monster spots: 2
                 Casts Bravery on all monsters on that floor.
    
    ---------------
        10.4 Items
    ---------------
    
    --------------------------------------------
         10.4a Darklord Armory (400 wii points)
    --------------------------------------------
    
    A pack of spells all useable once per battle: Shockwave, Blast Arrow, Fira,
    Quake, and Cura.
    
    --------------------------------------------------------------------
         10.4b Accessories (200 wii points each, 1000 wii points total)
    --------------------------------------------------------------------
    
    I have only termed these items Accessories to differentiate them from the
    Darklord Armory pack. 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.
    
    ---------------------------
        10.5 Stage Collections
    ---------------------------
    
    -----------------------------------------------
         10.5a 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.
    
    ---------------------------------------------
         10.5b A Fateful Clash! (500 wii points)
    ---------------------------------------------
    
    A collection of increasingly difficult stand-alone towers, this pack features
    neither storyline nor special rewards.
    
    --------------------
        10.6 DLC Review
    --------------------
    
    After about a year of trying to refrain from purchasing every single DLC item
    available, the completionist side of me finally won out and I broke down and
    bought the last five things I still didn't have. It occurred to me during that
    process that I could finally post a complete review of all of the DLC, as I
    believe that is the one thing people would be the most curious about. (After
    the actual game itself, naturally.) What follows is, of course, my own opinion,
    but if you're not the kind of person who must own absolutely every possible
    item in a game it is my hope that these reviews will be helpful in your
    decision of whether to purchase any of the DLC or not.
    
    
    ----------
     Costumes
    ----------
    Beloved Wardrobe: Contains the Radiant Dress, Dark Dress, and Prim Dress
    Designer Wardrobe: Contains the Cat Dress, Mystic Dress, and Puffy Dress
    
    
    Usage:
    The costumes are mostly that, cosmetic changes to Mira with each giving her
    some sort of small bonus in battle. (Ranging from 50 extra np to a healing
    spell.)
    
    My take:
    I personally love the costumes, but only because I like seeing all of the
    different outfits. The added bonuses that come with the dresses were clearly
    an attempt to make them more useful than the costumes you can buy in MLaaK,
    but I felt as though a few minor changes would have made spending 600-1200 wii
    points a little more justifiable. Making all of the bonuses available
    regardless of which outfit you were wearing, for instance, or cutting the price
    in half. I do have to say, having all of the costumes did come in handy while I
    was doing some of the self-imposed challenges, and I particularly love the
    Mystic Dress. (Based on Rydia's dress in FFIV: The After Years.)
    
    Conclusion:
    Only buy these if you really want to see Mira in different outfits or intend
    to attempt the Challenges in section 6. The small bonuses that come along with
    the dresses aren't enough to justify spending 200 wii points per costume on.
    
    
    ----------
     Monsters
    ----------
    Darklord Special Forces: Contains Ogre, Ahriman, Shagin, Coeurl, Chimera, and
    Lamia
    Darklord Elite Unit: Contains Gigas, Abaddon, Tentacle, Death Knight, and
    Little Pirate
    Kain (Stand-alone monster)
    Palom (Stand-alone monster)
    
    
    Usage:
    All of the monsters are, well, monsters. They give you more variety in fighting
    the adventurers as every single type and strength of monster is represented, 
    from melee to healers. Some are more useful than others, with Palom being
    almost too good while the Lamia is so horridly bad it's a shame you have to
    look at it in your monster list at all.
    
    My take:
    (Darklord Special Forces)
    In terms of a monster pack this is probably the better of the two, as you get
    two types with inherent guard status (Ogre and Ahriman), and three that use
    Effects. (Sahagin, Coeurl, and Chimera.) The Lamia is the only clunker, as she
    takes up two blocks of space and has an unbelievably slow recharge time. The
    Ogre and Ahriman are useful for most of the game, and the Sahagin and Coeurl
    both have situational usefulness. My personal playing style does not suit the
    Chimera, but with good attack power and the Poison effect I can certainly see
    how it would be useful with other ways of playing MLaaD.
    
    (Darklord Elite Unit)
    As with the Chimera, my personal playing style doesn't suit most of the
    monsters in this pack very well, but that's not to say they're useless. Both
    the Gigas and Death Knight were very effective during some self-imposed
    challenges, and I used the Abaddon in nearly every level I needed ranged
    monsters. As for the Tentacle and Little Pirate, I always felt their roles were
    filled more effectively by other monsters/floors in the game.
    
    (Kain)
    Kain to me always felt just..... okay. He's one of the faster Melee units, and
    his attack power is on par with the upper-mid ranged monster he's supposed to
    be. However, when compared with Palom he falls short as he's more expensive
    and doesn't have any flashy status effects. I really only ever used him when I
    restricted myself from using the Behemoth.
    
    (Palom)
    Palom is arguably the best monster in the game. When fully powered up to level
    5 his attack power is only the slightest bit below that of a maxed Minion,
    but at a cheaper cost. Not only is he essentially a strong as a Minion, he's
    also faster and with the ability to inflict the Slow status to boot.
    
    Conclusion:
    If you want some variety in your MLaaD experience, all four monster purchases
    (The two packs and the stand-alone monsters) are well worth the money. Each
    pack has at least three monsters that are useful, and both of the stand-alone
    monsters are solid additions at the very least. The Darklord Elite Unit is the
    only one that might not be as valuable as the others, but even if you don't
    use them quite as often it's still fun to experiment. Do yourself a favor,
    though, and at least beat the regular game without Palom, as he all but
    removes the challenge from the game.
    
    
    --------
     Floors
    --------
    Bedroom Set: Contains Void Fountain, Summon Mirror, and Drain Chest
    Living Room Set: Contains Purgatory Press, Hypno-Box, Abyss Crane, and Bravery
    Stove
    
    
    Usage:
    The floors are just what they sound like, new floors that offer you more
    variety in fighting the adventurers. Their effects and usefulness are varied,
    ranging from the Purgatory Press which removes half of an adventurer's hp to
    the Summon Mirror which summons a random monster to the floor.
    
    My take:
    (Bedroom Set)
    I was somewhat disappointed with this particular floor package, with two of the
    floors being almost completely useless to me and the third only finding its'
    way into my arsenal during a DLC-Only challenge. The Drain Chest, which drains
    hp from the adventurers and gives it to the monsters on the floor, drained too
    little hp and took too long to recharge to be worth using. I often had to spend
    extra np just to give the artifact enough time to recharge, by which time the
    monsters had recovered most of their hp anyway. The Summon Mirror is purely a
    novelty, and while it is fun to see which monster it will summon the way the
    floor is designed means that it can't be used in any battle past Chapter 3.
    The reason is that the Summon Mirror doesn't actually summon a monster until
    the adventurer has reached the floor, and when the monster is summoned it
    starts with the recharge bar at empty. This repeatedly led to the adventurer
    getting one or two swipes at my monster without them getting in a single attack
    in return, and unless you use the Abyss Crane to bring the adventurer back
    down to the bottom you wind up having to build a traditional floor further up
    the tower anyway. Thus the floor can't be used past Chapter 3, as the enemies
    there are too fast or too strong to risk allowing them to traverse entire
    floors without losing a single hit point. The only floor of the three I ever
    used seriously was the Void Fountain, and even that was only useful in my
    DLC-Only playthrough as it was the cheapest of all the DLC floors. (The fact
    that it cures status effects did come in handy several times, I have to say.)
    
    (Living Room Set)
    I was much happier with this floor pack, as all but one floor are useful for
    much of the game. The best floor by far is the Purgatory Press, which drains
    half of the hp from an adventurer. It has the slowest recharge time of any
    floor in the game, though, so extra care has to be taken to make sure you get
    the maximum use out of it. The Abyss Crane, which warps adventurers to a lower
    floor in the tower, can be extremely helpful when you make an error and need to
    stop an adventurer from reaching your crystal but don't want to set up another
    offensive floor. It is the most expensive floor at 150 np and it has a fairly
    slow recharge time, however, so if your overall strategy isn't sound this
    particular floor will only delay the inevitable. The Bravery Stove, which gives
    a boost to your monsters' attack power, does have certain situational uses,
    but with such a slow recharge time I was never able to find a place for it in
    my regular line-up. The Hypno-Box was the only dud, since you can get the same
    results with a Thunder Stand but with the added bonus of a small attack and
    two extra monster spots.
    
    Conclusion:
    If you've already purchased the two stage packs and you want to spend more
    money on DLC, buy the Living Room Set. The Purgatory Press alone is enough to
    justify the cost, but I can all but guarantee that you will be using the Abyss
    Crane and the Bravery Stove at some point as well. As for the Bedroom Set, only
    buy this if you have a need to own all of the DLC. None of the floors are
    effective enough to be worth 300 wii points.
    
    
    -------
     Items
    -------
    Darklord Armory: Contains Shockwave, Blast Arrow, Fira, Quake, and Cura
    Vile Ribbon
    Nightmare Tiara
    Fatal Earrings
    Gloomy Armband
    Wailing Doll
    
    
    Usage:
    There are really two different categories of items in MLaaD: Spells, which are
    contained in the Darklord Armory pack, and Accessories, which each add a
    permanent 50np to your starting np. Other than Cura all of the spells are
    offensive, causing light to moderate damage to all adventurers in your tower.
    
    My take:
    I like the spells, but unless you're taking on one of the Challenges, (check
    section 6 for details) they're really only cushions for if you make a mistake
    and need to finish off some adventurer before they reach the top. Cura is
    probably the weakest of the spells, since it doesn't really restore enough hp 
    to be worth using on your monsters. Most of the time I used it to save one of
    my floors that was on the ropes. The Accessories are basically useless, since a
    max of 250 extra np isn't enough to seriously affect the game except in the
    earliest stages, where you don't really need it anyway. I was grateful for the
    extra np when I did my 'use only one type of monster' challenge, but even then
    1000 wii points was far too high a price to pay for a tiny bit of extra help.
    
    Conclusion:
    If you have all of the other DLC you want and you'd still like to buy more,
    get the Darklord Armory pack. Stay far away from the Accessories unless you
    absolutely must own every last bit of DLC in MLaaD.
    
    
    -------------------
     Stage Collections
    -------------------
    Wanted on Vacation
    A Fateful Clash!
    
    
    Usage:
    Each of the Stage Collections adds new battles for you to take on. Vacation is
    similar to the regular game, in that there is minimal storyline and dialogue,
    and most of the battles are equal to those in the latter parts of Chapter 5.
    A Fateful Clash is similar to the stand-alone stages you can play during the
    game, except they are all significantly harder. Vacation can only be played
    after you've completed the main game, while the towers of Clash can be
    attempted as soon as you're able to access the map they're on.
    
    My take:
    I personally preferred Vacation over Clash, but that was due to the fact that
    the extra storyline in Vacation meant that finishing it and seeing the ending
    felt like more of a pay-off. I really enjoyed the challenge of figuring out how
    to beat all of these new levels, though I suspect that whoever came up with the
    Milei Mountain stages is a sadist who should be locked away to prevent them
    from inflicting their pain on any other unsuspecting gamers. (Kidding,
    kidding.) Every single level in both collections gave me a certain sense of
    satisfaction when I first beat it, and even now I still have trouble with a few
    of the levels despite how many times I've beaten them.
    
    Conclusion:
    If you liked MLaaD, buy both of these collections. If you didn't like MLaaD,
    you probably aren't interested in spending any more money on this game anyway.
    
    ----------------------
     *11. 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 and slightly affects 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 Dresser, Shield permanently reduces the damage
            taken by both monster and artifact on that floor.
    
    -------------------------
     *12. 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.
    
    -----------------------------------
     *13. 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.