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FFCC: My Life as a Darklord - A Darklord's Guide, Part 2

by: Neosygma ; edited by: Michael Hartman ; updated: 5/25/2012 • Leave a comment

Mira's grand quest to dominate the world with an army of monsters continues! Part 2 of this guide will keep you informed of the dangers you'll face and the rewards you'll reap in Chapter 4. Plus, a review of some of the downloadable extras available for this great game.

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    Resuming Conquest

    Last time, I left you all with three chapters cleared of the five original chapters. In this second guide, I'll cover pretty much everything you need to know for Chapter 4 and some extra DLC goodies.

    I am not too proud to admit that I needed the assistance of some of the downloadable content available for My Life as a Darklord. The difficulty really ramps up during Chapter 4, and Chapters 5 and 6 will test your skill and patience. This is especially true if you decide not to make use of the monsters, artifacts, and items available for download. For reference, I'll document what's included in the packages I used to help me finish this game.

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    A Little Help from My Monstrous Friends

    The Darklord Elite Forces contains five monsters that can really turn the tides of battle. All but one cost over a hundred NP each to DSC00236   summon, but are, in my opinion, rather worth having.

    Tentacle is a quick, magic type monster that won't do any really heavy damage, but will fare better in combat than the Bomb. It's also much faster than the heavier Minion that you'll find in Chapter 4.

    Abaddon is a speedy little ranged type monster that will be your fastest attacker, next to the lowly Mu. It won't deal too much damage, but a portion of the damage it deals will be absorbed to heal itself. Definitely a plus there.

    Gigas is a heavy hitter for your melee monster collection, and is faster than the Behemoth to boot. The down side? Gigas takes up two spaces on a floor. Some of the floors will have only one or two spaces, so he'll either be without backup, or won't fit on that floor at all.

    The Death Knight is a heavy duty powerhouse of a generic monster. It has a moderate speed rating, excellent attack power, and pretty good HP. The fact that it takes up two spaces on a floor is more than worth keeping such a monster around. It may only get off one attack on faster heroes, but that single attack will deal some pretty good damage. And finally, of lesser note is the Little Pirate. This little guy is also generic, costs only 55 NP, and will reduce enemy damage dealt by inflicting them with theSap status. Apart from that, he's not a very impressive unit. You may want to leave this one out of your tower.

    All by himself in his very own DLC package is Kain, a hero (if you can call him a hero) from Final Fantasy IV. He'll be your quickest melee unit, and will rival Abaddon for speed. He won't have the strength or HP of Gigas or Behemoth, but his attack speed makes him an excellent choice for dealing with those pesky thieves.

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    Third Floor: Bedroom Accessories, Magic Scrolls, and Certain Doom!

    The Bedroom Set is a collection of three floor artifacts that may make a difference in your game. The Drain Chest is a generic floor that will deal moderate generic damage to enemy units, giving some of the drained health to your monsters to keep them nice and healthy. The Void Fountain will heal any monster on the floor, and will remove any status effects on those monsters; even the good ones! Finally, the Slow Clock does what its name implies; it inflicts slow upon adventurers, making faster units much less threatening. Both the Drain Chest and Void Fountain have room for two monsters on their floors. The Slow Clock has room for only one monster.

    Boom!   Lastly, the game breaking Darklord Armory. The armory is a collection of spells that you can use once per stage. This pack contains four scrolls -one of each type- that will deal some pretty hefty damage to any adventurer in your tower. It also contains the Cura scroll, which will return some lost HP to all of your monsters and floor artifacts. These scrolls can definitely help you snatch victory from the jaws of defeat, but can also make some stages pathetically easy.

    And now, on to the guide.

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    Chapter 4 - Threats New and Old

    Now things really start heating up. Stages will contain no fewer than three types of adventurers, with each type having as many as three different job classes to throw at you. Be aware of the Illusionist, Thief, and Red Mage especially, as those classes have a tendency to deal heavy damage to your floor artifacts. The best monsters in the game are useless if you let their floor be destroyed.

    In this chapter, you'll face two new melee adventurers, and one new ranged adventurer. The Warrior is a tough little tank that moves pretty slow, but can take a heck of a lot of damage before going down. This is where my friend, the Death Knight, comes in handy. That, or a heavy hitting magic monster that I'll describe soon enough.

    The Knight is an annoyance that you'll want to take out as soon as possible. Not only will they not stay on floors long, they will also attack artifacts and monsters alike. And if that wasn't bad enough, any monster they attack becomes afflicted by the Slow status. But, thankfully, they go down pretty easily.

    Hunters aren't too big of a threat, but they can certainly be a thorn in your side. While they don't take much to knock out, any attacks they make will poison your monsters! The poison does go away in time, but until then, your monsters will be robbed of the regeneration they receive when there isn't a hero on their floor.

    The boss hero of this chapter will be a challenge to defeat. Not a big challenge, but still enough to test you. He's a melee unit with the ability to put your monsters to sleep, and totes around a fluffy little moogle to regenerate some of his health every few seconds. Load up the top of your tower with magical monsters if you can, and make use of the Thunder Stand artifact to stun him and deal some additional damage.

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    Chapter 4 - Goodies

    Throughout the chapter, you'll gain two items that increase your starting NP by 50 each, a new artifact, and three monsters. You'll alsoDSC00246   receive items called Celestial Shards which, as far as I can tell, serve no purpose other than to change the title screen once you've collected all five shards.

    Your new artifact will be the Haste Clock, which will give your monster (that's right, the floor has only one unit space on it) the speed boosting Haste status. This is a great floor to house slower monsters, like Ochu, but it won't do much for monsters that are already quick.

    Your first new monster is Minion, a heavy hitting, slow as molasses magic unit. It may not seem that impressive until you level it up, when it gains the defender ability and can take damage meant for your artifacts.

    Your second new monster in this chapter is Shade, a decent generic monster that also gains the defender ability once it levels up. Shade is my preference of the two, but you may want to use Minion for its heavy damage.

    As a reward for clearing Chapter 4, you'll gain Sphere, a healer monster that may or may not take the place of your Cactuar. It's a fair bit slower than Cactuar, and only heals a little bit more HP, but Sphere can also give the Bravery status to any monster it heals. Bravery will work opposite of Sap, increasing your monsters attack power. Definitely something to consider.

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