3. Lists [LIST01]
A. Dungeon List [LIST02]
B. Building List [LIST03]
C. Item/Equipment/Skill Lists (by building) [LIST04]
a. Weapon Shop [LIST05]
b. Armor Shop [LIST06]
c. Item Shop [LIST07]
d. Gaming Hall [LIST08]
e. Training Hall [LIST09]
f. White Mage Temple [LIST10]
g. Black Mage Academy [LIST11]
h. Guild Hall [LIST12]
D. Town Stages [LIST13]
E. Medal List [LIST14]
F. Legendary Monsters [LIST15]
Note: Despite being effectively complete, this guide remains a work of (slow)
progress. Layouts will be tweaked for ease of information dissemination to
the masses.
Also note that this guide does NOT cover any of the downloadable content, but
rather the base Normal game itself. I feel this makes more sense, as not
everyone will decide to purchase the extras. Besides, the descriptions given
in the DLC shop option at the castle seem to have sufficient descriptors of
what exactly they contain.
Final Fantasy Crystal Chronicles: My Life as a King
Note: Still playing with the format for this to make it table of contents
friendly. To get to where you are in the game, for now, just do a word find
for the name of the dungeon you're on.
Full Walkthrough [WALK01]
OPENING: You and your two retainers, Chime (a half clavat, half selkie who
basically raised you after your mother died, and who becomes your main
advisor/chancellor in the game) and Hugh Yurg (a veteran lilty warrior who
becomes the captain of the guard in game) arrive at the site of your old
castle-town after having wandered for years. The miasma that forced everyone
to flee long ago is gone, and now it is time to rebuild what your father, King
Epitav, started.
After a short cut scene you are asked to enter your name. The default name is
Leo, and the maximum name length varies depending on the letter combination.
It is not a fixed width font.
After entering your name, thus begins:
CHAPTER 1: The Little King
Chapter 1 opens with you, Chime, and Yurg hanging out around the giant crystal
in the middle of the courtyard. (The crystal, castle, a notice board and the
walls are all that remain of the place...but don't worry, we'll fix that soon)
The crystal speaks to the little king (you, and from here on in referred to as
such), and gives you the power of ARCHITEK. Thus begins a sort of tutorial.
The game gives you control here, briefly. Chime and Yurg have exclamation
points over their heads. Generally these will signify that a character has
important and possibly game-advancing things to say...or just that they want
a day off. This time it's pretty much nothing, but talk to them if you want.
Otherwise just step on the glowing bit of green ground in front of you.
After stepping on the plot, the game takes over again and, without further
input, you use architek to pop a small house out of thin air. Everyone is
amazed, the crystal speaks again, and gives you a quick 'security camera' view
of the castle-town.
Someone comes out of the house, and bam, you've got control again. The only
things to do are talk to the people with exclamation points over them, so go
ahead and do that. Chime chimes in after you talk to the new woman and tells
you how to call her when you want to use architek in the future. After this,
go to a green buildable spot, call Chime, and build a small house (this is the
only thing you CAN do at this point, pretty simple. I suggest building
somewhere that is only one buildable square deep, as bigger buildings will be
coming soon, and you won't be able to demolish anything until chapter three).
Do this twice, then call Chime as if you're going to do it once more, and the
game will progress.
On this last attempt, the crystal tells you that its reserve of ELEMENTITE is
depleted. This is the stuff required to build with architek, the amount
varying by building type. Here you gain your elementite gauge in the top left
corner of the screen. It's the little blue crystal, and the amount of
elementite you have will forevermore be displayed next to it.
The crystal goes on to tell you that the only way to collect more elementite
is to go into the dungeons scattered about outside the castle walls. The
first place it suggests is the Pallum Dei Caverns. The only problem is,
there there be monsters! You can't go, since you're the king and the only one
who knows architek; if something happened to you, everyone would be screwed.
Not to mention the programmers would have had to vastly increase the scope and
scale of the game. Oh well. So what to do? One of the kids who lives in one
of the houses you just built says he'll do it, so you commission him as an
adventurer. Night arrives, you have a chat with Chime and Yurg, and it's bed
time...assuming Yurg can catch you that is. The game saves (it will save at
the end of every day) and Day 2 arrives in its full continued tutorial glory.
DAY 2:
The first order of business is naming the city. Note that for naming purposes,
at first it will be just whatever you name it, so if, say, you call it Bob
Land, it will come up as Bob Land. The city has different levels of growth,
though, which impact the name. At phase two, it becomes "The Town of Bob Land"
and later "The City of Bob Land," etc., so I don't suggest putting City of...
in the name. It'll just come out looking weird in the end. The default name
is Padarak. Again, not a fixed width font.
After naming the city, you head out to see your new adventurer off on his quest
to find more elementite. It's all very touching and he gets off to a great and
confidence-inspiring start.
Once he's gone, Yurg gives you a clock. This will forevermore sit in the upper
left of your screen, right above your elementite gauge, showing you how long
you've got until Chime forces you to go to bed, thus ending your current day.
That point is signified by a little "Zzz" near the moon, and can be extended
later through boosting the morale of your citizens. More on that in another
section.
After this, the Moogle Brothers (Mogroe, Mogiosh, and Mogtillo) make their
entrance. They previously served your father, King Epitav, with information
gathering. Blah, blah, blah. You've got control of yourself again, but all
you can do is talk to people at this point. Don't worry, you'll start actually
doing things soon.
A little bit into it, you'll get a notification of your adventurer reaching the
caverns. These will pop up any time pretty much anything noteworthy happens to
any adventurer/adventuring party you've sent out. Apparently that's the Moogle
Brothers' information gathering at work. Don't ask me how they figure all of
it out without ever leaving the city, I have no idea. They're just that clever
I guess. Anyway, just talk to people and run around until your adventurer gets
back. Don't worry, it doesn't take long at all. The adventurer starts talking
but Chime shushes him, telling him to save it for the adventurer report you'll
get in the morning. He goes off to get paid, and a girl who lives in the city
comes up and asks to be commissioned as an adventurer, too. You don't really
have a choice in the matter, so say hello to your second warrior. Your pals
lament the current money situation, and you are thrust into the world of
taxes...which they call tithes, but whatever. Basically, every adventurer you
want to commission past what you have now will cost you 100 gil. You'll get
money based on how many houses are in your city, and citizen morale to a lesser
degree, each day. You also get a nifty gil gauge under your elementite gauge.
Woot. Also, from now on, everyone available to be commissioned will loiter
around the entrance to your castle each day, hoping that you'll make them an
adventurer, too. Up to four of them can be up there at any given time, and you
get one per home in your city, regardless of the size of said home. And no,
their families don't make new ones after they've been commissioned, so if you
have three houses and two commissioned adventurers, you're going to have one
person available to commission, not three. Don't worry about their daily pay.
No matter how much it winds up being, YOU don't actually pay it. All you ever
pay is the one time 100 gil commissioning fee. It's good to be the king.
Anyway, enough of that. Onwards and upwards!
There should be a citizen standing still by the crystal with an exclamation
point over him. Go talk to him. He'll whine about how hungry he is, and ask
you to build a bakery. Chime chimes in again and notes that you can't use
architek to build something if you haven't got the memories of it. Being a
spoiled royal brat, you apparently never stooped so low as to go into a common
BAKERY. Jerk. So now you have to go hunt down the moogle Mogtillo to see if
he can draw a bakery for you. Yurg should be just on the other side of the
crystal with an exclamation point over him, to talk to him. He'll tell you how
to view the whole kingdom from on high. Do so, and move the camera around
until you find where Mogtillo is (he should be in a little alley-ish grass spot
directly to your right), go back to normal mode and run off to talk to the
bugger. Once you do, viola, you can build a bakery! Or, well, you could if
you had any elementite. Just run around until night/bed time comes, or if you
just want to get on with it, call Chime and tell her you want to rest.
Whichever way you choose, you wind up with a little cut scene, and then...
PENGUIN ATTACK!
That's right, you just got knocked on your bum by a pissed off penguin. You
have 30 seconds to catch him. You actually can't, but getting right up on him
makes the little 'morale up' musical note show up, and nets you a cool 10
elementite each time you get it to appear. In other words, stick to that punk
like glue! When the time is up, Chime ends the little bugger's running with
gusto, and after that, you find out its name is Pavlov (The implications of
this disturb me, but they might explain the complete lack of dogs in the area),
and that he seems to have some tie to your father.
Whatever, night time, Day 3!
DAY 3:
Oooh, it's your very first morning report. Just click on things to see what
happened, and the name of an adventurer to see their stats. For future
reference, the icon next to your first adventurer's name signifies a level
gain. It'll show up next to the name of any adventurer who has increased in
level since the previous day. Later on you will have two other icons possible.
A skull, signifying that your adventurer was 'wiped out' (don't worry, they
never actually die, they just have to rest the whole day and will be right as
rain after that), or a star, signifying that the adventurer completed an
important behest (mission), such as defeating a dungeon boss. More on those
very shortly.
Click to the next part of the report. 'Okay' will continue to the financial
report, 'never mind' will keep you where you were. You can always go into
the castle during the day to view the reports again, so don't worry if you
missed something you wanted to look at.
Anyway, next screen is the financial report. It's quite well explained by
Chime, so I see no reason to repeat it here. Click through to the next
screen...Behests! This is where you tell your adventurers what to do.
Finally! We're getting somewhere! Go into the only behest slot you've got,
click on the only dungeon available, and click on defeat the boss (screw
exploring it more, they can handle the boss, honestly). Click yes to the fee
to place the behest, and off you go. More info on the important bits of
information about dungeons will come later.
Now we learn that the penguin has a use. It gives you access to a bunch of
information, which will be listed just a bit below. Basically the penguin
will follow you around from now on, and you can talk to him to get information,
simple as that. You can also tell him to talk to people, but I'm really not
sure if it actually does anything other than get him out of your hair for a
while. Personally, I never use him, but he does manage to get in the way when
I'm trying to talk to people sometimes.
You get your gil gauge finally, and then your adventurers gather around the
notice board, where your behest has been posted. Once you can, talk to your
first adventurer (he should be level two) and tell him to go kick some butt
for the kingdom (Make us proud!). Either tell the girl the same, or tell her
to gain EXP. Your call.
Here's a run down of what the options do:
Make us proud! - Take on this assignment.
Which behest? - Lets you check the basic info on the behest posted to that
board; useful if you have 2+
View status - Gives you the adventurer's stat screen.
Gain EXP - Tells the adventurer to go off to a dungeon of their choosing
and, basically, try to level up.
Just a moment - Lets you go do whatever you want/talk to someone else
without giving any orders.
You can also do all of this through the board itself, by clicking on it
instead of an adventurer. The options here are as follows:
Check behest - Lets you check the basic info on the behest posted to
that board; useful if you have 2+
View commissioned adventurers - Lets you see who has been assigned to this
behest already.
Choose adventurer - Gives you a list of the adventurers interested in this
behest, and lets you pick which one(s) to assign it to
Commission all adventurers - Tells all adventurers who are interested in the
behest to take it.
Close behest - Makes it so no more adventurers can pick this behest.
Basically, choosing this is the same as telling any interested parties
who have NOT yet been chosen for the task to go gain EXP. It does not
change anything for adventurers already picked for the mission. There
is, in fact, no way to take back an assignment, so make sure you really
want them to do it first.
Exit - Leaves the behest board menu.
After telling your adventurers what to do, they will run off on their
respective missions. Note the shield and sword over their heads? That means
you can talk to them. Also note the citizens milling about - some of them
should have a green face over their heads. This also means you can talk to
them. Both of these are good for boosting morale, and in the case of
adventurers, in certain circumstances giving a small bonus to one of their
statistics for the day. More on that later, though.
Anyway, now you can talk to the penguin, if you want. His options are as
follows:
View dungeon info - shows you the behest map, letting you check the info on
any known dungeons
View adventurer info - Gives you a list of all your adventurers, and access
to their stat screens.
View party info - Gives you a list of parties. This is only really useful
once you have a tavern.
View headlines - Gives you a list of any notifications that have happened
so far, and what time they happened. (IE - Bob reached Dungeon X)
Change camera settings - Lets you change how camera movement control acts.
Never mind, poing! - Takes you out of the menu and back to the game proper.
The important thing now, is that you have 300 elementite to play with! With
this, you can (and should) build one bakery, and one more small house. The
bakery takes up two buildable squares, so keep that in mind for placement.
Figure out where you want to put it, call up Chime, and get to work! Note
that you will have to push right or left on the building selection screen to
get to the bakery. Yes, you COULD build three more small houses instead, but
right now you can only build a total of ten houses, the bakery is more
important as far as keeping people happy/boosting morale, and pretty soon
you'll be able to build bigger, better, and more profitable houses. So unless
you really feel the need to have more adventurers RIGHT NOW, go with the
bakery.
Once you've built said bakery, you get a little cut scene of everyone cheering,
and a note that says people love living near one. You also get your final
gauge! The morale gauge, woot. If you fill it up with goodness, the little
circle underneath it will fill in, and you'll also get a little bit of extra
gil the next moring. It will slowly fill up as your citizens use the
bakery/talk to each other, and also if you talk to them (this is where the
green faces come in handy!). It also goes up if you talk to your adventurers
when you can.
Pretty soon, one of your adventurers should defeat the dungeon boss. This will
cause a Morale Frenzy - basically, the morale gauge gets a nifty blue glow
effect whenever this happens. While it's in effect, it will double the amount
morale goes up when you talk to folks, so get to it! Anyway, the adventurer in
question should be standing around the giant blue crystal with an exclamation
point hair-do. Talk to the jackanape for a little cut scene. Humble, no?
After he's done, he'll run off with a little gil icon over his head. This
means he's off to the castle to get paid. If you catch him on the way, you
should be able to talk to him for a quick boost to your morale gauge. Talk to
more green face citizens, etc. Standard fair.
When you're done with that, one of the Moogle Brothers should be hanging around
a tower in the wall just down from the giant crystal. You guessed it,
exclamation point. Go talk to him to gain access to the lookout tower. Talk
to him a second time, and you get some options:
Take me to the lookout - Go up to the top of the tower and look around. Talk
to him again up there to come back down.
Tell me about buildings - Gives you information on all the building types you
have currently unlocked.
Got any helpful info? - Gives you tutorial type information on certain
aspects of the game.
Never mind - Exit the menu and get on with the game.
You can go into peoples houses if you want, now. If you do, you can 'View
family info,' which brings up a list of the names, genders, and jobs of all
people who live in that particular house. Selecting a given name from this
list brings up their information screen - relations info for standard citizens,
and a stats screen for any of your commissioned adventurers or any novices
(novices are the guys you can choose to commission at the castle). Back on the
main house screen, you can see a pink gauge to the right. This shows family
closeness. If it's maxed out, there is a chance that you'll get a free rare
medal from them. Also, the closer families are, the longer they will leave
their lights on at night, which means you can stay out later. That said, I
guess it's time for:
Notes on morale spheres:
When you have a morale sphere, you can spend it at the castle to upgrade your
kingdom. This will increase your kingdoms prosperity bar. After you give
enough spheres this way, your kingdom will 'level up.' The different levels
are listed elsewhere in this FAQ, so for now just bear in mind that once you
get to the next kingdom level, it will take two spheres at once to increase
the prosperity bar again. This means you'll need at least one more bakery to
get to level 3, as you can not give spheres in increments of one, it has to be
two at once or no bar increase.
The other use of morale spheres is boosting adventurer/family morale. To do
this, call Chime, and tell her you want to 'Boost morale.' This will use up
one morale sphere, and make you glow red. Your morale bar will be replaced
with a red bar - this shows how much time you have left to boost your people's
morale before you go back to normal. Talking to regular citizens in this state
will increase their family closeness bar. Talking to one of your adventurers
in this state will give them a boost to one of their statistics for the rest of
the day. This can be pretty useful stuff!
There should be at least one prospective adventurer hanging out in front of
your castle. If you talk to them, you get a menu:
You're hired! - Commissions the person as an adventurer. You can tell them
to do things starting the next morning.
View stats - Shows you their stats screen, useful for picking which one would
be most useful.
Next time - Does not commission the person. They will still be available for
hire later, if you change your mind.
As stated previously, it costs 100 gil to commission an adventurer. I'll leave
it up to you who gets commissioned and when, as it's random for each game who
is available. Just note that you can never fire any adventurers, and you can
only have a maximum of 16 (you'll need a guild hall for that, the starting
limit is 5, and the hall allows you to increase this. More on that later).
Anyway, run around building morale until bed time, or just tell Chime you want
to rest, and we're off to:
DAY 4:
Morning report time, woot. Note the star? I told you about those. The fellow
who squished the Wee Worm will get a medal for that. The medal selection comes
after the financial report. Right now you only have the standard medals, which
are unlimited. Basically, these will permanently increase one of your
adventurer's statistics, and you get to choose which one. Neat, huh?
After that, it's back to the behest screen. You should have two new dungeons
available to explore, their newness signified by a bouncy animated ping 'new'
so you can tell, without a doubt, that it is, in fact, new. Move your pointer
over them, and note at the bottom that is shows what level the dungeon is, and
has an exploration bar. The level is just a measure of how difficult the
dungeon will be for your adventurers. Try to keep your adventurers' levels
around the same or higher than the level of the dungeons you send them to. The
exploration bar goes up when you issue, by golly, 'Explore this area' behests.
The better explored a dungeon is, the less likely your adventurers will be to
get lost, and any beneficial things in it like shortcuts (save time) or
restoration fountains (heal your adventurers) will be found. Exploring a
dungeon enough will net you all the chunks of elementite it contains, allow
you to issue a behest to defeat the dungeon boss, and give you access to
dungeons beyond it. Some dungeons require you to explore them to 100% before
you can do anything else, so keep that in mind for later. Once a dungeon is
completely explored, you can still issue behests to have your adventurers go
train in that area.
Anyway, the dungeons available should be Kubito Grotto at level 2, and Goblins'
Den at level 3. If you click in to view them, you'll see that Kubito Grotto
has a clear bonus of Weapon Shop+, and Goblins' Den has a clear bonus of
House+. Clear bonuses are what you get after you defeat the dungeon boss.
There is a list of all of them elsewhere in the FAQ if you're interested. For
now all you need to know is that House+ will increase the amount of houses you
can build by 10, and Weapon Shop+ will allow you to build one weapon shop.
Since we haven't reached our original house limit of 10, we don't really need
the House+ right now, and a weapon shop sure sounds useful. Besides, the
dungeon with the shop is only level two, and Chime'll tell you the goblins have
heavy armor so you'll need better weapons to take them out. What was that
about a weapon shop? Perfect! So create an explore behest for Kubito Grotto.
This time, no cut scenes to greet you. Just go about your business. Tell your
adventurers to take the behest or gain exp, boost your citizens' morale,
consider using any morale spheres to either build up your town level or boost
adventurer stats/family closeness (I'd suggest building up the town at this
point, but it's up to you, of course). You've got a little elementite, so
build a small house if you want, or save it up for later. You're going to
need gil to fund research at the shops you'll get later, which will give your
adventurers access to better weapons, armor, potions, torches, skills and
spells, but you need elementite to build the buildings that sell these things
in the first place. It's not that hard to save up for whatever you need to
build, elementite wise, within at most two days...but you'll pretty much always
be short of gil. Of course, it's not too long until you'll be able to build
bigger houses, and those bring in more gil...but I'll leave it to you to
balance your incomes and buildable space.
Not much else to do today, so just build morale, explore, and wait for night
or tell Chime you want to rest, and before you know it...
DAY 5:
You should have a couple more new dungeons available now, unless you were weird
and didn't issue any behests. We'll get to those later. For now you should be
squishing the boss of Kubito Grotto. So, hop to! See off your adventurers
however you see fit, raise some morale, build, whatever. Remember that if/when
one of your adventurers squishes the dungeon boss, you get a morale frenzy, so
don't waste it! I'm pretty sure you lose the morale frenzy bonus if you use a
Chime style morale boost, so again, you should probably be spending any morale
spheres you get on building up the town. Other than that, another boring day.
Wait until night or tell Chime you want to sleep when you're done...I'm not
mentioning that any more, you should have the hang of it by now.
DAY 6:
You should have another medal to give out. Do not make a behest for Goblins'
Den, your guys won't be able to do anything there yet. In fact, you should
probably not make a behest at all for today. Just let them gain EXP. After
the morning reports, you'll get an urgent message from your adventurers about
goblins gathering en masse, ready to squish the town. Yurg says, uh oh, better
get better weapons. Chime says, gee, why not build a weapon shop? Feel free
to punch them. I'm pretty sure you had that idea from the moment you saw
Weapon Shop+ on the dungeon screen, right? Anyway, as long as you've got the
requisite 200 elementite, which you got for defeating the boss that lets you
do this anyway, go ahead and build that weapon shop! Note that it takes up 4
buildable spaces as a 2x2 square, so plot accordingly. Wait for it to finish
building and go it. If you have 150 gil, you can give it to the shopkeep to
raise the level of swords he'll sell to 5 (every increase in all shop/guild
research goes up by 5, except the original, which technically goes up by 4,
but that's just because a level 0 sword would be less effective than a
toothpick...which is what a level 1 sword is). They won't actually have
anything for sale until you've increased the research level anyway, so go
ahead.
After that, if you did what I said not to and made a behest, tell your
adventurers to, well, go adventure. One should be missing from the board
though. He'll be standing by the crystal with that infernal ! hair-do,
complaining about the lack of parks. Dirty hippy. Ahh, it seems he REALLY
wants a park so he can hit on Chime! The plot sickens.
Nothing else to do, so do the usual. Morale. Sleep.
DAY 7:
Make a behest for Goblins' Den. Note that this time, Chime doesn't give you a
warning. That's a good sign, if I do say so myself. One of your adventurers
may come to the behest board and show a blue frowning face. This means the
adventurer is exhausted. When you talk to said critter, the Gain EXP option
turn into 'Go rest.' You should tell them to do that. It basically just takes
them out of adventuring for the rest of the day, and the next day they come
back refreshed and eager to kick some butt. This is a good thing.
Now, since you have a weapon shop, the adventurers going out to explore will
head in there and, hopefully, buy some gear for goblin whuppery. Your
adventurers all have a problem, see. Each and every one suffers from OCD, and
their compulsion is to go into EVERY SINGLE SHOP you've got, every single day.
It gets kind of annoying if you have things spread out, because they won't even
LEAVE until noon once you have enough things they're going to. Couple this
with their insistance of, now and again, stopping in front of a shop they just
left with a green face, waiting for you, their king, to come by and hear their
glorious tale of what they did or did not buy in the shop. Jerks. So
basically, try to keep your adventurer shops and stuff as close to each other
as you can. Eventually you'll get torches so the buggers will stay out late,
but...that'll be a while.
Note that, at least for now, you can kind of use their shopping habits to your
advantage. You can just position yourself right by the exit, and talk to each
adventurer in turn as they exit to give them their pep talk/morale boost. It
gets a little more annoying when you have more shops and class buildings and
the like, but don't worry too much about that. You can, of course, also figure
out which exit from town they're going to take and talk to them there. This is
pretty easy. If the dungeon is connected to the first one, just outside the
left-side path from the castle, they'll always leave and return from that left-
hand exit. If it's on the path of the dungeon straight south, they'll take the
south exit. If it's east, the east exit. Pretty simple, just follow them as
they leave if you ever wonder where they go.
So, see your little OCD shopaholic minions off, then head to the big blue
crystal. Mogtillo should be hanging around with that tell tale punctuation,
so give him a chat. The little bugger tells you to go pick dandelions! And
for some reason, dandelions either don't grow in the castle, or the ones that
do aren't good enough for this effete little moogle. So, you get the option
to make a behest tomorrow, or whenever, really, to have your adventurers go...
find some dandelions...man, if I were a king, even if I were only 10 years old,
I think I'd be embarassed to heck to order anyone to go pick dandelions...
unless it was like, some 'let them eat cake' kind of decree...but let's not get
into that. Just keep that stuff in mind for tomorrow or whenever you deem it
necessary to satiate this sicko's dandelion fetish.
DAY 8:
You can either continue with the goblins' den, or click on the castle in the
behest map and issue the silly dandelion decree. Should be able to take out
the dungeon boss, and just dandy it up later. Once you defeat the boss, you
get a mini cutscene, and another two dungeons should open up. Rest is standard
fare. Past that and day 9's morning reports (I do suggest taking the dandelion
quest after defeating the Goblins' Den boss), well, welcome to:
Chapter 2: Cloak of Shadows
From here on, I will no longer be using the DAY X method, but rather a
'suggested behest' method. Take your time completing them, feel free to go
out of order, or to not issue behests at all to give your adventurers some time
to train and gain levels.
Chapter two starts off with a cut scene. Basically it just states that the
monsters are still around, and more ferocious than ever, even though the miasma
is gone. Thus, your adventurers should keep going through the many dungeons,
in order to get stronger and be able to defend the place better. Weak.
The overall goal of this chapter is to open up more shops, and the black and
white magic schools.
Go Pick Dandelions:
If you've followed my suggestions up to now, you either haven't touched the
dandelion quest, or you've just now set it as a behest. This is your first
behest where your adventurers will be running around the city instead of going
to parts outside. When this happens, instead of the typical shield and sword
icon, they get a magnifying glass, and run around town like headless chickens
until someone finds what they're after. You're not going to be able to talk
to them for morale when they do this, so don't bother waiting for them to come
out of the shop unless you told some of them to go gain EXP (this is optional,
but not a bad idea at all).
The next day, if you check your adventurer report about the quest, it should
mention that you can find dandelions in Junun Dei Meadows. Lucky for you, that
happens to be the next step up from Goblins' Den, at level 4. Easy stuff. You
don't have to worry about exploring first, just select the 'Obtain a round
dandelion' behest after you click on Junun Dei Meadows from the main map. You
can do the exploring and boss killing later. For the record, a single
adventurer should be able to handle this. Might as well send two to be safe,
and tell the rest to gain EXP. Easy way to have anybody lagging behind level
wise to play a little catch up. Note that whoever retrieves the dandelion gets
a medal. Man, that's just weird.
Suggested behest: Explore Junun Dei Meadows.
The day after the dandelion is retrieved, Mogtillo will be hanging around by
the crystal again. Chat him up, and he'll draw up a park for you. Parks will
help keep your adventurers in high spirits so they don't need to rest as often,
but they're no guarantee against the blue face blues. Every little bit helps,
though, and now you can build them, so if you've got 200 elementite to spare
and two squares of buildable land (both bordered by a path, the entrance is in
the middle), go for it. Note that once you have a park built, sometimes your
fatigued adventurers will hang out there with an exclamation point waiting for
you to tell them to rest, instead of the usual blue face at the behest board.
Suggested behest - Defeat the boss of Junun Dei Meadows (unlocks armor shop)
The day after you build the park (I believe that's the trigger, but I'm not
100%), Yurg should be on the opposite side from his usual post, with an
exclamation point on him. Talk to him to start your ability to unlock the
spacious house. These cost 300 elementite to build, and take up two buildable
squares (the entrance is in the middle, like the park), and bring in 30 gil in
tithes per day instead of the 10 per day of the small houses. After talking to
Yurg, you're going to have to find Mogtillo again. He won't be around town
that day, but will be the next.
Suggested behest: Explore Polpus Mistmoor.
The next day, go talk to Mogtillo by the crystal. He'll tell you to go find
the moogle bard Mogmune to get help with spacious houses. Don't bother looking
until the next day.
Suggested behest: Defeat the boss of Polpus Mistmoor (unlocks bulletin park)
The next day, Mogmune should be hanging out to the side of the exit from town
closest to the blue crystal...aka the left, or west exit, if you prefer. Go
talk to him, feel free to sing along, and bam, spacious houses for you.
Suggested behest: Explore Terun Westway or Carcus Southway. The former will
wind up getting you access to another bakery, which will give you a second
morale sphere to fill up, which will let you build up the town again. The
latter will wind up getting you a gaming hall, which will allow you to issue a
job change behest to change some of your warriors into the thief class. Both
are good things, and if you build the bulletin park you should have just
unlocked, you can issue behests for both on the same day starting tomorrow. I
suggest starting with Carcus Southway, as the town advancement isn't really
that critical. Having thieves is awesome, though.
Either after you unlock or have built your first spacious house, the next day,
Mogroe will be hanging out to Yurg's left a bit. Talk to him to learn about
the skyphere, and meet Mogcid. Aptly named, indeed. There should also be a
citizen with an exclamation point over him in front of said spacious house, if
you did indeed build one. Go talk to the bugger and shut 'em up.
You should hopefully have that bulletin park now, so from now on I'm listing
the next logical behests, plural. No more singular for you! Don't worry if
you fall behind, though, just catch up and continue. Bad things can happen,
after all. Note that you don't always have to issue two behests per day once
you can. Sometimes it is actually better to just issue one, as the adventurers
interested in a given behest can change quite a lot depending what else, if
anything, is on offer.
Suggested behests: Defeat the boss of Carcus Southway, and Explore Terun
Westway.
Once you unlock the gaming hall, slap that puppy down. It takes the same
building slot allotment as a spacious house, two squares, entrance in the
middle. Head inside and get a menu:
How are the adventurers? - As far as I know, this just tells you who's using
the place at the time. I've never bothered to catch anyone doing it,
so I'm not 100% on that.
View thief list - Gives you an adventurer list that only shows the thieves.
View trainable thief abilities - Shows a list of the thief skills and the
levels thereof you currently have available.
Fund thief ability research - Give gil to get more/better thief skills
Exit Gaming Hall - What it says.
Feel free to give some gil if you've got it. Skills are good for the soul.
Suggested behests: Defeat the boss of Terun Westway, Recruit thief
aspirants (Castle).
You really should have at least one thief, and more later. They're great for
finding shortcuts, avoiding unnecessary fights while on the way to kick the
pants off a boss (thus saving the hp for where it's needed), getting you extra
elementite, and generally just being...well...thieves. And once you finish off
Terun Westway, well, that second bakery and second morale sphere should be a
welcome addition. Don't forget to spend those spheres to upgrade the town
when you've got time.
A note about job class change behests - it is always best to go into the board
and click choose adventurers when you issue one of these. That way you get a
quick rundown of who wants to make the switch, and you can tell the ones you
actually want to do it to do so. (if they're not on the list, try again another
time. Also note that names can change just by placing it on a different board)
Once you've selected who you want to become the new class, if there are any
names left over that you DON'T want to change, just click 'Close behest.'
Suggested behests: Explore Dolsam Gulch, Obtain information regarding
Auris Swordpath.
Note about dungeons that require information gathering: Dungeons like Auris
Swordpath that have 'Not enough information to explore' in their info screen
require you to issue a behest to have your adventurers check around town to
find information on it before you can explore it normally. Sometimes these
dungeons will still give you the option to issue an exploration behest, but
unless the info screen text has changed to BLAHBLAHBLAH, such an expedition
will always simply fail. So continue with information gathering behests on
these dungeons until it displays 'Have enough information to explore.'
Suggested behests: Defeat the boss of Dolsam Gulch and Explore Auris Swordpath.
Note about shop research: Depending on how diligent you've been about pumping
gil into research at your shops, one may have reached a special state. For
example, with the weapon shop, once you reach sword level 15, the cost to
increase the level further shows up as a few dashes instead of the usual
number. Whenever this happens and you haven't reached the maximum level of
100, exit the shop and go back in. (You don't have to go back in right away,
the same thing will happen whenever the next time you enter happens to be, but
since you're already there, why wait?) On re-entry, the shopkeeper will tell
you that the shop is low on materials, and asks you to send out adventurers on
a behest to collect more. Until you complete this behest, you won't be able to
raise the research level any higher. This can happen with the swords research
at weapon shops, armor research at armor shops, fire magic research, potion
research, and restoration magic research. Everything else can be increased to
level 100 without any side quests, just gil.
To complete one of these material gathering quests, find a dungeon with the
required bits. For swords, to continue the example, Kubito Grotto has "Sword
Metal can be obtained here." in its info screen. If you have the quest acti-
vated, clicking on Kubito Grotto will give you the option to make an "Obtain
Sword Metal" behest. If you want to keep researching higher level swords, you
will have to do this at some point. Be warned, however, that the monsters that
guard the special materials in this game tend to be far and away more powerful
than anything else, and the dungeon level has no bearing on them whatsoever.
That said, remember that if you try and fail, the worst that happens is you
lose a day or two. There is no limit on the number of days you have that I
know of, so take your time, level up, and go back for it when you think your
adventurers are ready.
Recommended behests: Defeat the boss of Auris Swordpath and Obtain information
on Panclare Brightwood.
If you're still following along, you should now have access to the Item Shop
after defeating the boss at Dolsam Gulch. For now, all it'll be selling is
Potions. Useful, yes, especially to anyone not hanging around with a healer.
Considering you don't have any healers, let alone the ability to make parties
yet, potions are a pretty good fallback. Like the other shops, you're going to
have to drop a bunch of gil in the shopkeeper's lap to get the levels of the
goods up. I told you you'd basically never have enough gil.
Recommended behests: Explore Panclare Brightwood and Primone Darkwood.
Once you have access to the Guild Hall from Auris Swordpath, you'll have yet
another nifty little gil-sink. The difference here is, this one has something
a lot more direct to it. Namely, the ability to raise your adventurer cap past
the paltry five you've been stuck at until now. Here comes your menu rundown!
View adventurer info - Yet another way to get to a list of all your current
commissioned adventurers, and check out their stats.
Raise adventurer cap - This is the best thing the guild hall has to offer.
Finally, you can make it so you can commission more adventurers! It
goes in stages like most everything else, and again like everything
else, it costs you gil every step of the way. Luckily this one's
pretty reasonable. First increase, from 5 max to 8 max, costs 250 gil.
Cough it up already, and tomorrow you can hire up to 3 more people.
Raise pay rank - There are four pay grades for your adventurers. The higher
it is, the better they are paid, and that means they can afford higher
quality gear. Higher pay ranks also boost the spirits of your adven-
turers, helping to fight off the blue face blues, and make them
actually want to work. If you don't raise the rank, at some point one
of your adventurers will be hanging around the crystal with the
exclamatory hair-do, just waiting to whine at you about it. Bear in
mind, again, that no matter what the buggers are being paid, it's not
coming out of your income. No idea why, or where their money IS coming
from. But I'm not one to complain. So, raise the rate without worry.
Exit - See: Suicide booth. Cross reference with Bender.
Recommended Behests: Defeat the bosses of Panclare Brightwood and Primone
Darkwood.
Once you defeat the boss of Primone Darkwood, you'll get a cut scene that
night. It starts out with a bunch of your citizens gathered about the crystal,
talking about evil portents:
"A brute is bent on destroying every last human in the land..."
"The Dark Lord is waiting for the right moment to strike..."
You and your entourage show up, and we get some snippets of backstory amid the
confusion. Apparently, Lord Epitav was building up the town just like you are
now, with the power or architek, but at some point the Dark Lord showed up and
forced him and his people to flee. Now your citizens are worried that the
current town may wind up suffering the same fate, then penguin loyalties are
called into question, but in the end everyone decides to trust you, their butt-
kicking munchking. It's all very touching, really, but then...
"Uh-oh...Enter the bad guy."
In front of the crystals appears the Dark Lord, who just so happens to be the
spitting image of your father, King Epitav. If you named your king Luke, I
suggest you get a spare hand ready. That said, Darth Epitav tells you you're
doing a bang-up great job with the city, and encourages you to continue...odd.
Chime chimes in, saying not to listen, that it's a trick, that your father
wasn't like this. What, supportive? I don't know. Either way, the apparition
leaves, and everyone is pretty confused. Including me. Then you chase a
penguin. No, I'm serious.
Recommended behests: Explore Beltevra Forest and Janktra Plains.
After the morning reports, welcome to...
CHAPTER 3: The Burdens of a King.
Chapter beginning cut scene goodness. Apparently you slept poorly and look
pretty depressed, probably thinking about your father. Yurg shows up and tells
you that the adventurers got together and decided that they will defeat the
Dark Lord so everyone can be safe. Yurg chases a penguin to break the tension.
Chime wonders why the Dark Lord wants the town built up, if he'd previously
destroyed it. Yurg notes that, whatever may be the case, the only way to stand
against the Dark Lord is to build up the city anyway, so it's a moot point.
Everyone resolves to whup on the Dark Lord, and the day begins proper.
Now, first things first, you should have access to a black mage academy, and a
white mage temple. They're pretty massive structures, coming in at 2 squares
deep and 3 squares wide, so to make things easier on you the game now lets you
demolish buildings that have already been placed.
Notes on demolishing buildings: When you demolish a building, it will be
removed the next morning. You will get the building materials back from its
construction the next day, not immediately. If you demolish a house, the
citizens who lived there will be temporarily relocated to empty rooms in the
castle. The next house you build, they will move into. If you demolish a shop
and put it back later, your research will still be as you left it. In order to
demolish a building, walk up to it so the name pops up, then call Chime. After
that, just tell her to "Dismantle" and she'll get things rolling. Note that
once you give her the full go ahead on a dismantling, you can't undo it, so
plan accordingly. Also note that with parks, you just have to enter the park
and call Chime to be able to get rid of it.
That out of the way, build your academy and temple as soon as you can. These
will let you switch some of your adventurers' job class to black mage or white
mage, respectively. This is done the same way as it was for the thief class,
through the behest menu by clicking on the castle. You'll be getting the
ability to form parties pretty soon, so if you want the standard all around
party layout, try to have two of each job class. The exact makeup of your
adventurers is of course up to you and your play style, but I seriously suggest
having a minimum of two black mages as soon as you can get them, and if you
want to speed things up a bit, have them be level 10 or higher black mages as
soon as possible, be it through training or converting someone already at that
level to a mage; you're going to need them pretty badly in the dungeon that
grants you the tavern, but more on that shortly.
Note that after building a mage-class structure, your armor shop will begin to
sell robes, and your weapon shop will begin to sell rods. Don't forget to give
them funding for these, too, as they start at level 1.
Recommended behests: Defeat the bosses of Beltevra Forest and Janktra Plains.
After defeating the Janktra Plains dungeon boss, you'll have access to the
training hall. This is the last adventurer class building you'll be getting,
the rest is going to be citizen shops. This one isn't for a new class, though,
but rather for warriors. Once built, you can issue a behest for adventurers to
change from one of the other classes back into warriors, but the meat and
potatoes of the place is in the skills taught, and the training given. Instead
of going out to dungeons being the only way for your adventurers to gain EXP,
now they'll be able to choose to train with Yurg. This is generally where new</pre><pre id="faqspan-2">
recruits will go when left to their own devices, which is a good thing as it
tends to get their levels up to something halfway decent within a few days...
much faster than exploring would. As for the skills taught, they're not
warrior specific. They're also generally pretty nifty, so don't forget to pump
some gil into the training hall research. Here's the breakdown of the menu:
View adventurer status - Same old list of all your adventurers.
View warrior list - Same as above, but warrior class adventurers only.
View trainable abilities - See what skills are available at what level.
Fund ability research - Pump gil into skill advancement.
Exit - Go away.
Recommended behest: Explore Bronkith Crossroads.
If you've been following the guide, the only dungeons left unexplored right now
(barring certain downloadable content dungeons you may have) should be Bronkith
Crossroads and Corrum Sih Highroad. Check out the text for both. Corrum Sih
Highroad has 'bands of monsters' highlighted. That means a solitary adventurer
is going to get his bum stomped on by multiple monsters at a time. This is not
good for your adventurers, as they are currently too silly to consider that
they can group together to overcome such things.
Now, Bronkith Crossroads holds the solution, in the form of its clear bonus:
Tavern+. Once you have a tavern, your adventurers will make it their last stop
before heading off on their behests/training, and form up into adventuring
parties of up to four adventurers each. For each taven you have, you can also
set up one permanent party of up to four, which is very useful, and just what
the doctor ordered for taking the Highroad. So what's the problem? That
little note that says "The foes in this area are immune to most physical
attacks."
Bummer. But yeah, you guessed it, this is why I told you to build up a couple
black mages to do your bidding. Once their level is at or over 10, send them
off to explore the Crossroads. If you have a higher level warrior, say 15-17+,
they should be able to help out with the exploration, too. Just don't expect
them to be able to do any damage whatsoever to the boss when the time comes.
Recommended behest: Defeat the boss of Bronkith Crossroads.
Hopefully your mages will make short work of the Crossroads boss. If you have
any trouble with it, either try sending your warriors out ahead of the mages to
clear a path (those poor buggers), or have your mages level up a little more,
then try again. If you're still having problems, make sure your exploration
gauge is close to or at 100%, as this tends to make finding the boss easier for
your adventurers, and the sooner they find the boss, the less fights they'll
have gotten in prior, and the more HP they'll have. Good things, those.
Recommended behests: Explore Nefron Beach
Now that you have access to the tavern, find a spot you like and plunk it down.
It takes up a meager 2 squares (entrance in the middle), so finding a place
shouldn't be too difficult. If all the spots where you'd like to build are
taken, don't settle for putting it out in the middle of nowhere - just demolish
a house or two and put it up instead. That's progress!
Once it's built, head on into the tavern and have a look around. Here's the
menu breakdown:
View party info - This lets you know what any given adventuring party (be it
an actual party or just one lone person) is up to at any given moment.
Create party - Lets you put up to four adventurers into a permanent party.
The first time you click on this a party creation tutorial will run.
View dungeon info - Pulls up the behest map and lets you view dungeon stats.
Exit - Say goodbye now.
As you are forced to go through the tutorial, I won't bother with the basics
of party forming here. It's incredibly straight forward. Just be aware that
whoever is set to the leader is the one who will get medals should the party
defeat a dungeon boss or perform some other medal-worthy action. For this
reason, it can be good to occasionally rotate who is the leader of any given
party. You can do this either by disbanding and re-creating the party, or by
clicking on the party name, clicking the name of the person you want to
replace, then selecting their replacement. To move an existing party member
out of the party without putting in a replacement, select their name and click
on "-Free Party Slot-" at the top of the list. To save your changes, just
click "Confirm" in the Edit Party screen.
So make yourself a party. I suggest one of each class type, but it's up to you
in the end. Note that the tavern won't be used and the new party won't become
active until the next day. Also note that on behest boards, the entire party
will be represented by the name of the leader. A round icon (as opposed to the
standard dot) will signify a name as that of a party leader.
Don't worry that you can only make one party currently. Adventurers not in
said party will automatically seek out their own temporary parties each day
from now on. The tavern will always be the last stop of all your adventurers
before heading off on their daily tasks (exception - information gathering).
Suggested behests: Defeat the boss of Nefron Beach, Explore Corrum Sih Highroad
If you haven't already, you should probably try to get up to the maximum of 16
adventurers now. You'll have plenty to choose from with your house limit now
at 30. Remember that only 4 novices at a time will show up at the castle for
your inspection, so if you don't see one you like, you can always wait until
tomorrow. You might want to try to get your adventurers' pay rank up to 4 as
well. In short, max out your options in the Guild Hall so you never have to
go back there again.
Now that you have parties, it won't be long at all until you take the Highroad.
Suggested behest: Defeat the boss of Corrum Sih Highroad
---
After you defeat the boss of Corrum Sih Highroad, that night, the wandering
moogle Stiltzkin will show up, in full cut scene glory. He just so happens to
be rather close to your father, so you invite him inside to see if he knows
anything of King Epitav. As it happens, he ran into Epitav soon after the
miasma cleared, and told him a story about architek, an old poem composed by
Carbuncle:
At the edge of the world, a rock houses the heart of a king...
A corrupt crystal, bathed in drops of sorrow and remorse, will restore the
days of old.
Homeland and people will be reunited before their king, who will be
proclaimed archlord.
Epitav then said that the journey isn't for him alone, but 'to show the apple
of his eye...that he can do it too.'
The Dark Lord/Epitav shows up, and Chime yells at him to take off the diguise.
The Dark Lord complies, shedding the form of Epitac and revealing himself to be
ah...well...king of a big, evil suit of funky evil armor with a big evil sword
and a big evil hammer. He asks you why you wish to stop him, as his goals are
the same as yours - kingdom prosperity. When asked why, then, he destroyed
the kingdom Epitav had built, he replies that Epitav was foolish and refused
to accept the Dark Lord. Cue the evil guy reminiscing of days of old scene:
Apparently, this used to be the Dark Lord's kingdom. The crystal had given him
the power of architek, which he used to create a safe haven for monsters.
Then the miasma cleared, and the monsters were, basically, screwed. Our pal DL
couldn't take the despair his monster buddies felt, and...blew up. Seriously.
Talk about emo. Apparently all that was left of him was his heart, trapped
inside the crystal, waiting to be reunited with his body. Kind of like Jason
Vorhees, I guess. Time passed, and finally Epitav showed up, was given the
power of architek, and built a thriving town. Dark Lord appears to him one
day, and offers him power and the title of archlord in exchange for freeing him
from the crystal. Epitav, being awesome, tells him where to shove it. DL gets
cheesed off and tries to blast Epi. Apparently DL wins the fight, and traps
your father in 'the place where my heart reposes.' I guess he needed him and
the power of architek to be freed, but now that you're around, Epitav isn't
quite so valuable. Cue the morning reports.
---
Suggested behests: Explore Musqu Mazewood and Letyna Tundra
Note: Musqu Mazewood may not show up for you until you've explored Corrum Sih
Highroad very thoroughly. If it's not on your map, issue exploration behests
for the Highroad until it does. It's a pretty important spot if you want a
second tavern/party.
---
After the behests are posted, the day begins with more cut scene goodness.
This time you're up on the lookout tower, and a decidedly non-evil-smoke
version of Epitav makes an appearance. He notes that you were always more like
your mother than like him, something he's glad for. He feels you are far more
fit to lead the people into the future than he is. Before leaving, he promises
that you will meet again soon. Then he vanishes. Chime finds you, and now I
welcome you to...
CHAPTER 4: A King among Kings.
Cut scene continues. Up on the lookout tower still, with your advisors, a
penguin, and a well travelled moogle, it is decided that Epitav must surely
still be alive, and in the temple. What temple? Well, I think some things
were lost in translation. Just take it on faith that somewhere along the line,
we figured out that there was a temple (that glowing purpleness from DL's
tale) within viewing distance of the castle. Man, it's like Dragon Warrior 1,
where the big foozle's castle was separated from yours by all of about 5 tiles.
Sadly, one was water and nobody had researched triremes yet, but...I digress.
You are reminded again that you are needed in town, and can't go rescue your
father yourself, but should rely on the adventurers you've commissioned.
Stiltzkin sums it up best: "Your duty, as I see it, little king, has much more
to do with faith than fighting." Pan out to see the temple 500 feet away, and
exit back to gameplay.
---
Having cleared Corrum Sih Highroad, you're now able to build the Inn. This
opens up your lands to visiting guests, four at any given time, one of whom
will be a non-adventuring sort. The rest will be adventurers of any class,
generally of high level. They'll go out exploring, and may even take on some
of your behests while they're in town. Basically it's like getting three
relatively random, free adventurers who switch out now and then with other
adventurers. This is the only way to have more than 16 adventurers in the
field at one time.
Suggested behests: Defeat the bosses of Musqu Mazewood and Letyna Tundra.
After clearing Musqu Mazewood, you'll be able to build your second Tavern.
Doing so will allow you to manually set up a second party, which can be quite
useful.
A bit more useful, however, is the Emporium you can build upon clearing Letyna
Tundra. This is the last new building type you'll be getting in the standard
game (read, without purchasing more through downloadable content), and also the
building that opens up the most new stuff to throw gil at. The day after it's
been built, all adventurer shops will gain a new type of item to sell and
research, and all class training buildings will gain a new skill/spell line to
sell and research. The exception here is the Gaming Hall, which receives no
new skill line. Here's the breakdown:
Weapon Shop:
Daggers - High accuracy, low damage weapons usable by Warriors, Thieves, and
Black Mages.
Armor Shop:
Shields - Add a good bit to defense. Only Warriors can use these.
Item Shop:
Survival Items - This line open up the Magic Torch for sale. These allow your
adventurers to stay out on behests longer, lessening the chances of their
coming back due to darkness. Higher levels give a longer time.
White Mage Temple:
Holy Spells - Adds a spell line that inflicts holy damage to enemies.
Black Mage Academy:
Enfeebling Spells - Adds a spell line that inflicts status ailments on enemies,
such as Poison.
Training Hall:
Dagger Skills - Adds a line of skills based on the newly unlocked Daggers.
The emporium also gives you two more morale spheres to fill up. That means
you'll be able to upgrade your city again. Twice, in fact.
Now train up and kick even more butt.
Suggested behest: Obtain information on Clannit Mirrorlake, explore, then
defeat the dungeon boss.
Upon clearing Clannit Mirrorlake, you'll be able to build another fountain
park. That's the one adventurers go to for a little morale boost. Stick it
somewhere if you want.
The morning after defeating the boss, you'll get a short cut scene where the
adventurer who led the party that bashed the boss tells you that he/she thinks
there is a road over the cliff, as he/she saw a Gigas monster climbing over it.
Apparently this is not a place one would be without good reason. It is decided
that you are close to finding the Dark Lord's location. Chime suggests taking
stock of what equipment and skills are available, before getting involved with
monsters who may be too tough.
Suggested behest: Explore and defeat the boss of Aukul Canyon.
Upon defeating the boss of Aukul Canyon, you'll get another short cut scene
where your adventurer confirms that there is a hidden path above the cliff,
used by monsters, that seems to lead to the hill where the temple is. Back
to game play.
Suggested behest: Obtain information on Basu Sah Whisperpath, explore, then
defeat the dungeon boss.
Another short cut scene. Your adventurer reports that the entrance to the
temple has been found. The adventurer is instructed to find the Dark Lord,
and report back prior to attacking him.
Suggested behest: Explore the Temple of Ko Ruh, then defeat the dungeon boss.
Cut scene - A shrine has been found at the very center of the temple, along
with the Dark Lord. It is assumed that King Epitav is also being held here.
It's just about time for a showdown with the Dark Lord, so get any levelling
and research out of the way now.
Suggested behest: Explore the Shrine of Awakening, and Defeat the Dark Lord.
When you issue the behest to defeat the boss of the Shrine of Awakening, aka -
the Dark Lord, you can issue no other behests that day. While Chime states
that all available adventurers will be sent to defeat the Dark Lord, it
actually acts just like a regular behest in that only a certain number of your
adventurers will bother to take up the quest. That's alright, though, as this
fight is quite a bit different from the others.
But before the explanation, have a cut scene:
Your adventurers gather around you at the crystal, and you give them a very...
succinct pre-mission speech that no commander worth a lick of salt would ever
give. So just pretend you say something righteous and heartfelt to rally the
troops, bolster their spirits, and get those fellows' blood going. Nobody
seems to mind your horrible public speaking skills, though, as they all chirp
up about how they're going to kick butt and get your dad back. Right on. Then
some citizens show up to give up their support, and see off your stalwart band
of misfits. Yurg uses two sentences to put your speech to shame, people cheer,
and your fellows head out to whup some Dark Lord butt. Suddenly Chime is
feeling very nostalgic, and you regain control.
Now after having issued the behest to defeat the Dark Lord, the first time you
visit any building while the behest is active, upon leaving, you will get some
text from Chime, supposedly what she wrote in her notes. If you're interested
in that sort of thing, head off to the buildings to see.
Now there should be a long red bar at the bottom of your screen, preceded by
the words Dark, and Lord. That's DL's health bar. Yes, he has quite a bit,
so don't expect to take him out in one day...you won't. In case you're
wondering, the specifics are that Dark Lord is level 30, and has 4804 HP.
Bet you wish you had 4804 HP. Anyway, your adventurers are already gone, so
don't bother trying to boost their morale the normal way before the big fight.
You can still boost citizen morale and the adventurers who did not go off with
the rest, however.
If one of the parties sent out reaches the Dark Lord and causes him damage,
the bar at the bottom will reflect that. Your parties will likely be wiped
out, and you'll get a short cut scene that night basically stating that the
Dark Lord should be very weakened, and to plan the rest of the attack based
on the reports of the battle that just took place.
In other words, just issue the behest to beat down on him again. If you aren't
doing damage, don't worry too much; you can still just leave the behest boards
empty, or issue training behests to level your adventurers up. If you don't
issue the behest to defeat the Dark Lord, the health bar won't show, but any
day you have issued the behest, there it shall be, at the same level you left
it last.
Note: I have heard that, if left alone for a while, his health will eventually
regenerate, but I can not verify this. I have left him alone for, at most, two
days. As far as I could tell, his health stayed wherever I had gotten it down
to previously.
Anyway, eventually you will take him down. I'm not going to ruin the ending
scenes for you, so go beat up a monster king and see for yourself, already.
Once the cut scenes are over, you can either watch the credits, or skip them.
Once done either way, you'll be prompted to save your game clear data. If you
do so, you can start a new game +, which will be explained later.
Congratulations on beating the game! See you next time.
Dungeons
Listed in order of appearance. Your mileage may vary on that.
Castle
A small settlement created by a little king, its people are full of hope of
some day restoring their lost kingdon on this new land.
Pallum Dei Caverns: Level 1
A small maze of natural tunnels.
A Fountain of Restoration exists.
Monsters:
Mini Mu
Wee Worm (boss)
Kubito Grotto: Level 2
An unusually well-lit grotto
Clear bonus: Weapon Shop+
Sword Metal may be found here.
One can easily get lost here.
Monsters:
Bitsy Bat
Small Scorpion (boss)
Ice Goblin (guardian)
Goblins' Den: Level 3
A camp of heavily armored goblins.
Clear bonus: House+
A Fountain of Restoration exists.
Monsters:
Goblin
Goblin Boss (boss)
Junun Dei Meadows: Level 4
Deceptively peaceful grasslands.
Clear bonus: Armor Shop+
Armor Plating may be found here.
A shortcut may be found if further explored.
Monsters:
Mini Mu
Wee Worm + 2 foes
Killer Bee + 2 foes (boss)
Bavarois (guardian)
Polpus Mistmoor: Level 5
A misty marsh fraught with hidden dangers.
Clear bonus: Bulletin Park+
Armor Plating may be found here.
One can easily get lost here.
A Fountain of Restoration exists.
Monsters:
Bitsy Bat
Wee Worm + 2 foes
Wolf + 2 foes (boss)
Mu + 3 foes (guardian)
Dolsam Gulch: Level 7
A dark and rocky gulch.
Clear bonus: Item Shop+
Potion Ingredients may be found here.
Treasure Chests may be found if explored.
Monsters:
Scorpion
Scorpion + 2 foes
Dire Cobra + 2 foes (boss)
Worm (guardian)
Terun Westway: Level 6
A relatively safe path across open land.
Clear bonus: Bakery+
Fire Magicite may be found here.
A Fountain of Restoration exists.
A shortcut may be found if further explored.
Monsters:
Mu
Mu + 2 foes
Worm + 2 foes (boss)
Salamander + 3 foes (guardian)
Carcus Southway: Level 6
A paved road wide enough for an army to pass.
Clear bonus: Gaming Hall+
Sword Metal may be found here.
Treasure Chests may be found if explored.
A shortcut may be found if further explored.
A Fountain of Restoration exists.
Monsters:
Mu
Biting Wasp
Worm + 2 foes (boss)
Salamander + 4 foes (guardian)
Bronkith Crossroads: Level 10
The foes in this area are immune to most physical attacks.
Clear bonus: Tavern+
Sword Metal may be found here.
A shortcut may be found if further explored.
Monsters:
Flan
Bavarois (boss)
Lizardman + 3 foes (guardian)
Auris Swordpath: Level 7
A windswept road made of hardened dirt.
Clear bonus: Guild Hall+
Restoration Magicite may be found here.
Not enough information to explore.
A shortcut may be found if further explored.
Monsters:
Worm
Orc
Dire Wolf + 2 foes (boss)
Bavarois + 4 foes (guardian)
Panclare Brightwood: Level 8
A soothing forest of pale trees.
Clear bonus: White Mage Temple+
Restoration Magicite may be found here.
Not enough information to explore.
A shortcut may be found if further explored.
A Fountain of Restoration exists.
Monsters:
Mandrake
Ice Goblin
Goblin Priest + 2 foes (boss)
Orc Warlock + 2 foes (guardian)
Primone Darkwood: Level 9
A forest of unnaturally dark trees.
Clear bonus: Black Mage Academy+
Fire Magicite may be found here.
A Fountain of Restoration exists.
A shortcut may be found if further explored.
Treasure Chests may be found if explored.
Monsters:
Biting Wasp
Ahriman
Goblin Mage + 2 foes (boss)
Killer Bee + 2 foes (guardian)
Beltevra Forest: Level 9
A forest rumored to hide ancient ruins.
Clear bonus: Lots of elementite.
A Fountain of Restoration exists.
One can easily get lost here.
Monsters:
Killer Bee
Snow Mu
Malboro + 4 foes (legendary foe)
Mandrake + 2 foes (boss)
Janktra Plains: Level 8
A large field showing traces of ancient agriculture.
Clear bonus: Training Hall+
Armor Plating may be found here.
A Fountain of Restoration exists.
Monsters:
Wolf
Goblin
Goblin Boss (boss)
Golem + 4 foes (guardian)
Corrum Sih Highroad: Level 13
Thieving bands of monsters roam this path.
Clear bonus: Inn+
Fire Magicite may be found here.
A shortcut may be found if further explored.
Monsters:
Mu + 3 foes
Flan
Dire Wolf + 4 foes (boss)
Snow Mu + 3 foes (guardian)
Nefron Beach: Level 11
Monsters frolic in the waters of this eerie beach.
Clear bonus: House+
Potion Ingredients may be found here.
A Fountain of Restoration may be found here.
A shortcut may be found if further explored.
Treasure Chests may be found if explored.
Monsters:
Sahagin
Ahriman
Sahagin Lord + 2 foes (boss)
Lizardman + 4 foes (guardian)
Letyna Tundra: Level 15
A barren land of snow and ice.
Clean bonus: Emporium+
Restoration Magicite may be found here.
A shortcut may be found if further explored.
A Fountain of Restoration exists.
Monsters:
Snow Mu + 3 foes
Ice Goblin + 4 foes (boss)
Cerberus + 4 foes (guardian)
Musqu Mazewood: Level 14
A forest of mischievous feytrees.
Clear bonus: Tavern+
Frost Magicite may be found here.
A shortcut may be found if further explored.
Treasure chests may be found if explored.
Monsters:
Biting Wasp
Ahriman
Malboro + 2 foes (boss)
Chimera + 4 foes (guardian)
Clannit Mirrorlake: Level 16
An imperturbable lake full of myths.
Clear bonus: Fountain Park+
Potion Ingredients may be found here.
Not enough information to explore.
A Fountain of Restoration exists.
Monsters:
Ogre Basher + 2 foes
Ice Goblin + 2 foes
Goblin Mage + 2 foes (boss)
Bavarois + 4 foes (guardian)
Aukul Canyon: Level 19
Ancient magicite is buried in the canyon walls.
Clear bonus: Lots of elementite.
One can easily get lost here.
A Fountain of Restoration exists.
A shortcut may be found if further explored.
Monsters:
Goblin + 3 foes
Salamander + 3 foes
Gigas + 2 foes (boss)
Basu Sah Whisperpath: Level 21
A secret path created in the name of the Dark Lord.
Clear bonus: Lots of elementite.
Not enough information to explore.
A shortcut may be found if further explored.
Monsters:
Golem
Skeleton + 2 foes
Bavarois + 4 foes (boss)
Temple of Ko Ruh: Level 23
The Dark Lord's heart is said to be entombed in this temple.
Clear bonus: Lots of elementite.
A Fountain of Restoration exists.
The dungeon changes shape every day, resetting exploration rate to 0.
One can easiy get lost here.
Monsters:
Skeleton + 3 foes
Ahriman + 3 foes
Chimera + 4 foes (boss)
Shrine of Awakening: Level 25
The Dark Lord awaits in this shrine of shadows.
Clear bonus: Lots of elementite.
Treasure Chests may be found if explored.
A Fountain of Restoration exists.
Monsters:
Golem + 3 foes
Ahriman + 3 foes
Dark Lord (boss)
A list of available buildings, and their building sizes.
Cost signifies how much elementite the structure costs to build.
Note that all buildings must be placed with the entrance touching a walking
path (ie - not grass).
Also note that all buildings longer on one side than another will have their
entrance located in the middle of the longer part.
For example, a spacious house has a footprint of:
XX
Where is the entrance? In the following, it is where the . is:
X.X
All buildings (and parks) follow this rule. Hopefully that made sense.
-------
Houses
Small House:
Build a small house and recall 2 citizens to the kingdom. We will receive 10
additional gil from tithes. 1 aspiring adventurer will also be recalled.
Cost: 100
Footprint: X
Spacious House:
Build a spacious house and recall a large family of citizens to the kingdom.
We will receive 30 additional gil from tithes. 1 aspiring adventurer will also
be recalled.
Cost: 300
Footprint: XX
-------
Citizen Shops
Bakery:
This building will give our citizens a morale boost every time they make a
purchase in this establishment.
Cost: 200
Note: Each bakery raises the amount of fillable morale spheres by 1.
Footprint: XX
Emporium:
This building will give our citizens a large morale boost every time they make
a purchase. The trade routes that it opens can change the lineup of other
shops.
Cost: 600
Note: The emporium raises the amount of fillable morale spheres by 2.
The emporium unlocks new items/research paths in adventurer buildings.
Footprint: XXX
XXX
-------
Adventurer Shops
Weapon Shop:
Build a structure that sells adventurer weapons. New and improved weapons can
be researched with funding. Better weapons will enable adventurers to defeat
heavily armored foes.
Cost: 200
Footprint: XX
XX
Armor Shop:
Build a structure that sells adventurer armor. New and improved armor can be
researched with funding. Better armor is essential to our adventurers'
survival.
Cost: 350
Footprint: XX
XX
Item Shop:
Build a structure that sells adventurer items. New and improved items can be
researched with funding. Better items will enable adventurers to heal and
remove status ailments.
Cost: 300
Footprint: XX
XX
-------
Adventurer Class Buildings
White Mage Temple:
Build a structure to train white mages. These mages and their healing spells
are the backbone of any party. You can also fund White Magic research to
create better spells.
Cost: 500
Footprint: XXX
XXX
Black Mage Academy:
Build a structure to train black mages. These mages are essential to defeating
foes that are resistant to physical damage. You can also fund Black Magic
research to create better spells.
Cost: 500
Footprint: XXX
XXX
Training Hall:
Build a structure to provide a place for adventurers to train their skills and
gain experience in safety. You can also research weapon techniques and warrior
abilities.
Cost: 450
Footprint: XXX
XXX
Gaming Hall:
Build a structure to provide a place for adventurers to relax and win prizes.
You can also recruit thieves and research thief abilities.
Cost: 350
Footprint: XX
-------
Special
Tavern:
Build a structure to provide a place for adventurers to form parties. You can
also form your own parties.
Cost: 500
Note: Each tavern you build allows you to manually form one permanent party.
All adventurers not in a permanent party will form temporary parties on
their own each day.
Footprint: XX
Guild Hall:
Build a structure to administer your adventurers. You can raise the cap on the
number of active adventurers as well as their daily pay rank.
Cost: 300
Footprint: XX
XX
Inn:
Build a structure to provide a place to stay for travelers from other
countries. The inn will allow itinerant adventurers and traveling merchants to
visit your realm.
Cost: 400
Footprint: XX
-------
Parks
Fountain Park:
Build a place for adventurers to share battle stories, as well as recuperate
morale.
Cost: 200
Footprint: XX
Bulletin Park:
Building this structure will increase the maximum number of behests that can be
posted by 1. It will also slightly reduce the cost of posting behests.
Cost: 150
Footprint: XX
XX
Jobs - Warrior, Thief
A well-balanced weapon
+ bonuses available during special sales: VIT, STR, AGI
* - Must obtain Sword Material before further research is allowed.
No Specialty Medal obtained at levels 45 and 90 for each.
-------
Sword Skills:
Double Attack:
Attacks the enemy multiple times.
Chance to use increases with ability level.
Shadowblade:
Sacrifice own HP to deal additional damage.
Can only be used once per day.
Unlocked at research level 20.
Level 20. Price 70. Does not level.
-------
Battle Skills:
Guard:
The character has a chance of reducing physical damage by half.
More effective at higher ability levels.
Cover:
The character has a chance of protecting allies by receiving incoming attacks
in their stead. More effective at higher ability levels.
Unlocked at level 10.
-------
Dagger Skills:
Parry:
The character has a chance of parrying physical attacks.
More effective at higher ability levels.
Pommel Strike:
Interrupts spellcast with a dagger. Can only be used
once per battle and up to 3 times a day.
Unlocked at research level 10.
Level 10. Price 55. Does not level.
Backstab:
Move behind target for a 100% accurate attack. Slightly ignores
target's defense and deals massive damage. Can only be used once
per battle and up to 3 times a day.
Unlocked at research level 30.
Level 20. Price 105. Does not level.
Fire:
Deals fire damage to a single enemy. Can only be used up to 3 times per battle
and up to 5 times a day.
Available from level 1.
Fira:
Deals fire damage to 2 enemies. Can only be used twice per battle and up to 5
times a day. Requires 2 turns to cast.
Unlocked at research level 10.
Firaga:
Deals fire damage to all enemies. Can only be used once per battle and up to 3
times a day. Requires 3 turns to cast.
Unlocked at research level 20.
Upgrade # Name Morale sphere requirement
1 Town 3 sets of 1 sphere each.
2 City 3 sets of 2 spheres each.
3 Kingdom 4 sets of 3 spheres each.
4 Empire 4 sets of 4 spheres each.
Level 2, City, allows the issuing of holiday behests.
Level 3, Kingdom, allows you to tell Pavlov to "Talk to everyone." This will
cause him to stand still wherever you spoke to him, and engage any passers-by
in conversation, thus raising your morale gauge some. Note: I am not 100% on
this being reliant on attaining Kingdom status.
</pre><pre id="faqspan-3">
Level 4, Empire, allows you to unlock simple search quests from your citizens.
These behave the same as information gathering quests. Before being able to
issue a behest for such quests, you must find a citizen who requires
assistance. There will be only one of these at any given time. Mogmune will
show up daily, and if spoken to, will reveal the name of this citizen.
Strength - Affects the damage dealt by melee weapons
Toughness - Affects the amount of damage mitigated from attacks
Dexterity - Affects the accuracy of melee attacks
Agility - Affects a character's chance to dodge incoming attacks
Intellect - Affects the potency of black magic spells
Willpower - Affects the potency of white magic spells
Specialty Medals:
Treehugger - Spending some time in a fountain park will not only raise this
character's morale, but stats as well.
Fire - The character will mainly use fire spells, and gains bonuses when
casting this type of magic.
Dueler - The character will mainly buy and use swords, and gains bonuses when
wielding this type of weapon.
Restoration - The character will mainly use restoration spells, and gains
bonuses when casting this type of magic.
No Specialty - Removes any weapon or magic affinity from the character.
Enfeebling - The character will mainly use enfeebling spells, and gains bonuses
when casting this type of magic.
Holy - The character will mainly use the spell Holy, and gains bonuses when
casting it.
Impaler - The character will mainly buy and use daggers, and gains bonuses when
wielding this type of weapon.
Weapon Buff - The character will visit the weapon shop often while preparing,
sometimes getting discounts.
Tavern Lurker - The character becomes a Chime fan. Just a few minutes in the
tavern will boost the character's morale.
Mop-up - The character will go to low-level areas and gains bonuses against
weaker foes. Good for raising exploration rate.
Vanguard - The character will go to high-level areas and gains bonuses against
stronger foes.
The Silver-Shelled Beast
The Unstoppable Fiend
The Corruptor of Minds
The Ravenous Howler
The Everliving Drake
The Clockwork Executioner
The Tiny Tomb Twins
Note: This section may have useful information at some point.
Wandering monsters will sometimes appear in dungeons. You can tell where they
are before issuing behests by their inclusion at the top of the monsters list,
in bright red, of any dungeon they are inhabiting for that day. When exploring
a dungeon with one of these monsters in it, there is a chance your adventurers
will encounter it. As these monsters are generally very high level, odds are
your adventurers will not win the fight. If they do win, however, they may
find some interesting treasure. Plan accordingly. (These are the monsters
listed in the Legendary Monsters section above)
Once your land reaches level 3, City, you can declare a holiday on the behest
menu for the Castle. To drive home this point, the day after you gain said
ability, one of your citizens will be waiting to talk to you at the crystal,
saying how everyone is working so hard, yadda yadda, wouldn't it be nice to
have a day off. Whatever. Holidays are good for keeping people happy, and
boosting the heck out of morale. The entire day is basically one big long
morale frenzy with no adventuring. It costs 300 gil to have a holiday.
Number of morale spheres goes up as you build bakeries (1 sphere each) and
emporiums (2 spheres)
The day after you build the black mage academy, a female citizen will be in
front of it waiting to tell you that she's got the hots for the principal. She
also mentions that "Adventurers who grow up near a magic school have a high
intellect." The same holds true of the white mage temple, though the bonus it
gives is Willpower.
On a dungeon's monster list, orange text signifies the boss of the dungeon,
while puple signifies the boss guarding whatever special research material the
dungeon may hold. The exception to this is Beltevra Forest, which has a
'legendary foe' instead of research material. Go stomp it at your leisure.
If an adventurer comes home early/returns with a blue face/has 'X has wearily
returned' in the morning report, odds are that adventurer is going to need to
rest the next day, so plan your behests accordingly.
You can have a maximum of 9999 gil at a time -- anything you collect that would
put your total above 9999 is effectively lost. The same cap applies to your
elementite total as well.
You can have a maximum of 9 of any single type of medal stocked at a time -- if
you would receive a 10th of said type, it will effectively be lost. This is
most common with No Specialty medals, as they breed like rabbits on Viagra.
Increasing the morale of your citizens gives your income a slight boost, allows
you to stay out longer each day, and if you get a family's morale up very high,
can net you a medal should you visit them.
Thieves are the bane of dungeons that reset the exploration meter.
More as I type it. I have to sleep sometime, you know.
Thanks go out to Fye_DX and Artix74 for bringing to my attention the 10
elementite per note gain when chasing Pavlov on day 2. They submitted the
information within seconds of each other.
Thanks go out to Linceed for sending the same information in a couple of days
later, along with a very clever bribe. It made me smile, so you get a mention.
This was written by me, Venato. I claim the copyright for myself; you can't
have it. It is for personal use by anyone not a zombie. GameFAQs and their
motley crew have my permission to display it; nobody else does, so if they do,
kick them very hard in the shins.
Final Fantasy Crystal Chronicles: My Life As A King is the property of
Square Enix, not me. Blame them.
This is on the bottom because I freaking hate having to look through ten pages
of useless version information just to get to the freaking contents.
20 MAY 2008 - Original version 0.75. Complete walkthrough, but some lists
still need to be completed.
14 AUG 2008 - First update, version 1.00. After some truly insane interference
from the real world, I finally got time to flesh out the lists. Updated the
heck out of them, I did. As far as I'm concerned, this is finished. Future
updates will focus on the smattering of spelling errors that tenaciously hold
on for dear life, and the inclusion of a quick walkthrough -- as the name
implies, this will be nothing more than a bare bones, condensed version of
the already completed full walkthrough. It's not necessary by any means, but
hey, I put it in the contents section so I have to go through with it.