Final Fantasy Crystal Chronicles:My Life as a King Basics
For those of you who do not want to wade through the adventures of King Spanky of Spankerton (and who doesn't?), we offer this section of our guide, which gives quick tips in no particular order to help you succeed in the game. Enjoy!
White mages are for losers! |
At least before you can form parties, they are. See, white mages, when they strike out on their own, are good for two things: running away, and using their spleens as shoe polish. They are, by their nature, needed for support in groups. So, until you can form parties with the Tavern, don't turn anyone into a white mage. Simple! |
Boss killers should be coddled. |
Because of the medal system, it's extremely easy to buff up one particular adventurer to enormous heights of power. When you need to explore an area, it's good to send in everyone who volunteers, provided their levels are sufficient for the monsters. However, when you've given a behest to kill a boss, or to get a special object for the shops, you should probably only commission a single adventurer. Only one guy will ever get medals, but that's the point: he'll be so incredibly strong that you can always rely on him to fulfill your behests. Everyone else will just be support. Just make sure you decide on who your boss killer or killers are early; the earlier you start pumping them full of medals, the earlier you can start exploiting their abilities for the betterment of your kingdom. |
Magic use is limited. |
If a mage researches Fire, that doesn't mean he can use the spell every second of his adventure. In fact, when black mages are first introduced, they will die for their first couple missions until they learn at least the spell Fira simply because they will encounter so many battles that they will run out of magic. Your priorities should be leveling up your black magic research as soon as you can, at least to clear the Bronkith Crossroads and earn your first tavern. |
Don't be a stranger to your people. |
Although your most important buildings will come from clearing dungeons, several useful ones come from inspiration your character garners from talking to your citizens. The moogle brothers especially will net you some good buildings, but there is never any indication that they know something new. We suggest that every time you clear a dungeon or two, go into the map view and scroll around, looking for anyone with that telltale exclamation mark over their heads. Also look for non-moving ones: the moogles tend to just stand in place if they have something important to tell you, and wander around aimlessly (like the rest of your people) if they don't. |
Be careful button-mashing when funding research. |
It's all too easy to just tap A when buying a bunch of spells or whatever from your shops. The thing is, sometimes the shopkeeper will wind up telling you something somewhat important that you may miss. For example, once you buy a bunch of research for enfeebling spells at the black mage academy, the shopkeeper will give you an enfeebling medal; tap A too many times, and you may not even know you have it. |
Parks are rally points for the downtrodden. |
Day-to-day missions, and especially defeats in missions, lead to your adventures being lazy and unmotivated. Once you start building parks, an especially tired adventurer or two may be found in the park, contemplating what to do with his life. You can essentially tell him to get over it, or to take a day off. Either way, you'll get him back on the roster, but to what degree depends on your choice. The main issue here, really, is when party leaders decide they need some time off. If the leader of a party is enjoying the sunshine rather than slaying beasts, then the entire party follows suit and become worthless. You must monitor your parks to keep this from happening, although fixing the core problem (raising adventurer pay for example) is preferred. |
Keep the roster small. |
Houses are great and draw money, but every small house you make produces an adventurer. If you hire a tremendous amount of people, you'll definitely get more done, but you'll be paying a lot of money and drawing far less on a daily basis. Let's put this in practical terms. For every bulletin board active (i.e., for every behest you have given), you can have only up to five volunteers. So if you have only a single bulletin board, having more than say, seven or eight adventures (a "primary five" plus backups in case they're tired) is just wasteful. Sure, any adventurers you get will do training, but only the five who volunteer for any given behest will actually work on that behest; aside from the five volunteers, the behest's mission will be unfulfilled. Once parties are introduced, you should consider a permanent party as a single adventurer, because only the leader is accepting missions. Thinking under those terms, forming a four-person party effectively reduces your roster by three, so hiring more (even if it means raising the cap at the guild hall) is necessary. We recommend a simple mathematical formula for how many adventurers to hire. Take the number of bulletin boards you have, multiply by five, and add three for the perfect balance. That means 8 adventurers for 1 board, 13 for 2 boards, and 16 (the absolute maximum) for 3 boards. Remember that we're counting permanent parties as a single adventurer, so factor that in as well. |
Parties can be organic. |
Although we've used the term "permanent parties" to describe parties you set yourself through the taverns, you can freely change the individuals or even disband the whole party at any time. While for the most part parties should stay permanent, toward the mid-20s levels, you may want to split a party to encourage its individual members to gain more experience. (Remember that parties, by their nature, gain fewer EXP as a tradeoff to a greater chance of survival.) Also, because parties live and die by their leader's whims, a party's growth may become stagnant if the leader becomes unmotivated. Splitting the party puts a stop to that. If you encounter a boss that is rather tough, which basically starts with the boss of Basu Sah Whisperpath, it may behoove you to split all permanent parties, make behests that they gain experience in the strongest dungeons, then reform the parties and attempt the boss again. |
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