Final Fantasy Crystal Chronicles: My Life as a King - WIIWARE/Walkthrough

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As Final Fantasy Crystal Chronicles: My Life as a King is, in essence, a city-building simulation game, a strictly linear walkthrough is not entirely feasible; players have the ability to design their towns as they see fit. That said, what follows are guidelines on how to build a successful town from scratch and maintain it throughout its growth on a day-to-day basis. A typical day in the kingdom will go thusly:

  1. Check the Morning Report. You'll begin each day with Chime's morning report. If you read this thoroughly, you will see what you need to do for that day. Following the reports, you can choose to post behests.
  2. Construction of Buildings. Buildings and townsfolk are the cornerstones to rebuilding your kingdom. Keep constructing buildings on empty lots; the bigger your town gets, the greater the variety of buildings you can construct.
  3. Missions for Adventurers. Adventurers will gather around a bulletin board when a behest is posted. The king can decide which adventurer is best suited for each behest by viewing their abilities.
  4. Interact with the Townsfolk. Listen to what your townsfolk have to say from time to time. They may have useful information to aid in rebuilding your kingdom.
  5. End the Day at Sundown. King Leo has a strict bedtime, so you're done for the day when it gets dark. You can also end your day early by summoning Chime and choosing to rest.

Contents

Chapter 1: The Little King

Build your structures on glowing green squares such as this.
Build your structures on glowing green squares such as this.

Day 1

Your first day as a king is basically a hand-holding exercise in the art of rebuilding your town. Listen to what Chime and Hugh have to say and you will automatically use architek to create your first Small House, as well as meet its inhabitant, Tania.

When you gain full control of Leo, you can choose to build two other Small House elsewhere within the city walls and meet a couple more citizens; just walk onto a glowing green square, shake the Wii Remote (or press the "-" button) to summon Chime, and choose the appropriate action from the menu.

After building your second house you will run out of elementite and get a brief primer on how you must commission adventurers to go get it for you. Citizen Randolph will become your first official adventurer, but it will be dark by this time, so you'll have to wait until tomorrow to send him out.

Day 2

You'll find Mogtillo here in the alley, far to the east of the central crystal.
You'll find Mogtillo here in the alley, far to the east of the central crystal.

Day 2 begins by giving you the chance to name your burgeoning kingdom however you wish. After that you'll see your adventurer Randolph off as he makes for the Pallum Dei Caverns to collect elementite for you. Hugh will then give you the clock which displays, pictorally, the time of day in the upper-left hand corner of the screen. You'll be introduced to the Moogle Brothers next, three fact-finding moogles who will help you gather information in the future.

In short time you'll receive word that Randolph has reached the Pallum Dei Caverns, and a little later he'll return to the town, having vanquished all the foes within the dungeon. This opens up the dilemma of paying your adventurers for their deeds, and that your citizens will have to tithe to pay for it all. You'll learn that citizens desiring to become adventurers will congregate in front of the castle, allowing you to commission whoever you deem worthy.

You still won't have any elementite, so spend the rest of the day getting to know your townsfolk. You can find the citizen Byron standing by the crystal in the center of town; he's hungry and wants a bakery, but since you've never been to a bakery before (sheltered kid, this little king!) you can't just whip one up. You'll need a picture of what a bakery looks like, and as it turns out, the moogle Mogtillo knows how to draw one. The three Moogle Brothers have split up and it might be difficult to find Mogtillo, so go speak to Hugh and he'll tell you about getting a bird's eye view of the kingdom with the "+" button. Do so to zoom out and get a much broader look at your town and the citizens wandering around it. Mogtillo can usually be found in a narrow alley on the eastern edge of the town, so run over there and speak to him to obtain the bakery design.

Night will fall shortly thereafter, but before you can go to bed you are accosted by a bizarre little talking penguin named Pavlov. He dares you to catch him, and you have 30 seconds to do so. You can't really catch him, but you'll get 10 elementite every time you get close to him. Keep collecting as much elementite as you can before the timer runs down, listen to a few more of Pavlov's insults, then go to bed.

Day 3

Speak with your adventures to assign them specific behests.
Speak with your adventures to assign them specific behests.

You'll receive your first morning reports today, which Chime will go over with you. You'll begin with the news briefs, which include the adventurer report and the financial report. If you check Randolph's actions from yesterday, you'll see that he brought back 200 elementite from his explorations in the Pallum Dei Caverns. Next you'll learn about posting behests. Choose to post a behest for the Pallum Dei Caverns again. At this point you can either choose to further explore the caverns to increase that dungeon's exploration rate, or defeat the boss, which clears the dungeon and grants you more elementite.

After you make your behest for 10 gil you'll head out into the town, where your brave adventurers will see it posted on the bulletin board. You'll learn that you can talk to your adventures to see their skill levels, as well as direct them to take on certain behests, or gain more experience first. Speak to your two adventurers Wendy and Randolph and give them your orders (we sent them both on the behest).

Mogoish, the moogle at the base of the lookout tower, has a wealth of knowledge available to you.
Mogoish, the moogle at the base of the lookout tower, has a wealth of knowledge available to you.

The rest of the day is yours to do as you see fit. You can speak with Pavlov the annoying penguin for information on dungeons, adventurers, parties, and other options if you want, but otherwise just head over to your little cluster of buildings. You'll have enough elementite now to build a couple more houses or the Bakery. The Bakery takes up twice as much space as a Small House and costs twice as much as well, but it boosts the morale of your townsfolk, so go ahead and build that now. Build it near the three houses you currently have up to receive the maximum benefit, and build other houses around it in the future to gain even more morale.

Your adventurers will return home around now, so go speak to Wendy by the crystal for a little cut scene with the townsfolk. After that, go speak with Mogiosh the moogle over by the tall tower southeast of the crystal. Mogiosh is downright loaded with information about the various buildings you can construct in town (but only the ones currently available to you), as well as various helpful tips that he'll receive throughout the game. Listen to what he says about making royal behests for your town in addition to behests for locations in the field. These behests include declaring a holiday or letting your adventurers change jobs. He'll also teach you about Morale Spheres if you care to listen, and you should! Finally, he'll let you up into the lookout tower if you want to see which areas of your city are bustling with action.

Choose wisely when awarding your medals.
Choose wisely when awarding your medals.

Day 4

By clearing out the Pallum Dei Caverns, one of your adventurers will get to be awarded with a medal. Medals boost a certain stat, be it Strength, Dexterity, Intellect, Vitality, Toughness, Agility, or Willpower. Award the medal you see fit and then get on to assigning the day's behest.

Two new dungeons have been unlocked, the Level 2 Kubito Grotto and the Level 3 Goblins' Den. Have your adventures explore the Kubito Grotto for now, then head down to the bulletin board to send Wendy and Randolph off on the task.

You should have a couple new citizens lining up throughout the day in front of your castle to become adventurers, but you'll only have enough gil to commission one of them, so choose wisely. Spend the rest of the day building another Small House and talking to your citizens.

Day 5

You may be tempted to send your adventurers out to the Goblins' Den today, but if you attempt to send them on such a task you'll learn that the goblins have very heavy armor, and that your adventurers' current weapons won't hold up to the task. Instead, have them go defeat the boss in the Kubito Grotto. Just don't send any Level 1 adventurers out on this mission!

Aside from that, you'll probably only be able to build another small house before you run out of things to do today. By defeating the boss of the Kubito Grotto you'll have unlocked the Weapon Shop, which you'll need to build to get through the Goblins' Den, but that can wait for tomorrow.

Day 6

First, award your medal to whomever cleared the Kubito Grotto, but don't bother issuing a new behest today; your Weapon Shop isn't up yet, and you need those swords to cut through the goblins' heavy armor.

After the reports, you'll get a cut scene that hammers home your town's desire for a Weapon Shop, so once you gain control, go build it! After that, you'll notice that the Weapons Shop doesn't even have any weapons! You'll need to fund their research first, so go do that. In the meantime, send your adventurers out to gain EXP today. You might also have enough elementite to build another Small House.

Sometime today (and if not today, then soon) your city's morale gauge will have filled, meaning that you'll receive a bonus added to tomorrow tithes.

Day 7

Your research at the Weapon Shop should be complete today, meaning that you finally have swords available to you. We let all our adventurers continue gaining EXP today in anticipation of the Goblins' Den, though you by no means have to. Apart from that, just run around town speaking to your citizens before night falls. Randolph might be hanging around the crystal, hinting that he wants a Park built.

Day 8

Time to send your mighty adventurers out to the Goblins' Den. On the way out of town they'll swing by your new Weapon Shop and pick up a sword; just don't send anyone lower than Level 3.

You may find Mogtillo hanging out by the crystal today. He can draw the park Rudolph was asking for, but first he wants you pick him a bunch of dandelions from the meadow. Like most tasks in the kingdom, though, you can't actually do this yourself; you'll have to issue a behest to have someone do it for you tomorrow.

Day 9

Instead of sending our adventurers out to defeat the boss in the Goblins' Den, today we issued a behest for our adventurers to find the first round dandelion for Mogtillo. We also had one low-level adventurer that we told to go gain EXP.

Day 10

Our adventurers weren't able to find the round dandelion yesterday, so we sent them out to search for it again today.

Day 11

Still no sign of the round dandelion, so we sent the adventurers out to look for it one more time today. Be sure to speak with your townsfolk to boost their morale.

Day 12

Our adventurers finally found the round dandelion, so we switched the behest to defeating the boss of the Goblins' Den. Don't send anyone lower than Level 4. Out in the town, Mogtillo was nowhere to be found, so we couldn't build the park as planned. Instead we hired another adventurer before bedtime.

After Chime calls you to bed, whoever cleared out the Goblins' Den will come back and announce his or her success in a brief cut scene.

Chapter 2: Cloak of Shadows

Day 13

Now that the Goblins' Den is cleared, you may as well move on to the next dungeon, the Junun Dei Meadows. Send your adventurers out to explore, but make sure your low-level adventurers are gaining EXP instead. You can also continue the search for the second round dandelion there, as we did (and actually found it on the first go).

By clearing the Goblins' Den, you now have to ability to build up to 20 houses, so go ahead and add a few more to your growing town.

Build your park next to houses to make your citizens happy.
Build your park next to houses to make your citizens happy.

Day 14

If you found the round dandelion in the Junon Dei Meadows yesterday, go ahead and have your adventurers explore that area today. With both round dandelions in your possession, go find Mogtillo by the central crystal and hand them over. You'll receive a drawing of a park and gain the ability to build your first Fountain Park. Do so in an area near a lot of houses for maximum benefit.

If you haven't tried it yet, and you've got a full Morale sphere, summon Chime and ask her to Raise Morale. She'll tell you to run around the city and talk to your citizens, so do so. Be sure to speak to your adventurers when they return from their mission to temporarily boost their stats as well.

Day 15

We let our adventurers gain EXP in the Junun Dei Meadows today. Build a couple houses near your Fountain Park if they aren't there already, then go look for Hugh next to the castle. He suggests that you build a spacious house, but that you must go see Mogtillo for the plans. Unfortunately, Mogtillo wasn't in town today, so that had to put on hold.

Day 16

For today's behest we sent our adventurers out to defeat the boss in the Junun Dei Meadows.

You'll find Mogtillo by the crystal today, so talk to him about your plan for a spacious house. He's never lived in one, but he knows of another moogle who did: Mogmune. Mogtillo says he saw him town earlier, but he wasn't anywhere to be found today when we looked.

You'll find Mogmune in the nook here between the town wall and the western exit.
You'll find Mogmune in the nook here between the town wall and the western exit.

Day 17

If your adventurers managed to defeat the boss of the Junun Dei Meadows, you'll now be able to build an Armor Shop in town. Go do so if you have enough elementite (350), and be sure to fund the research so you can actually stock some armor. We behest our adventurers to then explore the Polpus Mistmoor.

Mogmune appeared today in a nook by the western exit from the town. Go speak to him about the spacious house idea and he'll ask you to help him write a song about it. Choose the option "Spaciously..." to complete the song and gain the ability to construct Spacious Houses, which increase your population faster at the cost of 300 elementite per building.

Day 18

Today we sent out our adventurers to continue exploring the Polpus Mistmoor. In town, we funded research for level 10 Swords at the Weapon Shop.

Day 19

Our adventurers were ready to tackle the boss of the Polpus Mistmoor, so we behested them as such and spent the rest of the day speaking with our townsfolk to raise morale.

Build a Bulletin Park as soon as you're able in order to issue multiple behests.
Build a Bulletin Park as soon as you're able in order to issue multiple behests.

Day 20

The boss of the Polpus Mistmoor was vanquished, but a couple of our adventurers ran away after attempting to kill it, so we spent the day letting everyone gain experience there.

Defeating the Polpus Mistmoor boss unlocks the ability to build Bulletin Parks, which sets up another bulletin board to issue additional behests. Now you won't be forced to send all your adventurers to the same place. Build one immediately!

Day 21

With your new Bulletin Park you'll be able to issue two behests starting today. Unfortunately, the game does not allow you to choose which adventurer takes on a given behest; it's random! We issued one behest to explore the level 6 dungeon, Terur Westway, and a second behest to gain experience in the Polpus Mistmoor (with the hope that our lower-level adventurers would take it on). In town, we funded level 10 research at the Armor Shop.

Day 22

Our first behest today was for our adventurers to explore the Carcus South. The second was to continue gaining experience in the Polpus Mistmoor. In town, we funded research for level 15 swords at the Weapon Shop (260 gil).

Day 23

Sent the adventurers out to defeat the boss of Carcus Southway.

Don't forget to fund research at your new Gaming Hall to make more Thief abilities available.
Don't forget to fund research at your new Gaming Hall to make more Thief abilities available.

Day 24

Today's behest was to finish exploring the Carcus Southway.

Defeating the boss of the Carcus Southway unlocks the Gaming Hall, which allows you to change an adventurer's job to Thief. Build one immediately so that you can switch at least one member of your adventurer crew to the Thief job class on the morrow. Be sure to fund research for the Thief abilities, or this building will sit here unused. We immediately researched the level-five and ten abilities for use tomorrow.

Day 25

Since we could recruit Thieves today, we used one of our behests to do so. We chose two characters to undergo Thief training (Jair and Isaac) and spent the rest of the day running around town speaking to the townsfolk.

Day 26

Sent the adventurers out to explore the rest of the Terun Westway.

Day 27

Today's sole behest: Defeat the Terun Westway boss. We also funded level 15 research at the Armor Shop.

Day 28

Defeating the Terun Westway boss yesterday allows you to build another Bakery in town. Place it near a cluster of homes for maximum benefit. As for our adventurers, we sent some off to the Auris Swordpath to "obtain information regarding the area from the townsfolk," and sent the others off to actually explore the dungeon itself. Aside from the Bakery, we also finally got our first Spacious House built.

Day 29

Sent all the adventurers out to explore the Auris Swordpath. Mogroe was hanging out on the corner of the castle terrace and suggested learning about skyspheres from his brother Mogcid: if you build a house for a family of more than two, Mogcid will transport them in the Skysphere, which lands on top of the castle and lets the passengers out the front door.

Day 30

Further explored the Auris Swordpath today. Built another Spacious House in town.

Day 31

Posted one behest to defeat the boss of Auris Swordpath and another to explore the Carcus Southway.

Tired of only having five adventurers at your disposal? Build a Guild Hall and commission more!
Tired of only having five adventurers at your disposal? Build a Guild Hall and commission more!

Day 32

For defeating the Auris Swordpath boss you'll unlock the Guild Hall. This structure lets you raise the cap on the number of adventurers you can commission, so build it when you have enough elementite. As for today's behest, we sent everyone out to explore the Dolsam Gulch.

Day 33

Two behests today: one to defeat the Dolsum Gulch's boss and one to further explore the same dungeon. In town, we built our Guild Hall and raised the cap on the number of adventurers to 8. We also funded Level 20 research at the Armor shop.

If possible, build your Item Shop close to your Weapon and Armor Shops to create a sort of "one-stop shopping center" for your adventurers.
If possible, build your Item Shop close to your Weapon and Armor Shops to create a sort of "one-stop shopping center" for your adventurers.

Day 34

Defeating the Dolsum Gulch's boss unlocks the Item Shop, so build it when you have the elementite (and don't forget to fund research). Split the adventures up between two behests: obtain information regarding the Panclare Brightwood, and obtaining Sword Metal from the Kubito Grotto. In town, we built our Item Shop and funded research for level 5 and level 10 items. We also recruited another adventurer to the ranks.

Day 35

Our adventurers were unable to obtain the Sword Metal from the Kubito Grotto yesterday, so we sent all of them out to tackle this mission today. Also commissioned one more adventurer and built two Small Houses near the newest Bakery.

All of our adventurers came back from the Kubito Grotto defeated, so clearly whatever's holding the Sword Metal is stronger than our current-level characters (levels 10-12).

Day 36

Sent the remaining high-level adventurers out to explore the Panclare Brightwood today and let the new recruits just gain EXP. Commissioned our eighth adventurer as well (Ronald).

Day 37

Ordered all high-level adventurers to continue exploring the Panclare Brightwood while the low-level adventurers continued gaining EXP out on their own. Also raised the adventurers' pay rank from 1 to 2 at the Guild Hall for 500 gil.

Day 38

Sent the high-level adventurers out to defeat the boss of the Panclare Brightwood and the low-level ones to gain EXP. Built another Spacious House in town and funded level 15 Thief research at the Gaming Hall.

Day 39

Defeating the boss of the Panclare Brightwood unlocks the White Mage Temple, which means you can now add White Mages to your ranks once you build it! Apart from that, we sent our core crew of adventurers out to explore the level 9 Primone Darkwood.

You'll definitely want a White Mage or two in your party of adventurers, so build the White Mage Temple as soon as you can.
You'll definitely want a White Mage or two in your party of adventurers, so build the White Mage Temple as soon as you can.

Day 40

Today's sole behest was for our adventurers to finish exploring the Primone Darkwood while our underleveled adventures continued to gain EXP. We had enough elementite to build our White Mage Academy today, so we did so, and funded level 5 and 10 research for restorative spells. We also threw up another Small House nearby.

Day 41

Our only behest today was to recruit white mage aspirants; we recruited one (Wendy) and let the rest of the adventurers head out to gain EXP. We then funded level 5 and 10 research for Rods at the Weapon Shop and level 5 and 10 research for Robes at the Armor Shop.

The so-called Dark Lord. Looks like a kid wearing a fake mustache and beard, yeah?
The so-called Dark Lord. Looks like a kid wearing a fake mustache and beard, yeah?

Day 42

The low-level adventurers seem to prefer using the second billboard, so today we issued a behest there asking for more white mage recruits so that we could convert one of them early (Ronald). Our second behest, placed on our primary billboard, was to defeat the boss of the Primone Darkwood. We didn't build anything today in anticipation of the Black Mage Academy that becomes unlocked after defeating the boss of the aforementioned dungeon. At the Weapon Shop, we funded level 15 research on Rods, then funded level 15 research on Robes at the Armor Shop.

When you defeat the boss of the Primone Darkwood, you'll watch a cut scene that night of the Dark Lord visiting your quiet little hamlet.

Chapter 3: The Burdens of a King

The enemies in certain dungeons can only be defeated with black magic, so a Black Mage Academy is a must.
The enemies in certain dungeons can only be defeated with black magic, so a Black Mage Academy is a must.

Day 43

Today's behest was to explore the newly-revealed Janktra Plains. In town, we built the Black Mage Academy and funded research for Fire Spells levels 5 and 10. You'll probably be hard-pressed to find space for it, since it's so huge, but you can Dismantle buildings with Chime and rebuild them later; you won't lose your citizens by doing so!

Day 44

The sole behest today (on our primary billboard) was to recruit Black Mage aspirants. We inducted Isaac into the Black Mage job class and sent everyone else out to gain EXP. We also built our twentieth house, hitting the current cap. Additionally, we funded Level 20 Robes at the Armor Shop for 180 Gil.

Day 45

We placed a behest on our secondary billboard today requesting recruits for Black Mage training, and put in a behest on the primary billboard to continue exploring the Janktra Plains. We recruited one more adventurer into the Black Mage class (John), then ran over to the Guild Hall and spent 400 gil to increase the cap on the number of adventurers to 12.

Day 46

We sent our high-level adventurers out to defeat the boss of the Janktra Plains today, then placed a second behest to make another attempt at obtaining Sword Material from the Kubito Grotto. Also hired two new adventurers today (Valeria and Norman).

Our adventurers returned home with the Sword Material this time, and the boss of the Janktra Plains was defeated, unlocking the Training Hall.

The Training Hall is there to specifically help your Warriors.
The Training Hall is there to specifically help your Warriors.

Day 47

Behests: Sent one group out to finish exploring the Janktra Plains and sent the other to obtain Armor Plating from the Junun Dei Meadows. As for our new recruits, we let them just go gain EXP on their own.

In town, we built our new Training Hall and funded level 5 research for both Sword Skills and Battle Skills.

Day 48

Our adventurers managed to finish exploring the Janktra Plains, but it seems they had a spot of trouble obtaining the Armor Plating from the Junun Dei Meadows, so today we decided, in our indescribable benevolence, to let them rest or just gain EXP today.

Day 49

Another day of letting everyone gain EXP on their own.

Day 50

We re-issued our behest to obtain Armor Plating from the Junun Dei Meadows and let everyone else continue to raise EXP. In town, we went to the Guild Hall and raised the pay rank to 3 today for a whopping 700 gil.

Isaac came back with the Armor Plating later that day, so the Armor Shop should have the materials it needs for higher quality armor.

Day 51

Issued a behest to explore the level 9 Beltevra Forest and left the second billboard blank. Also funded level 20 research on Swords at the Weapon Shop (420 gil). For doing so, the Weapon Shop owner gave us a Dueler Medal, which you can award to someone later (under "Special Medals") after they have completed a behest. The Dueler Medal changes the holder's affinities and preferences so that he or she will mainly buy and use swords, and gain bonuses when wielding swords. So, obviously, give it to one of your Warriors.

Day 52

Our first group of adventurers didn't do such a great job exploring the Beltevra Forest yesterday, so we re-posted the behest today on the secondary billboard to see if we could get any new takers. In town, we spent 250 gil at the Training Hall: 100 on level 10 Sword Skills and 150 on level 10 Battle Skills.

Day 53

Much of the Beltevra Forest remains unexplored, so we again issued a behest for our adventurers to check it out. In town, we spent 190 gil at the Training Hall raising Battle Skills to level 15.

Day 54

The Beltevra Forest boss finally became available to attack today, so we issued a behest requesting its defeat. In town, we spent 120 gil on research at the Training Hall, raising Sword Skills to level 15. Also spent 190 Gil at the Black Mage Academy raising Fire Spell research to level 15.

Isaac ended up defeating the boss of the Beltevra Forest and brought back a large amount of elementite as a reward.

Day 55

The Beltevra Forest was still not fully explored, so we sent one group there today. In town, we spent 260 gil raising Restoration Spells to level 15.

Day 56

A legendary foe was spotted in the Beltevra Forest, so we issued one behest to destroy it and a second behest to start recruiting more Black Mages in anticipation of the level 10 Bronkith Crossroads, which contains enemies immune to physical damage. We moved three adventurers (Norman, Valeria, and Elliot) over to the Black Mage job class for tomorrow's explorations. At the Weapons Shop, we funded level 20 research for Rods.

Day 57

The legendary foe of the Beltevra Forest was clearly more than our adventurers could handle at their current levels (15-19), seeing as how it wiped out three of the five adventurers we sent there.

Today's sole behest was to explore the packed-with-enemies-immune-to-physical-damage Bronkith Crossroads. Three Black Mages and two White Mages showed up for the bulletin, so we sent them on their way.

Day 58

Two behests today: one to finish exploring the Bronkith Crossroads and one to defeat its boss. In town, we funded level 20 Restoration Spells (420 gil). For doing so, the shop owner gave us the Restoration Medal to award someone with (if you're smart, a White Mage) later on. This medal makes a character use mainly restoration spells and gain bonuses when casting those spells.

Our adventurer John defeated the boss of the Crossroads, bringing back a sizable load of elementite with him and unlocking the Tavern.

Taverns allow you to form a four-person party of your adventurers, allowing them to join their powers against more powerful enemies.
Taverns allow you to form a four-person party of your adventurers, allowing them to join their powers against more powerful enemies.

Day 59

Today's behests: explore the level 11 Nefron Beach and recruit some of our many Black Mages back to the Warrior class. In town, we erected our Tavern and arranged our first four-person party, consisting of our highest-level Warrior, White Mage, Black Mage, and Thief. After that, we spent 260 gil researching Potions to level 15 at the Item Shop. Rounding out the day, we returned to the castle to commission another adventurer (Vivian), then entered the castle with a filled Morale Sphere and put it toward developing the realm.

Day 60

Two behests today: one to further explore the Nefron Beach and one to defeat its boss. In town, we dismantled several Small Houses to make room for three new Spacious ones. Also spent 270 gil to increase funding on level 20 Battle Skills at the Training Hall.

Day 61

Nefron Beach still wasn't completely explored, so one behest was devoted to finishing that up, while the second behest went to exploring the level 13 Corrum Sih Highroad.

For defeating the boss of Nefron Beach, we obtained the ability to build 10 additional houses, so after we went about building the three Spacious Houses we had committed to building yesterday (to replace those that we dismantled), we went and built several more. Next we commissioned another adventurer, then used a filled Morale Sphere at the castle to put toward realm development.

Day 62

Only one behest today: explore the Corrum Sih Highroad. In the town, we constructed another Spacious House and spent 460 gil funding research on level 25 Swords.

Day 63

Continued exploring the Corrum Sih Highroad today. In town, we spent 420 gil at the Item Shop, researching level 20 Potions. We filled another Morale Sphere, so we took that to the castle to further develop the realm. This filled the development gauge, meaning that our village "officially" became a Town.

Day 64

Today's behests: continue exploring the Corrum Sih Highroad, and defeat the boss of the same place. In town, we funded research for level 20 Sword Skills at the Training Hall (180 gil) and research for level 25 Rods at the Weapon Shop (200 gil).

Now THAT's a Dark Lord!
Now THAT's a Dark Lord!

Day 65

Our adventurers failed to defeat the boss of the Corrum Sih Highroad yesterday, so we re-behested the task today, as well as further exploration of the same area. We also spent 460 gil on level 25 research of Armor at the Armor Shop. Finally, we brought two filled Morale Spheres to the castle for development.

The Corrum Sih Highroad boss was defeated. That night, we were treated to a visit by the moogle Stiltzkin in a cut scene that eventually revealed the Dark Lord's true form, as well as backstory involving King Leo's father, Epitav.

Chapter 4: A King Among Kings

Day 66

Our shop owners have been clamoring for new materials to make better wares; more specifically, for the Item Shop, White Mage Temple, and Black Mage Academy. So our first behest today was to obtain Potion Ingredients from the Dolsan Gulch, and our second was to obtain Fire Magicite from the Primone Darkwood.

Since our adventurers cleared the boss of the Corrum Sih Highroad yesterday, we now had the ability to build an Inn, and did so immediately.

Build an Inn and your adventurers can occasionally buy rare goods from traveling salesmen.
Build an Inn and your adventurers can occasionally buy rare goods from traveling salesmen.

Day 67

Both of our adventurer teams managed to procure the items for which they had been sent to find yesterday, so today's behests involved obtaining Restoration Magicite from the Panclare Brightwood and continuing the exploration of the Corrum Sih Highroad (which we still hadn't hit 100% on).

In town, we funded level 20 Fire Spells at the Black Mage Academy; for this we received the Fire Medal. The Fire Medal, when awarded, makes an adventurer use mainly fire spells and gain bonuses when using them, so give it to one of your Black Mages. We also funded level 5, 10, and 15 Enfeebling Spells there. At the castle, we spent our two Morale Spheres to develop the kingdom, filling the gauge to the two-thirds mark.

Day 68

Our adventurers managed to gather the Restoration Magicite yesterday, so today's sole behest was to explore the newly-revealed Musqu Mazewood. In town, we funded Holy Spells at the White Mage Temple to levels 5, 10, 15, and 20. For doing so, we were awarded the Holy Medal. This medal, when awarded, makes an adventurer primarily use Holy spells and gain bonuses from using those spells.

At the castle, we traded in two more Morale Spheres to fill the development gauge, officially making our town a City and giving us the ability to declare a Holiday via behest.

Day 69

Today we behested further exploration of the Musqu Mazewood. In town, we built a couple Small Houses on some isolated single-square patches of land and funded level 25 Robes at the Armor Shop (200 gil). We also funded level 20 Enfeebling Spells at the Black Mage Academy. For doing so, we received the Enfeebling Medal. This medal, when awarded, makes the adventurer who receives it primarily use Enfeebling spells and receive bonuses for doing so.

Day 70

Not much headway was made on the exploration of the Musqu Mazewood, so we once again behested further exploration of it. In town, we paid 600 gil at the Guild Hall to raise the adventurer cap from 12 to 16. We also built another Spacious House near the Inn.

Day 71

Somehow, the boss of the Musqu Mazewood still wasn't available to attack, so today's behest was to keep on exploring there. In town, we commissioned two new adventurers (Oliver and Isabelle) and funded level 25 Restoration Spells at the White Mage Temple. We also built another Spacious House.

Day 72

Today's main behest: defeat the boss of the Musqu Mazewood. We also issued a behest on our second billboard to continue exploring that same area. In town we funded level 20 research for Adventuring Skills at the Gaming Hall. We also commissioned two more adventurers to the ranks (Colin and George).

Building a second Tavern enables you to form another four-person party of adventurers.
Building a second Tavern enables you to form another four-person party of adventurers.

Day 73

We began exploring the Letyna Tundra today. For defeating the boss of the Musqu Mazewood today, we earned the ability to add a second Tavern to the town. We built it and created a second four-person party. We also raised the adventurer's Pay Rank at the Guild Hall to 4, its maximum (900 gil).

Day 74

Continued exploring the Letyna Tundra. In town, we funded level 25 Potions at the Item Shop.

Day 75

Continued exploring the Letyna Tundra. Also issued a behest for Thief recruits; we switched Oliver from Warrior to Thief. We also funded level 25 research for both Fire and Enfeebling Spells at the Black Mage Academy and level 25 Sword Skills at the Training Hall.

Day 76

Letyna Tundra's boss became available to attack today, so we issued a behest to do so, and a second behest for White Mage recruits (for which we switched Isabelle over from the Warrior class). We funded level 25 Holy Spells at the White Mage Academy and level 25 Battle Skills at the Training Hall.

The Emporium grants a serious morale boost to any citizen who shops there, so construct it in a high-residental zone.
The Emporium grants a serious morale boost to any citizen who shops there, so construct it in a high-residental zone.

Day 77

Though our adventurers defeated the Letyna Tundra's boss yesterday, there were still areas of the dungeon left to be explored, so we issued a behest to do so. We also issued a behest for Black Mage recruits (we changed George's class from Warrior).

Defeating the boss yesterday unlocked the Emporium, which is a sort of morale-boosting superstore for your citizens. We built it in an area where we plan on constructing several houses. The Emporium also grants you an additional two Morale Sphere slots. As soon as we filled the third one, we went to the castle to spend them on realm development.

Finally, we funded level 25 Adventuring Skills at the Gaming Hall (200 gil) and level 30 Swords at the Weapon Shop (530 gil).

When you declare a Holiday, you'll get to see the king's more...er...revealing outfit.
When you declare a Holiday, you'll get to see the king's more...er...revealing outfit.

Day 78

It's high time for a Holiday! When you behest this for 300 gil, spend the day running around town, speaking to your citizens for double the usual morale boost. We filled three Morale Spheres pretty quickly, so we spent them at the castle to fill the development gauge to the halfway mark. We also funded research for the new Dagger weapon at the Weapon Shop, raising it to level 15. We came very close filling three more Morale Sphere slots, but fell just short before the day ended.

Day 79

Back to work today, you lazy bums! The Letyna Tundra still wasn't fully explored, so we sent a group there to finish the task. In town, we funded level 20 research for Daggers and level 30 research for Rods at the Weapon Shop. We received the Impaler Medal for raising research on the Daggers; this medal makes the adventurer to whom it is awarded primarily use Daggers and receive bonuses when they do so. At the Armor Shop, we funded the new Shields up to level 10 before we ran out of gil. We also spent three more Morale Spheres at the castle to develop the realm, filling the gauge to the three-quarters mark.

Day 80

The Letyna Tundra, still not fully explored, was the target of our first behest today; we sent a second group to the Clannit Mirrorlake to obtain information regarding the area from the townsfolk. In town, we funded Shields to level 25 at the Armor Shop. We also built a Spacious House near our Emporium.

Day 81

Today's behest: explore the Clannit Mirrorlake. In town, we funded Daggers to level 30 at the Weapon Shop. We also managed to fill three Morale Spheres, so we spent them at the castle to develop the realm. This filled the gauge, promoting our city to a Kingdom.

Day 82

Continued to explore the Clannit Mirrorlake today, and on a whim, issued a second behest to gain experience at the Musqu Mazewood. At the Armor Shop, we funded level 30 Armor (530 gil). We also built another Spacious House near the Emporium.

Day 83

We made one behest to continue exploring the Clannit Mirrorlake and a second behest to try to defeat the legendary foe in the Beltevra Forest. We also funded Shields and Robes to level 30 at the Armor Shop and Survival Items to level 15 at the Item Shop. Finally, we managed to accumulate four Morale Spheres, so we spent them at the castle to develop the realm and partially filled the gauge.

Day 84

Only one behest today: continue exploring the Cannit Mirrorlake. At the Item Shop in town, we funded level 30 Potions (530 gil) and level 20 Survival Items (270 gil). We also built one more Spacious House by the Emporium, reaching the current cap of 30 houses.

Day 85

Clannit Mirrorlake's boss still wasn't available to us, so another exploration party was sent out today. We funded Survival Items up to level 30 at the Item Shop. We also filled up four more Morale Spheres, so we deposited those at the castle and filled the development gauge to the halfway point.

Day 86

The boss of the Clannit Mirrorlake was available to attack, so we did so with one behest, and had another group continue exploring the area with the other behest. In town, we funded level 30 Fire and Enfeebling Spells at the Black Mage Academy, as well as level 30 Holy Spells at the White Mage Temple.

Day 87

Clannit Mirrorlake's boss was defeated, but there was still a small percentage of the area that hadn't been explored, so we sent one group there to finish that, and another group to start exploring the Aukul Canyon.

For besting the boss yesterday, we received the ability to build a second Fountain Park, so we did so. After that, we funded level 30 Restoration Spells at the White Mage Temple and Dagger Skills up to level 20 at the Training Hall. We also spent four more Morale Spheres at the castle, boosting the development meter to three-quarters full.

Day 88

Continued exploring the Aukul Canyon. Raised Battle and Sword Skills at the Training Hall to level 30, and Dagger Skills to level 25. Scrounged up four more Morale Spheres and spent them at the castle to promote our kingdom to an Empire.

Day 89

Yesterday's exploration of the Aukul Canyon didn't go so well, so another behest was set up today for the same task. Funded Dagger Skills to level 30 at the Training Hall and Adventuring Skills to level 30 at the Gaming Hall. Also funded Swords to level 35 at the Weapon Shop.

Day 90

The Aukul Canyon still needed exploring, so we sent our adventurers out to do just that. We also funded level 35 Daggers and Rods at the Weapon Store and level 35 Armor at the Armor Shop.

Day 91

Further exploration of the Aukul Canyon needed, so a behest was issued. Funded Shields and Robes to level 35 at the Armor Shop and Survival Items to level 35 at the Item Shop.

Day 92

Today's behest: defeat the boss of the Aukul Canyon. We also funded Potions to level 35 at the Item Shop, as well as Fire and Enfeebling spells to level 35 at the Black Magic Academy.

While speaking to one of the Moogle Brothers today, we learned that one of our citizens was looking for a Cat-Eared Cap. Tomorrow we will issue a behest to search for it in the city.

Day 93

First behest: obtain information regarding the Basu Sah Whisperpath from the townsfolk. Second behest: search the town for the cat-eared cap. In town, we funded Restoration and Holy Spells to level 35 at the White Mage Temple and Battle Skills to level 35 at the Training Hall.

Day 94

The cat-eared cap was found yesterday, giving the town a morale boost. Today's behest was a repeat of yesterday: obtain information regarding the Basu Sah Whisperpath from the townsfolk (apparently yesterday's adventurers didn't succeed). In town, we funded Sword and Dagger Skills to level 35 at the Training Hall, Adventuring Skills to level 35 at the Gaming Hall, and Swords to level 40 at the Weapon Shop. For raising the Swords to level 40 we received another Dueler Medal.

Day 95

Only one thing to do today: explore the Basu Sah Whisperpath. We also funded level 40 Daggers and Rods at the Weapon Shop (and received another Impaler Medal for raising the daggers to that level). When we spoke to the citizen Emma today we learned that she lost her Caravan Journal, hinting that a behest would be in order on the morrow.

Day 96

Continued exploring the Basu Sah Whisperpath today. Also issued a behest to search for Emma's caravan journal. Funded level 40 Armor and Shields at the Armor Shop.

The caravan journal was found, boosting the town's morale.

Day 97

Once again, continue exploring the Basu Sah Whisperpath. Funded level 40 Robes at the Armor Shop and level 40 Potions at the Item Shop.

Day 98

Two behests today: finish exploring the Basu Sah Whisperpath and defeat its boss. Funded level 40 Survival Items at the Item Shop and level 40 Fire and Enfeebling Spells (for which we received, appropriately, a Fire Medal and Enfeebling Medal).

Day 99

The Basu Sah Whisperpath's boss was not defeated yesterday, so a behest was issued today to finish the job. In town, we funded Restoration Spells to level 40 at the White Mage Temple (and received another Restoration Medal for doing so), and Holy Spells to level 40 as well (for which we got another Holy Medal).

Day 100

We defeated the boss of the Basu Sah Whisperpath yesterday, leaving only the Temple of Ko Ruh available to us, so we issued a behest to explore it. In town, we funded level 40 Battle, Sword, and Dagger Skills at the Training Hall.

Day 101

Continued exploring the Temple of Ko Ruh. Funded level 40 Adventuring Skills at the Gaming Hall and level 45 Rods at the Weapon Shop. For funding the Rods to level 45 we received the No Specialty Medal. We also funded level 45 Robes at the Armor Shop, netting us another No Specialty Medal.

Day 102

Behested further exploration of the Temple of Ko Ruh. In town we funded level 45 Daggers at the Weapon Shop (and received yet another No Specialty Medall for it) and level 45 Shields at the Armor Shop (for yet another No Specialty Medal).

Day 103

Today we had but one behest: Defeat the boss of the Temple of Ko Ruh! We also funded level 45 Fire and Enfeebling Spells at the Black Mage Academy (for which we received two No Specialty Medals) and level 45 Holy Spells at the White Mage Temple (for, yes, another No Specialty Medal).

Day 104

The Dark Lord's Shrine of Awakening was revealed today, so we issued a behest to start exploring it. We also funded level 45 Battle, Sword, and Dagger Skills at the Training Hall (and got three No Specialty Medals for it).

Day 105

Continued exploring the Shrine of Awakening. Funded level 45 Adventuring Skills (for a No Specialty Medal, of course) and level 45 Survival Items (for another medal, natch).

Day 106

Continued with the Shrine of Awakening exploration. Funded level 50 Battle and Sword Skills.

Day 107

Continued exploring the Shrine of Awakening. Funded level 50 Rods and Daggers.

Once you engage the Dark Lord, his health bar appears at the bottom of your screen, but you won't be able to make a dent in it until you get your adventurers' levels into the high 20s.
Once you engage the Dark Lord, his health bar appears at the bottom of your screen, but you won't be able to make a dent in it until you get your adventurers' levels into the high 20s.

Day 108

The Dark Lord became available to attack today. By issuing this behest we could make no other behests, and all adventurers were sent out on it. After the cut scenes, you'll see a red bar at the bottom of the screen displaying the Dark Lord's current health. Several of our adventurers, even our highest-level ones, got wiped out in the attack.

Day 109

Rather than pursue the Dark Lord again with few living adventurers, we decided to declare today a Holiday! We spoke with as many of our loving townsfolk as we could to get multiple 100% morale bonuses (which will equal tons of cash tomorrow).

Day 110

Our shop owners have been clamoring for more raw materials, so we decided to start carrying out these requests today; we sent one group to the Bronkith Crossroads to obtain Sword Metal and a second group to the Polpus Mistmoor to obtain Armor Plating. We also funded Shields and Robes to level 50, Survival Items to level 50, Enfeebling Spells to level 50, and Restoration Spells to level 45 (for which we received a 'No Specialty Medal).

Day 111

Apparently, whatever demons are guarding the Sword Metal and Armor Plating are incredibly strong, because they nearly decimated the adventurers we sent out to defeat them, including our two high-level parties. So today we decided to issue no behests so that all our adventurers would go out and gain EXP. In town, we funded level 50 Holy Spells, level 50 Dagger Skills, and level 50 Adventuring Skills.

Day 112

No behests today either, just gaining EXP and raising levels.

Day 113

Decided to issue a behest to finish exploring the Shrine of Awakening (NOT attack the boss!). Our adventurers came back alive, successfully finishing the dungeon exploration.

Day 114

Another day of no behests, just letting our adventurers go raise EXP while we ran around town raising Morale for the gil boosts.

Day 115

More level raising. Our highest-level adventurers are reaching the level 30 mark, so we'll announce a Holiday tomorrow to let everyone rest before we assail the Dark Lord again.

Day 116

Declared a holiday today and raised serious gil by filling up the Morale Gauge several times over.

Day 117

The assault on the Dark Lord, take two, action! We actually managed to knock off a small chunk of the Dark Lord's health before the day's end, though he was far from defeated.

Day 118

Most of our adventurers were wiped out yesterday, so we declared another Holiday today to let them recuperate. It takes two days for an adventurer who was wiped out to return to full health, so tomorrow looks like it'll be another Holiday as well.

Day 119

Another Holiday. Our fallen adventurers should be revived by tomorrow.

Day 120

The assault on the Dark Lord continues! Thankfully the damage we dealt to him two days ago remained, instead of forcing us to start all over. We got his health down almost to the halfway mark.

Day 121

Holiday. Our gil had reached the 9999 max, so we spent it at the Weapon and Armor shops, raising everything we could as high as we could. We got Shields and Robes both to level 100 and Daggers and Rods to level 60 each before we ran out of cash.

Day 122

Holiday.

Day 123

Round 3! We knocked the Dark Lord's health down past the halfway mark today, so definite progress is being made.

Day 124

Holiday.

Day 125

Holiday.

Day 126

Round 4 of the Dark Lord assault. Took him down to around the one-third mark.

Day 127

Holiday.

Day 128

Holiday. Also funded Holy Spells to level 100 and Enfeebling Spells to level 80.

Day 129

Round 5. We managed to get the Dark Lord's health down to the one-quarter mark.

Day 130

Holiday.

Day 131

Holiday.

Day 132

Round 6. Our adventurers almost got the Dark Lord's health down to zero. One more attack will do him in.

Day 133

Holiday.

Day 134

Holiday.

Day 135

The final assault! The Dark Lord was crushed today at last! Watch the cut scenes depicting the Dark Lord's departure and the return of King Epitav to close out the day.

Day 136

Award a medal to whomever struck the final blow, then head out to your town to hear their congratulatory praise in the game's final cut scenes. Watch the end credits, then take a look at your Kingdom Scores card to see how well you did. Start a New Game + if you so desire on a higher difficulty for an even greater challenge!

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