[Imagine totally awsome ASCII art logo here] [ Line Width Check: 79 characters ] abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyza |=============================================================================| | | |FINAL FANTASY: CRYSTAL CHRONICLES: My Life as a King | |Buildings FAQ v1.0 | |by Grant Dotter | | | |=============================================================================| This guide uses section tags for easy navigation. Section tags are in brackets at the end of each heading in the contents and each section. Press Ctrl-F, enter the tag, and press Find to jump to that location. 00 00 00 |====================================================================| \\ || // | | \\||// | CONTENTS | ++++++++ | | ======== |====================================================================| 1 - About This FAQ [BA01] 1.1 - About the Game [BA02] 1.2 - About This FAQ [BA03] 1.2.1 - Format [BA04] 1.3.1 - Version History [BA05] 2 - Construction / Destruction [BC01] 2.1 - How to Build [BC02] 2.2 - Dismantling Structures 3 - The Buildings [BB01] 3.1 - Houses [BB02] 3.1.1 - Small House [BB03] 3.1.2 - Large House [BB04] 3.1.3 - Spacious House [BB05] 3.1.4 - Luxurious House [BB06] 3.1.5 - Yuke Shack [BB07] 3.1.6 - Lilty Hut [BB08] 3.1.7 - Selkie Den [BB09] 3.2 - Citizen Shops [BB10] 3.2.1 - Bakery [BB11] 3.2.2 - Emporium [BB12] 3.3 - Adventurer Shops [BB13] 3.3.1 - Weapon Shop [BB14] 3.3.2 - Armor Shop [BB15] 3.3.3 - Item Shop [BB16] 3.4 - Adventurer Job-related Buildings [BB17] 3.4.1 - Black Mage Academy [BB18] 3.4.2 - White mage Temple [BB19] 3.4.3 - Gaming Hall [BB20] 3.4.4 - Training Hall [BB21] 3.4.5 - Library [BB31] 3.5 - Special Buildings [BB22] 3.5.1 - Guild Hall [BB23] 3.5.2 - Tavern [BB24] 3.5.3 - Inn [BB25] 3.6 - Parks [BB26] 3.6.1 - Fountain Park [BB27] 3.6.2 - Bulletin Park [BB28] 3.6.3 - Sacred Shrine [BB29] 3.7 - Other Stuff [BB30] 3.7.1 - Castle (and Castle Upgrade) [BB32] 3.7.2 - The Pavlov Informer [BB33] 4 - Common Questions [BQ01] 4.1 - Tips From the Mail Bag [BQ02] 5 - Contact Info [BCON] 6 - Legal Mumbo-Jumbo and Permissions [BLGL] 7 - Credits and Thanks [CRED] Ok, so here we go! 00 00 00 |====================================================================| \\ || // | | \\||// | 1 - About This FAQ [BA01] | ++++++++ | | ======== |====================================================================| This section has everything you should know before you read the good stuff. 00 00 00 \\ || // \\||// 1.1 - About the Game [BA02] ++++++++ ======== FINAL FANTASY: CRYSTAL CHRONICLES- My life as a King Takes both Final Fantasy and Crystal Chronicles in an entirely new direction with a unique simulation- based game in which you are the little king of a lost kingdom, which you must rebuild and lead to greatness, whilst unravelling the mystery of what happened to the old kingdom and your missing father. You do this by building up a new city (What this FAQ covers), commissioning adventurers from your population to do your dirty work for you by issuing royal behests (orders) to hunt for re- sources, allowing you to build more stuf and advance the game's story. 00 00 00 \\ || // \\||// 1.2 - About This FAQ [BA03] ++++++++ ======== This FAQ is specifically focused on the city-building aspect of the game. It is designed to give you all the details about every building in the game and how they are used. If after reading the sections about each individual structure, See section 4 for answers to some common questions. Below I will describe the format for the building info and what all of it means. Each building's section uses the below heading style. === 1.2.1 - Format [BA04] === Name: Obviously, the name of the building. Part of the section heading, but here for completeness. Category: Again, here for completeness, this is the section in the building menu where the structure is found. Requires DLC: Indicates if the building is part of a DownLoadable Content (DLC) package. Cost: This is the amount of Elementite required to build the structure. Elementite is gained by sending your adventurers into dungeons. Morale Spheres provided: Citizen Shops only. Indicates how much the morale sphere limit is increased. Tithes provided: The amount of gil you recieve each day from the family living here. For the efficency-inclined, also includes tithes-per-square calculations. Houses only. Medals: Lists any medals that may be awarded by families with a full heart meter whom live near this building. The head of household must be present when you visit to recieve the medal. Size: the length and width of the building in tiles. All buildings are either 1x1, 2x1, 2x2, or 3x2. Limits: The maximum number of the structure you may have. This is the final limit, and may be lower when the building is initially available. Description: General description of the building's function, more or less as the game describes. Data: More in-depth information about the building. Placement tips: Suggestions on how to locate the building in your city. === 1.3.1 - Version History [BA05] === v1.0 5/23/2008 - First release. Mostly complete but need more tips. Also limited info about unreleased buildings. Need Luxurious info. v1.1 5/27/2008 - Fixed some factual errors, added lots of info to the question section, and added some more info and tips to several of the buildings. Added Tithes field to house buildings. Added Pavlov's building-like screen. v1.2 5/29/2008 - More fact fixes, expanded info in several sections, and fixed erroneous section numbering. Added Credits section. Revised legal mumbo jumbo. v1.21 5/30/2008 - Fixed some typos and copy-paste related errors pointed out to me in e-mails. (Thanks Psycho Snyder) v1.3 6/2/2008 - Fixed erroneous information about the Sacred Shrine (thanks Jeffry) and added section on the Castle and known info on the Castle Upgrade DLC add-on. v1.4 6/5/2008 - Added Medals field- Happy families near certain buildings may award certain medals, which one depends on the building. Plus more minor corrections. v1.5 6/15/2008 - Finally defeated Titan on Hard (yay) and got the luxurious house, so updated that section. Also updated weapon, armor, and item shop details, including charts with basic gear info. v1.6 7/1/2008 - **Ginormous update!** Updated FAQ in accordance with the release of the new DLC released this week. Library information updated and moved to it's correct building category. Castle information updated to include info on Chime's Room. Other misc. tweaks and changes. v1.7 7/2/2008 - Added several additional abilities to the Library, which I initally did not know about because they require the Guild Hall as a prerequisite. v1.8 8/11/2008 - Added miscellaneous new info to the Library, item, and armor shop sections about costs, and special sales days. Added a new notice about the Castle Renovation DLC regarding a bug experienced by some people. Updated permissions. 00 00 00 |====================================================================| \\ || // | | \\||// | 2 - Construction / Destruction [BC01] | ++++++++ | | ======== |====================================================================| 00 00 00 \\ || // \\||// 2.1 - How to Build [BC02] ++++++++ ======== In order to construct buildings, you must move King Leo (you) onto or very near a building site, denoted by ground that glows when you do so. Then, you must summon Chime, either by flicking the wiimote sideways or by pressing the (-) button on the wiimote, then selecting "Let's Build!" and pressing the A button. This will bring up the building menu. Press left or right on the Nunchuk Control Stick or the wiimote D-pad to switch between categories, and up or down to select the type of building. When you find the building you want, Press A and choose how you want the building to face. The entrance to a building MUST face a sidewalk- The game will automatically prevent you from choosing an invalid facing. Once the building is positioned how you want, press A to call upon the magical powers of Architek to summon the building and it's inhabitants. A maximum of two people will warp in with any given building- If the building has more people than that, the rest will be flown in the next day on Mogcid's Skysphere, where they will emerge from the castle. Shops and parks will not be used by anyone until the following day, although you may visit them yourself (And research upgrades if applicable.) 00 00 00 \\ || // \\||// 2.2 - Dismantling Structures ++++++++ ======== If you make a mistake whilst building something, or just want to get rid of something you've built, you can dismantle it and free that space for another building, however you must be on Chapter 3 or later in the story. When you dismantle a structure, the resources spent on it are returned to you. When you dismantle a building that researches technology (such as the weapon shop) you do not lose any research progress. When you build the building again, you will still have all the research you paid for. When you dismantle a house, the family is temporairly moved into the castle until you build another suitable structure that can house as many or more people than were living in it before, at which point they will move into that house. You will be refunded the elementite you spent on the building when you dismantle it. Dismantling buildings which offer upgrade research will not undo your investment in that research. When you rebuild the building, the upgrades will be at the same level they were when you dismanlted the building. *** WARNING! *** There is a glitch, the exact circumstances of which are not clear, that can cause you to lose adventurers if you dismantle the home of a sanctioned adventurer. When this happens, the family moves into the castle but never comes out, and new families move into the houses you build. The adventurer is completely stuck and since you cannot fire adventurers, you will be unable to replace them, taking away from your maximum limit of them. I strongly advise players to not dismantle more than one house at a time! This only applies to houses and not other buildings. *** END WARNING! *** To dismantle a structure, stand in front of it such that the building's name appears at the top of the screen, summon chime, and choose Dismantle. Chime will explain what happens, and prompt for confirmation. When you O.K. it, the building's entrance is blocked with a red 'X' sign and will disappear the next day. You may dismantle up to 5 buildings (heeding the above warning) per day, but Chime will require you to leave at least one adventurer house standing. 00 00 00 |====================================================================| \\ || // | | \\||// | 3 - The Buildings [BB01] | ++++++++ | | ======== |====================================================================| And now the section you've all been waiting for! The buildings are listed more or less the way they appear in the building menu. Keep in mind that, on Hard / Very Hard mode in particular, you will not have enough space to build the maximum number of every building. 00 00 00 \\ || // \\||// 3.1 - Houses [BB02] ++++++++ ======== There is a collective limit for all houses. The maximum is 40, or 50 with certain DLC. Houses are where all of your citizens and adventurers live. Common to all houses is the ability to view the list of family members and their status. While ignored by most players, you can learn alot of interesting tidbits about families if you follow them. You may see drama, where spouses kick eachother out of the house, adventurers pick on other siblings or look up to their parents, etc. Inside any house you will also see a heart meter. This meter shows the overall happiness of the family. It is primarily influenced by two things: proximity to citizen shops, and talking with the player while under Chime's "Raise Morale!" effect. The first time a house's heart meter is filled, if you visit the house while a family member is present, they will give you an adventurer medal. Visiting an adventurer's home when they have been KO'd in battle will boost their own morale making them feel better when they go back on the job the next day. Wouldn't you feel good if you were visited by your king? === 3.1.1 - Small House [BB03] === Name: Small House Category: Houses Requires DLC: No Cost: 100 Elementite Tithes provided: 10 gil / day. (Tithes per square: 10) Size: 1x1 Limits: See section 3.1 Description: Builds a small house and recalls a citizen to live within. Provides 10 gil in tithes. 1 aspiring adventurer will also be recalled. Data: The most basic structure. You are required to build a few of these the first day, before anything else. All houses provide income in the form of tithes. If the citizens within are kept happy, a bonus is added to the usual tithes. This house recalls a Clavaat adventurer to potentially serve you. Placement tips: Clavats can be any job. Position them when possible near a job building for the job you wish the adventurer to become. Adventurers will gain a small bonus to the relevant stats for the job if positioned near such a building. For example, if you wish for your next Clavaat to become a Black Mage, building a house near a Black mage Academy will promote a higher Intellect stat in the adventurer within. These bonuses only apply when the adventurer is a Novice, before they have been commissioned by the king. Relocating the family to be nearer to a different job building will remove the previous bonus and add the new bonus. === 3.1.2 - Large House [BB04] === Name: Large House Category: Houses Requires DLC: No, but only available on Hard or Very Hard difficulty without. Cost: 250 Elementite Tithes provided: 20 gil / day. (Tithes per square: 20) Size: 1x1 Limits: See section 3.1 Description: Builds a large house and recalls a family of citizens to live within. We will recieve 20 additional gil in tithes. 1 aspiring adventurer will also be recalled. Data: Same size as Small but holds two citizens and an adventurer. All houses provide income in the form of tithes. If the citizens within are kept happy, a bonus is added to the usual tithes. This house recalls a Clavaat adventurer to potentially serve you. Placement tips: Same as Small House. when you unlock this building, you will want to gradually replace small houses with large ones. === 3.1.3 - Spacious House [BB05] === Name: Spacious House Category: Houses Requires DLC: No Cost: 300 Elementite Tithes provided: 30 gil / day. (Tithes per square: 15) Size: 2x1 Limits: See section 3.1 Description: Builds a spacious house and recalls a large family of citizens to live within. We will recieve 30 additional gil in tithes. 1 aspiring adventurer will also be recalled. Data: Takes up two spaces instead of one, and houses a total of 4 people. Thus, it provides the same population as two Large Houses, but only one adventurer and 10 fewer gil in tithes. They are cheaper than the two large houses, however. Placement tips: Same as the above houses. However, since Large Houses are slightly superior, I reccomend only building one, when you first unlock it, then only build Large Houses if/when they are available, unless you like how they look or something. === 3.1.4 - Luxurious House [BB06] === Name: Luxurious House Category: Houses Requires DLC: Yes (Luxurious House Pack) Cost: 550 Elementite Tithes provided: 70 gil / day. (Tithes per square: 17.5) Size: 2x2 Limits: 3 Maximum, but also limited by house cap (see section 3.1) Description: Builds a luxurious house and recalls a large family of citizens to live within. We will recieve 70 additional gil in tithes. 1 aspiring adventurer will also be recalled. Data: Takes up four spaces, and houses 8 people, providing more taxes. *IMPORTANT NOTE* On Hard difficulty the dungeon to unlock this house is level 60, and on Very Hard it is level 100. It is STRONGLY advised that you clear this dungeon on your first play-through if possible. Provides 10 less gil in tithes each day than four Large Houses in the same amount of space. They are cheaper than supporting the same population in Large Houses though. The luxurious house increases your population quickly. Mario Cleanstuff on the GameFAQs forums makes an interesting observation. Say you have a 2x2 plot of space open, but don't have four houses left on your building limit. In this case, the luxurious house is a better choice. If you go for the maximum population at the expense of adventurer services, getting three of these beats three of any other house. Placement tips: Same as the above houses. However, due to their large size, you should consider placement carefully so you don't squeeze anything out unnecessarily. === 3.1.5 - Yuke Shack [BB07] === Name: Yuke Shack Category: Houses Requires DLC: Yes (Yuke Race Pack or Three Race Pack) Cost: 200 Elementite Tithes provided: 20 gil / day. (Tithes per square: 20) Size: 1x1 Limits: 5 maximum. Also counts toward total house limit: See Section 3.1. Description: Build a Yuke Shack to recall a family of Yukes to the kingdom. Gives 20 gil in tithes. 1 aspiring Yuke adventurer will also be recalled. This studious race has an affinity for the magical disciplines, and make the best mages. Data: Statistically identical to Large Houses, except cheaper. The Yuke adventurer is restricted to Black Mage if male, or White Mage if female, and may not change jobs. Placement tips: A Yuke's stats already favor Intellect and Willpower, so placement is not crucial. Additionally, you can't pick which gender you get (NOTE: Resetting the game after building will let you reroll the family makeup), it is random. That said, if you wish, once you see what the gender of the adventurer is, you can relocate the building to be near a Black Mage Academy if you get a male, or near a White Mage Temple if you get a female. === 3.1.6 - Lilty Hut [BB08] === Name: Lilty Hut Category: Houses Requires DLC: Yes (Lilty Race Pack or Three Race Pack) Cost: 200 Elementite Tithes provided: 20 gil / day. (Tithes per square: 20) Size: 1x1 Limits: 5 maximum. Also counts toward total house limit: See Section 3.1. Description: Build a Lilty Hut to recall a family of Lilties to the kingdom. Gives 20 gil in tithes. 1 aspiring Lilty adventurer will also be recalled. This stalwart race has an affinity for the martial disciplines, and make the best warriors. Data: Statistically identical to Large Houses, except cheaper. The Lilty adventurer is restricted to Warrior and may not change jobs. Placement tips: A Lilty's stats already favor being a warrior, so placement is not crucial. That said, placement near the Training Hall is ideal. === 3.1.7 - Selkie Den [BB09] === Name: Selkie Den Category: Houses Requires DLC: Yes (Selkie Race Pack or Three Race Pack) Cost: 200 Elementite Tithes provided: 20 gil / day. (Tithes per square: 20) Size: 1x1 Limits: 5 maximum. Also counts toward total house limit: See Section 3.1. Description: Build a Selkie to recall a family of Selkies to the kingdom. Gives 20 gil in tithes. 1 aspiring Selkie adventurer will also be recalled. This stalwart race has an affinity for stealth and trickery, and make the best thieves. Data: Statistically identical to Large Houses, except cheaper. The Selkie adventurer is restricted to Thief and may not change jobs. Note also That all selkies are female in this game (though males exist in the other Crystal Chronicles games). Placement tips: A Selkie's stats already favor being a Thief, so placement is not crucial. That said, placement near a Gaming Hall is ideal. 00 00 00 \\ || // \\||// 3.2 - Citizen Shops [BB10] ++++++++ ======== These buildings primarily serve to: 1) Give citizens something to do when they're out and about, thus creating oppertunities for them to meet and interact, which also leads to: 2) allows shopping, which directly helps improve the happiness of the citizens- which will also sometimes result in a conversation topic, allowing the king to talk to them and bolster their morale and family relations, if Chime's Raise Morale! effect is active. 3) Each citizen shop increases your morale sphere limit. Morale spheres are used to upgade the kingdom's development status and are also used in conjunction with talking to people in town to improve family relations and slightly boost a random stat on adventurers you talk to. The effect is different from "Morale fever" which merely increases the rate at which the morale meter is filled. === 3.2.1 - Bakery [BB11] === Name: Bakery Category: Citizen Shops Requires DLC: No Cost: 200 Elementite Medals: Nearby happy families may give you Mop-Up medals. Size: 2x1 Limits: 3 maximum. May be only possible to get three on Normal with DLC. Otherwise, it requires Hard/Very Hard mode to get three. Morale Spheres provided: 1 each. Description: This building will give our citizens a Morale Boost every time they make a purchase in this establishment. Data: This is the first non-house building you aquire. It provides all of the effects described in section 3.2. Placement tips: Spread them evenly about the kingdom, minimizing the distance any one citizen must travel to reach one. === 3.2.1 - Emporium [BB12] === Name: Emporium Category: Citizen Shops Requires DLC: No Cost: 600 Elementite Medals: Nearby happy families may give you Vanguard medals. Size: 3x2 Limits: 1 maximum. Morale Spheres provided: 2. Description: This building will give our citizens a Morale Boost every time they make a purchase in this establishment. Data: Provides all the benefits of a bakery, and also allows Adventurer Shops to sell new items: -Item Shops will sell Antidotes -Weapon Shops will sell Daggers -Armor Shops will sell Shields Placement tips: Find a nice 3x2 plot in the most populated part of the city maximum benefit. 00 00 00 \\ || // \\||// 3.3 - Adventurer Shops [BB13] ++++++++ ======== These shops allow your adventurers to buy= equipment and items, and allow you to upgrade the available types of equipment to be more effective. Adventurers will buy items and equipment of a level within 5 of their own; The inventory at each shop only lists the highest level of item available- but items of every level below that are also available. Periodically, Adventurer Shops will hold special sales days. On these days, Armor and Weapon shops will sell eXperimental or + (Sword X, Sallet+ for example) items; Item shops will sell Hi-Potions. Note that Special Sales may still occur when you declare a national holiday- and no adventurers will go shopping on a holiday. So check when a special sale is coming up and avoid declaring holidays when a special sale is going to happen. While the job related buildings also sell stuff, only Weapon, Armor, and Item shops have special sales days. (Experimental items add a large amount to one stat, and take the same amount away from another stat or half that amount away from two stats. + items boost a single stat by a smaller amount without any penalty to any other stats.) Characters can only carry one of any given consumable item at a time. The exception is with potions- an adventurer can carry both a normal potion sold most days and a Hi-Potion sold on special sales days. === 3.3.1 - Weapon Shop [BB14] === Name: Weapon Shop Category: Adventurer Shops Requires DLC: No, except for third one. Cost: 200 Elementite Medals: Nearby happy families may give you Weapon Buff OR Tenacity medals. Funding research here will earn you medals corresponding to what you researched. Size: 2x2 Limits: 3 maximum. DLC required to achieve maximum. Description: Build a structure that sells adventurer Weapons. New and improved weapons can be researched with funding. Better weapons will enable adventurers to defeat more heavily armored foes. Data: The type of weapons available depend on the shop (and Emporium): -The first shop will sell/research Swords -The second shop will sell/research Hammers -The third shop (DLC only) will sell/research Axes -All shops will sell/research Rods/Staves once you have at least one Black Mage or White Mage in your adventurer lineup. -All shops will sell/research Daggers once you build an Emporium. Basic guide to weapons: Jobs: Warrior= WAR White Mage= WHM Thief= THF Black Mage= BLM Weapon | Accuracy | Attack | Other | Jobs ===========|===========|==========|==========================|=============== Swords | Average | Average | | WAR/THF Daggers | Very High | Very low | | WAR/THF/BLM Hammers | Low | High | Effective vs heavy armor | WAR/WHM Rods/Staves| High | Low | Ignore weapon resistance@| WHM/BLM Axes * | Very Low | Very High| Strong vs plant momsters | WAR * Only available with DLC, OR can also be found in treasure chests. (unknown if they only appear in chests with the DLC present) @ Note: Because of the job restrictions, Lilties cannot equip any rods. If you have the Library built, however, Lilties can gain an ability that gives a chance for this Ignore Weapon Resistance bonus to be applied to any weapon the Lilty can use. On Special Sales Days, shops may sell versions of their usual stock with special enhancements. The possible enhancements are: -eXperimental: Denoted by an X after the weapon name, this weapon increases 1 of the wearer's stats by (Level/2, rounded to nearest)+1, and reduces 1 other stat by the same amount, unless negated by an ability. -High Quality: Denoted by a + after the weapon name, this weapon raises 1 of the wearer's stats by (Level/4, rounded to nearest)+1, with no penalties or disadvantages. -Elemental: Denoted by a F, B, or T after the armor name, these weapons cause Fire (F), Ice (B), or Thunder (T) damage instead of physical damage. This enables weapon attacks to be effective against enemies with a weapon damage resistance. Beware- the third weapon shop is guarded by a life-bar boss, which may be difficult to defeat until near the end of the game. Don't forget to unlock this before starting a New Game +! Placement tips: Place your first of each of these three shops near each other to minimize the amount of time adventurers spend running between each shop before they head to their destination. === 3.3.2 - Armor Shop [BB15] === Name: Armor Shop Category: Adventurer Shops Requires DLC: No, except for third one. Cost: 350 Elementite Medals: Nearby happy families may give you Armor Buff OR Safety medals. Funding research here will earn you medals corresponding to what you researched. Size: 2x2 Limits: 3 maximum. DLC required to achieve maximum. Description: Build a structure that sells adventurer Armor. New and improved armor can be researched with funding. Better armor is essential to our adventurer's survial. Data: The type of weapons available depend on the shop (and Emporium): -The first shop will sell/research Body Armor -The second shop will sell/research Helms -The third shop (DLC only) will sell/research Gauntlets -All shops will sell/research Robes once you have at least one Black Mage or White Mage in your adventurer lineup. -All shops will sell/research Shields when you build an Emporium. Basic guide to equipment: Jobs: Warrior= WAR White Mage= WHM Thief= THF Black Mage= BLM Equipment type | Defense | Other info | Jobs ===============|=========|===============================|================== Body Armor | Highest | | WAR/THF Robes | Average | | WHM/BLM/THF*/WAR* Helms | Lowest | Reduces damage from Hammers. | WAR Gauntlets @ | Average | Reduces damage from swords. | WAR/THF Shields | Average | | WAR Accessories | None | Always has stat X/+ effect. | WAR/THF/WHM/BLM | | Found on enemies/chests only. | * Some robes can only be used by White and Black mages. @ Only available with DLC. On Special Sales Days, shops may sell versions of their usual stock with special enhancements. The possible enhancements are: -eXperimental: Denoted by an X after the armor name, this armor increases 1 of the wearer's stats by (Level/2, rounded to nearest)+1, and reduces 1 other stat by the same amount, unless negated by an ability. -High Quality: Denoted by a + after the armor name, this armor raises 1 of the wearer's stats by (Level/4, rounded to nearest)+1, with no penalties or disadvantages. -Elemental: Denoted by a F, B, or T after the armor name, this armor reduces damage taken by Fire- (F), Ice- (B), or Thunder- (T) based attacks. Beware- the third Armor shop is also guarded by a life-bar boss, which may be difficult to defeat until near the end of the game. Don't forget to unlock this before starting a New Game +! Placement tips: Place your first of each of these three shops near each other to minimize the amount of time adventurers spend running between each shop before they head to their destination. === 3.3.3 - Item Shop [BB16] === Name: Item Shop Category: Adventurer Shops Requires DLC: No, except for third one. Cost: 250 Elementite Medals: Nearby happy families may give you Item Buff OR Bargain Hunter medals. Funding research here will earn you medals corresponding to what you researched. Size: 2x2 Limits: 3 maximum. DLC required to achieve maximum. Description: Build a structure that sells adventurer Items. New and improved items can be researched with funding. Better items will enable adventurers to heal and recover status ailments. Data: The type of weapons available depend on the shop (and Emporium): -The first shop will sell/research Potions -The second shop will sell/research Antidotes (cures poison) -The third shop (DLC only) will sell/research Revival Items (Phoenix Pinions) -All shops sell/research Survival Items when you build an Emporium. -Potions heal HP, depending on the item level. -Magic Torches: These allow adventurers to stay in a dungeon closer to midnight. -Phoenix Down: In battle, if any members of the party are KO'd, any survivng party member may use this to revive a KO'd party member. -Antidotes: Adventurers will attempt to use these to recover from being poisoned. The enemy's level dictates the strength of the poison, and the Antidote must be of a similar level to successfuly cure it. All shops sell different items on special sales days: -The first shop will sell Hi-potions, which heal more HP than a Potion. Adventurers may carry both a Potion and a Hi-potion at the same time. -The second shop will sell Remedies. A Remedy has a chance to heal any status ailment, including Poison, Silence, and Slow. As with the Hi-potion, adventurers may carry both an antidote and a remedy. -The third shop will sell Phoenix Pinions, which can be used to revive all KO'd allies, instead of just one. Restores less HP than the Phoenix Down, however. This is the most expensive consumable item available for purchase. Beware- the third item shop is also guarded by a life-bar boss, which may be difficult to defeat until near the end of the game. Don't forget to unlock this before starting a New Game +! Placement tips: Place your first of each of these three shops near each other to minimize the amount of time adventurers spend running between each shop before they head to their destination. Bonus Tip: If you are running out of space, once you build your third item shop, you may want to dismantle the second one as antidotes are of limited usefulness (and may not work at all if the adventurer doesnt buy a potent enough one to counter the poison). 00 00 00 \\ || // \\||// 3.4 - Adventurer Job-related Buildings [BB17] ++++++++ ======== These buildings enable your adventurers to change to a particular job. When an adventurer changes jobs, they lose their abilities/spells from the previous job, and must buy them again, so keep that in mind. To change jobs, you must issue a Behest at the castle. Interested adventurers will appear at the behest board and you can tell them to change jobs at that time. They also sell and research the abilities/spells associated with that particular job, and adventurers will shop at these buildings just like an armor/item/weapon shop whenever they think they need an upgrade. Each copy of the same Job building offers different spells or abilities. For some spells and abilities, additional buildings are required before they can be researched. === 3.4.1 - Black Mage Academy [BB18] === Name: Black Mage Academy Category: Job-related Requires DLC: No. DLC is required in order to teach Thunder spells, however. Cost: 500 Elementite Medals: Nearby happy families may give you Preemptive medals. Funding research here will earn you Proficiency medals corresponding to the research you funded. Size: 3x2 Limits: 2 maximum. Hard/Very Hard difficulty required for maximum. Description: 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. Data: Constructing this building allows you to issue behests giving people the oppertunity to change jobs to Black Mage. People with the Black Mage job will shop here to get new/improved spells. The magic research available depends on the Academy: -The first Academy will sell/research Fire spells (Fire, Fira, Firaga) -The second Academy will sell/research Blizzard spells (Blizzard, Blizzara, Blizzaga) -Both academies will sell/research Enfeebling spells when you build an Inn: Poison: inflicts poison status on an enemy. Slow: Slows a target, causing them to act later in each turn. -Both Academies will sell/research Thunder spells when you build a Sacred Shrine (DLC Only) (Thunder, Thundara, Thundaga) Placement tips: Place these near where you plan to build homes for novice adventurers you want to turn into Black Mages. === 3.4.2 - White Mage Temple [BB19] === Name: White Mage Temple Category: Job-related Requires DLC: No. DLC is required in order to teach Protection spells, however. Cost: 500 Elementite Medals: Nearby happy families may give you Last Stand medals. Funding research here will earn you Proficiency medals corresponding to the research you funded. Size: 3x2 Limits: 2 maximum. Hard/Very Hard difficulty required for maximum. Description: 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. Data: Constructing this building allows you to issue behests giving people the oppertunity to change jobs to White Mage. People with the White Mage job will shop here to get new/improved spells. The magic research available depends on the Temple: -The first Academy will sell/research Cure spells (Cure, Cura, Curaga) -The second Academy will sell/research Enhancing spells: Regen: Restores some HP every turn to a target. Haste: Increases Dexterity and Agility of a target. -Both academies will sell/research the Holy spell when you build an Inn. Holy deals holy damage to a single target, the White Mage's only offensive spell. -Both Academies will sell/research Protection spells when you build a Sacred Shrine (DLC Only): Clear: Removes status ailments from target. Protect: Increases defense against weapons. Shell: Increases defense against magic. Placement tips: Place these near where you plan to build homes for novice adventurers you want to turn into White Mages. === 3.4.3 - Gaming Hall [BB20] === Name: Gaming Hall Category: Job-related Requires DLC: No, except DLC required to build 3rd gaming hall. Cost: 350 Elementite Medals: Nearby happy families may give you Game Guru OR Forced March medals. Size: 2x1 Limits: 3 maximum. Hard/Very Hard difficulty required for maximum. Description: Build a structure to provide a place for adventurers to relax and win prizes. You can also recruit Thieves and research Thief abilities. Data: This building is a little different from the academies. Once built, adventurers may randomly decide to go to the gaming hall to try to win money or prizes. (Note that if you ask about the adventurers here, the owner will only mention anyone if they are currently there and gambling). Besides that, the usual info applies: Constructing this building allows you to issue behests giving people the oppertunity to change jobs to Thief. People with the Thief job will shop here to get new/improved abilities. The ability research available depends on the Gaming Hall: -The first Gaming Hall will sell/research Adventuring Skills: Keen Eyes: Increases the elementite recieved when clearing a dungeon. Inner Compass: Prevents the character or his party from getting lost. Mapper: The character will increase the exploration rate of a dungeon faster than normal. -The second Gaming Hall will sell/research Exploration Skills: Stealth: Allows the character/party to avoid battles against monsters whose level are lower than the ability's level. Lockpicking: Allows the character to always open treasure chests. Pathfinding: Makes it easier for the character to find shortcuts. -The third Gaming Hall (DLC Only) will sell/research Dirty Tricks: Critical Attack: Grants the ability to inflict critical hits on foes. Poison Sting: Deals damage and poisons the target. Mug: Steals additional elementite from a target. Placement tips: Place these near where you plan to build homes for novice adventurers you want to turn into Thieves. This trumps the ability of any job to come there to gamble, but since you can build three of them, chances are there's one nearby. === 3.4.4 - Training Hall [BB21] === Name: Training Hall Category: Job-related Requires DLC: No, but some research depends on DLC-enabled buildings. Cost: 450 Elementite Medals: Nearby happy families may give you Vitality or Training Freak medals. Size: 3x2 Limits: 1 maximum. Description: Build a structure to provide a place for adventurers to train their skills and gain Experience. You can also fund research for weapon techniques and Warrior abilities. Data: This building is a little different from the academies, as well. The warrior job is available by default, however once a Clavaat switches to another job, they won't be able to change back unless you have a Training Hall. The training hall has a unique effect- Any adventurers who do not take on a behest or are told to Gain EXP may choose to go to the Training Hall and have Sir Hugh Yurg spar with them, gaining EXP in complete safety. This helps your late recruited adventurers catch up in level to the first few adventurers you commissioned. At low levels they will almost always choose the Training hall, though as their level gets higher they may choose to go to a dungeon to train as usual. This building allows you to issue behests giving people the chance to change their job back to Warrior. People with the Warrior job will shop here to get new/improved abilities, and adventurers of any job can shop here for abilities for the weapon they have equipped. The ability research available depends on the weapons available from your Weapon Shops. Any job that can use the given weapon can learn abilities here: -The Training Hall always sells/researches Warrior Abilities: Guard: Gives a chance to lower damage taken by half. Cover: The adventurer can move to protect another party member, taking damage instead of them. -The first weapon shop allows the sale/research of Sword Skills: Double Attack: Gives a chance to attack an enemy twice in one turn. Shadow Blade: The adventurer can consume some of his own HP to cause additional damage. -The second weapon shop allows the sale/research of Hammer Skills: Shock Bomb: deals damage and disorients target, causing them to miss a turn. Wave Bomb: Temporarily reduce a target's weapon resistance by a lot. Power Bomb: Charge-up attack- takes two turns to deal heavy damage. -The Third weapon shop (DLC Only) allows sale/research of Axe skills: Flurry: The adventurer occasionally hits up to three targets at once but may also hit allies. Avalanche: Two-turn attack: The adventurer deals heavy damage on the first turn, but must spend a turn recovering afterward. -Having both any weapon shop and an Emporium allows the sale/research of Dagger Skills: Parry: The adventurer has a chance to parry an incoming attack. (Warrior, Thief, Black Mage only) Pommel Strike: Allows the adventurer to interrupt an enemy spellcast. (Appears to be Thief Only) Backstab: Sneaks behind target for a guaranteed hit, and ignores a portion of the enemy's defense, greatly increasing damage. (Appears to be thief only) Placement tips: Chances are you have most of your warriors already, so no special consideration is really required, although to be technical, placing this near the houses of any to-be- recruited adventurers will bolster warrior stats. === 3.4.5 - Library [BB31] === Name: Library Category: Adventurer Buildings Requires DLC: Yes. Cost: 550 Elementite Medals: Funding research here will earn you No Specialty medals. Size: 2x2 Limits: 1 maximum. Description: Build a structure to study and store lore and knowldge from all races. This knowledge is used to uncover hidden Racial Abilities. Data: Allows research of new abilities, specific to each race. An adventurer of any given race may only purchase the ability that corresponds with his or her race. Research on the abilities must be funded individually. The research and abilities for each race are as follows: Clavatian Might: - Spirits Within: Converts party members' morale into damage. The damage is based on the ability level and the user's Wisdom. (?) (it is currently believed that Wisdom is supposed to be Willpower.) - Great Ambition: Allows the character to buy and equip gear further above their character level. Potency of the effect varies with ability level. Liltian Might: - Whirlwind: Increases accuracy and the chance to dodge enemy attacks. Strength of the dodge bonus increases with ability level. Selkic Might: - Coup De Grace: Defeats a weakened enemy in a single attack. Also works on bosses. Chance to use increases with ability level. Yukish Might: - Fast Cast: Gives a chance for a spell to be cast instantly. Chance to use increases with ability level. * All Might research has a maximum cost per research of 750 gil @ Lv50. The following research requires a guild hall in order to be available: Clavatian Lore: - Fast Learner: The character gains a bonus to all EXP earned. Bonus EXP increases with ability level. - Halve Penalties: Cuts stat penalties on equipment below the user's ability level in half. * Max cost per research level 750 @ Lv50. Liltian Lore: - Weapon Mastery: The character's attacks have a chance to ignore the enemy's weapon resistances. Chance increases with ability level. (This is just like the special effect of Rods, but Lilties cannot equip them. - Negate Penalties: Negates penalties to Strength and Toughness found on the character's equipment that is lower than the ability level. (This means that if the character is wearing an X item that has any - Strength or - Toughness on it, that deduction is ignored. This won't happen too often unless the user has a Bargain hunter medal, which will cause his gear to fall a bit more behind than normal since he will only normally buy at special sales) * Max cost per research level 500 @ Lv50. Selkic Lore: - Luck's Favor: The character has a chance to survive an attack dealing damage in excess of his current HP, leaving him/her with 1 HP instead. Chance to use increases with ability level. - Negate Penalties: Same as the Lilty ability above, but negates Dexterity and Agility penalties instead. *Max cost per research level 500 @ Lv50. Yukish Lore: - Spell Mastery: The character's spells have a chance to bypass enemies' elemental resistances. Chance to use increases with ability level. (Example: Gives chance for Blizzard spells to do full damage to a Snow Mu.) - Negate Penalties: Same as the Lilty and Selkie abilities above, but negates Intelligence and Willpower penalties instead. * Max cost per research level 750 @ Lv50. Note that the research upgrades are a bit pricey- If you've been sitting at 9999 gil for a while, this will eat that up in a heartbeat. The Might research costs more than the Lore research. Beware- the Library is guarded by a life-bar boss, which may be difficult to defeat until near the end of the game. Don't forget to unlock this before starting a New Game +! Placement tips: Your adventurers aquire abilities here like any other adventurer shop, so place this in a convinent location along the way from one shop to another to minimize travel times. 00 00 00 \\ || // \\||// 3.5 - Special Buildings [BB22] ++++++++ ======== These are buildings that have a special purpose that don't really fit into the other categories. === 3.5.1 - Guild Hall [BB23] === Name: Guild Hall Category: Special Requires DLC: No Cost: 300 Elementite Medals: Nearby happy families may give you Adventurer or Balance medals. Size: 2x2 Limits: 1 maximum. Description: Build a structure to administer your adventurers. You can raise the cap on the number of active adventurers and increase their daily pay rank. Data: This building has five functions: -Reduces the cost of posting behests. -Allows you to view the list of adventurers and check on what they're up to (Although Pavlov does this too) -Allows you to raise the limit on the number of adventurers (Max 16) -Allows you to raise the Pay Rank which dictates how much an adventurer is paid (which is also affected by their level) -If you have built the Library, the Guild Hall is required for certain ability research to be available. The research is only available as long as the guild hall is built. Dismantling it will remove the research until it is built again. Placement tips: If you like using this to check on your adventurers, I personally suggest placing it near the starting behest board, across from your first house. Besides this though, the only function the building serves after getting all the upgrades is a reduction in behest costs. If you don't care about this, you can dismantle this building after getting all of the upgrades and free the space for something else. As of the June 30, 2008 (North America) releases, the Guild Hall is now a prerequisite for several abilities to be available from the Library. You may not want to dismantle it as a result. === 3.5.2 - Tavern [BB24] === Name: Tavern Category: Special Requires DLC: No. Cost: 500 Elementite Medals: Nearby happy families may give you Tavern Lurker medals. Size: 2x1 Limits: 3 Maximum. Hard/Very Hard difficulty is required to achieve maximum. Description: Build a structure to provide a place for your adventurers to form parties. You can also form your own parties. Data: This building has two funcitons: - Allows adventurers to form parties on their own, when more than one adventurer is assigned to the same behest or more than one person of a similar level is planning to gain EXP. - Allows you to to form set parties of Royal Knights. This has an added effect of only the leader of the party showing up at the behest boards, which can be beneficial when more people would otherwise want to show up at a behest board than the maximum of 5. Placement tips: I can suggest two strategies here: Place one near each exit out of the kingdom, or place them near other services the adventurers must visit. In either case the goal is to reduce time wasted by the adventurers. Keep in mind that the Tavern is visited last on any adventurers travel itenerary, before either going out and about or to the Training Hall to gain EXP. === 3.5.3 - Inn [BB25] === Name: Inn Category: Special Requires DLC: No. Cost: 400 Elementite Size: 2x1 Limits: 1 Maximum. Description: Build a structure to provide a place for your adventurers to form parties. You can also form your own parties. Data: This building has three funcitons: - Allows traveling adventurers to visit your kingdom, at which point they may stay for a period of time during which they may show up at the behest board or randomly join adventurers going out to Gain EXP. - Allows travelling merchants and other non-adventurer type people to visit the kingdom, at which point they will wander around during the day, effectively boosting morale as they interact with any citizens they encounter. * Up to three traveling adventurers and one non-adventurer may visit at a time. * As long as a party includes one of your own people, item drops from battles should always go to your own adventurers. - Enables your White/Black Mage schools to teach new spells (Thunder spells and Holy, respectively) Placement tips: I personally like to place this by the "main" (south) entrance to the kingdom, though you can really put it just about anywhere. Probably, however, the most ideal location is near a Bulletin Park to reduce the distance the traveling adventurers must walk. 00 00 00 \\ || // \\||// 3.6 - Parks [BB26] ++++++++ ======== Parks are outdoor platform-like structures that adventurers can gather around for various purposes. === 3.6.1 - Fountain Park [BB27] === Name: Fountain Park Category: Special Requires DLC: No, but DLC required for maximum building limit. Cost: 200 Elementite Medals: Nearby happy families may give you Tree Hugger medals. Size: 2x1 Limits: 3 Maximum. DLC is required to achieve the maximum building limit. Description: Build a structure to provide a place for your adventurers to share battle stories, as well as recouperate their morale. Data: This building has two funcitons: - Adventurers that are feeling a little down (but not severly) will stop here briefly on their way to the behest board and regain their spirits. - Adventurers that are feeling gloomy/tired from being overworked will stop here with a ! over their heads and wait for a while. If you talk to them you will give them a pep talk. Depending on if you tell them to "Do their best!" or "Go rest," they will either regain some happiness or go home for the day, acting as if you visited them at home after a KO. Placement tips: You will want to place one near a Bulletin Park or the main behest board, such that most adventurers will find it on the way. However, if you have the Sacred Shrine DLC, you may want to only build one of these and allow the Sacred Shrines to serve the first function described above. === 3.6.2 - Bulletin Park [BB28] === Name: Bulletin Park Category: Special Requires DLC: No. Cost: 150 Elementite Medals: None that I know of. Size: 2x2 Limits: 3 Maximum. Hard/Very Hard difficulty is required for the maximum. Description: Building this structure will increase the number of behests that may be posted by 1. It will also slightly reduce the cost of posting behests. Data: Self-explanitory. It also effectively increases the number of adventurers that can show up for behests as each bulletin board can be viewed by a maximum of 5 people at a time. As long as you form at least one party, you never "need" more than three bulletin boards (total boards, not parks). The maximum number of behests possible with all the boards is 4. Placement tips: Technically, for the adventurers, placing these to equally serve all of the houses may slightly reduce travel time, but chances are they're going to be standing there waiting while you figure out who is going to do what. Becuase of this, I suggest you place them in a way that's convinent for you, i.e. near the original behest board, in front of the castle. === 3.6.3 - Sacred Shrine [BB29] === Name: Sacred Shrine Category: Special Requires DLC: Yes. Cost: 500 Elementite Medals: Nearby happy families may give you Vanguard medals. Size: 1x1 Limits: 3 Maximum. Only one of each type of shrine may be built. Description: Build a structure for adventurers to pray for the crystal's blessings. It will also add spells to the Black Mage Academy and White Mage Temple research lines. Data: This building has three functions: - It serves the exact same purpose as the Fountain Park's first function- it will revitalize adventurers who are feeling slightly down. - If any adventurers are currently out and about (Especially battling bosses), walking up to the shrine yourself and pressing the A button will have the following effects: -The 1st Sacred Shrine will raise the Strength and Toughness of your adventurers in the field. -The 2nd Sacred Shrine will do the same for Intellect and Willpower. -The 3rd Sacred Shrine will restore the HP of all adventurers in the field. - The first Sacred Shrine will add Protection Spells to the White Mage Temple and Thunder Spells to the Black Mage Academy. Placement tips: Because this can serve one of the important functions of a fountain park, if you have purchased this DLC you may want to carefully position these in place of building more fountain parks. Place them such that adventurers will pass by them on the way to the behest board to reduce travel time. 00 00 00 \\ || // \\||// 3.7 - Other stuff [BB30] ++++++++ ======== This section contains what info is known about yet-to-be released buildings and other miscellaneous stuff. === 3.7.1 - Castle (and Castle Upgrade) [BB32] === Name: Castle of Category: N/A Requires DLC: No, but DLC is required for full functionality. Cost: Free! The king scores big time! Size: Enormous. Every 10 year old should be so lucky. Limits: 1. It's already there when you start. Upgrade available with DLC. Description: The castle is your home. You live there because you're the king! Data: The castle has the following functions: - Adventurers come to the castle to collect their daily pay from Chime. - Novice adventurers gather at the castle under the watchful eye of Sir Hugh Yurg, awaiting you to pay 100 gil to allow them to become sancitoned adventurers. Up to 4 prospective adventurers can be there at a time. - Visit chime, who has the following functions: - Chat with chime. Chime will have various random things to say, depending on what chapter you're on and possibly the current development stage. - Review the morning reports after the day has already started. - Use Morale Spheres to develop the realm: Each time you do this, the specified number of morale spheres is consumed and used to fill the bar at the top right. When the bar is full, a crystal is added to the crown icon at top right and the development of the kingdom is advanced: - You start as a settlement. 3 Morale spheres consumed 1 at a time to advance to: - Town: 6 morale spheres consumed 2 at a time to advance to: - City: 12 morale spheres consumed 3 at a time to advance to: - Kingdom: 16 morale spheres consumed 4 at a time to advance to: - Empire: 25 morale spheres consumed 5 at a time to advance to: - The Promised Land, the final stage. - Other: - View Medals: Shows an inventory of all the special medals in your posession. - View closet: Shows an inventory of all the clothing available to you and Chime. Only useful once you've purchased at least one DLC costume. - Chime's Room: Available after obtaining the Castle Renovation bonus (Requires DLC), Chime offers you the following options: - Adventurers: Allows you to rename your hired adventurers**, get information on them, and view rankings of the top 5 adventurers in several stat categories including highest level, most HP, and highest amount of any given attribute. - Buildings: Allows you to see lists of your buildings, grouped by type, and view most information from them as if you visited that building directly. You can also see at a glance which shops are going to or are currently having a special sales day. - Jukebox: Allows you to listen to any of the music from the game. the normal music returns once you exit the music list. - Purchase Add-on content: This is where the King goes shopping, with YOUR Wii Points. Nice of him, eh? Allows you to spend your Wii Points on DLC. Some content may require you to reset the game to take effect upon downloading. This can also be accessed from the game's main menu. **NOTICE** There have been reports from a number of users on the GameFAQs forums that they are unable to use this function even after fully unlocking it and attempting to use it correctly. They select an adventurer's name from the list, and the Name Entry screen simply does not appear. My current theory on this is that it's a bug in copies of the game downloaded AFTER the release of the 2nd wave of DLC, at which time there was a patch to the game for previous owners to support the new conent and make some minor improvements to the game. If you experience this problem, All I can suggest is first try deleting both the game channel and DLC save file from the Wii System Memory in the Wii Menu's Data Management area. (Re-downloading any wii shop and DLC content is free of charge) If that doesn't work, your only option is to call Nintendo's Wi-Fi Connection support line (They handle support for Wii Shop content), have them tell you to do the same things I told you here and conclude it's a bug after it still doesn't work. Hopefully if everyone who has this issue complains about it, the bug will get fixed in a patch, which Square-Enix has proven able to do (but don't hold your breath). ** END NOTICE ** Placement tips: N/A === 3.7.2 - The Pavlov Informer [BB33] === Name: Pavlov Category: None Requires DLC: No Cost: 0 to -100 Elementite (see Data) Size: N/A Limits: 1. Do you really want more than one penguin in your city? Description: Pavlov the Penguin is an associate of the player's father. Data: I included this here becuase while you don't "build" it, per se, when you talk to him you visit a screen like that of any other building. This section is mean to cover what you can do with this. Pavolov provides the following functions, several of which are available at other buildings, but may be more convinent because Pavlov follows you around: -View Adventurer Info: Provides a list of all adventurers so you can check up on them. Exactly the same as at the Guild Hall. -View Party Info: Shows the list of currently formed parties, same as at the Tavern. You must visit the actual tavern to change set-up parties, however. -View Dungeon Info: Brings up the world map allowing you to view info on all known dungeons. This is the same map you view when issuing behests. -View Headlines: This is a log of all messages that have appeared in the Info Panel that pops up in the upper right corner of the screen, when anything of interest happens. -Change Camera Settings: Access the game's Options screen which lets you invert the direction the camera moves when you look up/down or left/right. -About the "Cost": When Pavlov initially shows up, you are thrust into a minigame to "catch" him. Each time you press the A button within a certain distance of him, you hear a sound and you gain 10 elementite. You can do this a maximum of 10 times, so you can get up to 100 elementite as compensation for having the annoying bird in your city. Placement tips: Once you reach the development level of Empire, you can tell Pavlov to "Talk to everyone." He will slowly turn in a circle, talking to anyone that happens to walk by as if the king was doing it, having the same morale meter boost effect. This effectively lets you talk to more people in a day, so if you want to use it, pick a high traffic area, such as near the crystal, to make him stand at. 00 00 00 |====================================================================| \\ || // | | \\||// | 4 - Common questions [BQ01] | ++++++++ | | ======== |====================================================================| -- HELP HELP HELP! I can't beat The Jungle Ruins Of Si Khem dungeon (Or insert dungeon whose exploration rate resets to 0 every day here)! No matter how many thieves or other adventurers I send, no matter what I do, nothing seems to help clear it! Is there any change I can make to my city to help? This is a REALLY common problem, I know of some people who have spent over 100 game days trying to clear these dungeons (especially the jungle ruins). There IS a trick that will help! First, a bit of an explanation. These shape-shifting dungeons can only be cleared after raising the exploration rate sufficiently in a SINGLE DAY to discover the cause and stop the shape shifting. DUNOTS on the GameFAQs forums found a way to help increase the exploration rate more. This is mostly for the Jungle Ruins, which seems to have a much higher exploration rate requirement to stop the shape- shifting than other dungeons like it. DISMANTLE any and all taverns in the city, and issue a behest for the dungeon the next day. I tried this myself, and after trying the dungeon for WEEKS of game time, I stopped the shapeshifting the next day. Through my own testing, I found the reason to be this: The more groups or seperate individuals sent to explore any kind of dungeon, the faster the exploration rate is increased (more so if the sent adventurers have the Mapper ability. If you have a tavern, chances are even if you send everyone at the bulletin board into the dungeon, they will form into one or two groups and will never raise the exploration rate high enough to overcome the shape-shifting. You will only overcome it if you get lucky enough for the adventurers form into at least 3 groups. 5 individuals, NOT IN A PARTY, will raise the exploration rate more than 6 people in two parties will. MYTHS about this: The thief ability to discover shortcuts will NOT help, as they do not raise the exploration rate and any shortcut discovered will be undone the next day. -- I dismantled some buildings and they aren't moving back in! Still little is understood about this glitch. The only work around I can suggest is to only dismantle one House type structure at a time. All I can say is if someone you care about gets stuck in the castle, they're as good as gone until your next New Game+ where you can build their house and hire the adventurer again as usual. -- I want to maximize my population, but I don't want to comprimise the performance of my adventurers (too much). Any suggestions? If you want to break out the bulldozer, I have a few suggestions: 1) Once all the upgrades are researched, the Guild Hall is pretty much the most useless building in the game. It does have a lasting effect in lowering behest costs, but you can make up for that by building large houses on the space it occupied. While it has some limited use after the upgrades, this is the first thing to get rid of if you need more space. 2) After you've built all three item shops, you may consider dismantling the second one, which sells antidotes. The antidotes are of limited usefulness, especially since A) they must be near or above the level of the poison to have a real chance of working; B) Not that many enemies use poison attacks and they are rarely leathal (The poison your black mages can cast can be far more potent if their intellect is high); and C) as a consumable they drain your adventurers gil as they use them without much benefit, causing them to have less gil for more important stuff. Note that you need DLC to get the third item shop (which sells phoenix downs and is really good to have). 3) After you've built all three weapon shops, you may consider dismantling the first shop (sells swords), though you shouldn't do this if you gave anyone a preference for swords. As long as you don't mind the chance of your warriors accidentally hitting other allies, Axes are the best warrior weapons. (However, they are warrior only, swords can be used by warriors or thieves). 4) After you've built all three gaming halls and have cleared all of the shapeshifting dungeons, you may want to dismantle the first two as long as you dont plan to change of your clavats to Thief later. The first two halls primarily enhance the thieve's dungeon delving ability- But the most important abilities all have a fixed level, and your thieves only need to buy them once. Once they all have them, you can dismantle the halls that sell them, keeping the third one. Note that DLC is required for the third gaming hall. 5) For most purposes, you really only need one tavern and one set party. Unless you actively use three or four bulletin boards, one tavern is all you need. 6) On Hard or Very hard, you will get Large Houses, which are the most efficient houses in the game, along with the three race's houses. Once you unlock the Large house, replace your Small Houses with Large ones. If you're playing on normal, you can only get 15 of these in the form of the three race's homes with DLC. After that, Luxurious Houses are the next best, and you should replace small houses with those when possible, but Luxurious Houses are 2x2 so they won't fit everywhere. Never build more than one Spacious house unless you like variety more than population. One thing to keep in mind is that the more dense your population gets, the lower the game's frame rate performance will get. If this bothers you, then avoid going population crazy. -- Unlocking DLC content With any DLC that adds new buildings, I strongly reccomend you unlock them on normal difficulty (Which means you should purchase all the DLC you will consider using as early as possible. The reason for this is many of the DLC dungeons used for unlocking content are the highest level dungeons, which will be at or near level 60 on Hard and at or near level 100 on very hard- Which means you won't unlock them until their usefulness is diminished. NO DLC DEPENDS ON ANY OTHER! If you are playing on Normal and can't seem to reach a DLC dungeon, chances are you either have not revealed and explored the preceeding dungeons, or if you have, you didn't explore them fully enough to make the connection to the next dungeon. Make sure the only behest available is "Gain Experience in this area." 00 00 00 \\ || // \\||// 3.7 - Tips From the Mail Bag. [BQ02] ++++++++ ======== I will fill this section in with any information people send me by email. 00 00 00 |====================================================================| \\ || // | | \\||// | 5 - Contact info [BCON] | ++++++++ | | ======== |====================================================================| You can email me with any questions NOT answered by this FAQ at tahngarthdk [at] hotmail dot com Please do send me any tips, corrections, comments, etc. I will include them here if you want me to. If you do, be sure to give me a name to credit the information to. PLEASE do not send me your spam, pyramid schemes, viruses, trojans, etc. or I will return the favor 100 fold. Please be specific in the subject line and be sure to include MLAAK or FFCC in it. You can also IM me via my AIM name tahngarthdk. Expect the same warm welcome I give for email spam if you think about abusing this. I am a regular player of Final Fantasy XI Online, and if you happen to play the game and are on Shiva server, feel free to send me (Tahngarthor) a /tell. 00 00 00 |====================================================================| \\ || // | | \\||// | 6 - Legal Mumbo-Jumbo [BLGL] | ++++++++ | | ======== |====================================================================| This FF:CC:MLAAK Building FAQ is (C) 2008 Grant Dotter. Some Rights Reserved. Specifically: I have only granted the right to host this to gameFAQs.com neoseeker.com ffcompendium.com IF YOU ASK, I may consider granting your request. PLEASE ask first. I have final say in who is hosting it. You may, without my permission, LINK TO the guide on GameFAQs as long as you link to the HTML headered version. I may consider requests to include peices of information from this guide in your own FULL guide if you ask for permission. Feel free to print this FAQ out for refrence, or to use as kindling for a massive bonfire, or whatever other PERSONAL use you can imagine. All rights to the content itself are reserved. You may not modify this FAQ or exploit it for any commercial purpose. Thank you for reading and have a nice day! 00 00 00 |====================================================================| \\ || // | | \\||// | 7 - Credits and Thanks [CRED] | ++++++++ | | ======== |====================================================================| (Please do not ask to be put here, I will put names of anyone here that I get information from. If you would like your name removed, tell me and I can list you as Anonymous.) - Thanks to Mario Cleanstuff for being so helpful on the forums and the info on Luxurious houses. -Thanks to DUNOTS on the GameFAQs forums for the Jungle Ruins strategy. -Psycho Snyder for pointing out some glaringly obvious mistakes and typos that I walked right over even after three revisions! -Jeffry Asbury for correcting my Sacred Shrine blunder. :) - Emessai_Zeal for finding yet another copypaste artifact :p