Final Fantasy Crystal Chronicles: My Life as a King Medals Guide v2.3 by Arthur Vinson Contents 1. Intro 2. Medal Questions 3. Medal Types 4. Medal Listing 5. Misc Info 6. Version History 7. Copyright 1. Intro Final Fantasy Crystal Chronicles: My Life as a King is a really relaxing sort of Final Fantasy fun. It's not the typical RPG fare however. You take on the role of the king's son, recently back from a mysterious kingdom dispersion. Unlike most other fantasy games, where the royal family takes an active role in the battle to regain a homeland from monsters, King Leo follows the advice of his Chancellor-Nanny Chime and the former Captain of the Royal Knights Hugh Yurg, and stays within the safety of the Castle Town. The King doesn't do any fighting for himself, but sends adventurers from the town into dungeons to collect the resources needed to build the kingdom back up to its former glory and beyond. Since there aren't many FAQs or guides detailing this charming little game, I figured I could help out the burgeoning little community of MLaaK gamers with a set of guides. This one, concerning medals is my first. 2. Medals So what are medals and why are they important? How can I get and use 'em? Besides the normal level grind, medals are actually the prefered way to grant your adventurers stat bonuses as well as influence their shopping preferences and how they act in battle among other things. Adventurers will get slight bonuses to their stats based on what buildings are closest to their home. You'll find that those with homes around the Black Mage Academy will have more intellect than someone who has a house by a Training Hall (which would build up strength). Simply put, non-house buildings have generally the same effect on adventurers as medals, just remarkably weaker and less consistent. New medals can be acquired in several ways: * Beating the game grants you some number of each of the Stat+ medals for the next playthrough that uses the clear save data. The exact number is determined by how well the game scores your performance. This takes place right after the ending credits. Score | # of Medals ------------------- SSS | 7 Medals SS | 6 Medals S | 5 Medals A | 4 Medals B | 3 Medals (Any medals that you have in stock at the end of the game also carry over, so you do not need to worry about losing them between connected playthroughs.) * Funding an Adventurer Shop or Job-type research past a certain point. Give enough money to the a weapon shop and you'll get medals that increase weapon proficiency. Fund Frost magic research and you'll get a medal that boosts Frost spells. Etc. Shop owners will also hand out No Specialty medals as well. * Building Family Affection. When you spend a Morale Sphere to raise morale, talking to a civilian will bring up the notice that "So-so is getting along a bit better with family members." What that means is the Family Affection has gone up a bit. If you go into a townsperson's home, you'll see a guage in the top right - a heart with a reddish-pink bar extending from it. When family affection is enough to fill up the bar, making the heart shine, then you have a chance at being given a medal. What medal you get is based on the buildings near the house. To give a medal to an adventurer, first that adventurer has to complete a behest that involves fighting a monster. The morning after success, you'll be asked to select a medal from your cache to give. In the case of a party completing the behest together, only the party leader gets the medal. Medals are awarded to the adventurer (or party leader) who sucessfully completes a behest that involves slaying a specific monster in a dungeon. The morning after, Chime will ask you to select a medal from your vault 3. Medal Types There are generally four types of medals available to use. Each one giving a bonus or effecting the major aspects of an adventurer in some way. Medals #1 - 7 (*) Raw Stat Bonuses - These innfluence the seven base stats. The general effect increases with the difficulty of the behest. That is, earlier, lower-leveled behests will garner only a +1 or +2 from the basic versions of these medals, while it's not uncommon to see later behests give stats bonus of +7 or higher. Also remember that the Stat+ versions of these medals have double the bonus of the normal versions. Medals #8 - 20 Weapon/Spell Proficiency - Influence the which weapon or spell the character speciallizes in. This is reflected in the icon in the top right hand corner of the status info page. Characters will prefer shopping for and employing their "specialty." They will also recieve a bonus when using it in battle. White and Black mages can specialize in a weapon OR in a related spell-type, but they can't do both. Warriors and Thieves, of course, can't specialize in a spell type at all. Medals #21 - 29 Town Actions - These medals will predispose the adventurer to act a certain way while in town, either through shopping habits or by effecting which adventurer building they prefer to hang out in. This is the listed as the character's "tendencies" in the status screen. Only one can be in affect at a time. Medals #30 - 37 Dungeon Actions - These medals will determine how the character acts in while on a dungeon romp. Things from focusing on weaker monsters (while getting a bonus), to heading home more often. Like the "town" medals, only one can be in affect at a time. -- (*) Technically, the "normal" Stat medals - the ones that Chime says you have in the vault - aren't counted as in the medals list as you see it when visiting the castle, or giving a medal to an adventurer. But to stay simple, I'm lumping them in with the Stat+ versions in the "Raw Stat Bonus" medals group. -- 4, Medal List This works as follows: Medal #. Medal Name - In game description. Tendency/Policy: In game description depending on which the medal gives. 1. Vitality Increases Vitality. Vitality affects the amount of HP a character possesses. Obtained: Houses near the Training Hall 2. Strength+ - Greatly increases Strength. Strength affects the damage dealt by melee attacks. Obtained: Game Clear Note: The Strength+ medal gives double the strength that a normal Strength medal would have given. This goes the same as the other Stat+ medals. 3. Toughness+ - Greatly increases Toughness. Toughness affects the amount of damage mitigated from attacks. Obtained: Game Clear 4. Dexterity+ - Greatly increases Dexterity. Dexterity affects the accuracy of melee attacks. Obtained: Game Clear 5. Agility+ - Greatly increases Agility. Agility affects a character's chance to dodge incoming attacks. Obtained: Game Clear 6. Intellect+ - Greatly increases Intellect. Intellect affects the potency of black magic spells. Obtained: Game Clear 7. Willpower+ - Greatly increases Willpower. Willpower affects the potency of white magic spells. Obtained: Game Clear 8. No specialty - Removes any weapon or magic affinity from the character. Obtained: Level 45 research, Level 90 research 9. Dueler - The character will mainly buy and use swords, and gains bonuses when wielding this type of weapon. Obtained: Funding Sword improvements Proficiency: Sword 10. Executioner - The character will mainly buy and use axes, and gain bonues when wielding this type of weapon. Obtained: Funding Axe improvements Proficiency: Axe 11. Bludgeoner - The character will mainly buy and use hammers, and gains bonuses when wielding this type of weapon. Obtained: Funding Hammer improvements Proficiency: Hammer 12. Impaler - The character will mainly buy and use daggers, and gains bonuses when wielding this type of weapon. Obtained: Funding Dagger improvements Proficiency: Dagger 13. Fire - The character will mainly use fire spells, and gains bonuses when casting this type of magic. Obtained: Funding Fire magic research Proficiency: Fire spells 14. Frost - The character will mainly use frost spells, and gains bonuses when casting this type of magic. Obtained: Funding Frost magic research Proficiency: Frost spells 15. Lightening - The character will mainly use lightening spells, and gains bonuses when casting this type of magic. Obtained: Funding Lightening magic research Proficiency: Lightening spells 16. Enfeebling - The character will mainly use enfeebling spells, and gains bonuses when casting this type of magic. Obtained: Funding Enfeebling magic research Proficiency: Enfeeblings spells 17. Restoration - The character will mainly use restorative spells, and gains bonuses when casting this type of magic. Obtained: Funding Restoration magic research Proficiency: Restoration spells 18. Enhancing - The character will mainly use enhancing spells, and gains bonuses when casting this type of magic. Obtained: Funding Enhancing magic research Proficiency: Enhancing spells 19. Protection - The character will mainly use protection spells, and gains bonuses when casting this type of magic. Obtained: Funding Protection magic research Proficiency: Protection spells 20. Holy - The character will mainly use the spell Holy, and gains bonuses when casting it. Obtained: Funding Holy spell research Proficiency: The spell Holy 21. Adventurer - The character will make balanced preparations in town before setting out to dungeons. Tendency: Spends gil normally. Obtained: Houses near a Guild Hall 22. Weapon Buff - The character will visit weapon shops more often when preparing, sometimes getting disconts. Tendency: Spends gil on weapons. Obtained: Houses near a Weapon Shop 23. Armor Buff - The character will visit armor shops more often when preparing, sometimes getting discounts. Tendency: Spends gil on armor. Obtained: Houses near an Armor Shop 24. Bargain Hunter - The character will be on the lookout for discount sales, and will also try to barter with shopkeeps. Tendency: Likes to save gil. Obtained: Houses near an Item Shop 25. Item Buff - The character will always try to be stocked up on necessary items, sometimes getting discounts. Tendency: Likes to be prepared. Obtained: Houses near an Item Shop 26. Treehugger - Spending time in a fountain park will not only raise morale but stats as well. Tendency: Likes parks. Obtained: Houses near a Fountain Park 27. Tavern Lurker - The character becomes a Chime fan. Just a few minutes in the tavern will boost the character's morale. Tendency: Likes taverns. Obtained: Houses near a tavern 28. Training Freak - The character becomes a follower of Yurg's teachings and will spend more time in the training hall. Tendency: Likes to train. Obtained: Houses near the Training Hall 29. Game Guru - The character becomes an avid gamer and will spend more time in the gaming hall. Tendency: Likes games. Obtained: Houses near a Gaming Hall 30. Balance - The character will behave normally when adventuring. Policy: Explores normally. Obtained: Houses near a Guild Hall 31. Safety - The character will err on the side of caution when adventuring will retreat to the city when things look bleak. Policy: Explores carefully. Obtained: Houses near an Armor Shop 32. Tenacity - The character will push it to the limit, almost never backing from fights or running back to the city. Policy: Explores tenaciously. Obtained: Houses near a Weapon Shop 33. Preemptive - The character will often use abilities when current HP is high, also gaining bonuses to these abilities. Policy: - Currently being verified - Obtained: Houses near Black Mage Academy 34. Last Stand - The character will often use abilities when current HP is low, also gaining bonuses to these abilities. Policy: - Currently being verified - Obtained: Houses near White Mage Temple 35. Mop Up - The character will go to low-level areas and gain bonuses against weaker foes. Policy: Hunts weaker foes. Obtained: Houses near a Bakery 36. Vanguard - The character will go to high level areas and gain bonuses versus stronger foes. Policy: Hunts stronger foes. Obtained: Houses near Emporium or Sacred Shrines * Other sources have said that Sacred Shrines would provide this medal. This would make sense as every other building is accounted for except the Emporium. Also, I recieved Vanguard medals before ever purchasing the downloadable content packages. So I'm assuming it's both. 37. Forced March - The character will never stop to rest in dungeons, and eating lunch will not restore HP. Policy: Explores without rest. Obtained: Houses near a Gaming Hall 5. Misc Info Thanks for reading my MLaaK Medals Guide. If you have any information that I don't have, feel free to contact me! Email: jude AT chez-vrolet DOT net AIM: ArthurWriter Jude the Rat You can find me online most nights, really. If you email me, make sure you put "MLaaK Guide" somewhere in the subject line. Finally, I'd like to thank my Lord for giving me the patience and the skill to make a video game guide. Nintendo for the Wii and SE for coming up with such a delightful game. And I'd like to thank you, my readers as well. 6. Version History v .1 5/13 Rough notes made in the first 5 hours of play. Started composing file. v .2 5/14 More notes-to-gameplay transcription. v1.0 5/15 Guide Complete ~ with 28 Medals, currently working on aquiring the missing 9 v1.1 5/16 Added Tendencies and Policies. It looks like I was right about the "Protection" line of spells being called as such. Was wrong about "Lightening" though. v1.11 5/16 Fixed some typos and added some more medal info. v1.2 Added names for Weapon Buff, Tenacity, Preemptive and Last Stand. (provided by JustChillin) v1.3 5/17 Fixed some formatting, started adding policies, tendencies and acquistion information to medal listing v2.0 5/18 Thanks to the generous input of CiprianoMcDohl I have now fleshed out much of the missing and incomplete information present in previous incarnations of this guide. v2.1 5/20 Grammar, formatting errors v2.2 5/20 Lots of information verification by Ludovico47 (especially Medal#10). TsugaruMJS gets a mention, because he took the time to email me some thoughts of his. v2.3 5/21 Added info on Medal#32 from Nate Bodine 7. Copyright Notice This file is Copyright (c)2008 Arthur Vinson. All rights reserved. This guide may not be posted to any internet site aside from GameFAQs.com, SuperCheats.com, NeoSeeker.com and GamesRadar.com apart from my expressed permission.