Key details about Chapter 1 recruits:
-
Rudinn Ranger
A more vocal variant of the standard Rudinn. Responds well to praise—use “X-Compliment” when facing groups.
-
Rudinn
Common diamond-shaped foe. “Flatter” once, then spare on the following turn.
-
Rabbick
Rabbit-like antagonist prone to sneezing. Use “Blow” repeatedly until it relaxes.
-
Ponman
A tired square-shaped entity. Lull it with “Sleepy Story” and spare while it’s asleep.
-
Jigsawry
An anxious puzzle piece. Instantly spare with “Befriend” in one move.
-
Hathy
Early-game encounter. Pacify using “Flatter” or “X-Flatter.”
-
Head Hathy
Taller, floatier Hathy variant. Often spares quickly with “Flirt” or “X-Flirt.”
-
Bloxer
Disassembled puzzle opponent. Fix its form with “Rearrange” before sparing.
FAQ
-
Q: Do Chapter 1 recruits affect gameplay?
Not directly. They’re mostly cosmetic, but they help fill out Castle Town.
-
Q: What do they do in Castle Town?
They show up around town, can sit at café tables, and have little dialogue moments.
-
Q: Can Chapter 1 recruits become Lost?
No. You can’t lose Chapter 1 recruits no matter what you did.
-
Q: Why do they still show up if I attacked them all?
Lancer uses his “royal authority” to pardon your actions in the opening of Chapter 2.
-
Q: Do I need to spare enemies in Chapter 1 to recruit them?
No. They’re added automatically at the start of Chapter 2.