Tinyfolks

Tinyfolks

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(v1.4.0) Folk Mode (Very Hard) Guide
By TiDemieH
Daze's guide to beating Folk Mode on Very Hard no longer works due to a nerf to Troubadour. Here is an updated guide to beating Folk Mode on Very Hard.
   
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Setup
The main challenge is beating the final biome, the castle, so I will leave everything about how to get there with a full build to the "Speedrunning the Build" section.

The boss of the castle is a huge challenge, and you'll want to be entering it at almost full health. Therefore you'll need to be able to heal each of your 5 units to sustain through the hallway fights. The outdated guide by Daze fails here, as Troubadours no longer heal the folks in front, who will eventually run out of power trying to heal themselves with snack.

You also need enough raw stats to beat the boss. Folk have the best damage due to pre-buffing them with uprising before entering the boss room, so we should run either 4 or 5 of them. Here is one build that I have won with and another that I think is valid.

Folk | Shoe
Folk | Shoe
Folk | Shoe
Folk | Shoe
Folk | Shoe
Relic, Big Potion, Flash Stone

If you don't know what Relic is, see the "Getting the Relic" Section. Having a relic is VERY important. Have full upgrades if possible, but if you're short on time, prioritize weapon upgrades and leave the lower health folks in the back.


This build can comfortably beat the boss if it goes in with everyone around +40ATK and full health with the relic already active. Just spam Tomato and click Uprising whenever you calculate Uprising does more damage in the long run than Tomato. Never use snack. I finished the fight with one folk at full HP and one at half using this setup without using any other items beside relic during the boss.


The basic gameplan during hallway fights is to reduce incoming damage as quickly as possible, leaving just one low damage dealer at oneshot range. Then spam snack on everyone, outhealing the damage of the lone enemy. Once everyone is full health, spam 6-10 uprising, (also relic if boss fight is next), and finish off the last enemy. I list the enemies in order of which is best to heal off of below. You should be able to heal off of any enemy above knight, though you may get unlucky. You cannot outheal the Dark Demon.

Dark Spirit (Best)
Cyclops (Targets front)
Mimic (Targets front)
Dark Tentacle
Dark Knight (Targets front)

The downside of this build is that it is liable to lose units to RNG in the hallway fights. Healing off a Dark Tentacle, Dark Knight, Cyclops, or Mimic is not fully reliable because by sheer RNG they may choose to deal 20+ damage to the same folk over and over, preventing healing since folk can only heal 20 per turn.

When confronting several enemies which target front, the front two folk are liable to be focused down and die. The most dangerous hallway fights are probably quad Dark Knight followed by Mimic+Dark Demon+Dark Knight. The first fight is also especially dangerous since you do not have any preloaded uprising buffs. I strongly recommend using flash stone the first turn of the first fight so you have some time to set up 1-2 uprisings. Remember that if you have time remaining, you can always run away before losing a folk and reroll your hallway RNG another day.


This is a second theoretical build which is more resilient in hallway fights, but might not be strong enough to beat the boss.

Folk | Amulet
Folk | Shoe
King | Bandages
Folk | Shoe
Folk | Shoe

Since the King can heal 35 for free and the front folk has extra DEF, this build solves the problems of unreliable healing and the front folk getting focused down. However, you will lose 80+ damage just by removing one folk so the boss fight will be much harder. This is probably the better build if you have a second relic, as that would help greatly with King extending the length of boss fights. Make sure you spam the King's order move before the boss fight.

The King is in position three to ensure that the King dies faster in the boss fight, as the King is not useful there and will only be stalling with heal. You might be able to get away with the second folk running Amulet also, but you may end up killing the last hallway monsters too quickly to heal to full as you cannot "pass" by snacking anymore. Giving the King the Torch and clicking holy light in the boss fight instead of heal is also an "interesting" idea...
Calculating Uprising Damage
When do I click uprising and when do I click tomatoes during the boss fight?

If there are five folks and I click uprising on one and then spam attack on the others, I will end up using the +5ATK buff 14 times: 3 per folk but only two on the one that used uprising. That's 70 Damage. But of course, this number goes down if the other folk don't attack, such as when:

1. The other Folk die
2. The other Folk click Uprising
3. The fight ends before you use up Uprising

Generally at the beginning of the fight, I would click uprising when Tomatoes is dealing <40 damage, and nearing the middle of the fight I would click uprising only when Tomatoes is dealing <30.
Getting the Relic
The Relic is a rare consumable item that gives +20DEF to all folk for 5 turns. This is actually a huge buff because in the best case, this protects your folk from 25 boss attacks. If we assume that the boss attacks about 2 targets on average (due to the triple-hitting dark void attack), that's essentially 1000 healing. Of course, folk die which loses the buff, and also you'll waste some turns since you use the relic before the boss fight starts, so in practice it might only protect from ~15 boss attacks, but that's still very important.

Beating the boss without relic seems nearly impossible so it should be bought instantly if it is ever seen in the shop. If you don't find it in the shop, according to the tooltip you can grind for it in the Ancient Ruins. Having a second relic is nice, as it is a better hallway item than big potion or flash stone, but it is not too relevant for the boss fight as the boss fight should be nearly over by the time your first relic runs out and you will likely only have two folk left to buff anyway.
Speedrunning the Build
While it is probably not hard to assemble a full build before the final day, doing so faster is still beneficial as you have more chances to reroll Hallway RNG and get to the boss on full health. So here are some tips to get there faster:

Early Game:
- Karot Farm is easier than Goblin Camp and should be tackled first to accelerate Gold.
- Ancient Ruins boss is very weak to Rabbit Foot and should be cleared before Oasis or Citopia.
- Buy Tavern Level 2 first to get more folk.

Middle Game:
- Troubadours are very weak against bosses but can help with healing before you get enough shoes for all of your folks. Upgrade their weapons once and craft bandages for them. Never upgrade their weapon twice, as you will need the alloy for folk upgrades when they inevitably die to bosses. They are very good fodder as they take significantly less time and iron to upgrade when compared to folk, and you will not be short in wood.
- Instead of waiting for an un-upgraded folk to heal, you can remove its item and expel the injured folk to hire a new one. You can also heal before the end of the last fight in a biome to reduce recovery time.
- Remember to always click Grand Feast
- Don't bring more than three highly upgraded folk to boss fights. They might die. Put your most upgraded folk in the back. It's better to lose four un-upgraded folk than one highly upgraded one.
- Typical lineups:

F / F / T / T/ F
F / T / T / T / F (Weak to bosses)
K / F / F / F / F
F / F / F / F / F (Once you have enough shoes, best against bosses)

Late Game:
- Get Iron from the Mine (lots of nail and flint drops)
- Get String from the Icy Caves (for shoes)
- Get Fabric and Leather from Karot farm (for shoes)
- Get Relic from Ancient Ruins or shop
- Don't fight Pelican port. The Kraken boss is extremely dangerous due to its high effective health it gains from hiding. Go through the dinosaurs and temple instead.
- The dinosaur boss is beatable with one highly upgraded folk, two moderately upgraded ones, and two troubadours due to its weakness to the troubadour's fire.
- The lost temple boss essentially requires either K / F / F / F / F or F / F / F / F / F
2 Comments
Gothia 30 Jul @ 9:02pm 
I WON, thanks, bro. Was an adventure!
Gothia 26 Jul @ 10:55pm 
Hello, my friend, thank you for the guide! I was in need of another aproach after the new actualizations. This is the last achivement i have in the list and i almost lost hopes.
I'm gonna try this!