Little Commander

**Little Commander** is a game mode that can be enabled by interacting with the Season Travel agent.

* Currently, it is not available and is replaced by:

Three Kingdoms - Gunfight

Before going to the door, **the character** is still under control. Little Commander mode only activates **after** entering the door.

## Introduction

Upon interacting with Season Travel for the first time, the blue agent will introduce this mode to the player, showing the following section of images:

1/16
After pressing "Confirm", any further interactions with the blue agent will no longer display this Introduction, she'll instead provide the Little Commander condition to the player.

## Pet

### Basic Properties

* The player will take control of their chosen pet when starting a game.
	+ This includes all regular pets, but not garden ones.
* The pet has 3 health, 1 armor, and 160 energy.
	+ In this state, the player (in this case the pet) does not take damage. Debuffs may still apply, however.
	+ Their only attack is a short-ranged bite which does 5 base damage.
	+ The pet has 5 weapon slots.
	+ Drinks taken before entering the room as well as statue effects will only apply to the pet.
	+ Passive buffs gained from the starter character and the garden will remain and apply to mercenaries.
* The following standard weapons may be used:
	+ Reusable Health Pot/Reusable Energy Pot/Reusable Restoration Potion/Strength Potion.
		- Healing by potions is applied to every mercenary alive, but not other followers. Healing gives 10 times more health than normal. Healing does not overflow.
		- Reusable potions can be thrown after drinking.
	+ Pill/Happy New Year
		- Their special abilities work normally.
	+ Scratch Card
	+ Trumpet
	+ Bayonet in a Gourd
	+ Shield (only on switching weapons)
	+ Drone weapons (like Floating Gun)
	+ Special attack used by extra button (like Super Shotgun)

#### Pet Skills

In order to use a Pet Skill, use skill button to cycle through four possible skills to equip them as weapon, then use attack button to activate the skill. Use the weapon switch command to disengage the skill.

* Pet skills in weapon form cannot be given to any mercenary.

While using a pet skill, the pet cannot use the melee attack or other applicable items. After using a pet skill, the pet will toggle to another weapon.

Each skill has its own cool-down period. If a skill is used while in battle, the cool-down time will be increased.

* If the player enters the game with a statue effect, it can be activated when the pet uses skill, but not when choosing skills.

List of pet skills:

* **Frosty Crystal** (50)
	+ Summons eight ice trails around the player that last 1 second.
	+ They inflict 3 damage and Freeze enemies on contact, while destroying hostile bullets.
	+ Affected by Shotgun Buff.
* **First Aid Kit** (60)
	+ Instantly heals 10 health and adds 5 armor points to all mercenaries. Also heals their followers.
	+ Affected by the Potion Effectiveness Buff, such that it heals 11 health and adds 10 armor points to all mercenaries.
* **Energy Shield Generator** (70)
	+ Generates a hexagon around the player that blocks enemy projectiles for 4 seconds.
	+ It is as twice the size as the weapon Shield.
* **CPR Device** (100)
	+ Revives a fallen mercenary with full health and armor. It takes 1 second to cast.
	+ Can be used in battle.

## Pet Coins

* Pet coins are the main currency in Little Commander. They are used for most purchases.
* Costs are not subject to the Sale Buff.
* They can be obtained from:
	+ The chest in starting room.
	+ Grey chests after clearing a room yields 1 coin.
		- Since champion rooms do not contain grey chests, there is no pet coin.
	+ Destroying a Gold Mine or Crystal Mine yields 1 coin. Champion mines yield 2 coins.
		- Thus, encountering Giant Crystal Crab and Giant Golden Crab (whose rooms contain 4 mines) can greatly help the play.
	+ Defeating a boss yields 3 coins.

## Starting Room

### Flag

The Flag determines the amount of mercenaries the player can own at any given moment as well as the total quantity of mercenaries in stock.

Note that if a mercenary is hired, upgrading the flag will cause the empty slot to be filled in with another. It will also teleport dead mercenaries there, though they can be revived normally.

All mercenaries cost 4 pet coins to hire, although the first one is free.

The Drillmaster can refresh the mercenary stock at the cost of 1 pet coin.

### Chest

The chest contains a random weapon and varying amounts of pet coins. Its contents can be enhanced via upgrades through the Lucky Cat beside. Each chest can only be opened once, upgrading an opened chest does not refill its contents.

Note that the first item the player can obtain is always the Whistle. This special weapon does not occupy one of the 5 slots.

Chest Upgrades
 Brown
 Blue
 Golden

Below table shows the net gain of upgrading chests in different floors (onward coins minus upgrade cost.)

* Net gain values with asterisk (\*) mean that the value cannot be reached normally.
* This table does not consider the grade of contained weapons.

### Bar

The bar is an area where the player can obtain various items from their counters.

The waiter can be paid 1 pet coin to restock the items.

There is also a trash can nearby for the player to get rid of useless items.

Bar Contents
1 (Uncommon)
2 (Rare/Very Rare)
3 (Epic)
 Notes
* Wine: +10 health
* Coconut Water: +4 armor
* Milk: +1 defense
* Bloody Mary: +8 critical chance
* Coffee: +10% attack speed
* Soda: -10% skill cool down.

Purchased drinks are held in a similar fashion to weapons. Each drink can only be applied to 1 mercenary.

## Mercenaries

Mercenaries are the backbone of the player's forces.

### Properties

* Every mercenary has their own stats, including health, armor, defense, skills, weapon preference and critical chance.
* The character chosen in the Living Room becomes the very first mercenary in use.
	+ If that character has a bonus buff, it is also carried into the game.
* The player can have at most 2 mercenaries of the same type. Trying to purchase a third (even if the player has reached their max team limit) will cause them to merge, dropping all their weapons while gaining their upgraded starter weapon.
	+ Merged mercenaries have improved overall performance. They also keep all drink upgrades.
	+ Only the regular variant can be merged.
* As of Update 3.0.1, by default, mercenaries can only be equipped with blue-rarity weapons, in both Normal and Badass Mode. The rarity of suitable weapon can be seen from the color of the ring below the mercenary. The rarity limit can be improved by:
	+ Merging.
	+ Pet buff.
	+ Give "A Mercenary Prepares".
* The pet can give a suitable weapon to corresponding mercenary, and swap with the weapon in their hands.
	+ It is possible to give weapons with attachments, and the mercenary can use the weapon properly.
* During combat, the player's mercenaries won't be able to regenerate their armor. However, the following methods are still possible:
	+ After clearing rooms.
	+ After getting revived (both manual revival or using CPR Device during combat).
	+ Using pet skill's "First Aid Kit."
	+ Paladin's skill.
* Mercenaries can be fired with Squid. They cannot be hired again and their weapons are dropped, while their drink upgrades will be lost.
	+ This doesn't apply if there is only 1 mercenary under the player's command, in which case the Squid cannot be used on them.
	+ The mercenary will respond with "Disgusting." when using Squid.
* If a mercenary is killed, they can only be revived if the room is cleared, or by using the CPR device.
	+ Revived mercenaries will have 1/10 of their max health.
* Passing through a portal restores all mercenaries' health, armor, and revives all dead ones.

## Gameplay

Many elements are different from level mode, such as:

* Shops will always contain a health pot and five weapons. Items still cost gold instead of pet coins.
	+ The health pot bought also gives 10x healing to mercenaries.
* Chests can only be big ones placed in a large room. Each chest contains 2 weapons, but sometimes a "champion" big chest may appear with 3 weapons.
* Statues found in a run can be taken off the pedestal (by paying gold) and become an item. Similar to drinks, these can be given to a mercenary, such that the effect triggers when that mercenary uses own skill.
	+ The pet cannot gain statue effects during a run, only by interacting with the Holy Statue in the Living Room.
* Enemies are more aggressive as default — debuff time is shortened by 50% and fire rate and health is greatly increased.
	+ This does not stack with Badass Mode.
* There are fewer rooms each level. The shortest path will contain only one room in any x-1 or x-2 level, while x-3 onwards will have two.
	+ It is still advised to wipe all rooms if the player has enough supplies, to obtain more pet coins.
	+ Under the  condition however, the shortest path can contain up to 3 rooms in any x-1 or x-2 level, and 4 later.
* If the Waiter appears in a bonus room, he will sell drinks at a price of 30 gold (except "A Mercenary Prepares" which costs 15.)
* Water Dispenser can also give 10x healing to mercenaries.

## Objectives

Note that the tasks do not need to be completed in visibility sequence. For example, it is possible to give a mercenary 10 or more drinks before finishing objectives relevant to the bronze trophy and the game will still register it for the silver one.

###  Bronze Trophy

* Get 3 identical mercenaries to spawn by the flag after refreshing them with the drillmaster.
	+ It also counts if a triplet appears directly at level start.
		- In Update 3.0.0, this wasn't the case, that was likely fixed in Update 3.0.1 or Update 3.0.4.
* Fire a mercenary with Squid.
* Hire each mercenary type at least once. Hired mercenaries will have a  Bronze cat head above them in the Cellar, upgraded mercenaries don't count towards this objective.
* Give a mercenary a legendary weapon.

###  Silver Trophy

* Beat the game at least once with each mercenary. Mercenaries that have beaten the game will have a  Silver cat head above them in the Cellar, either regular or upgraded mercenaries will count towards this objective.
* Obtain the upgraded form of all mercenaries.
* Give a mercenary 10 or more drinks.

###  Gold Trophy

* Pass the game at least once with each upgraded mercenary in Badass Mode. Mercenaries that have beaten the game in Badass Mode will have a  Gold cat head above them in the Cellar, regular mercenaries don't count towards this objective.
* Complete a game only a single type of mercenary is hired.

## Rewards

The Gold Trophy is required to access them.

* Officer Chilly (Pet)
* Blueprint for Mini Knight Figure

## Trivia

* This mode was added in Update 3.0.0.
	+ At some point before release, the mode was called **Furry Commander**
* Before Update 3.0.1, the Introduction of this mode had less parts, core mechanics like merging and rarity limits of the mercenaries weren't explained, leading several players to confusion as to what needs to be done in order to complete certain objectives.
* Little Commander's settings are bugged outside of level mode since it's not supposed to be played within them. One notable aspect is that the player still controls their character of choice and can hold more weapons than usual.
	+ The Origin:
		- Structures can be affected by various debuffs even if they were supposed to be immune.
	+ Boss Rush:
		- Bosses cannot be fought, as entering the boss room will not cause anything to happen. They can be pushed around but not damaged.
	+ Digital Space:
		- Enemies do not attack and can be pushed around. They otherwise behave normally.
* Before Update 3.0.1, there was a bug that reaching 3-5 with the  condition would cause the player to get stuck in an empty room.
* Jim Smiley is currently the only follower that can exist in the dungeon by summoning him through Wishing Well and Magic Well. If this is done, he will revive on each floor regardless if he is slain or not and doesn't seem to count toward the total team limit.
* If the player fails to revive a dead mercenary who was wielding another weapon other than their starter weapon after clearing a room and enters a portal, the mercenary will lose their current weapon and instead hold their starter weapon again.
* If the player manages to beat a game of Little Commander, all weapons wielded (excluding those from mercenaries) will attain their respective silver or gold frames, if beaten in Normal or Badass Mode respectively.
	+ If the player carries any unused statue or drink, they may also appear on the certificate, but cannot be framed.
* The item "Squid" is a reference of a Chinese term "炒鱿鱼" (lit. fried squid) which also means "being fired from a job."
* The Assassin has a glitch that he summons two identical doppelgangers, unlike in normal game where the second doppelganger is different.
* In Update 3.1.0, the mercenaries got buffed in both strength and health.
	+ Probably in the same update, the pet could no longer block bullets on its own.
* Since Update 3.2.0, continuing a saved Little Commander run will cause a box that says *"Unable to continue with the last game since the season "Little Commander" has ended. Tap the button below to end and calculate now."* to pop up.