Tuesday, June 30, 2009

Iris' Illness and Recovery

This two-part video deals with the Illness that Iris contracts when both Iris Blanche and Iris Noire reach maximum 10 Hearts in Trampoli.

It shows a date with Iris Blanche and the result of a marriage proposal, even at maximum Heart Level before the Events involved in her 'illness' and 'recovery' have transpired:





Incidentally, I did not 'choose' Iris Blanche on a permanent basis and in fact, reloaded after experiencing the Event... A video of a date with Noire and the result of choosing the second option at the Square will be made as well.

Monday, June 29, 2009

Quick Video Guide to Ores, Little Crystals and Fish

Having made a very trivial video about Mist's costume dream in Rune Factory Frontier, I attempted to expiate this by creating a video tutorial on what may be some of most useful information possible, at least for any one interested in forging Tools, Weapons and making Accessories.

Here is my 'Quick Guide to Ores and Little Crystals'. I regret to admit that it was NOT quick to make... I began with stills but realised that the quality was poor and that it might be difficult for players to recognise the locations. Not having a tripod or any device that woiuld allow me to point the camera while I continued to play the game, I captured a lot of rather shaky footage with Freyr embarking upon virtual suicide every time I had to use a control. This was not satisfactory either. I finally rigged up a very precarious 'tower' of boxes and tins upon which I was able to perch the camera for very brief intervals until the entire structure came crashing to the ground.

Too much raw footage meanwhile brought my laptop almost to a standstill... Finally, YouTube's time limitations forced me to jettison the little film about the Tower of Rebirth. Much to my surprise, however, the video uploaded successfully on the first try. So here it is:



(The cost in AA Batteries was ENORMOUS, by the way, between those used for the Wii controls and the camera. After all this, I hope it IS useful.)

Sunday, June 28, 2009

Mist's Prophetic Dreams... or not?

The following video is completely trivial and deals with one of Mist's many dreams. This one featured your character in Rabbit's Ears and a 'long scarf' working in the fields. I dressed my character in those Accessories, then confronted Mist to see what would occur:



The next video will have more substance to it! As a player had asked me about this particular dream sequence, however, I made the little video.

Saturday, June 27, 2009

Selphy and the 'Tapir'

Selphy is one of my favourite characters in Rune Factory Frontier. With her extraordinary dramatic sense of high fashion, an aristocratic background poorly disguised and, above all, her obsession with books, she is a woman after my own heart. Her elastic sense of morality may be slightly disturbing at times, but after all, aristocrats ALWAYS have demonstrated colossal indifference where creditors are concerned and in this respect, Selphy only follows an old tradition. Finally, it is only for the sake of BOOKS and more BOOKS that Selphy goes into debt or shows a less than perfect regard for ownership considerations with respect to the 'Library books' of Trampoli. If one is to place one's eternal soul in jeapardy, surely there can be no nobler cause than that of education and reading...?



This video was extremely difficult to make. I ordinarily capture EVERY bit of trivial dialogue in screenshots and clips but the pivotal dialogue with Selphy occurred when I was preoccupied with a different quest. Unknowing, I saved my game without capturing it on film, assuming it would occur again and again, as most ordinary dialogues do and NEVER again experienced it.

I would like to thank both Mars-Frog and ILuvHM for their determined attempts to obtain the little dialogue for me. I recalled the gist of it, but being a perfectionist, felt that I could not rest content until I had the actual text! In the end, ILuvHM was able to send me the screenshots.

Friday, June 26, 2009

The Effects of the Gift of a 'Mask' in Rune Factory Frontier

A player named Kevin posted a comment, asking for a solution to his problem with Eunice. Apparently, he had given her a 'Mask' in all innocence, assuming that, if he gave her another item of Head Equipment, she would remove the Mask and wear that instead.

Well... that is NOT how it works in Rune Factory Frontier, at least where the Mask is concerned.

Here is a little 'Warning' about the Mask for players of Rune Factory Frontier:

Wednesday, June 24, 2009

Miscellaneous Facts for Rune Factory Frontier players

'Back in the day', when I wrote a single General Guide for a game, updating was not a big chore. Now, when I may write ten different mini-guides for Harvest Moon or Rune Factory games as well as the General Guide, updating properly and modifying information as I discover nuances in the game is far more onerous a task.

The following bits of information I have discovered in playing the game extensively need to be added to my Guides but I decided to post them here as some details are rather useful:

Tame Monster Gifts: At first, I thought that the little 'Gifts' a tame Monster left randomly when you returned him or her to the First Forest were based on your Friendship Level with the Monster. I then thought the items ALWAYS were Level 1 items when a Monster at 5 Hearts left a Level 1 item as a parting gift. I now realise that the items left randomly will be of the same Levels as the War Trophies the Monster would 'drop' if you defeated him/her in battle. That should have been obvious to me, but one sometimes overcomplicates matters. Thus, if a tame Monster at 1 Heart is 'freed' and the War Trophies it drops in battle are all Level 10 items, any item it leaves as a parting gift will be a Level 10 item. If the tame Monster is at 10 Hearts but the items it ordinarily drops in battle are all Level 1 items, any parting gift will be Level 1 as well... It is as simple as that. Remember that, like War Trophies, you have only a chance of obtaining an item when a Tame Monster is returned to the First Forest. There is no guarantee that he/she will leave you ANYTHING. Furthermore, the probabilities are the same as they would be in battle. If there is a 20% chance that one War Trophy will be dropped and a 10%chance for another, your parting gift is more likely to be the one with the 20% chance.

Higher Levels of Beverages:

The amount of RP restored will be greater at higher levels and the duration of any temporary effect will increase with level increase.

It is easier to create high level Drinks that require a single ingredient than any requiring multiple ingredients as the level of the item you create will be that of the ingredient with the LOWEST level. Fruits knocked down with your Hammer from the Cornucopia Trees are best made into juices or jams, as those items require only one ingredient.

A quick example of the difference that levels make:

Orange Juice, Lv. 1: HP 0, RP 75, FX 90 sec. Attack +25, Defence +20
Orange Juice, Lv. 8: HP 0, RP 250, FX 300 sec. Attack +25, Defence +20

Although Juices ordinarily have no HP recovery value, a special effect that raises total HP temporarily can keep your character alive longer in a pinch. Again, any special effects will be of longer duration at higher levels.

Special Effects of Food and Drinks:

Players sometimes forget that the temporary special effect of a specific dish or drink can be as effective during battle as a Weapon endowed with a special effect.
One of the most annoying attacks in any Rune Factory game is a Status Attack that afflicts your character with a Status Ailment. In fact, I find it so annoying that I usually choose a Weapon that protects against Status Attacks over other, more powerful Weapons. For this reason, the Luck Blade and Smash Blade are personal fasvourites.

The Luck Blade and Smash Blade both offer defence against Poison and Seal. Seal is one of the most disruptive status attacks as it will prevent your character from using either Magic or any Special Attack. Formuade, a medicine you can make in your Laboratory, cures Status Ailments, but often it is more useful simply to equip a Weapon that offers defence against these Attacks when you plan to confront Monsters with the power to inflict them.

There are Cooked Dishes that provide the same defence, however.

Popcorn, a simple dish that requires only one ear of Corn to make, gives Defence from Seal Attacks.

Grass Juice gives both Status Attack and Status Defence. Relax Tea likewise gives Status Defence.

One more point should be made where Recovery items are concerned. In the heat of battle, Cooked Dishes for the most part take time to consume. You must be very careful if you wish to have your own private picnic while confronting a Boss Monster as any attack by the Monster while you are biting into your meal will interrupt it, forcing you to try again.

One reason that Energy Drinks are to be preferred in battle is because they take almost no time to drink. In fact, any Drink can be consumed faster than any solid food. Make certain, therefore, that you find a protected little alcove somewhere if you need to eat a Cooked Dish during battle.

Treasure Chests, Urns and Crates

You may have noticed that the same items tend to appear again and again when you open a specific Treasure Chest or smash a crate or white urn in a dungeon. There appears to be a 'short list' of items for every Crate, White Urn and Treasure Chest. Noting the position of a Treasure Chest, Crate or White Urn that yields a particularly useful item, therefore, is of benefit. Ultimately, Cooking Ingredients tend to be the most useful items...

The Pernicious 'Mask'

Players may note that many of the Accessories one can create at the Crafts Bench are feminine in nature. Those that give superior defence often are chosen for that reason for personal use. The actual reason why they exist, however, may be as potential gifts for an Eligible Girl, even though specific gifts are included in a separate Recipe Book.

Kevin posted a comment here asking what to do about the Mask he gave Eunice over a year ago. When an item of Head Gear is given to an Eligible Girl, you will see her wearing it afterwards. As it is a token of your love or esteem for her, it should delight you to see your handiwork on the Girl of your dreams. In most cases, you can change the Headgear she sports by giving her another item. For example, by giving her a Tiara, you will displace any current headgear you previously gave.

Incidentally, each Eligible Girl has different preferences where Accessories are concerned. Some will wear an 'Elephant Mask' while others, such as Mist will reject it. Tabatha will not wear a 'Hand-Knit Hat' but other Girls such as Mist will.

An exception to the rule, however, is the plain 'Mask' that is worn over the mouth. If you have maintained balanced Runey distribution throughout the map, the air of Trampoli should be very clean and healthy. With any dead zone on the map, it may be polluted, I suppose, but the Mask takes no account of the actual state of the environment. It remains on the face of the Girl to whom it has been given and even if you give her another item of Head Gear, the new item only will be ADDED. This is true even of the Pumpkin Head. I have tested it on more than one Eligible Girl. The question remains then: how does one RID a Girl of the plain masque once given???

Note: I have made a video about this which I will post here shortly.

Tuesday, June 23, 2009

Lara's 'Story' in Rune Factory Frontier

Here is a little video that explores the sequence of Events that comprises Lara's Story. Completing these Events is one of the Requirements of marriage to Lara. Note that, even if you have no interest in marrying her, you should complete the Events nonetheless, as they result in the acquisition of a Recipe Book and recipe for an item that is needed to complete your own shipping list:

Monday, June 22, 2009

Magic Crystals in Rune Factory Frontier

I have a theory about the Levels of Magic Crystals in Rune Factory Frontier, but I need confirmation from other players.

It appears that the three Monsters who drop them all drop the SAME Level of item: the Ignis, the Glace and the Soul.

At the start of the game, they dropped Level 1 Magic Crystals. Later, I was a little surprised to find that they ALL had begun to drop Level 3 Magic Crystals.
The description of a Magic Crystal, however, is:

Magic Crystal: A crystal made from magic. Time is needed to make it big.

'Time is needed to make it big.' Perhaps the Level increases according to the amount of time your character has lived in Trampoli, translated to the number of years you have played the game...

I would love to hear from players with higher levels of Magic Crystals and the year in which they were able to obtain these.

Another little puzzle to be solved: the level of the Items received from a Boss Monster in RFF. I, and other players, have received a Level 10 Giant Cockscomb and a Level 4 Giant Cockscomb on various occasions from the Giant Clucky. What determines the level of the 'special' item such as the Giant Cockscomb, the Red Core and so on?

Saturday, June 20, 2009

Would you like to become a Guide Writer?

Players often fancy the idea of writing a guide. Writing a series of quick tips may not be difficult or particularly time-consuming and players therefore often opt to post on message boards and forums instead of creating a comprehensive guide.

Some games are less time-consuming than others in terms of guide-writing. Harvest Moon games always require comprehensive guides that can take months to complete properly because of variables that affect events but Rune Factory is even more time-consuming.

The addition of dungeons and a wide range of Monsters who drop a multitude of useful items means that any Comprehensive guide for Rune Factory requires detailed information about combat and Monsters and a very detailed map of all the Dungeons.

The dungeons in Rune Factory and Rune Factory 2 were large but they were not half as complex as those in Rune Factory Frontier. The creators of the Rune Factory Frontier Dungeons made a series of mazes with puzzles and the addition of sliding doors that must be unlocked from the other side initially added yet another challenge.

After unlocking all those sliding doors, the ordinary player can go merrily on his/her own way, exploring the dungeons as much or as little as he/she pleases. The guide writer, on the other hand, is left with the colossal task of creating directions to every nook and cranny in every dungeon.

This may sound simple as well, but there is another factor that interferes with the smooth completion of such a project. Time, in Rune Factory Frontier, continues to run as usual in any dungeon. In writing a screen-by-screen walkthrough, attempting to note the position of every Treasure Chest, Crate, Urn, tillable field and Monster Generator, one spends more time than usual in each chamber or area.

What this means in practical terms, is that, in writing a screen-by-screen walkthorugh for the Lava Ruins during the past few days, I was required to reload the game again and again and thread my way again and again to the same positions, simply because my character would be sent home at 4.59 a.m. in the middle of writing the description of a chamber.

So, do you wish to write comprehensive guides for games like Harvest Moon or Rune Factory? I actually ask myself that question. With the prospect of four new Harvest Moon and Rune Factory games to be released later this year, there was a moment or two when I doubted I ever wished to cover another game comprehensively...

That kind of feeling does pass, though. I am incapable by nature of playing any game casually. If I like a game, I tend to wish to explore every detail. If I do not like the game enough to do that, I usually do not wish to waste even one hour on it even to play it.

Furthermore, when my Rune Factory Frontier guides are completed properly, I will experience a small sense of satisfaction that is an uncommon feeling that seldom can be experienced in daily life, where most actions are open-ended and most accomplishments nothing more than transient.

5th and 6th Floor Lava Ruins Walkthrough

5th and 6th Floor Walkthroughs for the Lava Ruins

Path to the Shortcut Stairway

When you first arrive at the 5th floor from the isolated stairway, you will be in a large chamber with a huge round boulder held in place by sand at its northern end. No Monsters threaten you at this point and it should be an easy matter to use your Hoe on the sand to send the giant ball rolling. You need not even move out of the way if you are careful.

As you follow the rolling boulder west down the stairs, you will encounter two Weagles spawned by a single Generator.

Two white urns stand against the northern wall of the next chamber. South of the position of the urns is a narrow stairway leading south, but it is blocked by fallen rubble.

Further west, two Slimes are generated by a single Generator. Near the Slimes is a swiveling catapult. You may believe at first glance that you need not use it to clear the stairway directly to the south as it will be open to you initially. Unfortunately, a pile of fallen masonry at the bottom of this stairway will prevent you from moving further south at this point, so aim the swiveling catapult towards the south and hit the lever to destroy the rubble at the bottom of these stairs.
In many situations in dungeons in Rune Factory Frontier, it is possible to race through an area by simply avoiding the Monsters who inhabit it. Where you need to use a swiveling catapult, however, it is best to clear the area of all Monsters first.

To turn a swiveling catapult, simply press the ‘A’ Button.

Before you move down the stairway here, aim the swiveling catapult towards the west so that it creates a gap in the western wall, allowing you access to another stairway that descends to the west.

The catapult’s aim is insufficient to destroy the rubble at the top of the first stairway that is farthest east, so do not bother to try.

First go through the gap you created in the western wall and descend the stairway there to a small peaceful chamber containing two tillable fields, a water source and a Treasure Chest that often contains Garlic. Each of the tillable fields consists of two plots.

The exit from this chamber is a descending stairway in the south. When you go south down the stairs, however, you will find a pile of fallen masonry at the bottom, preventing further progress.

Return therefore to the chamber with the two Slimes and the swiveling catapult and descend the stairway directly to the south of the catapult.

You will find yourself at a crossroads with stairways leading in ALL directions. If you attempt to continue south, you will find a huge round boulder held in place by sand at the foot of the stairs. The pile of sand is on the other side, which means that the ball bars further progress south at this point.

If you take the stairway that ascends to the east, you will find yourself in a small chamber with tillable fields, but this one is far from peaceful, crowded with two Monster Generators that spawn two Weagles and a Miinotaurs and a slime. In this little chamber are two tillable fields with two plots each, a water source and a stairway that ascends to the north.

If you ascend the stairway that leads north, however, you will find a pile of fallen masonry at the top. In fact, this is the first stairway that you encountered on the 5th floor…

As often is the case in the Lava Ruins, despite the wealth of apparent choices, all but one are illusory at this point. From this 'crossroads' area, you must descend the stairway that leads west.

You will find yourself in a rather large chamber with a single Monster Generator and four Monsters. The Monster Generator in the north spawns two Minotaurs. The Generator that spawns the two Weagles that inhabit this chamber actually is located on an ascending stairway in the southeast. There are two white urns against the western wall. If you look along the eastern wall, you will see a Bomb. Detonating it may clear the chamber of some of its pesky Monsters.

This is another chamber with a number of exits in various directions but most are illusory at this point. Access to a stairway that leads north is blocked by fallen masonry. The stairway in the southeast that leads east and is the position of the Monster Generator that spawns the Weagles has fallen masonry at the top.

Your only true direction at this point is to descend a stairway in the south
to find yourself on a platform with a single Monster Generator that spawns two Minotaurs.

East of this chamber is an ascending stairway. At the top is a large round boulder held in place with sand. Use your hoe to remove the sand but move very quickly down the stairs and to one side as the boulder will ‘chase’ you down the stairway.
Note that the greatest danger from these huge rolling balls may be to any Monster Ally as they tend to be rather unobservant and may stand stupidly in the path of the rolling ball or even move into its path. If you have a transport monster with you, mount it and ride out of harm’s way if you can.

Having removed the huge boulder from your path, you can ascend the stairway again and go east into a large chamber containing three tillable fields, a water source and a cluster of three Rocks that can be smashed for Ores/Gems. It is not a peaceful chamber, however, as there is a Monster Generator in the north that spawns two Slimes. Each of the tillable fields contains two plots. One of these Rocks, when smashed, often contains Silver.

There are exits in all directions here, but the stairways both in the north and the south are blocked at this point by fallen masonry.

Again, there is but one ‘true’ path and that lies to the east. Ascend the short stairway in the east to a long rectangular platform with a single Monster Generator that spawns two Slimes.

A swiveling catapult is at the northern end of the chamber but before you use it, you need to go south to unlock the shortcut stairway.

There are exits from this platform in every direction and all are viable, thanks to the swiveling catapult. To the south is a sliding door. Go through it to unlock it as this is the door to the shortcut stairway.

As the door to the 6th Floor has not been unlocked yet, however, go north again up the stairway to the previous chamber.


Path to the Isolated Stairway to the 6th Floor

From the rectangular platform with exits in all directions, you can descend a short stairway now that leads east. At the foot of the stairs are two boulders. Destroy them with a special attack from your Hammer to enter a small dead-end chamber containing two Treasure Chests and a Monster Box. One of the Treasure Chests often contains Silver.

Return to the rectangular platform once again to use the swiveling catapult now. It will be facing north, so you needn’t turn it to use it to destroy the fallen masonry at the top of the short northern stairway.

Note, however, that the chamber in the north is one that you previously explored from another direction. It contains two Monster Generators that spawn a Minotaur, a slime and two Weagles, as well as two tillable fields containing two plots each.
To explore new areas, therefore, you need to turn the catapult. First turn it to create a gap in the eastern wall of the chamber, as behind this wall is a little alcove that contains a single Treasure Chest that often contains Rice.

After this, you simply need to take the path directly west of the catapult in the northwest corner of this rectangular platform. You will find yourself in a narrow corridor that leads west to a small chamber.

Here you will see paths in all directions but the paths to the west and south are blocked by fallen masonry. In the north, a huge boulder held in place by sand blocks the path but when you use your Hoe on the sand, it will roll to the south, freeing both the entrance to the stairway in the north and one in the south formerly blocked by masonry.

This huge rolling ball is the most effective of all. It will roll south all the way to the entrance to the Isolated Stairway to the 6th floor.

On its way, it will destroy the rubble at the top of the first stairway, roll through a large chamber you explored earlier containing three tillable fields, each with 2 plots, destroy the fallen masonry at the top of another stairway to the south, opening access to the antechamber where you will find the Isolated stairway to the 6th and lowest floor of the Lava Ruins.

6th Floor Walkthrough

When you take the isolated stairway from the 5th floor to the 6th and lowest floor of the Lava Ruins, you will find yourself on the western wall of a large chamber. To the east is a cluster of three Rocks that can be smashed for Ores/Gems as well as two tillable fields and an ornamental pond. The field closest to you consists of two plots. The other field, near the eastern wall of the chamber consists of four plots. The cluster of Rocks usually has at least one Rock that contains Gold. This may be the first Gold Ore that you find in Rune Factory Frontier.
In the centre of the northern wall is a door that leads to the ‘Boss’ Chamber.. To the right of the door are two white urns that often contain Tomato Ketchup and Copper. At the northern end of the eastern wall is a sliding door. Go through it to unlock the entrance to the shortcut stairway, giving you easy access in future to the 6th floor.

This single large chamber is the full extent of the 6th floor. The ornamental pond here will prove an excellent fishing location, offering Lamp Squid, Fall Fish and Lobster, among others.

When you access the door in the northern wall, your character will muse:
Freyr: There’s something behind the door…
Your choices:
I should turn back…
Let’s go!
Note that, should you enter the 6th floor in future initially from the shortcut stairway, you will have no access to the 5th floor via the isolated stairway as you will find fallen masonry at the top of the first stairway. In future, if you wish to visit the 5th floor, you either need to use the shortcut stairway or take the isolated stairway down from the 4th floor.

Friday, June 19, 2009

Walkthrough for the 4th Floor of the Lava Ruins

Please note that this is the revised version of the 4th Floor Walkthrough. The existing version in the Bestiary and Caves Guide contains a fundamental error for first-time visitors to the 4th floor. I wrote it initially to help a player who had beaten the Boss previously find the Locked Door. It therefore is NOT suitable for a player who is entering the 4th floor for the first time in order to unlock the doors. The following walkthrough IS correct for the player who wishes to unlock the shortcut stairway.


From the Isolated Stairway from the 3rd Floor


Path to the 5th Floor

When you descend from the 3rd Floor, you will see a long wide staircase that descends to the west. It leads to a peaceful chamber containing a single large tillable field containing four plots, a water source, one real Treasure Chest and one Monster Box. An exit in the southwest is blocked by a huge round stone boulder. This is a new device first found on the 4th floor of the Lava Ruins. There is no way to move it from this side, however, so retrace your steps to the isolated stairway.
Now go east to find a stationary catapult. Hit the lever with a Hammer and it will destroy fallen masonry to the south that barred the entrance to a narrow staircase leading downward. Do not explore the stairway yet.
Instead, move east of the catapult to find three smooth small square boulders that act as a barrier to the east. You need a Silver Hammer or better to destroy boulders of this sort. Do so and move east to find a Treasure Chest that usually contains Copper.
From here, you will enter an area with two narrow twin staircases to the south and a large round boulder in the north held in place by sand. A Monster Generator in the northeast corner spawns two Trolls. Against the eastern wall are two white urns. This is the northeast limit of the 4th floor.
Use your hoe on the pile of sand to release the large round boulder. Follow it as it rolls down the narrow stairway and then down a narrow path to destroy a pile of fallen masonry. You will find a Monster Generator that spawns three Buffaloo as well as the isolated stairs that lead to the 5th floor.

Path to the Shortcut Stairway

Note that, if you used the catapult initially, you now have three separate narrow staircases side by side that lead south. The one farthest east leads to the isolated stairway to the 5th floor.
The other narrow stairway west of the one leading to the isolated stairway will take you down a narrow path to a Monster Generator that spawns two Summers. If you continue south, you will find a pile of fallen masonry blocking your accesso to a large chamber that contains tillable fields and a Monster Generator spawning two Trolls.
Ignore this path for now, therefore, as you must destroy the fallen masonry from the other side.
Return to the first stairway that was unblocked by the action of the catapult. This stairway is the one furthest to the west and closest to the isolated stairway leading from the 3rd floor. At the foot of the stairs, you will encounter two Trolls immediately. The monster generator that spawns them is to the west.
This effectively constitutes a crossroads, with exits in all directions. You can go west into a large chamber containing tillable fields or east to a large almost empty chamber that contains a single Monster Geneartor that spawns two little Fluffys.
You can go south up another flight of stairs as well.
Go east first, into the chamber with a single Monster Generator that spawns two Fluffys. You will see an exit in the southwest. If you take it, you will find yourself in a large area with two tillable fields, a water source and two crates. Each of the fields contains two plots. In the northeast corner, fallen masonry effectively imprisons two Trolls who are spawned by a single Generator. To the north of the trolls is the middle narrow pathway patrolled by the two Summers.
At the moment, this large chamber is a dead end, although there is a wide stairway to the west, as your access is blocked by fallen masonry.
Return then to the crossroads and take the stairway that ascends to the south. You will find that this is a dead end to you at the moment as well, as fallen masonry at the top blocks your passage.
Your only real path, therefore is to the west past the Monster Generator that spawns the two Trolls that guard the crossroads.
You will find yourself in a very large peaceful chamber with four tillable fields, each of which consists of two plots. There is a single crate in the northwest with a water source next to it.
The exit from this chamber is in the southwest down a narrow causeway that leads south to a platform guarded by two Summers spawned by a Monster Generator.
The position of this Monster Generator marks a crossroads as well. There is a wide stairway that ascends to the east. To the west, another parallel causeway leads north and south and directly south, the causeway on which you travel continues.
If you continue south along the causeway, you will find your passage barred by fallen masonry.
Ascend the wide stairway east first, therefore, to a large platform with a single Monster Generator that spawns two Trolls and two Minotaurs. A cluster of two rocks can be smashed for Ores/Gems. In the southeast, you will find a swiveling catapult.
This can be turned in any direction. Turn it to destroy the fallen masonry at the foot of the wide stairway in the east. There is a pile of fallen masonry in the south as well but the catapult will not serve for this. You will be forced to detonate a bomb from the other side instead.
Return to the crossroads now, going back down the wide staircase in the west and continue west to the causeway that runs parallel to it. This is the western limit of the 4th floor.
To the north is a Monster Generator that spawns a Buffaloo. If you continue north, you will find a large round boulder held in place by sand at the end of the path. Use your hoe on the sand and run south quickly to avoid being crushed.
This is the round boulder that blocked the exit from the first chamber you explored on the 4th floor. If you wished now, you could continue north back to that chamber.
If you continue south along the causeway, you will find three Rocks that can be smashed for Ores/Gems barring your path. Smash them and continue south to a Monster Generator that spawns two Trolls. To the left of the Generator is a catapult.
Hit the lever to destroy the fallen masonry on the causeway to your right. You now can return to the eastern causeway and go all the way south to gain access to two white Urns and a Treasure Chest. It is a dead end, however.
Go south from the catapult, then east to find a locked door in the south. If you attempt to access this door, you will see:
Freyr: It won’t open… Huh? There’s a hole in the door. Is it a keyhole? But it has such a strange shape… I can’t go in now anyway. I’ll try again later.
Continue east and you will see a narrow stairway leading north. If you ascend it, you will find a bomb at the top and beyond that, fallen masonry. Beyond that is the large platform where you encountered two Trolls and two Minotaurs. If you wish to return to that platform, detonate the Bomb to clear the path.
Otherwise, continue east instead. You will encounter two Buffaloo that are spawned by a single Generator. The Generator is on a little island and therefore can be destroyed only by a long distance weapon such as a spear or a magical rod. Continue east and you will find a Catapult at the end of the path. If you hit the lever, it will destroy the rubble that imprisoned the two Trolls in the chamber to the north.
From the position of the catapult, a narrow path leads south. Go through a sliding door to unlock it, gaining access to the shortcut stairway.
You will not be able to use this stairway yet to go to the 5th floor as that door has not been unlocked. Instead, return to the isolated stairway that leads to the 5th floor.

From the Shortcut Stairway to the Locked Door

From the shortcut stairway, you first will encounter a catapult platform. Hit the lever with a hammer to send the missile flying north to destroy a pile of fallen masonry. It will not affect the path you are on at the moment, however.
Go west from the catapult to encounter two Buffaloo spawned by a single Generator that can be reached only with a long range weapon such as a spear.
West of this is another Monster Generator that spawns two Summers. You have a choice of destination here.
You can climb a stairway to the north or continue west.
Continue West first to find a monster Generator that spawns two Trolls.
Past the Monster Generator that spawned the Trolls is the western end of the dungeon. To the north, you will find a stationary catapult. If you hit it with a Hammer, it will destroy a pile of masonry that blocks access to two white urns and a treasure chest on the parallel path to the east.
North of the catapult are three Rocks that can be smashed for Ores/Gems. They act as a barrier so you must destroy them before you can go north. One of the rocks often contains Silver.
If you continue north along the narrow path with the Rocks, you will encounter a Monster Generator that spawns two Buffaloo.
Continue north along a narrow pathway that skirts a lava river and you will come to a huge round Boulder held in place by sand. It will not destroy anything when it rolls but with it out of the way, you will have access to a huge peaceful chamber with a large tillable field containing six plots. There is a single treasure chest here and a Monster Box as well as a stairway to the east.
If you climb the wide staircase to the East of the tillable field, you will find yourself at the entrance to the isolated stairway that leads back to the 3rd floor.
Use the Walkthrough from the Isolated Stairway from the 4th Floor if you wish to find the Isolated Stairway to the 5th floor.

3rd Floor Walkthrough for the Lava Ruins


3rd Floor Walkthrough

From the Isolated Stairway from the 2nd Floor:
You will find yourself on a long large platform. Directly to the west is a crate and a white urn, where you sometimes will find Orange Juice. You have two choices of direction. You can go either north along the platform or west down a long flight of stairs.
There is a causeway as well that leads south but from here it is blocked with fallen masonry.
Go north first to the northern end of the platform. In the northeast corner is a single Monster Generator that spawns two Scorpions, a cluster of three/four Rocks that can be smashed for Ores/Gems and a Bomb. One of the three Rocks here usually contains Silver Ore.
Now go down the long stairway that leads west. At the bottom of the stairs is a single Monster Generator that spawns a Mini-Golem and an Ignis as well as two Crates that often contain a Hot Rice Ball and Orange Juice. (Note that you will find much Orange Juice throughout the Lava Ruins.)
Behind the Generator, to the north, fallen masonry blocks your path, so you must go south instead.
You need to veer a little southwest to another platform. Here you will find a sliding door to the west and a bomb in the southeast.
If you go west through the sliding door, you will find yourself in a contained chamber with four Summers spawned by two Monster Generators and two Treasure Chests. The Treasure Chests may contain an Orange and E.Drink X.
Detonate the bomb to create a gap in a low wall that will allow you to go east again.
Here you will find a Monster Generator that spawns two Mini-Golems. East of their position is a sliding door that leads to a peaceful chamber containing two tillable fields, each with two plots and a water source in the northeast corner. This chamber is a dead end.
South of the Golems are two White Urns. East of the Urns is a long stairway that leads upwards. Go east up the stairs and you will be forced to pass a Monster Generator at the top of the stairs that spawns a Mini-Golem and two Ignis.
Above the stairway is a long platform. To the north, separated by fallen masonry, you will be able to see the isolated stairway from the 2nd floor.
A Monster Generator in the northeast corner of this part of the platform spawns a Little Emperor. Next to the Generator is a bomb. If you detonate it, you can clear the masonry from the path, allowing access to the stairway that leads back to the 2nd floor if you wish to use it.
At the moment, however, you wish to go south instead. Near the southern end of this platform is a Monster Generator that spawns an Ignis and a Little Emperor and a bomb.
If you detonate the bomb, you will create a gap in the western wall that will allow you to descend antoher long stairway.
If you continue south, you will see two staircases, one leading back up to the 2nd floor and one leading down to the 4th floor. This is the shortcut stairway in fact. It is open here, rather than enclosed in a little chamber as you usually have found it previously.
You now can use it to return to the 2nd or 1st floor but you cannot use it to descend to the 4th floor yet, as the sliding door there remains locked. Simply note its position for future reference.
Instead, detonate the bomb and descend the long stairway. At the bottom of the stairway is a chamber containing 2 Mini-Golems and 2 Scorpions spawned by two Generators. There is a bomb in the centre of the chamber that can be detonated for Monster damage.
Use the sliding door to go west. You will find yourself in a chamber divided by a partial wall. Go round the little wall to find a Little Emperor and a Mini-Golem spawned by a single Generator. A sliding door in the west leads to a large peaceful chamber where you will find two tillable fields, one containing 4 plots and the other containing 2 plots. A water source is in the southwest corner and a Bomb is in the northeast corner of this chamber.
Detonate the Bomb to create a new exit in the northeast then go through it. Here you will find a Bomb in the centre of the path, a pile of fallen masonry in the east and a stairway in the northwest.
Detonate the bomb to clear the fallen masonry from the east. Do not go east now, however, as the path simply leads to one of the long stairways that leads back to the platform where you will find the shortcut stairway in the south.
Instead, ascend the long stairway that leads upwards to the west. At the top of the stairs is a single Monster Generator that spawns to Little Emperors.
Now you will find yourself on a wide platform that runs along the western wall of the 3rd floor of the Lava Ruins. If you go south here, you will find a single Generator that spawns two Mini-Golems and a Little Wizard. In the southwest corner of this platform is a single Treasure Chest that often contains an Orange. There are two Bombs nearby that can be used for Monster Damage.
North of the Generator is a cluster of three Rocks that can be smashed for Ores/Gems. You can detonate one of the bombs to smash the Rocks as well. One of these Rocks often contains Silver.
When you continue north along the platform, you will encounter another Monster Generator that spawns two Little Emperors. A little to the north of this is a new device consisting of a catapult. Some of these swivel but this one points only in one direction. Hit the lever with a hammer and a rock will be thrown towards another Rock cluster in the north.
A little northeast of the catapult is a long stairway that leads downward to the central area of the 3rd floor. At the top of this stairway is a single Monster Genearator that spawns a single Troll.
First, however, continue north to the end of the platform where you will find a single Monster Generator that spawns two Mini-Golems and a Little Wizard. To the east is a sliding door that leads to a peaceful chamber where you will find two tillable fields, a water source and a Treasure Chest. One field contains four plots and the other contains two. The Treasure Chest often contains Cooking Oil.
Return to the platform and descend the long stairway that leads east past the Monster Generator spawning a single Troll.
From the foot of the stairs, the only path leads north past a Monster Generator that spawns a single Troll. A bomb near the Generator can be detonated to destroy the fallen masonry that bars your access to a path in the south. Go there only if you wish to return to the initial long platform in the east with the shortcut stairway.
Instead, if you wish to find the isolated stairway to the south, continue to the northern end of this platform. Before you reach it, however, you will encounter another stationary Catapult. Hit the lever and it will create a gap in the wall to the east, allowing you access to a dead-end chamber that contains a single Generator spawning two Trolls and two Treasure Chests.
Having explored the entire third floor, you now can descend to the 4th via the isolated stairway.

Walkthrough of 2nd Floor of Lava Ruins


2nd Floor

When you go down the isolated stairway to the 2nd floor, you will find that lava bars your path to the east. You must go west across a little causeway to a chamber tenanted by two Furpys, cousins of the Chitter, spawned by a single Generator.
The single exit from this area is a short stairway in the south. When you descend the stairway, you will find yourself in a huge open area. Two Ducks spawned by a single Generator will confront you immediately. To the east is a tillable field consisting of 4 plots. Beyond that is a short causeway over a river, blocked by two boulders. Smash them with a special attack by a Hammer to move further east where you will see a tillable field containing 2 plots. South of this field is a cluster of 4 rocks that can be smashed for Ores/Gems. Moving further south, you will find a small tillable field consisting of 2 plots and beyond that, in the far south, a large tillable field containing 4 plots. There are no Monsters in this eastern half of the large area.
In fact, the entire southern half of the large area is a peaceful area, but you will see that a pile of fallen masonry blocks you from the southern half that lies to the west. Detonate the bomb near the fallen masonry and move west to find two tillable fields, each consisting of two plots as well as two white urns.
A river divides this half of the area from the northwest section that held the Monster Generator and Ducks.
There are many exits in this large area of the dungeon. In the eastern half, you will find a short stairway that leads upwards in the northeast as well as another short stairway leading upwards in the southeast corner.


Path to the Shortcut Stairway


Path to the Shortcut Stairway
Explore the stairway in the southeast corner first to find the shortcut stairway. When you reach the top of the little stairway, you will have a choice of paths. You can go east or south along a narrow path above flowing lava. Go east and almost immediately, you will find that you have to choose again either to go east or south. Go south here to find a sliding door that leads directly to the shortcut stairway. Go through the sliding door to unlock it, then retrace your steps to the narrow path.


Path to Isolated Stairway to 3rd Floor


If you go east now, you will come to a sliding door that leads to a chamber containing two Monster Generators, each of which spawns an Ignis and a Mini-Golem. The Ignis is the first creature who may drop a Magic Crystal for you. To the east of this chamber is lava. The only exit is a sliding door in the north.
Go through the sliding door to find yourself in a fairly large antechamber with the isolated stairway to the 3rd floor in the northeast corner. To the left of the stairway are two crates that sometimes contain Orange Juice and Curry Powder.
There is a bomb in the southwest corner. If you detonate the bomb, you will be able to move west through the gap to the southern half of a chamber bisected by a crack in the floor. Two Mini-Golems spawned by a single Generator are in the northern half of this chamber, but you will not be able to reach them from here.
Go west instead through the sliding door to find yourself on a short stairway that descends to a little island containing a single Treasure Chest. To the west, you will see the huge open area with all the fields but you will not be able to cross the little stream that borders the ‘island’ in the west.
This is a virtual dead end.
Retrace your steps to the foyer with the stairs to the 3rd floor, then go south thorugh the sliding door and west through the sliding door on the western wall to return to the original narrow path that had access to the shortcut stairway.
This Walkthrough has taken you as directly as possible from the isolated stairway from the 2nd floor to the shortcut stairway and the isolated stairway to the 3rd floor.


Exploring all Chambers


To explore the remainder of the 2nd Floor, you can continue west along the narrow pathway past the sliding door that leads to the shortcut stairway to the end of the narrow path. From here, turn south to find yourself in a little alcove with two Ignis spawned by a single Generator. West of the Ignis are three Rocks that can be smashed for Ores/Gems and west of the Rocks, you will find another Monster Generator that spawns two Furpys.
From here, you either can go north to a short stairway that descends back into the huge area that occupies the centre of the 2nd floor or you can detonate a bomb to clear a pile of fallen masonry, allowing you to move further west along the southern edge of the 2nd floor.
Detonate the bomb first and move west to find yourself in a peaceful area with two Rocks that can be smashed for Ores/Gems in the far west and two boulders that create a barrier on a little causeway leading north.
If you smash the boulders and proceed north, you will find a sliding door that leads to a rectangular chamber. A crack in the floor cuts this chamber in half. You will be on the southern half, where you will find two Treasure Chests. They often contain Flour and Garlic respectively.
The southern half of the chamber is a dead end, however and you will be forced to retrace your steps south. Cross the little causeway and move east again across the causeway there then descend the little stairway in the north to find yourself in the southwest section of the huge central area of the 2nd floor.
The only unexplored path is the little ascending stairway in the west. Go up the stairs to find yourself in a small chamber occupied by two Mini-Golems spawned by a single Generator.
From here you must go north along a causeway into an area with a number of exits. If you go down the little stairway in the southeast, you will find yourself in the initial northwest corner of the huge central area. (This is where you encountered the 2 Ducks spawned by a single Generator.)
Instead, skirt the large hole in the floor to move west, then south across a little causeway to enter the northern half of the chamber where you found the two Treasure Chests. Here you will find two crates and a veritable nest of Furpys. There are four Furpys here spawned by a single Generator.
This is a dead end. Retrace your steps to go north across the causeway and then north again into a chamber dominated by four Ignis spawned by two Monster Generators and a Treasure Chest that often contains Cooking Oil. This is a dead end as well but it represents the northwestern limit of the 2nd Floor.
Retrace your steps south to the chamber with the big hole in the floor, then go through the sliding door in the east to descend the short stairway back to the huge central area. There is only one more area to explore on the 2nd floor.
To do so, go all the way east past the large tillable field, across the little causeway and past the small tillable field to the short stairway in the northeast that leads upwards. You will find yourself in a rectangular chamber with two Mini-Golems spawned by a single Generator.
Cross the little causeway to the north to find yourself on an open platform. Three rocks here can be smashed for Ores/Gems. (One sometimes contains Silver.) The single Generator in the northeast corner spawns one Ignis and one Duck. There is a bomb near the Rocks that can be detonated to damage some Monsters and/or Rocks.
This is a dead end as well but you now have explored the entire 2nd Floor.

Screen-by-Screen Walkthrough for the Lava Ruins

I did not have sufficient opportunity to complete the Walkthrough of the Lava Ruins in time for IGN's last upload so I will post it here and you will find it in the Bestiary and Caves Guide probably on Monday.


1st Floor

From the entrance, you must go north into a large rectangular chamber. There is an exit at the northern end that is blocked with rubble. In the southeast, there are steps leading downward to the east.
Note the white urn to the left of the rubble at the far north first. This is your first bomb. Hit it with any weapon or charge towards it with a Monster Ally to trigger a detonator. You will have a few seconds to move out of the way. When it explodes, the rubble will be gone.
Each time you re-enter the Ruins, you will be forced to clear rubble again. Like any Monster Generators, blockages will re-appear at each new visit.
A single Monster Generator in the northeast corner spawns three Killer Ants and one Ant.
If you continue north after the bomb explodes, you will find yourself in a smaller area containing a single Monster Generator that spawns two Ants and two Killer Ants. If you walk to the northwest corner, past the Monster Generator, you will see a stairway that ascends back towards the south. Take it to find yourself on a narrow corridor that leads south to a small chamber containing two Elefuns spawned by a single Monster Generator.
This is your first encounter with the Elefun, a Monster who can be used for Transport and/or to water your Crops.
In the southwest corner of this little area is a sliding door. Go west through the sliding door into a small peaceful area with two crates and a tillable field containing two plots and a water source. You can grow any Summer Crops in the Lava Ruins.
This area is bisected by a crack in the floor through which lava can be seen. On the other side of the crack, you will see two Treasure Chests, but you will not be able to reach them here.
Retrace your steps thorugh the chamber with the Elefuns and north along the narrow corridor, then down the stairway.
You will find yourself once again in the area that held 2 Killer Ants and 2 Ants initially. Now go through the open exit in the northern wall.
As soon as you go through the exit, you will find a crate on the right that often contains Curry Powder. A crack in the floor to the north must be circumvented. The only Monster Generator is in the east and spawns two Ghosts. Go as far west as possible, then north to another ascending staircase that leads south again.
At the top of these stairs, you will find a bomb. Detonate it, then go west through the gap to another peaceful chamber. Here you will find another single tillable field with two plots and a water source as well as two white urns against the northern wall. White urns, like crates, can be smashed for items.
Look for a sliding door in the southwest and go through it. You will find yourself in a long rectangular chamber containing two Elefuns spawned by a single Generator. In the southwest is a sliding door. Go west through it to find a small chamber with three Rocks that can be smashed for Ores and a bomb. Incidentally, the most plentiful ore in the Lava Ruins, apart from the usual Scrap Iron, is Copper.
Activate the bomb, then go through the gap created in the southern wall. You now will find yourself on the northern end of the area you explored earlier that was bisected by a crack in the floor. Find and open the two Treasure Chests, then retrace your steps, as this is nothing more than a dead end. (Cooking Oil often is found in one of these Chests.)
When you return down the stairs, you will be in the area that had two Ghosts spawned by a single Generator. There is a gap that acts as an exit in the northern wall. Behind the Generator in the southeast corner of this chamber is a bomb.
When detonated, it will blast a hole in the wall. Go east through the gap to a small dead end chamber containing two real Treasure Chests and a Monster Box that resembles a Treasure Chest.
Retrace your steps to the chamber that had the Ghosts in it and go through the gap in the northern wall. You will find yourself in a small chamber with a single Generator that spawns two Ants and a Ghost. The chamber contains three Rocks that can be smashed for Ores/Gems.
There are two sliding door exits, one in the northeast and one in the southwest. Go northeast first into a long narrow peaceful chamber with two tillable fields, each with two plots. There is a water source here and two white urns as well but it is a dead end so return to the previous chamber and go through the other sliding door in the southwest.
You will find yourself in a very small room crowded with four Ghosts waving scythes, spawned by a single Generator. There is a sliding door in the north with a bomb next to it. Detonating the bomb may clear the room of a couple of Ghosts.
Go through the sliding door in the northern wall to find the isolated stairway to the second floor.
Path to the Shortcut Stairway:
From the entrance, instead of going north to detonate the first bomb, descend the stairs in the east to a narrow L-shaped corridor guarded by two Ants spawned by a single Generator.
A sliding door in the south leads directly to the shortcut stairway but you will be obliged to unlock the door on the 2nd floor from the other side before it can be used.
From here, you can go north as well past the Monster Generator to another sliding door that leads to a chamber with two Ghosts spawned by a single Generator. A short stairway in the southwest leads upward to a small peaceful area with two tillable fields and a water source. Each field contains two plots. Another stairway in the southwest leads upward to the chamber with two Ants and two Killer Ants that you would reach if you detonated the first bomb and went north through the gap.
In other words, both paths ultimately lead to this destination. From here, you can go north to the isolated stairway to the 2nd Floor.

Memories and Song of Trust Tribute

This is another video that was created as a vehicle for the music, which I love. This one is my favourite version of the Song of Trust:



It was created as a tribute as well to all Harvest Moon and Rune Factory fans and friends.

Thursday, June 18, 2009

Rescue of Mist and Song of Trust

My favourite moment in Rune Factory Frontier occurs during the confrontation with Gelwein in the Era of Disconnect. I haven't been able to capture it the way I would have liked. Nonetheless, I promised myself that I would create the video and I have:

Wednesday, June 17, 2009

Bizarre Events at the 2nd Year Pumpkin Festival

The following video has very little educational value but simply shows some of the more amusing aspects of the Pumpkin Festival in the 2nd Year:




An alternate form of Tabatha's Abdication sequence is included.

Tabatha, Abdication of a Queen

Tabatha's 'Story' in Rune Factory Frontier involves quite a few Events. I was unable to squeeze them all into a single video and thus have created a two-part sequence entitled 'Tabatha, Abdication of a Queen'.

Here is Part I, consisting of all the Events that lead up to the Coronation:



Here is Part II of 'Abdication of a Queen', consisting primarily of the ultimate Coronation Event:



The character of Tabatha, especially in her persona as a traditional Victorian ladies' maid, is one that appears in many contemporary Japanese RPGs. The role and style appear to have a particular fascination for the Japanese. A couple of years ago, I read an article that described a current fad in Japan for teahouses and clubs that specialised in Victorian maids. Tabatha takes it to another level, however, when she chooses to abdicate her natural position as ruler of an ancient race in order to serve as a maid. She may speak of acting as a 'bridge' between humankind, elves, dwarves and monsters but there is more to it than that. Her utter devotion to the rather shallow, immature Bianca is an exercise in selflessness. There are many ancient tales of a superior being who voluntarily chooses a position of subservience to a lesser being. In many cases, it is a Goddess who solicits the position of servant or slave to a human ruler.

Tuesday, June 16, 2009

Anette's Fate Written to the Stars

Marriage Requirements in Rune Factory Frontier include the usual general requirements of expanding your house so that you can purchase a Double Bed for the Bedroom, as well as the special Proposal Item in the form of the Wedding Bouquet that is the equivalent of the Blue Feather in other games.

There are requirements that are specific to each Girl as well. To marry any Eligible Girl, you first must complete her 'Story' by experiencing a sequence of Dialogues and Events.

In Anette's case, you will have forewarning of the shape of things to come when you receive letters she wrote long ago 'to the Stars'. The following video shows the sequence of Events that allows Anette to realise her dreams:

Monday, June 15, 2009

The Harvest Queen by Mars-Frog

You will find the link to this poem on the right side of this page but it deserves a post of its own as well:

The Harvest Queen

Mars-Frog is a very talented writer and a devoted fan of Harvest Moon but above all, I prize his friendship. If the real world were like Harvest Moon or Rune Factory, Mars-Frog definitely is one of the characters one would wish to know there!

Sunday, June 14, 2009

Having a Girl on your Team in the Ganesha Cup Boat Race

This little video shows the rules that govern the appearance of an Eligible Girl at the Ganesha Cup Boat Race to join your 'Team':



Although I made a statement to the effect that you would not be able to have a Girl on your Team until the 2nd Summer, it probably would be possible to ply Mist with Turnips on a daily basis from 2 Spring onward, sweep her off her feet for a Date on 19 Summer and have her offer to join your Team at the Boat Race in the 1st Summer...
Mist would be the easiest to target for this as Turnips are an inexpensive Spring Crop that grow quickly and you will meet her on the 1st day of the game. Actually, you probably could court Melody using Wild Coloured Grasses as gifts as quickly if you were determined.

Introduction Events for many of the Eligible Girls cannot occur before the middle of the 1st Spring, making it unlikely that you could advance your Courtship quickly enough to ask them for a Date before 19 Summer.

Saturday, June 13, 2009

The Amazing Bathing Suit Revealed...

There is an entire tradition of gifts wrapped in pretty pink paper in Harvest Moon. The 'Amazing Bathing Suit' in Rune Factory Frontier is an item that your character can make at the Crafts Bench. When completed, it will appear in a gift-wrapped box in your Rucksack.

Neither the lesser Cute Bathing Suit nor the Amazing Bathing Suit will be accepted by an Eligible Girl unless she has reached 8 Hearts. Whenever an Eligible Girl accepts either the Cute Bathing Suit or the Amazing Bathing Suit, she will promise to wear it for you.

Here is a video that reveals the manner in which any Eligible Girl keeps her promise:



There is an old saying, rather impolite, to the effect that 'To Assume makes an Ass out of you and me'. Once I had the necessary skill to create the 'Amazing Bathing Suit', I offered that to the Eligible Girls instead of the Cute Bathing Suit. I published the video showing the results and then, almost as an afterthought, gave Eunice the 'Cute Bathing Suit' I had created for the part of the video that showed the recipes for the two Bathing Costumes.

I went to the Beach, not expecting anything different from previous visits, but to my amazement and delight, when I surprised her in the Changing Room, she was changing into the Cute Bathing Suit! I therefore had to remove my video from YouTube in order to remake it with the Cute Bathing Suit result... (It saddened me to be obliged to delete it as some one had given me 5 stars for it, but I hope that the new video will meet with as kind a reception.)

Friday, June 12, 2009

Special Gift of Tyrfing Sword in Rune Factory Frontier

Here is a little video showing how the special 2-handed Sword Tyrfing is obtained in Rune Factory Frontier. It is a reward for completion of Requests:

Ganesha Cup Boat Race in the 2nd Summer

I had high hopes with respect to the Ganesha Cup Boat Race in the 2nd Summer. In the first Summer, after an abortive attempt by poor Turner to join me in the gondola, I was forced to race alone. Asides by various characters, including Ganesha, about wasted opportunities to impress Eligible Girls, excited some hopes that, in the 2nd Year, I would be able to boost heart levels by choosing a Girl as my partner in the Race.

Alas! Rune Factory Frontier takes the choice out of your hands and reduces you to acceptance of a partner in the Race that in most cases, including my own character, will accomplish virtually nothing in terms of increasing Heart Levels significantly.

If you have taken any Eligible Girl on a Date/Dates, it is the Girl who last accompanied you on a romantic Date who will appear after Turner's annual attempt to assume her position as your partner for the Race. That put paid to MY hopes of increasing the Heart Level of an Eligible Girl who had not reached maximum 10 Hearts yet. Instead, Melody, with whom I had passed a pleasant afternoon at Lake Poli on 19 Summer, arrived to join me in the gondola.

At first I thought that the Eligible Girl with the highest Heart Level might join your character for the Race, and therefore reduced Melody's Heart Level by almost a full level by dosing her with her most detested gift, Mayonnaise. Alas... she still appeared at the 11th hour on the pier and the Girls who surpassed her with full 10, 10 Levels did not show up at all. Other players have confirmed that it is only the Girl who LAST went on a Date with your character who will join you for the Race.

This is wonderful if you have your heart set on one Eligible Girl and have neither interest nor intention of courting any one else. My own method of playing any Harvest Moon/Rune Factory game is to boost ALL Eligible Girls/Bachelors to maximum Heart Level to experience all their Events before I ever marry any one. I even experience the Weddings with all the Girls/Bachelors if possible before I reload to play out the game in earnest.

Note that the reason why the Ganesha Cup Boat Race is not likely to have much of an effect with any Eligible Girl is because you will not obtain the option to ask a Girl on a Date until she reaches 8 Hearts. By the time you go on the Date, she may be at 9 or 10 Hearts. Any 'heart' boosts gained during the Boat Race therefore are not that significant.

Actually though, I am beginning to suspect that the real effect of an Eligible Girl's participation is to allow you to gain greater speed during the race. Each time you hit a 'heart' in the water, your gondola's speed increases enormously. It is possible that the Girl's love acts more to aid you than to boost her Love Level.


Another annoyance with respect to the Wii Rune Factory game is the fact that only ONE save slot is allowed per game. This is most frustrating. With other games, including Tree of Tranquility, one could save the same game at different points in different slots, allowing more than one future from the same beginning.

The creators of Rune Factory Frontier obviously want the player to play more than one game from start to finish. 'Memories' will not be saved unless the game is saved, so any Marriages that are not saved will not be added to your Memory collection. If I wish to experience the appearance of every Eligible Girl at the Ganesha Cup Boat Race, I either have to remain single for another decade or play almost a dozen more games of RFF... As far as the four set Dates are concerned, one need not wait a decade to experience all of them with every Eligible Girl but it will be a very slow game indeed if I play through each one, then reload... and continue to reload until I have had a Date with every one.

Well, I do play slowly because I try to experience all possible Events and results when possible. While other players dash about and reach the tenth year of the game, I remain in the 2nd Summer, trying to force alternate results such as the appearance of a different girl at the Ganesha Cup Boat Race...

Please do not misinterpret my disappointment here. Melody is a lovely girl. I have nothing against Witches and Wizards and married Alicia in my first RF2 game. I would have liked to have been able to experience the appearance of EVERY girl at this point in the game, however... Oh well, I guess I must resign myself to sharing the race with the 'Huntress of Hot Springs' this year.

Peculiarities of Equipment in Rune Factory Frontier



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In reality, I am a girl but in Rune Factory Frontier, my character IS male. Nonetheless, the Head Equipment upon which he must rely in battle to sustain and protect him very often is designed for a woman rather than a man. In fact, the creators of Rune Factory Frontier have exercised a certain bizarre sense of humour where much of the 'armour' or battle equipment is concerned. There is little hope of retaining any personal dignity if you wish to be well-protected. You either can take on the aspects of a Monster or those of a Girl (or Cross-dresser!)

Very early in the game, my character opted for the Pumpkin Head. It was extremely amusing to dash about the countryside, looking like Jack Pumpkinhead, the character from Oz, but it did not lend itself particularly to romance. My character is a handsome lad and I would rather see him decked out in a prince's crown or samurai helmet than wearing a Pumpkin Head, a Headdress or a Tiara.

Head gear includes a Pumpkin Head, Turnip Head, Cat's Ears, Whale Masque or Whale Hat as well as female accoutrements such as a Katusha, a Headdress and a Tiara. Of the three female accessories, the Tiara almost could be perceived as a royal crown visually but the description places you firmly in the realm of the ridiculous:

Tiara:20604G (Lv. 2)
ATK 0, DEF 99, MAG 120, FX Status Defence
An easy way to feel like a princess. It's shiny and looks very pretty.

Not precisely a description to bring out the masculinity in my character!

I happen to like a weapon or accessory that gives Status Defence. At high levels of experience, Status Ailments are not as upsetting as they were in the early stages of the game and with plenty of Formuade in the rucksack, there really is no reason to fear any Status Ailment, but I nonetheless always feel better if I am carrying a weapon or wearing a piece of Equipment that provides Status Defence.

I suspect that most guys who play Rune Factory Frontier opt for the head gear that allows them to become ersatz Monsters. My guy wore the Cat's Ears and Cat's Tail for a time as well as the Whale Masque, but ultimately I decided that the Headdress was the best option until I harvested an Emery Flower for the Tiara.

Remember when you plant any slow-growing 'Flower' or Herb used in Weapons or Accessories to use Greenifier to boost its level. Otherwise, you will be restricted to the creation of a Level 1 Weapon or Accessory or Level 2 at best if your experience levels at Forge/Workbench allow you to forge/craft 'with expertise'.

One aspect of farming that is extremely annoying is that, if you do not create a plan or map for yourself noting the position of each Crop, all seeds obviously look alike and you will be hard-pressed to know where to use your Greenifier and/or Formula C!

Monday, June 8, 2009

A Summer Date with Melody at Lake Poli

At 8 Hearts, you will have the option to ask an Eligible Girl for a Date in Rune Factory Frontier. A marriage proposal can be made after your character enjoys a picnic meal with the Girl but only if he has brought a Wedding Bouquet with him in his Rucksack. No proposal will be accepted if all requirements for marriage to the specific girl have not been met.

The following Summer Date at Lake Poli includes two results. In the first, Freyr proposes marriage and is accepted. The wedding follows immediately. In the second result, he chooses not to act, determined to stay single in order to experience romance with all the other Eligible Girls before he ever fixes his heart on one in particular.

Sunday, June 7, 2009

The Quest for Little Crystals in Rune Factory Frontier


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Little Crystals, in Rune Factory Frontier, no longer are War Trophies knocked out of defeated Monsters as they were in previous Rune Factory games. They are extremely important, however, as they form one of the basic ingredients in almost every high level Tool and Weapon. Although they can be obtained randomly in Rocks where Ores and Gems can be found, it is easiest to find them in the twin Chambers of the various Towers that dominate the upper levels of Whale Island.

What I have discovered from endless exploration of these Towers is that the Level of the Little Crystal does appear to be determined by its location. As with the contents of any Treasure Chest, the appearance of the Little Crystal is random, but it is consistent enough to make the journey worthwhile.

The twin Chambers in the Tower of Life require Grass Rune Stones and it is in these Treasure Chests that Level 2 Little Crystals can be found randomly. This is the easiest and quickest Tower to access once you have created the rope shortcut from the Whale Island Cave.

The twin Chambers in the Tower of Birth are unlocked by any type of Rune Stone. In the Treasure Chests within, you can find Level 1 Little Crystals randomly.

It is within the Treasure Chests in the Tower of Glory that Level 8 Little Crystals are found.

Level 4 Little Crystals are found in the Tower of Rebirth. The Treasure Chests there tend to yield Fire Crystals and Gold as well as Energy Drink X.

I have not found any Little Crystals in the Tower of Plenty yet. Treasure Chests there tend to yield Earth Crystals and Gold as well as Energy Drink X.

I have no doubt that Little Crystals can be found in all the Towers at the top of Whale Island even though the Tower of Plenty has not given one to me.

Another location where I never found a single Little Crystal is the single locked Chamber inside the Cave of Whale Island near the entrance to the Fin. The three Treasure Chests there never have yielded one Little Crystal.

If any player can confirm the level of the Little Crystals found in any other location, I would be most interested... but for players who are searching for a high level Little Crystal, their best course may be to visit the twin Chambers in the Tower of Glory.

Little Crystals of every level can be found randomly by using a Hammer on rocks in dungeons. The ultimate Hammer, The Hammer, yields better items sometimes than the lesser Hammers but even so, the Treasure Chests in the Towers are a more reliable source.

Another discovery I have made, and I think it is more than coincidence, is that certain Rock formations tend to yield only Scrap Iron more than others. Formations where interesting or valuable items tend to be found tend to yield valuable items again and again.

Players tend to be aware of the specific locations where certain Ores, such as Silver, Gold and Platinum almost always can be found. For example, the little chamber in the Green Ruins on the 1st Floor behind the smooth square stones almost always yields at least one piece of Silver Ore. The area in front of the lair of the Boss Monster and minions in the Lava Ruins usually yields one piece of Gold Ore and there is a specific formation on the 2nd floor of the Snow Ruins in a chamber with Shadow Panthers that almost always yields Platinum. It was in the formation on the lowest floor of the Lava Ruins that usually yields Gold that I found a Little Crystal one day. Sadly, it was a Level 1 Little Crystal.

An Anonymous poster reminded me that you obtain a Little Crystal by defeating the Giant Squid of Whale Island. This information is included in my actual Guides in the section that deals with the Whale Island Boss... after doing so, the Whale will present you with a Level 1 Little Crystal. Rather disappointing, to be honest... As the Giant Squid requires advanced Skill and Experience Levels to defeat, however, I felt that information about the Little Crystals that could be found simply by opening Treasure Chests would be more helpful to any player who still was in the process of trying to upgrade Weapons and Tools...

Saturday, June 6, 2009

Possible Fix for Stuck Animal Glitch

I received another email recently about a cat who became stuck in the wall in HM DS. This is an unfortunate situation that can occur randomly and when it does, it usually spells eternal imprisonment for the poor creature, like the cat in Edgar Allan Poe's famous tale.

While responding to the player, however, a possible 'fix' occurred to me. It only would be possible if you have not ordered all expansions from Gotz yet.

Whenever you order a house expansion from Gotz in HM DS or Cute DS, your Dog and Cat, if inside the house at the time, are at risk of being imprisoned in the new walls. I do not know WHY Gotz fails to notice them, but he sometimes is guilty of this oversight.

So my possible fix is: order ANOTHER House Expansion from Gotz. When the walls change again, your Cat or Dog MAY be freed from the unfortunate imprisonment. Note that I use the conditional word 'may' here. Even so, a possible fix is better than none, and I would be thrilled to hear from any player who tried this and succeeded in regaining his/her beloved Pet!

As previously stated, it only becomes an option if you did not order every expansion previously. Fortunately, there are many possible expansions in HM DS and Cute DS, including Bathroom, Restroom and three Basements...

Friday, June 5, 2009

A Room with a View in Rune Factory Frontier






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Every Harvest Moon and Rune Factory game delights with the myriad of tiny details that may or may not have any connection with the plot, with another character or even with your own character. I think the gaming world may be divided between those players who want every action, every moment to have significance in moving the plot forward and those players who are content to explore another reality and will do so as exhaustively as possible.

There are a number of little details in Rune Factory Frontier when you explore the homes or businesses of other characters.

If you move too closely to the apple barrel in the Tavern, you will be threatened with a beating and the dialogue will vary according to the patrons who are in the Tavern at the time.

The books in Eunice's bookcase will change when she decides to lose weight. Moreover, a set of training machines will appear in her room, showing that she does not confine her physical efforts to the naginata.

There is a window in one room that shows all sorts of different views... I expect most players will be aware of its location. The thoughts of your character will vary.

As you can see in one of the screenshots, your character may respond to it by saying merely: 'Yuck... The window's so dirty. Forget the view!'

Who, after all, would expect that the view from the window might change moment by moment? In Harvest Moon or Rune Factory, though, a player should try every option more than once if he/she wishes to experience every variation.

In one of the views, your character will declare: 'Whoa! A shadow... What was that' Perhaps he has experienced one of those elusive ghost sightings so often discussed in every Rune Factory game...

If you only look through the window once, you will miss some interesting little 'views'.

Help with Trivial Rune Factory Frontier Research

To the die-hard Harvest Moon and Rune Factory fan, the dialogue of characters, even if it is trivial, is an ever-engrossing topic of interest.

Rune Factory Frontier is particularly interesting in this respect. Plot progress and your own efforts in raising Love and Friendship Levels all play a part in triggering new dialogue in all Harvest Moon/Rune Factory games, but it appears that the interactions of other characters may be a factor as well sometimes in Rune Factory Frontier.

Here is the dialogue that interests me at the moment:

Kanno: Recently, it seems that Cinnamon looks a bit happier than before. I was right to bring her here.

Is this based on Cinnamon's Heart Level or the fact that she is teaching magic now to Lara and Melody? Or is it based simply on Kanno's Friendship Level? I would love to know when other players first experienced this bit of dialogue.

It is not this dialogue alone that intrigues me but knowing how it is triggered may help with other dialogue progressions. For example, is Uzuki's progress with Cinnamon with respect to fishing triggered simply by her own Heart Levels or are there other factors involved?

Thursday, June 4, 2009

Eunice's Transformation: A Changing Portrait of a very Sweet Girl



I initially felt guilty when I chose to tell Eunice that my character preferred 'thinner girls', even though I suspected that was what Eunice herself wished to hear. In fact, as her Heart Level increased, her dialogue proved that my instincts had been sound. Her own dream was to be able to join the other girls at the Beach in Summer without embarrassment. Despite the fact that Eunice was pretty from the very start, her transformation after 60 days of slimming made her absolutely ravishing.

To honour Eunice's hard work and determination, I made a little video that shows her changing Profiles and Portraits in Rune Factory Frontier.

One of my favourite 'changes' during the period when Eunice is slimming is her training with the naginata each morning, standing side-by-side with Uzuki. I was rather sad when the broom replaced the naginata again after she succeeded in attaining her own physical ideal.

Of all the Eligible Girls, Eunice is the most straightforward, entirely without artifice or guile. She has a loving and generous nature and always is happy to serve, whether by cleaning the bar for her parents or by repairing your character's clothing. Lara's dedication to a life of service is religious in nature and her rather stern devotion to duty and good health sets her apart from ordinary girls. Eunice, on the other hand, is motivated simply by her own generous spirit and she displays both a very natural earthiness and purity of heart.

Wednesday, June 3, 2009

Pathway to the 7th Floor of the Snow Ruins


Path to Stairway to 7th Floor

When you descend to the 6th floor, you will find yourself in an area covered with thick ice. Two Tricky Mucks will confront you instantly as well as a swiveling cannon in the north. The arch for the cannon is next to it, but two Arch Demons await you there. Two the north of the Arch Demons is the Generator that spawns them and east of that, another swiveling cannon. The east side of this area is dominated by two Mini-Dragons.
Your own exit is in the northwest, along a narrow corridor crammed with Tricky Mucks and arch Demons. The generator that spawns them is at the northern end of this corridor where you will find a ramp that leads to an elevated walkway. Ascend and move south along the walkway, which is guarded by Tricky Mucks. At the southern end of the walkway is the Generator that spawns the Tricky Mucks. To the right is a ramp that leads downwards back to the main floor in the east.
A single Treasure Chest is tucked into an ‘elbow’ of the walkway. To the northeast are two Mini-Dragons in an area that contains both real Treasure Chests and Gobble Boxes.
The Generator that spawns the Monsters is to the east below the southern wall of a walkway in the north. From the position of the actual Monsters (Dragons and such), find a little path that skirts the northern wall of the dungeon and leads east. Here you will find a ramp that ascends to the elevated walkway. Go south along the walkway, then east to a ramp that leads downwards to an area in the east that actually is an elevated walkway at a lower level. Here the floor is covered with ice and a crack bisects it from east to west. In the north, you will be confronted by two Soul Monsters and in the south by Arch Demons. You will be able to skirt the crack in the floor to reach the southern half of this area where you will find a narrow walkway that leads first west, then north where it ends in a ramp that descends to the main floor. Here there is little space, as there are many walkways above you. Go instantly to the northern wall and journey west past Tricky Mucks. You will see that the floor here is bisected with another crack that runs from north to south. Skirt the edges of the crack at the southern tip and continue west past a Monster Generator. When you go north again to the west of the crack, you will see another Monster Generator as well as the stairway that leads to the 7th and lowest floor.

To find the elusive Micro-Dragon, go to a chamber in the southeast corner of the 6th floor containing tillable fields and two white urns. On the northern outside wall of this chamber is a Monster Generator. When it is activated, a Micro-Dragon will spawn in the chamber with the tillable fields.

Outside this chamber is a swiveling cannon as well as Souls, so be careful!

The 7th Floor of the Snow Ruins

The 7th Floor of the Snow Ruins is easy to navigate. From the position of the stairway in the north, simply walk south down a narrow corridor to find a peaceful chamber that contains one large tillable field with eight plots. A water source in this chamber is an excellent fishing location. To the south of the field is a sliding door that needs to be unlocked. Walk through it, then walk south down the narrow corridor to reach the very end of the shortcut stairway, giving you easy access to the 7th floor in the future.
If, instead of going through the sliding door in the south, you walk east from the chamber with the tillable field, you will find yourself in a small ice chamber. There is a single door in the north. Press ‘A’ and you will see a prompt:
Freyr: I can feel something powerful up ahead…
Your choices now:
I should turn back.
Let’s go!
This is the lair of the Ice Snake, an ‘optional’ Boss Monster as its defeat does not affect the main story. Its Tongue is a very useful item, as it is an ingredient in many Recipes.

Snow Ruins 5th Floor Walkthrough to Stairs


5th Floor Path to Shortcut Stairway

The 5th floor is very different in appearance from any previous floor of the Snow Ruins. The ice is far thicker and the floor is cracked in many locations, making straightforward progress difficult. When you first descend the stairs, you will find yourself in a large chamber bisected by a crack in the floor that cannot be crossed. Fallen masonry constitutes the southern boundary of this area. You must go east, either by ascending an ice ramp or, further south, by taking a passage along the main floor that leads to another area free from ice.
If you take the ramp upwards, you will find yourself on an elevated walkway covered in ice that proceeds first north, then west past a frozen door, then west to a ramp that leads downwards to the east. The walkway is guarded by Hunter Wolves.
(At the end of this frozen walkway is an Eye Generator and its arch. Destroy the Eye Generator to melt the ice on the door and proceed through it to an elevated walkway that is free from ice that is a dead end but has a single Treasure Chest.)
Take the ramp downward to find yourself on the main floor in a small area that contains two white urns. Hunter Wolves guard this area as well. You now will see that you are in the initial entry chamber to the west of the stairway from the 4th floor, on the other side of the chasm.
If you walk south along the chasm, you will find a ramp that leads upward to another elevated walkway covered in ice. A treasure chest is tucked into the ‘elbow’ of the ramp. This walkway leads south, then east past the stairway that leads to the 4th floor and then, free from ice now, continues south, then east again to a ramp in the east leading downward back to the main floor. You will be in a small area free from ice guarded by Hunter Wolves but an ice barrier bars you from further progress.
A Monster Generator south of the ice barrier spawns both the Hunter Wolves and a Minotaur.
Proceed south through an exit to an ice chamber guarded by two Minotaurs spawned by a single Generator.
(An ice ramp leads upward to a platform containing a swiveling cannon and its arch. The platform actually bisects the ice chamber. A ramp on the western side of the platform leads back down to the main floor on the western half of the chamber. Here you will find two Minotaurs spawned by a single Generator and a sliding door that is blocked by fallen masonry.
To the north is an ice barrier guarded by a Little Wizard. North of the Little Wizard is another ice barrier. This one holds a huge round boulder in place. You must melt the ice barrier, then run quickly in order to stay out of harm’s way when the boulder rolls south to smash the masonry.
You will find, however, that the sliding door leads only to a tiny chamber containing a single Treasure Chest. Freeing the round boulder, however, will allow you access to the path that it formerly blocked in the north and thus is an essential task.
Go north, then west into a chamber with two tillable fields, each of which consists of four plots. This is NOT a peaceful chamber, however, as a Monster Generator spawns two Souls here.
Ignore them or defeat them, then go thorugh the sliding door in the southern wall to unlock the shortcut to the stairway.


Path to the 6th Floor


Once you have unlocked the sliding door to the shortcut stairway, return to the chamber with the Souls and tillable fields to the north.
In fact, finding the stairway to the 6th floor is as simple as walking to the southeast corner of this chamber where you will find two rocks that can be smashed for ores/gems and another exit that leads south immediately to the isolated stairway to the 6th floor.