Rune factory tools guide




















There are four seasons in Rune Factory 4 and they all have festivals to enjoy. We've prepared a calendar to let you know when to expect a holiday. This can be done from the main room of the castle and every festival costs 1, PP to arrange. We also have some specific festival tips and guides in case you want to take home the grand prize:.

Making new items is a massive part of Rune Factory and is key to being able to progress neatly through the story. We have compiled every recipe in the game in the guides listed below.

There is no official support for same-sex romance in the game , but some players have found something of a workaround that involves changing their character's appearance. This includes both the male and the female main character options. Swapping your character's appearance will make it look like you can enter into same-sex romances, but you will be misgendered as the game doesn't recognize this as an actual gender change.

The patches of soil in the game have various stats that you should be keeping track of. A patch's stats will increase over time as you harvest crops , but doing so will also decrease the patch's health.

To remedy this, make sure your fertilizer bin is always full of weeds and grasses. You can also use your hoe on a piece of Corn or some Withered Grass on top of a patch of soil to give it a big health boost in a short amount of time. Alternatively, you may also consider crop rotation. Let some fields go without crops for a while if you don't want to micromanage your soil - health will recover naturally over time.

In fact, you're not even halfway finished. The second story arc of Rune Factory 4 will now begin, so once you have control over the protagonist, speak to Ventuswill the next day. Then talk to the Amber, Dylas, Dolce, and Leon. Speak to the other villagers as well, and after a week has gone by, try exiting the town from the south gate.

The protagonist will hear a loud scream; now go back to town and watch the event. Once you have defeated the Sechs soldier, run to the palace and check up on Ventuswill.

Then go to the clinic and leave the village. Now travel to where the Water Ruins is located. From there, you need to go farther southwest to reach Sercerezo Hill. In the center of this area you will find Idra Cave.

Idra Cave is a very large dungeon, and some of the areas can only be accessed from one direction. To reach the next floor you have to find the yellow and red switches located in the northwest and northeast corners.

Once you have pressed the two switches, you can access the area in the center to reach to the next floor. On the second floor, take one of the two warps. From here, you have to go to every area until you find a switch which will clear one of the rooms on the opposite side.

Then you will have to go back to the starting area and take the warp to the opposite side to find the room where the pillar has been removed. You will find switches to remove the pillar blocking the center, letting you travel to the next floor.

The last floor is fairly simple; you go in a loop pattern due to most of the paths being only one way. When you push the switches in this section, they will close one path and open the other. Once you have reached the save point, save your game and fight the boss. Return back to town and speak to Arthur. Arthur will tell you a way to reach to the Sechs Kingdom.

Now return back to where Delirium Lava Cave is located and travel to the farthest southwest area. This will take you to Maya Road. Before heading to Maya Road, I highly suggest crafting a weapon with elemental properties or bringing a staff. Tthere are monsters in Maya Road that absorb physical attacks and will require strong elemental attacks to defeat.

The layout of Maya Road is very straightforward, but it is also very long and will have three checkpoints. Just keep heading west until you reach a dead end; once you do, you have to fall through a pit to the underground to reach other areas. You will also notice that in Maya Road there are switches in places you can't reach, but can be activated by simply throwing an item on them.

The layout of the map will also try to trick you. You will notice that some areas have a wall blocking your path, but you can actually walk right through them. The protagonist will give you a hint and suggest using magic to see if the walls are fake. Defeat the Sechs Guards and then move to the next area. This area goes in a counter clockwise direction, which means you'll clear from the right area first and eventually end up in the left side of the area.

Once you have found the switch to unlock the area, head in there to enter the cavern area of the Sechs Territory. The cavern area is pretty simple; there will be warp points that can teleport to the left or the right, and the left area will take you to next area while the right warp point will take you back to where you came from.

The last section of the Sechs Territory is very small. Here there is also a statue which will not let you pass unless you bring your spouse and child.

That is a mini-area where you can fight the Crystal Mammoth boss and find a crafting material called the White Stone. If you don't have a family, just continue on to where the next save point is. Then prepare for the boss battle that is just ahead.

Watch the event scene, and then Arthur will take you to the Floating Fortress. If you decide to go back to town, you can reach here again by simply using the airship panel in town. The dungeon is divided into three areas, and you must clear all of them to unlock the final room in the center.

The south section is fairly linear area, the west sections consist of warp points and the east section contains pillars blocking your path. When you reach to the end of each section you will face a mini-boss.

There is also a low chance of finding platinum in the crates here, which can be used to craft some of the best equipment at this point in the game. The southern area features a strong gust of wind preventing you from reaching to certain spots.

Start the area by heading down and then go west. You can then take a detour and head south. In this room, place an object from your inventory on to the switch. Doing this will remove the wind where the green switch is located. Press the switch, then return to the previous area and head east. Press the blue switch and continue on to the next area.

Keep moving to the next room until you see a purple switch. You can press it to change the direction of the wind, and this will let you access the room to the east or west. Continue on west and head south. Here there will be a path leading to two rooms. Head to the room on the left first and clear all the monsters, then push the switch.

Do the same thing for the room on the east, and this will unlock a save point. Head to the next room to fight a boss. Continue to the next room.

Here you'll see two portals; the one in the south will return you to the entrance, while the north one will take you to an area you couldn't reach before. It looks like there are walls blocking the north portal, but the path there is actually very narrow and hidden between them.

Take the north portal and continue onward. When you reach near the end, you will find a treasure chest containing an Invisible Stone.

Now return to the entrance of the flying fortress and continue with either the east or west section. The west section is filled with warp portals that lead to one room after another. Start by heading west until you find two portals.

If you take the wrong portal, you will most likely end up back at the beginning. Start by taking the warp below, and then head to the room on the right and take the warp. There is only one way to go here, so head west and take the warp. In here there are two rooms you can warp to. If you take the north exit, you will eventually find a chest that contains 18, g, but it will also take you back to the beginning. To continue forward, take the west exit and head to the warp. After that, head to the room below and take the warp to the next area.

Defeat all the monsters first, and it will clear the area to reveal a switch. Press the switch and then take the north exit to the warp. Here you will find a save point and a warp back to the beginning. This section of the dungeon is pretty straightforward. You need to find a total of nine different coloured switches to remove all the pillars. This area is set up in a linear pattern where the pillars will block all possible passages, leaving you with only one path and a lot of backtracking.

Start the area by heading southeast until you have reached a dead end. You will find a yellow switch here; press it and it will remove the yellow pillars. Now return to the starting area and go east, then travel all the way north until you reach the last area. Here you can find a red switch near a fire trap.

Press the red switch and return two maps south to where the red pillar was. Go east and head one room south to find a blue switch. Press the blue switch and then head back to the area where the red switch was.

You will notice the blue pillar is now gone. Head east and then head one room south. Continue east, then south, one room east, and then south again.

You will find a green switch in this area. Push the green switch and then return all the way north to where the green pillars were located. Continue east, then head north, and defeat all the monsters in this room. This will reveal a pink switch in the center. Push it and then return to the starting area. Run east all the way to where the pink pillars are.

Now head south to find another switch, press it, return to the previous room, and head east. You should find a save point and the boss room right ahead. Now that you have completed all three sections, return back to the entrance.

The center area will now be unlocked, so head there to fight the final boss of the main story. Clearing the game will add new Extra Orders. These functions includes all sorts of things such as displaying the enemy HP gauge, changing the music, your character's appearance, and a bunch of other things besides.

There is also an Order to unlock the Sharance Maze, but it's not recommended you go there until you have cleared the third story arc.

This is the post-game story arc, and it can take a few weeks or more than a year of in-game time to trigger as starting it is entirely a matter of luck. First visit the palace and examine the spot where Ventuswill used to be.

Choose the first choice, that you will do your best. On the next day do the same thing again, but choose the second choice. Then repeat the same thing on the next day, except this time pick the third option. The blue examination mark where Venti used to be should now be gone. Make absolutely certain you complete this step, as.

For the next part, you must trigger the Town Event " Memories. Triggering this Town Event could take you a few in-game days or a very long time it took me a year in-game on my Japanese file but only two months in my American file. Once you have triggered the event, go to the flower shop and watch the event with Amber and Dylas.

Then on the next day, go to the clinic and watch the event with Dolce and Pico. Sleep and go to the inn to watch the event with Barrett and Leon. After three days or so, go to the Dragon Gate the lobby of your house and watch the event.

The next day, go visit the inn and watch the event with Raven and Dolce, then talk to Raven. The next day go to Dragon Gate again, the lobby of your house to see the event. Now head to Leon Karnak the area west of Obsidian Mansion.

There are two ladders in the starting area. Climb the ladder on the right and head to the next area. These can enhance your equipment by x the previous effect, which is really good for crafting end game gear.

Anyway, continue on and head west, then push the yellow switch to remove the yellow pillar in the previous area. You can also climb up a ladder here to find a red switch, which will remove the red pillar in the area. Return to the previous area and head west to find a switch that will remove the blue pillar in the starting area.

You will find several kinds of these switches in this area, and they require you to leave an item on them to keep them pressed.

From here on out it will be pretty linear; just keep heading on to the next area until you find a save point. Once you have defeated the Grimoire, head west until you have reached a dead end. Enter the portal and then climb the stairs. You can then head east until you have reached the top or explore on the west side for map completion and items.

When you find another save point, climb up the ladder and fight the boss. Once you have cleared the two boss fights, head back to the entrance of Leon Karnak and examine the wall on the center. Really wide coverage when charged. An old, rusted waterpot. You can water the fields with it. Press the B Button repeatedly to water as you walk. A lovely waterpot. So lovely that its water strikes the field as if tears from an omnibenevolent deity above.

Cheap Sickle. An old, rusty sickle. Use it to cut weeds and plants. You can also cut crops to collect seeds. A fairly sharp sickle. A high-quality sickle. An outstanding sickle. This sickle is sick An old, rusty axe. Too old to be charged. An axe so amazing, poems are written of its noble deeds. Shorter time needed to charge, making it highly efficient.

An old, rusty hammer. Used to flatten soil. A hammer reinforced with bronze. Can be charged to cover wider areas. A hammer reinforced with silver. Use to flatten soil. A hammer reinforced with gold. A hammer made from platinum. Shorter time needed to charge. An item used to check soil quality. Equip and examine fields to learn more about your crops. A light, easy-to-use sword. Recommended for beginners. Some even use it for cooking. A short sword forged from steel. Has a longer than average blade that gives you an extended reach.

A sword designed to be used with a shield. Raises resistance toward incoming attacks and knockouts. A gorgeous and dazzling sword which shines with an elegance like that of freshly-fallen snow. A sword imbued with the magic power of earth. Because it's made from very hard meterial, it won't chip easily. A sword made by connecting small bits of metal into a one whip-like blade. Long-ranged and hard to avoid. A sword made from fine platinum.

Highly durable. Makes its bearer more popular just by havin- Hey, what are you doing later tonight? A sword as hot as the sun. Some say it's so hot that it turns everything it strikes to ash. A sword with a shinning blade. You can attack your foes while they're captivated by its radiant beauty. A sword imbued with the magic power of wind. Its magical power makes it lighter than other swords.

Very tough, and guaranteed not to break or your money back. A sword designed to target foe's vital points, no matter what style or form you use. A magical sword that eat souls. It has the power to take away an enemy's life. A short sword with high heat. According to legend, it's said to have once turned a lake into a hot spring.

A short sword with a swing as beautiful as a shooting star. Just swing it, and bam, you're a superstar! A strengthened version of the Platinum Sword.

Radiates light from it's upgraded platinum. A sword in the shape of three dragon heads. The three often fight over who's the best. A short sword forged through years of disciplined smithing. Like, really sharp and stuff. Swordsmen call this a legendary short sword. The runes imbued on its blade shine majestically.

A sword? Maybe your foes will freak out when they see it? A long sword that's easy to swing. Has a fun ring on it that you can play with. But don't try it at home! A large two-handed sword. Not much else to say -- it's very straight-forward and to the point, if you know what I mean. Its thin blade has small holes in it to allow for air to pass through. A longsword with a poison-covered blade. So dangerous that even a small scratch can kill you. A sword blessed by mother nature.

Has an interesting design that looks kind of like a fault line. A knife with a large blade. So large, in fact, that one cannot easily cut apples with it. A weapon from the Far East, Beautiful, strong and sharp.

In rare cases, you may knock down foes with a single blow. A sword imbued with the magic power of fire. A single swing will make you drip with sweat. Kind of icky to use, really. A weapon brought from the Far East. With its sharp edges, you can sometimes cut down foes in a single blow. A sword imbued with fire. Beams out a strong light. So hot, it raise the room temperature by 10 degrees. A uniquely-shaped long sword. Its thred blades have assorted cursed on them, inflicting numerous status ailments.

A sword with a high-heat blade and an ice-cold tip. Even evil hearts a soothed by its shiny glow. A long sword with spiky edges. Imbued with earth power, its spikes are designed to look like mountains. Short-ranged, but has magical power strong enough to steal an enemy's life. High chance of landing critical hits. A sword separated into several parts, making it easy to wrap around foes.

Capable of hitting far away enemies. A weapon from the Far East. Appears as naught but a shadow under a cover of night. Can take down foes in a single blow. Makes its bearer's eyes shine blue, and grants the power to see an opponent's skill.

Increases critical chance. A long sword with sleek lines.



0コメント

  • 1000 / 1000