RUNE FACTORY 2 FARMING GUIDE

Version 1.10


Table of Contents

1. Introduction and version history......................{INT}

2. Tools.................................................{TLS}
2.1 Charging the watering can, hoe and sickle............{CHR}
2.2 Magnifying glass.....................................{MGL}

3. Using Monsters as Helpers.............................{UMH}

4. The Crops.............................................{CPS}
4.1 Making money with crops..............................{MMC}
4.2 Spring...............................................{SPR}
4.3 Summer...............................................{SUM}
4.4 Fall.................................................{FAL}
4.5 Winter...............................................{WIN}
4.6 Repeat harvest crops.................................{REP}
4.7 Formulas.............................................{FRM}
4.8 Fertilizer...........................................{FRT}

5. The Transition to the Second Generation...............{TSG}
5.1 Things to consider before transitioning..............{TTC}

6. Upgrading the Tools in the 2nd Generation.............{UTG}
6.1 Where you upgrade the tools - the forge..............{UTF}
6.2 How you upgrade the tools - the lessons..............{UTL}
6.21 Hammers.............................................{UHA}
6.22 Axes................................................{UAX}
6.23 Sickles.............................................{USI}
6.24 Waterpots...........................................{UWA}
6.25 Hoes................................................{UHO}
6.26 Fishing poles.......................................{UFP}
6.3 How to upgrade the tools - using the forge...........{UUF}
6.4 Raising your skill level.............................{URS}

7. Contact Information...................................{CIN}

8. Copyright.............................................{CPR}

9. Credit................................................{CRT}

---------------
1. Introduction......................................................{INT}
---------------

This guide is intended to cover farming and how to efficiently make money
through farming. I have not been able to readily find information and specifics
on the crops and matters related to farming, so I thought I would share some of
the things I have learned through trial and error.

This is my first guide. I collected this information for myself, then realized
that other people might like to know some of this and thought I'd share.

Version 1.10 - Added Part 6 on upgrading the tools in the second generation.
Added section on finances to Part 5.1.

Version 1.00 - Parts 1-5 on tools, monster helpers, the crops and the
transition to the second generation.

--------
2. Tools.............................................................{TLS}
--------

Tools aren't hard to come by. Right away Mana offers to sell you a watering can
and a hoe for 100g. The sickle is the reward for the "Come Here for a Sec"
request.

When Kyle gets his tools he is already able to charge them up somewhat. There
is no need to pay someone to upgrade them, or mine for minerals, or add
anything to them. (Yay!) Holding down the button is enough to charge them for
stronger usage.


2.1 Charging the watering can, hoe and sickle.........................{CHR}
---------------------------------------------
The level 0 charge is what happens when you press the tool button one brief
time. This takes care of a 1x1 area, or one square.

The level 1 charge is what happens when you hold the tool button down longer,
until you see a blue glow. This takes care of a 1x3 area, or one row of 3
squares, right in front of you.

The level 2 charge is what happens when you hold the tool button down longer
still, until you see a purple glow. This takes care of a 3x3 area, or 3 rows
of 3 squares. This level 2 charge is extremely useful and saves you a lot of
time. Kyle will use it many times each day when watering crops.

Unfortunately, you have not truly managed to avoid the annoying need to take
care of things without chargeable tools. Once you move into the second
generation your tools have grown rusty and are unchargeable for a time. More
on the implications for this in the section on transitioning to the second
generation.

Later in the second generation you will be able to charge up the tools to
levels 3 and 4.

The level 3 charge takes care of a 5x5 area.

The level 4 charge takes care of a 9x9 area.


2.2 The magnifying glass..............................................{MGL}
------------------------

You might wonder what the point of the magnifying glass is. It actually does
have a few uses. It is good for checking to see what sort of fertilizer you
have used on a given square of crop (if you've forgotten). It also can tell
you a plant's quality level. More on fertilizer in the fertilizer section.


----------------------------
3. Using Monsters as Helpers..........................................{UMH}
----------------------------

As far as the crops in the field beside your house are concerned, the monsters
you tame can be very helpful. Goblins can harvest and goblin pirates can water.
You'll need two of each to cover the whole field. They will water each tilled
square and harvest each ripe crop. The harvester goblins don't cut grass.

Goblins can be found in Messhina Valley. During the first generation they show
up day and night at Riverbank and Path to Mountain.

Goblin pirates can be found on Blessia Island. During the first generation they
show up during the day at South Beach, Altar/Old Ship and Old Ship Deck.

The pair works as a team. One comes out around 4 and starts work at 4:30 PM in
the upper left corner of the field, moving from left to right along the rows.
The first one gets as far as he can in the first half of the field, based on
his friendship level with you, then quits by 7:30 PM. Then the second one comes
out and starts, where the first one left off, about 8:30 PM and works until
11:30 PM. They work whether you stay up and watch them or if you go to bed
early.

The speed the monster works at depends on his friendship level. If both are at
level 10, they can finish watering or harvesting the field most of the time.
Sometimes, for unclear reasons, the very last row of crops will not be
completely cared for. To get around this issue, I tend to grow grass in the
lowermost row of crop plots.

Depending on your friendship level, particularly with the goblin pirate
waterers, you may wish to grow most of your crops in the upper rows of crop
plots. Filling each crop plot in the top rows is the most efficient use of the
monster helpers.


------------
4. The Crops..........................................................{CPS}
------------

You can buy all of the crops from Douglas in the Pumpkin General Store all year
round, excepting holidays, when the store is closed.

Unlike other Harvest Moon games, you are able to walk through and over your
crops in Rune Factory 2. This means you don't have to worry about leaving a
margin around your crops so that you can access each plot.

Being able to walk through your crops does have a downside: fighting monsters
while standing among your crops can result in the accidental removal of some of
your plants. If you swing your weapon while you stand too close to a mature or
almost mature plant, your swing can chop down the plant. If this happens, the
plant is gone.

Be careful to consider growing time when you decide which crops to plant where.
Even if a crop is meant to grow in a specific season, that doesn't mean you
should plant it beside your house. Many crops take *more than 30 days* to grow.
Planting crops that take more than 30 days to grow (e.g. clover) in the field
beside your house is wasting money and effort. Those need to be planted in the
dungeons.

Another thing to watch out for is the season each crop is intended for. Fairly
early in the game Yue will give you a bag of daikon radish seeds as a reward
for taking care of a request for her. If you plant that bag of seeds in your
field during the Spring, you will be greeted the next morning with dead plants.
As far as those daikon radish seeds go, if you're not feeling ready to venture
into the Winter dungeon on a daily basis to care for them, stick the bag of
seeds in your refrigerator and save them until you are ready for them.



4.1 Making money with crops...........................................{MMC}
---------------------------

I have grouped the crops by those that take less than 30 days to grow and those
that take more than 30 days to grow. The ones marked with an * are repeaters -
you can get more than one harvest out of them. Consider growing the repeating
crops in the dungeons to maximize profit. More on repeaters later.

Each crop seed costs a certain amount to buy from Douglas. Some are fairly
cheap (potato), others (emery flower) are extremely expensive. I have listed
the price for the sale of 1 of the given crop and the sale price for a plot of
9.

Next is the profit you make off of one plot of 9. I calculated this by
subtracting the seed cost from the sell price (9). In the case of repeating
crops, you do not see a profit on the first harvest. You actually LOSE money if
you can only get a single harvest of a repeater crop. Bear this fact in mind
when you choose how early or late in a season to plant repeaters in the field
beside your house.

Next is the number of days a crop takes to grow from seed to ripe for
harvesting. Repeaters have two numbers listed. The first number is the number
of days it takes to grow from seed to ripe. The number in parenthesis is the
number of days it takes for the crop to become ripe again. Example:
Strawberries: 8(2) - strawberries take 8 days for the first ripening, then 2
days to repeat.

The final number is the profit per day. I calculated this by dividing the
profit gained from a plot of 9 by the number of days it takes to grow (rounded
up to the nearest whole number). The point of this number is to determine which
crop is the most profitable to grow. Looking at the profit/day is like taking
the amount of gold you earn at the selling of the harvest and spreading it out
over each day the crop was growing.

Example: Pink melons earn a profit of 14,100g and take 20 days to grow. That
means that if you were able to earn money for each day the crop plot was in use
(instead of all at once at the end of the growing period), you would be making
705g (14,100/20) each day.

While at first glance it might seem more profitable to grow tons of pink
turnips than pink melons, since pink turnips only take 4 days to grow while
pink melons take 20 days, this isn't the case. If you consider the profit per
day, pink turnips aren't so great after all.

Looked at another way, for the length of time it takes to grow 1 plot of pink
melons (20 days) you can grow 5 different sets of pink turnips (4 days x 5),
one after another, in the same crop plot. One plot of pink melons earns you
14,100g. Five sets of pink turnips at 910g each earns you 4550g (910g x 5). One
set of pink melons (14,100g) earns more than three times what 5 sequential sets
of pink turnips (4550g) does. Therefore, if you can afford the seeds, pink
melons are definitely the better way to use a crop plot in Spring.

Profit/day for repeating crops varies, depending on how many harvests you get.

Crops marked with + are special crops you can get in the second generation.



4.2 Spring crops....................................................{SPR}
----------------

=Grows in < 30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Pink turnip      980            210          1,890     910     4        228
Onion            690            220          1,980   1,290     7        184
Cabbage          780            390          3,510   2,730    11        248
Pink melon     8,400          2,500         22,500  14,100    20        705

Moondrop         520            180          1,620   1,100     6        183
Toyherb        1,450            510          5,490   3,140    12        262

Strawberry*    5,400            180          1,620  -3,780  8(2)     varies

Gold cabbage+    316          1,580         14,220  13,904    14        993


=Grows in >30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Cherry grass    9800           3400         30,600  20,800    60        347
Lamp grass    24,000           8700         78,300  54,300    90        603
Blue crystal  32,400         10,900         98,100  65,700   100        657
Emery flower  54,000         15,400        138,600  84,600   120        705



4.3 Summer Crops.....................................................{SUM}
----------------

-Grows in < 30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Pink cat         550            180          1,620   1,070     6        178
Pumpkin        1,680            620          5,580   3,900    12        325

Eggplant*      2,900            190          1,710  -1,190   9(3)    varies
Tomato*        1,980            210          1,890     -90  10(4)    varies
Cucumber*      2,200            220          1,980    -220  10(6)    varies
Corn*          1,800            170          1,530    -270  14(3)    varies
Pineapple*     7,400            750          6,750    -650  20(5)    varies

Gold pumpkin+    324          1,620         14,580  14,256    15        950


=Grows in >30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Ironleaf      17,000          3,200         28,800  11,800    40        295
Clover        12,800          2,400         21,600   8,800    60        147
Fireflower     9,800          4,300         38,700  28,900    90        321
Green crystal 29,700          9,800         88,200  58,500   100        585



4.4 Fall Crops........................................................{FAL}
--------------

=Grows in < 30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Spinach          790            300          2,700   1,910     5        382
Potato           440            240          2,160   1,720     7        246
Carrot           990            420          3,780   2,790     9        310
Charm blue     2,200            760          6,840   4,640    12        387

Yam*           1,480            140          1,260    -220  6(3)     varies
Green pepper*  3,450            140          1,260  -2,190 10(2)     varies

Gold Potato+     278          1,390         12,510  12,232    11      1,112


=Grows in >30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Autumn grass  13,500          3,900         35,100  21,600    60        360
Pom pom grass  7,000          5,500         49,500  42,500    90        472
Red crystal   34,800         11,250        101,250  66,450   100        665



4.5 Winter Crops......................................................{WIN}
----------------

=Grows in < 30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Turnips          510            190         1,710    1,200     4        300
Leeks          1,600            520         4,680    3,000     6        500
White cabbage  2,400            960         8,640    6,240    11        567
Daikon radish  3,300          1,100         9,900    6,600    14        471
Hot hot flower 9,700          2,900        26,100   16,400    20        820
Gold turnip+     196            980         8,820    8,624     8      1,074


=Grows in >30 days=

Crop       Seed cost Sell price (1) Sell price (9)  Profit  Days Profit/Day
----------------------------------------------------------------------------
Noel grass    17,000          3,970         35,730  18,730    40        468



4.6 Repeat Harvest Crops..............................................{REP}
------------------------

Repeat harvest crops are can become very nice money makers if you plant them in
dungeons where they can continue to produce for you over a long period of time.
All repeating crops are money losers if you can only get 1 harvest from them.

The numbers next to the crop names are the length of time the crop takes to
grow and the number of days for the next harvest.

For this table, #H means the number of harvests. The first column is the number
of harvests you have to get before you start making money instead of losing
money.

The second column is the number of harvests you can get in the first 30 days
the crop grows. That is, if you plant the crop in your field next to your house
on the 1st day of the season and let it grow until the 30th day of the season,
"#H in 1st 30d" is how many times you can harvest that crop. The number in
parenthesis is how many days it takes to get that number of harvests.

Example: Corn planted in the field by your house on the 1st of Summer can be
harvested 6 times. Those 6 harvests take 29 days. Keeping in mind that corn
takes 14 days to grow and repeats every 3 days, the schedule for corn would be
as follows:
1st harvest - 14th
2nd harvest - 17th
3rd harvest - 20th
4th harvest - 23rd
5th harvest - 26th
6th harvest - 29th

The third column is the profit/day at the end of that first 30 days. This
column also tells you your margin of breathing room, if you will, for planting
crops in your field. Corn can be planted in your field on the 1st or 2nd day of
Summer and you will still get 6 harvests out of it. Plant corn in your field on
the 3rd of Summer and the 6th harvest will not ripen before the shift to Fall
kills the corn plants. So corn gives you an extra day to focus on planting the
other Summer crops that don't give you a margin, like eggplant, tomato and
pineapple. Pineapple especially is important to plant in your field on the 1st
day of Summer if you want to get as many harvests out of it as you can.

Example: Corn planted in the field on the 1st of summer can be harvested 6
times. The profit earned per day of that 6th harvest is 255g.

The fourth column is how many harvests you can get in the 1st 60 days. To get
60 (or more) days worth of growth out of a crop, it must be planted in a
dungeon. The fifth column is the profit for that last crop in the 1st 60 days.
Obviously, the longer you can leave a crop to grow, the more money it will make
you, and amount of money it will be earning you per day will also grow.

Example: Corn planted at any time in a plot on Blessia Island can be harvested
6 times in 29 days. That 6th harvest will earn 255g profit/day. Left to grow,
that plot of corn will continue to produce. By the end of 59 days (almost 2
seasons) you will have harvested the corn 16 times. That 16th harvest will
earn 384g per day. Allowed to grow for an entire 120 day year, that single
plot of corn can be harvested 36 times. The 36th harvest will earn 448g/day.

Crop       #H make $  #H in 1st 30d  P/d 1st 30d  #H in 1st 60d  P/d 1st 60d
-----------------------------------------------------------------------------
Strawberry 8/2     2    12 (30 days)   468         27 (60 days)    639

Eggplant 9/3       2     8 (30 days)   359         18 (60 days)    465
Tomato 10/4        2     6 (30 days)   312         13 (58 days)    390
Cucumber 10/6      2     4 (28 days)   204          9 (58 days)    269
Corn 14/3          2     6 (29 days)   255         16 (59 days)    384
Pineapple 20/5     2     3 (30 days)   428          9 (60 days)    889

Yam 6/3            2     9 (30 days)   329         19 (60 days)    374
Green pepper 10/2  3    11 (30 days)   347         26 (60 days)    489


Crop                #H in 1st 90d  P/d 1st 90d  #H in 1st 120d  P/d 1st 120d
-----------------------------------------------------------------------------
Strawberry 8/2       42 (90 days)    696         57 (120 days)    725

Eggplant 9/3         28 (90 days)    500         38 (120 days)    517
Tomato 10/4          21 (90 days)    419         20 (118 days)    425
Cucumber 10/6        14 (88 days)    290         19 (118 days)    300
Corn 14/3            26 (89 days)    427         36 (119 days)    448
Pineapple 20/5       15 (90 days)  1,043         21 (120 days)  1,120

Yam 6/3               9 (30 days)    404         19 (120 days)    411
Green pepper 10/2    11 (30 days)    536         26 (120 days)    559

It is worth noting that while yams take less time to grow to their initial
harvest, you can actually get more harvests of green peppers in a season than
you can yams.


4.7 Formulas..........................................................{FOR}
------------
If you are the sort to care, here are my formulas for calculating the above
figures.

profit = sell cost (9) - seed cost
profit per day of repeating crops ={ [profit + (sell price (9) x (# of
harvests - 1)]/days growing }

strawberries: [-3780 + 1620(h-1)]/d
eggplant: [-1190 + 1710(h-1)]/d
tomato: [-90 + 1890(h-1)]/d
cucumber: [-220 + 1980(h-1)]/d
corn: [-279 + 1530(h-1)]/d
pineapple: [-650 + 6750(h-1)]/d
yam: [-220 + 1260(h-1)]/d
green pepper: [-2190 + 1260(h-1)]/d


4.8 Fertilizer........................................................{FER}
--------------

You can buy and win fertilizers for using on your crops. These can improve the
quality of your crop, or the speed with which they grow. In the first
generation Natalie in the infirmary sells Formula A fertilizer for 2000g. In
the second generation it is Ray who sells Formula A fertilizer.

Fertilizers only work on 1 square. One bottle will NOT take care of a whole
9x9 plot.

Don't try to use fertilizer once a crop is past the seed stage. You will just
be wasting the fertilizer and your money.

Don't try to stack Formulas. It doesn't work. Whatever you use first (A, B or
C) is the only one that will have any effect. You CAN use a Formula and a
Greenifier on the same plant.

Trying to hurry along a crop because you're running out of time in the season
will only work if you need to speed it along by one day (in the case of the
readily available Formula A), AND, more importantly, if you know you'll need
to hurry it while it is still a seed.

-Formula A - Speeds the growth of crops by 1 day.
How to get it: buy in Alvarna Clinic for 2000g, win Eating Festival contest,
make it in the workshop (2nd gen)

-Formula B - Speeds the growth of crops by 2 days.
How to get it: win the Monster Festival, make it in the workshop (2nd gen)

-Formula C - Speeds the growth of crops by 3 days.
How to get it: win the Fishing contest, make it in the workshop (2nd gen)

-Greenifier - Raises the quality of crops 1 level.
How to get it: win the Adventure contest, "I'd Like Some Wool, But..." request,
make it in the workshop (2nd gen)

You can learn to make your own fertilizers in the second generation from Mana's
Thursday lessons.

Formula A ingredients: earth crytal, strong vine, root

Formula B ingredients: earth crystal, strong vine, fairy dust

Formula C ingredients: earth crystal, strong vine, devil blood

Greenifier ingredients: earth crystal, strong vine, fairy dust, fish fossil,
water crystal


------------------------------------------
5. The Transition to the Second Generation............................{TSG}
------------------------------------------

To move to the second generation you must
a) get married
b) wait 9 days for your wife to get pregnant
c) wait 6 more days for the baby to be born
d) talk to Byron about building the school
e) pay the required 100,000g and 1000 wood for the school to be built
f) wait 10 more days for the school to be built
g) walk in front of the school's door to trigger the scene where your wife and
Byron show up to discuss the completion of the school

Then the game tells you that time passes, and one stormy night you get all
your memories back and realize you have to leave to take care of something
important. Your child talks to you and you say you're leaving. The next
morning you (the human playing the game) are now playing as the child.

So, what happens to your crops when you move from the first generation to the
second? Firstly, the season changes back to Spring. Whatever season you were
in when you completed step g) and walked in front of the school ends abruptly
and the next day you are able to play will be in Spring. If you finish step g)
in Winter, this isn't a problem because you didn't have anything growing in
your field anyway. If you were in Summer or Fall, this switch to Spring will
mess up your crops in the field next to your house.

Secondly, the storm will mess up some of what you've got growing in the
dungeons. I have read that there is a way around the storm by waiting to
complete step g) until after midnight, but despite multiple tries I have not
been able to get that trick to work, so I can't speak to its effectiveness.
If you have something important growing in the dungeons, check on it before
you save in the second generation and see if the damage is something you can
live with. If not, restart the game and play through another day and try step
g) again.


5.1 Things to Consider Before Transitioning to the Second Generation..{TTC}
--------------------------------------------------------------------

=Storm damage=

If you are unable to get the storm dodging trick to work for you, consider
waiting to transition until after expensive and/or time consuming crops are
finished growing.

=Dungeon difficulty=

The dungeon monsters become significantly more difficult, making it harder for
you to reach the crops deeper in the dungeons. Be aware that you may not be
able to reach the deeper crop plots to water your crops on a daily basis.
Consider finishing off whatever you have growing in the deeper crop plots
before you transition so you don't need to go there every day. Strongly
consider finishing off everything in the Winter dungeon as tending those crops
becomes very difficult in the early days of the second generation.

=Water pot can no longer be charged up=

Until you can repair the watering can, you have to water each square
individually. This costs rune points and takes up lots of clock time. Where
you may have been able, as Kyle, to easily finish caring for crops in every
single dungeon plot before the 3:00 PM pickup time, that will no longer be the
case. You will likely not have enough rune points or clock time to tend to
everything in a single day in the early part of the second generation.
Consider finishing off much of your crops before transitioning so that you
have less to water until you can get the watering can improved again.
Alternately, consider ignoring some of your crops for a short while. Except
for the charm blue flower (Fall), the crops can handle a bit of neglect.

=Your finances and materials=

Do you have enough money? You need 100,000g and 1000 wood to build the school,
but you will quickly need more money once you are in the second generation.
Building the workshop expansion to the school costs 10,000g and 100 wood.
After that, you'll need to buy the forge from Yue, which costs another 7,000g.
At the very least, you should have 117,000g and 1100 wood before you
transition.

Because you can make money and mine ore relatively easy as Kyle, I recommend
making a comfortable amount of money before you transition. Perhaps 250,000g
or so, so that you have the money to buy seeds and other upgrades from Yue and
Byron without having to save up. Also I suggest storing some ore before you
switch to your child. In order to upgrade your tools in the second generation,
you require a minimum of 4 silver, 13 iron and 11 bronze. Since 9 of an item
takes up just as much room as 1, you may as well have full stacks: 9 silver,
18 iron and 18 bronze.

Know also that buying seeds in the second generation will require more advance
planning. In the second generation, in addition to selling seeds, Douglas comes
to your farm to pick up stuff from your shipping box. This means that Douglas
is at your farm from 3:00 PM to about 5:30 PM. Due to the time it takes to
return to the store, don't count on being able to buy anything from him before
the store closes at 6:00 PM. This means that if you want to buy seeds you need
to make sure you are at the store before Douglas leaves for your farm.
farm, around 2:30 PM.


--------------------------------------------
6. Upgrading the Tools in the 2nd Generation.........................{UTG}
--------------------------------------------

Once you reach the second generation you find that your tools have rusted and
gotten annoyingly time-consuming to use since you can no longer charge them up.
This is thankfully not a permanent thing. You can get the equipment and the
skills to return your tools to decent working order.


6.1 Where you upgrade the tools - the forge..........................{UTF}
-------------------------------------------

The first thing you have to do is talk to Byron and get the school expanded.
You can pay and have built a library, a dojo and a workshop. The library and
dojo are good things to build, but if your first priority is getting your tools
working again, what you want is the workshop (10,000g and 100 wood).

The workshop will be built the day after you pay for it, so that can be done
quickly. The most significant delayer of getting started on forging your tools
is Yue. Byron can get the building built for you, but you can't do anything in
there until you buy the forge from Yue. For some aggravating reason Yue sells
the forge ONLY on Mondays. If for some reason you miss her and don't buy it,
you'll have to wait another week and try again.

Yue hangs out in Alvarna - North Square on her selling days and now has four
options when you speak to her. The third option is "I want a bargain." That's
where she sells the forge/workshop.

Yue's Monday Bargains
---------------------
Small Kitchen  1,000g
Large Kitchen  5,000g
Pharmacy       3,000g
Forge/Workshop 7,000g


Yue's Wednesday Bargains
------------------------
Refrigerator      10,000g
Shelves           10,000g
Record Player     20,000g
Full set of tools 30,000g
 (Mayonaise, cheese, yogurt, seed and thread makers)

Yue's Friday Bargains (can't buy until after small/large kitchen)
---------------------
Small Kitchenware
 Kitchen knife 1,000g
 Frying pan    2,000g
 Pot           2,000g
Large Kitchenware
 Oven          5,000g
 Mixer         5,000g
 Steamer       2,000g

Yue's Monday and Wednesday bargains are not dependant on each other, but her
Friday bargains can't be bought until after you buy the correspondingly sized
kitchen on a Monday.

A potential snag is the weather. Depending on who you marry, Yue's schedule
changes. If you marry Dorothy, Rosalind, Julia or Cecilia, then Yue marries
the guy your wife would have married. If Yue is married, then she spends
Tuesdays, Thursdays and rainy days in her husband's house - and she won't sell
you anything. If it rains on the Monday you planned to buy the forge/workshop
from Yue, you won't be able to buy it because Yue will be in her husband's
house and won't be selling stuff.

(As a side note, this reduction in selling days also complicates buying
birthday gifts from Yue. You have to plan further ahead to make sure you'll
be able to find her on a Monday, Wednesday or Friday to buy birthday gifts for
the townspeople present in the first generation if you can't/don't want to make
them yourself. You have no choice but to make yourself the birthday gifts for
the children of the other couples; Yue doesn't sell them.)

The refrigerator and shelves are very useful for their proximity to your
workshop and hold more than the refrigerator and shelves in your house. Even
so, you will quickly find you run short on storage space.

The full set of tools - mayonnaise, cheese, yogurt, seed and thread makers -
are all nice to have, but they are not crucial to upgrading your watering can,
axe, hammer, etc.

The record player plays music from your farm. That's all.


6.2 How you upgrade the tools - the lessons..........................{UTL}
-------------------------------------------

Mana and Barrett teach lessons in the school Mondays through Fridays. Mana is
available for lessons from a little before 9:00 AM until about 11:20 AM, then
she walks out of the school and goes back to the store. Barrett is available
for lessons from 12:00 PM until around 5:30 PM.

Mana teaches lessons on cooking, crafting and using the pharmacy to make
fertilizers. Barrett teaches lessons mostly on forging weapons and shields,
with some crafting lessons and one pharmaceutical lesson on powerful medicines.

For upgrading your tools, the lessons you want are taught by Barrett on Mondays
(hammers, axes and sickles) and Wednesdays (waterpots, hoes and poles). Mondays
and Wednesdays are very important days for getting your tools back in good
shape.

Mana and Barrett will only teach you two lessons each per day (for a total of
four). However, it is not necessary to actually take the lessons to make the
items. You can find the recipe elsewhere (like online) and make the item. The
only difference is that if you get the recipe somewhere else, the game will
not calculate for you your odds of success.

Lessons do not have to be taken in any kind of order. Watch out and keep track
of which lessons you have taken, because the first and most basic lesson of a
day's lesson options stays on the list even after you've taken it. If you're
not paying attention it's easy to retake a lesson you've already had, which is
a waste of a lesson

Barrett's Monday lessons on tools:
Hammers, axes and sickles - iron hammer, chopping axe, iron sickle
Hammers, axes and sickles 2 - silver hammer, lumber axe, quality sickle
Hammers, axes and sickles 3 - golden hammer, mountain axe, super sickle
Hammers, axes and sickles 4 - platinum hammer, miracle axe, legend sickle

Barrett's Wednesday lessons on tools:
Waterpots, hoes and poles - tin waterpot, sturdy hoe, beginner's pole
Waterpots, hoes and poles 2 - lion waterpot, seasoned hoe, intermediate pole
Waterpots, hoes and poles 3 - rainbow waterpot, shiny hoe, famous pole
Waterpots, hoes and poles 4 - joy waterpot, blessed hoe, sacred pole


6.21 =Hammers=.......................................................{UHA}

Iron hammer
Skill level: 5
Materials: old hammer, iron, bronze x 2
Charge: 1

Silver hammer
Skill level: 9
Materials: iron hammer, silver, bronze, iron x 2
Charge: 2

Golden hammer
Skill level: 13
Materials: silver hammer, silver x 2, gold x 3
Charge: 3

Platinum hammer
Skill level: 17
Materials: golden hammer, platinum x 3, gold, sparkle string
Charge: 4


6.22 =Axes=..........................................................{UAX}

Chopping axe
Skill level: 5
Materials: rusty axe, bronze, iron x 2
Charge: 1

Lumber axe
Skill level: 9
Materials: chopping axe, silver, bronze, iron x 2
Charge: 2

Mountain axe
Skill level: 13
Materials: lumber axe, silver x 2, gold x 3
Charge: 3

Miracle axe
Skill level: 17
Materials: mountain axe, platinum x 3, gold, wooly furball
Charge: 4


6.23 =Sickles=.......................................................{USI}

Iron sickle
Skill level: 5
Materials: rusty sickle, iron x 3
Charge: 1

Quality sickle
Skill level: 9
Materials: iron sickle, bronze, iron x 2, silver
Charge: 2

Super sickle
Skill level: 13
Materials: quality sickle, silver x 2, gold x 3
Charge: 3

Legend sickle
Skill level: 17
Materials: super sickle, platinum x 3, gold, arrowhead
Charge: 4


6.24 =Waterpots=.....................................................{UWA}

Tin waterpot
Skill level: 5
Materials: old waterpot, bronze x 3
Charge: 1

Lion waterpot
Skill level: 9
Materials: tin waterpot, silver, bronze, iron x 2
Charge: 2

Rainbow waterpot
Skill level: 13
Materials: lion waterpot, silver x 2, gold x 3
Charge: 3

Joy waterpot
Skill level: 17
Materials: rainbow waterpot, gold, platinum x 2, ruby, speckled skin
Charge: 4


6.25 =Hoes=..........................................................{UHO}

Sturdy hoe
Skill level: 5
Materials: rusty hoe, bronze, iron x 2
Charge: 1

Seasoned hoe
Skill level: 9
Materials: sturdy hoe, silver, bronze, iron x 2
Charge: 2

Shiny hoe
Skill level: 13
Materials: seasoned hoe, silver x 2, gold x 3
Charge: 3

Blessed hoe
Skill level: 17
Materials: shiny hoe, platinum x 3, gold, plant stem
Charge: 4


6.26 =Fishing poles=.................................................{UFP}

Beginner's pole
Skill level: 5
Materials: old pole, wood, bronze x 2
Charge: 1

Intermediate pole
Skill level: 9
Materials: beginner's pole, wood, silver, iron x 2
Charge: 2

Famous pole
Skill level: 13
Materials: intermediate pole, wood, silver x 2, gold x 2
Charge: 3

Sacred pole
Skill level: 17
Materials: famous pole, wood, gold, platinum x 2, strong string
Charge: 4


6.3 How to upgrade the tools - using the forge.......................{UUF}
----------------------------------------------

The first and second upgrades to your tools are not that difficult to complete,
once you have all the necessary equipment. The second upgrade will return your
tools to the charging ability they had in the first generation.

The materials for the first and second upgrades are not hard to come by. The
fourth upgrades' materials are also not that hard to get since you can buy
platinum from Yue. Gathering enough gold is the real limiter in your upgrading
until you grow strong enough to frequently mine in Padova Mountains again. You
can find gold on Blessia Island every now and then, but the Padova Mountains
has it more frequently.

It is not necessary to wait until your skill level matches the skill level
stated in the recipe. That skill level is the level you must reach in order to
have 100% chance of creating the item. It's quite possible, and even
recommended (if you have a good source of rune points) to keep trying to
create an item even when you are well below 100% chance of success, because
the farther above your skill level the item you create is, the more experience
you gain for successfully making it. As long as you have some chance of
success, even if it's only 20%, it may be worth your while to try to make the
item.

**Earlier in this guide I suggested that growing pink melons is a better
choice than pink turnips. This is true, if your goal is making money. However,
at the start of the second generation, when you are seriously short on rune
points and need more of them in order to keep trying to forge upgraded tools,
consider planting about half a dozen plots of pink turnips (takes 4 days) with
the intention of leaving them in the ground (make sure you take any harvesting
monsters off harvesting duty or they'll mess up your plans). This will give
you a supply of rune points to recharge your rune point meter throughout each
day so you are not so limited in your activities until you get other crops
(like grass) grown.**

How to use the forge:
Go into the school building and take the hallway to the right until you enter
the next screen. Enter the doorway and head to the right and upward until you
are standing in front of the anvil. This is the forge. Press A. This pulls up
a screen showing, on the left, what you have in your backpack, and on the
right there are 6 blank boxes for the materials you wish to use to make
something.

At the top left are two tabs. One has a picture of a hammer on it. This shows
your backpack and the materials you have selected. The second tab is the
recipe list. Click A with the cursor hand on each tab to switch back and forth.
You can select items to put in the forging material boxes with A and the D pad.

Looking at the recipe list, you can scroll through them in the order they are
listed, which is arranged by type, or you can use the two tabs on the upper
right to change the order. Click once on the AUTO tab to invert the default
listing. The other tab, the one with a little symbol on it, sorts the recipes
by skill level. Clicking on it once sorts the recipes from lowest to highest
skill level. Clicking on it again sorts the recipes from highest to lowest
skill level. You can use the X and Y buttons to page up and down through the
list.

It can be a little confusing to select a recipe. Pressing A does nothing.
Choose the recipe you want and press B. This takes the cursor hand up to the
little x in the upper right corner. Now use the D pad to move the cursor hand
over to the hammer tab and press A. Now you can see the list of materials
needed for that recipe on the top screen, and the success rate for making that
item at your current skill level below the 6 material boxes. Next you scroll
through the items in your backpack and put them one by one in the 6 boxes.
Items do not stack. If a recipe calls for 3 bronze, you'll have to put a
single bronze chunk in 3 different boxes.

Double check that you've gotten all the correct materials in the correct
quantities in place before you click on the OK in the lower right. If you have
the wrong materials, you'll fail. A failure uses up 10 rune points. Fortunately
that's all a failure uses up; when you fail at forging, crafting and at the
pharmacy, the materials will go back into your backpack. This is not the case
when cooking - you get a failed dish. This means that all you risk at the forge
is rune points.

If you have a good source of rune points you may think it's worth your time to
repeatedly try to create an object despite having only a 10% chance of
success. If you can keep recharging your rune points from mature crops, you
may feel you can afford to make ten or more attempts at forging an item. When
you finally succeed at making something with such a low chance of success, your
experience meter will move a lot, increasing by half the length of the meter or
more.

When you've chosen the materials and clicked on the OK, you get an animation
and have to wait for the meter to reach 100%. Then you will find out if you
succeeded or failed in creating the item. If you failed, you can just try
again. No need to go through and locate the recipe again if you don't want to.
Just put the materials in the boxes and try again. As long as your skill level
is the same the chance of success is also the same. The game isn't really
interested in what you think you're making. It'll make, or fail to make, the
one item the materials you've selected can create.

You can't access the shelves from the anvil, so it can be a bit cumbersome and
irritating to go back and forth between them to get the items you want.


6.4 Raising your skill level.........................................{URS}
----------------------------

There are some simple ways to raise your forging skill level. Upgrading items
like the broadsword and the claymore are good ways to build your early skill
levels because they require no additional materials. The list below is not
exhaustive. These items can either be made by you, or purchased from Tanya, or
both. The windsword is also the reward for completing Jake's first 2nd
generation request.

Broadsword upgrade
Skill: 4
Materials: broadsword

Claymore upgrade
Skill: 6
Materials: claymore

Small shield upgrade
Skill: 9
Materials: small shield

Steel sword upgrade
Skill: 14
Materials: steel sword, iron

Wooden staff upgrade:
Skill 18
Materials: wooden staff, bronze

Bronze shield upgrade
Skill: 20
Materials: bronze shield, bronze x 2

Pole axe upgrade
Skill: 24
Materials: pole axe, bronze, iron

Windsword upgrade
Skill: 25
Materials: windsword, iron


----------------------
7. Contact Information...............................................{CIN}
----------------------

If you find any errors, please let me know. I want to be as accurate as
possible. Send email to wheekers99 AT yahoo DOT com. Please mention the guide
in the subject line as I tend to assume that emails from names I don't
recognize are spam.


------------
8. Copyright.........................................................{CPR}
------------

Copyright 2009 EvilTim.

If you want to reproduce this guide somewhere else, email me about it.


---------
9. Credit............................................................{CRT}
---------

Lerion and Winchu's guide on GameFAQS - Information on gold turnips, gold
potatoes, gold cabbages and gold pumpkins, as well as giving me a way to
double check the information I gathered on my own.

Thank you to Nick Emerick for pointing out the typo in the pink melon profit
column.