Virtual villagers 5 game guide


















Level 3: The nursery foundation school appears which is meant to train children. Level 2: The second hut can be built, as well as the next level construction of the Hand Statue and the repair of the aqueduct for the farm. Level 3: You get the third hut and the final level of the Hand Statue.

Level 2: Gives you more energy capacity and allows the statue upgrade with construction level 2. Level 3: Increases the energy capacity some more and allows the final statue upgrade with construction level 3.

It also makes you more efficient at converting heathens. Having enough food is necessary for building and sustaining a larger population of villagers. Mushrooms can only be gathered by children under the age of 14, so start gathering straight away. Make sure to check your map constantly in search of these mushrooms.

Red mushrooms give a lot more food than the regular gray ones, but they appear less often. However, it is possible to use a god power to make mushrooms bloom. This also increases the chance for red mushrooms. The noni bush will appear in area 6 just press number 6 on your numpad. The farm will give you crops as a food source. You can however use the Hand of Bloom spell to instantly have them ready for harvest. Catching fish is as easy as dropping one of your villagers in the lake and being patient until the fish eventually bite.

God powers or godly powers or spells will become available when your energy level increases. These god powers enable you to affect the environment. The Virtual Villagers 5 god powers are limited to 2 things, your energy capacity and the actual amount of energy. As you can see in the image below on the left of the energy bar is the amount of energy, on the right the energy capacity.

The energy capacity can be increased by discovering new relics, by having children and by converting heathens to villagers. Of course the energy capacity can also be increased by buying levels 2 and 3 of the spirituality technology. Below are the 12 god powers and the capacity you need before they become available. There are 7 different Totems in Virtual Villagers 5, of which 6 will be destroyed eventually. The Totems are mostly guarded by orange and red heathens.

Heathens come in 5 different types, each with their own specialties, behavior and mask colors: Blue, Purple, Orange, Red and The Chief. The goal of these heathens is to make your life difficult by scaring your villagers. The Blue ones are the easiest. Drop your villagers on top of them to start a conversation. Once the light disappears drop another one of your villagers on them until you eventually convert them.

The Orange ones scare your villagers away and chase them, making it harder to access certain areas or pull down Totems. Orange Mask Heathens also cause villagers to drop things they collected like food or other collectibles. Red Mask Heathens are senior guards and scare off villagers. The Red ones mostly guard Totems and other important areas. The Red and Orange Heathens can only be eventually converted by using Earthquake spells. In addition, you need at least one child.

The child will help you with picking mushrooms and retrieving collectables, which is essential, particularly at the start of the game. It is tempting to select a nursing mother as that gives you an instant extra tribe member to start with.

The worst dislike, in my opinion, is a dislike for running, as your villager will become the slowest walker and worker ever. In this installment of Virtual Villagers there are 6 skills your villagers can master. The more experience they get in a skill, the more efficient they will become at it. Skill levels they can reach are apprentice, adept and master. To start your villager on a skill, just drag and drop your villager on the project you want them to work on.

For an unskilled villager, it may take a few tries to get them to pick it up, so keep trying until they get it. Once your villager has successfully started work, they will pretty much keep working by themselves, with the odd break to eat or do laundry or any of the other leisure activities. If your villager has several skills, they will predominantly work on their highest level skill, though they may sometimes decide to go and do something else for a while. In the detail menu you can also set a preferred skill by ticking the box on the right of the skill.

Your villager will then focus on this skill, even if it is their lowest level. The farming skill can be improved by picking noni berries, harvesting the crops from the farm and fishing. The building skill can be improved by building huts, upgrading the statue, clearing out the mausoleum and dismantling the totems. The healing skill can be improved by healing sick villagers or setting the villager to study medicine in the hospital.

The best way to increase the parenting skill is by having children, but also by hugging and telling stories. Becoming a master parent seems to have been made a little bit easier in this installment of the series.

The Devotion skill is increased by converting the blue masked heathens and honoring the statue. To get a master devotee once all the blue masks have been converted, the only option available is to honor the statue. Therefore, the best way to create new master devotees is to set a former master devotee to teach in the nursery, as this will give the children a head start in Devotion.

Then when they turn 14, set their preferred skill to devotion and they will start honoring the statue by themselves.

As with previous installments of Virtual Villagers, there are 6 technologies you can research. You can find these in your tech menu. If you hover your cursor over the various technologies in the tech menu, you will be told how many tech points are needed to buy the next level. The higher your Science level, the faster your villagers accumulate tech points.

Although Science is one of the more expensive technologies to acquire, it does pay not to leave it till last, as it will increase the speed at which you can buy the other technologies. Level 2 Science gives you the base of the clothes hut to build. The higher your advances in Medicine, the lower the rate of disease in your tribe. It also makes your villagers more fertile and live longer. Advances in Construction allow your villagers to build and repair various structures.

At each level of Construction you will get the basis for a new hut. Huts allow you to increase your population to a new level. The max population you can house in your huts is 90, but you can increase your population beyond this by finding complete sets of collectibles, which will add 5 to your maximum population each.

You can also increase your population beyond the maximum by reviving fallen villagers or converting heathens after the maximum has been reached. Higher levels of Learning allow your villagers to increase their skills faster.

Level 3 Learning allows you to build a nursery school. Drag a villager who is a master in at least two skills onto the school and they will start teaching the children. Each time children go to school they will get a little bit of knowledge in one of the skills of your master teacher. This will get them started more quickly and easily when they reach working age. Higher levels of Food Mastery mean that the food your villagers harvest is worth more.

It does not unlock new food sources. Spirituality increases your maximum Divine Energy and allows you to upgrade the hand statue in the middle. As always, food is an important but scarce commodity in this game. So carefully look around for any mushrooms. However, you can instantly grow back 20 fruits by putting a swarm of bees onto the bush. Your third food source comes from the farm in the north, which can be unlocked by completing puzzle 5. When you have harvested all the crops it will take minutes in fast mode for the crops to grow back.

However, you can also instantly grow the crops back by casting the Hand of Bloom spell. Just throw a villager into the lake and they will start fishing. Annoyingly, the path between the lake and the food bin sometimes comes too close to the heathen dirt village, meaning your fishermen might be chased away and drop their food.

New to this installment of the series are the heathens, who are there to make your life difficult. There are 4 different types of heathens, each with their own behavior. The blue masked heathens are harmless; they just run around the tribe doing their own thing. You can convert the blue masked heathens by dropping one of your villagers on them. After a while, approximately 2 hours of game time in fast mode, the orb will disappear and you will need to talk to them again. Once their faith moves into the blue area of the dial, they will be converted and you will gain a tribe member.

It is possible to lose one of your own villagers to the blue masks if you should make the wrong decision in any of the numerous island events you can get. You will just have to convert them back like the other blue masks. Alternatively, wait until a rain storm, as the heathens will scatter and run for cover. The orange masked heathen guards are very territorial and will chase your villagers away when they come too near. This can cause a slew of problems, as it will stop your villagers from working, or make them drop important items — which they will then actually lose.

Orange guards can quite easily be distracted, however, in various ways. Firstly, you can lure them away with another villager. Drop a villager near the orange masks to get their attention, then pick the villager up again and slowly move them in the direction you want them to go. The orange guards will follow your villager and even stop and wait when you stop and wait.

You can also scare them away with several of the many spells you gain during the game. If their path happens to be a path that your builders or farmers take, they can get stuck constantly chasing away your villagers that walk along that path. The best way to get them to move away is to manually pull your villagers out of their path so the orange masks will walk away. He can do a lot of damage to your farmers. Lure him away from the routes your villagers take with another villager.

Red masked heathen guards are scary. Later on in the game you can start converting both the orange and red masked heathens by unleashing earthquakes on their dirty little village. This will make them think for a while about 2 hours in fast mode , during which time a yellow orb will appear over their heads, as with the blue masks. It will take quite a few times, but you will get there in the end. Drag a villager to the debris and it will start cleaning. Puzzle 4 Starting a village school.

You need a master scientist. Drag them to the long building north of the reasearch table to start a school. Puzzle 5 Remove the blockage of the creek in the northwest corner of the village. Villagers need level 2 in construction to work on this. Drag a villager to the rock pile blocking the water flow from the creek.

When the blockage is cleared, water will flow to the lagoon. This puzzle is the key to solving three more puzzles. Puzzle 6 You need to complete puzzle 5 first and have a villager with level 3 harvesting. Take a master farmer to the lagoon and they will start hunting fish. This may take awhile. Puzzle 7 Discover the graveyard requires Level 2 of Spirituality.

When a villagers dies, drag an adult villager to the northeast corner of the island. The villagers will provide a proper burial the pile of bones in village center. After this first burial, villagers will automatically have burial ceremonies for any deceased villager.

Puzzle 8 Discover the medicinal properties of 4 plants. One plant is the cactus near the boulder, one plant is near the lagoon, two are on the east side of the island. Drag a villager to each plant until all four are mastered.

Puzzle 9 You need to complete puzzle 5 first. Drag a villager to the field on the east side of the island where the dead flowers are. They will water the field with water from the lagoon.

Make sure to use a villager with building skill so that the watering continues until the flowers bloom. Puzzle 10 Solve puzzle 14 first. Wait for the butterflies to follow the golden child, then drag the golden child to the strange plant north of the berry bush where the butterflies will pollinate the plant.

Puzzle 11 Restore the temple at the ruins requires Level 3 of Construction. Drag a villager to the ruins in the southeast of the island and they will begin restoring the ruins.

Puzzle 12 Requires puzzle 11 complete and Level 3 Spirituality. Always keep your eyes peeled for new ones. Rarer collectibles yield larger rewards. Your villagers will drop any items they're carrying if they have to flee from heathens. Make sure they have a clear path to their destination when they pick up a collectible. Children and nursing mothers make good bait for hostile heathens.

Drop one near a group of heathens, then pick up the bait and drop it a little farther away when they give chase. It doesn't cost any energy, and with a little patience, you can make the heathens chase your villager all around the map. You can also pick the villager up and carry him or her to the area to which you want to lure the heathens while they're in pursuit.

When hostile heathens give chase, they will only move as fast as the villagers they're chasing. Using elderly villagers or villagers who dislike running as bait can start a low-speed chase that will keep the heathens busy for quite some time. Your villagers' likes and dislikes will affect their behavior and how easily they learn certain skills. Take these into consideration when assigning their primary skills.

Polymaths are useful in a wider variety of situations than one-trick ponies. Each time one of your villagers masters a skill, have him or her practice a new skill for a while. Your villagers should have no trouble mastering at least two skills each. Sickness spreads, and not even Master Doctors can cure themselves if they're sick. Always have at least two villagers practicing Healing to prevent massive outbreaks of illness. Villagers will become weak if they lose too much health from sickness or hunger.

If this happens, drop them on the food bin and have them eat until they are no longer weakened. Use Hand of Bloom to keep your villagers fed if their population starts to outstrip its food supply. Doctors, Devotees, and Parents can be picked up as soon as they successfully heal, enlighten, or kiss their targets.

This saves time and allows them to be given other tasks right away. Have at least one male with Parenting as his primary skill at all times. This will provide your tribe with a source of children while you're away from the game. To quickly increase a male villager's Parenting skill, find an elderly female villager and drop the male on top of her repeatedly. Elderly villagers move and act more slowly than young villagers.

Put them to work in the laboratory to minimize the loss of productivity. When there are no construction projects to undertake, villagers can increase their Building skill by fixing huts. They can also polish the statue after you research Level 3 Spirituality and complete the final modification. A ball of light will appear above the heads of heathens who converse with one of your Devotees or are affected by Earthquake.

You won't be able to instill any more faith in them until the light disappears, which takes two hours on Normal speed. Be persistent! Converting heathens will allow you to surpass the population cap imposed by housing. If you want to have as many villagers as possible, make sure that your tribe has reached its maximum population before conversing with a heathen whose faith is high.

Heathens do not age until they join your tribe. Some of the events on the island can change your villagers' likes and dislikes, boost their aptitude in a skill, or even cause them to join the heathens' ranks. If an event prompts you to choose a course of action, think it through carefully before making your choice.

Pausing the game, dropping one child on top of a mushroom or collectible, and then unpausing and immediately dropping a second child on top of it will allow you to collect the item twice.

This can be a good way to get some extra food, tech points, or energy in a pinch. Pausing the game and turning your computer's clock forward will elapse time on the island accordingly. If you choose to take advantage of this feature, do so sparingly, because you will have no way to monitor or control your villagers' ages, health, or food supply until you resume the game.

Walkthrough There are many paths to victory in Virtual Villagers 5, but if you're going for speed and efficiency, I recommend following the one below. Getting Started After naming your tribe, you'll be treated to a short movie that provides the backstory of the game: "There was once a mysterious island called Isola, home to a tribe of lost refugees.

One day a child made a discovery. Something lost The elders gathered to examine the mask. They had never seen one like it before. They must determine if others are nearby, so they appoint a small group of villagers to search the forbidden path.

Their ages, sexes, and initial skills are randomly generated, though older villagers will usually have higher aptitude in a skill. If you don't like a particular villager, click the Reject button and try again.

Who you bring is entirely up to you, but I suggest the following: -Two with high Building skill. To speed up construction and demolition jobs. To help you accumulate tech points faster. To get extra energy and a child. To gather collectibles and mushrooms. As a bonus, try to bring at least one villager who likes running. Making this villager a Farmer will greatly expedite food collection.

Once you've selected your villagers, you'll see a second, shorter movie: "The path took them into the darkest parts of the jungle. Although they could see no one, they sensed they were being watched. An ambush! Your villagers have been captured and are now the prisoners of this faceless tribe! Do you need help getting started? If you're using a walkthrough, chances are you won't need them. The first thing you'll notice is that your villagers are being held in a corral made of bamboo.

It doesn't do much to restrict their mobility, but the heathens around them and the fly-covered pile of food don't make for a very comfortable living arrangement. Pick up all of your adult villagers and drop them on the fence, and they'll start tearing it down and using the materials to build a food bin. Once they have a more sanitary place to store their food, drop them on the statue to the north.

It won't take long to modify, and doing so will boost your villagers' Building skill and your energy pool. Use Spawn Butterflies and Swarm of Bees to keep the hostile heathens away from your villagers as they work, and enlighten the non-hostile ones at every available opportunity. Before doing anything else, check the hospital on the west side of the map. If there are no hostile heathens near the Heathen Master Doctor, drop one of your villagers on top of him.

Keep trying until you successfully treat his illness, and he'll join your tribe and give you the first piece of the necklace. The noni patch to the east of the statue is a prime feeding ground, but you'll need to use Swarm of Bees to drive the heathens away from it. While they're running around and trying to evade the bees, drop all of your adult villagers on top of the totem and they'll start tearing it apart.

Three or more semi-seasoned Builders will quickly reduce the Hungry Totem to rubble, giving your tribe access to the noni patch and the woodpile. Now that you have the means to support a larger population, you're ready to build the love shack. Drop some Builders on top of it, and they'll have it constructed in short order.

While you're at it, have your villagers gather dry grass from the west bank of the river and wood from the woodpile. After they deposit their materials in the fire pit, drop another villager on it to light the fire.

Keeping your villagers warm and dry will reduce the rate of sickness among them, so keep the home fire burning. Conceive a baby or two once the love shack has been assembled. You'll need the extra villagers soon. Securing the laboratory is the first step to procuring a replenishable food supply. The heathens in the red and orange masks should now be congregating around the Knowing Totem. Drive them off with Lightning Strike, then have your best Builders demolish the totem.

Once it's out of the picture, the heathens will vacate the laboratory. At this point, you should have at least half your villagers working on research at all times - you'll need a lot of tech points.

She's mulling over a difficult proof, but you can help her with it by dropping one of your Master Scientists in front of the drawing board on the left. When she sees the solution, she'll spend some time pondering it and gain a little faith. Wait until the light above her head disappears, then repeat the process twice more for a new follower and the second piece of the necklace.

Drop a few Builders on top of it, and they'll start working in earnest. Use butterflies, bees, or lightning bolts to keep any wandering heathens at bay. Repairing the aqueduct will irrigate the field and provide you with crops at regular intervals, thus allowing you to sustain a larger population.

It will also convince the Heathen Master Farmer to join your tribe, which will earn you the third piece of the necklace and a short movie about the beginnings of the heathen tribe. Build some new housing and convert heathens or make babies to enlarge your tribe before pressing on. You must destroy the Pain Totem to drive them away. The problem is, it shocks your villagers whenever they try to touch it.

The solution is to give the totem too much of a good thing. Hit it with Lightning Strike to overload it, and your villagers will be able to approach it safely. This totem takes a little longer to demolish than the previous two and will soon build up a new electrical charge, so you may have to hit it with more than one lightning bolt to finish the job. Upgrade all of your technologies to Level 2 and complete the second modification to the statue before you go after the next totem.

For some odd reason, being in the hot spring protects him from Swarm of Bees and Lightning Strike, so you need to find another way to drive him off. Close examination of the Rainbow Totem will reveal the answer.

Notice that the color orange is missing from it. Notice as well that three pots of dye will appear near the farm once your villagers complete the clothing hut.



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