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    FAQ/Walkthrough by Mythril Wyrm

    Version: 1.03 | Updated: 07/03/15 | Search Guide | Bookmark Guide

    |                                                         |
    |                      Version 1.03                       |
    |                 Created by Mythril Wyrm                 |
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    Table of Contents
    I. Update History
    II. Legal Notice/Disclaimer
    III. Foreword
    IV. The Interface
         A. Population
         B. Food
         C. Tech Points
         D. Map
         E. Collections
         F. Tech
              1. Science
              2. Medicine
              3. Learning
              4. Construction
              5. Food Mastery
              6. Dendrology
         G. Trophies
         H. Puzzles
         I. Menu
         J. Name
         K. Skill
         L. Action
         M. Detail
    V. Life on Isola
         A. The Protagonists
         B. The Cooking Pot
         C. Helpful Hints
    VI. Walkthrough
         A. Getting Started
         B. Clearing the Stream
         C. To Serve Fruit
         D. Stones, Sap, & Slimy Things
         E. Fun with Cloth
         F. A Rocky Riddle Revealed
         G. Restoring the Tree
    VII. Puzzles: A Quick Reference List
    VIII. Questions & Answers
    IX. Special Thanks
    X. Contacting Me
    To skip to a specific section, press Ctrl + F, type in a section name, and
    press Enter.
    I. Update History
    v1.00 - Completed all sections. There probably won't be any more updates unless
    someone sends me corrections.
    v1.01 - Fixed a couple of factual errors and some mechanical errors, and made a
    few minor changes.
    v1.02 - Added a missing stew recipe, clarified the quick reference information
    for Puzzle #14, and made a few minor changes.
    v1.03 - Added reader submissions to Helpful Hints section, updated the Special
    Thanks section, changed formatting and a section name, and made some minor
    II. Legal Notice/Disclaimer
    This FAQ is copyright 2012-2015 by Devin McCain. At this time, only the sites
    on the list below have my permission to host this FAQ:
    GameFAQs (http://www.gamefaqs.com)
    IGN (http://www.ign.com)
    Neoseeker (http://www.neoseeker.com)
    Super Cheats (http://www.supercheats.com)
    Please notify me as soon as possible if you find it posted anywhere else. If
    you want to post this FAQ on your own website, you may do so only if you obtain
    my permission in writing and agree to leave the FAQ completely unchanged. If
    you post it without my explicit permission or change it and try to pass it off
    as your own, there will be unpleasant consequences when I find out. Feel free
    to print a copy of this FAQ for personal use, but do not publish or distribute
    it with intent to turn a profit on it. I'm sharing it free of charge, so please
    respect that.
    All other copyrights and trademarks mentioned in this FAQ are the property of
    their respective owners. I neither claim nor challenge their ownership.
    This FAQ may contain spoilers. Continue reading at your own risk.
    I take no responsibility for any embarrassment, injuries, or deaths that result
    from the use of this FAQ or any of the information contained herein. If you're
    that stupid, it's your own damn fault.
    Got that? Good. Now, let's move on to the fun stuff...
    III. Foreword
    Hello, and welcome to my FAQ for Virtual Villagers 4: The Tree of Life! This
    game was my introduction to the Virtual Villagers series, and it didn't take
    long to grow on me when I first played it more than a year ago. The games are
    easy to pick up and play for just a few minutes at a time, making them a good
    way for busy gamers to relax and unwind. The game is relatively short, but the
    patience, problem-solving skills, and attention to detail necessary to fully
    revitalize the Tree of Life can make the game last longer than anticipated.
    There are quite a few secrets to discover as your tribe learns about the old
    banyan tree, and uncovering them is one of the most fun parts of the game. I
    encourage you to experiment and try to figure things out on your own before
    looking up a solution, but if you're at a complete loss to solve one of the
    many puzzles of the island, I hope that this FAQ will provide the answers you
    IV. The Interface
    As with any simulation game, it's important to know how to read and navigate
    the menus. Below is a list of all the terms and buttons you'll see on the
    screen, starting at the top left and ending at the bottom right.
    A. Population
    The number of villagers - men, women, children, and infants - who belong to
    your tribe. The population caps at 10 with no housing huts, 20 with one hut, 35
    with two huts, and 90 with all three. In addition, each collection you complete
    increases the population cap by 5.
    B. Food
    The comestibles available to your villagers. A larger food supply allows you to
    sustain a larger population.
    C. Tech Points
    The number of points available to upgrade your technologies. Your villagers can
    accumulate tech points by working in the laboratory or finding duplicate
    Once you build the clothing hut, you can also spend tech points to change your
    villagers' clothes.
    D. Map
    Displays an overview map of the area. You can click anywhere to zoom in.
    E. Collections
    Displays the fish statue scales, mausoleum arch pieces, wind flute heads, and
    pieces of lab gear that your villagers have found.
    F. Tech
    Displays a list of the technologies available to your tribe and a mural that
    portrays the health of the Tree of Life. All technologies start at Level 1 and
    can be upgraded twice.
    1. Science
    Increases the rate at which your researchers accumulate tech points. At Level
    2, your villagers will be able to build a clothing hut. Though expensive, this
    technology is worth getting early if you want to maximize the returns on your
    Scientists' time.
    Level 2: 8000 points
    Level 3: 70,000 points
    2. Medicine
    Decreases the likelihood that your villagers will fall ill and increases their
    fertility rates and lifespans. At Level 3, your villagers will be able to build
    a hospital where they can study medicine.
    Level 2: 5000 points
    Level 3: 50,000 points
    3. Learning
    Increases the rate at which your villagers learn new skills. At Level 3, your
    villagers will be able to build a nursery school where adults can teach their
    skills to children.
    Level 2: 4000 points
    Level 3: 35,000 points
    4. Construction
    Enables your villagers to build more complex structures. Each level allows your
    villagers to construct another housing hut, increasing the maximum population
    of your village.
    Level 2: 5000 points
    Level 3: 65,000 points
    5. Food Mastery
    Increases the amount of food your villagers can harvest. Food collection rates
    increase by 50% at Level 2 and 100% at Level 3.
    Level 2: 3000 points
    Level 3: 40,000 points
    6. Dendrology
    Helps your villagers understand and treat the Tree of Life. This is the only
    tech without an associated skill.
    Level 2: 3000 points
    Level 3: 60,000 points
    G. Trophies
    A list of the achievements in the game. Attaining them is solely a matter of
    personal pride.
    H. Puzzles
    A list of the game's puzzles and descriptions of the ones you've solved. If
    you're not sure what to do next, look to the pictures of the unsolved puzzles
    for clues.
    I. Menu
    Returns you to the main menu.
    J. Name
    The name of the currently selected villager.
    K. Skill
    A description of the selected villager's aptitude - Untrained, Trainee, Adept,
    or Master - in his or her primary skill.
    L. Action
    An explanation of what the selected villager is doing.
    M. Detail
    Allows you to get a detailed profile of the selected villager, change his or
    her name, assign a primary skill, and choose whether to sort your villagers by
    age (the default), skill, or health. The arrows to the right and left of this
    button will scroll through your villagers in ascending and descending order
    V. Life on Isola
    A. The Protagonists
    Communities function best when everyone makes a contribution, and your tribe on
    Isola is no different. Your villagers have five skills that will help them
    survive on the island:
    -Farming determines how effectively a villager can harvest food.
    -Building determines how quickly a villager can build or demolish structures.
    -Research determines how quickly a villager generates tech points in the lab.
    -Healing determines how easily a villager can cure someone else's illness.
    -Parenting determines how easily a villager can make babies.
    At age 14, your villagers will gravitate to the area near the fire pit and wait
    for you to assign them a task. Drop them in the appropriate area to make them
    practice one of their skills. Once they reach Trainee aptitude in a skill, they
    will practice it at every available opportunity. By default, a villager's
    primary skill is the one in which he or she has the highest aptitude, but you
    can set a new primary skill in the Detail menu at any time. You can also pick
    villagers up and drop them in new areas to make them practice new skills, but
    they tend to shift back to their primary skill until their aptitude in the new
    skill increases.
    Villagers can become parents at age 18. To try for a baby, pick up a villager
    and drop him or her on top of a villager of the opposite sex. If they're both
    in good health, housing is available, and the time is right, they'll adjourn to
    the love shack and the woman will emerge with a baby. She'll then have to nurse
    her child until it's old enough to wander around on its own. Nursing mothers
    are unable to work and will flee from potential paramours, so make sure that
    your tribe can cope with a diminished workforce before directing your women to
    make babies. Women remain fertile until age 50.
    Villagers between the ages of 2 and 13 are children and will spend all their
    time running around and playing. Although they can't work, they serve another
    important purpose: they're the only ones who can pick up the collectibles and
    mushrooms that occasionally appear on the map. Stay on the lookout for these;
    they'll provide your tribe with an extra source of tech points and food in the
    early stages of the game. Children are also needed to solve two of the puzzles,
    as the walkthrough will explain.
    When the game speed is set to Normal, your villagers age one year for every two
    hours of real time. Depending on how much research has gone into Medicine, a
    typical villager will live for 60-80 years.
    B. The Cooking Pot
    One of the unique aspects of Virtual Villagers 4 is the cooking pot. It can be
    found by the well in the laboratory and is accessible from the very beginning
    of the game. To use the pot, you first need to fill it with water, then boil
    the water and add plant ingredients. Depending on whether you add fresh water
    (FW) or salt water (SW) to the pot, different recipes are available. Making
    stew will also require you to add food to the pot, which can be procured from
    the food bin. Some recipes have special effects, which you can discover through
    experimentation or by consulting the chart below.
    All stews will evaporate five minutes after being cooked. If you make a mistake
    while preparing one of the recipes, just drop a villager on the well to empty
    the pot and start over.
    There are four plant ingredients that can be added to the pot. White herbs (W)
    smell soapy and grow to the east of the berry bush. Red herbs (R) smell spicy
    and grow to the east of the mausoleum. Yellow herbs (Y) smell sweet and grow
    just north of the laboratory. Pulpy vines (V) grow on the face of the cliff
    near the fire pit and must be cut free with tools.
    The different recipes and their effects are as follows:
    FW + W + W + W = A stew that makes your villagers throw up.
    FW + W + W + R = A stew that makes your villagers burp soap bubbles.
    FW + W + W + Y = A stew that restores your villagers' health.
    FW + W + R + R = A stew that makes your villagers relieve themselves.
    FW + W + R + Y = A stew for the Grand Feast.
    FW + W + Y + Y = A stew that gives your villagers the hiccups.
    FW + R + R + R = A stew that makes your villagers thirsty.
    FW + R + R + Y = A yummy stew that gives your villagers the hiccups.
    FW + R + Y + Y = A yummy stew that restores your villagers' health.
    FW + Y + Y + Y = A stew for honoring the tree.
    FW + V + V + V = A nasty, bitter stew.
    SW + W + W + W = Three bars of soap.
    SW + V + V + V = Pulp for making cloth.
    C. Helpful Hints
    There are a total of 48 collectibles: 4 different sets with 4 common, 4
    uncommon, and 4 rare pieces each. Always keep your eyes peeled for new ones.
    Finding duplicate collectibles will provide you with extra tech points. Common
    collectibles are worth 100 tech points; rarer ones are worth 250.
    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.
    Doctors and Parents can be picked up as soon as they successfully heal or kiss
    their targets. This saves time and allows them to be given other tasks right
    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
    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 or clearing the stream.
    Children can retrieve the herbs that grow around the island and bring them to
    the laboratory. Make use of them if you need to make a stew.
    You'll still get credit for finding collectibles if you pick up a child who's
    carrying one, but mushrooms must be brought to the food bin.
    Some of the events on the island can change your villagers' likes and dislikes,
    boost their aptitude in a skill, or substantially affect your tribe's supplies
    of food or tech points. If an event prompts you to choose a course of action,
    think it through carefully before making your choice.
    Keep the fire lit and the stream clear at all times. Fire and water are
    essential for solving many of the game's puzzles.
    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 or
    tech points 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.
    VI. Walkthrough
    There are many paths to victory in Virtual Villagers 4, but if you're going for
    speed and efficiency, I recommend following the one below.
    A. 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
    Many generations had flourished on the island, but the tribal chief was now
    troubled. Life had begun to slowly diminish. Where have the birds gone? The
    fish? Is Isola dying? An expedition is to be formed, and the chief prays for
    guidance from above..."
    You will then be prompted to select five starting villagers. 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 civil engineering projects.)
    -One with high Research skill. (To help you accumulate tech points faster.)
    -One nursing female. (To get a child early on.)
    -One 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:
    "With divine guidance, the expedition was planned and launched. After days of
    wandering aimlessly through the jungle, they realized that they were lost. As
    their hope was failing, they crashed through some thorny brambles and stumbled
    onto something they could not have expected.
    They found themselves at the edge of a clearing on the eastern shore of the
    island. Rooted in the sandy silt of a dry creek bed, an enormous, dying tree
    stood forsaken. Do you need help getting started?"
    If you click the Yes button, the game will provide you with hints to get you
    started and familiarize you with the interface. If you're using a walkthrough,
    chances are you won't need them.
    Your first order of business is to light the fire. Have your villagers gather
    wood and dry grass, then drop someone on the fire pit to start the fire. It's
    necessary for solving many of the puzzles, and keeping your villagers warm and
    dry will reduce the rate of sickness among them, so keep the home fire burning.
    With the fire blazing, drop a villager on the fish skeleton. He or she will
    treat the bone in the fire and make three cutting tools. Once these have been
    deposited in the laboratory, drop a villager on the pans by the beach to fill
    the pot with salt water, and drop another on the pile of rocks near the western
    bridge. The villager will heat a rock in the fire. One minute later, when the
    rock starts glowing red, drop another villager on it. He or she will carry it
    to the pot and use it to boil the water. Add three white herbs to the pot to
    make three bars of soap, then drop a villager on the pot to stack them.
    You can repeat the steps above to make up to six cutting tools and twelve bars
    of soap. Your Farmers can use the cutting tools to triple the number of berries
    they can gather, and both the tools and the soap will be used to solve future
    puzzles. Keep several of each on hand.
    After finishing your crafts projects, have your best Farmer start gathering
    berries, your best Scientist begin researching, and your best Builder complete
    the love shack. Make a baby or two in preparation for the coming tasks.
    B. Clearing the Stream
    Requirements: 1+ Builder(s)
    Driftwood has blocked the stream by the wind flutes and turned it into a
    waterfall. Drop your Builders on the debris, and they'll start clearing it. It
    will take some to complete this task, but it's a good way to improve your
    villagers' Building skill.
    Successfully clearing the debris will redirect the flow of the stream and
    provide the Tree of Life with revitalizing water. It will also reveal a hole in
    the stream bed, though it'll be awhile before you have a way to fill it in.
    Fresh debris will gradually accumulate in the stream, so make sure you have a
    Builder ready to clear it at all times.
    Next, have your Builders fix the broken piers and build the first housing hut.
    Take some time to research new technologies and enlarge your tribe before you
    tackle any of the other puzzles. 
    C. To Serve Fruit
    Requirements: Level 2 Construction, 1+ Builder(s)
    The berry bush is probably running low on fruit at this point, and it takes
    quite some time to grow new berries. The palm trees in the southwest corner of
    the map will provide you with a new source of food, but to make their fruit fit
    for consumption, your villagers will need a way to soften its tough rind.
    The cooking pit right next to the palm trees provides a means to this end. Have
    your Builders clear away the stones that have been piled on top of it, then
    have them heat up a rock. When it glows red, bring it to the cooking pit. Do
    this four more times, then drop a villager on the plant right next to the berry
    bush to cover the cooking pit with leaves.
    Voila! Your villagers now have an unlimited supply of food, albeit one that
    takes time to collect. It'll easily be enough to sustain them until they have
    access to their final food source.
    D. Stones, Sap, & Slimy Things
    Requirements: Cleared stream, 1 Adept Scientist/Builder, 1 cutting tool, rain
    You'll need a villager who's an Adept at both Research and Building to finish
    putting the stream back on course. Drop the villager on top of the stone that
    was once covered by the waterfall, and he or she will carry it to the hole in
    the stream bed. The stone will fill in the hole and allow the stream to flow
    into the basin by the lab, giving your villagers a place to bathe and swim.
    Keep the stream clear for a time after placing the keystone, and the stalks
    near the palm trees will turn green. Drop a villager on them, and he or she
    will fetch a cutting tool. Cutting the stalks will cover the villager in sticky
    sap, which will attract butterflies. You want to lure them to the Tree of Life,
    so pick up the sappy villager and SLOWLY drag him or her toward the tree. Make
    sure that the butterflies stay close behind. Drop the villager on the tree, and
    he or she will wipe off the sap. The butterflies will be attracted to its smell
    and make the Tree of Life their new home, restoring some of its vitality.
    The next time it rains, watch the area by the eastern bridge. A puddle will
    form near the tree, and frogs will hop around in it. When you see them, drop
    your adult villagers on the puddle to catch the frogs and relocate them to the
    stream surrounding the tree. Finding five frogs a new home will solve another
    Make a few babies and upgrade your technologies before doing anything else.
    E. Fun with Cloth
    Requirements: Level 2 Science, completed clothing hut, 2+ cutting tools, fixed
    Building the clothing hut will enable your villagers to manufacture cloth. To
    do this, you'll need the pulpy vines that grow on the face of the cliff. Drop a
    villager on the vines, and he or she will fetch a cutting tool to harvest them.
    Add them to a pot of boiling salt water, and you'll soon have cloth pulp. Drop
    a villager on the pot to pour the pulp on the rocks.
    Your villagers must now refine the pulp, which they'll do when dropped on it.
    Each villager who works on it will bring the cloth 10% closer to completion.
    You'll get three bolts of cloth when it reaches 100% completion, though you can
    get extras by dropping more villagers on the cloth pulp when the refinement
    process is 90% complete. It's a little underhanded, but it speeds things up.
    Once you have six bolts of cloth, you're ready to set up the fishing nets. If
    your Builders haven't fixed the piers yet, have one of them take care of that
    now. Drop a couple of villagers on the piers, and they'll fetch bolts of cloth
    and start weaving fishing nets. When the villagers change tasks or turn idle,
    pick them up and drop them on the piers again to make them continue their work
    on the nets.
    Adding the sixth bolt of cloth will complete the nets and allow you to partake
    of the ocean's bounty, providing your tribe with a truly limitless supply of
    food. You can celebrate by making more cloth, upgrading your technologies, and
    enlarging your tribe's population; you'll need at least 20 villagers to solve
    one of the final puzzles. Researching Level 3 Learning and building the nursery
    school as soon as you can will benefit both you and your villagers greatly.
    F. A Rocky Riddle Revealed
    Requirements: Finished fishing nets, 2 children
    As your population grows and your technology improves, watch the northern beach
    closely. You'll occasionally see a crab dart through the sand. It's too fast
    for the adult villagers to catch, but the children can help them. When the crab
    appears, drop a child on it, then drop another on it to keep it from moving.
    While the crab is distracted, drop an adult villager on it. The adult will
    catch the crab and use it to clean one of the moss-covered rocks.
    Catch five crabs to clean all of the rocks. You can then drop a villager on
    them to see a short movie about the history of the tree.
    G. Restoring the Tree
    Requirements: Level 3 Dendrology, 4 bolts of cloth, 1 cutting tool, 2 bars of
    soap, 20+ villagers, 1+ child(ren)
    With all of your villagers' basic needs met, you'll be free to focus on meeting
    the needs of the Tree of Life. There are four more steps you'll have to take to
    fully revitalize it.
    The first step is to remove the tree's diseased limb. You'll need cloth, a
    cutting tool, and soap to get the job done. Start by dropping a villager on the
    limb; he or she will bind it with a bolt of cloth. Next, drop the villager on
    the cutting tools to hack the limb off. Finally, drop the villager on the soap
    to clean the stump, and the tree will start to look a little healthier.
    The second step is to honor the tree, which requires a special kind of stew.
    Boil some fresh water, then add three yellow herbs and some food from the food
    bin to the pot. Before the stew evaporates, drop as many villagers as you can
    on the pot. Adults, children, or nursing mothers are all viable targets. They
    will serve themselves bowls of stew and congregate around the tree to honor it.
    Get 20 or more villagers to honor the tree at the same time, and you'll be one
    step closer to revitalizing it.
    The third step is to purify the corrupted hole in the tree's trunk. The
    villager who does this must be pure of mind and body, which requires him or her
    to wash up and meditate by the wind chimes. Drop the villager on the soap to
    add it to the pool, which can then be used to purify the villager's body. Drop
    the villager by the hole, and you'll get a message that only those who are pure
    of mind can see the corruption. Drop the sparkling villager by the wind flutes
    to make him or her meditate. To stop wandering children from interrupting the
    meditation, drop an adult in the nursery school to begin a lesson. You'll know
    that the villager is ready to purify the tree when golden lights appear over
    his or her head. Drop the purified villager by the hole in the tree to cleanse
    it of the corruption.
    The fourth and final step is to decorate the tree, which requires three bolts
    of cloth and close attention to detail. As the tree regains its vitality, a
    hummingbird will appear. This and the three crates near the large table in the
    laboratory are the keys to making leis. Drop an adult villager on one of the
    crates to fetch a moth-eaten braid, and after the first villager sets it down,
    drop another adult on the braid to repair it with cloth. Next, wait for the
    hummingbird to appear and watch it to see which flower it drinks from. When it
    flies away, the flower will be in bloom for a short time. Drop children on it,
    and they'll gather flowers for the lei. Six flowers will complete the lei, and
    the child who gathers the final flower will hang it on the tree. Repeat the
    process with the other two moth-eaten braids to beautify the tree and complete
    the final step of its rejuvenation.
    Once the Tree of Life is fully restored, you'll be treated to a short ending
    movie. You'll then be free to pursue achievements, enlarge your tribe, and
    complete the collections at your leisure. May your people live long and
    VII. Puzzles: A Quick Reference List
    The following is a list of all the game's puzzles and the ways to solve them.
    Puzzle #1: The Cutting Tool
    Description: Your villagers have discovered a method for the manufacture of
    cutting tools.
    Solution: Drop a villager on the fish skeleton while the fire is burning.
    Puzzle #2: The Stream
    Description: Your villagers have restored the normal life-giving flow of the
    Solution: Clear all of the debris from the stream and have an Adept Scientist/
    Builder install the keystone.
    Puzzle #3: Boiling Water
    Description: Your villagers have figured out how to boil water. Good for them!
    Solution: Fill the pot with water, then heat a rock in the fire and drop a
    villager on it when it glows red.
    Puzzle #4: Soap Invented
    Description: Your villagers have invented soap! Now they can wash behind their
    Solution: Fill the pot with salt water, boil it, then add three white herbs.
    Puzzle #5: The Butterflies
    Description: Your villagers have made the Tree of Life attractive to
    butterflies again.
    Solution: Have a villager cut the green stalks with a cutting tool, then lure
    the butterflies to the Tree of Life and have the villager wipe off the sap from
    the stalks.
    Puzzle #6: The Frog Rescue
    Description: Your villagers have rescued some frogs. Good for them!
    Solution: Have your villagers collect five frogs from the puddle when it rains.
    Puzzle #7: The Cooking Pit
    Description: Your villagers have restored the fruit cooking pit back to
    functional condition.
    Solution: Research Level 2 Construction, then have your villagers clear the
    rubble from the cooking pit. Place four heated rocks in the pit and cover it
    with leaves.
    Puzzle #8: Cloth Invented
    Description: Your villagers have discovered a method for the manufacture of
    Solution: Research Level 2 Science and complete the clothing hut. Fill the pot
    with salt water, boil it, then add three pulpy vines and refine the pulp into
    Puzzle #9: The Nursery School
    Description: Your villagers have built a nursery school. This will help them
    raise smarter children.
    Solution: Research Level 3 Learning and complete the nursery school, then have
    an adult villager teach there.
    Puzzle #10: The Mossy Rocks
    Description: A story seems to be carved in the rocks!
    Solution: Use two children to distract the crabs, then have an adult villager
    catch five of them.
    Puzzle #11: The Grand Feast
    Description: The villagers have put together a marvelous feast!
    Solution: Make a stew with fresh water, one herb of each color, berries, fruit,
    fish, a mushroom, and food from the food bin.
    Puzzle #12: Fishing Nets
    Description: Your villagers have repaired the fish traps. Now they can add fish
    to their diet.
    Solution: Fix the broken piers, then have your villagers use six bolts of cloth
    to weave fishing nets.
    Puzzle #13: Pruning the Tree
    Description: Your villagers have successfully treated the damaged tree limb.
    Solution: Research Level 2 Dendrology, then use a bolt of cloth to bind the
    Tree of Life's diseased limb, a cutting tool to remove the limb, and a bar of
    soap to clean the stump.
    Puzzle #14: Honoring the Tree
    Description: Your villagers have honored the tree.
    Solution: Fill the pot with fresh water, boil it, then add three yellow herbs
    and food from the food bin. Have 20 villagers get helpings of the stew.
    Puzzle #15: Purify Tree!
    Description: The tree has been purified.
    Solution: Research Level 3 Dendrology, then have a villager bathe with soap,
    meditate, and enter the hole in the Tree of Life.
    Puzzle #16: Decorate Tree!
    Description: The tree has been adorned with ceremonial ornaments.
    Solution: Use the moth-eaten braids, bolts of cloth, and blooming flowers to
    make three leis for the Tree of Life.
    VIII. Questions & Answers
    Q: Why a Virtual Villagers 4 FAQ?
    A: It hadn't been done yet, and I enjoyed playing through the game.
    Q: This game is boring! All my villagers do is wander around like idiots!
    A: That's not a question, and you're missing the point. The game runs even when
    you're not playing it, so all you need to do is give your villagers a task and
    then stop playing for a while. They'll continue to work on it until you resume
    the game and give them a new task.
    Q: This game is too fast/slow!
    A: That's still not a question, and you can change the speed in the Options
    Q: I cleared the stream, but it got diverted again! What should I do?
    A: Drop a Builder on the debris to clear it.
    Q: Why didn't you include Puzzle #11 in the Walkthrough section?
    A: It doesn't have to be solved to complete the game.
    Q: Your FAQ sucks! I've crapped out better FAQs than this!
    A: As soon as you find a way to upload excrement, you should post your wondrous
    creation for all to see.
    Q: I posted my FAQ, and everyone I know thinks it's better than yours! Your FAQ
    really DOES suck!
    A: Congratulations! I am in awe of your superior FAQ-writing skills! Now go
    Q: This is the best FAQ I've ever read! You're a genius and a god among men,
    and I want to know more about you so that I can immortalize you!
    A: Yeah, I get that a lot. My contact info's listed below.
    Q: <insert some question that has nothing to do with Virtual Villagers 4 or the
    FAQ here>
    A: See the second sentence of my previous answer.
    IX. Special Thanks
    I would like to thank...
    ...Last Day of Work, for creating the Virtual Villagers series.
    ...Jay Is Games (http://www.jayisgames.com), for listing the exact requirements
    to solve the puzzles.
    ...rikku32 of GameFAQs, for posting a list of recipes on the message board.
    ...Cameron Fix (cameronfix13@gmail.com), for the tips about pausing the game
    when having children pick up collectibles, turning the clock forward, and
    including a villager who likes running in the initial group.
    ...GameFAQs, for posting this FAQ.
    ...IGN, for posting this FAQ.
    ...Neoseeker, for posting this FAQ.
    ...Super Cheats, for posting this FAQ.
    ...you, for reading this FAQ.
    X. Contacting Me
    If you want to get in touch with me, send an e-mail to the following address:
    Be sure to replace [at] and [dot] with the appropriate symbols, and put the
    word "FAQ" in the subject line of your e-mail to ensure that it doesn't wind up
    in my spam folder. I check my e-mail every day, so you should receive a reply
    quickly in most cases. I happily accept praise, corrections, and constructive
    criticism, and will give you credit for any information you share with me that
    I decide to add to the FAQ. Rude, crass, or incomprehensible e-mails will be
    ignored or mercilessly ridiculed as my mood dictates, so keep your e-mails
    clear and polite if you want me to respond in kind.
    I also use Skype and various IM clients occasionally. If you want my contact
    information, ask for it via e-mail.
    Happy gaming!

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