Art (c) ChocoRumi
DA: http://chocorumi.deviantart.com/art/Bernd-660626984
Facebook: https://www.facebook.com/chocorumiart/
Un hermoso fanart de Bernd, de Fantasy Maiden’s Odd Hideout, hecho por Rumi 8′3
También, quiero avisar que el juego en español está en fase beta, y que será la versión 3.03 (la inglesa está muy desactualizada, en la 2.05).
“And so now, the story you'll hear from us this evening is one that took place once upon a time, in the era where vampires where still not merely ‘tales’... ”
Fantasy Maiden’s Odd Hideout (RPG Maker) - Part 1 | Flare Let’s Play:
Welcome to Fantasy Maiden's Odd Hideout, an rpg maker game with possible dark themes that can occur within it. The game is made by Buriki Clock within RPG Maker VX who also made Cloé’s Requiem, game is translated by Tosiaki.
Two travelers are lost within a forest until they spot a nostalgic site which the both remember, inside the house is filled with chocolate made tables, closest and many other furniture you can find in a house that could melt.
English Translation by Tosiaki7:
http://tosiaki7.tumblr.com/post/85280561912/cloes-requiem-finished
Walkthrough by Natsukage >>>>>> below
I really enjoyed the game, possibly because I also enjoy classical music. This game does a great job of integrating it into the story and gameplay.
An interesting game mechanic is the ability to equip your items. In order to use your items, they must first be equipped into Michel's hands (either left or right.. doesn't matter which).
Prologue
Move downwards.
Enter the house.
OBTAIN the candlestand on the left table. EQUIP the candlestand.
Return outside and GET FIRE using the outside candles.
Go back inside and LIGHT THE SPIDER WEBS on the stairs. Proceed up the stairs.
Speak to Cloe at the piano. Reply OKAY to breaking the curse to OBTAIN the first floor west guest room key.
>>You can now speak with Cloe in order to regain health.
Finding the Moonlight Score
Go downstairs and open the lower left door (1F W Guest Room).
Examine the shiny object on the shelf to OBTAIN the paintbrush.
PUT HAND IN the crack in the wall to OBTAIN first floor east guest room key.
Exit the room and go across the hall to open the lower right door (1F E Guest Room).
Examine the shiny object on the table to OBTAIN scissors.
Speak with the doll but DON'T GIVE EYES.
Go to the 1F W guest room and TAKE THE DOLL'S EYES. {Warning: the doll will not be happy} EQUIP the doll's eyes.
Return to the doll in the 1F E guest room and GIVE THE DOLL'S EYES. OBTAIN Piano Sonata No. 14 Moonlight. EQUIP Moonlight Score.
Go upstairs and examine the piano. PLAY it.
Finding a Different Instrument
Examine the shiny object on the table near the piano to OBTAIN first floor library room key.
Go downstairs and open the upper left door (1F Library).
Examine the paper on the table to OBTAIN quill and ink. Exit the room.
Push the stool to position it in front of the man in the upper right painting.
EQUIP the quill and ink with the paintbrush and PAINT HIM OUT of the painting.
Examine the sculpture blocking the door and enter it.
CHASE SCENE: Open the chest to OBTAIN the violin. This triggers a chase scene where you must run back to the main hall. There is a save point I recommend you use near the chest.
EQUIP the Moonlight score and violin and speak with Cloe to PLAY Moonlight.
As Cloe, head upstairs.
Finding the Traumerei Score
Go downstairs and examine the shiny to OBTAIN the second floor south servant room key.
Return back upstairs and open the lower right door (2F S Servant Room).
Examine the paper on the ground twice to OBTAIN housekeeper memo.
EQUIP the scissors and CUT UP the stuffed animal to OBTAIN second floor mother's room key.
Exit the room and go across the hall to open the lower left door (2F Mother's Room).
Examine the shiny at the drawer to OBTAIN dirty doll.
Examine the portrait.
Examine the shiny on the bookshelf and READ the diary.
Check the portrait again.
EQUIP the quill and ink and examine the book on the table. WRITE the answer to OBTAIN Cloe's room key.
>>ANSWER: A
Exit the room and open the one above it (Cloe's room).
Examine and OBTAIN the stuffed animal and (L) soldier doll. EQUIP them and THROW them into the fireplace.
EQUIP the candlestand and LIGHT the fireplace.
Talk to the shadow.
Examine the paper on the desk to OBTAIN family picture.
Talk to the shadow again and SHOW the picture.
As Cloe, attempt to exit the room. Speak with the shadow, then examine the bucket.
Check the fireplace to OBTAIN little key.
Examine the toy box and USE the little key to OBTAIN small drum.
EQUIP the small drum and examine the soldier doll to MAKE IT HOLD IT.
Examine the sheets near the fireplace to OBTAIN music sheets for Traumerei.
Fixing the Piano
Exit the room and speak with Cloe.
Go upstairs and examine the piano there.
Examine the shiny on the ground to OBTAIN second floor north servant room key.
Go back downstairs and open the upper right door (2F N Servant Room).
Examine the paper on the table.
Go into the 2F S Servant Room through the connecting door.
EQUIP the candlestand and examine the stuffed animal to BURN IT.
Return to the 2F N Servant Room and examine the paper again.
Go back to the 2F S Servant Room and BURN A and C to OBTAIN two piano keys.
Attempt to leave the room.
Examine the paper that appears on the table.
EQUIP the scissors and CUT OUT from the family picture.
Leave the room and go back upstairs.
EQUIP both piano keys and INSTALL THEM.
EQUIP the Traumerei score and violin and speak to Cloe to PLAY Traumerei.
As Cloe, speak with the dolls. After the father comes, attempt to speak with them all again.
Caprice No. 24
Go down to the 2F and examine the shiny to OBTAIN third floor backstage room key.
On the 3F, open the right room (3F Backstage Room).
READ the letter on the table and OBTAIN rough sketch.
Examine the other object on the table to OBTAIN hammer.
EQUIP the hammer and DESTROY the locker of the Cello's murderer. Hints found outside the room.
>>ANSWER: Flute
OBTAIN father's room key from the destroyed locker.
Exit the room and enter the left room (Father's Room).
Examine the shiny on the bookshelf to OBTAIN drawing paper.
Anytime, EQUIP the drawing paper and speak with Cloe to OBTAIN protective charm. <needed for True End>
TRY OPENING the album near the bed, then READ after.
INSANE MODE: Go into Cloe's room and examine the shiny on the bookshelf in the corner. TRY HOLDING the diary.
Exit the room.
TRY OPENING the album again and TAKE OUT the photo.
Check behind the piano to OBTAIN tool.
Exit the room.
At the top door, EQUIP the tool and use it to TAKE OFF the doorknob.
EQUIP the scissors and INSERT THEM in place of the doorknob.
Enter the door.
Talk to the blue spirit (Maid D) and ACCEPT INVITATION.
EQUIP the quill and ink and rewrite the menu in the right order.
>>ANSWER: Hors d'euvre, Soup, Fish, Granite, Meat, Cheese, Dessert, Coffee/Black Tea
Exit the room and sit at the table on the bottom. ENGAGE proper manners.
>>Enter into the seat from the LEFT, then GET SEATED.
>>DON'T SPREAD the napkin until after Cloe.
>>For the fish, TAKE BONES WITH KNIFE.
>>WIth the napkin, FOLD it once then leave it to the LEFT.
After the meal, you OBTAIN music sheets for Caprice No. 24.
EQUIP Caprice No. 24 and violin and speak to Cloe to PLAY Caprice No. 24.
Michel's Memories
Enter the Left room.
Go back into Michel and Pierre's room.
Examine Michel's bed and SLEEP ALREADY.
Exit the room and enter the left room at the top.
Speak with the shadow closest to the door.
Exit the room and go back into the bedroom.
Enter the practice room and speak to Pierre.
Exit the room and go down into the living room.
Examine the fireplace.
Go to the bedroom.
Exit the room and talk to Charlotte.
Go to the Father's room and talk to him, then exit the room.
Noir's bell <<For TRUE END>>
Go into Mother's Room and examine the drawers for dirty doll.
Go to Cloe's Room and PICK UP the doll on the ground near the fireplace for the second dirty doll.
EQUIP the dirty dolls and MAKE THEM SIT on the sofa in Cloe's room to OBTAIN the bell.
Find Noir and ATTACH the bell to him.
Nocturne No. 20
Examine the shiny next to the save point for the second floor passageway key.
Go to the 2F and open the door in between (2F passageway).
Climb down the ladder to the left.
Down the passageway and into the basement, enter the first door you see (upper left door).
Examine the shiny to OBTAIN the first floor basement east storage key.
EQUIP the quill and ink and answer the phone, saying you HAVE ONE READY and OBTAIN the numbers memo.
Exit the room and enter the one to the right (1F Basement East Storage).
PLAY the piano to match the melody indicated by the numbers memo.
>>ANSWER: La Mi Re Do Do Ti Re
Talk to the piano to let her know that you WANT TO BE LET OUT.
>>ANSWERS: Fa; Time signature; Xylophone
Talk to the piano again and tell her you KNOW IT. Answer the question correctly to unlock the door and OBTAIN first floor basement south storage room key.
>>ANSWER: Inside this room; Outside the bookshelves; Bigger; The whole room is the score
Exit the room and open the door towards the bottom (1F Basement South Storage Room).
Go down and talk to the girl.
CHASE SCENE: Run straight up and out of the room.
Return into the room.
In Michel's memories, go into the father's room, then leave the house.
Exit through the door at the bottom and climb he ladder to go outside.
Examine the papers next to the save point to OBTAIN music sheets for Nocturne No. 20.
EQUIP Nocturne No. 20. and violin and speak to Cloe to PLAY Nocturne No. 20 and OBTAIN silver knife.
Defeating the Curse
In the garden, SEARCH AROUND the left bush and descend the stairs that appear.
>>If Noir has a bell, you can speak with Noir to regain health.
Talk to the skull next to the save point and give it what it wants to OBTAIN hidden room key.
>>ANSWER: Cello- Rough sketch, Piano- Numbers memo, Housekeeper memo, Present hand
Open the hidden room to the south.
EQUIP the hammer and examine the piano to confront Cloe's curse.
FIGHT: Run away from Alain (around the table) and check the piano with the hammer equipped. Do this 3 times.
After victory, OBTAIN small hidden room key.
EQUIP the silver knife and open the last door.
END: Bad-1 >> Don't equip the silver knife. OR Don't swing it down. Hug her. (Without protective charm)
END: Bad-2 >> Don't swing it down. Push her away.
END: Normal >> Swing it down.
END: True >> Don't swing it down. Hug her.
This second side/conclusion of the story is filled with more sadness and darkness, and helps to resolve the main story. I found Bernd to be a really likeable character ^.^
This part of the game is where you can get the three different endings. There is one point during this part of the story where your selection leads to each ending.
If you didn't understand what happened at the end of Ange:side or if its been a while, Bernd:side begins with a quick recap of what happened.
Move to the right side.
Navigate your way through the trees to get reach the breadcrumb (shining patch).
It may be difficult see the path, but once you reach the a patch of white flowers, move to the right and then up to get through.
Move to the left side.
Monday:
Follow the rabbit through the woods.
Go further in and observe the trapdoor.
Examine the calendar.
Talk to Ange.
Exit the house.
Move to the right side.
Navigate to the lower right and up into the woods.
Go all the way down and then go to the right.
Examine the breadcrumb (shining patch).
Move to the left side.
Tuesday:
Examine the gun near the couch -> Take it.
Follow after Ange and talk to her.
Go down the trap door and leave the house.
Get through the woods.
Go all the way down, right, and all the way up to encounter the bear. Move back down (but not all the way). You can move to the left through a partial tree. From underneath the beehive, approach it twice -> shoot it down with the gun. Go back around the other way and exit the woods.
Go through the top door and enter the door to the right. <Obtain food>
Exit back out of the house.
Move to the left, through the woods, and back into the house through the passage behind the well.
Climb the ladder and talk to Ange.
Call out to Ange without dying.
Strategy: Run in circles around the table (hold shift to run). Stop when you feel there's enough space between you and Ange and mash the space/enter/z key.
Go to the outer room.
Examine the couch -> About time to go to sleep.
Move to the right.
Navigate through the maze.
Take the left path and then the north path.
Examine the breadcrumb.
Move to the left.
Wednesday:
Go in and talk to Ange.
Call out to Ange three times without dying.
Strategy: Run in circles around the table (hold shift to run). Stop when you feel there's enough space between you and Ange and mash the space/enter/z key. After each call, run away some more and repeat.
Go into the outer room.
Go back into the inner room and descend the ladder.
Check the paper on the ground and piece it together.
Climb the ladder and go into the outer room.
Check the bookshelves in the top right corner for "Studies and Research on Vampires" -> Take it.
In the inner room, talk to Ange.
Exit the house through the hidden room.
Walk through the forest to the right.
At the house, in the back room, go to the rooms on both sides. <Obtain goat corpse and food>
Go back to the hideout in the woods.
Climb the ladder and go to the outer room to talk to Ange.
Go back to the outer room and examine the couch -> About time to sleep.
Go in and check on Ange.
Return to the outer room and examine the couch to go back to sleep.
Move to the right.
Find your way through the doors to get to the room with Cynthia.
One solution: Any Door, Left Door, Left Door.
Go through the woods at the top to find and examine the breadcrumb.
Move to the left.
Thursday:
Go to the inner room and talk to Ange.
Go back to outer room and eventually collapse.
Exit through the hidden room and go fetch food. <Obtain goat corpse and food>
Return to the hideout and talk to Ange.
Call out to Ange three times without dying.
Strategy: Run away far enough from Ange and mash the two buttons simultaneously.
Friday:
Enter the inner room where Ange will approach you.
Call out to Ange four times before escaping to the outer room.
Talk to Ange in the inner room.
Return to the outer room.
Go in the inner room and talk to Ange again. <Obtain music box of memories>
Exit the hideout and go through the woods to the house.
Avoid the people as you go in to fetch food and exit. <Obtain chicken corpse and food>
Strategy: Just pass through on the left side of the room.
Run through the woods and reach the hideout without dying.
{Careful: the beasts can pass through trees.}
Back at the hideout, climb the ladder and talk to Ange.
Play the music box of memories (accessed through Items on the menu).
>>These next choices are the three different endings.
"I want to protect Ange"
Talk to Cynthia.
Check on Ange.
Exit the hideout.
Head right through the woods.
Return to the hideout.
>>BadEnd.
"I want to become stronger"
Examine the gun.
Talk to Cynthia.
As Ange, exit the hideout and attempt to leave the forest.
Keep heading to the right.
Move toward the left and talk to Cynthia.
Check the calendar.
Wait and/or walk around.
As Bernd, go up to the shiny spot.
Run up.
>>NormalEnd.
"I don't know"
*This choice/ending won't be available unless you complete all the events and finish the picture during Ange:side.*
Talk to Cynthia.
As Ange, exit the hideout and attempt to leave the forest.
Keep heading to the right.
Move to the left and talk to Cynthia.
Examine all the shiny spots and talk to the cookie man.
Wait and/or walk around.
Follow the after the grey bird and breadcrumbs.
Keep moving up, even with the fairies and Cynthia. (You'll start to slow down)
Talk to the crow and the cookies in the room.
Talk to Ange -> Drink Ange's blood.
>>SundayEND.
After getting the Sunday end, you have access to yet another title screen where you can view extras by choosing D's Sunday school.
Overall, I'd say that this first part of the game is the creepier part. It's one of those super happy pink fantasy environments with some pretty dark concepts that start to reveal themselves the longer you play farther into the game.
In order to get access to the true end, you will need to complete events each day (some are mandatory to complete for the story).
Monday:
Go further inside.
Examine the calendar and the bed. (Order doesn't really matter)
Talk to Bernd.
Tuesday:
Attempt to leave.
Talk to Cynthia (near the clock).
Go back inside and talk to the crow. -- Throughout the game, you'll get sweets after completing events that you can trade for breadcrumbs whenever you want. These breadcrumbs go toward feeding the bird in the clock and completing the picture.
Red Event
Talk to Eric (blond fairy with red clothing in the center).
Seat the fairies (image below). <Obtain 3 Scones>
Red Event
Talk to Noah (dark haired fairy).
Check upper right shelf.
Talk to the chicken.
Talk to the chick -> Feed chick to chicken.
Talk to the chicken again.
Return to Noah. <Receive half the waffle>
Examine the bed -> Sleep.
Check on Bernd.
Examine the bed to go back to sleep.
Wednesday:
Talk to Bernd.
Go to the outer room and talk to Bernd again.
Blue Event [required]
Examine Easter egg in bottom right corner -> Try breaking it apart. <Obtain rabbit bread>
Go to the outer room and examine the book.
Blue Event
Talk to Ann (blue clothed fairy).
Examine the shiny object above the leftmost seat. <Obtain small clothing>
Talk with Olivia and Ann.
Blue Event
Talk to the cookie fairy (seated gingerbread man).
Report to the cookie fairy the solution (below). <Obtain donut>
Ann, Matthew, Noah, Olivia
Blue Event
Talk to Matthew (green clothed fairy).
Find Bernd to get coins to play.
Play poker at the table towards the bottom right.
Strategy: Most coins can be earned by betting small and winning at High and Low.
Go back to Matthew -> Give 100 coins to Matthew. <Obtain lemon pie>
Thursday:
Talk to Bernd.
Green Event [required]
Go to the outer room and check on Bernd.
Go back in and talk to Noah.
Talk to Matthew. <Obtain 5 pretzels>
Return to Bernd. <Obtain pretzel>
Green Event [required]
Return to the inner room.
Talk to the fairies.
Kill the bottom fairy. <Obtain cheese>
Green Event
Check on the castle.
Talk to the chicken.
Examine the sleeping Bernd -> Take out the knife.
Go back to the chicken -> Turn the chicken into food with the knife. <Obtain chicken>
Check on the castle again. <Obtain candy>
Green Event
Go to the outer room. -> Infer what it is (below). <Obtain soufflé>
A ring shape, A rock-like color, A bricks-like pattern, A well
Examine the bed -> Sleep.
Friday:
Go to the outer room.
Return to the inner room.
Yellow Event [required]
Go back out and talk to Bernd twice.
In the inner room, check the closet in the top left corner. (You won’t be able to enter the passcode)
Check the drawer at the top of the room.
Enter the passcode into the closet (below). <Obtain aged music box>
214
Go back to Bernd. <Obtain tart>
Yellow Event [required]
Go back into the inner room.
Examine a toy soldier -> Try touching it.
Allow the toy soldiers to get you (You need to run into them; standing still won’t do anything). <Obtain mille crepe>
{Optional: Escape to the outer room for an extra scene/dialogue}
Yellow Event
Talk to the gingerbread man below the lower right shelf.
Talk to the seated gingerbread woman.
Check the red heart-shaped balloon. <Obtain small shirt>
Return to gingerbread man.
Talk to gingerbread woman. <Obtain butter cake>
{Did you see D?}
Examine the bed -> Sleep.
Go to the outer room and talk to Bernd.
Saturday:
Go to the outer room.
Talk to the crow to receive the last breadcrumb and trade any untraded sweets.
Check on the clock and feed the grey bird.
Exit the area and collect the music sheets in both rooms (4 total).
Go back to the clock and touch the light assemble the music sheets on the color with the correct light tune (below).
On the green light
Exit and examine the ladder revealed by the fairy -> Climb down the ladder.
Check the books to the left -> Switch around the books.
It should read “Go to south.”
One solution: switch Blue & Yellow, Yellow & Red, Green & Yellow
Head directly south and check the door at the end.
Climb up the ladder and into the outer room to pick up the key that’s been lying there since the beginning. <Obtain key to door to outside>
Return down the ladder.
Examine Bernd -> Take the key. <Obtain key to the door to outside>
Leave through the door to the south -> Go outside.