In addition to the new buildings and crops that we gave you a brief snapshot of earlier this week, it looks like FarmVille's English Countryside expansion will come with plenty of other crops, aside from flowers, for your to grow.
We've come across images of five new crops that appear to be English Countryside specific. While one is another flower - that being the lovely pink English Roses - the other four are actual food items. From left to right in the image above, you have the Red Currant, Radish, Turnip, and English Peas.
All of these crops will apparently be masterable, and it looks like we'll be able to gather bushels from them as well. It's great that Zynga is releasing more realistic crops to the game, along with their whimsical crops for holidays, as fans have been calling for more realism for some time. Whether this is the extent of the English Countryside crops, or whether there are more still yet to be discovered remains to be seen, but we'll make sure to let you know as soon as we find out more.
Which of these crops are you most looking forward to growing on your second,
Showing posts with label FarmVille English Countryside. Show all posts
Showing posts with label FarmVille English Countryside. Show all posts
Friday, January 6, 2012
FarmVille English Countryside will allow you to build a Pub and dig for artifacts
New details about the FarmVille English Countryside expansion have been revealed on Zynga's official fan page for the event, called simply "FarmVille English Countryside." We've not only been given a more detailed look at the Sheep Pen, via the picture above, but we now also know that there will be two additional characters (at least) to meet and interact with in two separate activities.
First, we'll be able to "dig for artifacts" with Professor Milton. There's no telling what this will entail - it could be as simple as receiving new collection items when we plant seeds, similar to how we find items in the Limited Time collections now, or it could even see a makeshift Treasure Isle feature come to the game, with plots to dig and treasures to discover. Zynga has been incredibly light on the details so far, but we're looking forward to what this all means.
Next, we'll be able to build a new building in the form of a Pub. Again, details are nonexistent at this point, as to whether or not the Pub will serve a purpose after it has been built, or simply be decorative, but this does give us something else to look forward to as we make our way into the new farm.
We'll make sure to bring you continued coverage on the game-changing feature as Zynga reveals new items, so keep checking back.
[Image Credit: Zynga]
Check out the rest of our FarmVille Cheats & Tips right here.
In the meantime, let us know what you think of these two new activities - what do you hope the "digging for artifacts" activity entails?
First, we'll be able to "dig for artifacts" with Professor Milton. There's no telling what this will entail - it could be as simple as receiving new collection items when we plant seeds, similar to how we find items in the Limited Time collections now, or it could even see a makeshift Treasure Isle feature come to the game, with plots to dig and treasures to discover. Zynga has been incredibly light on the details so far, but we're looking forward to what this all means.
Next, we'll be able to build a new building in the form of a Pub. Again, details are nonexistent at this point, as to whether or not the Pub will serve a purpose after it has been built, or simply be decorative, but this does give us something else to look forward to as we make our way into the new farm.
We'll make sure to bring you continued coverage on the game-changing feature as Zynga reveals new items, so keep checking back.
[Image Credit: Zynga]
Check out the rest of our FarmVille Cheats & Tips right here.
In the meantime, let us know what you think of these two new activities - what do you hope the "digging for artifacts" activity entails?
Thursday, January 5, 2012
FarmVille English Countryside: Pause feature has farmers rioting
See that big elephant in the middle of the room? He's got the word "Pause" written on his side, and I suppose now is as good of a time as any to address him. While we've all been looking forward to the English Countryside expansion in FarmVille for weeks now, many of us have probably had our excitement dashed by Zynga's choice to implement a "Pause" feature between farms.
For those that are unfamiliar with the addition, or simply haven't made it to the English Countryside yet, the "Pause" feature is as follows: The farm that you are currently playing on; that is, the one you see on your screen and are interacting with (regardless of whether it's your original farm or your second farm), is your active farm, and will progress as normal with crops, trees, animals, and other functions proceeding at their normal rates in time.
Your other farm, meanwhile, will remain paused. Crops won't wither while you're away, but they also won't grow either. In fact, it seems as though nothing happens on your other farm while it's the "Paused" farm. Crop and trees won't grow, animals will not become ready to harvest. Hybrid seeds won't grow in the Greenhouse, your Leprechaun Cottage won't produce Gold - your farm is put at a literal stand still, forcing you to choose between your Home Farm and your English Farm as to which one to actually "play." This, of course, brings the entire English Countryside expansion into question. This "second farm" should really be called an "alternate farm" as a choice must be made between which to run at any point in time. As you might expect, the "feature" has forced users into a very vocal uproar, as they have flooded the game's official forums with posts against the feature.
Zynga itself is asking for feedback, good or bad, about the Pause feature, and as of this writing, that particular feedback thread has made its way to 82 pages - that's 814 posts - with the vast majority of these speaking out against the inclusion. Users are saying, quite believably, that they will simply refuse to make the trip to England in their game if the Pause function isn't removed.
User Pimpernell seems to sum up many users' thoughts:
I won't start playing EC until the pause is removed. I've put a lot of time, effort and real money into my farm and I can't see the point of freezing it while playing the 2nd one. What a ridiculous idea.
While many users have said they agree with the option to turn Pause on and off, they don't believe it should be mandatory, as they want and would love to work on two farms at once. We can see the reasoning behind the Pause function - that being so users don't have to worry about withering crops because they forgot about their "other" farm, but the fact that it's mandatory does throw a big wrench in many players' plans.
We'll make sure to update you if and when Zynga changes their mind about this feature, or at least adds an option to turn it off.
[Image Credit: misssonia]
Check out the rest of our English Countryside coverage right here.
Let us know what you think of the Pause feature. Will you skip going to the English Countryside as a result, or are you ready to leave your Home Farm behind for something new?
For those that are unfamiliar with the addition, or simply haven't made it to the English Countryside yet, the "Pause" feature is as follows: The farm that you are currently playing on; that is, the one you see on your screen and are interacting with (regardless of whether it's your original farm or your second farm), is your active farm, and will progress as normal with crops, trees, animals, and other functions proceeding at their normal rates in time.
Your other farm, meanwhile, will remain paused. Crops won't wither while you're away, but they also won't grow either. In fact, it seems as though nothing happens on your other farm while it's the "Paused" farm. Crop and trees won't grow, animals will not become ready to harvest. Hybrid seeds won't grow in the Greenhouse, your Leprechaun Cottage won't produce Gold - your farm is put at a literal stand still, forcing you to choose between your Home Farm and your English Farm as to which one to actually "play." This, of course, brings the entire English Countryside expansion into question. This "second farm" should really be called an "alternate farm" as a choice must be made between which to run at any point in time. As you might expect, the "feature" has forced users into a very vocal uproar, as they have flooded the game's official forums with posts against the feature.
Zynga itself is asking for feedback, good or bad, about the Pause feature, and as of this writing, that particular feedback thread has made its way to 82 pages - that's 814 posts - with the vast majority of these speaking out against the inclusion. Users are saying, quite believably, that they will simply refuse to make the trip to England in their game if the Pause function isn't removed.
User Pimpernell seems to sum up many users' thoughts:
I won't start playing EC until the pause is removed. I've put a lot of time, effort and real money into my farm and I can't see the point of freezing it while playing the 2nd one. What a ridiculous idea.
While many users have said they agree with the option to turn Pause on and off, they don't believe it should be mandatory, as they want and would love to work on two farms at once. We can see the reasoning behind the Pause function - that being so users don't have to worry about withering crops because they forgot about their "other" farm, but the fact that it's mandatory does throw a big wrench in many players' plans.
We'll make sure to update you if and when Zynga changes their mind about this feature, or at least adds an option to turn it off.
[Image Credit: misssonia]
Check out the rest of our English Countryside coverage right here.
Let us know what you think of the Pause feature. Will you skip going to the English Countryside as a result, or are you ready to leave your Home Farm behind for something new?
FarmVille English Countryside Tips & Tricks: Use your Gift Box to fill your farm
With the release of the English Countryside in FarmVille comes the interesting issue of farm-specific items. That is, if you purchase an item from the store, place it from your gift box, or in any other way add an item to one farm or the other, there currently is no way to move that item to your other farm.
For example, if you were to purchase a Dogwood Tree for your Home Farm, and then decide that it would be better suited on your farm in the English Countryside, you'll simply have to purchase a second Dogwood Tree in England - you can't pick up the Dogwood Tree and move it across farms.
However, this doesn't necessarily have to be a bad thing. While, yes, purchasing Farm Cash animals or decorations does take on a bit more seriousness, as you have to be absolutely certain which farm you'd like to place that item on permanently, the simple ability to being able to take most items from your Gift Box across the pond (and back again) does present many new opportunities. First and foremost, you've got a lot of new animals buildings to stock in the English Countryside, what with the Horse Stable, Sheep Pen, Chicken Coop and Dairy Barn all being currently available. What better way to stock those buildings, for free, than to use your Home Farm to do so. In addition, what better way to create a full forest of trees than to use extra Mystery Seedlings than you may not otherwise choose to grow?
All you'll need to do is use the buildings from your Home Farm, or even News Feed posts, to your advantage. If you're at a state (as many farmers are), that you have an unneeded amount of Mystery Eggs, as an example, you can take those Mystery Eggs over to the English Countryside, and open them there. If you receive chickens, but you Home Farm's Chicken Coop is full, voila - you've found instant inhabitants for your new Coop.
The same can be said for your Nursery Barn. If you grow your baby animals up into otherwise uninteresting Cows or Horses that you would normally just sell, you can leave those animals in your Gift Box until you travel back over to England and place them into your Dairy Barn or Horse Stable.
You can use News Feed posts in the same way. Claim free Calves, Foals, and even Horses from friends who have completed tasks on their own farms, and you'll have animals that can be used to populate your English Countryside farm without spending a virtual dime. These will give you profit for the extent of their presence on your new farm, that is, if you choose to have that farm be the "active farm," and your other farm "Paused."
Either way, it should be noted that there are some items that simply can't be used on both farms, even if you have them in your Gift Box, and are ready to use them. You'll know if an item can't be used on your English Countryside farm if you open your Gift Box and see "Locked to Home" in red font, like in the image below.
Of course, it will be up to each individual player as to how many items to dedicate to the English Countryside farm, as opposed to the Home Farm, but these are just a few tips to get you started at catching your English farm up to speed with the one that you're used to using everyday.
Check out the rest of our English Countryside coverage right here.
Will you use these tips to add free animals to your English Countryside farm? Or, would you rather all animals on your second farm fit the theme of England?
For example, if you were to purchase a Dogwood Tree for your Home Farm, and then decide that it would be better suited on your farm in the English Countryside, you'll simply have to purchase a second Dogwood Tree in England - you can't pick up the Dogwood Tree and move it across farms.
However, this doesn't necessarily have to be a bad thing. While, yes, purchasing Farm Cash animals or decorations does take on a bit more seriousness, as you have to be absolutely certain which farm you'd like to place that item on permanently, the simple ability to being able to take most items from your Gift Box across the pond (and back again) does present many new opportunities. First and foremost, you've got a lot of new animals buildings to stock in the English Countryside, what with the Horse Stable, Sheep Pen, Chicken Coop and Dairy Barn all being currently available. What better way to stock those buildings, for free, than to use your Home Farm to do so. In addition, what better way to create a full forest of trees than to use extra Mystery Seedlings than you may not otherwise choose to grow?
All you'll need to do is use the buildings from your Home Farm, or even News Feed posts, to your advantage. If you're at a state (as many farmers are), that you have an unneeded amount of Mystery Eggs, as an example, you can take those Mystery Eggs over to the English Countryside, and open them there. If you receive chickens, but you Home Farm's Chicken Coop is full, voila - you've found instant inhabitants for your new Coop.
The same can be said for your Nursery Barn. If you grow your baby animals up into otherwise uninteresting Cows or Horses that you would normally just sell, you can leave those animals in your Gift Box until you travel back over to England and place them into your Dairy Barn or Horse Stable.
You can use News Feed posts in the same way. Claim free Calves, Foals, and even Horses from friends who have completed tasks on their own farms, and you'll have animals that can be used to populate your English Countryside farm without spending a virtual dime. These will give you profit for the extent of their presence on your new farm, that is, if you choose to have that farm be the "active farm," and your other farm "Paused."
Either way, it should be noted that there are some items that simply can't be used on both farms, even if you have them in your Gift Box, and are ready to use them. You'll know if an item can't be used on your English Countryside farm if you open your Gift Box and see "Locked to Home" in red font, like in the image below.
Of course, it will be up to each individual player as to how many items to dedicate to the English Countryside farm, as opposed to the Home Farm, but these are just a few tips to get you started at catching your English farm up to speed with the one that you're used to using everyday.
Check out the rest of our English Countryside coverage right here.
Will you use these tips to add free animals to your English Countryside farm? Or, would you rather all animals on your second farm fit the theme of England?
FrontierVille English Countryside: Expand your farm with Surveyors
While you may be excited to make the trip to the English Countryside in FarmVille, keep in mind that you won't be landing in an area that's as large as the Home Farm size you may be used to. Luckily, there are six expansions ready for you in the game's store. However, this isn't a process as simple as having a specific amount of neighbors and then unlocking them with coins.
Each expansion is locked to you (at least the coin option is) until you can collect enough "Surveyors" to unlock the ability to purchase each particular expansion with coins. Your first farm expansion, for example, is called the "English Homestead," and it expands your second farm to the 14 x 14 size for 25,000 coins. First, though, you'll need to ask two surveyors to help you.
Meet us behind the break to see how to add Surveyors' help to your land and expand your farm to new sizes.
To receive the help of Surveyors, you'll need to think of Surveyors as your friends. You'll be able to receive their help by clicking on the "Unlock" button on your next expansion and then clicking on the "Invite Friends" button to send out individual requests to friends, asking them to help you expand.
In the image above, we've moved onto the second expansion, which requires six Surveyors in total. This expansion takes the two Surveyors you gathered for the first expansion and simply adds to them. That is, you only need to have four additional friends help you in order to reach the full six. This means that the feature is cumulative, which should help you expand just a bit faster.
Once you collect the needed Surveyors for a particular expansion, you'll be able to purchase it as normal for coins (which increase with each expansion, just as the number of Surveyors increases). It will apparently take 20 Surveyors in total to unlock the final expansion currently available - the English Estate - but we'd imagine the coin price tag will be the issue to slow people down, rather than the number of Surveyors. Still 750,000 coins is much better than the multi-million coin price tags we've seen back in the Home Farm, so I guess we can't really complain.
Check out the rest of our English Countryside coverage right here.
Have you already started expanding your land in the English Countryside, or are you waiting until your Home Farm is completely expanded before spending the coins?
Each expansion is locked to you (at least the coin option is) until you can collect enough "Surveyors" to unlock the ability to purchase each particular expansion with coins. Your first farm expansion, for example, is called the "English Homestead," and it expands your second farm to the 14 x 14 size for 25,000 coins. First, though, you'll need to ask two surveyors to help you.
Meet us behind the break to see how to add Surveyors' help to your land and expand your farm to new sizes.
To receive the help of Surveyors, you'll need to think of Surveyors as your friends. You'll be able to receive their help by clicking on the "Unlock" button on your next expansion and then clicking on the "Invite Friends" button to send out individual requests to friends, asking them to help you expand.
In the image above, we've moved onto the second expansion, which requires six Surveyors in total. This expansion takes the two Surveyors you gathered for the first expansion and simply adds to them. That is, you only need to have four additional friends help you in order to reach the full six. This means that the feature is cumulative, which should help you expand just a bit faster.
Once you collect the needed Surveyors for a particular expansion, you'll be able to purchase it as normal for coins (which increase with each expansion, just as the number of Surveyors increases). It will apparently take 20 Surveyors in total to unlock the final expansion currently available - the English Estate - but we'd imagine the coin price tag will be the issue to slow people down, rather than the number of Surveyors. Still 750,000 coins is much better than the multi-million coin price tags we've seen back in the Home Farm, so I guess we can't really complain.
Check out the rest of our English Countryside coverage right here.
Have you already started expanding your land in the English Countryside, or are you waiting until your Home Farm is completely expanded before spending the coins?
FarmVille English Countryside: 15 new crops to plant and master
We've been bringing you FarmVille Sneak Peeks for the past few weeks concerning the unreleased crops that we thought would be releasing as part of the English Countryside expansion, and now we've found that 18 crops have officially launched in the game, many of which we correctly predicted.
The 15 crops are all labeled as "English Countryside" crops, and are available to view in your Home Farm's marketplace, but can't be planted. You'll have to make the trip to England yourself in order to plant and master these new crops. There are six new flowers here, some grains, vegetables, and even some tasty Black Tea that can be grown in this new market section. We have all of the details about these new crops for you behind the break.
Here's a look at the new crops in the English Countryside, in no particular order:
Black Tea: Plant for 50 coins. Harvest in 8 hours for 110 coins. First star of mastery at 900 harvests.
Field Beans: Plant for 80 coins. Harvest in 16 hours for 210 coins. First star at 600 harvests.
English Peas: Plant for 200 coins. Harvest in 12 hours for 290 coins. First star at 750 harvests.
Radish: Plant for 90 coins. Harvest in 18 hours for 230 coins. First star at 600 harvests.
Turnips: Plant for 160 coins. Harvest in 16 hours for 290 coins. First star at 600 harvests.
Red Currant: Plant for 40 coins. Harvest in 4 hours for 75 coins. First star at 1100 harvests.
Cornflower: Plant for 60 coins. Harvest in 16 hours for 110 coins. First star at 600 harvests.
Foxglove: Plant for 101 coins. Harvest in 12 hours for 202 coins. First star at 660 harvests.
English Roses: Plant for 125 coins. Harvest in 6 hours for 165 coins. First star at 950 harvests.
Cara Potatoes: Plant for 250 coins. Harvest in 2 days for 620 coins. First star at 450 harvests.
Barley: Plant for 80 coins. Harvest in 12 hours for 170 coins. First star at 750 harvests.
Hops: Plant for 150 coins. Harvest in 10 hours for 220 coins. First star at 780 harvests.
Pink Asters: Plant for 50 coins. Harvest in 1 day for 130 coins. First star at 310 harvests.
Bluebells: Plant for 120 coins. Harvest in 12 hours for 210 coins. First star at 850 harvests.
Spring Squill: Plant for 140 coins. Harvest in 12 hours for 220 coins. First star at 780 harvests.
As you can see, these crops offer anywhere from 1-3 experience points per square planted, so while they may be relatively normal in that respect, it is nice to see some lower mastery requirements for the first star. Just how quickly these crops can truly be mastered, however, will be dependent on whether or not you choose to leave the English farm running, while your other farm is paused.
Check out the rest of our English Countryside coverage right here.
Which of these crops will you attempt to master first? Or, if you had expected to stay on your original farm, will any of these crops be enough to make you change your mind?
The 15 crops are all labeled as "English Countryside" crops, and are available to view in your Home Farm's marketplace, but can't be planted. You'll have to make the trip to England yourself in order to plant and master these new crops. There are six new flowers here, some grains, vegetables, and even some tasty Black Tea that can be grown in this new market section. We have all of the details about these new crops for you behind the break.
Here's a look at the new crops in the English Countryside, in no particular order:
Black Tea: Plant for 50 coins. Harvest in 8 hours for 110 coins. First star of mastery at 900 harvests.
Field Beans: Plant for 80 coins. Harvest in 16 hours for 210 coins. First star at 600 harvests.
English Peas: Plant for 200 coins. Harvest in 12 hours for 290 coins. First star at 750 harvests.
Radish: Plant for 90 coins. Harvest in 18 hours for 230 coins. First star at 600 harvests.
Turnips: Plant for 160 coins. Harvest in 16 hours for 290 coins. First star at 600 harvests.
Red Currant: Plant for 40 coins. Harvest in 4 hours for 75 coins. First star at 1100 harvests.
Cornflower: Plant for 60 coins. Harvest in 16 hours for 110 coins. First star at 600 harvests.
Foxglove: Plant for 101 coins. Harvest in 12 hours for 202 coins. First star at 660 harvests.
English Roses: Plant for 125 coins. Harvest in 6 hours for 165 coins. First star at 950 harvests.
Cara Potatoes: Plant for 250 coins. Harvest in 2 days for 620 coins. First star at 450 harvests.
Barley: Plant for 80 coins. Harvest in 12 hours for 170 coins. First star at 750 harvests.
Hops: Plant for 150 coins. Harvest in 10 hours for 220 coins. First star at 780 harvests.
Pink Asters: Plant for 50 coins. Harvest in 1 day for 130 coins. First star at 310 harvests.
Bluebells: Plant for 120 coins. Harvest in 12 hours for 210 coins. First star at 850 harvests.
Spring Squill: Plant for 140 coins. Harvest in 12 hours for 220 coins. First star at 780 harvests.
As you can see, these crops offer anywhere from 1-3 experience points per square planted, so while they may be relatively normal in that respect, it is nice to see some lower mastery requirements for the first star. Just how quickly these crops can truly be mastered, however, will be dependent on whether or not you choose to leave the English farm running, while your other farm is paused.
Check out the rest of our English Countryside coverage right here.
Which of these crops will you attempt to master first? Or, if you had expected to stay on your original farm, will any of these crops be enough to make you change your mind?
Friday, December 30, 2011
FarmVille Sneak Peek: Cleveland Bay Horse, Juniper, European Beech Trees
We know you're split down the middle on posting unreleased content, but frankly, spoilers don't bother us. Besides, it's not like FarmVille is Days of Our Lives, people. So, FarmVille Feed has found three new pieces on content set to make it to FarmVille "soon." The first is a Cleveland Bay Horse, a brown, stern-looking steed with determination. Oddly enough, it reigns from England and the Cleveland district of Yorkshire. Join us after the break for a look at two fine firs.
Juniper Tree and European Beech Tree
OK, so they're not firs, but rhymes are cute, no? The first, a Juniper Tree, originates largely across the Northern Hemisphere in regions from the Arctic to Africa to Central America. Second is the European Beech, a deciduous tree reigning largely in--you guessed it--Europe. Prices, of course, are unknown, but these items will likely launch this week if they're being revealed now. FarmVille Feed also guess that the items will cost between five and 10 Farm Cash and that the trees will eventually become Mystery Seedlings. Here's for hopin' on the latter.
[Image Credit: FarmVille Feed]
What do you think of these three new additions to the game? Which of the three would you buy first, and why?
Juniper Tree and European Beech Tree
OK, so they're not firs, but rhymes are cute, no? The first, a Juniper Tree, originates largely across the Northern Hemisphere in regions from the Arctic to Africa to Central America. Second is the European Beech, a deciduous tree reigning largely in--you guessed it--Europe. Prices, of course, are unknown, but these items will likely launch this week if they're being revealed now. FarmVille Feed also guess that the items will cost between five and 10 Farm Cash and that the trees will eventually become Mystery Seedlings. Here's for hopin' on the latter.
[Image Credit: FarmVille Feed]
What do you think of these three new additions to the game? Which of the three would you buy first, and why?
Sunday, December 25, 2011
FarmVille A Test of Wool Goal: Everything you need to know
Get it? Zynga replaced what would have been "will" with "wool" in this new FarmVille Goal. (We'll admit, we're pretty big fans of play on word tricks, so kudos.) In "A Test of Wool," the second of four goals in Part 4 of the English Countryside, farmers must help Angus the Sheep Breeder fine-tune his Sheep Breeding skills. And it's surprisingly easy to get the little bugger in tip top shape.
Make 3 Floral Scones in your Pub
Harvest your Sheep Pen once
Place a Lamb on your farm
See? We told you--easy peasy. To make three Floral Scones, you will need to stumble back into the Pub after mustering up two Bluebell Bushels, three Spring Squill Bushels and two Cornflower Bushels. Do this three times for a total of six Bluebells, nine Spring Squills and six Cornflowers. Oh, and each one will take six hours to cook in the Pub. You can also buy the Bushels from friends if you don't want to bother with planting.
A Test of Wool rewards
Don't worry, that was the hardest part. Just harvest your Sheep Pen once, place a Lamb on your farm (presumably from Breeding) and this Goal is complete. Finito. Done. And for your sort of hard work, enjoy 200 XP, a Wool Hat for your avatar and 2,500 Coins to throw around. Now, you can make it rain in the Pub in style.
Make 3 Floral Scones in your Pub
Harvest your Sheep Pen once
Place a Lamb on your farm
See? We told you--easy peasy. To make three Floral Scones, you will need to stumble back into the Pub after mustering up two Bluebell Bushels, three Spring Squill Bushels and two Cornflower Bushels. Do this three times for a total of six Bluebells, nine Spring Squills and six Cornflowers. Oh, and each one will take six hours to cook in the Pub. You can also buy the Bushels from friends if you don't want to bother with planting.
A Test of Wool rewards
Don't worry, that was the hardest part. Just harvest your Sheep Pen once, place a Lamb on your farm (presumably from Breeding) and this Goal is complete. Finito. Done. And for your sort of hard work, enjoy 200 XP, a Wool Hat for your avatar and 2,500 Coins to throw around. Now, you can make it rain in the Pub in style.
FarmVille The Key to the Castle Goal: Everything you need to know
This is it, the moment you've been waiting for. Wait, what moment, you ask? Duh, it's time to receive the key to the Castle on the English Countryside. Well, not your castle, but the Duke's--and he doesn't even know which one it belongs to! This next FarmVille Goal is the third in a series of four to kick off Part 4 of the English Countryside. Titled "The Key to the Castle," this climactic courier mission sends players to find the key to one of the Duke's many castles and it's fairly simple ... fairly.
Plow 200 plots
Get 6 Magnets
Get a Cow
Alright, we only said it was fairly easy. And, actually, it can be if you want it to. The Goal doesn't distinguish any particular crop used in the process or whether new plots need to be plowed. So, you could just plant a bunch of crops you need and give the Bi-plane an old run.
The Key to the Castle rewards
Or, just plant lots of Red Currant, the fastest-growing crop on this side of FarmVille at the moment. The six Magnets are friend-requested items, while getting the Cow is as easy as clicking on the "Get Cow" button in the Goal menu. Help find the Duke's castle key, and you'll score 200 XP, one Knight Gnome and 2,500 coins.
[Source and Image Credit: FarmVille Freak]
Have you met this Goal yet? Do you have any tips for completing this Goal any faster? And how many of you thought this was leading to the Castle feature teased for this expansion before?
Plow 200 plots
Get 6 Magnets
Get a Cow
Alright, we only said it was fairly easy. And, actually, it can be if you want it to. The Goal doesn't distinguish any particular crop used in the process or whether new plots need to be plowed. So, you could just plant a bunch of crops you need and give the Bi-plane an old run.
The Key to the Castle rewards
Or, just plant lots of Red Currant, the fastest-growing crop on this side of FarmVille at the moment. The six Magnets are friend-requested items, while getting the Cow is as easy as clicking on the "Get Cow" button in the Goal menu. Help find the Duke's castle key, and you'll score 200 XP, one Knight Gnome and 2,500 coins.
[Source and Image Credit: FarmVille Freak]
Have you met this Goal yet? Do you have any tips for completing this Goal any faster? And how many of you thought this was leading to the Castle feature teased for this expansion before?
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