"Rule of Rose" Game Info|
8.3 Release Date: 09.13.06
ESRB Rating: M-Mature
More Info: Rule of Rose Official Site
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LB "Rule of Rose" Walthrough
Table of Contents:
2. March 1930 - The Little Princess
3. April 1930 - The Unlucky Clover Field
4. May 1930 - Sir Peter
5. Remaining Chapters
6. Extras, Secrets, Records, Films, Costumes, Secret Room
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When you start, you are tied to a pole. Move your Left Analog Stick (or D-Pad) to struggle. This will get things going. Soon, a scary little boy voice is talking to you. It doesn't matter if you answer "Yes" or "No" for the four questions. The boy tells you that you are now in the Aristocrat Club. The boy, who calls himself the Prince, laughs maniacally and then lowers some scissors to cut your ropes. You are free.
Go up to the rubbish bin. This is the way that you store, or stock, items in the game. You can put any item into the bin and it'll be stored there until you need it, whereupon you can visit this bin and retrieve it. For more info on Rubbish Bins and Stocking, please see the "Rubbish Bin" section of the Introduction.
To the right of the rubbish bin is a bucket. Approach it and hit "X". It'll end up atop the Bucket Knight. The Bucket Knights will give you clues, in addition to being a place to save. Take a peek through the hole in the wall near the Bucket Knight to see a little boy sitting. Nothing you can do, just note it. Since you can't reach the scissors, exit out of this room.
Hang a left and another left. Go to the end of the hall, a storage room. When you enter the storage room, hang a left and go through the door with the Aristocrat sign hanging next to it (all of the other doors are locked).
Go up the stairs and through the door at the top.
On the left wall is the Social Order chart. On the right you see The Red Crayon Royalty chart (compare this to the Social Order chart to see who's who). Not far from it, on another wall, are the rules of the Aristocrats.
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If you go down either the right or left hallway, you'll get to a set of windows and realize that you are on an airship. The doors in each of these hallways are inaccessible. Go down the only other hallway to find the Strange Door (the Offering Door). Go up to it. There is nothing you can do with the door right now, except learn that the offering for this month is a Butterfly. Now where did I see a butterfly? Oh, that's right, there was a green one flying around Sector 8 Cargo Bay. Leave the door. You see two little girls run down the side hallway. Follow them.
The doors on the right side of the hallway, Sick Bay and Sickroom, are now unlocked (not necessary, though). You can also look through the peephole of the Library door on the left. Exit out the door you came through and head to Sector 8 Cargo Bay.
Upon entering, you see a green butterfly on the floor. It flies away. A girl chases it. Follow the girl to the end of the hall. Go through the door where you just saw a little boy's face sticking out.
Here you find the dog, Brown, hanging from ropes. There's nothing you can do about that now. Across from the fence gate where you can go up to Brown is a door to the Backup Parts Room. Enter it.
On a desk you find the AIRSHIP MAP. Excellent! This will help a ton. You can access the map by hitting the "Select" button. You can scroll around the map and zoom-in on it by pressing "Square". From here on out, if you don't know where to go, refer to the map to find the room where you are supposed to be. Exit out of this room.
Although there are a few other doors here, leading to Livestock Rooms, simply continue down the left side hallway (basically going straight from where you entered this room) to the door at the end.
Feel free to look around, but you are going to continue to straight forward to the door at the end of the hall.
You hear crying. Head up the stairs.
Approach the crying girl and hit "X". You meet Olivia, the crying girl. Choose to take the Butterfly. Olivia stabs it with a fork. Bend down again to take the DESSERT FORK and the GREEN BUTTERFLY. Equip the Dessert Fork by opening your Start Menu. Select the Fork, then select "Equip". Head over to the chair next to the three leaf clover door. On the chair you find a COPPER LEAF.
Now that you have the Green Butterfly, you need to give it as an offering to the Offering Door in the First Class Guest Sector. On the way there, you will encounter your first enemy, a Horrible Imp, in Sector 8 Cargo Bay.
As you backtrack to offer the Butterfly, you encounter a Horrible Imp in this room. If you haven't yet, equip the Dessert Fork. To fight the Imp, hold "R1" and press "X" to attack. If the Imp manages to jump on you, shake the Left Analog Stick (or D-Pad) until it falls off. Get a feel for your reach with the Fork. When the Imp nears, attack it. When it's on the ground, if you're over it, you can stomp on it. Attack it until it dies.
Continue on up to First Class Guest Sector.
Go up to the door. Choose to "Make an Offering". Select the Green Butterfly. Apparently your butterfly was not pretty enough. Head down the left side hallway and enter the Dressing Room. Save in the Dressing Room. Exit out of the Dressing Room and locate the ONE-LEAF KEY on the floor near the door to Sector 8 Stairway. Pick it up. Exit out through this door.
Here, you meet up with a mysterious man. He hands you a story book, THE CLOVER FIELD. Flip through it until you get the "Exit" prompt. Head to Sector 8 Cargo Bay.
Walk down the hall and you see a little boy leave a room on the right. Enter this room. It was from this room that the little boy prince was talking to you at the beginning of this chapter. Enter the room.
To the right of the cat's eye (the hole in the wall) is a button. Push the button to lower the Scissors in the Filth Room. There is also some broadcast equipment in the room. Exit out and go to the Filth Room.
Grab the lowered RUSTY SCISSORS. Save at the Bucket Knight. Then, exit out and head to Sector 9 Turbine Area, where the dog is hanging.
Open the fence gate and approach the dog. "Use" the Scissors on the dog. The dog is now free. "Use" the Dog Collar. You place the collar on the dog. Brown, the dog, recognizes you.
At this point you are taught how to give commands to Brown. "Circle" makes Brown come. "Square" make Brown stay. Brown can also "Find" items by smelling them. Try the Find command by picking up the BISCUIT TIN from the shelf. Once you have it, open your Start Menu. Select the Biscuit Tin and then choose "Find". You'll see it appear in the "find" box at the top of your menu. Exit out of the Start Menu. Hit "Triangle" to make Brown "Find". Brown will find a Biscuit. The Biscuit Tin makes Brown find Biscuits. This is used for Health. Hit "Triangle" again to make Brown find another Biscuit. Finally, open up your Start Menu again. Highlight Biscuit Tin. Note that "Find Target" on the left now reads "Biscuit". This means that when you hit "Find" for the Biscuit Tin, Brown is going to look for Biscuits.
You'll be heading up to the Guest Room Hall in a moment (where you found the Green Butterfly and where the Clover Leaf Doors are located). On the way there, you pass through this corridor. where there is a Men's and Women's Lavatory. Inside the Men's Lavatory you'll meet Xavier, the gluttonous Prince. If you keep talking to him, he'll tell you that the witch (Martha the cleaning lady) has a very important key. Exit out and watch as Martha gets dragged away. Go up the stairs.
Once in the Guest Room Hall, pick up MARTHA'S HAT from the floor. If your inventory is full, you can drop the Old Photo. If you use Find on the Hat, Brown will point out that Martha is behind the Two-Leaf Clover door. Not much you can do about that now. At least the Imps will have a clean room.
Go up to the One-Leaf Clover door. "Use" the One-Leaf Key on it to open the door. Go through.
Go up to the boy in the hallway, Nicholas, the sloppy Prince. He mentions that he's a shadow. Note that Brown has left you. Call him back to you. Select the Copper Leaf from your menu and choose "Find". Exit out of the menu and hit the "Triangle" button to make Brown search. Brown will stop next to the boy, Nicholas. On the floor is something shiny. Pick it up to find the TWO-LEAF KEY (which is automatically forged from the damaged key you just found and the Copper Leaf). If your inventory is full and you can't pick up the key, you can drop the Old Photo or the One-Leaf Key. Exit back out to Guest Room Hall.
Go through the Two-Leaf Clover door by using the Two-Leaf Key.
Select "Find" for Martha's Hat. Brown will go to a door to the left, near the barricade. Go through the door.
Pick up the DIRTY RAG from the floor. Exit back out to 1st Passenger Corridor.
Use "Find" on the Dirty Rag. Brown will want to leave via the door you entered. Before you do that, you may want to go into the Cafeteria (across from the exit door)
Here you find a Bucket Knight to save. Go to the back of the cafeteria, behind the bar, to find the PARING KNIFE on the ground. Pick it up. You can drop the Dessert Fork now and equip the Paring Knife as your weapon. Exit back out to Guest Room Hall.
Select the Dirty Rag and make Brown "Find" it. Follow him to Sector 10 Crew Cabin. If you haven't yet been in the main part of this area, you'll meet Diana, the strong-willed Princess. Brown will wait for you at the door to Sector 11. Go through.
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Brown leads you to a cloth-covered door. He tears it open. On the floor is the THREE-LEAF KEY. Pick it up. I bet you know what to do now, don't you? Head back up to Guest Room Hall and go through the Three-Leaf Clover door.
Go through the Three-Leaf Clover door by using your Three-Leaf Key.
Select the Green Butterfly and choose to "Find" it. Follow Brown to the door with light coming out of it along the edges (on our Map, you are in the SE corner of this room). Here you see Amanda with a butterfly. After the cutscene, go through the door.
Go up to the girl and hit "X". You meet Amanda, the small-hearted Princess. She won't give you her butterfly (Can you blame her? They'll kill her if she doesn't deliver). Exit the room. You see Amanda leave. Re-enter the room. Pick up the BUTTERFLY CASE. Exit to the 1st Passenger Corridor.
Select and "Find" the Butterfly Case. Brown will lead you to the other side of the area where you spot a blue butterfly. It flies away. Follow Brown to it. Then, chase after the butterfly. It will multiply many times and eventually exit to Guest Room Hall.
Ahhhhhh! Attack of the Horrible Imps! The blue butterfly is on the ground but you are surrounded by Horrible Imps. Fortunately you picked up the Paring Knife from the Cafeteria. Start slashing the freaky little monsters. They'll keep coming, but all you have to worry about is killing enough of them so that you can retrieve the BLUE BUTTERFLY on the floor. Once you have it, you can finally head back to First Class Guest Sector to make a sufficient offering at the door.
On the way there, there will be many Horrible Imps. You will also encounter a few Goat Imps. Don't try to fight them all. Run past them.
You see Amanda make her offering. Go up to the door and offer the Blue Butterfly. The door opens. Hit "X" to go through. You are rudely kicked into the room. After having a rat rubbed in your face, the chapter will end and you are prompted to save.