Spring Field/Walkthrough (2024)

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The following is an in-depth description of the mechanics and challenges players will encounter while progressing through Spring Field.

Contents

  • 1 Petal Panic
  • 2 A Hot Summer
  • 3 The Fall-ing leaves
  • 4 Winter Field
  • 5 Master of Seasons
  • 6 Petunia's Pumpkin Farm
  • 7 Visors

Spring Field/Walkthrough (3) Petal Panic[]

Petal Panic is the second shortest mission in the game, behind 'Your First Orb' in the Village. At this point in time, Petunia's seed has not sprouted into a vine, so a longer path must be taken to the orb. When it is collected, the seed grows into a climbable vine that is used as a shortcut for all subsequent missions.

The central mechanic of this mission is the large flowers found in Spring Field. As Petunia mentions, they're strong enough to carry an elephant, making them viable to use as platforms. Every part of the flower has collision, but the petals' collision boxes are smaller than their visual models, which makes them difficult to land on. The pink variant of the flower is always safe to stand on, but the red flowers periodically emit spikes from their pistils and two of their petals. These spikes are non-solid and instantly kill the player on contact. There are multiple ways to avoid these spikes: the first and most obvious is to simply wait for them to retract. The always appear and disappear with a constant rhythm, so it is easy to predict when it is safe to pass by and when it is not. The second way to avoid getting hurt is to stand still on the flower while its spikes are active. By not moving, the Part.Touched() event never fires, and the code to kill the player is never executed. The third way to avoid the spikes is to jump on one of the petals that doesn't emit spikes. However, as mentioned previously, it is hard to tell what part of the petals can be stood on.

To the left from the starting area, there are three pink flowers that form a staircase, which are used to reach the top of one of the hills. From here, two red flowers block the path to the checkpoint. These are easily passed by using one of the three avoidance methods mentioned above. There is a season pad leading to Summer Field at the checkpoint, but it is irrelevant for this mission. From here, three flowers (two pink ones and a red one between them) form a bridge to the orb. They are situated on a small strip of dirt, but this has no collision, so the flowers have to be jumped on. The red flower on this bridge is the last obstacle to obtaining the orb.

When in the Hero Simulator the vine once again becomes unavailable due to progress being functionally reset. A glitch block forms a wall between the second red flower and the checkpoint, but it can be avoided by jumping toward the season pad. Be careful not to make contact with the pad, as there is no way to backtrack.

Spring Field/Walkthrough (4) A Hot Summer[]

Once 'Petal Panic' has been collected, Petunia's seed grows into a vine ladder. This can now be used as a shortcut to reach the season pad and enter Summer Field, which is necessary for all of the remaining orb missions. Once in summer, head to the evaporated lakes behind the starting area. There is a hole in the wall leading to an underground cave. The floor is covered in lava that kills instantly, but some brown rocks protruding from the lava lead to the next season pad, which fills the cave with harmless water.

It is easier to navigate tight spaces with a zoomed-in camera.

The first part of this mission is unchanged in the Hero Simulator, but large glitch blocks appear on top of the water in the fall version of the cave. The best way to avoid them is to jump into the safe water on the left and swim under the glitch blocks, being careful to stay as close to the bottom as possible to avoid having the player's legs tap one of the blocks during the swimming animation.

However, in the Hero Simulator, the player is also guaranteed to have access to the Shield Orb. This orb's special properties can be used to cross lava and obtain the mission orb early without ever going to the next season.

Spring Field/Walkthrough (5) The Fall-ing leaves[]

When in Summer Field, instead of going into the lakebed, follow the path of green visors conspicuously laid out on the ground. They reveal another season pad to Fall Field, where dried leaves occupy the bottomless pit. Like in 'Petal Panic,' the dirt strips that the leaves rest on are not solid. The leaves can be used as platforms, but once the player touches one, it falls out of the world a few seconds later. The length of the wait time before falling is rather generous, so there isn't much pressure to move quickly.

The leaves are laid out in a way to lure the player into moving in a zigzag pattern, but they're so close together that it's possible to just move in a straight line across the pit. The flowers on the other side have turned into rocks, but they still function as platforms.

In the Hero Simulator, a large glitch wall cuts through the center of the map. However, there is a small gap behind the hill that the 'Petal Panic' orb rests on that grants safe passage to the bottomless pit. Here, a spinner is in the center of the bottomless pit, periodically sweeping across all of the leaves. As mentioned, the timer on the leaves is generous, so there is little risk to pausing and waiting for the spinner before jumping on the next platform.

Spring Field/Walkthrough (6) Winter Field[]

Fall Field's season pad is located on the water. Once teleported, the player is placed on a block of ice floating in a lake of freezing water that will instantly kill them on contact. Ice is extremely slippery; accelerating and decelerating on it are very difficult. However, the player still moves normally while in the air, so the best way to move while on ice is to always jump before moving. If they land on ice while moving then they will continue moving at their regular walking speed until they either stop or turn.

Once on safe ground, more ice blocks floating in the other lake become visible. These are easily passed by only turning while in the air while either standing still or moving in a straight line on ice.

In the Hero Simulator, two glitch spinners a positioned in the air above the second lake's ice blocks. They pass over the player's head but are low enough to be jumped into. They can be avoided by going slowly and waiting for the spinners to pass overhead before jumping, which in turn is accomplished by minimizing movement on the ground.

Spring Field/Walkthrough (7) Master of Seasons[]

In Winter Field, snow banks pile up in the back of the map. One of them can be used as a staircase to reach one of the tall hills, where a zigzag-shaped ice tightrope connects to the other tall hill. The safest way to cross this tightrope is by standing still on it and only moving while in the air after jumping. After taking the season pad to Spring Field, the ice tightrope turns into grass and gains a red flower.

Unlike the dirt strips seen in the previous missions, the grass strips here actually do have collision, and can be used as an aid to cross the gap. continue walking back and forth until summer, when the orb appears in the hole in the corner of the map.

In the Hero Simulator, another, even larger glitch wall is found in Winter Field. This one has no gaps, and must be jumped over by climbing the rocks on the left side of the map. Another glitch block covers the middle portion of the tightrope, which must be avoided by walking up to the first corner and jumping to the second.

Spring Field/Walkthrough (8) Petunia's Pumpkin Farm[]

The minigame in Petunia's Pumpkin Farm doesn't directly give the player an orb, but it does offer a visor bag. At least one visor bag is necessary in order to get the 'The Big Shop Trade' orb in the Village, and the only other bag in the game isn't available until much later on, after the player beats the Light Temple.

Upon starting the minigame, the player cannot move until they equip the Pumpkin tool in their inventory and click anywhere. Three more pumpkins appear on top of the held pumpkin, and the player's walkspeed is changed to be significantly slower than normal. If the player moves too much, either by falling or rapidly turning, the pumpkins fall and the player dies. They must carry the pumpkins to the shed behind Petunia's house.

The player often turns erratically when walking normally, so it's best to do this minigame with shift lock enabled to limit their rotation. Because of the pumpkins' weight on the player's arm, even going down small slopes causes them to shake, increasing the risk that the pumpkins will fall. When they are about to fall, they will begin shaking and emitting particles, and you must immediately stop moving (both the player and the shift locked camera must freeze) or they will fall. The pumpkins are not physics-based, so bumping into walls is not a serious danger.

The path to the shed has multiple slopes on the way. Bigger slopes are almost guaranteed to make the pumpkins fall, so the optimal strategy is to be patient and take the safer paths. The minigame ends when the player touches the red pad inside the shed, and they are awarded with the visor bag.

In the Hero Simulator, large glitch blocks obstruct the most direct paths to both the shed and the safe slope in the field. These blocks don't accomplish much aside from extending the length of the minigame, as the player now has to take a more convoluted path to reach the goal.

Spring Field/Walkthrough (9) Visors[]

There are 19 visors in Spring Field and 0 in Petunia's Pumpkin Farm, for a total value of 37.

  • Three green visors are found between the two red flowers near the first checkpoint in Spring Field.
  • A yellow visor is on a rock in Summer Field.
  • A lone green visor is placed in the corner of a lakebed in Summer Field.
  • Three green visors in Summer Field guide the player to the next season pad.
  • Two yellow visors in Summer Field can be obtained near the end of the 'Master of Seasons' mission route.
  • A visor coin sits on the first hill in Fall Field. The player can reach it by climbing the rocks.
  • Two yellow visors are placed over the dry leaves in the bottomless pit.
  • A lone green visor is in the Fall Field version of the underground cave.
  • When entering Winter Field, two red visors can be spotted immediately in the corner of the lake.
  • Three green visors are inside the hole leading to the 'Winter Field' orb.
Spring Field/Walkthrough (2024)

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