Time on Frog Island
35 Achievements
1000 XP
Epic
Crunch Time
Complete the game within 5 (in-game) days
100 XP
0.8%
How to unlock the Crunch Time achievement in Time on Frog Island - Definitive Guide
*Edit: I made a video guide and uploaded it to youtube to help you guys visualize the full route before doing it and know exactly the places you need to go.
Link:
To fix the boat we need:
2 planks,
A sail,
A rope,
A wheel,
A rudder,
and our lovely Plant.
We need to optimize our run on day one so that we don't lose some stuff that changes from day 2 onwards, when I got the achievement I followed the route below:
Day 1 -
Get the two planks that are floating on the water right where you start and add them to your boat, that's our first goal completed in a matter of seconds.
After that, get the bottle on the shore where you began, take it next to the painter that's just left from where we are, drop it on the ground, ask the painter for the plant, she'll ask you for the bottle, get it again and give it to her, get the plant and drop it next to the boat.
Run northwest from the painter's house and you'll reach the fisher's house, he'll be next to a fishing rod and you'll notice the rope he has and you gotta ask him it. (Notice: if you didn't add the planks to the boat or interacted with it somehow, you'll not notice the rope that you need, so make sure to add the planks from the first step) The fisher will ask you for a feather and we'll get it soon enough.
Running east from the fisher's house, you'll find the farmer and his fields, normally his farm would be filled with crows on sunny days, but on day one, the scarecrows still have their heads, so the bushes actually have fruits, get one of the blue ones, cause we'll need them on day two, go back to the boat and drop the blue fruit next to it.
Now run north from the boat until you reach the frog's village, as of now, we only need to talk to the Frog Knight that's protecting an Axolotl. If you spoke with the fisher before, he'll give you a love letter, take it back south and deliver it to the painter. The painter will give you back another love letter, go north back to the village and deliver it to the Knight. He'll leave his duty and you will gajn access to the axolotl. Talk to her and ask for the feather. She'll ask you for a wet plant, and you can ignore her for now.
Right now, the night must be coming and we need to do a final set of steps to have a easier day 2. Go south-east from the village towards a beach, on the beach's south-east most corner, you'll find a passage to East Island, when you reach the island, go to its northern part, where you'll find some ruins, there'll be a giant machine with a purple rock below it, get the purple rock and head back to the village.
When you get back to the village, go north-east and climb the trail to the top of the mountain until you reach a giant locked door, put the purple rock on the door and it'll open. Now you'll have to climb the mountain until you reach its top and get the frozen plant. With the plant in hand, jump down the mountain heading to the village (take care to not lose the plant while falling). When you reach the village, take the plant to the tavern (building most to the east) and put it inside the cauldron.
The tavern frog will tell you to come back the next day, so go back to the boat, light the campfire that's just east of it and make sure the blue fruit is next to you before you sleep. Now get ready to day 2.
Day 2-
First we go to the painter and ask her for her new painting so that we can use it as sail. She'll ask for a blue grub, get your blue fruit, take it east from the campfire, here'll find some grubs near some trees, they flee from us, but if we drop the blue fruit near them, one will eat it and get fat. Get the fat one, take it back to the painter and we'll have our new sail, add it to the boat and let's get going.
Here we'll have a little issue. This part seems to bug sometimes, the shopkeeper should show up right now on the south eastern part of the village (a purple frog) desperately looking for his pup. Sometimes he just bugs out and don't show up, if that happens, leave the game to the main menu and select continue, he may show up now but the pup may show up as well, if you talk to him and he doesn't ask you for the pup, but for a lamp, the run bugged out, I only got through this by restarting (crossing fingers so that you don't need to experience that). Assuming the shopkeeper showed up and is asking for his pup, you need to run back to East Island (the one south east of the village) and instead of going north as we did on day 1, we'll now go south, when you get to the southern edge of the island, you'll find the pup and a scarecrow head there, ignore the head and just get the pup and take it back to the shopkeeper on the village. He'll now go to his shop and ask you for a lamp in trade of his cart wheel. Head back to the trail upward the mountain, but instead of going right towards the mountain door, go left and you'll find a sage frog complaining about the church bell sound. Go south from him and you'll reach a cliff next to the church bell tower, jump towards it, grab the bell and throw it away, we just don't need it to keep ringing and then go back to the sage. He'll be happy and now will ask you for a freeze potion in trade for the lamp. We are prepared, as we took the frozen plant to the tavern the day before, now the freeze potion is ready at the tavern, go there, push the lever to fill the cup with the potion and take it to the sage. He'll give you the lamp, take it to the shopkeeper and he'll give you the wheel.
Take the wheel back to the ship, and add it to it, only now our character will complain about the missing rudder. Go northeast from the ship towards the carpenter's house (that is located east from the village), from the house, go east from and you'll find a trail amidst some trees, behind some trees on the north side of the trail, you'll find a cave with an ore inside, take the ore and go back to the village. Drop the ore next to the blacksmith frog (on the western side of village) and ask him for the rudder. He'll ask you for the ore to make it, good thing we already have it, give it to him and he'll tell you to come back the next day. (If you didn't make it in time and he already left the anvil, no problem, it can be done on day 3). Now we can get the wheel, take it to the boat, add it and go to sleep.
Day 3-
Now it's raining, time for our last fetch quest, run back to east island, and there you'll find some wet flowers instead of the sunflowers that were there when the day was sunny. Get one of them and take it back to the axolotl in the village. She'll give you the feather, take it back to the fisher frog, just southwest of village. He'll give you the rope and you can add it to the ship. Now, if you were successful in giving the ore to the blacksmith on day 2, just give him a visit, take the now ready Rudder and take it back to the ship. If not, just take the same route to the ore of day 2 and give it to him, the rudder will be ready next day. Now we already have a completely fixed boat on day 3! But we can't leave yet because of the rain, so just take a nice sleep and get ready to unlock te achievement.
Day 4-
If you didn't get the rudder on day 3, just pay the balcksmith a visit, take the now done rudder back to the boat, add it and you're done! Everything's done and we have one day to spare! Hope I helped you with the achievement!
Link:
To fix the boat we need:
2 planks,
A sail,
A rope,
A wheel,
A rudder,
and our lovely Plant.
We need to optimize our run on day one so that we don't lose some stuff that changes from day 2 onwards, when I got the achievement I followed the route below:
Day 1 -
Get the two planks that are floating on the water right where you start and add them to your boat, that's our first goal completed in a matter of seconds.
After that, get the bottle on the shore where you began, take it next to the painter that's just left from where we are, drop it on the ground, ask the painter for the plant, she'll ask you for the bottle, get it again and give it to her, get the plant and drop it next to the boat.
Run northwest from the painter's house and you'll reach the fisher's house, he'll be next to a fishing rod and you'll notice the rope he has and you gotta ask him it. (Notice: if you didn't add the planks to the boat or interacted with it somehow, you'll not notice the rope that you need, so make sure to add the planks from the first step) The fisher will ask you for a feather and we'll get it soon enough.
Running east from the fisher's house, you'll find the farmer and his fields, normally his farm would be filled with crows on sunny days, but on day one, the scarecrows still have their heads, so the bushes actually have fruits, get one of the blue ones, cause we'll need them on day two, go back to the boat and drop the blue fruit next to it.
Now run north from the boat until you reach the frog's village, as of now, we only need to talk to the Frog Knight that's protecting an Axolotl. If you spoke with the fisher before, he'll give you a love letter, take it back south and deliver it to the painter. The painter will give you back another love letter, go north back to the village and deliver it to the Knight. He'll leave his duty and you will gajn access to the axolotl. Talk to her and ask for the feather. She'll ask you for a wet plant, and you can ignore her for now.
Right now, the night must be coming and we need to do a final set of steps to have a easier day 2. Go south-east from the village towards a beach, on the beach's south-east most corner, you'll find a passage to East Island, when you reach the island, go to its northern part, where you'll find some ruins, there'll be a giant machine with a purple rock below it, get the purple rock and head back to the village.
When you get back to the village, go north-east and climb the trail to the top of the mountain until you reach a giant locked door, put the purple rock on the door and it'll open. Now you'll have to climb the mountain until you reach its top and get the frozen plant. With the plant in hand, jump down the mountain heading to the village (take care to not lose the plant while falling). When you reach the village, take the plant to the tavern (building most to the east) and put it inside the cauldron.
The tavern frog will tell you to come back the next day, so go back to the boat, light the campfire that's just east of it and make sure the blue fruit is next to you before you sleep. Now get ready to day 2.
Day 2-
First we go to the painter and ask her for her new painting so that we can use it as sail. She'll ask for a blue grub, get your blue fruit, take it east from the campfire, here'll find some grubs near some trees, they flee from us, but if we drop the blue fruit near them, one will eat it and get fat. Get the fat one, take it back to the painter and we'll have our new sail, add it to the boat and let's get going.
Here we'll have a little issue. This part seems to bug sometimes, the shopkeeper should show up right now on the south eastern part of the village (a purple frog) desperately looking for his pup. Sometimes he just bugs out and don't show up, if that happens, leave the game to the main menu and select continue, he may show up now but the pup may show up as well, if you talk to him and he doesn't ask you for the pup, but for a lamp, the run bugged out, I only got through this by restarting (crossing fingers so that you don't need to experience that). Assuming the shopkeeper showed up and is asking for his pup, you need to run back to East Island (the one south east of the village) and instead of going north as we did on day 1, we'll now go south, when you get to the southern edge of the island, you'll find the pup and a scarecrow head there, ignore the head and just get the pup and take it back to the shopkeeper on the village. He'll now go to his shop and ask you for a lamp in trade of his cart wheel. Head back to the trail upward the mountain, but instead of going right towards the mountain door, go left and you'll find a sage frog complaining about the church bell sound. Go south from him and you'll reach a cliff next to the church bell tower, jump towards it, grab the bell and throw it away, we just don't need it to keep ringing and then go back to the sage. He'll be happy and now will ask you for a freeze potion in trade for the lamp. We are prepared, as we took the frozen plant to the tavern the day before, now the freeze potion is ready at the tavern, go there, push the lever to fill the cup with the potion and take it to the sage. He'll give you the lamp, take it to the shopkeeper and he'll give you the wheel.
Take the wheel back to the ship, and add it to it, only now our character will complain about the missing rudder. Go northeast from the ship towards the carpenter's house (that is located east from the village), from the house, go east from and you'll find a trail amidst some trees, behind some trees on the north side of the trail, you'll find a cave with an ore inside, take the ore and go back to the village. Drop the ore next to the blacksmith frog (on the western side of village) and ask him for the rudder. He'll ask you for the ore to make it, good thing we already have it, give it to him and he'll tell you to come back the next day. (If you didn't make it in time and he already left the anvil, no problem, it can be done on day 3). Now we can get the wheel, take it to the boat, add it and go to sleep.
Day 3-
Now it's raining, time for our last fetch quest, run back to east island, and there you'll find some wet flowers instead of the sunflowers that were there when the day was sunny. Get one of them and take it back to the axolotl in the village. She'll give you the feather, take it back to the fisher frog, just southwest of village. He'll give you the rope and you can add it to the ship. Now, if you were successful in giving the ore to the blacksmith on day 2, just give him a visit, take the now ready Rudder and take it back to the ship. If not, just take the same route to the ore of day 2 and give it to him, the rudder will be ready next day. Now we already have a completely fixed boat on day 3! But we can't leave yet because of the rain, so just take a nice sleep and get ready to unlock te achievement.
Day 4-
If you didn't get the rudder on day 3, just pay the balcksmith a visit, take the now done rudder back to the boat, add it and you're done! Everything's done and we have one day to spare! Hope I helped you with the achievement!
3 Comments
Great guide, thanks for this. I ran in to similar issues with the Merchant and was able to resolve them by exiting to the menu a few times. It might be good to mention that if someone misses the flower on Day 3 you could glide over to the west island and throw a feather back without needing the bridge
By ZaBetts on 15 Jul 2022 21:08
If you have the disc version of the game and don't update, it seems like you can skip the returning the pup quest. I used the disc offline and followed the world record speedrun on speedrun.com and finished this pretty easily.
I also didn't even have to use the cartwheel. I think this is also something that could only be done in 1.0. I used the shield off of the dummy that is in the axolotyl's area as wheel. When I updated, I could never grab it
I also didn't even have to use the cartwheel. I think this is also something that could only be done in 1.0. I used the shield off of the dummy that is in the axolotyl's area as wheel. When I updated, I could never grab it
By PangoBara on 23 Jul 2023 16:36
Crunch Time achievement in Time on Frog Island Video Guide:
Missable / Glitched.
This trophy is affected by the game-breaking bug mentioned in the Roadmap.
As mentioned with Replace the Rudder , starting on Day 2, you'll be able to start getting quests from the townsfolk in town. When you first go to town, you should see the Blacksmith and Shopkeeper running around town, both looking for the Blacksmith's doggo. If they are not in town, you won't be able to get the Wheel. Mostly, if the Blacksmith is at his house and the Shopkeeper is stuck standing next to the green fuzzy guy just North of town, the game has bugged out. You'll need to start a new game to get the Rudder and the Wheel, meaning you also won't be able to finish the game and leave the island.
Depending on your luck with the weather on Day 4, this can actually be done in 4 days. It's highly recommended you play through the game at least once so you have an idea of where all of the townsfolk are and can quickly move about. Keep in mind that Frogs Legs , Yeet! , and Sea Legs all need to be done on one single save so if you've already made decent progress towards those on your first save, you might want to finish them up before erasing your progress. The steps you want to take each day are as follows (if you prefer a video guide for this, please see below the list for a walkthrough video on getting this done):
Day 1
Day 2
Day 3 (it should be raining)
Day 4
This trophy is affected by the game-breaking bug mentioned in the Roadmap.
As mentioned with Replace the Rudder , starting on Day 2, you'll be able to start getting quests from the townsfolk in town. When you first go to town, you should see the Blacksmith and Shopkeeper running around town, both looking for the Blacksmith's doggo. If they are not in town, you won't be able to get the Wheel. Mostly, if the Blacksmith is at his house and the Shopkeeper is stuck standing next to the green fuzzy guy just North of town, the game has bugged out. You'll need to start a new game to get the Rudder and the Wheel, meaning you also won't be able to finish the game and leave the island.
Depending on your luck with the weather on Day 4, this can actually be done in 4 days. It's highly recommended you play through the game at least once so you have an idea of where all of the townsfolk are and can quickly move about. Keep in mind that Frogs Legs , Yeet! , and Sea Legs all need to be done on one single save so if you've already made decent progress towards those on your first save, you might want to finish them up before erasing your progress. The steps you want to take each day are as follows (if you prefer a video guide for this, please see below the list for a walkthrough video on getting this done):
Day 1
- Complete the Painter's first quest (for the bottle)
- Put the two planks in the water on your boat (after Day 1, there will only be one in the water instead of two)
- Pluck a few blueberries from the farm
- Get a frozen flower from the top of the Northern Mountain (you'll need to bypass the door, which will earn you Who Even Needs Keys , so see that trophy on how to get around the door)
- Place the frozen flower in the brewer at the Tavern
- Go to sleep
Day 2
- Talk to the Painter and get his quest for the blue worm
- Take a blueberry to the worms East of the farm, feed one, then take the newly blued worm back to the Painter
- Put the Sail on your ship
- Go to town and talk with the Blacksmith and Shopkeeper about the Blacksmith's doggo
- If you're planning on doing all of the quests on this save, talk to the Mayor and get his quest for the cold drink, then grab him one from the Tavern. Doing the next step before this will block you from being able to complete this quest.
- Talk to the green fuzzy guy just North of town about the bell
- Remove the bell
- Retrieve the Blacksmith's doggo from the Eastern Island
- Give the Blacksmith the doggo and then talk with the Shopkeeper
- Grab a cold drink from the bring it up to the green fuzzy guy North of town
- Give him the drink and grab the Lantern, then give it to the Shopkeeper
- Grab the Wheel and take it to the Fisherman
- Drop the Wheel, talk to the Fisherman about the Rope, then pick up the Wheel and take it back to your boat
- Attach the Wheel and go to sleep
Day 3 (it should be raining)
- Go back into town and talk with the Guard
- Bring the love letter to the Painter
- Bring the next love letter to the Guard
- Talk with the fella in the hammock
- Go to the Eastern Island and grab a blue droopy flower, then bring it back to the fella in the hammock
- Grab the Feather and take it back to the Fisherman
- Grab the Rope and bring it to your boat, then attach it
- Go back into town and talk with the Blacksmith
- Pick up the Ore from the cave just East of the Lumberjack's house
- Give the Blacksmith the Ore
- Go to sleep
Day 4
- Go back into town and grab the Rudder from the Blacksmith
- Attach the Rudder to your boat
- If it's not raining, interact with the Wheel to leave
- If it is raining, you'll need to sleep once more and leave on Day 5 (which should be sunny)