Bipin and Blossom's son
This page overviews the mechanics of how Bipin and Blossom's son grows, and how his personality is decided.
Variables
Name | Address (Ages) | Address (Seasons) | Description |
---|---|---|---|
Status | $c60f | $c60f | This is a counter which has values added to it depending on the responses you give to various questions. His personality is ultimately decided based on the value of this variable.
This is cumulative, even across linked files. |
Stage | $c6e0 | $c6da | Stage of growth; 0 means he's unnamed (or only just named), 1 mean Blossom will ask for medicine, etc. |
Personality | $c6e4 | $c6de | The child's personality.
For stages 4-6, a value of 0 is "hyperactive", 1 is "shy", 2 is "curious". For stages 7+, a value of 0 is "slacker", 1 is "warrior", 2 is "arborist", 3 is "singer". |
Overview
At most stages of the child's development, you'll be given various options which will add different values to the child's Status variable. The Status will ultimately decide what his personality is; certain ranges of values correspond to certain personalities.
In order to proceed from one stage to the next, after fulfilling the previous stage's requirement (which usually involves answering a question), you must visit 8 different screens in the overworld before returning to bipin and blossom's house. It is sometimes also necessary to have a certain number of essences.
The child cannot grow beyond stage 4 in the file where he was named. As long as he was given a name, however, he will start at stage 5 in the next linked file (meaning stages 1-4 can be skipped).
Growth stages
Stage | Description | Affect on Status | Notes |
---|---|---|---|
0 | Blossom asks you to name the baby. | Set to a random value from 1-3 (based on characters in name) | |
1 | Blossom asks for money for medicine. |
150 rupees: +8 |
You need 2 essences for this stage. |
2 | Blossom informs you that the baby's no longer ill. | You must talk to Blossom to proceed to the next stage. | |
3 | Blossom asks you how to help the baby sleep. |
Sing: +0 |
You need 4 essences for this stage. |
4 | First personality is decided. | You need 6 essences for this stage. | |
5 | First meeting in a linked game. | Must speak to the child to advance to the next stage. | |
6 | Blossom asks what kind of child you were, and the child asks a question depending on his personality. |
Blossom's question Energetic/Hyperactive: +8 Child's question Yes or Chicken: +4 |
You must talk to the child to advance to the next stage. Blossom can be ignored. |
7 | Second personality is decided. | You need 2 essences for this stage.
You must speak to the child to advance to the next stage. You should speak to the child immediately otherwise his occupation may change due to a bug (see #Occupation changing) | |
8 | Child makes a request or asks a question; this affects what he does in stage 9. | You need 4 essences for this stage. | |
9 | Child gives you his final payoff. | You need 6 essences for this stage. |
Deciding personality
Most of the questions answered throughout the game add various values to the Status variable. At certain points, this status will be read to decide what his personality should be.
Personality 1
This is decided at stage 4 (or stage 5 in a linked game).
Status range | Personality |
---|---|
1-5 | Curious |
6-10 | Shy |
11+ | Hyperactive |
Personality 2 (occupation)
This is decided at stage 7, and it depends on his first personality.
Hyperactive
Status range | Personality |
---|---|
1-20 | Slacker |
21-25 | Warrior |
26+ | Arborist |
Shy
Status range | Personality |
---|---|
1-14 | Singer |
15-18 | Slacker |
19+ | Arborist |
Curious
Status range | Personality |
---|---|
1-9 | Singer |
10-13 | Slacker |
14+ | Warrior |
Rewards
The reward you receive in stage 9 depends on your response in stage 8.
Slacker
In stage 8, he asks for rupees to go on an adventure.
His reward in stage 9 is one-time only.
Rupees given | Reward |
---|---|
100 | Seed satchel refill |
50 | 200 rupees |
10 | Gasha seed |
1 | 10 bombs |
Warrior
In stage 8, he asks what will make him mightier.
His reward in stage 9 is one-time only.
Response | Reward |
---|---|
Daily training | 100 rupees |
Natural talent | One heart |
A caring heart | Health refill |
Answer no to everything | 1 rupee |
Arborist
In stage 8, he gives you a gasha seed. In stage 9, he gives you random tips like Bipin.
Singer
In stage 8, he asks what's more important: love or courage. In stage 9 he'll play one of two songs whenever you talk to him.
If you answer "love", he plays the music that normally plays when you rescue zelda.
If you answer "courage", he plays the music that normally plays just before the credits.
Guaranteed growth paths
There is some variation in growth due to the Status being initialized randomly based on the name, but these paths are guaranteed to give the desired result.
Slacker
Name the child, and don't visit again until the linked game. (Equivalently, you may give 1 rupee for medicine, and tell Blossom to sing.)
He becomes curious. Tell Blossom you were quiet, and tell the child that the chicken came first.
Warrior
Name the child. Give 10 rupees for medicine. Don't visit again until the linked game, or equivalently, reply "Sing" for how to make the baby sleep.
He becomes curious. Tell Blossom you were energetic, and tell the child that the chicken came first.
Arborist
Name the child. Give Blossom at least 50 rupees for medicine. Tell Blossom to play to make the child sleep.
He becomes hyperactive. Tell Blossom you were hyperactive, and tell the child that you have a girlfriend.
Singer
Name the child, and don't visit again until the linked game. (Equivalently, you may give 1 rupee for medicine, and tell Blossom to sing.)
He becomes curious. Tell Blossom you were weird, and tell the child that the egg came first.
Occupation changing
Due to a bug, if you enter the house at stage 7 but do not talk to the child, then come back later (after visiting 8 other screens), his occupation will be recalculated.
Since his first personality has been overwritten already, he will use his second personality to decide what the ranges for his Status variable will produce.
Slacker corresponds to Hyperactive:
Status range | Personality |
---|---|
1-20 | Slacker |
21-25 | Warrior |
26+ | Arborist |
Warrior corresponds to Shy:
Status range | Personality |
---|---|
1-14 | Singer |
15-18 | Slacker |
19+ | Arborist |
Arborist corresponds to Curious:
Status range | Personality |
---|---|
1-9 | Singer |
10-13 | Slacker |
14+ | Warrior |
And Singer corresponds to nothing; the child will be given personality "0xAF" and the game will crash.
See Also
Technical notes on crash investigations to see if any useful effects could be found (nothing was found)