-------------------------------------------------------------------------------
(79 characters/line)
_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_
-------------------------------------------------------------------------------
Harvest Moon 64 - Nintendo 64
-------------------------------------------------------------------------------
__ __ __ __ __ __ __
/ /\ /\ \ / /\ /_/\ /\ \ /\_\ /\ \
/ / /_ / \ \ / / \ _\ \ \ / \ \ / / /_ \ \ \
/ / / /\/ /\ \ \ / / /\ \/_/\ \ \ / /\ \_\/ / /\ \ / \_\
/ / \/ /\ \/ \ \ / / \/ /\ \ \ \ \ / \ \/_/\ \/ \ \ / /\/_/
/_/ /\ / \ /\ \_\/_/ . ._/ \ \ \ \ \/ /\ \_\ \ /\ \_\ / / /
\_\/ / / \ \ \/_/\_\/| | \ \ \| |\ \ \/_/ \/_/ / // / /
/_/ / \ \_\ /_/ | \ \ | \ \_\ / / // / /
\_\/ \/_/ __ \_\/ __ \_\_/__ \/_/ __ \/_/ \/_/
/ /\ /\ \ / /\ /\ \
/ / \ / \ \ / / \ / \ \
/ / / \/ /\ \ \ / / /\ \/ /\ \ \
/ / / / /\ \ \ \ \ / / / / /\ \ \ \ \
/_/ / / / \ \ \ \_\/_/ / / / \ \ \ \_\
\_\/ / / \ \/ / /\ \ \/ / \ \ \/_/
\_\/ / \ / / \ \ / \ \_\
\_\/ \/_/ __ \_\/ \/_/
/_/\
_\ \ \
/_/\ \ \
/ /\ \/ \
/ / /\ /\ \
/_/ / /\/\_\/
\ \ \/ \
\ \ /\ \
\ \ \/ /
\ \ /
\_\/
-------------------------------------------------------------------------------
Harvest Moon 64 - Nintendo 64
-------------------------------------------------------------------------------
_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_
===========================================================================
Table of Contents [^ToC]
===========================================================================
This FAQ has many spoilers (Game elements or plot that can't be found
within a short time of starting a new game or reading the instruction
manual), and will not make any efforts to warn you about them. If you
wish to avoid spoilers, it is generally a good idea to avoid this FAQ in
it's entirety - for help, please try the GameFAQs Harvest Moon 64 Message
Board.
To quickly get to the sections listed below, simply do a ctrl + F (Find)
search of this page for the Letter Combination shown to the right of the
title. For example, to get to the Table of Contents from anywhere in this
FAQ, press the 'ctrl' button and 'f' at the same time, this will bring up
a screen/panel which you can type in, from here, type in "[^ToC]" and
click 'find' - you will end up at the title bar for the Table of Contents.
Table of Contents ---------------------------------- [^ToC]
Version History ------------------------------------ [^History]
Main Character ------------------------------------- [^Jack]
Basics of Stamina/Fatigue ----------------------- [^J-Stamina]
Effects of Sleep on Stamina/Fatigue ---------- [^J-S-Sleep]
Debilitation from Poor Stamina/Fatigue ------- [^J-S-Debil]
Additional Forms of Rehabilitation ----------- [^J-S-Relax]
Tools ------------------------------------------- [^J-Tool]
Affects on Stamina/Fatigue ------------------- [^J-T-Stamina]
Upgrading Tools ------------------------------ [^J-T-Upgrade]
Items ------------------------------------------- [^J-Item]
Affects on Stamina/Fatigue ------------------- [^J-I-Stamina]
Foraging/Harvesting -------------------------- [^J-I-Harvest]
Buying/Selling ------------------------------- [^J-I-Gold]
Land -------------------------------------------- [^J-Land]
Villagers ------------------------------------------ [^Village]
Conversation ------------------------------------ [^V-Convo]
Gifts ------------------------------------------- [^V-Gift]
Affection Values of Givable Gifts ------------ [^V-G-Give]
Affection Values of Showable Gifts ----------- [^V-G-Show]
Events ------------------------------------------ [^V-Event]
How They Are Triggered ----------------------- [^V-E-Trigger]
Affects on Villagers ------------------------- [^V-E-Affect]
Festivals --------------------------------------- [^V-Festival]
Opportunities for Affects -------------------- [^V-F-Chance]
Affects on Villagers ------------------------- [^V-F-Affect]
Pet Animals ---------------------------------------- [^Pet]
Dog --------------------------------------------- [^P-Dog]
Affects on Affection ------------------------- [^P-D-Affect]
How to Win Dog Race -------------------------- [^P-D-Race]
Horse ------------------------------------------- [^P-Horse]
How to Get Horse ----------------------------- [^P-H-Get]
Affects on Affection ------------------------- [^P-H-Affect]
How to Win Horse Race ------------------------ [^P-H-Race]
Barn Animals --------------------------------------- [^Barn]
Chicken ----------------------------------------- [^B-Chicken]
Sheep ------------------------------------------- [^B-Sheep]
Cow --------------------------------------------- [^B-Cow]
Affects on Affection ------------------------- [^B-C-Affect]
How to Win Cow Competition ------------------- [^B-C-Comp]
GameShark Cheats ----------------------------------- [^GameShark]
Things Which Still Require Updating ---------------- [^Update]
Special Thanks ------------------------------------- [^Thanks]
Legal Information ---------------------------------- [^Legal]
===========================================================================
Version History [^History]
===========================================================================
Version 1.0 ~ First Edition
February 2nd, 2006
(First Version of this guide, nothing to note)
Version 2.0
January 11th, 2010
In no particular order:
~ Removal of insubstancial nonsense -
v1.0 had rather a lot of failed attempts at humor that didn't really
help achieve anything worthwhile, as well as poorly-phrased
explanations - the guide should be notably more understandable
with the changes made.
~ New paragraph format
~ Update to Stamina/Fatigue information.
~ Major update of Festival information.
~ Removal of Future Plans section -
This guide is not active enough a project to give a concrete list of
plans. I will post any intentions for future versions on the HM64
Message Board instead.
~ Rewritten Special Thanks section -
v1.0 Special Thanks section had 'joke' thanks, which seems now more
like an insult to those who deserve proper thanks than a humorous
aside.
Version 2.01
February 9th, 2010
Thanks to Etho-
~ The gift affection values for the Old Man and Old Woman were mismatched,
this was edited and should show the proper values now.
Thanks to Sam Van Dam
~ Fixed mistake left in the Stamina/Fatigue section from v1.0 to v2.0.
Version 2.02
February 23rd, 2010
Thanks to Belisarius87
~ Karen was listed as recieving only one point of affection from
Strawberries, this has been changed to it's proper value of 3.
Thanks to bored_one
~ Fixed incorrect listings in the 'Additional Forms of Rehabilitation'
section.
Thanks to Sam Van Dam
~ With his help, I was able to find a programming error. This is detailed
in the 'Basics of Stamina/Fatigue' section.
Self-Instigated Updates
~ Added the usernames of those who were the leading cause of each update
from v2.01 on.
~ Further spelling corrections.
~ Minor edits to the Special Thanks section.
Version 2.03
September 24th, 2010
- This update doesn't provide any changes to content, and was intended
mainly to remove additional fluff from the guide and reword certain
sections.
Self-Instigated Updates
~ Removed the Introduction, FAQ, Contact and Final Notes sections, as they
didn't really serve any purpose. Contact Information is now found at
the last line of the guide.
~ Further minor edits to poorly-phrased or otherwise pointless sections of
the guide.
~ Special Thanks got a few edits and rewrites, but nothing truly
substancial was changed.
===========================================================================
Main Character [^Jack]
===========================================================================
For the sake of brevity, I will refer to the main character as 'Jack'.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basics of Stamina/Fatigue [^J-Stamina]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you start a New Game, you will have the following statistics:
100 Stamina Points (SP) (0 Minimum, 100 Maximum)
0 Fatigue Points (FP) (0 Minimum, 100 Maximum)
Neither of these are shown to you directly, instead, you will be shown via
Jack's physical actions/reactions the general condition of these stats.
For now, I will go over some basics of these statistics.
Stamina -
Using tools ('B' Button Equipment) is necessary to perform common farming
activities such as tilling soil, milking cows, and watering crops,
however, being human, Jack can become weary after a long day of work -
Stamina is a measure of how much energy Jack has to keep on going.
~ SP may be reduced by using tools. [^J-T-Stamina]
~ SP may be increased by consuming food. [^J-I-Stamina]
~ SP is also increased by sleep. [^J-S-Sleep]
If you want Jack to become more resile, he will need to eat what is
commonly refered to as a red 'Power Berry'. In all, there are ten to be
found, obtained in many different ways... however, there are many other
guides that will tell you where to find these, so why not give them a
look? When Jack finds one of these Red Power Berries, his maximum
Stamina will increase by 15.
Fatigue -
Sometimes a man is willing to push himself to do things his body isn't
ready to handle - torn muscles that burn, plowing in the pouring rain,
and working under the moonlight - too much of this can lead to more bad
than good. Fatigue is a measure of decline in Jack's health.
~ FP may be increased by using tools during a rainy day. [^J-T-Stamina]
~ FP may be increased by using tools after 6pm. [^J-T-Stamina]
~ FP will be reduced by eating a Medicinal Herb. [^J-I-Stamina]
~ FP may be reduced by sleeping. [^J-S-Sleep]
Just as there exists Red Power Berries that help Jack's Stamina, there
also exists a Special Red Power Berry* that helps prevent Jack's Fatigue
from rising. If you come upon this special Red Power Berry, you'll gain
Fatigue at half the rate you normally would (the amount is rounded down).
* - [Inconsistency originally by Sam Van Dam; Confirmed by SomeCrazyGuy]
Due to a programming error, the Blue Power Berry you get from the
Kappa/Imp (by giving it a small or medium-sized fish) is useless.
Instead, the Red Power Berry you get from it (by giving it a large-
sized fish) will not only increase your maximum Stamina, but have
the noted effect on your fatigue.
---------------------------------------------------------------------------
Effects of Sleep on Stamina/Fatigue [^J-S-Sleep]
---------------------------------------------------------------------------
Stamina -
If you manually go to bed, you will wake up with your SP raised back to
maximum:
***************************************************************************
+------------------+
| 100 + P(15) = SP |
+------------------+
Where...
P = Amount of Power Berries Eaten
SP = SP value you will wake up with
EXAMPLE:
100 + P(15) = SP
I have found 3 power berries thus far, so...
100 + 3(15) = SP
100 + 45 = SP
145 = SP
Therefore, I will wake up with 145 SP.
***************************************************************************
However, if you don't go to bed, you'll only get +20 SP.
- and -
Fatigue -
For every hour you sleep, your FP is reduced by 2, not taking into
account minutes. For example, going to sleep at 4:53am will heal Jack
by 4 FP (As Jack always wakes up at 6am):
***************************************************************************
+--------------------------+
| C - ( (24 - H)(2) ) = FP |
+--------------------------+
Where...
C = (Current) FP value when you go to sleep
H = Hours you have been awake (ONLY the hour, forget what time it is in
minutes, even if it is ##:59)
FP = FP value you will wake up with
EXAMPLE:
C - ( (24 - H)(2) ) = FP
I currently have 19 FP before going to bed.
It is currently 9:36pm, therefore, the game see it as 9 pm... So I have
been awake for 15 hours.
19 - ( (24 - 15)(2) ) = FP
19 - ( 9(2) ) = FP
19 - 18 = FP
1 = FP
I will wake up with 1 FP.
***************************************************************************
---------------------------------------------------------------------------
Additional Forms of Rehabilitation [^J-S-Relax]
---------------------------------------------------------------------------
Fatigue -
Restroom Extension:
~ Using the Restroom recovers 10 Fatigue once per day.
~ Using the Bath recovers 10 Fatigue once per day.
- If you have the Flower Bath Crystals, you'll recover 10 Fatigue
(Flower Bath Crystals are the 2nd Place Prize in the Flower Shop
Raffle)
~ With the Cushion, sleep recovers 3 FP per hour, rather than just 2.
(Cushion is the 1st Place Prize in the Flower Shop Raffle)
Hot Springs:
~ Using the Hot Springs recovers 10 Fatigue once per day.
---------------------------------------------------------------------------
Debilitation from Poor Stamina/Fatigue [^J-S-Debil]
---------------------------------------------------------------------------
What happens when your Stamina is too low/your Fatigue is too high?
SP - There are only two things that occur at low Stamina:
~ If a tool would otherwise drain more SP than you currently have, Jack
will simply falter, expressing that he doesn't have the energy to
continue working. Faltering has no known negative effect beyond this.
~ If Jack's Current SP is lower than his present maximum, one specific
Red Power Berry will be inaccessable until you are at maximum.
FP - Going to sleep with 100 FP will end in Jack getting sick; he will need
to rest through the entire next day to get better (He won't be in any
condition to tend the crops, care for animals, or go to festivals).
He will be at 0 FP/Maximum SP the day after he rests.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tools [^J-Tool]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In this section, I will be going over simple concepts with tools, including
how they are upgraded, the rules of upgrades, and how much stamina your
main character will loose or gain by using each tool.
Tools, as I define them, are any items usable from the B button slots.
---------------------------------------------------------------------------
Affects on Stamina/Fatigue [^J-T-Stamina]
---------------------------------------------------------------------------
I will be going by alphabetical order with upgradeable/upgraded tools
first, then start the alphabetical order in the same list over again
continuing with the other tools.
In situations where you'll gain Fatigue, it will go up at the same rate as
Stamina decreases (a single number indicates an item that only affects
Stamina, otherwise, an [SP]/[FP] tool).
+-----------------------+-----------------------+------------------------+
| [Tool Name] | ([Stamina Loss/Use]) | [Affect of Tool] |
+-----------------------+-----------------------+------------------------+
| Ax Level 1 | -1 | Cuts Stump by 1/6 |
| Ax Level 2 | -2 | Cuts Stump by 3/6 |
| Ax Level 3 | -3 | Stump Breaks |
+-----------------------+-----------------------+------------------------+
| Hammer Level 1 | -1 | Crushes Rock |
| | | Smashes Boulder by 1/6 |
| Hammer Level 2 | -2 | Crushes Rock |
| | | Smashes Boulder by 3/6 |
| Hammer Level 3 | -3 | Crushes Rock |
| | | Crushes Boulder |
+-----------------------+-----------------------+------------------------+
| Hoe Level 1 | -2 | Tills 1x1 Plot Ahead |
| | | of You |
| Hoe Level 2 | -4 | Tills 1x3 Plot Ahead |
| | | of You |
| Hoe Level 3 | -6 | Tills 1x6 Plot Ahead |
| | | of You |
+-----------------------+-----------------------+------------------------+
| Scythe Level 1 | -2 | Slices 1x1 Area Ahead |
| | | of You |
| Scythe Level 2 | -4 | Slices 3x1 Area In |
| | | Front of You |
| Scythe Level 3 | -6 | Slices 3x3 Area Around |
| | | You |
+-----------------------+-----------------------+------------------------+
| Watering Can Level 1 | -1 | Waters 1x1 Area In |
| | | Front of You |
| Watering Can Level 2 | -2 | Waters 3x1 Area In |
| | | Front of You |
| Watering Can Level 3 | -6 | Waters 3x3 Area In |
| | | Front of You |
+-----------------------+-----------------------+------------------------+
| Bell | -1 | Calls Cows To You |
| Blue Mist Seed | -1 | Sows Blue Mist Seed |
| Brush | -1 | Used to Brush Animals |
| Fishing Pole | -0 | Used for Fishing |
| Milker | -1 | Used to Extract Milk |
| Seeds | -1 | Sows seeds in 3x3 area |
| | | around you in tilled |
| | | soil |
| Shears | -1 | Used to Clip Wool |
+-----------------------+-----------------------+------------------------+
| Bottle | +0 | Used to Collect |
| | | Drinkable Liquids |
| Water | +3 | Drink |
| Wine | +8 | Drink |
| Cure-All | +0/-20 | Drink |
| Vitamin Preparation | +0/-10 | Drink |
| Vitamin Gold | +0/-30 | Drink |
| Milk | +12 | Drink |
| Honey | +200/-100 | Drink |
+-----------------------+-----------------------+------------------------+
---------------------------------------------------------------------------
Upgrading Tools [^J-T-Upgrade]
---------------------------------------------------------------------------
+--------------+--------------------+--------------------+------------+
| | Level 1 => Level 2 | Level 2 => Level 3 | Total |
+--------------+--------------------+--------------------+------------+
| Ax | 450p | 450p | 900p |
| Hammer | 100p | 100p | 200p |
| Hoe | 250p | 250p | 500p |
| Scythe | 200p | 200p | 400p |
| Watering Can | 600p | 600p | 1200p |
+--------------+--------------------+--------------------+------------+
Each time a tool is used, no matter what level the tool is being used at,
it will raise the total for that individual tool by 1p... Once the tool
reaches Level 3 (Gold), nothing else happens to or for the tool.
Exploit ~
Tools gain points whether it accomplishes anything, if used
intentionally this way, you can gain tool levels more easily by, for
example, using your tools at the bar and drinking water to recover
Stamina.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Items [^J-Item]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section will go over some essential concepts dealing with items such
as buying and selling prices, affects on stamina and fatigue, and when and
where to find them.
---------------------------------------------------------------------------
Affects on Stamina and Fatigue [^J-I-Stamina]
---------------------------------------------------------------------------
Alphabetical Order:
+--------------------+-------------------+-------------------+
| Name of Item | Affect on Stamina | Affect on Fatigue |
+--------------------+-------------------+-------------------+
| Cabbage | 8 | 0 |
| Cake | 20 | 0 |
| Candy* | 2 | 0 |
| Chocolate* | 2 | 0 |
| Cookies | 20 | 0 |
| Corn | 10 | 0 |
| Cotton Candy | 8 | 0 |
| Dumpling* | 2 | 0 |
| Edible Grass | 6 | 0 |
| Egg | 8 | 0 |
| Eggplant | 8 | 0 |
| Fried Octopus | 8 | 0 |
| Full Moon Plant | 20 | 0 |
| Large Fish | 16 | 0 |
| Medicinal Herb | 0 | -2 |
| Medium Fish | 8 | 0 |
| Mushroom | 6 | 0 |
| Pie | 20 | 0 |
| Poisonous Mushroom | 0 | 0 |
| Potato | 10 | 0 |
| Small Fish | 6 | 0 |
| Strawberry | 12 | 0 |
| Tomato | 8 | 0 |
| Tropical Fruit | 6 | 0 |
| Turnip | 8 | 0 |
| Very Berry | 6 | 0 |
| Walnut | 6 | 0 |
| Wild Grapes | 6 | 0 |
+--------------------+-------------------+-------------------+
Healing Ability Order:
+--------------------+-------------------+-------------------+
| Name of Item | Affect on Stamina | Affect on Fatigue |
+--------------------+-------------------+-------------------+
| Cake | 20 | 0 |
| Cookies | 20 | 0 |
| Full Moon Plant | 20 | 0 |
| Pie | 20 | 0 |
| Large Fish | 16 | 0 |
| Strawberry | 12 | 0 |
| Corn | 10 | 0 |
| Potato | 10 | 0 |
| Cabbage | 8 | 0 |
| Cotton Candy | 8 | 0 |
| Egg | 8 | 0 |
| Eggplant | 8 | 0 |
| Fried Octopus | 8 | 0 |
| Medium Fish | 8 | 0 |
| Tomato | 8 | 0 |
| Turnip | 8 | 0 |
| Edible Grass | 6 | 0 |
| Mushroom | 6 | 0 |
| Small Fish | 6 | 0 |
| Tropical Fruit | 6 | 0 |
| Very Berry | 6 | 0 |
| Walnut | 6 | 0 |
| Wild Grapes | 6 | 0 |
| Candy* | 2 | 0 |
| Chocolate* | 2 | 0 |
| Dumpling* | 2 | 0 |
| Medicinal Herb | 0 | -2 |
| Poisonous Mushroom | 0 | 0 |
+--------------------+-------------------+-------------------+
* - Can't attain for normal use without use of GameShark
---------------------------------------------------------------------------
Foraging and Harvesting [^J-I-Forage]
---------------------------------------------------------------------------
This list will go over what can be Harvested, Foraged, or Bought and When.
Note:
When looking at the 'Stages' of each plant, know that the Harvestable
final stage will not be included, but the final parenthetical count
will indicate how many legal waterings the plant will need.
Example -
Plant
Stage 1 ~ 2 (2)
Stage 2 ~ 3 (5)
Stage 3 ~ 3 [8]
Day 1 - Water ---------- Stage 1 (1) (1)
Day 2 - Water ---------- Stage 1 (2) (2)
Day 3 - Water ---------- Stage 2 (1) (3)
Day 4 - Sick (No Water) Stage 2 (1) (3)
Day 5 - Water ---------- Stage 2 (2) (4)
Day 6 - Water ---------- Stage 2 (3) (5)
Day 7 - Fest (No Water) Stage 3 (0) (5)
Day 8 - Water ---------- Stage 3 (1) (6)
Day 9 - Water ---------- Stage 3 (2) (7)
Day 10 - Water ---------- Stage 3 (3) [8]
Day 11 - ===== ---------- (Harvestable)
Spring:
+--------------------+----------------------+---------------------+-------+
| Foragables | Amount w/o HotSpring | Amount w/ HotSpring | Sell |
+--------------------+----------------------+---------------------+-------+
| Edible Grass | 2 | 2 | 30g |
| Medicinal Herb | 3 | 3 | 70g |
| Moondrop Plant | 8 | 7 | N/A |
| Very Berry | 4 | 3 | 40g |
+--------------------+----------------------+---------------------+-------+
| Stump | 7 | 4 | N/A |
+--------------------+----------------------+---------------------+-------+
+-------------------+---------+---------+---------+---------+------+------+
| Crops/Other | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Buy | Sell |
+-------------------+---------+---------+---------+---------+------+------+
| Turnip | 2 (2) | 2 [4] | | | 200g | 60g |
| Potato | 3 (3) | 3 [6] | | | 200g | 80g |
| Cabbage | 3 (3) | 2 (5) | 2 [7] | | 200g | 90g |
+-------------------+---------+---------+---------+---------+------+------+
| Moondrop Plant | 2 (2) | 2 (4) | 2 [6] | | | N/A |
| Pink-Cat-Mint | 3 (3) | 3 (6) | 2 [8] | | | N/A |
| Blue Mist | 3 (3) | 3 (6) | 2 [8] | | | N/A |
+-------------------+---------+---------+---------+---------+------+------+
| Grass [Phase 1] | 3 (3) | 3 (6) | 3 [9] | 1 (1) | 500g | N/A |
| Grass [Phase 2+] | | 3 (4) | 3 [7] | | | N/A |
+-------------------+---------+---------+---------+---------+------+------+
Summer:
+--------------------+----------------------+---------------------+-------+
| Foragables | Amount w/o HotSpring | Amount w/ HotSpring | Sell |
+--------------------+----------------------+---------------------+-------+
| Edible Grass | 2 | 2 | 30g |
| Medicinal Herb | 3 | 3 | 70g |
| Moondrop Plant | 8 | 7 | N/A |
| Tropical Fruit | 2 | 1 | 70G |
| Walnut | 2 | 2 | 40g |
+--------------------+----------------------+---------------------+-------+
| Stump | 7 | 4 | N/A |
+--------------------+----------------------+---------------------+-------+
+-------------------+---------+---------+---------+---------+------+------+
| Crops/Other | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Buy | Sell |
+-------------------+---------+---------+---------+---------+------+------+
| Tomato [Phase 1] | 2 (2) | 2 (4) | 2 (6) | 3 [9] | 300g | 90g |
| Tomato [Phase 2+] | | | | 3 [3] | | 90g |
| Corn [Phase 1] | 3 (3) | 3 (6) | 3 (9) | 4 [13] | 300g | 120g |
| Corn [Phase 2+] | | | | 4 [4] | | 120g |
+-------------------+---------+---------+---------+---------+------+------+
| Moondrop Plant | 2 (2) | 2 (4) | 2 [6] | | | N/A |
| Pink-Cat-Mint | 3 (3) | 3 (6) | 2 [8] | | | N/A |
+-------------------+---------+---------+---------+---------+------+------+
| Grass [Phase 1] | 3 (3) | 3 (6) | 3 [9] | 1 (1) | 500g | N/A |
| Grass [Phase 2+] | | 3 (4) | 3 [7] | | | N/A |
+-------------------+---------+---------+---------+---------+------+------+
Autumn/Fall:
+--------------------+----------------------+---------------------+-------+
| Foragables | Amount w/o HotSpring | Amount w/ HotSpring | Sell |
+--------------------+----------------------+---------------------+-------+
| Edible Grass | 2 | 2 | 30g |
| Medicinal Herb | 3 | 3 | 70g |
| Mushroom | 4 | 3 | N/A |
| Poisonous Mushroom | 2 | 2 | 70G |
| Wild Grapes | 2 | 1 | 40g |
+--------------------+----------------------+---------------------+-------+
| Stump | 7 | 4 | N/A |
+--------------------+----------------------+---------------------+-------+
+-------------------+---------+---------+---------+---------+------+------+
| Crops/Other | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Buy | Sell |
+-------------------+---------+---------+---------+---------+------+------+
| Eggplant [Ph. 1] | 2 (2) | 2 (4) | 3 [7] | | 300g | 60g |
| Eggplant [Ph. 2+] | | | 3 [3] | | | 60g |
+-------------------+---------+---------+---------+---------+------+------+
| Grass [Phase 1] | 3 (3) | 3 (6) | 3 [9] | 1 (1) | 500g | N/A |
| Grass [Phase 2+] | | 3 (4) | 3 [7] | | | N/A |
+-------------------+---------+---------+---------+---------+------+------+
Winter:
+--------------------+----------------------+---------------------+-------+
| Mineables | Amount w/o HotSpring | Amount w/ HotSpring | Sell |
+--------------------+----------------------+---------------------+-------+
| Iron Ore | - | - | 100g |
| Moonlight Stone | - | - | 500g |
| Blue Rock | - | - | 700g |
| Pontata Root | - | - | 800g |
| Rare Stone | - | - | 1000g |
+--------------------+----------------------+---------------------+-------+
| Stump | 7 | 4 | N/A |
+--------------------+----------------------+---------------------+-------+
Greenhouse:
+-------------------+---------+---------+---------+---------+------+------+
| Crops/Other | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Buy | Sell |
+-------------------+---------+---------+---------+---------+------+------+
| Turnip | 2 (2) | 2 [4] | | | 200g | 60g |
| Potato | 3 (3) | 3 [6] | | | 200g | 80g |
| Cabbage | 3 (3) | 2 (5) | 2 [7] | | 200g | 90g |
+-------------------+---------+---------+---------+---------+------+------+
| Tomato [Phase 1] | 2 (2) | 2 (4) | 2 (6) | 3 [9] | 300g | 90g |
| Tomato [Phase 2+] | | | | 3 [3] | | 90g |
| Corn [Phase 1] | 3 (3) | 3 (6) | 3 (9) | 4 [13] | 300g | 120g |
| Corn [Phase 2+] | | | | 4 [4] | | 120g |
+-------------------+---------+---------+---------+---------+------+------+
| Eggplant [Ph. 1] | 2 (2) | 2 (4) | 3 [7] | | 300g | 60g |
| Eggplant [Ph. 2+] | | | 3 [3] | | | 60g |
+-------------------+---------+---------+---------+---------+------+------+
| Strawberry | 2 (2) | 2 (4) | 2 [6] | | 500g | 150g |
+-------------------+---------+---------+---------+---------+------+------+
| Moondrop Plant | 2 (2) | 2 (4) | 2 [6] | | | N/A |
| Pink-Cat-Mint | 3 (3) | 3 (6) | 2 [8] | | | N/A |
+-------------------+---------+---------+---------+---------+------+------+
---------------------------------------------------------------------------
Buying and Selling [^J-I-Gold]
---------------------------------------------------------------------------
+---------------+-------+-------+-----------+--------------+--------------+
| Name of Item | Buy | Sell | Season | Where? | What? |
+---------------+-------+-------+-----------+--------------+--------------+
| Weed | ---g | ---g | Sp,Su,Au | Farm, Forest | |
| Rock | ---g | ---g | Spr/3/yr1 | Farm | Fence |
| Log | ---g | ---g | All | Farm, Forest | Fence, |
| | | | | | Extensions |
+---------------+-------+-------+-----------+--------------+--------------+
| Moondrop | 300g | ---g | Sp,Su | Farm, Forest | Gift |
| Plant | | | | | Decoration |
| Pink-Cat-Mint | 300g | ---g | Sp,Su | Farm | Gift |
| Plant | | | | | Decoration |
+---------------+-------+-------+-----------+--------------+--------------+
| Cake | 300g | ---g | All | Village | Gift, Eat |
| Pie | 300g | ---g | All | Village | Gift, Eat |
| Cookie | 300g | ---g | All | Village | Gift, Eat |
+---------------+-------+-------+-----------+--------------+--------------+
| Turnip | 200g | 60g | Sp | Farm | Eat, Sell |
| Potato | 200g | 80g | Sp | Farm | Eat, Sell |
| Cabbage | 200g | 90g | Sp | Farm | Eat, Sell |
| Tomato | 300g | 90g | Su | Farm | Eat, Sell |
| Corn | 300g | 120g | Su | Farm | Eat, Sell |
| Eggplant | 300g | 60g | Au | Farm | Eat, Sell |
| Strawberry | 500g | 150g | Wi | Farm | Eat, Sell |
+---------------+-------+-------+-----------+--------------+--------------+
| Egg | ---g | 50g | All | Chicken | Eat, Sell |
| S Milk | ---g | 100g | All | Cow | Sell |
| M Milk | ---g | 150g | All | Cow | Sell |
| L Milk | ---g | 300g | All | Cow | Sell |
| G Milk | ---g | 500g | All | Cow | Sell |
| Wool | ---g | 900g | All | Sheep | Sell |
| HQ Wool | ---g | 1800g | All | Sheep | Sell |
+---------------+-------+-------+-----------+--------------+--------------+
| Wild Grapes | ---g | 50g | Au | Forest | Eat, Sell |
| Very Berry | ---g | 40g | Sp | Forest | Eat, Sell |
| Tropical | ---g | 70g | Su | Forest | Eat, Sell |
| Fruit | | | | | |
| Walnut | ---g | 40g | Su | Forest | Eat, Sell |
| Mushroom | ---g | 60g | Au | Forest | Eat, Sell |
| Poisonous | ---g | 100g | Au | Forest | Eat, Sell |
| Mushroom | | | | | |
| Berry of | ---g | 300g | Au 10-12 | Forest | Eat, Sell |
| Fullmoon | | | | | |
| Edible Grass | ---g | 30g | Sp,Su,Au | Forest | Eat, Sell |
| Medicinal | ---g | 70g | Sp,Su,Au | Forest | Eat, Sell |
| Herb | | | | | |
+---------------+-------+-------+-----------+--------------+--------------+
| S Fish | ---g | 30g | All | Forest/Beach | Eat, Sell |
| M Fish | ---g | 100g | All | Forest/Beach | Eat, Sell |
| L Fish | ---g | 180g | All | Forest/Beach | Eat, Sell |
+---------------+-------+-------+-----------+--------------+--------------+
| Dumpling | ---g | ---g | None | GameShark | Eat |
+---------------+-------+-------+-----------+--------------+--------------+
| Cotton Candy | ???g | ---g | None | Festival | Eat[Instant] |
| Fried Octopus | ???g | ---g | None | Festival | Eat[Instant] |
+---------------+-------+-------+-----------+--------------+--------------+
| Candy | ---g | ---g | Any | Gift | Eat[Instant] |
| Chocolate | ---g | ---g | Wi | Festival | Eat, Gift |
+---------------+-------+-------+-----------+--------------+--------------+
| Fodder | 20g/1 | ---g | All | Green Ranch | Feed Animals |
| | 500g | ---g | Sp,Su,Au | Farm | Feed Animals |
+---------------+-------+-------+-----------+--------------+--------------+
| Iron Ore | ---g | 100g | Wi | Mine | Sell |
| Moonlight | ---g | 500g | Wi | Mine | Sell |
| Stone | | | | | |
| Blue Rock | ---g | 700g | Wi | Mine | Sell, Give |
| Pontata Root | ---g | 800g | Wi | Mine | Sell, Give |
| Rare Stone | ---g | 1000g | Wi | Mine | Sell, Give |
+---------------+-------+-------+-----------+--------------+--------------+
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Land [^J-Land]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
On the first day you start on your farm, the land will be set to a
constant setting of tillable land, rocks, weeds, boulders, and stumps. I
have taken the time to record the exact code for the land, and have mapped
it here for you (North - Barn, Chicken Coop; West - Dog House):
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|OO|OO| |OO| | |OO| |OO|XX|XX| | |OO|OO|OO|OO|OO|OO|OO| 1
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| |OO|OO|XX|XX| | |OO|OO| | .-. | | |OO|OO|OO|OO|OO|OO| 2
+--+--+--+--+--+--+--+--+--+--+(###)+--+--+--+--+--+--+--+--+
| | | | | |OO| |XX| |OO| *-* |OO|OO|OO|OO|OO| .-. |OO| 3
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+(###)+--+
| |XX|XX| |OO|OO|XX|XX|OO|OO|OO| | |OO|OO|OO|OO| *-* |OO| 4
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|XX|XX| .-. | | | | |OO|OO|OO|XX|XX|OO|OO|OO| | |OO| | 5
+--+--+(###)+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|OO|XX| *-* | |OO| | |OO| | | | | | | |XX|XX| | | 6
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | | |XX| | |OO| |OO|XX| \./ |XX|XX|XX|XX|XX| .-. | 7
+--+--+--+--+--+--+--+--+--+--+--+((@))+--+--+--+--+--+(###)+
| |OO| | |XX|OO| |OO| |XX| | /*\ | |XX| |XX| | *-* | 8
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|XX|OO|OO| |XX| | .-. |OO| | | | |OO| | \./ | | | | 9
+--+--+--+--+--+--+(###)+--+--+--+--+--+--+--+((@))+--+--+--+
|OO|OO|OO| | | | *-* | .-. | | |OO|OO| | /*\ |OO| |XX| 10
+--+--+--+--+--+--+--+--+(###)+--+--+--+--+--+--+--+--+--+--+
| | | \./ | | |OO|OO| *-* | |OO|OO|OO|OO|OO| |XX|OO|XX| 11
+--+--+((@))+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| |OO| /*\ |OO|OO| |OO|XX| | | | | |XX|XX|OO|XX|OO|OO| 12
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|OO|OO| | | | | | |OO| |OO| | \./ | | | | |OO|XX| 13
+--+--+--+--+--+--+--+--+--+--+--+--+((@))+--+--+--+--+--+--+
|OO|OO| | | | | |XX| | |OO| | /*\ |XX| | \./ |OO|XX| 14
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+((@))+--+--+
|OO| |OO|XX|XX|XX|XX| | \./ |XX|XX| | | |XX| /*\ | |OO| 15
+--+--+--+--+--+--+--+--+((@))+--+--+--+--+--+--+--+--+--+--+
| |XX|OO| | | |XX| | /*\ | |XX| | |XX|OO| | \./ | | 16
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+((@))+--+
| |XX| | | | | | | | |OO| |OO| | | | | /*\ |OO| 17
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| | | |XX| \./ | |OO|OO|OO| | |OO|OO| | \./ | | |OO| 18
+--+--+--+--+((@))+--+--+--+--+--+--+--+--+--+((@))+--+--+--+
| .-. | | | /*\ | |OO| |XX|XX| \./ |XX|XX| /*\ | | | | 19
+(###)+--+--+--+--+--+--+--+--+--+((@))+--+--+--+--+--+--+--+
| *-* | |OO| | |OO| | |XX|XX| /*\ | |XX| | | .-. |OO| 20
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+(###)+--+
|XX|XX|OO| | | | | |XX| | | | | |OO| |OO| *-* |OO| 21
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
|XX|XX|OO| |XX|XX| |XX|OO| |OO|OO|OO| |OO|OO|OO|OO|XX|OO| 22
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| |OO| |OO|XX|XX|OO|OO| |XX| |OO|OO|OO| |OO|OO|XX|XX|OO| 23
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
| |XX|XX| |OO| |OO|OO|XX|XX| | |OO| | |XX|OO| |XX| | 24
+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
+--+
| | ~ Tillable Soil
+--+
|OO| ~ Rock
+--+
|XX| ~ Weed
+--+--+
| .-. |
+(###)+ ~ Boulder
| *-* |
+--+--+
| \./ |
+((@))+ ~ Stump
| /*\ |
+--+--+
So, as seen above, there are a specific number of each thing on the soil at
the beginning of the game:
80 Weeds
135 Rocks
8 Boulders
10 Stumps
This Equals:
If you plan to keep all the rocks on the farm
(Minimum Amounts, Assuming you Connect with every hit):
+80p Scythe
+60p Ax
+48p Hammer
If you don't plan to keep any rocks
(Minimum Amounts, Assuming you Connect with every hit):
+80p Scythe
+60p Ax
+183p Hammer
Now, after the farm is cleared to your liking:
If you kept all of your rocks on the farm soil
(Assuming you till all available land with Level 1 Hoe and get Music Box):
+354p
If you have no rocks on your farm soil
(Assuming you till all land with Level 1 Hoe and get Music Box):
+489p
===========================================================================
Villagers [^Village]
===========================================================================
This section will go over some specifics of the workings of the Villagers,
such as the affection statistic laws, values associated with each gift to
each villager, and how affection values work during festivals.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Conversation [^V-Convo]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are only two laws that are followed by every villager:
1.) Only one conversation may cause an effect per day per villager.
2.) Conversational Affection boosts are altered during festivals, Law #1,
however, still applies in the same way.
The first regular conversation you have with a villager (Which is made
obvious by a unique introduction) will yield a different amount of points
than from any later regular conversation, not only that, but a regular
conversation may be initiated the same day for another Affection Point
Boost.
+[Regular]/+[First] ~ Character Name
+1/+4 ~ Ann
+?/+2 ~ [Baby]
+3/+? ~ Basil
+3/+6 ~ Carpenter #1
+3/+6 ~ Carpenter #2
+2/+? ~ Cliff
+3/+5 ~ Doug
+3/+4 ~ Ellen
+1/+4 ~ Elli
+1/+4 ~ Fisherman
+3/+2 ~ Gotz
+3/+5 ~ Gotz' Wife
+2/+4 ~ Grey
+2/+4 ~ Harris
+1/+6 ~ Jeff
+2/+8 ~ Kai
+1/+4 ~ Karen
+3/+3 ~ Kent
+3/+4 ~ Lillia
+1/+4 ~ Maria
+3/+4 ~ Master Carpenter
+3/+4 ~ May
+3/+4 ~ Mayor
+1/+4 ~ Mayors' Wife
+3/+4 ~ Midwife
+3/+4 ~ Old Man
+3/+4 ~ Old Woman
+3/+6 ~ Pastor
+1/+4 ~ Popuri
+3/+4 ~ Potion Shop Dealer
+3/+4 ~ Rick
+3/+4 ~ Saibara
+3/+5 ~ Shipper
+1/+5 ~ Sprite #1/2/3*
+3/+6 ~ Stu
* - Conversational Points are given to Sprite #1/2/3 by talking to only
one of them, but none of them will get an Affection boost after you
talk to one of them for the rest of the day.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gifts [^V-Gift]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are a few basic laws that are followed by almost every villager (I
will note which ones don't abide by these laws):
1.) Only one gift may be accepted per day per villager.
2.) Gifts that give negative affection values will always affect affection.
a.) Gifts that give negative affection values are not affected by Law #1
b.) Gifts that give negative affection values do not affect Law #1
3.) Showing a gift that cannot be given permanently (Your Dog, for example)
works just as a regular gift does, in that it will affect the
villagers affection and will follow All of the Laws, but the item will
not disappear once the conversation created by that item has finished.
---------------------------------------------------------------------------
Affection Values of Givable Gifts [^V-G-Give]
---------------------------------------------------------------------------
Baby: The baby you have with your wife
Doug: Anns Father
Ellen: Ellis Grandmother
Gotz: Owner of the Vineyard
Jeff: Master of the Bakery
Old Man: Man running the Moon Mountain Shop
Old Woman: Old Mans wife, who lives at the same place
Numbers made in such a fashion as this:
#/#
Mean that this is a recipe-producing item from that villager.
If, for example, the numbers are:
3/5
This means that the villager will gain 3 Affection from this item,
except when the item causes the villager to give you a recipe due to that
item, in which case, they'll gain 5 Affection.
Recipes yet to have affection values known:
Cliff - Egg - Spice Tea
Saibara - Medicinal Herb - Sesame Dandelion Greens
Harvest Sprites - Mushroom - Mushroom Salsa
Carpenter #2 - Mushroom - Char Stuffed with Mushroom
Karen - Strawberry - Strawberry Champagne
Karen's Mother - Tomato - Tomato Rice
Gotz - Wild Grapes - Steamed Clam with Wine
So please assume (Unquestionably likely) that the values for these are
simply the normal day values, until a later update.
Affection will always begin at 0 points, and cap/max out at 255.
The five girls' heart levels go by increments of 52:
0 - 51 ~ White Heart
52 - 103 ~ Blue Heart
104 - 155 ~ Green Heart
156 - 207 ~ Yellow Heart
208 - 255 ~ Red/Pink Heart
From what I have seen, affection values will never decrease or increase
unless you directly cause it to (Your wife excluded). Better put,
affection won't change just because you didn't talk to the villager
in question.
(Gifts are in Order of Hexadecimal Code)
+-------------------------+-----+------+-------+-------+--------+------+
| Item | Ann | Elli | Karen | Maria | Popuri | Baby |
+-------------------------+-----+------+-------+-------+--------+------+
| Weed | -3 | -2 | -4 | -2 | -2 | -5 |
| Rock | -3 | -2 | -4 | -2 | -2 | -5 |
| Log | 0 | 0 | 0 | 0 | 0 | 0 |
| Moondrop Plant | 1 | 1 | 1 | 2 | 3 | 2 |
| Pink-Cat-Mint Plant | 1 | 1 | 1 | 2 | 3 | 2 |
| Cake | 1 | 1 | 1 | 2 | 1 | 5 |
| Pie | 1 | 1 | 1 | 2 | 1 | 5 |
| Cookie | 1 | 1 | 1 | 2 | 1 | 5 |
| Turnip | 1 | 1 | 1 | 2 | 1 | 2 |
| Potato | 3/6 | 1 | 1 | 2 | 1 | 2 |
| Cabbage | 1 | 1 | 1 | 3/5 | 1 | 2 |
| Tomato | 1 | 1 | 3 | 2 | 1 | 2 |
| Corn | 3 | 1 | 1 | 2 | 1 | 2 |
| Eggplant | 1 | 1 | 1 | 2 | 1 | 2 |
| Strawberry | 1 | 1 | 3 | 2 | 4/6 | 2 |
| Egg | 1 | 4/6 | 1 | 2 | 1 | 2 |
| Small Milk | 1 | 4 | 1 | 2 | 1 | 2 |
| Medium Milk | 1 | 4 | 1 | 2 | 1 | 2 |
| Large Milk | 1 | 4 | 1 | 2 | 1 | 2 |
| Gold Milk | 1 | 4 | 1 | 2 | 1 | 2 |
| Wool | 3 | 1 | 1 | 2 | 1 | 2 |
| High-Quality Wool | 3 | 1 | 1 | 2 | 1 | 2 |
| Wild Grapes | 1 | 1 | 3 | 2 | 1 | 2 |
| Veryberry Fruit | 1 | 1 | 3 | 2 | 1 | 2 |
| Tropical Fruit | 1 | 1 | 1 | 2 | 1 | 2 |
| Walnut | 1 | 1 | 1 | 2 | 1 | 2 |
| Mushroom | 1 | 1 | 1 | 2 | 1 | 2 |
| Poisonous Mushroom | -3 | -2 | -4 | -2 | -2 | -5 |
| Berry of Fullmoon Plant | 1 | 1 | 1 | 2 | 3 | 2 |
| Medicinal Herb | 1 | 1 | 1 | 2 | 1 | 2 |
| Edible Grass | 1 | 1 | 1 | 2 | 1 | 2 |
| Small Fish | 1 | 3 | -4 | 2 | 1 | 2 |
| Medium Fish | 1 | 3 | -4 | 2 | 1 | 2 |
| Large Fish | 1 | 3 | -4 | 2 | 1 | 2 |
| Dumpling | 1 | 1 | 1 | 2 | 1 | 2 |
| Cotton Candy | 1 | 1 | 1 | 2 | 1 | 2 |
| Fried Octopus | 1 | 1 | 1 | 2 | 1 | 2 |
| Candy | 1 | 1 | 1 | 2 | 1 | 2 |
| Chocolate | 1 | 1 | 1 | 2 | 1 | 2 |
| Iron Ore | 0 | 0 | 0 | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 | 0 | 0 | 0 |
| Rare Metal | 0 | 0 | 0 | 0 | 0 | 0 |
| Moonlight Stone | 0 | 0 | 0 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 | 0 | 0 | 0 |
+-------------------------+-----+------+-------+-------+--------+------+
+-------------------------+-------+------+--------+------+-----+----------+
| Item | Cliff | Gray | Harris | Jeff | Kai | Bartend^ |
+-------------------------+-------+------+--------+------+-----+----------+
| Weed | -4 | -5 | -2 | -2 | -3 | -3 |
| Rock | -4 | -5 | -2 | -2 | -3 | -3 |
| Log | 0 | 0 | 0 | 0 | 0 | 0 |
| Moondrop Plant | 4 | 2 | 3 | 2 | 3 | 3 |
| Pink-Cat-Mint Plant | 4 | 2 | 3 | 2 | 3 | 3 |
| Cake | 4 | 2 | 3 | 2 | 3 | 3 |
| Pie | 4 | 2 | 3 | 2 | 3 | 3 |
| Cookie | 4 | 2 | 3 | 2 | 3 | 3 |
| Turnip | 4 | 2 | 3 | 2 | 3 | 3 |
| Potato | 4 | 2 | 4/9 | 2 | 3 | 3 |
| Cabbage | 4 | 2 | 3 | 2 | 3 | 3 |
| Tomato | 4 | 2 | 3 | 2 | 3 | 3 |
| Corn | 4 | 2 | 3 | 2 | 3 | 3 |
| Eggplant | 4 | 2 | 3 | 2 | 3 | 3 |
| Strawberry | 4 | 2 | 3 | 2 | 3 | 3 |
| Egg | 8 | 2/5 | 3 | 2 | 3 | 3 |
| Small Milk | 8 | 2 | 3 | 5/5 | 3 | 3 |
| Medium Milk | 8 | 2 | 3 | 5/5 | 3 | 3 |
| Large Milk | 8 | 2 | 3 | 5/5 | 3 | 3 |
| Gold Milk | 8 | 2 | 3 | 5/5 | 3 | 3 |
| Wool | 4 | 2 | 3 | 2 | 3 | 3 |
| High-Quality Wool | 4 | 2 | 3 | 2 | 3 | 3 |
| Wild Grapes | 4 | 2 | 3 | 2 | 6/5 | 5/7 |
| Veryberry Fruit | 4 | 2 | 3 | 2 | 6/5 | 3 |
| Tropical Fruit | 4 | 2 | 3 | 2 | 6/5 | 3 |
| Walnut | 4 | 2 | 3 | 2 | 3 | 3 |
| Mushroom | 4 | 2 | 3 | 2 | 3 | 3 |
| Poisonous Mushroom | -4 | -5 | -2 | -2 | -3 | -3 |
| Berry of Fullmoon Plant | 4 | 2 | 3 | 2 | 3 | 3 |
| Medicinal Herb | 4 | 2 | 3 | 2 | 3 | 3 |
| Edible Grass | 4 | 2 | 3 | 2 | 3 | 3 |
| Small Fish | 4 | 2 | 3 | 2 | 3 | 3 |
| Medium Fish | 4 | 2 | 3 | 2 | 3 | 3 |
| Large Fish | 4 | 2 | 3 | 2 | 3 | 3 |
| Dumpling | 4 | 2 | 3 | 2 | 3 | 3 |
| Cotton Candy | 4 | 2 | 3 | 2 | 3 | 3 |
| Fried Octopus | 4 | 2 | 3 | 2 | 3 | 3 |
| Candy | 4 | 2 | 3 | 2 | 3 | 3 |
| Chocolate | 4 | 2 | 3 | 2 | 3 | 3 |
| Iron Ore | 0 | 0 | 0 | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 | 0 | 0 | 0 |
| Rare Metal | 0 | 0 | 0 | 0 | 0 | 0 |
| Moonlight Stone | 0 | 0 | 0 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 | 0 | 0 | 0 |
+-------------------------+-------+------+--------+------+-----+----------+
+-------------------------+-------+---------------+-----+------+-------+
| Item | Basil | Carpenter #1* | #2* | Doug | Ellen |
+-------------------------+-------+---------------+-----+------+-------+
| Weed | -3 | -3 | -3 | -3 | 0 |
| Rock | -3 | -3 | -3 | -3 | 0 |
| Log | 0 | 3 | 3 | 0 | 0 |
| Moondrop Plant | 3 | 3 | 3 | 3 | 4 |
| Pink-Cat-Mint Plant | 3 | 3 | 3 | 3 | 4 |
| Cake | 3 | 3 | 3 | 3 | 4 |
| Pie | 3 | 3 | 3 | 3 | 4 |
| Cookie | 3 | 3 | 3 | 3 | 4 |
| Turnip | 3 | 3 | 3 | 3 | 4 |
| Potato | 3 | 3 | 3 | 3 | 4 |
| Cabbage | 3 | 3 | 3 | 3 | 4 |
| Tomato | 3 | 3 | 3 | 3 | 4 |
| Corn | 5/7 | 3 | 3 | 5/7 | 4 |
| Eggplant | 3 | 3 | 3 | 3 | 4 |
| Strawberry | 3 | 3 | 3 | 3 | 4 |
| Egg | 3 | 3 | 3 | 3 | 4 |
| Small Milk | 3 | 3 | 3 | 3 | 4 |
| Medium Milk | 3 | 3 | 3 | 3 | 4 |
| Large Milk | 3 | 3 | 3 | 3 | 4 |
| Gold Milk | 3 | 3 | 3 | 3 | 4 |
| Wool | 3 | 3 | 3 | 3 | 4 |
| High-Quality Wool | 3 | 3 | 3 | 3 | 4 |
| Wild Grapes | 3 | 3 | 3 | 3 | 4 |
| Veryberry Fruit | 3 | 3 | 3 | 3 | 4 |
| Tropical Fruit | 3 | 3 | 3 | 3 | 4 |
| Walnut | 3 | 3 | 3 | 3 | 6/7 |
| Mushroom | 3 | 3 | 3 | 3 | 4 |
| Poisonous Mushroom | -3 | -3 | -3 | -3 | 0 |
| Berry of Fullmoon Plant | 3 | 3 | 3 | 3 | 4 |
| Medicinal Herb | 3 | 3 | 3 | 3 | 4 |
| Edible Grass | 3 | 3 | 3 | 3 | 4 |
| Small Fish | 3 | 3/9 | 3 | 3 | 4 |
| Medium Fish | 3 | 3/9 | 3 | 3 | 4 |
| Large Fish | 3 | 3/9 | 3 | 3 | 4 |
| Dumpling | 3 | 3 | 3 | 3 | 4 |
| Cotton Candy | 3 | 3 | 3 | 3 | 4 |
| Fried Octopus | 3 | 3 | 3 | 3 | 4 |
| Candy | 3 | 3 | 3 | 3 | 4 |
| Chocolate | 3 | 3 | 3 | 3 | 4 |
| Iron Ore | 0 | 0 | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 | 0 | 0 |
| Rare Metal | 0 | 0 | 0 | 0 | 0 |
| Moonlight Stone | 0 | 0 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 | 0 | 0 |
+-------------------------+-------+---------------+-----+------+-------+
+-------------------------+------+------------+------------------+------+
| Item | Gotz | Gotz' Wife | Head Carpenter** | Kent |
+-------------------------+------+------------+------------------+------+
| Weed | -5 | -2 | -3 | -3 |
| Rock | -5 | -2 | -3 | -3 |
| Log | 0 | 0 | 0 | 0 |
| Moondrop Plant | 0 | 3 | 3 | 3 |
| Pink-Cat-Mint Plant | 0 | 3 | 3 | 3 |
| Cake | 0 | 3 | 3 | 3 |
| Pie | 0 | 3 | 3 | 3 |
| Cookie | 0 | 3 | 3 | 3 |
| Turnip | 0 | 3 | 3 | 3 |
| Potato | 0 | 3 | 3 | 3 |
| Cabbage | 0 | 3 | 3 | 3 |
| Tomato | 0 | 5 | 3 | 3 |
| Corn | 0 | 3 | 3 | 3 |
| Eggplant | 0 | 3 | 3 | 3 |
| Strawberry | 0 | 3 | 3 | 3 |
| Egg | 0 | 3 | 3 | 5/7 |
| Small Milk | 0 | 3 | 3 | 3 |
| Medium Milk | 0 | 3 | 3 | 3 |
| Large Milk | 0 | 3 | 3 | 3 |
| Gold Milk | 0 | 3 | 3 | 3 |
| Wool | 0 | 3 | 3 | 3 |
| High-Quality Wool | 0 | 3 | 3 | 3 |
| Wild Grapes | 3 | 3 | 3 | 3 |
| Veryberry Fruit | 0 | 3 | 3 | 3 |
| Tropical Fruit | 0 | 3 | 3 | 3 |
| Walnut | 0 | 3 | 3 | 3 |
| Mushroom | 0 | 3 | 5/7 | 3 |
| Poisonous Mushroom | -5 | -3 | -3 | -3 |
| Berry of Fullmoon Plant | 0 | 3 | 3 | 3 |
| Medicinal Herb | 0 | 3 | 3 | 3 |
| Edible Grass | 0 | 3 | 3 | 3 |
| Small Fish | 0 | 3 | 3 | 3 |
| Medium Fish | 0 | 3 | 3 | 3 |
| Large Fish | 0 | 3 | 3 | 3 |
| Dumpling | 0 | 3 | 3 | 3 |
| Cotton Candy | 0 | 3 | 3 | 3 |
| Fried Octopus | 0 | 3 | 3 | 3 |
| Candy | 0 | 3 | 3 | 3 |
| Chocolate | 0 | 3 | 3 | 3 |
| Iron Ore | 0 | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 | 0 |
| Rare Metal | 0 | 0 | 0 | 0 |
| Moonlight Stone | 0 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 | 0 |
+-------------------------+------+------------+------------------+------+
+-------------------------+--------+-----+-------+-------------+---------+
| Item | Lillia | May | Mayor | Mayors Wife | Midwife |
+-------------------------+--------+-----+-------+-------------+---------+
| Weed | -3 | -3 | -3 | -3 | -3 |
| Rock | -3 | -3 | -3 | -3 | -3 |
| Log | 0 | 0 | 0 | 0 | 0 |
| Moondrop Plant | 3 | 3 | 3 | 3 | 3 |
| Pink-Cat-Mint Plant | 3 | 3 | 3 | 3 | 3 |
| Cake | 3 | 3 | 3 | 3 | 3 |
| Pie | 3 | 3 | 3 | 3 | 3 |
| Cookie | 3 | 3 | 3 | 3 | 3 |
| Turnip | 3 | 3 | 3 | 7/7 | 3 |
| Potato | 3 | 5/7 | 5/7 | 3 | 3 |
| Cabbage | 3 | 3 | 3 | 3 | 3 |
| Tomato | 5/7 | 3 | 3 | 3 | 3 |
| Corn | 3 | 3 | 3 | 3 | 3 |
| Eggplant | 3 | 3 | 3 | 3 | 4/6 |
| Strawberry | 3 | 3 | 3 | 3 | 3 |
| Egg | 3 | 3 | 3 | 3 | 3 |
| Small Milk | 3 | 3 | 3 | 3 | 3 |
| Medium Milk | 3 | 3 | 3 | 3 | 3 |
| Large Milk | 3 | 3 | 3 | 3 | 3 |
| Gold Milk | 3 | 3 | 3 | 3 | 3 |
| Wool | 3 | 3 | 3 | 3 | 3 |
| High-Quality Wool | 3 | 3 | 3 | 3 | 3 |
| Wild Grapes | 3 | 3 | 3 | 3 | 3 |
| Veryberry Fruit | 3 | 3 | 3 | 3 | 3 |
| Tropical Fruit | 3 | 3 | 3 | 3 | 3 |
| Walnut | 3 | 3 | 3 | 3 | 3 |
| Mushroom | 3 | 3 | 3 | 3 | 3 |
| Poisonous Mushroom | -3 | -3 | -3 | -3 | -3 |
| Berry of Fullmoon Plant | 3 | 3 | 3 | 3 | 3 |
| Medicinal Herb | 3 | 3 | 3 | 3 | 0 |
| Edible Grass | 3 | 3 | 3 | 3 | 0 |
| Small Fish | 3 | 3 | 3 | 3 | 3 |
| Medium Fish | 3 | 3 | 3 | 3 | 3 |
| Large Fish | 3 | 3 | 3 | 3 | 3 |
| Dumpling | 3 | 3 | 3 | 3 | 3 |
| Cotton Candy | 3 | 3 | 3 | 3 | 3 |
| Fried Octopus | 3 | 3 | 3 | 3 | 3 |
| Candy | 3 | 3 | 3 | 3 | 3 |
| Chocolate | 3 | 3 | 3 | 3 | 3 |
| Iron Ore | 0 | 0 | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 | 0 | 0 |
| Rare Metal | 0 | 0 | 0 | 0 | 0 |
| Moonlight Stone | 0 | 0 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 | 0 | 0 |
+-------------------------+--------+-----+-------+-------------+---------+
+-------------------------+-----------+---------+--------+---------------+
| Item | Old Woman | Old Man | Pastor | Potion Dealer |
+-------------------------+-----------+---------+--------+---------------+
| Weed | -2 | -2 | -3 | -3 |
| Rock | -2 | -2 | -3 | -3 |
| Log | 0 | 0 | 0 | 0 |
| Moondrop Plant | 3 | 3 | 3 | 3 |
| Pink-Cat-Mint Plant | 3 | 3 | 3 | 3 |
| Cake | 3 | 3 | 3 | 3 |
| Pie | 3 | 3 | 3 | 3 |
| Cookie | 3 | 3 | 3 | 3 |
| Turnip | 3 | 6/8 | 3 | 3 |
| Potato | 3 | 3 | 3 | 3 |
| Cabbage | 3 | 3 | 3 | 3 |
| Tomato | 3 | 3 | 4/6 | 3 |
| Corn | 3 | 3 | 3 | 3 |
| Eggplant | 3 | 3 | 3 | 3 |
| Strawberry | 3 | 3 | 3 | 3 |
| Egg | 3 | 3 | 3 | 3 |
| Small Milk | 3 | 3 | 3 | 3 |
| Medium Milk | 3 | 3 | 3 | 3 |
| Large Milk | 3 | 3 | 3 | 3 |
| Gold Milk | 3 | 3 | 3 | 3 |
| Wool | 3 | 3 | 3 | 3 |
| High-Quality Wool | 3 | 3 | 3 | 3 |
| Wild Grapes | 3 | 3 | 3 | 3 |
| Veryberry Fruit | 3 | 3 | 3 | 3 |
| Tropical Fruit | 3 | 3 | 3 | 3 |
| Walnut | 3 | 3 | 3 | 3 |
| Mushroom | 3 | 3 | 3 | 3 |
| Poisonous Mushroom | -2 | -2 | -3 | 3 |
| Berry of Fullmoon Plant | 3 | 3 | 3 | 3 |
| Medicinal Herb | 3 | 3 | 3 | 1 |
| Edible Grass | 6/8 | 3 | 3 | 5/7 |
| Small Fish | 3 | 3 | 3 | 3 |
| Medium Fish | 3 | 3 | 3 | 3 |
| Large Fish | 3 | 3 | 3 | 3 |
| Dumpling | 3 | 3 | 3 | 3 |
| Cotton Candy | 3 | 3 | 3 | 3 |
| Fried Octopus | 3 | 3 | 3 | 3 |
| Candy | 3 | 3 | 3 | 3 |
| Chocolate | 3 | 3 | 3 | 3 |
| Iron Ore | 0 | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 | 0 |
| Rare Metal | 0 | 0 | 0 | 0 |
| Moonlight Stone | 0 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 5 |
| Fodder | 0 | 0 | 0 | 0 |
+-------------------------+-----------+---------+--------+---------------+
+-------------------------+------+---------+---------+-----+
| Item | Rick | Saibara | Shipper | Stu |
+-------------------------+------+---------+---------+-----+
| Weed | -5 | -4 | -3 | -2 |
| Rock | -5 | -4 | -3 | -2 |
| Log | 0 | 0 | 3 | 0 |
| Moondrop Plant | 3 | 3 | 3 | 3 |
| Pink-Cat-Mint Plant | 3 | 3 | 3 | 3 |
| Cake | 3 | 3 | 3 | 3 |
| Pie | 3 | 3 | 3 | 3 |
| Cookie | 3 | 3 | 3 | 3 |
| Turnip | 3 | 3 | 3 | 3 |
| Potato | 3 | 3 | 3 | 3 |
| Cabbage | 3 | 3 | 3 | 3 |
| Tomato | 3 | 3 | 5/7 | 3 |
| Corn | 3 | 3 | 3 | 3 |
| Eggplant | 3 | 3 | 3 | 3 |
| Strawberry | 3 | 3 | 3 | 5/7 |
| Egg | 3 | 3 | 3 | 3 |
| Small Milk | 6/8 | 3 | 5 | 3 |
| Medium Milk | 6/8 | 3 | 5 | 3 |
| Large Milk | 6/8 | 3 | 5 | 3 |
| Gold Milk | 6/8 | 3 | 5 | 3 |
| Wool | 3 | 3 | 3 | 3 |
| High-Quality Wool | 3 | 3 | 3 | 3 |
| Wild Grapes | 3 | 3 | 3 | 3 |
| Veryberry Fruit | 3 | 3 | 3 | 3 |
| Tropical Fruit | 3 | 3 | 3 | 3 |
| Walnut | 3 | 3 | 3 | 3 |
| Mushroom | 3 | 3 | 3 | 3 |
| Poisonous Mushroom | -5 | -4 | -3 | -2 |
| Berry of Fullmoon Plant | 3 | 3 | 3 | 3 |
| Medicinal Herb | 3 | 2/7 | 3 | 3 |
| Edible Grass | 3 | 2/7 | 3 | 3 |
| Small Fish | 3 | 3 | 3 | 3 |
| Medium Fish | 3 | 3 | 3 | 3 |
| Large Fish | 3 | 3 | 3 | 3 |
| Dumpling | 3 | 3 | 3 | 3 |
| Cotton Candy | 3 | 3 | 3 | 3 |
| Fried Octopus | 3 | 3 | 3 | 3 |
| Candy | 3 | 3 | 3 | 3 |
| Chocolate | 3 | 3 | 3 | 3 |
| Iron Ore | 0 | 0 | 0 | 0 |
| Blue Rock | 3 | 3 | 0 | 0 |
| Rare Metal | 5 | 0 | 0 | 0 |
| Moonlight Stone | 3 | 0 | 0 | 0 |
| Pontata Root | 0 | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 | 0 |
+-------------------------+------+---------+---------+-----+
+-------------------------+-----------+-----------+-----------+
| Item | Sprite*** | Sprite*** | Sprite*** |
+-------------------------+-----------+-----------+-----------+
| Weed | -3 | -3 | -3 |
| Rock | -3 | -3 | -3 |
| Log | 2 | 1 | 1 |
| Moondrop Plant | 2 | 1 | 1 |
| Pink-Cat-Mint Plant | 2 | 1 | 1 |
| Cake | 2 | 1 | 1 |
| Pie | 2 | 1 | 1 |
| Cookie | 2 | 1 | 1 |
| Turnip | 2 | 1 | 1 |
| Potato | 2 | 1 | 1 |
| Cabbage | 2 | 1 | 1 |
| Tomato | 2 | 1 | 1 |
| Corn | 2 | 1 | 1 |
| Eggplant | 2 | 1 | 1 |
| Strawberry | 2 | 1 | 1 |
| Egg | 2 | 1 | 1 |
| Small Milk | 2 | 1 | 1 |
| Medium Milk | 2 | 1 | 1 |
| Large Milk | 2 | 1 | 1 |
| Gold Milk | 2 | 1 | 1 |
| Wool | 2 | 1 | 1 |
| High-Quality Wool | 2 | 1 | 1 |
| Wild Grapes | 2 | 1 | 1 |
| Veryberry Fruit | 2 | 1 | 1 |
| Tropical Fruit | 2 | 1 | 1 |
| Walnut | 2 | 1 | 1 |
| Mushroom | 2 | 1 | 1 |
| Poisonous Mushroom | -3 | -3 | -3 |
| Berry of Fullmoon Plant | 2 | 1 | 1 |
| Medicinal Herb | 2 | 1 | 1 |
| Edible Grass | 2 | 1 | 1 |
| Small Fish | 2 | 1 | 1 |
| Medium Fish | 2 | 1 | 1 |
| Large Fish | 2 | 1 | 1 |
| Dumpling | 2 | 1 | 1 |
| Cotton Candy | 2 | 1 | 1 |
| Fried Octopus | 2 | 1 | 1 |
| Candy | 2 | 1 | 1 |
| Chocolate | 2 | 1 | 1 |
| Iron Ore | 0 | 0 | 0 |
| Blue Rock | 0 | 0 | 0 |
| Rare Metal | 0 | 1 | 1 |
| Moonlight Stone | 0 | 1 | 1 |
| Pontata Root | 0 | 0 | 0 |
| Fodder | 0 | 0 | 0 |
+-------------------------+-----------+-----------+-----------+
^ - (Bartender)
* -
Carpenter #1 ~ This carpenter is the one found to the RIGHT of the
carpenters' hut during most days.
Carpenter #2 ~ This carpenter is the one found to the LEFT of the
carpenters' hut during most days.
** -
Exploit ~
The Head Carpenter has a glitch, or perhaps a mistake, that causes
ANY gifts given to him to not be registered to any sort of gift
recognition, so more than one gift can be given to him in a single
day to create boosts in affection.
(Summary: He accepts more than one gift for affection point boosts/day)
*** -
The Sprites' Affection values are interlinked, yet are separate from
one another. Whatever gift you give to one, will be accepted as a
gift to them all, and no more gifts will be accepted for any amount
of affection (Unless negative) by ANY of them. The first sprite is
the one found outside the living quarters, the other two are equal,
so telling which Sprite is which is trivial.
---------------------------------------------------------------------------
Affection Values of Showable Gifts [^V-G-Show]
---------------------------------------------------------------------------
Since the villagers so rarely react to a showable gift with anything more
or less than zero, I will only list item/villager combinations that will
create an affect more or less than zero. So, simply put, if you don't see
a certain villager in the list, it means that the affection value of ALL
showable items is 0. (Laws still apply, unless otherwise stated)
Elli -
Affection Value, -2:
~ Butterfly
~ Ladybug
~ Cicada
~ Horned Beetle
~ Stag Beetle
~ Red Dragonfly
~ Bell-Ring Cricket
Karen -
Affection Value, 1:
~ Your Dog*
Doug -
Affection Value, 2:
~ Baby, Stage 1 (Crib)
~ Baby, Stage 2 (Crawling)
Gotz -
Affection Value, 2:
~ Baby, Stage 1 (Crib)
~ Baby, Stage 2 (Crawling)
Kent -
Affection Value, 3:
~ Chick
~ Chicken
~ Cat
~ Fox
~ Squirrel
~ Monkey
~ Butterfly
~ Ladybug
~ Cicada
~ Horned Beetle
~ Stag Beetle
~ Red Dragonfly
~ Bell-Ring Cricket
Affection Value, 2 or -2:
~ Baby, Stage 1 (Crib)**
~ Baby, Stage 2 (Crawling)**
May -
Affection Value, -3:
~ Butterfly
~ Ladybug
~ Cicada
~ Horned Beetle
~ Stag Beetle
~ Red Dragonfly
~ Bell-Ring Cricket
Baby, Stage 1 (Crib) -
Affection Value, 2:
~ Your Dog
~ Chick
~ Chicken
~ Jiro (Puppy)
~ Cat
~ Fox
~ Squirrel
~ Monkey
~ Taro (Potion Dealers Dog)
~ Butterfly
~ Ladybug
~ Cicada
~ Horned Beetle
~ Stag Beetle
~ Red Dragonfly
~ Bell-Ring Cricket
Baby, Stage 2 (Crawling) -
Affection Value, 2:
~ Your Dog
~ Chick
~ Chicken
~ Jiro (Puppy)
~ Cat
~ Fox
~ Squirrel
~ Monkey
~ Taro (Potion Dealers Dog)
~ Butterfly
~ Ladybug
~ Cicada
~ Horned Beetle
~ Stag Beetle
~ Red Dragonfly
~ Bell-Ring Cricket
* -
Exploit ~
Karen has a glitch, or perhaps a mistake, that causes the use of your
dog as a showable gift to not be registered to any sort of gift
recognition (Law #1 is Ignored), so showing the dog to Karen many
times in one day can create a massive boost in her affection value.
This is also known as the KAREN/DOG GLITCH, THE BAR glitch, the DOG
GLITCH, and KAREN'S GLITCH.
** -
In both stages, Kent will ask if he can hold your baby, if you say...
No: -2 Affection Points
Yes: 2 Affection Points
...Baby will not be affected in either condition.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Events [^V-Event]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------------------
How They Are Triggered [^V-E-Trigger]
---------------------------------------------------------------------------
Jeff asks how serious you are with Elli.
Elli: 150+ Affection
Jeff: At Bar
[To be finished in a later update, once completed, this and the following
section will be combined]
---------------------------------------------------------------------------
Cut-Scenes [^V-E-Cut]
---------------------------------------------------------------------------
Spring 3, Year 1: Walkthrough - The Mayor will come to the farm to ask if
you would like a tour of the village.
Yes: [No Affect]
No: [No Affect]
Spring 15, Year 1: Basil the Vagabond - A traveler will come to your farm
to greet you, a short cut-scene with Popuri and Him will follow.
Talk to Him: Basil +5, Popuri +2
Ignore Him: [No Affect]
Spring 18, Year 1: Cliff the Wanderer - A young man will be outside your
farm, struggling with hunger.
Feed Him: +5 Cliff
Ignore Him: [No Affect]
Girl-Girl Scenes: >_>; No, I know what you are thinking... NO.
There are events where two of the five girls will be in some sort of
situation, and other than simply watching this, you will be quite
uninvolved.
Anything: [No Affect]
Girl-Rival: These events are here to show how far a rivals affection is
towards you, as that affects the relationship level of the girl they would
possibly marry (Cliff - Ann; Jeff - Elli; Kai - Karen; Harris - Maria;
Grey - Popuri)... The rival and their potential wife will be in a situation,
usually somewhat of a flirting event.
Anything: [No Affect]
The Mayor... Deceived?: The mayor and his wife will talk about how he had
been deceived.
Anything: [No Affect]
Love Elli?: Jeff asks how serious you are with Elli.
Love: -8 Jeff
Friend: +7 Jeff
=== EXPLOIT ===
Jeff is glitched in this situation in a way that if you leave and
re-enter the bar, you can get him to continually ask this, so he can reach
max affection in very little time, or be taken to a low affection value for
strategic purposes (Such as getting him to a level where he definitely will
not propose to Elli, so you may have a better chance to get with her or
to get him to marry her sooner.)
Karen Leaves: Karen will be at the beach talking with her mother, and after
a few tearful words, Karen walks off-screen to the pier and leaves.
Note: Karen will never appear in the game after this event, with exception
to the 'Kai Leaves' event.
Affection: [No Affect]
Kai Leaves: (Not sure of the specific occurrence, never thought to take
notes... But when it happens, you will certainly know it.)
Note: Kai will never appear in the game after this event.
Note: One of the only events possible to view with Karen AFTER Karen
has already left.
Affection: [No Affect]
Cliff Leaves: Cliff will appear at your farm once you get out, and will bid
you farewell before leaving.
Note: Cliff will never appear in the game after this event.
Affection: [No Affect]
Puppies!!!: Kent and Stu will appear at your farm to tell you that their
dog just had puppies, and that your dog may likely be the father! (No,
you don't get to/have to keep any of them)
+3 Kent
+3 Stu
+3 Potion Shop Dealer
Maria Preaches to Salesman: Maria stops Salesman at the intersection
outside your farm to ask him about his Morality, then after he leaves,
she asks you if he is actually happy about his way of life.
+0 He's Happy
+? Unhappy
+? Don't Know
There May Yet Be Hope: When you wake up after the 'Maria Preaches to
Salesman' event, your mail box will have a Pendant inside it, from the
Salesman. This event will activate the next time you speak to Maria while
you have the Pendant in a non-special occasion.
+4 Give Pendant to Maria (No other options, besides not talking to her)
Autumn 30, Year 1: Earn +1 Manna next turn! - Doug will come to the farm
and ask you if you could take care of some cows for a client.
+3 Yes
+? No
[Manna line of events to be Updated]
Autumn 22-27, Year 1: Bridge Building - On the 22nd, one of the carpenters
will tell you about an odd job you can do (Helping to build a Bridge), and
if you decide to, you can start between 6:00am and 2:59pm, to end at
3:00pm from the 23rd-27th by walking into the forest through the
intersection area (You will be asked if you'd like to help).
Work for...
..1 day : 1000g, +0 Affection
..2 days: 2000g, +0 Affection
..3 days: 3000g, +0 Affection
..4 days: 4000g, +3 Affection for All Villagers
..5 days: 5000g, +0 Affection
Winter 11-16, Year 1: Bridge Building - On the 11th, one of the carpenters
will tell you about an odd job you can do (Helping to build a Hot Spring),
and if you decide to, you can start between 6:00am and 2:59pm, to end at
3:00pm from the 12th-16th by walking into the forest through the
intersection area (You will be asked if you'd like to help).
Work for...
..1 day : 1000g, +0 Affection
..2 days: 2000g, +0 Affection
..3 days: 3000g, +0 Affection
..4 days: 4000g, +3 Affection for All Villagers
..5 days: 5000g, +0 Affection
Animal Dies: If you have, accidentally or otherwise, let your animal(s)
die, there will be a funeral in honor for the poor creature, as well as a
lecture from Doug about the importance of your responsibility for the
animals you keep.
Note: Affection effects not cumulative for each animal dead, just triggered
once by each individual funeral.
Note: This event will take the entire day you were supposed to wake up
away.
Ann, Doug, Gray: -30
Rest of the Villagers: -10
[Cut-Scene Events To be improved at a later time]
---------------------------------------------------------------------------
Festivals [^V-E-Fest]
---------------------------------------------------------------------------
Spring 1 ~ Drinking Festival:
Time ~ 8:00am - 5:59pm
Location: Village Square
End Day: Yes
In this festival, you must compete with other villagers in a friendly
tradition where every time you greet a villager, you and they must drink.
The amount you can drink is directly related to how much you drank outside
the festival, so for each time you had an alcoholic drink, you'll be able
to greet one villager without passing out (Passing out immediately sends
you to bed, ending the festival and the day).
Example: You drank 2 alcoholic beverages before joining the festival, so
you may greet 2 villagers - the first greeting will go smoothly, the
second, you'll pass out, but still have it counted towards the greeting
and get the benefits of it.
(Amount of Drinks is cumulative and can carry over. So if you don't use up
all of you Drinks (DP), you'll keep the remaining DP for next year + what
DP you earn over the year)
Affection Effects:
+2 For Each Drink
+2 For Each Leave
-1 DP For Each Drink
Ann: 1 Drink , 1 Leave = +4
Elli: 2 Drinks, 1 Leave = +6
Karen: 5 Drinks, 1 Leave = +12
Maria: 2 Drinks, 1 Leave = +6
Popuri: 1 Drink , 1 Leave = +4
Carpenter #1: 0 Drinks, 0 Leaves = +2 (1 Conversation)
Duke: 0 Drinks, 0 Leaves = +2 (1 Conversation)
Lillia: 1 Drink , 1 Leave = +4
Mayor: 2 Drinks, 1 Leave = +6
Mayors Wife: 1 Drink , 1 Leave = +4
Midwife: 2 Drinks, 1 Leave = +6
Potion Shop Dealer: 1 Drink , 1 Leave = +4
Rick: 1 Drink , 1 Leave = +4
The following only show up if they have at least 100 Affection each:
Cliff: 1 Drinks, 1 Leaves = +4
Gray: 1 Drink , 0 Leaves = +2
Harris: 2 Drinks, 1 Leave = +6
Jeff: 1 Drink , 1 Leave = +4
Kai: 4 Drinks, 1 Leave = +10
Passing out: Instantly Go to Bed, End Festival
Asking to Leave: Instantly Go to Bed, End Festival
Spring 8 ~ Planting Festival:
Time ~ 8:00am - 5:59pm
Location: Village Square
End Day: Yes
+2 Each Conversation
Ann
Elli
Maria
Popuri
Kent
Lillia
May
Mayor
Mayor's Wife
Potion Shop Dealer
Priest
Rick
Stu
The following only show up if they have at least 100 Affection each:
Cliff
Gray
Harris
Jeff
Kai
Karen
Basil
Spring 17/Autumn 28 ~ Horse Races:
Time ~ 8:00am - 5:59pm
Location: Village Square & Audience Area
End Day: No
On these days, there will be 3 separate Horse Races of 6 horses each, all
of which you can bet on for tradable tokens. This is more of a care-free
occasion in which you can leave at any time.
Villagers: Irrelevant, conversation and gifts have no affect.
Spring 18-22 ~ Vote for the Queen:
Time ~ 6:00am - 5:59am
Location: Village Square
End Day: No
There is a ballot in the Square, and you have the option of voting for who
should be the Queen of the Flower Festival (Ann, Elli, Karen, Maria, or
Popuri).
[No Effect of Affection]
Spring 23 ~ Flower Festival:
Location ~ Village Square
End Day: Yes
+2 Each Conversation
+10 To Whomever You Dance With
Ann
Elli
Karen
Maria
Popuri
Basil
Kent
Lillia
Mayor
Mayor's Wife
Potion Shop Dealer
Priest
Rick (Talk behind counter for conversation)
Stu
The following only show up if they have at least 50 Affection each:
Cliff
Gray
Harris
Jeff
Kai
If you aren't the Harvest King, you will get to chose from the 4 girls
who weren't voted to be queen.
If you are the Harvest King, you must dance with the girl voted to be
queen.
Summer 1 ~ Fireworks:
Time ~ 6:00pm - 11:59pm
Location: Variable
End Day: Yes
On this day, you can watch Fireworks with the girl you want to spend time
with, and when I say 'want', I mean 'must', and when I say 'to spend time
with', I meant 'speed through her dialogue so you can get on with your
God-forsaken life'.
Girl You Spend Time With: +5
Ann ~ Green Ranch, in grassy area past short fence.
Elli ~ Bakery.
Karen ~ Beach.
Maria ~ Town Square.
Popuri ~ Moon Mountain Peak.
Spring 9 ~ Vegetable Festival:
Time ~ 8:00am - 5:59pm
Location: Village Square
End Day: Yes
+2 Each Conversation
Ann
Elli
Karen
Maria
Popuri
Gourmet
Kent
Potion Shop Dealer
Rick
Stu
Outside the Village Square:
May
Mayor
Mayor's Wife
Shipper
How to Win the Vegetable Contest -
To win, you need to enter a vegetable you have shipped at least 100
of (Shipping 100 Turnips and entering a Potato won't win unless you
have also shipped at least 100 Potatos as well).
If you win: You get no prize, but many Villagers gain affection.
+3 - Ann, Elli, Karen, Maria, Gourmet, Kent, May, Mayor, Mayor's Wife,
Potion Shop Dealer, Stu
+5 - Popuri, Basil, Shipper
If you lose: You neither gain nor lose anything, except the vegetable
you entered, of course.
Spring 17 ~ Firefly Festival:
Time ~ 6:00pm - 11:59pm
Location: Beach
End Day: Yes
+2 Each Conversation
Ann
Elli
Maria
Popuri
Kent
Mayor
Mayor's Wife
Potion Shop Dealer
Rick
Shipper
Stu
Karen will only show up if she has at least 26 Affection.
The following only show up if they have at least 100 Affection each:
Cliff
Gray
Harris
Jeff
Kai
If one of the five girls has at least 140 Affection (if more than one
has 140+ Affection, the one with highest affection), they will ask if
you'd like to escort them to their house after the festival ends:
Take her: [No Effect on Affection]
Stay behind: [No Effect on Affection]
Spring 24 ~ Swimming Festival:
Time ~ 8:00am - 5:59pm
Location: Beach
End Day: Yes
+3 For Showing Up
Cliff
Gray
Harris
Jeff
Kai
Fun Fact:
It takes exactly 54 taps of the 'A' Button to finish the race.
If you win:
The first time you win, you'll get an Invincible Katori.
If you have the Invincible Katori, you'll get 150 Lumber instead.
Any time you win, you'll also gain an additional +5 Affection to
Cliff, Gray, Harris, Jeff and Kai.
If you lose:
If you don't have an Invincible Katori, you won't gain or lose
anything.
If you have an Invincible Katori, you'll get 150 Lumber (likely a
glitch), but no affection gains.
Autumn 4 ~ Cow Festival:
Time ~ 6:00am - 5:59pm
Location: Beach
End Day: Yes
+2 Each Conversation
Ann
Elli
Karen
Maria
Popuri
Cliff
Gray
Harris
Jeff
Kai
Doug
Gourmet
Kent
Mayor
Potion Shop Dealer
Rick
How to Win the Cow Contest -
[Found Originally By scribblykakuloo]
Two requirements must be passed:
~ You must have shipped at least 60 milk jugs (doesn't matter which
cows produce them, nor the sizes you ship).
~ The Cow you enter into the contest must have at least 240
Affection.
If you win:
The cow you enter will be able to produce Gold quality milk
when their affection would normally produce Large quality milk.
Villagers will gain modest affection boost -
+3 Elli, Karen, Maria, Popuri, Cliff, Harris, Jeff, Kai, Gourmet,
Mayor, Potion Shop Dealer, Rick.
+5 Ann, Gray, Doug, Kent.
If you lose: You will neither lose nor gain anything.
Autumn 12 ~ Harvest Festival:
Time ~ 8:00am - 5:59pm
Location: Village Square
End Day: Yes
+2 Each Conversation
+10 To Whomever You Dance With
Ann
Elli
Karen
Maria
Popuri
Harris
Jeff
Carpenter #1
Kent
May
Mayor
Mayor's Wife
Potion Shop Dealer
Shipper
Stu
The following only show up if they have at least 100 Affection each:
Cliff
Gray
Kai
Note About Getting the Coin:
In the tests I had performed, no matter what I tried, there didn't
seem to be any way to truly change my chances at getting the coin.
Sorry, I doubt I'll be able to find anything promising regarding
this, so if you REALLY want it, I don't think it would be
unreasonable to cycle through resets to get it.
Autumn 20 ~ Egg Festival:
Time ~ 6:00am - 5:59pm
Location: Main Village
End Day: Yes
In this festival, only one conversation will work, so don't count on
getting +6 for each villager for talking to them before, during, and after
the competition. I suggest talking to them before the competition begins
so you will remember to do this, since the competition is somewhat
fast-paced, and your mind may be taken completely into the competition
(Even if it is painfully easy).
Villagers:
Maria
Ann
Karen
Harris
Gray*
Jeff
Cliff
Kai
Doug*
Kent
Stu
Rick
* - If Gray has at least 101 Affection, he will take Doug's place in
the festival.
How to Win the Egg Contest -
In five rounds, you need to find an egg of the same color the Mayor
shows, found in one of many boxes strewn about the village. If
you find and return a proper colored egg at least three times, you
will win.
If you win:
The first time you win, you'll get a Power Nut.
The second time you win, you'll get a Turtle Figurine.
From the third time on, you'll win either 150 Fodder or 150 Lumber.
If you lose: You will neither lose nor gain anything.
Winter 10 ~ Thanksgiving:
Time ~ 8:00am - 5:59pm
Location: Varied
End Day: No
Villagers: Irrelevant, getting a cake from any girl has no effect on
Affection. This is like any other day, except that the girls will
be in abnormal locations to give you a cake until you leave the
screen.
Winter 19 ~ Dog Races:
Time ~ 8:00am - 5:59pm
Location: Village Square & Audience Area
End Day: No
On these days, there will be 3 separate Dog Races of 6 Dogs each, all
of which you can bet on for tradable tokens (Horse/Dog Race Tokens are
inter-usable). This is more of a care-free occasion in which you can
leave at any time, but first, I suggest socializing with the villagers
before they all leave.
Villagers: Irrelevant, conversation and gifts have no affect.
Winter 24 ~ Starry Night:
Time ~ 6:00pm - 11:59pm
Location: Varied
End Day: Yes
+2 Each Conversation
Ann: Church
Elli: Church
Karen: Beach
Maria: Church
Popuri: Mountain Top
[Full list of Church Villagers at a later Update]
Note - Chosing to get close to or leave the girls alone when you watch
the stars has no effect on affection.
Winter 27 ~ Spirit Festival:
Time ~ 6:00pm - 11:59pm
Location: Village Square
End Day: Yes
Villagers: Irrelevant, showing up has no effect on Affection.
Winter 30 ~ New Years Eve:
Time ~ 6:00pm - 11:59pm
Location: Church or Bar
End Day: Yes
In this festival event, you may either chose to drink in celebration of
the New Years in the Bar or reflect on your decisions at the church as
you resolve for a better life. Either way, you may only choose one:
+2 Each Conversation
Church:
Elli
Maria
Popuri
Harris
Jeff
Midwife
Pastor
Bar:
Ann
Karen
Cliff
Gray
Kai
Bartender
Kent
Rick
Stu
When you leave, if a/the girl(s) like you enough, the girl who likes you
the most will come out of the building to ask if you would like to watch
the sunrise with her.
+3 Yes
+0 No
Various ~ Doug ask about contest:
Time ~ 6:00am - 11:59am
Location: Farm
End Day: No
Doug will come by to ask if you'd like to participate in either the
Horse Race, Dog Race, or Cow Festival.
+3 Yes
-0 No
===========================================================================
Pet Animals [^Pet]
===========================================================================
Yes, The Pet Animals, which covers both the Dog and the Horse, are very
important to the success of the overachievers farm, as there are many
benefits to owning them, there are even more to actually RAISING them. In
this section, I will cover the statistics and concepts dealing with both
of these loyal companions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dog [^P-Dog]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------------------
Affects On Affection [^P-D-Affect]
---------------------------------------------------------------------------
Your dog has only one statistic - Stamina.
His stamina will directly affect how well he does in the Dog Race, so the
higher it is, the better a chance he will have to winning. This
information is very important, too, since you have absolutely no control
of your dog when he is in the race, so you must be sure that he will be
ready by taking good care of him.
At the start of a new game, your Dog will have 0 SP.
SP will not go any higher than the maximum of 255.
+1 Putting Food in Dog Bowl [Once/Day, Of course, And you must be
able to see that there is food in the
bowl] (Kind of food doesn't matter)
+1 Whistle for Dog [Must reply with a bark, Once/Day]
+1 Picking up and putting dog down [Once/Day]
-1 Each day the dog is left unattended (Not Fed, Whistled To or Picked Up)
-8 Each time you attack your dog
---------------------------------------------------------------------------
How to Win Dog Race [^P-D-Race]
---------------------------------------------------------------------------
How your dog does in the Dog race is solely dependant on how high his SP
is - The higher it is, the better he should do. Even, however, at max
affection, sometimes he may be bested by another dog in the races...
Annoying indeed.
When your dog comes into the race, it will be much like any other race -
You won't be able to control your dogs progress, but he will usually do
quite well on his own if you trained him well.
Minimum time necessary to reach max:
85 Days
Spring 3rd, Year 1 - Autumn 27th, Year 1
Minimum time assuming 30 Summer Typhoons and Kept Indoors:
Spring 3rd, Year 1 - Winter 7 th, Year 1
Suggestions:
~ Raise your Dog Indoors - This way, you can get this done right when you
wake up, and you won't have to search for him or put him in a pen. This
will save precious time, money, and supplies. Also, in a Typhoon, you
will be able to at least give your Dog attention.
~ Get it over with - The best time to get the Dog Race done is in the first
year, when you are still needing to forage for items to get a decent
income. This way, all you need to do is drop a cheap 30g Edible Grass
in his bowl for a good affection boost, so you'll be able to do your
tasks in a more fluid and logical motion, rather than take the time from
what you are doing to drop in a more cost deficient item in the second
year, when you have the greenhouse, have villagers to befriend, and
so on.
~ Feed him Edible Grass - Look at it logically:
50 Edible Grass = 1500g
50 Egg = 2500g
50 Turnip = 3000g
50 Tomato = 4500g
Even if you are just using eggs, you are losing a potential 1000g,
something that could be saved by simply parting with an Edible Herb in
your Foraging runs. So be careful when choosing what you put in the bowl,
because each coin can be every bit as valuable as each affection point.
Because he is so easy to train, I suggest you have him up to 255 SP by the
time you enter him in, that way, he'll usually have little trouble winning
against the other dogs. I must note, however, that even at 255 Stamina,
it's still possible for your dog to lose the Dog Race, so as with the
Harvest Festival, it's not unreasonable to reset if your dog loses.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Horse [^P-Horse]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------------------
How to Get Horse [^P-H-Get]
---------------------------------------------------------------------------
Time ~ 6:00am - 5:59pm
Date ~ Spring 3rd, Year 1 - Spring 30th, Year 1
In a time and date specified above, go to the Green Ranch (South-West path
of Cross-roads). When you get there, go through the entrance arch and
then through the opening in the fencing where the animal barn is at, when
you walk past that point, a cut-scene will commence. After a few basic
questions, you'll get a pony of your own.
This Pony with grow into adulthood after 20 nights.
---------------------------------------------------------------------------
Affects On Affection [^P-H-Affect]
---------------------------------------------------------------------------
As with your dog, your horse has only one statistic: Stamina.
His stamina will directly affect how well he does in the Horse Race, so the
higher it is, the better a chance he will have to winning. Unlike the dog,
you will have control of the pace and rate you go during the Horse Races
you enter your Horse into, since you are riding him.
At the start of a new game, your Horse will have 0 SP.
SP will not go any higher than the maximum of 255.
+1 Whistle for Pony/Horse [Must reply with a neigh]
[Once/Day]
+1 Talking to Pony/Dismounting Horse [Once/Day]
+2 Brushing Pony/Horse [Once/Day]
-1 Each day the horse is left unattended
-8 Each time you attack your Pony/Horse [Unlimited Times/Day]
---------------------------------------------------------------------------
How to Win Horse Race [^P-H-Race]
---------------------------------------------------------------------------
How your horse does in the Horse race is solely dependant on how high his
SP is - The higher it is, the more he will be able to sprint.
Minimum time necessary to reach max:
64 Days
Suggestions:
~ Give it some time - Unlike your Dog, you can't keep your horse indoors,
and anything you must do must be done out on your farm land. There is
no hurry to get your horse trained faster, because there will be horse
races scattered throughout the year, unlike the situation with your dog,
where if you lose in the first year, you need to keep him maintained
for an entire years time for the next years race, if you lose a Horse
Race, you have more opportunities to get it right.
~ Patience make Perfect - You're not likely to win your first race, but I
suggest you enter the Autumn Horse Race for practice for how you should
time your SP use. It is pretty easy, however, when you train well
enough outside the track and get to know what you are doing.
Because there is such a flexible and frequent schedule of Races, I
suggest you have him up to 255 SP by the time you enter him in for the
Spring Horse Race of the second year, that way, he'll usually have
little trouble winning against the other horses.
===========================================================================
Barn Animals [^Barn]
===========================================================================
This section will cover the concepts and statistics that surround the
world of the Barn Animals, those being the Chicken, Sheep, and Cow.
Yes, I believe you will be surprised by some of the things you will find
here... Trust me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chick/Chicken [^B-Chicken]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Considering the incredibly simple nature of raising Chickens, I can only
think to list all I know in terms of cause and effect.
Incubated Eggs take 3 nights to hatch into Chicks.
Chicks take 7 nights to grow into Chickens.
Proper Care: Either feeding your chickens indoors or leaving them outdoors
in a proper fence on a sunny, Non-Winter day.
Negligence: Not feeding your chickens or leaving them outdoors with a
broken fence, in the rain, or during the Winter.
~ The only way to make a Chicken sick is to become Negligent to them
~ The only way to make a Chicken Healthy again is to Properly Care for them
~ A sick Chicken may die if left in Negligent conditions
~ Chicks need not be fed, so they should be left indoors
~ Chicks and Chickens will die if left outside in a Typhoon
Exploit ~
If you hold a Chicken until the game automatically starts a new day, it
will not die, even if it would have died otherwise.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sheep [^B-Sheep]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - 179 Affection Points: Wool
180 - 255 Affection Points: High-Quality Wool
To get a Lamb (Immature Sheep): Bought at the Green Ranch for 4000g.
To get a Sheep (Mature Sheep): An Immature Sheep/Lamb will grow into a
Mature Sheep after a time [Specific Amount of Days to Come at a Later
Update]
Affection will start at 0, and cap/max off at 255.
Talking to Sheep/Lamb: +1
Brushing Sheep/Lamb: +2
Sheering Full-Coated Sheep: +2
Day Lamb Reaches Happy Condition: [Details at a later Update]
Day Lamb Reaches Sick Condition: [Details at a later Update]
Day Sheep Reaches Happy Condition: [Details at a later Update]
Day Sheep Reaches Sick Condition: [Details at a later Update]
Medicating Lamb/Sheep in Any Condition: +0
Attacking (Using any tool which creates makes a vain balloon [Much like the
heart after talking, brushing, or sheering it] will produce this effect)*:
If You Attack Lamb While in Normal Condition...
...And it Remains in Normal Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Lamb While in Happy Condition...
...And it Remains in Happy Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Lamb While in Angry Condition ~ -10
If You Attack Lamb While in Sick Condition ~ -10
If You Attack Sheep While in Normal Condition...
...And it Remains in Normal Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Sheep While in Happy Condition...
...And it Remains in Happy Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Sheep While in Angry Condition ~ -10
If You Attack Sheep While in Sick Condition ~ +20
Exploit ~
Before healing a Sick Sheep of its illness, you may continually attack
it to boost its affection by 20 points each time, until the sheep
reaches 255 Affection Points. This way, you can have a Sheep at max
affection in little time at all.
* - Sheep cannot become angry, and statistic for anger was only achievable
by using a GameShark to MAKE it angry.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cow [^B-Cow]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------------------
Affects on Affection [^B-C-Affect]
---------------------------------------------------------------------------
0 - 149 Affection Points: Small Milk
150 - 219 Affection Points: Medium Milk
220 - 255 Affection Points: Large Milk
~ OR (If the cow has won the Cow Festival) ~
220 - 255 Affection Points: Gold Milk
Affection will start at 0, and cap/max off at 255.
Talking to Calf/Immature Cow/Cow: +1
Brushing Calf/Immature Cow/Cow: +2
Milking of Cow: +2
Day Cow Reaches Happy Condition: +60
Day Cow Reaches Sick Condition: [Details at a later Update]
Medicating Calf/Immature Cow/Cow in Any Condition: +0
Attacking (Using any tool which creates makes a vain balloon [Much like
the heart after talking, brushing, or sheering it] will produce this
effect)*:
If You Attack Calf While in Normal Condition...
...And it Remains in Normal Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Calf While in Happy Condition...
...And it Remains in Happy Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Calf While in Angry Condition ~ -10
If You Attack Calf While in Sick Condition ~ -10
If You Attack Immature Cow While in Normal Condition...
...And it Remains in Normal Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Immature Cow While in Happy Condition...
...And it Remains in Happy Condition ~ -10
...And it Changes to Angry Condition ~ N/A
If You Attack Immature Cow While in Angry Condition ~ -10
If You Attack Immature Cow While in Sick Condition ~ -10
If You Attack Cow While in Normal Condition...
...And it Remains in Normal Condition ~ -10
...And it Changes to Angry Condition ~ +30
If You Attack Cow While in Happy Condition...
...And it Remains in Happy Condition ~ +5
...And it Changes to Angry Condition ~ +45
If You Attack Cow While in Angry Condition ~ +20
If You Attack Cow While in Sick Condition ~ +20
Exploit ~
Attacking a Happy, Angry, or Sick Cow is a guarantee of affection
boosts, intentionally using these in any way is an exploit.
* - The stages that say 'N/A' cannot get angry, and only became angry
because of the use of a GameShark.
---------------------------------------------------------------------------
How to Win Cow Festival Competition [^B-C-Comp]
---------------------------------------------------------------------------
How to Win the Cow Contest -
[Found Originally By scribblykakuloo]
Two requirements must be passed:
~ You must have shipped at least 60 milk jugs (doesn't matter which
cows produce them, nor the sizes you ship).
~ The Cow you enter into the contest must have at least 240
Affection.
If you win:
The cow you enter will be able to produce Gold quality milk
when their affection would normally produce Large quality milk.
Villagers will gain modest affection boost -
+3 Elli, Karen, Maria, Popuri, Cliff, Harris, Jeff, Kai, Gourmet,
Mayor, Potion Shop Dealer, Rick.
+5 Ann, Gray, Doug, Kent.
If you lose: You will neither lose nor gain anything.
===========================================================================
GameShark Cheats [^GameShark]
===========================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Codes [^G-Codes]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Date/Time Codes:
Year 801F6F30 00XX XX ~ 01- 32
Season 80182DB1 00XX [Index]
Day 80158260 00XX XX ~ 01- 1E
Weekday 801FAD90 00XX [Index]
Hour 801FB5CA 00XX XX ~ 00- 18
Minute 8017027F 00XX XX ~ 00- 3B
Pet Codes:
Horse Affection 8016FDD0 00XX XX ~ 00- FF
Horse Name 8016FDDX 00YY X ~ 1- 6
YY ~ [Index]
Dog Affection 801886B0 00XX XX ~ 00- FF
Dog Name 801886BX 00YY X ~ 1- 6
YY ~ [Index]
Racing Bets 801C3DXX 00YY XX ~ [Index]
YY ~ 00- 63
Racing Odds 801C3DXX 00YY XX ~ [Index]
YY ~ 00- FF
Medals 81189B07 XXXX XXXX ~ 0000-270F
Supply Codes:
Logs 81189E51 XXXX XXXX ~ 0000-03E7
Fodder 81180715 XXXX XXXX ~ 0000-03E7
Chicken Food 80237411 00XX XX ~ 00- 63
Character Codes:
Name 8018906X 00YY X ~ 1- 6
YY ~ [Index]
Money 801FD60D 00XX XXYYZZ ~ 000000-0F4236
801FD60E 00YY
801FD60F 00ZZ
Current Stamina 80189060 00XX XX ~ 00- C8
Current Fatigue 801890D1 00XX XX ~ 00- 64
Alcohol Tolerance 80189E52 00XX XX ~ 00- FF
Photo Album 8118905B XXXX XX ~ [Index]
Tool Level Codes:
Sickle 8018907F 000X X ~
Hoe 80189080 000X 0 - Lv.1
Ax 80189081 000X 1 - Lv.2
Hammer 80189082 000X 2 - Lv.3
Watering Can 80189083 000X
Rucksack Codes:
Jar Contents 8018907E 000X X ~ [Index]
Rucksack Tool Locations
B-Button 8018907D 00XX XX ~ [Index]
Row 1
Column 1 80189075 00XX XX ~ [Index]
Column 2 80189076 00XX XX ~ [Index]
Column 3 80189077 00XX XX ~ [Index]
Column 4 80189078 00XX XX ~ [Index]
Row 2
Column 1 80189079 00XX XX ~ [Index]
Column 2 8018907A 00XX XX ~ [Index]
Column 3 8018907B 00XX XX ~ [Index]
Column 4 8018907C 00XX XX ~ [Index]
Rucksack Item Locations
A-Button 8018908C 00XX XX ~ [Index]
Row 1
Column 1 80189084 00XX XX ~ [Index]
Column 2 80189085 00XX XX ~ [Index]
Column 3 80189086 00XX XX ~ [Index]
Column 4 80189087 00XX XX ~ [Index]
Row 2
Column 1 80189088 00XX XX ~ [Index]
Column 2 80189089 00XX XX ~ [Index]
Column 3 8018908A 00XX XX ~ [Index]
Column 4 8018908B 00XX XX ~ [Index]
Rucksack Possession Locations
Page One
Row 1
Column 1 8018908E 00XX XX ~ [Index]
Column 2 8018908F 00XX XX ~ [Index]
Row 2
Column 1 80189090 00XX XX ~ [Index]
Column 2 80189091 00XX XX ~ [Index]
Row 3
Column 1 80189092 00XX XX ~ [Index]
Column 2 80189093 00XX XX ~ [Index]
Row 4
Column 1 80189094 00XX XX ~ [Index]
Column 2 80189095 00XX XX ~ [Index]
Page Two
Row 1
Column 1 80189096 00XX XX ~ [Index]
Column 2 80189097 00XX XX ~ [Index]
Row 2
Column 1 80189098 00XX XX ~ [Index]
Column 2 80189099 00XX XX ~ [Index]
Row 3
Column 1 8018909A 00XX XX ~ [Index]
Column 2 8018909B 00XX XX ~ [Index]
Row 4
Column 1 8018909C 00XX XX ~ [Index]
Column 2 8018909D 00XX XX ~ [Index]
Page Three
Row 1
Column 1 8018909E 00XX XX ~ [Index]
Column 2 8018909F 00XX XX ~ [Index]
Row 2
Column 1 801890A0 00XX XX ~ [Index]
Column 2 801890A1 00XX XX ~ [Index]
Row 3
Column 1 801890A2 00XX XX ~ [Index]
Column 2 801890A3 00XX XX ~ [Index]
Row 4
Column 1 801890A4 00XX XX ~ [Index]
Column 2 801890A5 00XX XX ~ [Index]
Weather Codes:
Tomorrows Forecast 80205238 00XX [Index]
Todays Forecast 802373A9 00XX [Index]
Villager Codes:
Affection 801C3FXX 00YY XX ~ [Index]
YY ~ 00- FF
Gift/Convo Recognition 8016F8XX 00YY XX ~ [Index]
YY ~ [Index]
Farm Codes:
Outdoor Plots 8016FXXX 00YY XXX*~ 500- 6DF
YY ~ [Index]
Extensions 8013D1XX 00YY XX ~ [Index]
YY ~ [Index]
* - The XXX coding is done in a specific order, like a book, it could be
'read' from left to right from the end closest to the Cow/Sheep barn
to the end closest to the Chicken coop, and from top to bottom, which
is from the end closest to your house to the end farthest from it.
If you are confused, look at the map of the initial plot layout for
how it is 'read'.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Index [^G-Index]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Season:
01 - Spring
02 - Summer
03 - Autumn
04 - Winter
Weekday:
00 - Sunday
01 - Monday
02 - Tuesday
03 - Wednesday
04 - Thursday
05 - Friday
06 - Saturday
Racing Bets:
D0 - Race 1, Horse/Dog 1
D1 - Race 1, Horse/Dog 2
D2 - Race 1, Horse/Dog 3
D3 - Race 1, Horse/Dog 4
D4 - Race 1, Horse/Dog 5
D5 - Race 1, Horse/Dog 6
D6 - Race 2, Horse/Dog 1
D7 - Race 2, Horse/Dog 2
D8 - Race 2, Horse/Dog 3
D9 - Race 2, Horse/Dog 4
DA - Race 2, Horse/Dog 5
DB - Race 2, Horse/Dog 6
DC - Race 3, Horse/Dog 1
DD - Race 3, Horse/Dog 2
DE - Race 3, Horse/Dog 3
DF - Race 3, Horse/Dog 4
E0 - Race 3, Horse/Dog 5
E1 - Race 3, Horse/Dog 6
Racing Odds*:
E2 - Race 1, Horse/Dog 1
E3 - Race 1, Horse/Dog 2
E4 - Race 1, Horse/Dog 3
E5 - Race 1, Horse/Dog 4
E6 - Race 1, Horse/Dog 5
E7 - Race 1, Horse/Dog 6
E8 - Race 2, Horse/Dog 1
E9 - Race 2, Horse/Dog 2
EA - Race 2, Horse/Dog 3
EB - Race 2, Horse/Dog 4
EC - Race 2, Horse/Dog 5
ED - Race 2, Horse/Dog 6
EE - Race 3, Horse/Dog 1
EF - Race 3, Horse/Dog 2
F0 - Race 3, Horse/Dog 3
F1 - Race 3, Horse/Dog 4
F2 - Race 3, Horse/Dog 5
F3 - Race 3, Horse/Dog 6
* - You may have to enter the bet menu and enter and exit each horse to
get the ticket and your bets properly. This is mainly for the
convenience of not having to go from 0 to 99 manually.
Photo Album:
(For full album, just put in 'FFFF')
By adding values for photos together, you will get the photos attributed to
the specific values when divided, after the values are shown, an example
will follow.
0001 - "A picture taken together with grandpa." [Default]
0002 - "At the seed planting festival[Hollow Heart]"
0004 - "A photo commemorating victory at the local horse race"
0008 - "With a sightseer" [Post-Cow Festival]
0010 - "Winner at the swim meet"
0020 - "Celebrating completion of the hot springs"
0040 - "Winner at the dog race"
0080* - "Wedding Ceremony. In front of the church."
0100* - "After the baby was born"
0200 - "Firefly night" [Marias Picture Event]
0400 - "Blue-mist flower" [Popuris Picture Event]
0800 - "Essence of moon drop" [Ellis Picture Event]
1000 - "A rabbit in winter" [Anns Picture Event]
2000 - "Dance of the Kifu Fairy" [Karens Picture Event]
4000 - "Commemoration of home extension."
8000 - "Let's have a party together" [The Infamous 'Party Picture']
* - If you aren't married yet, this picture will not appear, but you can
still read a description. (Hey, at least it doesn't freeze the game.)
Just add the values together for each picture you want, and put it in as
code, and don't forget that these values are to be added in hexidecimal
format (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F) and not in decimal
format (0, 1, 2, 3, 4, 5, 6, 7, 8, 9).
All Name Codes:
[Japanese Lettering]
Hiragana Vowels
a - 00
i - 01
u - 02
e - 03
o - 04
ka - 05
ki - 06
ku - 07
ke - 08
ko - 09
sa - 0A
shi - 0B
su - 0C
se - 0D
so - 0E
ta - 0F
chi - 10
tsu - 11
te - 12
to - 13
na - 14
ni - 15
nu - 16
ne - 17
no - 18
ha - 19
hi - 1A
tu - 1B
he - 1C
ho - 1D
ma - 1E
mi - 1F
mu - 20
me - 21
mo - 22
ya - 23
yu - 24
yo - 25
ra - 26
ri - 27
ru - 28
re - 29
ro - 2A
wa - 2B
o/wo - 2C
n - 2D
ga - 2E
gi - 2F
gu - 30
ge - 31
go - 32
za - 33
ji - 34
zu - 35
ze - 36
zo - 37
da - 38
(ji) - 39
(zu) - 3A
de - 3B
do - 3C
ba - 3D
bi - 3E
bu - 3F
be - 40
bo - 41
pa - 42
pi - 43
pu - 44
pe - 45
po - 46
Hiragana Yoon
ya - 47
yu - 48
yo - 49
Katakana Vowels
a - 50
i - 51
u - 52
e - 53
o - 54
ka - 55
ki - 56
ku - 57
ke - 58
ko - 59
sa - 5A
shi - 5B
su - 5C
se - 5D
so - 5E
ta - 5F
chi - 60
tsu - 61
te - 62
to - 63
na - 64
ni - 65
nu - 66
ne - 67
no - 68
ha - 69
hi - 6A
tu - 6B
he - 6C
ho - 6D
ma - 6E
mi - 6F
mu - 70
me - 71
mo - 72
ya - 73
yu - 74
yo - 75
ra - 76
ri - 77
ru - 78
re - 79
ro - 7A
wa - 7B
o/wo - 7C
n - 7D
ga - 7E
gi - 7F
gu - 80
ge - 81
go - 82
za - 83
ji - 84
zu - 85
ze - 86
zo - 87
da - 88
(ji) - 89
(zu) - 8A
de - 8B
do - 8C
ba - 8D
bi - 8E
bu - 8F
be - 90
bo - 91
pa - 92
pi - 93
pu - 94
pe - 95
po - 96
Katakana Yoon
ya - 98
yu - 99
yo - 9A
[American Lettering]
A - A1
B - A2
C - A3
D - A4
E - A5
F - A6
G - A7
H - A8
I - A9
J - AA
K - AB
L - AC
M - AD
N - AE
O - AF
P - B0
Q - B1
R - B2
S - B3
T - B4
U - B5
V - B6
W - B7
X - B8
Y - B9
Z - BA
a - BB
b - BC
c - BD
d - BE
e - BF
f - C0
g - C1
h - C2
i - C3
j - C4
k - C5
l - C6
m - C7
n - C8
o - C9
p - CA
q - CB
r - CC
s - CD
t - CE
u - CF
v - D0
w - D1
x - D2
y - D3
z - D4
1 - D5
2 - D6
3 - D7
4 - D8
5 - D9
6 - DA
7 - DB
8 - DC
9 - DD
0 - DE
? - DF
! - E0
[Universal Symbols]
[Very Small Arch] - E1
~ - E2
[Dot] - E3
, - E4
[Hollow Dot] - E5
/ - E6
[Hollow Star] - E7
[Full Star] - E8
& - E9
[Hollow Heart] - EA
[Full Heart] - EB
[Hollow Sweat Drop] - EC
[Paw Print] - ED
[NOTHING] - FF
Bottle Contents:
0 - Nothing
1 - Water
2 - Wine
3 - Cure-all
4 - Vitamin Preparation
5 - Vitamin Gold
6 - Milk
7 - Honey
Rucksack Tools*:
00 - Nothing
01 - Sickle
02 - Hoe
03 - Ax
04 - Hammer
05 - Watering Can
06 - Milker
07 - Bell
08 - Brush
09 - Clipper
0A - Turnip Seeds
0B - Potato Seeds
0C - Cabbage Seeds
0D - Tomato Seeds
0E - Corn Seeds
0F - Eggplant Seeds
10 - Strawberry Seeds
11 - Moondrop Plant Seeds
12 - Pink-Cat-Mint Seeds
13 - Blue Mist Seed
14 - Chicken Feed
18 - Fishing Pole
19 - Miracle Potion
1A - Animal Medicine
1B - Grass Seeds
1C - Blue Feather
1D - Jar
* - The Sickle, Hoe, Ax, Hammer, Watering Can, and Jar are changed in
appearance and ability only by separate codes which alter their
level or contents, so if you wish to change what the Jar contains
or at what levels the tools are at, then use the appropriate codes
to change them.
Rucksack Items:
00 - Nothing
01 - Weed
02 - Rock
03 - Log
04 - Moondrop Plant
05 - Pink-Cat-Mint Plant
07 - Cake
08 - Pie
09 - Cookie
0D - Turnip
0E - Potato
0F - Cabbage
10 - Tomato
11 - Corn
12 - Eggplant
13 - Strawberry
14 - Egg
15 - Milk S
16 - Milk M
17 - Milk L
18 - Milk G
19 - Wool
1A - High Quality Wool
1B - Wild Grapes
1C - Very Berry Berry
1D - Tropical Fruit
1E - Walnut
1F - Mushroom
20 - Poisonous Mushroom
22 - Berry of Fullmoon Plant
23 - Medicinal Herb
24 - Edible Herb
25 - Small Fish
26 - Normal Fish
27 - Large Fish
28 - Dumpling
29 - Cotton Candy
2A - Fried Octopus
2C - Candy
2D - Chocolate
2E - Iron Ore
2F - Blue Rock
30 - Rare Metal
31 - Moonlight Stone
32 - Pontata Root
39 - Fodder
58 - Your Dog
60 - Chicken
6B - Chick
7B - Puppy, Jiro
83 - Cat
8B - Fox
93 - Squirrel
A3 - Monkey
AB - Potion Shop Dealers Dog, Taro
B3 - Butterfly
B4 - Ladybug
B5 - Cicada
B6 - Horned Beetle
B7 - Stag Beetle
B8 - Red Dragonfly
B9 - Bell-ring cricket
BA - Baby, Stage 1
C2 - Baby, Stage 2
Rucksack Possessions:
00 - Nothing
01 - Ocarina
02 - Flower Lot Card
03 - Cake Lot Card
04 - Broken Music Box
05 - Fixed Music Box
06 - Old Wine "Doorway to Heaven"
07 - Weather Vane
08 - Gold Pendant
09 - Library Book
0A - Treasure Map
0B - Marbles
0C - Goodluck Charm
0D - Racing Bet Medal Bag
0E - Horse Race Ticket
0F - Dog Race Ticket
10 - Potpourri
11 - Embroidered Handkerchief
12 - Hand Knit Socks
13 - Lucky Bracelet
14 - Flower Bath Crystals
15 - Stamina Carrot
Tomorrows/Todays Forecast*:
01 - Sunny
02 - Rain
03 - Snow
04 - Rain (Will be Sunny, but act like Rainy Day, similar to some
festivals where sunny weather is necessary)
05 - Typhoon (May walk freely outside, but if active while in house,
you'll be locked in)
* - If Both Tomorrows and Todays Forecast Codes are used at the same time,
The Television will always say it will be the type of weather you
choose for the Tomorrow code, while it will always BE what you
choose for the Today code.
Villager Affection:
90 - Maria
91 - Popuri
92 - Elli
93 - Ann
94 - Karen
95 - [Baby]
96 - Harris
97 - Grey
98 - Jeff
99 - Cliff
9A - Kai
9B - Mayor
9C - Mayors Wife
9D - Lillia
9E - Basil
9F - Ellen
A0 - Doug
A1 - Gotz
A2 - Gotz' Wife
A3 - Potion Shop Dealer
A4 - Kent
A5 - Stu
A6 - Midwife
A7 - May
A8 - Rick
A9 - Pastor
AA - Shipper
AB - Saibara
AC - Bartender
AD - Fisherman
AE - Carpenter #1
AF - Carpenter #2
B0 - Master Carpenter
B1 - Sprite #1
B2 - Sprite #2
B3 - Sprite #3
B4 - Old Woman
B5 - Old Man
Gift/Convo Recognition*:
* - Much like the Photo Album, these codes work by use of added values,
so if you add the values for 'YY' for characters sharing a 'XX'
value, it should act like those characters had already been talked
to/given a gift (Depending on what values you used).
XX -
B3
YY -
02 ~ Maria, Conversation
04 ~ Maria, Gift
CC
YY -
01 ~ Carpenter #1, Conversation
02 ~ Master Carpenter, Conversation
04 ~ Sprite #1/2/3, Conversation
08 ~ Old Woman, Conversation
10 ~ Old Man, Conversation
20 ~ Fisherman, Conversation
CD
YY -
01 ~ Rick, Conversation
02 ~ Saibara, Conversation
04 ~ Potion Shop Dealer, Conversation
08 ~ Kent, Conversation
10 ~ Stu, Conversation
20 ~ Midwife, Conversation
40 ~ May, Conversation
80 ~ Carpenter #2, Conversation
CE
YY -
01 ~ Cliff, Conversation
02 ~ Popuri, Conversation
04 ~ Mayor, Conversation
08 ~ Mayors Wife, Conversation
10 ~ Lillia, Conversation
20 ~ Basil, Conversation
40 ~ Ellen, Conversation
80 ~ Pastor, Conversation
CF
YY -
02 ~ Popuri, Conversation
04 ~ Elli, Conversation
08 ~ Ann, Conversation
10 ~ Karen, Conversation
20 ~ Harris, Conversation
40 ~ Grey, Conversation
80 ~ Jeff, Conversation
D0
YY -
01 ~ Kent, Gift
02 ~ Stu, Gift
04 ~ Midwife, Gift
08 ~ May, Gift
10 ~ Carpenter #2, Gift
20 ~ Carpenter #1, Gift
80 ~ Sprite #1/2/3, Gift
D1
YY -
01 ~ Mayors Wife, Gift
02 ~ Lillia, Gift
04 ~ Basil, Gift
08 ~ Ellen, Gift
10 ~ Pastor, Gift
20 ~ Rick, Gift
40 ~ Saibara, Gift
D2
YY -
01 ~ Ann, Gift
02 ~ Karen, Gift
04 ~ Harris, Gift
08 ~ Grey, Gift
10 ~ Jeff, Gift
20 ~ Cliff, Gift
40 ~ Kai, Gift
80 ~ Mayor, Gift
D3
YY -
01 ~ Doug, Conversation
02 ~ Gotz, Conversation
04 ~ Gotz' Wife, Conversation
08 ~ Shipper, Conversation
10 ~ Bartender, Conversation
40 ~ Popuri, Gift
80 ~ Elli, Gift
D6
YY -
01 ~ Shipper, Gift
02 ~ Bartender, Gift
D7
YY -
01 ~ Old Woman, Gift
02 ~ Old Man, Gift
04 ~ Fisherman, Gift
20 ~ Doug, Gift
40 ~ Gotz, Gift
80 ~ Gotz' Wife, Gift
Outdoor Plots:
00 - Untillable Soil
01 - Tillable Soil
02 - Tilled Soil
03 - Watered Soil
04 - Rock
05 - Weed
06 - Log
07 - Broken/Worn Log
08 - Turnip, Stage 1, Day 1, Unwatered
09 - Turnip, Stage 1, Day 1, Watered
0A - Turnip, Stage 1, Day 2, Unwatered
0B - Turnip, Stage 1, Day 2, Watered
0C - Turnip, Stage 2, Day 3, Unwatered
0D - Turnip, Stage 2, Day 3, Watered
0E - Turnip, Stage 2, Day 4, Unwatered
0F - Turnip, Stage 2, Day 4, Watered
10 - Turnip, Harvestable, Unwatered
11 - Turnip, Harvestable, Watered
12 - Turnip, Withered
13 - Potato, Stage 1, Day 1, Unwatered
14 - Potato, Stage 1, Day 1, Watered
15 - Potato, Stage 1, Day 2, Unwatered
16 - Potato, Stage 1, Day 2, Watered
17 - Potato, Stage 1, Day 3, Unwatered
18 - Potato, Stage 1, Day 3, Watered
19 - Potato, Stage 2, Day 4, Unwatered
1A - Potato, Stage 2, Day 4, Watered
1B - Potato, Stage 2, Day 5, Unwatered
1C - Potato, Stage 2, Day 5, Watered
1D - Potato, Stage 2, Day 6, Unwatered
1E - Potato, Stage 2, Day 6, Watered
1F - Potato, Harvestable, Unwatered
20 - Potato, Harvestable, Watered
21 - Potato, Withered
22 - Eggplant, Stage 1, Day 1, Unwatered
23 - Eggplant, Stage 1, Day 1, Watered
24 - Eggplant, Stage 1, Day 2, Unwatered
25 - Eggplant, Stage 1, Day 2, Watered
26 - Eggplant, Stage 2, Day 3, Unwatered
27 - Eggplant, Stage 2, Day 3, Watered
28 - Eggplant, Stage 2, Day 4, Unwatered
29 - Eggplant, Stage 2, Day 4, Watered
2A - Eggplant, Stage 3, Day 5, Unwatered
2B - Eggplant, Stage 3, Day 5, Watered
2C - Eggplant, Stage 3, Day 6, Unwatered
2D - Eggplant, Stage 3, Day 6, Watered
2E - Eggplant, Stage 3, Day 7, Unwatered
2F - Eggplant, Stage 3, Day 7, Watered
30 - Eggplant, Harvestable, Unwatered
31 - Eggplant, Harvestable, Watered
32 - Eggplant, Withered
33 - Cabbage, Stage 1, Day 1, Unwatered
34 - Cabbage, Stage 1, Day 1, Watered
35 - Cabbage, Stage 1, Day 2, Unwatered
36 - Cabbage, Stage 1, Day 2, Watered
37 - Cabbage, Stage 1, Day 3, Unwatered
38 - Cabbage, Stage 1, Day 3, Watered
39 - Cabbage, Stage 2, Day 4, Unwatered
3A - Cabbage, Stage 2, Day 4, Watered
3B - Cabbage, Stage 2, Day 5, Unwatered
3C - Cabbage, Stage 2, Day 5, Watered
3D - Cabbage, Stage 3, Day 6, Unwatered
3E - Cabbage, Stage 3, Day 6, Watered
3F - Cabbage, Stage 3, Day 7, Unwatered
40 - Cabbage, Stage 3, Day 7, Watered
41 - Cabbage, Harvestable, Unwatered
42 - Cabbage, Harvestable, Watered
43 - Cabbage, Withered
44 - Strawberry, Stage 1, Day 1, Unwatered
45 - Strawberry, Stage 1, Day 1, Watered
46 - Strawberry, Stage 1, Day 2, Unwatered
47 - Strawberry, Stage 1, Day 2, Watered
48 - Strawberry, Stage 2, Day 3, Unwatered
49 - Strawberry, Stage 2, Day 3, Watered
4A - Strawberry, Stage 2, Day 4, Unwatered
4B - Strawberry, Stage 2, Day 4, Watered
4C - Strawberry, Stage 3, Day 5, Unwatered
4D - Strawberry, Stage 3, Day 5, Watered
4E - Strawberry, Stage 3, Day 6, Unwatered
4F - Strawberry, Stage 3, Day 6, Watered
50 - Strawberry, Harvestable, Unwatered
51 - Strawberry, Harvestable, Watered
52 - Strawberry, Withered
53 - Tomato, Stage 1, Day 1, Unwatered
54 - Tomato, Stage 1, Day 1, Watered
55 - Tomato, Stage 1, Day 2, Unwatered
56 - Tomato, Stage 1, Day 2, Watered
57 - Tomato, Stage 2, Day 3, Unwatered
58 - Tomato, Stage 2, Day 3, Watered
59 - Tomato, Stage 2, Day 4, Unwatered
5A - Tomato, Stage 2, Day 4, Watered
5B - Tomato, Stage 3, Day 5, Unwatered
5C - Tomato, Stage 3, Day 5, Watered
5D - Tomato, Stage 3, Day 6, Unwatered
5E - Tomato, Stage 3, Day 6, Watered
5F - Tomato, Stage 4, Day 7, Unwatered
60 - Tomato, Stage 4, Day 7, Watered
61 - Tomato, Stage 4, Day 8, Unwatered
62 - Tomato, Stage 4, Day 8, Watered
63 - Tomato, Stage 4, Day 9, Unwatered
64 - Tomato, Stage 4, Day 9, Watered
65 - Tomato, Harvestable, Unwatered
66 - Tomato, Harvestable, Watered
67 - Tomato, Withered
68 - Corn, Stage 1, Day 1, Unwatered
69 - Corn, Stage 1, Day 1, Watered
6A - Corn, Stage 1, Day 2, Unwatered
6B - Corn, Stage 1, Day 2, Watered
6C - Corn, Stage 1, Day 3, Unwatered
6D - Corn, Stage 1, Day 3, Watered
6E - Corn, Stage 2, Day 4, Unwatered
6F - Corn, Stage 2, Day 4, Watered
70 - Corn, Stage 2, Day 5, Unwatered
71 - Corn, Stage 2, Day 5, Watered
72 - Corn, Stage 2, Day 6, Unwatered
73 - Corn, Stage 2, Day 6, Watered
74 - Corn, Stage 3, Day 7, Unwatered
75 - Corn, Stage 3, Day 7, Watered
76 - Corn, Stage 3, Day 8, Unwatered
77 - Corn, Stage 3, Day 8, Watered
78 - Corn, Stage 3, Day 9, Unwatered
79 - Corn, Stage 3, Day 9, Watered
7A - Corn, Stage 4, Day 10, Unwatered
7B - Corn, Stage 4, Day 10, Watered
7C - Corn, Stage 4, Day 11, Unwatered
7D - Corn, Stage 4, Day 11, Watered
7E - Corn, Stage 4, Day 12, Unwatered
7F - Corn, Stage 4, Day 12, Watered
80 - Corn, Stage 4, Day 13, Unwatered
81 - Corn, Stage 4, Day 13, Watered
82 - Corn, Harvestable, Unwatered
83 - Corn, Harvestable, Watered
84 - Corn, Withered
85 - Grass, Stage 1, Day 1
86 - Grass, Stage 1, Day 2
87 - Grass, Stage 1, Day 3
88 - Grass, Stage 2, Day 4
89 - Grass, Stage 2, Day 5
8A - Grass, Stage 2, Day 6
8B - Grass, Stage 3, Day 7
8C - Grass, Stage 3, Day 8
8D - Grass, Stage 3, Day 9
8E - Grass, Reapable
8F - Grass, Cut
90 - Moondrop Plant, Stage 1, Day 1, Unwatered
91 - Moondrop Plant, Stage 1, Day 1, Watered
92 - Moondrop Plant, Stage 1, Day 2, Unwatered
93 - Moondrop Plant, Stage 1, Day 2, Watered
94 - Moondrop Plant, Stage 2, Day 3, Unwatered
95 - Moondrop Plant, Stage 2, Day 3, Watered
96 - Moondrop Plant, Stage 2, Day 4, Unwatered
97 - Moondrop Plant, Stage 2, Day 4, Watered
98 - Moondrop Plant, Stage 3, Day 5, Unwatered
99 - Moondrop Plant, Stage 3, Day 5, Watered
9A - Moondrop Plant, Stage 3, Day 6, Unwatered
9B - Moondrop Plant, Stage 3, Day 6, Watered
9C - Moondrop Plant, Harvestable, Unwatered
9D - Moondrop Plant, Harvestable, Watered
9E - Moondrop Plant, Withered
9F - Pink-Cat-Mint Plant, Stage 1, Day 1, Unwatered
A0 - Pink-Cat-Mint Plant, Stage 1, Day 1, Watered
A1 - Pink-Cat-Mint Plant, Stage 1, Day 2, Unwatered
A2 - Pink-Cat-Mint Plant, Stage 1, Day 2, Watered
A3 - Pink-Cat-Mint Plant, Stage 1, Day 3, Unwatered
A4 - Pink-Cat-Mint Plant, Stage 1, Day 3, Watered
A5 - Pink-Cat-Mint Plant, Stage 2, Day 4, Unwatered
A6 - Pink-Cat-Mint Plant, Stage 2, Day 4, Watered
A7 - Pink-Cat-Mint Plant, Stage 2, Day 5, Unwatered
A8 - Pink-Cat-Mint Plant, Stage 2, Day 5, Watered
A9 - Pink-Cat-Mint Plant, Stage 2, Day 6, Unwatered
AA - Pink-Cat-Mint Plant, Stage 2, Day 6, Watered
AB - Pink-Cat-Mint Plant, Stage 3, Day 7, Unwatered
AC - Pink-Cat-Mint Plant, Stage 3, Day 7, Watered
AD - Pink-Cat-Mint Plant, Stage 3, Day 8, Unwatered
AE - Pink-Cat-Mint Plant, Stage 3, Day 8, Watered
AF - Pink-Cat-Mint Plant, Harvestable, Unwatered
B0 - Pink-Cat-Mint Plant, Harvestable, Watered
B1 - Pink-Cat-Mint Plant, Withered
B2 - Blue Mist Flower, Stage 1, Day 1, Unwatered
B3 - Blue Mist Flower, Stage 1, Day 1, Watered
B4 - Blue Mist Flower, Stage 1, Day 2, Unwatered
B5 - Blue Mist Flower, Stage 1, Day 2, Watered
B6 - Blue Mist Flower, Stage 1, Day 3, Unwatered
B7 - Blue Mist Flower, Stage 1, Day 3, Watered
B8 - Blue Mist Flower, Stage 2, Day 4, Unwatered
B9 - Blue Mist Flower, Stage 2, Day 4, Watered
BA - Blue Mist Flower, Stage 2, Day 5, Unwatered
BB - Blue Mist Flower, Stage 2, Day 5, Watered
BC - Blue Mist Flower, Stage 2, Day 6, Unwatered
BD - Blue Mist Flower, Stage 2, Day 6, Watered
BE - Blue Mist Flower, Stage 3, Day 7, Unwatered
BF - Blue Mist Flower, Stage 3, Day 7, Watered
C0 - Blue Mist Flower, Stage 3, Day 8, Unwatered
C1 - Blue Mist Flower, Stage 3, Day 8, Watered
C2 - Blue Mist Flower
C3 - Blue Mist Flower
C4 - Boulder Sprite
C5 - Blocked space for Boulder Sprite
C6 - Blocked space for Boulder Sprite
C7 - Blocked space for Boulder Sprite
C8 - Stump Sprite
C9 - Blocked space for Stump Sprite
CA - Blocked space for Stump Sprite
CB - Blocked space for Stump Sprite
CC - Medicinal Herb
CD - Edible Grass
CE - Very Berry Berry
EF - Tropical Fruit
D0 - Walnut
D1 - Wild Grapes
D2 - Mushroom
D3 - Poisonous Mushroom
D4 - Full Moon Berry
D5 - Moondrop Plant
D6 - Moondrop Plant
D7 - Seed, Unwatered
D8 - Seed, Watered
D9 - Grass, Stage 2
DA - Grass, Stage 2
DB - Grass, Stage 2
DC - Grass, Stage 2
DD - Blocked space of Soil
DE - Blocked space of Soil
DF - Blocked space of Soil
E0 - Blocked space of Soil
E1 - Grass, Stage 2
E2 - Grass, Stage 2
E3 - Grass, Stage 2
E5 - Odd Plant
E6 - Untillable Soil
E7 - Odd Plant, More Fully Grown
E8 - Grassy Ground, Covering 1x2 Space
E9 - Grass, Stage 2
EA - Grass, Stage 2
EB - Grass, Stage 2
EC - Grassy Ground
ED - Grass S.2 w/ Stump Sprite, Space Below is Grassy Ground
EE - Untillable Soil
EF - Grass, Stage 2
F0 - Grass, Stage 2
F1 - Untillable Soil
F2 - Grass, Stage 2, Blocked
F3 - Untillable Soil
F4 - Grass, Stage 2
F5 - Grass, Stage 2
F6 - Grass, Stage 2
F7 - Grass, Stage 2
F8 - Grass, Stage 2
F9 - Untillable Soil
FA - Grass, Stage 2 with Corn-Like Stalk
FB - Building Side
FC - Grass, Stage 2 with Corn-Like Stalk
FD - Building Side
FE - Grass, Stage 2
FF - Grass, Stage 2
Extensions:
XX - C8
YY - 01 ~ Carpet
XX - C9
YY - 01 ~ Kitchen
02 ~ Bathroom
04 ~ Staircase
08 ~ Greenhouse
10 ~ Porch
20 ~ Baby Bed
40 ~ Cabinet
80 ~ Table Cloth
XX - CA
YY - 40 ~ Turtle Figurine
80 ~ Invincible Katori
XX - D0
YY - 01 ~ Stuffed Horse
02 ~ Moo Moo Clock
04 ~ Pillow
08 ~ Extra Calander Stickers
10 ~ Mug (Kitchen)
20 ~ Meal Cloths
XX - D2
YY - 40 ~ New Horse Pen
80 ~ New Dog House
===========================================================================
Things Which Still Require Updating [^Update]
===========================================================================
This is not a promise of things to come, but instead, a list of things that
still remain undone or incomplete - when preparing further updates,
whenever they may come, this will help myself and curious readers to
remember what can still be built upon. As well, these things are of
varying difficulty and relevance... don't be surprised to see some piece
of common knowledge in this list.
In General:
~ Extensions section
~ Planting information and advice sections
~ Listing of special items, means to attain them, and their effects
~ Power Berry Location section
~ Need to add a Courtship/Marriage section regarding the five girls
By Section:
~ Villagers
- Missing Conversation info on Baby, Basil, and Cliff
(If indeed said information exists)
- Missing gift affection information for Fisherman
- Missing a number of recipe affection boost info
- Missing much info on cut-scenes
- Missing villagers in Starry Night Festival Church attendence
===========================================================================
Special Thanks [^Thanks]
===========================================================================
Rift ~
Rift is the very reason and inspiration for having started this FAQ
in the first place. His finds are too many to list here, but
needless to say, many of the worst myths about this game have been
systematically disproven by his efforts alone. As well, after all
these years, he remains as one of the most helpful members of the
GameFAQs HM64 Message Board, offering helpful advice and information
to those in need. In short, Rift is Awesome Incarnate, and this
guide would not exist without him.
Sam Van Dam ~
A very active member of the HM64 Message Board, he was instrumental
in my efforts to correct factual inaccuracies and provide as much
content as possible in my transition from Version 1.0 to 2.0. The
help SVD has provided is so great, it's hard to really point out
a suitable example of his contributions - I suppose it'll suffice
to say that this guide wouldn't be quite what it is without SVD.
scribblykakuloo ~
Seeing my failure and seeking to right my ineptitude, Scribbly found
out the exact requirements for winning the dreaded Cow Festival...
Oh yeah, and he did it without a GameShark - just good old pen,
paper, and controller. He has mine and the entire HM64 Message
Board's thanks for his research. Scribbly, simply astounding!
The GameFAQs HM64 Message Board ~
For putting up with my constant delays, and near the end, major
procrastination. You had no reason to stick with me, even when my
delays weren't due to laziness, moreso when they were - if I can
promise nothing else, I will at least try to acknowledge to myself
when I'm not ready for everything I have set in front of me, so I can
make things easier for everyone involved. Your patience has been
very much appreciated.
To Those That Deserve Recognition, Yet Whom Escape My Mind ~
While everyone else was a victim of my procrastination, you are now a
victim of my poor memory - if you deserve my thanks, yet aren't
listed here, don't think it's because I don't believe you deserve my
thanks. I would feel insulted, and rightfully so, if I had provided
a notable help as those listed above have, yet had never gotten
proper recognition for it. E-mail me, by all means, and I'll make it
a point to update my guide if I agree with you to give you your
recognition.
===========================================================================
Legal Information [^Legal]
===========================================================================
This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site but on GameFAQs.com, no
exceptions. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, in part or in its entirety, and is
a violation of copyright.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
(c) Copyright 2006-2010+
[email protected]