------------------------------------------------------------------------------- (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+ SomeCrazyGuy_HM64@Yahoo.com