FAQ/Walkthrough by super_luigi16

Version 1.55, Last Updated 2013-09-12

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Introduction

Welcome to Animal Crossing: New Leaf! Whether you're familiar with the series or a newcomer to animal villages, everyone can find help in this guide alike; this guide should be your one-stop destination for everything from getting started as mayor to figuring out which two flowers make a blue rose--from the basic walkthrough content to the extra information tidbits. Anyway, New Leaf, as I will colloquially call it for the rest of the guide, brings more new content to the franchise than Wild World (DS) and City Folk (Wii) put together. On top of that, New Leaf has the privelage of being the handheld version; the handheld versions tend to be much more enjoyable due to their closer relation to you and their portability. Well, that's enough of my mini-analysis; let's get moving onto navigation!

  • Walkthrough - If you need help getting your house paid off, working with community projects, handling mayor-related duties, MAKING MONEY, handling routine duties (daily or weekly), check this section out!
  • Appendices (Appendix A) - Head here if you need help with any extra information, including, but not limited to, the following: fish, bugs, diving creatures, clothing, holidays, furniture items, fossils, gyroids, and so on.
  • About the Guide - If you want to know about how I structured a guide to the most unstructured game in existance, follow this link!
  • Contributing - If you have something tell me about the game (that I haven't covered already!), please tell me! Use the information in Contributing to shoot me an email. :)
  • What is Animal Crossing? - If you're a newcomer, you definitely wanna check this section out! Having explained Animal Crossing to so many people, I have defining Animal Crossing down to a SCIENCE.

Oh, and don't forget about the ToC to your right for more specific content!

What is Animal Crossing?

This is something almost everyone new to Animal Crossing asks me! Hell, even GameFAQs lists New Leaf under miscellaneous. The dry definition is the following: Animal Crossing is a real-time virtual reality game, which means that you control your own avatar in an environment that progresses in cognito with real time. But there's a lot more to Animal Crossing; firstly, Animal Crossing (for me) tends to be more than the sum of a lot of parts. There are the routine tasks: watering flowers, checking the shops, buying and selling turnips (think stock market just with stalks), interacting with neighbors, and paying down your debt/saving up for your future. Then there are the out-of-the-ordinary, every-once-in-a-while tasks: going to someone else's town, redecorating your house, going fishing, catching bugs, going diving, heading to the island, renovating your town, starting community projects, and other mayoral duties.

So, your presence in New Leaf is basically you running a town without dealing all of that messy, undesirable real-life stuff like work, school, and in-laws. :)

About the Author

This is my one paragraph of fame (if only it took you fifteen minutes to read it...), so please bear with me!

Hiya, everyone, my name is super_luigi16, though you can call me SuperLuigi or SL for short! I've been writing guides for a little over a year, and I believe this is my ninth complete guide on GameFAQs. I usually stick to first-party Nintendo guides because I actually know what I'm talking about, but I will write for the occasional PC or third-party game. I'm an entering university student, researcher, videogaming journalist, and, of course, guide-writer! I've been playing games since I was little, and I enjoy JRPGs, racing/sports titles, and action-adventure titles. Well, that's enough about me--what about the guide?

About the Guide

Animal Crossing as it gets. And, to be honest, that's the bane of a guide-writers existance. It means that we can't sit here and tell you to follow a walkthrough from point A to point B, and we can assume that it covers everything you need to know. That's part of the reason why this guide is "formatted" with hyperlinks and html markup instead of being plain-text like Liquefy's FAQ.

Anyway, I basically divide this guide into two big sections in my head: the "Walkthrough" section, encompassing debt repayment, making money, and other mayoral duties, and the "Appendices," covering everything from furniture to fish. You can skip to any particular section you please with the Table of Contents to the right. Of course, please do realize that the Walkthrough sections do not tell you to do X, Y, and Z; rather, they inform you as to what progression does occur, and various methods to reach the end of said progression.

If you ever notice any inaccuracy in the guide, please let me know via Contributing. I strive to create a comprehensive and accurate guide, so I would very much like to hear if I'm wrong.

Version 1.55

Submitted September 12th, 2013

Version 1.54

Submitted August 7th, 2013

  • More more Appendix N.
  • Minor corrections.
Version 1.53

Submitted August 5th, 2013

  • More Appendix N.
Version 1.52

Submitted August 4th, 2013

  • More Appendix N.
  • Minor corrections.
  • Updates will be slower due to Pikmin 3.
Version 1.51

Submitted August 1st, 2013

Version 1.50

Submitted July 31st, 2013

  • Appendix M: stationery completed.
  • Various other fixes and contributions.
Version 1.41

Submitted July 30th, 2013

  • Hybrid pictoral guide added
  • Added alphabetical list to Fish
  • Finishing Appendix M for next update
Version 1.40

Submitted July 23rd, 2013

  • More Appendices added.
Version 1.00

Submitted June 27th, 2013

  • Sorry for the lack of updates! Finished the Making Money portion of my Walkthrough! Will add in the extra stuff (hopefully) over the weekend. Also gonna start trucking along on the Appendices again. It's been a very busy week. Will start working on contributions that have been flowing in over the week as well.
Version v0.50

Submitted June 20th, 2013

  • Polished up the first part of the Walkthrough. Certainly not finished, but what's there has been smoothed out.
  • Added Appendix G: Fossils. Didn't get home til late last night, so I did a smaller Appendix! :)
Version BETA

Submitted June 19th, 2013

  • The Walkthrough has been started. I will try to finish most of it up by the end of this week or the beginning of next week.
  • Appendices have been added. I will be adding more as time goes on, and I plan to have Appendices running up to Appendix P. I'm hoping for daily updates to bring more information to you!

Starting Out (Day 1)

When you first start up your new Animal Crossing file, you'll be sitting in a trolley. If you've played previous games, this part should seem familiar. Anyway, Rover, the red-shirted cat, will come up to you and ask to take a seat. Rover will then ask your name, which you should enter. Remember that everyone you play with over Wifi will see this name, so plan accordingly. You cannot change your name. He (yes, Rover is a he) will then ask you where you're going, prompting you to name your new village. Again, you cannot change this name either. Rover's never heard of the town you're going to, so he will show you a variety of maps of towns along the train line. He has four maps from you to choose from, and you can cycle through them if you choose "Nope!" on the bottom. These maps are randomly generated, so you can start over if you don't like any of the maps to get some new maps.

Town Layouts

Here I have a quick word about town layouts. Many Animal Crossing veterans are, uh, picky about their town layouts--and for good reason. You're stuck with your town layout for the rest of your town's life. It is imperative you enjoy your layout. Here are some basic factors to look for when considering choosing your map:

  • Walking Distance - Remember that you will be walking everywhere. This means that you want short walking distances from the beach to Re-Tail (the pink sybmol with the circular arrows) to the train station to the north. Ideally, Re-Tail should not be off in the corner, and the beach should have easy access from the northeast/west and the south.
  • Bridge - You cannot place another bridge for at least the first few days, so you need to have a good bridge placement that both (a) leaves room for another well-placed bridge and (b) allows you to easily traverse your town for the first few days or weeks.
  • River Length - If you're a heavy fisher like I am, you will benefit from a longer river that allows you to easily stay on one side of the river whilst fishing from most of the river. This means that you want a river that doesn't doubleback often and doesn't obstruct fishing. Also decide whether you want a north-south river or an east-west river--I personally prefer the latter.
  • "Secret Beaches" - Watch for beaches that are unreachable via land. This means that the beach cannot be reached via the slopes allowing you to descend the cliff. If you cannot reach this beach, it is largely unusable, and, even when you can reach it, it's more of a hassle than it's worth.
  • Aesthetic Flair - Look for landform features that you can capitalize with regards to public works and aesthetic design.

Happy map hunting!

After you decide which map best fits your town, Rover will start asking you a few questions about the town to which you're heading and why you're heading there. These questions determine the appearance of your character. The following table describes which answer options lead to which appearances. Choose wisely!

Question #1Question #2Question #3Male AppearanceFemale Appearance
TopTopTopLarge Eyes; Spiky HairLarge Eyes; Large, Poofy Hair
TopTopBottomSmall, Round Eyes; Clean HaircutVertical-ish Eyes; Longer Hair
TopBottomTopVertical-ish Eyes; Spiked Hair (Left)Vertical-ish Brown Eyes; Shorter, Bowl Cut
TopBottomBottomDiamond-Shaped Eyes; Spiked Hair (Right)Diamond-Shaped Eyes; Shorter, Bowl Cut
MiddleTopTopRounder, Blue Eyes; Waning HairBlack, Sparkly Eyes; Poofy Pink Hair
MiddleTopBottomBrown, Crazy Hair; Blue Eyes; Rosy CheeksRound Eyes; Longer Hair; Rosy Cheeks
MiddleBottomTop"Sleepy" Eyes; Jagged, Black Hair"Sleepy" Eyes; Hair Pulled Back
MiddleBottomBottomWarm, Round Eyes; Spiky HairAloof Eyes; Black Bowl Cut
BottomTopTopConservative Face; Black, Crazy HairChildish Face/Eyes; Hair Pulled Back
BottomTopBottomSquinty, Mysterious Eyes; Desheveled HairSquiny Eyes; Long, Black Hair
BottomBottomTopLarge, Googly Eyes; Brown HairLarge, Circular Eyes; Pink Pulled Back Hair
BottomBottomBottomSmall, Black Eyes; Gelled-Up HairSmall Eyes; Black, Poofy Hair

Rover will now leave you be as you arrive in your new town. Stepping out of the train station, a yellow dog and her cadre of villagers will greet you. These villagers are among the many in your new town. Anyway, the dog will introduce herself as Isabelle, your assistant. By the way, you're mayor. Yeah, so, as mayor, Isabelle will invite you to your new workplace: Town Hall. Using your map, follow Isabelle to the town hall. Once there, Isabelle will realize that you have nowhere to live and send you back over to Main Street.

Main Street is to the north and is home to many shops: Tom Nook's Real Estate Agency is among them. If you're having trouble finding it, look for the blue shop with a leaf on its sign. Once you visit Tom Nook, he will tell you to choose a site for your house. Choose wisely! Tom Nook will inform you if your spot is unfeasible. Remember, you cannot move your house's location.

Once you place your house, Tom Nook will give you a temporary living space: a tent. This tent will serve as your home until tomorrow when your house will be finished. Also, your tent does not allow you to place furniture items on your wall, nor does it allow you to place wallpaper or carpeting. After you get your homy little, uh, tent set up, you should head back to your town hall to consult Isabelle. She will tell you that she needs your birthday (also cannot be changed) to finish your residency form. Once this has been all squared away, your assistant will give you a TPC (Town Pass Card).

Isabelle will then invite you to the plaza where you will plant your ceremonial tree! This tree will represent the growth of your town--the little sprout in the middle can eventually be the largest tree in town! Anyway, after the ceremony, you're basically free for the rest of the day. You can go fishing, find seashells, catch bugs, mingle with your neighbors, and so on. However, if you want to score a few more collectibles, talk to Isabelle at the Town Hall.

Isabelle has a series of suggestions with regards to starting your tenure as mayor. Here are her tasks in the order that they should appear:

  1. Meet your neighbors! - Take the time to go introduce yourself to all of your neighbors. Some will be out and about and others will be in their house (look for lights and smoke from the chimney). Those that are out and about might be up on Main Street!
  2. Send letters! - Isabelle will give you some lined paper to write letters to your neighbors. I recommend attaching either 100 bells or a junky item so that your friends will send items back! You can add items by opening up the mail pouch and sliding the item onto the letter itself.
  3. Get Isabelle a Shell! - Head down to your beach (via one of the ramps to the south) and find a shell along the cost. Note that some shells are worth more than others! Grab one for Isabelle and take it back to the Town Hall. Isabelle will reward you with a foreign fruit!
  4. Planting a Tree! - With your newfound fruit, Isabelle will suggest that you plant a tree with said fruit. Head to the Nookling's Junction to the north on Main Street and buy a shovel in their shop. Return to town and find a good spot--not too close to other trees, buildings, or landforms--and bury your fruit. A little sapling will sprout up in its place! Your tree (if it lives) will take a few days to grow into another fruit tree.
  5. Archaeology! - Isabelle will also suggest that you find a star-shaped marking in the ground. These little markings always suggest that there's something under the ground. Usually, these little markings hold fossils and other goodies. Isabelle wants you to find a fossil and take it to Blathers on main street (in the museum). Once you locate the museum, have Blathers assess your fossil. He will give you the option of keeping the fossil or leaving it as a donation to the museum. I personally recommend the latter even though keeping it allows you to sell the fossil.
  6. Icthyologist or Entomologist? - Before you return to Isabelle, check Nookling's Junction for their other tool. Sell some shells or fruit to get enough money to buy it. Head back to the Town Hall afterwards and find Isabelle. She will now ask you which you like better--fishing or catching bugs. Answer the opposite of whatever tool you got from Nookling's. This will give you both tools on your first day! Isabelle wants you to catch three of whatever tool she gave you (bugs or fish). Bugs can be tough in the winter, but you shouldn't have too many issues. For more info on fishing and catching bugs, see the Appendices. After you finish all of this, Isabelle rewards you with a Watering Can! Score!

That finishes up all of Isabelle's tutorials--now what? Well, now you're free! For the most part, that is. There are certain objectives that you need to complete to get the game to advance. In order for you to actually get your house built, you need to visit Tom Nook on Main Street. Once inside Tom Nook's Real Estate Agency, he will tell you the down payment necessary to start construction and initiate your loan. The total comes out to be 10000 bells.

Ten-thousand bells?

Yep, 10000 bells! Don't worry, I'll give you some basic "starting-out" tips on making money at the beginning. Firstly, harvest all of the sea shells along the ocean and sell them to either Re-Tail (the pink recycling center in your town) or Nookling's. Either option is viable. You can also shake trees in your town to find bells. Another option is to get furniture and sell it (by "get" furniture, I mean either get it from neighbors through favors or find it in trees; buying and selling nets you a loss). Finally, the most realistic way to attain 10000 bells quickly is to simply catch bugs and fish! Bugs and fish can fetch anywhere from five bells to fifteen-thousand bells, though the average is usually around three-hundred. See the appendices for more complete info on individual shells, fish, bugs, and other content.

After you reach that 10000 bell down payment, give it to Tom Nook to start construction. Your house won't be done til tomorrow, so that leaves you the rest of the day to do whatever you want. This means you can build up funds, make some patterns, go shopping, play with friends, beautify your town, or make small talk with your neighbors.

So, the rest of the day is left for you to do whatever you want! You should start saving up bells, in my opinion, or you can take a break. The next phase starts tomorrow.

Development Permit Hunting (Day 2)

After your first day, you should have since gained an actual house! You can walk back inside your house to discover a more...respectable interior. Isabelle will come visit you and bestow you with a Paw-Print Wallpaper. Awesome! You can throw it on the wall, but I actually think it looks a bit gaudy. But, then again, what do I know.

Anyway, Isabelle invites you over to the Town Hall. Here, you should check in with her. She will tell you to move behind to the back of the Town Hall and sit in the mayor's chair; this is the only way to be officially treated as mayor by Isabelle. If you talk to her at the front desk, she will treat you more as a citizen than a mayor. Anyway, once in the back, Isabelle will tell you about the Development Permit, which is required to enact most mayorial powers. We'll talk more about those later. The permit is attained by (a) having a house and (b) having a 100% approval rating among your citizens.

(a) - check. (b) - not so much.

A 100% approval rating might sound hard to attain (especially considering that, if you talk to Isabelle again, she will tell you that your approval rating is around 30% or so), but it's actually doable in one day. If you talk to Isabelle some more about improving your approval rating, she will give you advice. I've compiled this advice into one list as you go about your second day:

  • Design a new town flag pattern. Talk to Isabelle at the front desk to do this. You can use the Able Sister's to make your pattern, or you can use your little design tab to make a not-so-pro design (it has less features if you use the latter method).
  • Compose a new town tune. Talk to Isabelle at the front desk to do this. Composing a town tune isn't hard--just remember that you have to listen to it often!
  • Water flowers. Hopefully you got the Watering Can yesterday or you can't do this. Watering dead flowers nets you extra points (correct me if I'm wrong) and you can even set your flowers up to beautify your town around certain buildings!
  • Pull weeds. Even though it's only day two, some weeds have undoubtedly sprouted up, allowing you to pull them for an approval rating boost. Weeds will continue to sprout up every day (though only two or three per day) and it's good to pull them when you see them. It's also a common courtesy to pull weeds in other towns you happen to be visiting.
  • Post on the bulletin board. It can be something short, something long, two letters, or two posts! You might even consider posting something for your visitors to see.
  • Donate, donate, donate! Donating to your museum both fills your museum's hallowed halls and boosts your approval rating. I recommend donating the first of every catch and every fossil you find to your museum as this nets you items (eventually).
  • Buy and sell at Re-Tail. Re-Tail is a local shop, and shopping local is always preferred! Selling junk that you catch from the river at Re-Tail nets you even larger approval gains because it's "recycling." Oh, and Re-Tail tends to pay higher prices for goods, so I highly recommend that you sell there over Nookling's. The only reason you would want to sell at Nookling's is so that they can have revenue to upgrade their shop.
  • Talk to villagers! They are your friends after all! Handling their chores and just talking in general allows you to foster relationships that will pay off and will boost your approval rating for the purposes of a Development Permit.

Note that each of these methods has a level of diminishing returns. For instance, if you donate 30 bugs to the museum, only the first five or so will have a measurable on your approval rating. On top of that, things like talking to neighbors will only really work once per neighbor. However, you don't have to do all of the above; you can even skip out on some of them and still reach 100%. Just keep plugging away at those points enumerated above and you should attain 100% before the day ends!

Note that it doesn't hurt to wait a day. That just means you won't be able to start Community Projects until your fourth day--don't worry about it.

Of course, continue making money, decorating your house, and building friendships both with animal villagers and people all over the world. That's what Animal Crossing is all about!


Public Works and Ordinances (Day 3)


So now we've gotten up to our third day, and (hopefully) we have our new Development Permit! Awesome! So now what do we do with it?

Well, let's go talk to Isabelle at Town Hall! Once there, she will inform you that we can now do two things with our Development Permit: enact ordinances and start Community Projects aka Public Works. (Note: I will refer to the projects that build stuff in your town as either Public Works or Community Projects in this guide). The former is rather straightforward; you can deicde what you want your town to be like: rich, beautiful, late-night, or early morning. The ordinances are pretty much just as they sound, but I talk more about them in the Ordinances section of the following Mayoral Duties section. You should have a pretty good idea of how you want to specialize your town, though; if you're having trouble, see the section above.

So what about Public Works? Well, Isabelle will give you a pretty long list of projects you can undertake. This list will get longer over time. Don't feel compelled to build every single project because you cannot; your town has a limit on how many Public Works that can be in your town. Pick and choose the ones you actually want to build. These projects can range from useful (police stations) to aesthetically pleasing (statues) to a little of both (bridges). I personally like the Yellow Bench, the Lamppost, and the Stone Bridge out of the first choices, but you can choose whatever you want. Check out the Community Projects section in Mayoral Duties for more on all of the Community Projects!

I also recommend that you keep on paying off your loan, fishing/catching bugs for bells, and improving your town as you see fit. Finding a furniture theme or series that you like (see Appendix A: Furniture for more) can make the game much more enjoyable.


The Rest of the Week (Days 4-7)


The game starts letting you loose now. You certainly can't do that much yet, but features will start to appear. First, you should notice a Garden Center moving into your Main Street by the end of the week. Afterwards, the Dream Suite, a Nooklings Expansion, and Shoe Shanks should start to roll into town.

So, what do you do in the downtime? Well, that's for you to figure out! There are community projects to build, furniture sets to collect, fishes to catch, bugs to capture, water to swim, fossils to unearth, neighbors to befriend, balloons to shoot, and an online to explore! In this guide, I've assembled info about most--if not all--of the aforementioned tasks. You can check out the TOC and look for their respective section to get info-hunting.


... And Beyond


As the days wear on, you're town will continue to grow and grow. Well, not literally--figuratively! Shops will expand, friends will get friendlier, and your treasure trove of items will increase. In order to find out what you can and cannot do as well as what you do and do not want, I highly recommend you scour the Appendices, looking for what you would want in your dream town and what you would not want.

Some players decide to beautify their town beyond belief. They will create patterns to place on the ground that will make their town seem more modern. Others will strive to reach the 100000000 bell mark. It's all about what you decide to do with your town.

Making Money

Perhaps the most improtant part of running a successful town is having the funds necessary to improve said town. In this section, I will detail various ways to make money, ranging from small-money options like Tree-Shaking to big-money options like the Island and Turnips.

Your need for money is insatiable. In addition to completed house costing well over five million bells, you also need serious money for the vast majority of Public Works, a good chunk of change for expensive series (like Gorgeous, Sweet, etc.) and expensive items (like the Crown, Royal Crown, Throne, etc.), and an ever-inflating online economy. During a good week, you should be making a few million from turnips and the island. Of course, various methods come with various risks and/or time commitments. This section will detail some of the most common ways to get money, ranging from the smallest of monies at the beginning to the biggest money-makers at the end. Feel free to check out the following sections at your leisure!


Tree-Shaking


This is likely one of your first (and easiest) avenues for money at the beginning of the game. Trees can hold a variety of things: a few bugs (the Bee, the Bagworm, and the Spider), furniture items, or 100 bells. Not all trees hold items, and one of the aforementioned bugs will chase after you upon spawning. Anyway, most trees hold 100 bells; it's unlikely that any tree holds a furniture item or any of the bugs. Usually, the frequency is about two or three bees per town of fresh trees, one other tree-bug per town, and two or three furniture items per town.

You can save and restart your town to force the bugs to respawn. However, the money will only respawn once a day, so, once you exhaust your town's tree-money supply, you'll need to wait til tomorrow. Moreover, you shouldn't use your trees as any sort of primary source of money beyond the first few hours. The trees should primarily act as an income when you're finanacing tools at the beginning of the game. The furniture can be sold for a meager amount of funds, but, again, there are much better money-making ventures.

Later in the game, the only reason you'll be shaking trees will be to fulfill your bug encyclopedia. For more on this, see Appendix E: Bugs. Even if you need a small amount of money, try other, less time-consuming methods.


Seashells


This is the other no-tool method prominently used to get money at the very beginning. The beach is full of shells worth a decent amount of bells (from approximately 100 bells to over 1000 bells), and you have to do nothing more than pick them up. All shells are pretty much worthless in all other contexts, and, once you get the appropriate tools, you'll probably stop using shells as a source of income. For more on how much specific shells are worth (and other natural items in other months), check out Appendix L: Seashells, Fruit, Ore, and Mushrooms.


Money Rocks


Perhaps one of the most lucrative and easygoing methods of earning money at the beginning of the game, the money rock offers over 10000 bells with the most optimistic of tools (the Golden Axe). Otherwise, the money rock is a good way to earn a good 8000 bells.

Anyway, so you're probably still wondering what exactly a money rock is. Well, you know how there are big gray boulders throughout your town? You can hit those with your shovel! (... And your Axe, but I recommend against it as your Axe can start to break.) One random rock in your town will be the "money rock," meaning that it will spit out bells as you hit it. If you hit it more, the rock will spit out more bells. Generally, the amount doubles with each hit: 100, 200, 300, 500, 1000, 2000, 4000, 8000. Hence, it's a good idea to keep hitting the rock once you find it.

In order to get the most bang-for-your-buck, I recommend that you dig holes behind you with your equipped shovel. This is the safest setup:

      O
  R P O
      O

... Where the O is a hole, the P is your person, and the R is the rock. You should do this before you hit any money rock candidate; it takes more time, but it near-guarantees that you'll reach the 4000 mark.

Money rocks obviously aren't the most lucrative option, but they are a good source of money nonetheless. They take little-to-no time commitment as there are only a few rocks in your town, and it often can be faster than fishing and catching bugs. Finally, you should also look for "fake" rocks holding gems or nuggets. Gold Nuggets can be used to manufacture Golden furniture, so these are well worth finding as well. Fake rocks can be easy to spot once you're accustomed to your rock layout; the fake rock changes locations every day, so just look for the migratory rock!


Errands


In this section, I'm using "Errands" to signify a lot of different measures you can use to extort furniture or other items from your neighbors. These include letters, favors, visitations, and a few other less common means.

Neighbors are oftentimes an ulimited source of items to sell and trade for better items. Unfortunately, the "cap" is their self-imposed limits on requesting favors and returning letters, etc. Villagers won't always reply to letters, and, when they do, they aren't always inclined to include gifts. The same applies to errands; sometimes villagers give useless items (like clothing) but sometimes they can give spotlight and even that one item you were looking for. Unfortuantely, there are thousands of items in this game, so it's hard to expect any one item over another.

However, it is very likely that the villager will end up giving you something in their house from time-to-time. S/he will usually do one of the following things: ask for you to buy said item from them, give said item to you in a letter, or place said item in Re-Tail. It's hard to induce a villager into giving you any particular item, so you just need to hope. There is also another way to get items from your villager; occasionally, villagers will ask for you to come over to their house. Once there, they may prompt you to buy something you like in their house. Villagers won't seel any or all of their items, but you can probably nab something you want. They're also usually sold at a discount from Nooklings' prices.

Getting free items obviously isn't lucrative in of itself; however, you can very well sell the item for some profit, or you can head onto the online marketplace to fetch good money for your item. There's always someone willing to buy something! For more on making money online, see the Online Trade piece in this section!


Fossils


Fossils are a good way to make money in the beginning. They take practically no effort to find and dig up, and one fossil will more-than-pay-off the initial investment of a shovel. Various fossils are worth various amounts, as denoted in Appendix G: Fossils. The only time-consuming parts of this method are (a) finding the fossils and (b) getting them appraised by Blathers. However, once you get a Fishing Rod, Net, or access to the island, I highly recommend you start donating your fossils instead of selling them.


In-Town Fishing, Diving, and Bug-Catching


For more on specific fish, bugs, and diving creatures, see the respective sections: Appendix D: Fish, Appendix E: Bugs, and Appendix F: Diving.

The reason in-town fishing, bug-catching, and diving ranks so low is because of its time-consuming-ness and its dependence on the time of year. Firstly, finding bugs and fish in your town takes a long time. Secondly, many of the bugs/fish in your town are hardly worth the time it takes to find them (not all of them, but most of the ones you'll find). Finally, catching fish is much harder than catching bugs, but good bugs only show up in your town for two months out of the year (if it's those two months, feel free to treat your town as the Island). Hence, most of your money derives from fishing.

Fish and bugs in your town vary from season-to-season, but, generally, there are a few fish that you know will sell for a lot. For instance, during the winter, the Stringfish, Oarfish, and Tuna are your main go-to fish. In the spring, you'll want to look for the Char and the Oarfish. In the summer, there are a lot of fish, namely the finned fish and the Dorado and Arapaima. Finally, in the fall, the Pike and the Char are prominent good choices. If it's raining, try for the Coelacanth.

My general advice is to fish in the ocean. The saltwater sink is home to a lot of valuable fish, and the river tends to suffer from the presence of a lot of undervalued fish. Moreover, it is easy to discern Sea Bass and Hosre Mackerel--the two main crappy ocean fish--from the other fish. In the river, you hardly have the same privelage, aside from a few of the larger fish. Hence, I recommend the ocean above all else.

Diving is not very lucrative, barring the springtime when Spider Crabs and the like are around. They can be difficult to catch, though! Bug-catching is only recommended in the summer, as mentioned above. However, feel free to catch the lucrative bugs as you see them in your daily rounds. Otherwise, stick to the ocean with your fishing rod.


Island


This is one of the earliest lucrative ways to increase your cash flow, and it acts as a way to build up to a successful Turnips business. The island is home to year-round sun and summer-like conditions; hence, it's home to year-round summer bugs and fish. Check out Appendix O: Island for more on the island itself.

I usually find the island a good way to make approximately 300000 bells in thirty minutes. The main idea is to go to the island and catch the abundant palm tree beetles at night and in the morning. While they are not exactly the easiest bugs to catch, they take a lot less effort to catch than fish, and you know exactly what you're catching before you take the time and effort to go after it.

The beetles you will be hunting include the Elephant Beetle, the Atlas Beetle, the Golden Stag, the Hercules Beetle, the Goliath Beetle, the Cyclommatus, the Giant Stag, and the Rainbow Stag. The latter two appear on regular trees. Most of these beetles start appearing after 5 pm and will stick around til 8 am the following day. The only time you will need or want to put away your net is when/if you see a fish with a fin. These fish are guaranteed to be worth 4000 bells or more, so it's worth your time to catch them. I also find it acceptable to catch the occasional Emperor Butterfly.

In order to maximize your profits, you can take the following measures: chop down all non-palm-trees, remove all flowers, remove bushes, and chop down all palm trees barring a few on the northern section of the island. This should leave you with four or five palms along the northern side of the beach. This means that the only bugs that should spawn are the Wharf Roaches and the aforementioned palm beetles. Wharf Roaches are obviously annoying, but you can usually just chase them off of the beach. Anyway, you'll simply want to walk along the beach from the eastern/western end to the other side, looping around the bottom so that the beetles can respawn. This also allows you to check out the fish in the ocean, by the way. As you notice beetles to the north, head up and catch them; otherwise, head back around the southern tip of the island.

Rinse and repeat and repeat and repeat. Keep going until you eventually fill up your entire island bucket. The process can be quick, but you've got to remain determined.

Of course, you don't have to cut down all of the trees, bushes, and flowers if you feel that diminishes the island "feel." It simply makes beetles appear less often. And, although approahcing beetles from the north is difficult, it is very possible. See Big Beetles for more on this. Other bugs are worth money, but beetles are worth the most!


Turnips


Turnips are the second major way of making money. Every Sunday, Joan comes around town to sell turnips at approximately 100 bells per turnip. It sounds steep, and it is! Turnips prices, however, can waver between the low thirties and the high seven-hundreds throughout the week, meaning there is big potential for gains. Nevertheless, it is rare that turnip prices exceed 200 during the week in any particular town, so some groundwork is needed.

Usually, I recommend that you scour some of the more active ACNL boards online. The online/trading board here on GameFAQs is good; Animal Crossing Community is good but somewhat tame; the Bell Tree Forums is acceptable but they can be harsh when moderating. Anyway, watch for towns with good turnips prices... If you see one, try to get in right away. I generally advise that any price over 400 is good and that any price over 500 is an automatic selling point. Most places you visit will charge entry fees, though, so be aware that you will need to give up a portion of your profits. If you have good turnip prices, you can make a good few million bells by letting other people sell turnips in your town for a price.

Anyway, my general recommendation is to buy as many as you can hold. This is generally 18000 turnips or less (likely less) as that is what can be held in your storage. Watch the forums when you're actively playing, and, when you notice a good price, go for it. There really isn't much else to it.

If you don't have Internet access, I recommend that you just skip turnips and stick to the Island. Turnips can be heartbreakingly bad when it comes to offline play--just ask anyone who's played Animal Crossing on the GameCube.


Perfect Fruit Orchards


Orchards used to be a time-consuming source of income--harvesting all of the exotic fruit in a hypothetical Wild World town would net a sample player 400000 bells. Every three days.

In ACNL, you can plant plenty of Perfect Fruits to create a huge orchard. While Perfect Fruits ordinarily don't sell for much, you can haul them over to another town where your perfect fruit is at double the price and rake in around one million bells for a pockets-worth of baskets of nine fruit. Moreover, baskets make the process much easier than in previous games. My biggest piece of advice is to follow the guidelines in the other section and to sell your fruit in other towns with the Re-Tail bonus.


Online Trading


Your last major source of revenue is derived from people on the online marketplace. People will buy anything online and everything has a price. Of course, prices can vary (anywhere from one-thousand bells to millions of bells), but you can still make money off of practically anything. Generally, I recommend that you start by selling unwanted furniture items. You can also choose to trade them. Try to get your hands on rare furniture items (especially DLC!) as these items can go for millions of bells with the right market. Honestly, there isn't much I can tell you in a guide format as the market is ever-changing. Just know that it exists and know that it can help you a lot. With ACNL's inflation (thanks to the island), it's an easy way to jump into big money. Check out Appendix Q: Wifi for more on online!

Appendix A: Furniture

Need a piece of furniture? Well, you've come to the right place! This section details every single piece of furniture (Note: DLC furniture may or may not be included in this list) and covers quite a bit of relevant info about furniture. Firstly, I'll talk about Furniture Basics. That section includes info on how to place furniture, interactive furniture, and other tacits. Next are Furniture Groups. Because I organized the list alphabetically, it can be difficult to distinguish certain sets and series. Finally, the Furniture List itself!

For all intents and purposes, "furniture" in this section constitutes anything that is a green leaf in your inventory.

Furniture Basics

Furniture? What's a furniture?

Haha, just kidding! Furniture comes in all shapes, sizes, forms, features, uses, and non-uses! Everything from your stinky socks to a golden throne can be furniture in your house; however, this guide only considers green leaves to be "furniture." If it's a green leaf in your pockets, it's in this section of the guide. Anyway, so furniture's main purpose in Animal Crossing is to go into your house.They can be bought, sold, traded, bartered, and tossed, but furniture really belongs in a house that where it looks good!

Anyway, so furniture comes in three basic sizes.

One-by-one

 |¯¯¯¯|
 | F  |
 |    |
 |____|

One-by-two

 |¯¯¯¯|
 | FF |
 |    |
 |____|

Two-by-two

 |¯¯¯¯|
 | FF |
 | FF |
 |____|

You see, your house is divided into tiles. Your first house is the size of the sample house above--four-by-four. Eventually, your house will be eight-by-eight or larger. (For more about house expansions, see Appendix P: Happy Home Academy & House Expansions).

When you receive furniture, you can only see what it looks like by taking it inside your house and placing it via the menu. Once your furniture is placed, you can push, pull, rotate, and otherwise manhandle said furniture. However, furniture cannot be moved through walls or other furniture pieces, so, in those cases, it is best to pick up the furniture item and place it closer to where you want it to go.

Otherwise, furniture is rather self-explanatory. Many items can work like furniture, taking up space in your house, (such as fish, bugs, art, etc.), but the green leaf is the brunt of it! The following are comments on furniture features.


Interactive Furniture


Interactive furniture ranges from radio players allowing you to play music to TVs giving you the daily weather and from lamps allowing you to liven up a room to turning on gyroids to dance along to your music. Of course, this does not fully encompass all interactive furniture--you can, for instance, turn fountains on or off and sleep in your bed.

However, the interactive furniture that you really want are radios. Radios (or players) allow you to play music that you get from K.K. (see Appendix J: K.K.). Music is a great way to breathe life into your room, and you should certainly take whatever radio you can get your hands on in the beginning (you can focus on fashion and style later). Other than that, lamps are highly useful, allowing you to not live in the dark. Interactive furniture is, by and large, useless for anything other than amusement.


Storage Furniture


Some furniture items, such as wardrobes, armoires, dressers, drawers, and others, allow you to store items in "space." This "space" is broken up into thre blocks and each block has six pages (each page holds 10 items). This means that you can store up to 180 items! Anyway, you want to get one of these storage items as soon as possible. Basically any item with drawers or that can be opened will allow you to store items, but you'll have to place it to make sure. Storage items can hold anything from fish and bugs to clothes and wallpaper. However, storage items cannot be easily accessed if you place an item on top of them (for instance, if a dresser has an item on top of it). If you do compromise the upper portions of yoru storage device, you will need to open the dresser at the exact middle of the Keep that in mind as you are planning your room.

Also, all stored items are accessible in any town via the universal locker in the train station.

Furniture Groups

Furniture items tend to come in groups of similar furniture. These sets can be the same theme, or they can simply be of the same utility.

However, the game makes a big distinction between "series," "themes," and "sets." Series are items that all have the same unifying characteristic, such as being green or modern. An easy way to distinguish a series is by its name. Series have items that all start with the same word (e.g., Green Dresser, Green Bed, etc.). Themes and sets are harder to distinguish. Themes tend to be eight to ten items and are often a lot more whimsical than series. Sets tend to be more conventional and are anywhere from two to fifteen items.

The Happy Room Academy awards varying amounts of points for the various furniture amalgamations (with series being the best, set being the worst). For more on that, check out Appendix P: Happy Home Academy & House Expansions.

Without further ado, the following lists denote the series, sets, and themes!

SeriesThemesSets
Alpine SeriesBoxing ThemeApple
Astro SeriesClassroom ThemeBear
Balloon SeriesConstructionBonsai
Blue SeriesMad ScientistCactus
Cabana SeriesMarioCafé
Cabin SeriesBackyard (Mossy Garden)Chess
Card SeriesNurseryCitrus
Classic SeriesPirate ShipCreepy
Egg SeriesSpaDr.'s Office
Exotic SeriesSpaceDrum
Fish SeriesWesternFlower
Golden SeriesFrog
Gorgeous SeriesGuitar
Gracie SeriesHomework
Green SeriesHouse Plant
Harvest SeriesLucky Cat
Ice SeriesMuseum
Insect SeriesNintendo
Jingle SeriesOffice
Kiddie SeriesPanda
Lovely SeriesPear
Mermaid SeriesPine
Minimalist SeriesPine Tree
Modern SeriesString Section
Modern Wood SeriesTotem Pole
Mush SeriesVase
Pavé SeriesWatermelon
Polka-Dot SeriesZen
Princess SeriesZen Garden
Ranch Series
Regal Series
Robo Series
Rococo Series
Sleek Series
Sloppy Series
Snowman Series
Spooky Series
Stripe Series
Sweets Series

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