---------------------------------------------------------------------------
(75 characters/line)
_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_
---------------------------------------------------------------------------
Harvest Moon 64 - Nintendo 64
---------------------------------------------------------------------------
__ __ __ __ __ __ __
/ /\ /\ \ / /\ /_/\ /\ \ /\_\ /\ \
/ / /_ / \ \ / / \ _\ \ \ / \ \ / / /_ \ \ \
/ / / /\/ /\ \ \ / / /\ \/_/\ \ \ / /\ \_\/ / /\ \ / \_\
/ / \/ /\ \/ \ \ / / \/ /\ \ \ \ \ / \ \/_/\ \/ \ \ / /\/_/
/_/ /\ / \ /\ \_\/_/ . ._/ \ \ \ \ \/ /\ \_\ \ /\ \_\ / / /
\_\/ / / \ \ \/_/\_\/| | \ \ \| |\ \ \/_/ \/_/ / // / /
/_/ / \ \_\ /_/ | \ \ | \ \_\ / / // / /
\_\/ \/_/ __ \_\/ __ \_\_/__ \/_/ __ \/_/ \/_/
/ /\ /\ \ / /\ /\ \
/ / \ / \ \ / / \ / \ \
/ / / \/ /\ \ \ / / /\ \/ /\ \ \
/ / / / /\ \ \ \ \ / / / / /\ \ \ \ \
/_/ / / / \ \ \ \_\/_/ / / / \ \ \ \_\
\_\/ / / \ \/ / /\ \ \/ / \ \ \/_/
\_\/ / \ / / \ \ / \ \_\
\_\/ \/_/ __ \_\/ \/_/
/_/\
_\ \ \
/_/\ \ \
/ /\ \/ \
/ / /\ /\ \
/_/ / /\/\_\/
\ \ \/ \
\ \ /\ \
\ \ \/ /
\ \ /
\_\/
---------------------------------------------------------------------------
Harvest Moon 64 - Nintendo 64
---------------------------------------------------------------------------
@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@"'~-.,_,.-~'"@
===========================================================================
Table of Contents [^ToC]
===========================================================================
This FAQ has many spoilers, and they will not be pointed out, so if you
wish not to spoil the game, leave now... Because I won't be listening to
your whining.
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 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]
Introduction --------------------------------------- [^Intro]
Version History ------------------------------------ [^History]
Main Character ------------------------------------- [^Jack]
Rules of Stamina/Fatigue ------------------------ [^J-Stamina]
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]
FAQ ------------------------------------------------ [^FAQ]
Notes ---------------------------------------------- [************]
Future Plans --------------------------------------- [^Plan]
Special Thanks ------------------------------------- [^Thanks]
Legal Information ---------------------------------- [^Legal]
Contact Information -------------------------------- [^Contact]
Final Notes ---------------------------------------- [^Final]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===========================================================================
Introduction [^Intro]
===========================================================================
Welcome to my first ever FAQ/Guide, the 'Affection and Statistics' Guide!
The main point of this guide is to give a specific array of statistics,
information, and other such things that will help a player of Harvest Moon
64 better understand the workings of certain systems within it. I have
hacked for whatever information I have found, and I can safely say
that the findings are 99.9% true (Nothing is completely certain), nothing
in this guide has been taken from any other guide and has been found only
by myself. Any help I have gotten has been from the more knowledgeable
members of the HM64 Board, in the form of such things as lists of events
to check, festivals I had forgotten, and so on, and they will each receive
special recognition for their time and knowledge.
This FAQ has been the result of months of hacking, planning, typing, and
lost sanity... All for the purpose of bringing you this previously unknown
information.
Within this document, many rumors that once stood firm in even expert
players' minds will topple under the weight of my findings. Within this
text, ponderous amounts of information will be at your fingertips...
So all I ask after all my toils is that you, kind person, take the
time to sit down, relax, and partake in the consumption of KNOWLEDGE, for
knowledge is power, and power is, indeed, quite 1337. n_n
Sincerely,
Douglas E. (AKA, SomeCrazyGuy)
===========================================================================
Version History [^History]
===========================================================================
Version 1.0 ~ First Edition
February 2nd, 2006
The First Version of this FAQ is obviously going to leave this section
looking quite blank, but the important thing is that it is here, right?
...No? Meh, don't worry, there'll be a lot more text here for you to skip
past soon enough, so be patient... Youngin', they're always so impatient...
===========================================================================
Main Character [^Jack]
===========================================================================
Throughout this FAQ, I will refer to somebody by the name of Jack, don't
worry, because I'm just talking about the main character... Have any
objections? Isn't that sad? Because I don't really feel like listening to
your complaints, so I suggest that you quit whining, because it will do
nothing but anger me, and people who anger me get a special thanks from my
good-ol' friend Mr. Bootupyurass. n_n
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rules of Stamina/Fatigue [^J-Stamina]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First off, at the start of the game, you will have:
100 Stamina Points (SP) (0 Minimum, 100 Maximum)
0 Fatigue Points (FP) (0 Minimum, 100 Maximum)
But these values will start changing depending on what you do, in the next
section, I will go over how tools will affect your values, but for now, we
will just look at the basics of these statistics.
In the course of the game, you may come across a strange red berry that the
character will instantly eat upon finding, these are what fans like to call
'Power Berries'. There are a possible 10 Power Berries you can find, each
having the ability to boost your stamina maximum by 10 points. Power
Berries, however, do NOT boost your current SP at all.
Now, when you go to bed, your SP/FP will be as such when you wake up:
SP - This will always, without exception, be raised to the maximum allowed
SP if you go to bed at all, but if you are skill confused about this, I'll
give you a small equation for what it should be:
+------------------+
| 100 + P(10) = SP |
+------------------+
Where...
P = Amount of Power Berries Eaten
SP = SP value you will wake up with
EXAMPLE:
100 + P(10) = SP
I have found 3 power berries thus far, so...
100 + 3(10) = SP
100 + 30 = SP
130 = SP
Therefore, I will wake up with 130 SP.
But if you stay up until 6 am, you will not get maximum SP, instead, you
will only get 20 SP added to what SP you had already (I assume this is
because of the breakfast Jack eats). The Current SP count will not exceed
the Max SP count.
- and -
FP - This is slightly more complicated, but by not much at all. This value
is affected by how many hours you are asleep. The game records hours, never
taking into account minutes. for example, if it is 6:47pm when you go to
sleep, the game will see it as having gone to sleep at 6pm, therefore, it
believes you slept for 12 hours, since you always wake up at 6am.
Now that we know that, here it is: For every hour you sleep, your FP is
lowered by 2 points from what it is now (regardless of whether or not you
have a blue power berry) until or unless it is at zero, and then it will go
no lower.
Also, if Jack is brought back to the farm instantly at 6am, there will be
no affect on his FP.
But again, some people work best by equation, so here, have a ball:
+--------------------------+
| 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 13 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.
13 - ( (24 - 15)(2) ) = FP
13 - ( 9(2) ) = FP
13 - 18 = FP
-5 = FP
Since FP can't be less than 0...
I will wake up with 0 FP.
- Debilitations -
Don't forget WHY these values are put into the game: To debilitate poor ol'
Jack! n_n
SP -
Simply enough, each tool jack uses has a certain SP requirement, and each
time he uses a tool, that much SP is taken away. If Jack has less SP than
is required to use the tool, then he will simply collapse (No SP/FP
affect).
FP -
If Jack is at 100 FP when he goes to sleep, at ANY time, he will miss the
following day and stay in bed sick... So you won't have been able to care
of your animals, water your plants, go to any festivals, or talk to any
villagers. The only up-side to this is that your SP will be completely
full (As if you fell asleep without getting sick) and that your FP will be
completely recovered (Back to 0). Once at max, you will still be allowed
to work, but remember to use an item or other fatigue lowering tool to get
to 99 or lower before going to sleep/being warped back to your house at
6am.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
The law of fatigue gain is that when it is raining or snowing (I didn't
test Typhoons, which should be very obvious WHY I didn't), fatigue will
rise by the same amount of points a tool lowers (a single number indicates
an item that only affects stamina, otherwise, an [SP]/[FP] tool)
The same happens when you haven't eaten the Blue Power Berry and it is
6:00pm - 5:59am:
+-----------------------+-----------------------+------------------------+
| [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 |
| 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]
---------------------------------------------------------------------------
Rules of Upgrading Tools:
Only 5 Tools have the capability to be upgraded:
Ax
Hammer
Hoe
Scythe
Watering Can
Each of these have different amounts of points needed to level up to an
upgraded model, which happens instantaneously:
+--------------+--------------------+--------------------+------------+
| | 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. Simple,
no?
EXPLOIT ~ If you intentionally use a tool multiple times without
there being a purpose for having used it, such as in the house, bar, and
generally anywhere where the tool isn't doing what it is supposed to, you
can more easily and quickly raise its level. (Like using the ax in the Cow
Barn and using their milk to quickly regain stamina to continue on)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
** - Doesn't take into account availability or rarity of items that heal
fatigue for the single fatigue healing item on the list, only Stamina is
taken into account, Alphabetical Order is used to order tied items.
---------------------------------------------------------------------------
Foraging and Harvesting [^J-I-Forage]
---------------------------------------------------------------------------
This list will go over what can be Harvested, Foraged, or Bought and
When... Probably well known, but I thought It would be a bit helpful here.
(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 | 0 | 30g |
| Medicinal Herb | 3 | 0 | 70g |
| Moondrop Plant | 8 | 0 | N/A |
| Very Berry | 4 | 0 | 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 | 0 | 30g |
| Medicinal Herb | 3 | 0 | 70g |
| Moondrop Plant | 8 | 0 | N/A |
| Tropical Fruit | 2 | 0 | 70G |
| Walnut | 1 | 0 | 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 | 0 | 30g |
| Medicinal Herb | 3 | 0 | 70g |
| Mushroom | 4 | 0 | N/A |
| Poisonous Mushroom | 2 | 0 | 70G |
| Wild Grapes | 2 | 0 | 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, Forest | 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 |
+---------------+-------+-------+-----------+--------------+--------------+
* -
Rocks can be used as permanent fencing, but unlike Logs, Rocks don’t rot
in any condition and can’t be jumped over. Many people will use the
rocks as the main fence but have a log or two for quick access (Like,
for when there is a rainy day coming up, and they need to get the
chickens in the coop fast).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 - Your House, 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]
===========================================================================
My sanity has been worn to a raw fragment of what it once was, ready to
shatter into nothingness at any slight vibration... The strain on my minds
integrity has been almost too great for me to handle.
...But this guide isn't about my sanity depletion, so I'll get back on
subject...
This section will go over some specifics of the workings of basically
any person that isn't you, such as the affection statistic laws, values
associated with each gift to each regular villager, a few glitches, the
affects of a list of non-festival events, and the affects of certain
actions (or inactions) at festival time. Let us begin, shall we?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
Simple, yes? Good... But that isn't the last thing I have to note.
The first regular conversation you have with a villager (Which is made
obvious by a unique, introductory-type conversation) 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.
With this all out of the way, I will list affection point values attained
from regular conversation and first conversations:
+[Regular]/+[First] ~ Character Name
+?/+2 ~ [Baby]
+3/+? ~ Basil
+3/+6 ~ Carpenter #1
+3/+6 ~ Carpenter #2
+2/+? ~ Cliff
+3/+5 ~ Doug
+3/+4 ~ Ellen
+1/+4 ~ Fisherman
+3/+2 ~ Gotz
+3/+5 ~ Gotz' Wife
+2/+4 ~ Grey
+2/+4 ~ Harris
+1/+6 ~ Jeff
+2/+8 ~ Kai
+3/+3 ~ Kent
+3/+4 ~ Lillia
+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
+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 (Which Doesn't Sell Anything)
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 any time you give that villager this specific gift to get
a normal reaction, the villager will get a boost of 3 affection points,
but at the time they give you a recipe for the item, they'll get a 5
affection point boost.
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 in over a hundred hours of hacking is that
affection values will never decrease or increase without your direct
cause (Won't go down by not talking to them for a long time, won't go
down if you hurt the feelings of friend or if they marry someone).
(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 | 1 | 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 | Basil |
+-------------------------+-------+------+--------+------+-----+-------+
| 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 | 5/7 |
| 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 | 3 |
| 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 | Carpenter #1* | Carpenter #2* | Doug | Ellen |
+-------------------------+---------------+---------------+------+-------+
| Weed | -3 | -3 | -3 | 0 |
| Rock | -3 | -3 | -3 | 0 |
| Log | 3 | 3 | 0 | 0 |
| Moondrop Plant | 3 | 3 | 3 | 4 |
| Pink-Cat-Mint Plant | 3 | 3 | 3 | 4 |
| Cake | 3 | 3 | 3 | 4 |
| Pie | 3 | 3 | 3 | 4 |
| Cookie | 3 | 3 | 3 | 4 |
| Turnip | 3 | 3 | 3 | 4 |
| Potato | 3 | 3 | 3 | 4 |
| Cabbage | 3 | 3 | 3 | 4 |
| Tomato | 3 | 3 | 3 | 4 |
| Corn | 3 | 3 | 5/7 | 4 |
| Eggplant | 3 | 3 | 3 | 4 |
| Strawberry | 3 | 3 | 3 | 4 |
| Egg | 3 | 3 | 3 | 4 |
| Small Milk | 3 | 3 | 3 | 4 |
| Medium Milk | 3 | 3 | 3 | 4 |
| Large Milk | 3 | 3 | 3 | 4 |
| Gold Milk | 3 | 3 | 3 | 4 |
| Wool | 3 | 3 | 3 | 4 |
| High-Quality Wool | 3 | 3 | 3 | 4 |
| Wild Grapes | 3 | 3 | 3 | 4 |
| Veryberry Fruit | 3 | 3 | 3 | 4 |
| Tropical Fruit | 3 | 3 | 3 | 4 |
| Walnut | 3 | 3 | 3 | 6/7 |
| Mushroom | 3 | 3 | 3 | 4 |
| Poisonous Mushroom | -3 | -3 | -3 | 0 |
| Berry of Fullmoon Plant | 3 | 3 | 3 | 4 |
| Medicinal Herb | 3 | 3 | 3 | 4 |
| Edible Grass | 3 | 3 | 3 | 4 |
| Small Fish | 3/9 | 3 | 3 | 4 |
| Medium Fish | 3/9 | 3 | 3 | 4 |
| Large Fish | 3/9 | 3 | 3 | 4 |
| Dumpling | 3 | 3 | 3 | 4 |
| Cotton Candy | 3 | 3 | 3 | 4 |
| Fried Octopus | 3 | 3 | 3 | 4 |
| Candy | 3 | 3 | 3 | 4 |
| Chocolate | 3 | 3 | 3 | 4 |
| 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 | 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 Man | Old Woman | 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 |
+-------------------------+-----------+-----------+-----------+
* -
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]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are two types of events I will note here, and how they differ from
one another:
Festival -
These events are ones that take place on a specific date and at a
specific location. I do not count festivals that has mostly events that
take place due to affection value requirements, such as the Winter 10th
Thanksgiving Festival, where the festival is celebrated by going to the
girls houses, and based on their affection values, they will give better
gifts.
Cut-Scene -
These events are not scheduled (though, sometimes they have a certain
time frame [usually seasonal] requirement) and are triggered by certain
villagers affection values. SOME of these events are here to simply show
how far you are with a certain characters affection, but don't give any
affection points for watching. Sometimes you will be asked to
participate in an 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]
---------------------------------------------------------------------------
Affects On Villagers [^V-E-Affect]
---------------------------------------------------------------------------
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]
(Conversation during festivals is always +2)
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
(alcohol, if there was any question). 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 (Literally, if you can't handle the drinking, you'll
pass out and you'll instantly go to bed).
This needs an 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, 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 Affects:
+2 For Each Drink
+2 For Each Leave
-1 DP For Each Drink
Maria: 2 Drinks, 1 Leave = +6
Popuri: 1 Drink , 1 Leave = +4
Elli: 2 Drinks, 1 Leave = +6
Ann: 1 Drink , 1 Leave = +4
Karen: 5 Drinks, 1 Leave = +12
Harris: 2 Drinks, 1 Leave = +6
Gray: 1 Drink , 0 Leaves = +2
Jeff: 1 Drink , 1 Leave = +4
Cliff: ? Drinks, ? Leaves = +?
Kai: 4 Drinks, 1 Leave = +10
Mayer: 2 Drinks, 1 Leave = +6
Mayors Wife: 1 Drink , 1 Leave = +4
Lillia: 1 Drink , 1 Leave = +4
Potion Shop Dealer: 1 Drink , 1 Leave = +4
Midwife: 2 Drinks, 1 Leave = +6
Rick: 1 Drink , 1 Leave = +4
Duke: 0 Drinks, 0 Leaves = +2 (1 Conversation)
Carpenter #1: 0 Drinks, 0 Leaves = +2 (1 Conversation)
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
Villagers: [Details at a later Update]
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, but first, I suggest
socializing with the villagers before they all leave.
Villagers: [Details at a later Update]
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 Affect of Affection]
Spring 23 ~ Flower Festival:
Location ~ Village Square
End Day: Yes
Villagers: [Details at a later Update]
Dance: +10
Villagers: [Details at a later Update]
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
Villagers: [Details at a later Update]
Spring 17 ~ Firefly Festival:
Time ~ 6:00pm - 11:59pm
Location: Beach
End Day: Yes
Villagers: [Details at a later Update]
Spring 23 ~ Swimming Festival:
Time ~ 8:00am - 5:59pm
Location: Beach
End Day: Yes
Effects: [Details at a later Update]
Spring 23 ~ Swimming Festival:
Time ~ 8:00am - 5:59pm
Location: Beach
End Day: Yes
Effects: [Details at a later Update]
Spring 24 ~ Swimming Contest:
Time ~ 8:00am - 5:59pm
Location: Beach
End Day: Yes
Effects: [Details at a later Update]
Autumn 4 ~ Cow Festival:
Time ~ 6:00am - 5:59pm
Location: Beach
End Day: Yes
Effects: [Details at a later Update]
Villagers: [Details at a later Update]
Autumn 12 ~ Harvest Festival:
Time ~ 8:00am - 5:59pm
Location: Village Square
End Day: Yes
Effects: [Details at a later Update]
Villagers: [Details at a later Update]
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
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: [Details at a later Update]
Winter 24 ~ Starry Night:
Time ~ 6:00pm - 11:59pm
Location: Church (?)
End Day: Yes
[Details at a later Update]
Winter 27 ~ Spirit Festival:
Time ~ 6:00pm - 11:59pm
Location: Village Square
End Day: Yes
[Details at a later Update]
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:
Church:
Priest
Stu
Kent
Mayor
Mayors Wife
Maria
Elli
Ann
Bar:
[Details at a later Update]
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.
+? Yes
+? 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]
---------------------------------------------------------------------------
Basics first:
Your dog has a single statistic that you should worry about: 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 the game, he will have 0 SP, but as you raise him, his
stamina will raise, slowly but surely.
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 Feed, 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... There is really not much to be said beyond what I
have already, so all I have left to say to you here is good luck and good
racing! n_n
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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. Just in case, answer
every question in a way that seems most positive towards wanting to raise
your own horse... Soon, after a few questions and conversation, you'll be
asked to give your pony a name. After this, it is just as easy as going
back to your farm. n_n
---------------------------------------------------------------------------
Affects On Affection [^P-H-Affect]
---------------------------------------------------------------------------
Basics first:
Your horse has a single statistic that you should worry about: 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.
When you get the pony, he will have 0 SP, but as you raise him, his
stamina will raise, slowly but surely.
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/Getting Off 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 may not likely 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 of the track and get to know what you are doing.
Because he has 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... There is really not much to be said
beyond what I have already, so all I have left to say to you here is good
luck and good racing! n_n
Note: Copy and Paste, you are 1337 beyond words. n_n
===========================================================================
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]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To get Egg: Feed Chicken, on the following day, the chicken that was fed
will have laid an egg.
To get Chick: Place Egg on Incubation Shelf, After 3 nights pass, a chick
will be waiting to be named when you enter the Chicken Coop.
To get Chicken: A chick, after 7 nights pass after hatching, will grow into
a chicken. Or, you may buy a chicken at the Green Ranch for 1500g.
Necessities/Uses of Each Stage:
Egg (Unincubated): Place in Shipment Bin for 50g
Egg (In Incubator): [No Purpose, No Needs]
Chick: [No Purpose], Must be kept safe from harsh weather conditions, Safe
Indoors.
Chicken:
If not sick:
If fed or left outside in a fully protected fence of unrotted logs
and/or rocks in fair weather, the chicken will lay an egg the
following day.
If not fed or left in poor conditions (No/damaged fence, Winter,
Rain), the chicken may become sick.
If left outside in a Typhoon, the Chicken will die.
If sick:
If fed or left outside in a fully protected fence of unrotted logs
and/or rocks in fair weather, the chicken may become healthy the
following day or a time later with continuation of said
conditions.
If not fed or left in poor conditions (No/damaged fence, Winter,
Rain), the chicken may die.
If left outside in a Typhoon, the Chicken will die.
=== EXPLOIT ===
If you are holding a chicken at 6:00am when you are warped back to your
farm house, the chicken will be immune to death for that moment. So if a
chicken may die, you can do this until you find a way to finally prevent
the death.
Chickens don't have an affection statistic, and even if they did, it would
serve little use. These animals are a very basic type, which require
little thought as to how to raise them, so beyond what I have shown here,
I have little else to say.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sheep [^B-Sheep]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sheep are the second most basic animal to care for, but are far more
complex than Chickens all the same (Not to say that they are complex,
just that they are comparatively more so). There are some things you
must look out for and do for the Sheep, and that is why you are here,
oh ye o' li'l intellect. n_n
0 - 179 Affection Points: Wool
180 - 255 Affection Points: High-Quality Wool
To get a Lamb (Immature Sheep): These can only be 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]
---------------------------------------------------------------------------
Ah, cows... Such evil and cursed little creatures. You may love their
amazing abilities to bring you bottles of liquid money, expressions on
their faces when they are happy, and ability to make more and more of
each other... But I... Wait, maybe they aren't so bad after all. n_n
I have a feeling you'll be surprised by some of my findings.
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]
---------------------------------------------------------------------------
Short Version: [Details at a later Update]
Long Version:
The Cow Festival, to me, is one of the most challenging concepts I have
ever come across... After over a month of looking for the requirements of
the Cow Festival, I have yet to find any progress. An enigma beyond all
others, I must concede to its greatness, but I will not quit until I figure
it out. So please be patient, I'm trying my hardest to get this done.
===========================================================================
GameShark Cheats [^GameShark]
===========================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Codes [^G-Codes]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If any of the following codes don't work on you GameShark, please e-mail me
with the specific code and the version of your GameShark, and I'll be sure
to note that said GameShark will not be able to handle the code(s) in a
future version. (E-Mail found in Contact Information section)
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]
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
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]
* - 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
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:
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
[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, Conversa