Harvest Moon: Another Wonderful Life

Strategy Guide

Review

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  • Free items

    Insert a controller into port three. While playing the game, press Z on controller three to have 99 of all tools and records, most seeds, and random items will appear in your backpack. Note: Do not use this code if you have the feather in your inventory or it will be lost. You cannot propose, but still can get proposed to without the feather.

  • 10,000 gold

    Insert a controller into port three. While playing the game (except in the menu where you can see your money or during a scene), press Start on controller three to have 10,000 gold added to your current total. Note: If you get too much money the game will register as you having no money at all.

  • Alarm Clock

    Insert a controller into port three. While playing the game, press Up on controller three to have an alarm clock appear in your cooking menu. Move the extra hand to set a wake up time, then use the switch to turn on the alarm to make it active.

  • Easy money

    Enable the "Free items" code. When Van arrives, sell all your fishing poles (not rods) to him. Each one is worth 1,000 gold. Repeat this process as much as desired to get money quickly.

  • Gustafa

    Gustafa likes statues and moon ores; they are found in the ruin. Do not give him fossils or any flowers. Gustafa also likes milk, human statues, and any kind of flowers. Gustafa's diary is on the couch. He wakes up at 10:00.

    Once your relationship begins heating up he will sing a song he has been working on for you. You will hear two parts. The first one is held at the tree by his yurt; the second one is by the waterfall. If you propose to him and he accepts he will sing you the entire song.

    To get Gustafa to love you (which takes awhile), go to his house everyday at 10:00 a.m. Give him flowers and talk to him for awhile. Keep doing this and he will write a love song for you and give you a flower. Do not give up on him -- he is the best one.

  • Mariln

    Marlin likes certain types of flowers (experiment with them), curries, and soups. Marlin's diary is in the bushy plants in the house. He wakes up at 6:00.

    It may seem like Marlin is just a grumpy person but that is just his way of hiding his shyness. Because Marlin worked on Vesta's farm, it will probably have an influence on your son's interests when he grows up.

  • Rock

    Rock likes coins, toy flowers, statues, and mist moons.

  • Rock

    Rock likes coins, toy flowers, human statues, and mist moons. Rock's diary is on the table. He wakes up at 12:00.

    Rock is not much of a farm person. He is also not much of a money person; he's completely broke. If you marry him he will say that he will not work. If you propose to him and he accepts, you will have a short talk with his parents and Nami.

  • Heart events for Rock

    The first heart event is triggered by walking outside the Inner Inn when Lumina is outside. The second event is triggered by walking outside of your home at about 4:00 p.m. The third event is triggered by walking to the corner of the Inner Inn (the side with the kiln). It is triggered easiest by leaving the Inner Inn, then walking left until you get to the corner.

  • Befriend Gustafa, Rock and Marlin without marrying them

    In Chapter 2 after you get married, return to the valley to befriend the other two (now unavailable) bachelors. Give Gustafa flowers (any kind) and within two or three days he will be your friend. Give Rock flowers (toy flowers or mist moon flowers), any of the old coins from the dig site, or statues. Within three or four days he will be your friend. Give Marlin crops that you grew. He will take any of them, but will become your friend quicker with "A" crops or higher; also buy seeds from him and he will be your friend within three to five days.

  • Alarm Clock

    Become friends with Grant in Chapter 2 or later.

  • Artwork

    Become friends with Cody in Chapter 4 or later.

  • Chicken Fence

    In any chapter, if you have five or six chickens in your chicken coop, talk to Takakura. He will say "My, you are getting a lot of chickens, I can make you a chicken fence." You can then order a chicken fence from the Order Form in the Food Storage for 10,000 G.

  • Dresses

    In Chapter 2, Van will sell a goat, medicine, toys, and dresses. One of the first dresses is Moomoo Summer and Loves Bears.

  • Drum Set

    Become friends with Gustafa in Chapter 3 or later.

  • Fishing Rod G

    Become friends with Galen.

  • Flora's Necklace

    Become friends with Flora in Chapter 3 or later.

  • Goat Nilker

    Buy a goat.

  • Gold Nedal

    Become friends with Wally in Chapter 3 or later.

  • Grade A Milk

    Wait until your cow is asleep (both a.m. and p.m.) and push the cow's head so that it will wake up and turn around. Go to the dispenser and take out one Fodder and feed it to the cow. When the cow is finished, milk it with your hands to get four Grade A Milk bottles. They sell for 115 G each, while B Milk sells for only 75 G each.

  • Ruby Spice

    Become friends with Ruby.

  • Seed Maker

    Become friends with Daryl.

  • Sheet Music

    Become friends with Lumina in Chapter 3 or later.

  • Strange Hoe

    Become friends with Tim.

  • Strange Wickle

    Become friends with Cody.

  • Watering Can W

    Become friends with Romana.

  • Weird Hoe

    Become friends with Vesta.

  • Weird Sickle

    Become friends with Dr. Hardy.

  • Wool Clippers

    Become friends with Wally.

  • Getting a bigger field

    At some point in Chapter 3, when you talk to Takakura he will say that he has been thinking about clearing the back area for another field, and he can do it if you order the materials. Go to the Food Storage and order a Bigger Field for 20,000 G. Additionally, after acquiring Tartan (the talking plant who lives in Takakura's house) during Chapter 2 (and later Takakura will say he can cut down all of the trees in the very back of your farm), you can buy it from the Order Form in the Food Storage.

  • Getting married

    There are three people you can marry. Rock lives at the Inner Inn and is 22 years old. Gustfa lives in the yurt by the ocean and is 28 years old. Marlin lives on Vesta's farm and is 32 years old. Additionally, if you want to marry Marlin give him crops, cook, talk, and buy stuff from him. If you show him the feather he will say "What's this?". On Spring 1 of the second year he will come to your house and propose to you. Your child will have blue clothes, black hair, and will be happy and outgoing; your husband Marlin will give you crops tips. If you refuse his proposal the game will end.

  • Son's jobs

      Artist: Cody
      Breeder: You
      Farmer: You
      Musician: Gustafa
      Athlete: Wally
      Archeologist: Carter
      Scientist: Daryl

  • Pets

      Cat: Befriend Romana. Some time in the Chapter 2 she will give you the cat. At about five hearts your cat will follow you. To do this, lure the dog far away where he cannot chase you back to the food dish. Try whistling for him in the field. Once that is done, hold out any wild plant and go to the food dish. When it says "Put" on A in the upper right-hand corner, press it. Then, pick the cat up and set it next to the dish. It will eat it, and show a heart over its head.

      Chihuahua: Acquire all the stone tablets from the dig site. Note: There is only one per chapter. In Chapter 6, Carter will give you the dog.

      Ducks: In Chapter 2 during summer (you must have already bought the pond), wake up later than your husband. He will wake you, and tell you that there are ducks in the pond. You will then go to the pond with him. He will ask if you want to keep them. Say yes and you will name them. The ducks will stay in your chicken coop.

      Goat: Can be bought from Van in Chapter 2 or later for 4,000 G.

      Horse: Sometime in Chapter 1 (summer and later), Takakura will give you a horse, saying that he ordered it for you.

      Lizard: Befriend Daryl and Mukamuka (the white monster appears only in winter and early spring). During winter you will get an intermission sequence that shows Daryl and Mukamuka talking. You will follow them. Three days later, walk out of your house at the same time you got the intermission sequence (usually at night) and you will get the lizard. Note: It can only be obtained in Chapter 1.

      Raccoon: Befriend Vesta, but you must first get the Strange Hoe from her. Later you will get an intermission sequence where Vesta tells you that you have been doing a good job. She will give you the raccoon. Note: It can only be obtained in Chapter 1.

      Small bird: Befriend everyone in town and get every intermission sequence. You will eventually get the bird.

  • Intermission sequences

      In Need of a Friend Part 1: Triggered by attempting to leave the farm. When you walk out of your farm's property, you will see Muffy standing on the bridge. She will look sad and you will walk over to her. She will say hello and then asks if she can talk to you, woman to woman. You will automatically nod and she will start telling a story about her ex-boyfriend in the city. After she is done, she will thank you for listening and hopes she can call on you when she needs you again.

      Turtle races: Triggered by exiting Gustafa's hut on a sunny day (possibly only in the fall). When you come out of Gustafa's hut, you will see Nina, the older lady, talking to the giant turtle near Turtle Swamp. She will say "A turtle vs. a human?! Hahaha!", then the race will start. Nina, although she is old, can race a turtle quite well and wins.

      Nina's Second Race: Walk out of the Blue Bar and if you are lucky the event will begin. Nina is feeling lucky when she agrees to race with Hugh, but Nina gets tired quickly. Soon the Harvest Sprites arrive and offer to help her for giving all her "nices". Hugh is almost at the finishing point and is a sure win. However the Sprite's magic will make Nina appear at the finish point first.

      Blue Feather Proposal with Gustafa: Triggered when Gustafa has four red hearts in his diary and you give him the Blue Feather. Gustafa will ask if he can have the Blue Feather when you offer it to him. The screen will turn black and return. Both of you will be at Gustafa's Yurt. Gustafa will say that he has heard about these Blue Feathers but has not actually seen one before. He thinks he understands what they are for though. He will take it and says, "Thank you. I feel kind of strange...". He then says that he would like to keep his Yurt up where it stands so that he can visit his instruments anytime, but you are welcome to come and see him when he is there. (Note: Gustafa does live with you on the farm, but he will venture out to his Yurt on occasion; do not be alarmed if he is not home all of the time) He will then say he has a gift for you. He will tell you that he has been writing a song for you and that he has just finished it today, and wants to know if you will listen to it. You should say yes because he will tell you how he feels about you in the song.

  • Wrong description

    A mushroom known a Trumpet is called a Matsutake in the game.


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