Hint:
Gustafa: Gustafa likes statues and moon ores. You find them in the ruin.
Do not give him fossils or any flowers.
Gustafa likes human statues,
milk, any kind of flowers.
Gustafa's diary is on the
couch. He wakes up at 10:00.
When your relationship is
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.
If you want Gustafa to love you
(which takes awhile), go to his house everyday at 10:00 a.m. Give him
flowers then talk to him 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.
Hint:
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.
You may think 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.
Hint:
Rock: Rock likes coins, human statues, toy flowers, 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 is completely broke. When
you marry him he will say that he will not work. When you propose to him and
he accepts, you will have a short talk with his parents and Nami.
Hint:
Rock: Heart events: The first one is triggered by walking outside the Inner Inn when
Lumina is outside. The second one is triggered by walking outside of your
home at about 4:00 p.m. The third one 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.
Hint:
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.
If you want to marry Marlin
give him crops, cook, talk and buy from him. If you show him the feather he
will say "What's this?". However 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, as your husband Marlin
will give you crops tips. If you refuse his proposal the game ends.
Hint:
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 takes 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 in three to five days.
Hint:
Pets:
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). 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: can only be obtained in
Chapter 1.
Chihuahua: Acquire all the
stone tablets from the dig site. Note: There is only one per chapter.
During the Chapter 6, Carter will give you the dog.
Cat: Befriend Romana. Some
time in the Chapter 2 she will give you the cat.
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.
Horse: Some time during the
Chapter 1 (summer and later), Takakura will give you a horse, saying that
he ordered it for you.
Goat: Can be bought from Van
in Chapter 2 or later for 4,000 G.
Small bird: Befriend everyone
in town and get every intermission sequence. You will eventually get the
bird.
Hint:
Chicken fence: During 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 may then order a
chicken fence from the Order Form in the Food Storage for 10,000 G.
Hint:
Grade A Milk: Wait until your cow is a sleep (both a.m. and p.m. 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.
Hint:
Dresses: During Chapter 2, Van will sell a goat, medicine, toys, and
dresses. One of the first dresses is Moomoo Summer and Loves Bears.
Hint:
Getting a bigger field: Sometime 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.
Hint:
Son's jobs:
Artist: Cody
Farmer: You
Musician: Gustafa
Athlete: Wally
Archeologist: Carter
Scientist: Daryl
Hint:
Intermission sequences:
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 says " A turtle vs. a human?!
Hahaha!", then they start the race. Nina, although she is old, can
race a turtle quite well and wins.
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 looks sad
and you will walk to her. She says hello and then asks if she can talk to
you, woman to woman. You will automatically nod and she starts telling a
story about her ex-boyfriend in the city. After she is done, she thanks
you for listening and hopes she can call on you when she needs you again.
Blue Feather Proposal with
Gustafa: Triggered when Gustafa has four red hearts in his diary and you
give him the Blue Feather. Gustafa asks if he can have the Blue Feather
when you offer it to him. The screen turns black and returns. Both of two
are at Gustafa's Yurt. Gustafa says 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 takes 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 then says he has a
gift for you. He tells you that he has been writing a song for you and
that he has just finished it today. He 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.
Glitch:
Wrong description: A mushroom known a Trumpet is called a Matsutake in the game.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: