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Guide and Walkthrough by The_Admiral

Version: 1.3 | Updated: 02/24/2011
Highest Rated Guide

|                                HARVEST MOON                                |
|                        SNES/Virtual Console Edition                        |
|                                                                            |
|                              FAQ/WALKTHROUGH                               |
|                      Version 1.3 (February 24, 2011)                       |
|                                                                            |
|                               By The Admiral                               |
|                        Email: Admiral1018@yahoo.com                        |

When I originally read about the premise for Harvest Moon in 1997, I thought 
the video game industry had truly come to a dead end.  A game based solely on 
farming?  How did this one possibly get off the drawing board?  Over half a 
dozen sequels later, Harvest Moon has made me feel quite foolish.  It did what 
would seem to be the impossible –- it made a repetitive, seemingly boring 
concept into something fun and enjoyable.  As with most RPGs, the enjoyment 
comes from the continual progress: creating something from nothing, earning 
rewards for your hard work, and finding new and effective ways to do the same 
old tasks.

Yet despite its relatively simple objectives, the information available about 
Harvest Moon remains some of the most inaccurate and incomplete I have ever 
read.  To make matters worse, people have conflated subsequent games in the 
series with this one, resulting in numerous bad strategies and erroneous 
tactics.  That is why this guide was created.  Whether you are a novice looking 
for the most effective way possible to approach a task each day or an expert 
seeking the perfect score, this guide should help you.  And most of all, it 
should finally put an end to many of the egregious errors and time wasting tips 
that have plagued gamers for years.

D I S C L A I M E R                                                       HM01

This FAQ is meant for personal use only and cannot be reproduced for commercial 
use under any circumstances.  No portions of this guide may be reproduced, in 
part or in entirety, without the written consent of the author. If you would 
like to use any part of this guide in your FAQ or website, I will probably give 
you permission if you ask, but you must ask first (Email: 
Admiral1018@yahoo.com). The Harvest Moon title, as well as all contents within, 
is copyright of Natsume, 1997.

T A B L E   O F   C O N T E N T S                                         HM02

To jump to any section of this guide quickly, click the Edit option on the 
toolbar, then go to Find and type in the index number listed in the right 
column.  You can also press Ctrl+F to bring up the search box in most browsers 
and text editors.

TABLE OF CONTENTS.........................................................HM02
USING THIS GUIDE..........................................................HM03

1. STORY AND OBJECTIVE....................................................HM11
2. SCORING................................................................HM12
3. CONTROLS...............................................................HM13
4. LOCATIONS..............................................................HM14
5. TOOLS & ITEMS..........................................................HM15
6. FARMING................................................................HM16
7. HOUSE UPGRADES. .......................................................HM17
8. LIVESTOCK & ANIMALS....................................................HM18
9. SEASONS, TIME & WEATHER................................................HM19
10. FESTIVALS.............................................................HM1A
11. RELATIONSHIPS & MARRIAGE..............................................HM1B
12. THE DAILY GRIND.......................................................HM1C

1. STARTING OUT...........................................................HM21
2. RANCH..................................................................HM22
3. TOOLS..................................................................HM23
4. CROPS & GRASS..........................................................HM24
5. LIVESTOCK..............................................................HM25
6. FESTIVALS..............................................................HM26
7. RELATIONSHIPS..........................................................HM27
8. MARRIAGE & FAMILY......................................................HM28

1. SPRING – YEAR 1........................................................HM31
2. SUMMER – YEAR 1........................................................HM32
3. FALL – YEAR 1..........................................................HM33
4. WINTER – YEAR 1........................................................HM34
5. SPRING – YEAR 2........................................................HM35
6. SUMMER – YEAR 2........................................................HM36
7. FALL – YEAR 2..........................................................HM37
8. WINTER – YEAR 2........................................................HM38
9. SPRING – YEAR 3........................................................HM39
10. SUMMER – YEAR 3.......................................................HM3A

1. POWER BERRY LOCATIONS..................................................HM41
2. SECRET ITEMS & UPGRADES................................................HM42
3. STAMINA USAGE..........................................................HM43
4. SELLING PRICES.........................................................HM44
5. THE HAWKER.............................................................HM45
6. RELATIONSHIPS & AFFECTION SCORE........................................HM46
7. RANCH DEVELOPMENT SCORE................................................HM47
8. HAPPINESS SCORE........................................................HM48
9. RANCH MASTER SCORE.....................................................HM49
10. ENDINGS...............................................................HM4A
11. TIPS AND TRICKS.......................................................HM4B

CONTACT INFORMATION.......................................................HM04
REVISION HISTORY..........................................................HM05

U S I N G   T H I S   G U I D E                                           HM03

This FAQ is divided into 4 sections to help you most easily find the 
information you're seeking.  This will hopefully save you time and prevent you 
from reading any unnecessary spoilers.  The four sections are explained below.

1.  OVERVIEW: This section contains the basics of gameplay, farming,
    tools, livestock, events, and other fundamentals.  Some parts of this
    section are rudimentary and are intended for players who are new to the
    game. Others, such as the ones on farming, livestock, and relationships,
    are much more in-depth and will be useful to veterans and first timers
    alike.  In general, this section contains few to no spoilers, and even
    potential spoilers are noted in advance.

2.  FREQUENTLY ASKED QUESTIONS: The answers to some of the more common
    stumbling points are contained here.  This section is divided by
    functional area of the game and is intended to address specific questions
    without spoiling other parts of the game.  If you are stuck on something,
    see if your question is answered here first.

3.  WALKTHROUGH: As its name implies, this is a detailed walkthrough of the
    game.  Since Harvest Moon is a non-linear, open-ended experience, this
    section shows just one possible method of playing.  However, the
    walkthrough will give instructions on how to do everything as soon as
    possible, assuming your intentions are to achieve a perfect score and
    complete any goal in the most effective way.  The walkthrough does contain
    some spoilers as they occur, so please keep this in mind before reading.

4.  APPENDIX: This is a reference section that contains information on special
    items and upgrades, detailed farming and relationship statistics,
    information on getting a perfect ending and scores, interesting secrets,
    and more.  The appendix is largely a reference source containing numerical
    and statistical information about the game.  This section does contain
    spoilers, so please be warned in advance.


                                O V E R V I E W

The following section gives overview information on all areas of the game and 
should give a solid framework for anyone playing this game.  While some 
sections are fairly basic, the later sections on farming, livestock, and 
relationships are highly detailed and useful for both veterans and new players.

1.  S T O R Y                                                             HM11

You are Jack, a young man whose parents have just given him a ranch.  Jack's 
parents are going away for two and half years, and during that time they have 
entrusted Jack to fix up the old ranch and begin a productive, adult life.  
Jack's parents expect him to engage in farming, raising livestock, maintaining 
and improving the ranch, getting married, and starting a family.

Despite Jack's parents' expectations, there are numerous styles of play in this 
game.  You can attempt to become a millionaire, amassing as much money as 
possible.  You can play as a serial bachelor, spending all day talking to women 
and all night at the bar.  You can become a rugged outdoorsman, choosing to 
spend your days fishing and hanging out at the mountain.  You can settle down 
as a family man and have two children, forsaking any farm work to spend time 
with them.  Or, you can do a bit of all these things.  The choice is entirely 

2.  S C O R I N G                                                        HM12

The game ends after two and a half years when Jack's parents return (after the 
third summer), and you will be scored on the life you led during the time they 
were away.  The game scores you in three different ways.  The first is on how 
much of the ranch is covered and developed.  This is called the Development 
Rate.  The second is on Jack's happiness, which is a measure of how 
"satisfying" his life is.  This is referred to as the Happiness score.  The 
third is on how well Jack manages the ranch and all other aspects of farm life. 
This is referred to as the Ranch Master score.  These scores are loosely 
independent.  For example, it possible to receive a high Happiness score but 
low Ranch Master score, and vice versa.

In general, the game encourages you to balance as many activities as you can 
for the best score.  In addition to these scores, there are numerous endings to 
this game, each dependent on how you played during your time on the ranch.  The 
exact scoring calculations can be found in the appendix, but you will need to 
excel at all the following categories to receive the best ending and score.

- Save a lot of money
- Get married
- Have children
- Upgrade your house
- Grow and sell all four types of crops
- Raise as many cows and chickens as possible
- Brush and talk to all cows to increase their affection
- Develop as much of the farm as possible (with fence, crops, or grass)
- Develop strong relationships with the five single girls in town

3.  C O N T R O L S                                                      HM13

The controls for Harvest Moon are simple and intuitive.  You control your 
character from an overhead point of view and the controls do not change at any 
point in the game.

- Moves Jack vertically and horizontally in the direction pressed.

- Uses the tool in the active hand.
- At the pond on the mountain, use the Y button to cast the fishing rod into
  the water.

- Toggles between the two tools you are carrying.

- Cancels a selection or closes a screen.
- Used to sprint.  You will sprint in the direction you are facing so long as
  the button is held.
- Used to jump over the fence on your ranch and off cliffs at the mountain.

- This is the main action button.  It is used to speak with people, pick up
  items, examine objects, or interact with anything else.
- Selects a command on a menu screen.

- Causes Jack to whistle and summon his horse.  It is most effectively used
  when standing in a straight line facing the horse.

- Causes Jack to whistle and summon his dog.  This is the easiest way to move
  the dog.  It is most effectively used when standing in a straight line
  facing the dog.

- This exits the demo and takes you to the title screen.  It is not used
  during the game otherwise.

SELECT (Z-button if using a Gamecube controller on the Virtual Console)
- This brings up the menu screen, which displays the date, money, and shows
  the item in Jack's active hand.  This effectively pauses the game.  It can
  not be used while holding an item.

4.  L O C A T I O N S                                                     HM14

There are three main locations where most of this game takes place: the Ranch, 
the Town, and the Mountain.  Below are maps and descriptions of each area, 
along with several other key areas on your ranch.

The ranch is where you will spend most of your time.  The primary activities 
include farming and maintaining livestock.  Note that this is just the fenced 
off area of the ranch.  The ranch extends beyond this map and contains several 
other structures (trees and well) that are important later on in the game.

|                              RANCH MAP                                |
|                                                                       |
|                                                                       |
|    #################################                                  |
|    #    ================----       ###############################    |
|    #    =              =|||||              ============          #    |
|    #    = ________     =____|       ========   ____   =========  #    |
|    #    =/--------\    = E           _______  /    \  ________   #    |
|    #    =| D   _  |    =         __ /-------\( {  } )/--------\  #    |
|    #     |____|_|_|    =        |__||   G   ||\____/||   I    |  #    |
|    #           .   =====        |--||    _  ||      ||  _     |  #    |
|    #           .                 F  |___|_|_||  H   ||_|_|____|  #    |
|    #           .                         .   |______|   .        #    |
|    #           ..........................................        #    |
|    #            .                          .                     #    |
|  ##############    ###                     .     ________        #    |
|  |                   #         ___         .    /--------\       #    |
|  |A               C  #        |(_)|        .    |  J     |       #    |
|  |                __ #        |_|_|        .    |     _  |       #    |
|  |               |[]|#                     .    |____|_|_|       #    |
|  ####  B         |__|#                     ............     ######    |
|     #     ###################################################         |
|     #######                                                           |
|                                                                       |

Location                Purpose
---------               -------
A: Entrance             Entrance to farm
B: Shipping area        Place livestock here to sell it
C: Shipping bin         Place crops/fruit/fish in here to sell them
D: House                Live/sleep here (see additional map below)
E: Wood shed            Wood storage; get additional fence pieces from here
F: Horse stable         Horse stays here once found
G: Cow barn             Houses your cows
H: Grass silo           Stores fodder; sign shows current fodder count
I: Chicken coop         Houses your chickens
J: Tool shed            Stores your tools

The town is where you buy items and socialize.  Most festivals are held here, 
and your future wife lives here.  You will spend a decent amount of time at the 
town, and it is important to be familiar with all the locations.

|                                 TOWN MAP                               |
|    ______________                +      + +   #                        |
| ==/--------------\==          ___|___   +  +  #       ```````````      |
| = |      E       | =         /       \    + + #       ```````````      |
| = | /\   __   /\ | =    ### /   /\    \    +  ......                   |
| = |    _|..|_    | =    #   | D __    |       #    .    _________      |
| = |___|  ..  |___| =    #   |__|..|___|       #    .   /---------\     |
| =        ..        =    #       ..         ####    .   | C  _    |     |
| =========..=========    #       ..         ```#    .   |___|.|___|     |
|          ..             ####### .. ############    .    ``` . ```      |
|  ....................................................................  |
|  .               ....          ....                                 .  |
|  . |------------|....|--------|....|-------------|                  .  |
|  . |                                             |     _____        .  |
|  . |                    |~~|                     |    |   & |       .  |
|  . |                    |~~|                     |    |     | B     .  |
|  . |                    |~~|                     |    |_____|       ...A
|  . |                                             |                  .  |
|  .  -          F                                -                   .  |
|  ...                   |````|                     ...................  |
|  .  -                  |````|                   -    _________      .  |
|  . |                                             |  /---------\     .  |
|  . |                                             |  | K  _    |  ## .  |
|  . |                                             |  |___| |___|  #  .  |
|  . |                                             |               #  .  |
|  . |                                             |################  .  |
|  . |------------------|......|-------------------|                  .  |
|  .                     ......                                       .  |
|  ....................................................................  |
|  .                                              ##################  .  |
|  .   _________     _________     _________      #       _______  #  .  |
|  .  /---------\   /---------\   /---------\     #      /-------\ #  .  |
|  .  | G  _    |   | H  _    |   | I  _    |     #      | J _   | #  .  |
|  .  |___|.|___|   |___|.|___|   |___|.|___|     #      |__|.|__| #  .  |
|  .       .             .              .         ###-#######.######  .  |
|  ....................................................................  |
|                                                                        |

Location                Purpose
--------                -------
A: Entrance             Entrance to town
B: Peddler Mat          Peddler appears here on Sundays
C: Flower Shop          Buy seeds and grass; Nina lives here
D: Church               Services held Sundays
E: Mayor's House        Mayor, his wife, and Maria live here
F: Town Square          Festivals are held here; people socialize on Saturdays
G: Bar                  Open at night; Eve works/lives here
H: Restaurant           Sells cake; Ellen lives here
I: Tool Shop            Sells tools; Ann lives here
J: Livestock Dealer     Buy/sell cows and chickens; buy livestock items
K: Fortuneteller        Receive advice on dating and marriage

The mountain is the embodiment of nature.  It is meant to be a tranquil and 
relaxing place.  You can pick fruit and catch fish from here for money.  You 
can also chop wood for extra materials.  The most useful location is probably 
the hot springs, which restore stamina each time you jump in.

|                            MOUNTAIN MAP                             |
|------------------------------------   ------------------------------|
|                                     G  |                            |
|     |________________                  |        &&&                 |
|&                     |                 |       &&&&&     __ ______  |
|&&                    |_________________|        &&&      ||/~~~~~~\ |
|&       &&&                                             F |||~~~~~~| |
|       &&&&&                                                \______/ |
|        &&&                               ___________________________|
|____________________________            #|           /\      #|~~~~|#|
|                                        #|          /__\ C   #|~~~~|#|
|                                        #|                 ####    ##|
|          _                             #|                           |
|    |____| |______________              #|                           |
|&         E               |             #|                           |
|&&                        |______________|       &&&                 |
|&                                               &&&&&                |
|_________________________                        &&&            &&&  |
|      #|~~~|#            |#######                 B            &&&&& |
|      #|~~~|#            |________                      &&&     &&&  |
|&                                  @@                  &&&&&         |
|&&       D                 ________@@_____________|     &&&         &|
|&                         #                                        &&|
|###########################   A                                     &|
o----------------------------    -------------------------------------o

Location                  Purpose
--------                  -------
A: Entrance               Entrance to Mountain
B: Carpenters' House      Upgrades your house
C: Fisherman and Pond     Catch fish
D: Mysterious Spring      Revealed later in the game
E: Mountain Cave          Collect cave herbs
F: Hot Springs            Restores stamina
G: Path to summit         Entrance to mountain summit

Jack's house begins as one room but can be expanded.  This is where you save 
the game and go to sleep at night.  There are numerous trinkets and irrelevant 
items within, so only the useful ones are denoted above.

|    |___| #  \====/ |   #|| ___ |
|    | B   C         |____|||___||
|    |                  D  |_____|
|____|           o            E  |
|             _____              |
|            |     |             |
|            |     |             |
|            |_____|             |
|-------|       o                |
|-------|                        |
|                                |
|______________ A _______________|

Item              Purpose
----              -------
A: Entrance       Entrance to house
B: Diary          Save game/activate sleep at night
C: Calendar       Shows current date
D: Log Book       Shows farm inventory (money, livestock, animals)
E: Television     Shows the next day's weather

Cows are kept in the barn.  Each cow has its own dedicated stall and feeding 
bin.  Cows only eat from their specific trough, so make sure this is where you 
place the food.  You can take cows outside, but it is strongly recommended that 
you keep them here.

|                                |
|       ____ _      _ ____       |
|    12     | |    | |     6     |
|       ____|_|    |_|____       |
|       ____ _      _ ____       |
|    11     | |    | |     5     |
|       ____|_|    |_|____       |
|       ____ _      _ ____       |
|    10     | |    | |     4     |
|       ____|_|    |_|____     __|
|                             /--|
|                           D |__|
|       ____ _      _ ____       |
|     9     | |    | |     3     |
|       ____|_|    |_|____       |
|       ____ _      _ ____       |
|     8     | |    | |     2     |
|       ____|_|    |_|____       |
|       ____ _      _ ____       |
|     7     | |    | |     1     |
|       ____|_|    |_|____       |
|                                |
| __                        _    |
|/__\B                     | | C |
||__|__________ A _________|_|___|

Item                   Purpose
----                   -------
A: Entrance            Entrance to barn
B: Shipping Bin        Place milk in here
C: Pregnancy Stall     Pregnant cows rest here; has own feeding bin
D: Fodder Chute        Take fodder out of here
#1-12: Cow Stalls      Dedicated cow stalls; feed cows in the bins

Chickens are kept in the chicken coop.  While you can take them outside, it is 
strongly advised that you keep them in here.

|  |                        |  |
|  |           D            |  |
|  ==========================  |
|                              |
|___                           |
|---\                          |
|___| C                        |
|                              |
|                              |
| ___                       ___|
|/___\ B                  E ___|
||___|_________ A _____________|

Item                  Purpose
----                  -------
A: Entrance           Entrance to coop
B: Shipping Bin       Place eggs in here
C: Fodder Chute       Take fodder out of here
D: Feeding Bin        Place fodder here to feed chickens
E: Egg Incubator      Place egg here to breed new chickens

5.  T O O L S   &   I T E M S                                             HM15

Understanding all of the tools and items is one of the most integral aspects of 
Harvest Moon.  This includes everything from mastering the basic farming 
equipment to acquiring special items and upgrades to understanding fruits and 
produce.  Listed along with the description of each tool is the stamina usage.  
This is the amount depleted each time the Y button is pressed while this tool 
is equipped.  See the Farming section for more on stamina.

This section is completely SPOILER FREE.  Nothing is revealed here that is not 
also revealed in the instruction manual or game's introduction.  For the 
information on how to obtain special items and upgrades, you will be referred 
to the appropriate section of the appendix.

Below is a list of basic tools in the game.  Almost all of these are stored and 
equipped in the tool shed.

HAMMER            The hammer is used to break rocks and remove broken fence
                  pieces around the ranch.  The hammer can destroy small
                  stones in a single blow but requires 6 hits without moving
                  to split a large boulder.  You begin the game with this tool
                  in your shed.
                  COST: Free
                  STAMINA USAGE: 2

SICKLE            The sickle is used to cut a single square of fully grown
                  grass, which can then be used as fodder to feed the
                  livestock.  The sickle can also cut down crops and bushes
                  around the ranch.  You begin the game with this tool in your
                  COST: Free
                  STAMINA USAGE: 2

AXE               The axe is used to chop up the large tree stumps on your
                  ranch and on the mountain.  Cutting those stumps produces
                  wood, which is added to your wood shed.  It takes 6 blows
                  without moving to cut up a stump.  You begin the game with
                  this tool in your shed.
                  COST: Free
                  STAMINA USAGE: 2

HOE               The hoe is used to plow the land around your ranch, which
                  is required before crop or grass seeds can be planted.  The
                  hoe will plow a single square of land.  Keep in mind that if
                  you plow a square and would like to undo that, you may do so
                  by placing a fence piece over that square.  You begin the
                  game with this tool in your shed.
                  COST: Free
                  STAMINA USAGE: 2

WATERING CAN      The watering can is used to water crops.  It must be filled
                  with water at a pond before it can be used (press Y button
                  to fill) and can hold enough liquid to water 20 crops before
                  needing to be refilled.
                  COST: Free
                  STAMINA USAGE: 2 (water and fill)

GOLDEN HAMMER     The golden hammer is imbued with a special power and allows
                  you to destroy even the largest boulders in a single blow.
                  Unfortunately, by the time you obtain this tool, there are
                  probably no large boulders left to destroy.
                  COST: Found or 2000 G from Tool Shop
                  STAMINA USAGE: 4

GOLDEN SICKLE     The golden sickle is an incredibly useful upgrade, allowing
                  you to cut 9 squares of grass in a 3x3 pattern with Jack in
                  the center.  This saves considerable time once you have a
                  lot of grass planted and need large amounts of feed for all
                  your livestock.
                  COST: Found or 2000 G from Tool Shop
                  STAMINA USAGE: 8

GOLDEN AXE        This massive blade allows you to split wood stumps
                  in a single blow.  The golden axe is very useful for
                  collecting additional wood from the mountain, which is
                  required before you can fully upgrade your home.
                  COST: Found or 200 G (yes, two hundred) from Tool Shop
                  STAMINA USAGE: 8

GOLDEN HOE        The golden hoe rips through the ground in front of its user,
                  allowing you to plow six squares (6x1) at once.  This is
                  very helpful if you are plowing long rows or entire fields,
                  but it can be annoying if you want to plow in tight area or
                  make specific patterns.  Overall, it's a worthwhile upgrade.
                  COST: Found or 2000 G from Tool Shop
                  STAMINA USAGE: 8

SPRINKLER         The sprinkler is arguably the single best upgrade in the
                  game.  It allows you to water 9 squares at once (3x3 area)
                  AND it never needs to be filled up at a pond.  It should
                  save you a considerable amount of time during daily
                  chores.  The sprinkler works best with a parallel or extreme
                  "C" formation of crops (see Farming section for more).
                  COST: 2000 G from Tool Shop
                  STAMINA USAGE: 8

CROP SEEDS        The flower shop sells seeds for different types of crops.
                  In the spring, you can purchase turnip and potato seeds.  In
                  the summer, tomato and corn seeds are for sale (see Farming
                  section for more on crops).  When used, Jack will throw the
                  seeds in the air and cover a 3x3 area of land around him,
                  assuming that the ground has been plowed.
                  COST: 200 for Turnips/Potatoes, 300 for Tomatoes/Corn
                  STAMINA USAGE: 1

GRASS SEED        Grass seed is sold at the flower shop during the summer and
                  spring and is planted in a 3x3 area just as crop seeds are.
                  Once planted, grass grows on its own without watering and
                  can be cut after 9 days.  Cut grass will then regrow and can
                  be repeatedly cut every 9 days.  Grass grows in every season
                  except winter, but can only be planted in the spring or
                  summer.  Grass even survives the winter, so there is no need
                  to replant it in the spring.  Keep in mind that there is no
                  way for you to remove grass once planted, so carefully
                  choose a location that does not interfere with crop growth.
                  COST: 500 G
                  STAMINA USAGE: 1

PAINT             Paint is used to coat your house in a soft, cream color.
                  Paint is not available until you have fully upgraded your
                  house, and has no use once the house is painted.
                  COST: 1500 G
                  STAMINA USAGE: 2

COW BELL          The cow bell is used to summon and direct your cows.  To
                  most effectively use it, stand in a straight line facing
                  your cow.  The bell is given to you for free from the
                  livestock dealer when you purchase your first cow.
                  COST: Free
                  STAMINA USAGE: 1

BRUSH             The brush is used to groom cows, which increases their
                  affection towards you by 3 points.  Cows with higher
                  affection levels produce larger types of milk, so brushing
                  them every day is very important to your cash flow.  See the
                  Livestock section for more on cows.
                  COST: 800 G
                  STAMINA USAGE: 1

MILKER            The milker is used to get milk from your cows.  Simply walk
                  up the cow and press the Y button to milk it (make sure the
                  cow is not moving).  Keep in mind that only adult cows
                  produce milk (the ones you buy from the livestock dealer are
                  still calves).  Cows can only be milked once per day, and
                  will not produce milk if they are sick, crank, or pregnant.
                  COST: 1800 G
                  STAMINA USAGE: 0

COW FEED          Cow feed is a substitute for fodder.  It provides 12
                  feedings.  Despite what the game says otherwise, there are
                  no downsides to using this feed versus grass feeding.
                  However, cow feed is an extremely expensive way to nourish
                  your cows.  Only buy it if you are stuck in the dead of
                  winter and have run out of fodder.
                  COST: 1000 G
                  STAMINA USAGE: 2

CHICKEN FEED      Like cow feed, chicken feed is a substitute for fodder.  It
                  provides 12 feedings.  The chickens cannot tell the
                  difference between the two, so there is no adverse effect to
                  using it.  However, since chickens do not get sick or die if
                  unfed, it's probably best to just not feed them.  Save the
                  money for cow feed in a desperate situation.
                  COST: 300 G
                  STAMINA USAGE: 2

MEDICINE          The medicine is used to treat sick or cranky cows.  While
                  it's probably a waste if the cow is cranky, you definitely
                  need to use this on a sick cow to prevent it from dying.
                  This item also has an odd bug when combined with the miracle
                  potion below.  It will immediately eliminate the pregnancy
                  period, so a cow will give birth the day after it is used.
                  COST: 1000 G
                  STAMINA USAGE: 1

MIRACLE POTION    The miracle potion is used to make a cow pregnant.  Pregnant
                  cows balloon up and are placed in the stall at the bottom of
                  the barn.  Pregnancy normally lasts for 21 days, but it can
                  be sped up using the medicine bug above.  The miracle potion
                  will not work on a cow if there are already 12 in your barn
                  (it will just be wasted).  The miracle potion is also bugged
                  in that it will cure sickness and crankiness when used on a
                  cow.  Overall, this item is a waste of money.  When you
                  factor in the amount of time that is needed to produce an
                  adult cow, it is much more efficient to just buy them from
                  the livestock dealer.
                  COST: 4000 G
                  STAMINA USAGE: 1

SADDLE BAGS       While not really an item in the same sense as the others
                  above, the saddle bags for your Horse become the single
                  greatest tool for increasing the money you can generate.
                  Once the horse is fully grown, the shipper will bring you
                  some saddle bags that serve as a mobile shipping bin.  This
                  completely eliminates the time needed to run back and forth
                  between the bin and allows you to grow crops anywhere on the


There are several very rare items that remain shrouded in mystery.  Below is a 
brief description of each.  More details on all of them are found in the 
"Secret Items & Upgrades" section of the appendix. 

CLOCK             The clock is a very useful item that tells you the time of
                  day whenever you press the Select button.

SNOW GEM          Also referred to as the Seed of the Snow Flower, the snow
                  gem is a mysterious seed sold by the peddler at the Flower
                  Festival.  It needs to be planted on the mountain summit.

MAGIC BEANS       This item is truly a mystery, both in regards to its use and
                  how to acquire it.  Like the snow gem, it also needs to be
                  planted at the summit.

TURTLE SHELL      Little is known about this item, but it is rumored that the
                  shell protects from natural disasters.  Even so, it may just
                  be another ornament.

MONEY TREE        Farmers have always dreamed of a magical tree that sprouts
                  from the ground and literally grows money.  Does such a tree
                  exist?  Unlikely, but you may have the chance to acquire
                  something called a "money tree" at some point.

GOLDEN EGG        The golden egg is a mythical object that is said to exist
                  somewhere within the clouds.  No one in the game knows
                  anything about it, but it would most likely fetch an
                  extraordinary price if sold.


Crops, produce, and fruits constitute the primary sources of income in the 
game.  Crops are planted and harvested on your ranch, produce is collected from 
your livestock, and fruits are picked from the mountain.

CROPS             Crops are grown from seeds you plant on the ranch.  There
                  are four types of crops in this game: turnips, potatoes,
                  tomatoes, and corn.  Once the crop is ripe, it is ready to
                  be picked and sold.  You do so by lifting up the item and
                  putting it in the shipping bin.  Fully grown crops will stay
                  good indefinitely until picked and no longer need to be
                  watered.  Crops sell for varying amounts based on the type.
                  See the "Farming" section below for more.

EGGS              Eggs are laid by the chickens in your coop.  Each chicken
                  will lay one egg per day so long as it is being fed
                  routinely.  Chickens will NOT lay eggs if left outside.
                  Eggs can be placed in the shipping bin in the bottom left
                  corner of the coop.  Unlike crops, eggs do not last
                  overnight, so you must sell eggs in the same day they are
                  laid to be paid for them.  The shipper pays 50 G per egg.

MILK              Milk comes from the cows you raise in your barn.  Only adult
                  cows produce milk, and each cow can be milked once per day
                  providing it is not sick, cranky, or pregnant.  Milk comes
                  in three sizes: small, medium, and large.  Small milk sells
                  for 150 G, medium milk sells for 250 G, and large milk sells
                  for 350 G.  The type of milk the cow produces depends on its
                  affection score.  See the "Livestock" section for more on
                  cows and milk.

POWER BERRY       Also called Berries of the Power Tree, Power Berries
                  resemble reddish apples and are hidden throughout the game.
                  Eating a Power Berry will increase Jack's maximum stamina by
                  10.  The garden at the top of the ranch displays the number
                  of Power Berries eaten (each flower represents a berry).
                  There are 10 Power Berries in the game, and you will need to
                  find them all to receive the best ending.

FISH              Fish can be caught from the pond in the mountain during the
                  spring, summer, and fall seasons.  Speak with the fisherman,
                  then walk to the bench next to the pond.  Press the Y button
                  to cast the lure and eventually you will snag something when
                  the rod wiggles.  Press Y again to pull it up and you may
                  have a fish (otherwise, you will have junk).  The fish can
                  be eaten, given as a gift, or sold.  The shipper pays
                  300 G for a fish, so it is a great source of money early on.

FRUITS            Fruits and other edibles grow on the mountain during the
                  various seasons.  Wild berries grow in the spring, tropical
                  fruit grows in the summer, mushrooms and poison mushrooms
                  grow in the fall, and cave herbs grow all year round.  These
                  items can be eaten, given as gifts, or sold to the shipper
                  for 150 G (wild grapes and mushrooms) or 200 G (all the

FLOWERS           Flowers grow on the mountain and are sold from the flower
                  shop in the summer and spring for 300 G.  Flowers can be
                  given as gifts to the various girls in the game, and this is
                  their primary use.  They cannot be sold.  The ones you pick
                  from the mountain are identical to the ones in the flower
                  shop, so buying them is a waste of money.

CAKE              Cake can be purchased from the restaurant for 500 G.  It can
                  be consumed to restore stamina (complete waste) or given as
                  a gift.  Given its price, the cake does not justify a
                  purchase in either case.  It cannot be resold if purchased,
                  so avoid buying this item.

FULLMOON BERRY    The Fullmoon Berry is a special fruit that only grows for a
                  few days in the fall (day 10 to day 12) and is found on the
                  mountain summit.  You can pick one berry during each of the
                  days the flower is in bloom.  It makes a great gift but also
                  fetches 600 G from the shipper.

PERFUME           Perfume is sold at the Flower Festival and is meant to be a
                  gift for one of the ladies in the town.  There are three
                  types of perfume –- violet, lilac, and rose –- and each color
                  appeals differently to the various girls.  Each sells for
                  1000 G.  The perfume is a BIG WASTE of money and should
                  never be purchased.  The effect on the girls' affection
                  towards you is minimal, so save the cash.


There are several sources for obtaining new items in this game, and it will be 
important to familiarize yourself with all of them.

FLOWER SHOP       The flower shop sells crop seeds, grass seed, and flowers.

TOOL SHOP         The tool shop will occasionally offer new tools, so you
                  should check in periodically.  This store will also sell any
                  of the golden tools if you miss them along the way.

LIVESTOCK DEALER  The livestock dealer buys and sells chickens and cows.  He
                  also sells animal feed, cow medicine, and the miracle potion
                  for breeding cows.  He sells chickens for 1000 G and cows
                  for 5000 G. If you purchase a chicken, he leaves the bird
                  behind his shop.  If you purchase a cow, he delivers it to
                  your ranch.

PEDDLER           The peddler appears in the town square on Sundays and
                  makes an appearance at certain festivals.  The peddler only
                  sells two items in the game: the Snow Gem (at the Flower
                  Festival) and the Blue Feather.  Information on how to
                  purchase the Blue Feather can be found by exploring the town
                  and speaking with the townspeople.

HAWKER            The hawker is a wandering merchant who shows up at your farm
                  on occasion.  He will often try to barter with you, asking
                  to exchange one item for another, but he does sell one item
                  as well.  For more information on the hawker, see the
                  "Hawker" section of the appendix.

FESTIVALS         At a few of the festivals, you are given the chance to buy
                  unique items like perfume and rice balls.  With the
                  exception of the Snow Gem sold by the peddler, all items for
                  sale at festivals are novelties and are generally a waste of


There are only a few possible buyers for goods in this game, but it is 
important to make the most of each.

SHIPPER           The shipper is the main buyer of goods in this game.
                  He stops by the ranch each day at 5:00 and collects
                  any items you have placed in your main shipping bin,
                  either bin in the coop and barn, or horse's saddle bags.
                  Any money for these goods will be automatically added to
                  your account by the time you wake up the next day.  Place
                  anything you want to sell in these bins, including crops,
                  produce, and fruits picked from the mountain.  You will NOT
                  be paid for any goods placed in the shipping bin after 5:00,
                  so save those for the next day.  The shipper comes every day
                  of the week, including weekends.

LIVESTOCK DEALER  The livestock dealer purchases your chickens and cows.  To
                  sell an animal, place it in or lead it to the corralled area
                  just to the left of the shipping bin, then visit the
                  livestock dealer and tell him you want to sell it.  He will
                  stop by your farm later in the day and pick it up.  The
                  livestock dealer pays 500 G for chickens and varying
                  prices for cows depending on the type of milk they produce --
                  5000 G for small milk, 8000 G for medium milk, 10,000 G for
                  large milk.  He will not purchase chicks, calves, sick cows,
                  cranky cows, or pregnant cows.  The livestock dealer is
                  closed on the weekends.

PEDDLER           The peddler appears near the entrance to town on Sunday
                  unless it is raining or snowing.  He will purchase almost
                  any item that the shipper will and usually pays a higher
                  price.  To sell an item, place it on the table next to him.
                  DO NOT throw the item at him or it will be wasted.  A
                  complete list of the prices the shipper and peddler pay for
                  items can be found in the "Selling Prices" section of the

6.  F A R M I N G                                                         HM16

Farming is the engine that drives your financial fortunes during the first year 
of the game.  This section details everything from clearing the land in 
preparation for crops to advanced techniques for making the most money possible 
in a season.

Your farm starts with a small fence surrounding it.  You can move the fence by 
pulling the pieces from the ground and reorganizing them.  New fence pieces are 
obtained from the wood shed, but you need to first stock the shed with 
materials by chopping stumps.  Chopping stumps produces six pieces of wood, and 
you can chop the ones on the mountain for additional materials once your farm 
is depleted.

So what's the point of a fence?
- Looks nice
- Helps develop the ranch

What are the downsides?
- Fence breaks when it rains/snows and needs to be fixed
- Broken fence pieces attract wild dogs and make cows cranky

When it rains or snows, there is a chance that some pieces of the fence will 
break.  You should always thoroughly inspect the day after a storm.  Broken 
pieces can be removed with the hammer and then replaced.  If you have any 
broken pieces, there is a chance wild dogs will come at night.  The dogs are 
characterized by high pitched barking after you go to bed, and they will eat 
any chickens you leave outside (you will find chicken feathers the next day).  
The more broken pieces, the greater the chances that dogs will come.  Once you 
exceed about 15 or so broken pieces, the dogs will come every night until the 
fence is fixed.

The interesting thing to note about a fence is that you do not need to have one 
at all.  If you don't have a fence, the pieces can never break, meaning wild 
dogs will never show up and cows will never become cranky when left outside.  
There is no downside at all to not having a fence, despite what some sources 
claim.  If you want to remove the starting fence, either throw the fence pieces 
in a pond or walk off the screen while carrying them. 

Similarly, a small corral or inner fence area will not protect chickens if wild 
dogs show up, even if the chicken is safely enclosed from the rest of the 
property.  The poor bird will still meet its maker if it is anywhere on the 
farm when the dogs appear.

Unlike other Harvest Moon games, stone fences (fences made from small stones) 
are not practical in this game.  While they cannot break, they are a hassle to 
navigate (you can't jump over them) and they hurt your development rate score 
at the end of the game.  Stones are not a good alternative, so avoid using 

The decision on whether or not to have a fence is up to you, but the main 
rationale should be because you like the appearance.  Since most players keep 
their fence, this guide will assume you choose to do the same.  However, going 
fence-less is easier and probably wiser than keeping one.

Before you can begin laying crops, you need to clear the ranch of the various 
debris that litters it.  There are four types of debris and each is removed in 
a different way:

  Type of Debris          Method of Removal
  --------------          -----------------
  Bush/Weeds              Pick up and throw or cut with sickle
  Small Stone             Throw in a pond or smash with hammer
  Large Rock              Break with hammer (hit 6 times without moving)
  Tree Stump              Chop with axe (chop 6 times without moving)

You do not need to clear the entire ranch on the first day, but you should at 
least clear a large area south of the shipping bin.  You should also do all the 
clearing at night and leave the day for making money (from either crops or from 
collecting fruit/fish from the mountain).

Stamina is a hidden numerical value that measures your ability to use tools.  
Each time a tool is used, your stamina decreases by a small amount.  Your 
maximum stamina is 100 at the beginning of the game and increases by 10 for 
each Power Berry you eat.  You can see the number of Power Berries eaten over 
the course of the game by looking at the secret garden behind Jack's house.  
Each flower represents one Power Berry.

As you chop trees and smash boulders, you will notice Jack becoming physically 
tired and eventually unable to work.  Below are the gestures Jack makes based 
on his stamina:

                    Percent of
  Action            Max Stamina
  ------            -----------
  Pat Brow              50%
  Panting/Sweating      25%
  Stumble             12.5%
  Collapse               0%

Once Jack collapses, he cannot use tools anymore until his stamina is 
replenished.  Note that this does not include any actions involving the A-
button, so Jack can still pull weeds and lift small stones at zero stamina.  To 
replenish stamina, you need to either eat something (like wild fruit), jump in 
the hot springs, or go to sleep.  Hot springs are the most efficient method.  
You regain 24 stamina each time you jump in, so 5-6 dips will restore you to 
maximum in the early parts of the game.  A complete listing of the effect that 
various items and actions have on stamina can be found in the "Stamina Usage" 
section of the appendix.

Once the field is cleared of debris, you need to plow it before planting seeds. 
Plow the field using the hoe from the tool shed.  As you plow the field, you 
may dig up various items.  You can dig up one of each of these items per day:

  1. COIN (worth 10 G) or MONEY BAG (worth 50 G)
  2. MOLE: Resident pest.  Just ignore it.
  3. POWER BERRY: You can find up to two from random digging.

Before you waste hours looking to get rich, keep in mind that you can only dig 
up one money item per day (either the coin or money bag).  After you've found 
either, do not waste time looking for more that day.

Moles will scurry around when unearthed and will quickly re-burrow if left 
alone.  You can pick up the mole and carry it around, but this has no practical 
use.  If you have any cows outside, there is a small chance the cow will become 
cranky the next day if you dig up a mole.  This is discussed more later but is 
a relatively minor issue.

You can also find a couple of Power Berries at random, and you should spend 
time digging until you unearth them both.  These cannot both be found in the 
same day.

When you're ready to plant crops, it's important to keep different formations 
in mind.  Crop and grass seeds are thrown down in a 3x3 pattern.  While you can 
plant everything in a 3x3 pattern, you will actually end up wasting 
considerably more time and resources than if you choose one of the other 

The biggest drawback to the 3x3 pattern at the start of the game is that it 
becomes impossible to water the center square once the crops start to grow.  
This will result in crops growing to maturity on the outer eight squares while 
the inner square stays unchanged.  You can water the square again once the 
other crops have grown and are harvested, but then you are forfeiting the space 
for growth of a new batch of crops.  The solution is to deliberately not plant 
crops on one or more of those squares, and there are several ways to do this.  
While it may seem wasteful to plant less than the maximum amount you can from 
each seed bag, you will see in the next section why this is not the case.

Below are five possible types of crop formations.  In each image, an "X" 
represents a square that has been plowed while the others are unplowed.  If you 
accidentally plow a square and wish to undo it, place a piece of fence over 
that area.  It will turn the soil back to the regular, unplowed variety.

3x3             X X X
Formation       X X X
                X X X

Donut           X X X 
Formation       X   X 
                X X X 

"C"             X X X     X X X     X X X     X   X
Formation         X X     X X       X X X     X X X
                X X X     X X X     X   X     X X X

Extreme "C"     X X X     X X X     X X X     X   X
Formation           X     X         X   X     X   X
                X X X     X X X     X   X     X X X

Parallel        X X X     X   X
Formation                 X   X
                X X X     X   X

Once the land is plowed, it's time to plant the crops.  Regardless of type, all 
crops need to be watered each day to grow.  After a few days, crops will begin 
to sprout and will change appearance a few times before being ready for 
harvest.  Crops will not die if you don't water them, but they will never grow 
beyond their current stage either.  When a crop is ripe, approach it and press 
the A-button to pick the vegetable.  It may be hard to tell when turnips and 
potatoes are ripe, but you can see a picture if you watch the game's 
introduction.  If, for some reason, you wish to remove a crop once it's 
sprouted, you can use the sickle.

To get paid for crops, they must be placed in the shipping bin before the 
shipper arrives.  He shows up every day at 5pm, just before it gets completely 
dark.  You are not paid for anything placed in the shipping bin after the 
the crops for the next day.

Different crops grow in different seasons, and there are certain 
characteristics you should keep in mind.  In spring, you can grow turnips and 
potatoes.  These crops can only be picked once, and you will need to replant 
them after each harvest.  In summer, you can grow tomatoes and corn.  After a 
long period before the first harvest, tomatoes and corn will regrow every three 
days if you continue to water them.  This makes the overall profit margin on 
summer crops a lot higher.

Before delving into strategies, let's look more closely at the different crops.

|         Category         |  TURNIP  |  POTATO  |  TOMATO  |   CORN   |
| Season                   |  Spring  |  Spring  |  Summer  |  Summer  |
| Cost per bag             |  200 G   |  200 G   |  300 G   |  300 G   |
| Days to Grow             |    4     |    7     |    9     |    12    |
| Days to Regrow           |   N/A    |   N/A    |    3     |    3     |
| Revenue per Crop         |   60 G   |   80 G   |  100 G   |  120 G   |
| Revenue per Bag          |  480 G   |  640 G   |  800 G   |  960 G   |
| ("C" Formation)          |          |          |          |          |
| Profit per Bag           |  280 G   |  440 G   |  500 G   |  660 G   |
| ("C" Formation)          |          |          |          |          |
| Revenue per Bag          |  360 G   |  480 G   |  600 G   |  720 G   |
| (Parallel Formation)     |          |          |          |          |
| Profit per Bag           |  160 G   |  280 G   |  300 G   |  420 G   |
| (Parallel Formation)     |          |          |          |          |
| Maximum Harvests         |   N/A    |   N/A    |    7     |    6     |
| per season               |          |          |          |          |
| Maximum Profit per       |   N/A    |   N/A    |  5600 G  |  5760 G  |
| Season ("C" Form.)       |          |          |          |          |
| Maximum Profit per       |   N/A    |   N/A    |  4200 G  |  4320 G  |
| Season (Parallel Form.)  |          |          |          |          |

If it's not overwhelmingly obvious, summer crops are much more profitable than 
spring crops.  A single bag of potatoes can only produce a profit of 280 G, but 
a bag of corn can yield 5760 G.  This analysis may make spring crops seem like 
a waste, but you can still make a great deal of money if you plant enough.  
Also, the game cushions the margin on the summer crops because hurricanes can 
occur during that season.  As hurricanes can destroy up to 30% of your crops, 
you need the extra margin to stay afloat.

Below are some useful tips for maximizing your profits from growing crops.  The 
most important strategy is to harvest as many crops as quickly as possible, and 
these tips should allow you to do that.  When it comes to crops, the rule of 
thumb is always the same: time = money.  Keep this in mind throughout the 
harvest seasons.

During the first year, the single most important strategy is to plant crops as 
close to the shipping bin as possible.  I know the demo shows them just below 
the tool shed, but do not do this.  The best way to maximize profits per day is 
to minimize the time it takes to pick all your crops.  Even if you do not have 
many crops, you can always use the extra time that day to pick fruit or catch 
fish from the mountain for additional money.

Building on the last strategy, it should start to become obvious why a "C" 
formation works better in the first spring than a 3x3 formation.  If you use a 
3x3 formation, the outer crops will all ripen before the center one.  Once you 
pick those 8 outer crops, you will have a lone crop that requires another few 
days to grow.  If this crop is near the shipping bin (which it should be), it 
is now taking the place of other crops.  Using the C formation, all crops are 
picked and replanted in the same day.  This saves time and allows you to make 
more money.  In the summer of year 1, you may wish to use the extreme "C" 
formation once you have the sprinkler.  This is less efficient monetarily, but 
it allows you to water an entire patch of crops at once, saving significant 
real-world time.  In the second and third years, you should be using the 
parallel formation.  See the strategy on the horse below for more.

It's possible to be harvesting 3-4 patches of crops each day by the middle of 
the first spring.  Many gamers are surprised to hear this and wonder how it's 
possible to earn enough money to afford so many bags of seed so early.  The key 
is to pick fruit and catch fish from the mountain.  You can put fruit in the 
shipping bin for 150 G and fish for 300 G.  In a typical day, you can probably 
pick 2-3 pieces of fruit or catch 1-2 fish, allowing you to earn 300-600 G per 
day.  This is enormous in helping you afford extra crops early.  During the 
first week, you should take care of whatever business you have in town, then 
spend the remainder of the day on the mountain.  Leave all chores until night 
(clearing the ranch, planting/watering crops, etc.) where they can be done at 
your leisure.

The best way to build money early on is to make sure that you are harvesting 
crops every day.  To do this, you need to plant crops every day.  It's best to 
lay out your farm in advance and know where you will be planting and picking 
crops on any given day.  This allows you to harvest methodically and to 
accurately predict your future income.

In the second and third year, the location of the crops becomes irrelevant as 
the horse is a moveable shipping bin.  If you use the horse right, you can 
manage a ranch that is 50% or more covered with crops.  The key is to keep the 
horse as close to you as possible so that you minimize the walking distance.  
You should never have to walk more than 2-3 squares to throw crops into the 
horse's saddle bags.  The horse works most effectively when crops are planted 
in the parallel formation, and you should use this layout exclusively in years 
2 and 3.  Your crops should be in long rows or columns as shown below.  An "X" 
denotes a planted crop and # is a piece of fence.  The fence acts to keep the 
horse in place so it doesn't move up or down.

   E   D   C   B   A

The letters, A through E, denote places where your horse will be positioned 
when you harvest.  Leave the horse in those lettered spots and pick crops as 
quickly as you can by throwing them at the horse.  The horse sometimes wanders, 
but if he is stuck between two rows of crops (or the two fence pieces), he 
won't stray very far.  You should alternate the direction you harvest in the 
spring and summer to make sure the horse is pinned.  For example, in the 
spring, you may wish to position the horse at location B while Jack starts 
picking crops at location A.  You would then mount the horse and get off at 
location C.  In the summer, it would be more effective to position to horse at 
location A and start collecting crops moving away from that spot.  When you 
reach location B, whistle by using the R-button to call the horse, then repeat. 
The reason for this switch is because the crops disappear when picked in the 
spring but stay in the summer, so you can use them to keep the horse from 
straying in that season.  In both seasons, the key is to remain as close to the 
horse as possible.  

Finally, some sources say that you must throw crops onto the side of the horse 
or it will "eat" them instead of store them.  This is untrue.  You can throw 
crops right at the horse's face or rear and you will receive credit.  The 
important thing to note is the saddle bags.  They should flare up when you 
throw a crop at the horse.  Sometimes the horse will "freeze" in position for a 
few seconds and the saddle bags will not inflate.  Although this is pretty 
normal, you are not paid for crops when this happens.  If you notice it 
happening more than once at a time, whistle for the horse or do something to 
get him moving again.  This should fix the problem.

Although it may seem odd, spring crops will grow and can be harvested in the 
summer.  The one rub is that they must be planted during the spring.  One 
strategy is to plant as many crops as you can on day 30 of the spring.  Since 
summer crops take 9-12 days for a first harvest, the spring crops will still 
allow you to generate crop revenue until the summer ones are ready.  If you 
take this approach in year 1, make sure to reserve the space closest to the 
shipping bin for summer crops.  Use the areas a bit further to the north or to 
the sides for the spring ones.  Also, do not stock up on spring crops at the 
expense of summer ones.  Make sure you have enough money saved to buy 12-15 
bags of corn or tomato seeds within the first 3 days of summer (this costs 
3600-4500 G).  Only use anything above this for additional spring crops.

If you can't pick all the crops before the shipper arrives, just leave them 
overnight.  Crops will last indefinitely until picked.  Once ripe, they do not 
need to be watered either.  Also, if the shipper comes when you still have a 
crop in your hand, do not throw it away or waste it by putting it in the 
shipping bin.  Give the crop to your wife as a gift or take it to Eve at the 
bar for some added affection points.

Odd as it may seem, if you plant seeds while it's raining, you still need to 
water them.  This is a bug in the game, but it's a bug you still need to factor 
in as you play.  In the summer, you also need to water tomato and corn plants 
on the days you pick the vegetables if it's raining.

Grass is the main source of feed for your livestock.  Once grass grows long 
enough, you can cut it with your sickle and store it in the feeding silo as 
fodder.   The exact grass requirements for the animals are discussed in the 
next section.

Grass is planted the same way crops are, and should always be placed in a 3x3 
formation.  From the initial planting, grass takes 9 days to grow to its 
maximum height and will change colors a few times as it matures.  When fully 
grown, grass is usually a deep, rich green (in the spring and summer) or dark 
gold (in the fall).  It will take a while to identify, but you should get the 
feel for the right color after a few cycles.  After being cut the first time, 
grass will regrow every 9 days and can be cut repeatedly.

Grass can only be planted in the spring and summer, but it will still grow in 
the fall.  In the winter, the grass is covered by snow and does not grow.  
Grass will survive the winter and does not need to be replanted in the 
following spring.

One of the biggest flaws in this game is that GRASS CANNOT BE REMOVED ONCE 
PLANTED.  Because of this, it is vitally important to determine where you want 
grass planted in advance.  In general, you should avoid having any grass in the 
southern half of the farm, as this is where crops should be planted.  It's best 
to either use the area east of the tool shed or north of your home, around the 
secret garden.

Grass can be destroyed by summer hurricanes, and a few patches will also be 
killed at the end of each winter.  These will remain eyesores until replanted.

7.  H O U S E   U P G R A D E S                                           HM17

You can upgrade your house twice in the game.  In addition to looking nicer and 
improving happiness, house upgrades are required for marriage and a family.  
You upgrade your house by speaking to the carpenter in the mountain.  The 
carpenter's house can be found just south of the fishing pond.  Upgrading your 
house requires both money and wood, and the upgrades are completed 3 days after 
the carpenters begin work (or 4 days after you pay them).  Here are the costs 
of the upgrades:

  Upgrade                  Money          Wood
  -------                  -----          ----
  House Upgrade 1          5,000           250
  House Upgrade 2         10,000           500

The first upgrade widens your house a little bit, but the changes are not 
significant.  This renovation is required before you can get married.  The 
second upgrade adds a new wing to your house where the beds are now placed.  
You receive an additional bed and a baby cradle.  Outside, your house now 
receives a porch.  This second upgrade is required before you can have 

Once your house has been upgraded twice, you can paint it.  Paint will be for 
sale at the tool shop as soon as the second addition is complete.  Paint 
increases happiness and stops your wife from nagging, but is purely for 
aesthetic value otherwise.

To earn extra wood for the upgrades, you can chop the tree stumps on the 
mountain.  Each time you exit and re-enter the screen, the stumps will reappear 
and can be cut repeatedly.  It is recommended that you chop these trees at 

Finally, when you first speak to the carpenters, one of them tells you that you 
will receive a special gift if you upgrade your house before the end of the 
first summer.  It is worth trying to meet this target to earn the reward.

8.  L I V E S T O C K   &   A N I M A L S                                 HM18

Animals play an integral role in Harvest Moon, both in terms of the money you 
can generate and your overall happiness.  There is an extreme amount of 
misinformation regarding livestock in the various FAQs and other sources for 
this game, so hopefully this section will clear that up.

This section discusses the grass requirements for livestock and gives detailed 
information about chickens and cows, as well as an overview of the other 
animals in the game.

In order to buy animals from the Livestock Dealer, he demands that you have 
enough grass to support them.  Specifically, you must have 16 squares of grass 
for each animal, and this grass must be planted before the animal can be 
purchased.  Each bag of grass seed can produce up to 9 squares of grass (3x3 
area), so each animal requires just under 2 bags of planted grass.  When 
calculating the required grass, the Livestock Dealer counts chicks and baby 
cows as well, even though these animals do not yet require any fodder.  This is 
the same number found by adding the chickens and cows total in the inventory 
book inside your house.

|EXAMPLE                                                                     |
|You want to buy a cow.  You currently have 2 chickens and a baby chick on   |
|the farm.  How much grass do you need to have before the Livestock Dealer   |
|will sell one to you?  You need to have enough grass for the existing       |
|animals (including the chicks) plus enough grass for the new animal.  This  |
|totals four animals.  Each animal requires 16 squares of grass, so you need |
|64 squares of grass, or roughly 8 bags worth.                               |

There are no grass requirements for animals you breed yourself.  Keep this in 
mind during the winter and fall if you want to increase the number of livestock 
but don't have enough grass to buy from the dealer.  Another alternative in 
that scenario would be to sell off all but one chicken to buy as many cows as 
possible, since chickens are less profitable and easier to breed than cows.  
Then, after the cows are bought, you can start breeding chickens again.


Chickens are simple, low maintenance animals.  They provide a nice addition to 
your income without requiring much care or time.  The main downside to chickens 
early on is the grass requirement, but that should not discourage you from 
raising them.

STAGES:     Chickens begin as eggs, hatch as chicks, and grow into chickens.

GROWTH:     An incubating egg takes 3 days to hatch into a chick.  A chick
            takes 7 days to grow into an adult.  Note that chickens bought
            from the Livestock Dealer are already adults.

FEEDING:    Chickens require one piece of fodder per day.  To feed them, place
            the fodder in the trough at the back of the coop.  DO NOT throw
            the fodder at the chickens directly, as this does nothing.  You
            can use chicken feed as a substitute for fodder with no penalty
            (despite what the livestock dealer says).  Eggs and chicks do not
            require any food.

HEALTH:     Chickens are very resilient.  They never get sick or die from
            starvation, so you can ignore a chicken for the entire game and it
            will be just fine.  The only threat to a chicken is wild dogs.  If
            you leave a chicken outside and the ranch has broken fence pieces,
            wild dogs will come at night and eat it.  THERE IS NO REASON TO

PRODUCE:    Chickens will lay one egg each day if they were fed on the previous
            day.  If a feeding was missed on the previous day, chickens will
            not lay eggs again until they have been fed for 3 consecutive
            days.  Eggs will disappear in one day if not collected.

MONEY       All eggs sell for 50 G if placed in the produce bin in the bottom
            left corner.  Chickens themselves can be sold for 500 G.

BREEDING:   To grow your own chickens, simply place an egg in the incubator
            bin at the bottom right side of the coop.  The egg will grow and
            hatch into a chick on its own in 3 days.

STRATEGY    There's not much to say about chickens.  Feed them every day and
            collect their eggs.  Early in the game, when you are still
            struggling financially and are starting to buy cows, chickens may
            be somewhat of a burden as they all require 16 squares of grass
            (including chicks).  Instead of spending a lot on more grass,
            simply sell off all but one of the adults.

            If you are running out of fodder during the winter, stop feeding
            chickens and save the fodder for cows.  The only downside is that
            the chicken will stop laying eggs until fed again for 3 days
            straight, but this is far cheaper than the problems associated
            with cows.

            If you are breeding chickens to sell for money, you may want to
            place the chicks in your house.  This way, you will know when they
            are fully grown and can save the trip to the coop.  It also clears
            up the coop a bit and prevents the extra birds from getting in
            your way.


Unlike chickens, cows require a major investment of time and energy.  However, 
the reward is worth it.  A full barn of cows producing large milk can generate 
4200 G per day, every day of the year.  Raising cows is also essential to 
Jack's happiness and your ending scores.

STAGES:     Cows have a fairly prolonged life cycle.  The physical stages they
            can appear in are the following: baby, calf, adult, and pregnant.
            See the Summary table below for more specifics on each stage.

GROWTH      Baby cows grow to calves in 14 days.  Calves grow to adults
            in 21 days.  When you buy a cow from the livestock dealer, it is
            in the calf stage.

AFFECTION   Cows are sensitive creatures and have a hidden score that gauges
            their feelings for you called the affection score.  The cow's
            affection score is what determines the type of milk it produces.
            Unfortunately, there is no way to see the cow's score during the
            game.  The maximum affection score is 255.  The actions that
            change affection score are the following:

            Action                          Effect
            ------                          ------
            Talk to cow                       +1  (once per day)
            Brush cow                         +3  (once per day)
            Cow becomes pregnant             +10
            Feed Cow                           0
            Use Medicine on cow                0
            Cow gives birth                    0
            Cow misses feeding                -8  (cow may become sick)
            Cow is left in the rain/snow      -8  (cow may become sick)
            Cow becomes sick                 -20
            Cow becomes cranky               -30

FEEDING     Cows require one piece of fodder per day.  The fodder must be
            placed in the feeding bin directly in front of the stall where the
            cow appears when you enter.  Cows will not eat food out of other
            bins, and this will count as a missed feeding.  Also, do not throw
            fodder at the cow directly, as this does nothing.  If you leave
            cows outside, they will eat the grass and not require additional
            feeding from you in all seasons except winter.  Note that you do
            NOT need to feed babies or calves.  They cannot get sick and
            there is no penalty to affection score from a missed feeding.
            Pregnant cows must still be fed.  While they cannot get sick,
            their affection score will still decrease each day they are not

HEALTH      Cows are highly susceptible to illness and mood swings.  The two
            adverse states the cow can enter are "Sick" and "Cranky."

SICK        Cows become sick from either missed feedings (in the barn)
            or being left outside in rain or snow.  The cow will not always
            get sick from these things, but the chances are about 50% that it
            will.  Note that no more than four cows can get sick in any given
            day.  A sick cow's face turns grey and the animal becomes
            sluggish.  You will also receive a message when speaking to the
            cow that it is sick.  While sick, cows do not produce milk.  You
            can cure sickness by using the medicine purchased at the
            livestock dealer.  If not cured, cows will die 6 days after
            becoming sick (DO NOT let this happen, as it is very expensive
            and destroys your happiness score).  Note that only adult cows
            can become sick.  Babies, calves, and pregnant cows are

CRANKY      Cows can also become cranky under certain situations.  Cows in this
            condition will have slanted eyes and will appear generally angry
            and unresponsive.  Cranky cows do not produce milk.  There are
            three potential sources on crankiness in the game.  The first,
            which can happen in the barn or outside, occurs if you beat the
            animal with a tool.  The game stores the total number of times you
            hit each individual cow over the course of the game.  Once you have
            hit the cow 10 times, it will become cranky the next day.  This can
            occur repeatedly, so do not intentionally harm the cows.

            While outside, cows become cranky if there are broken fence pieces
            on the ranch or if they are on the ranch when you dig up a mole.
            In both cases, the crankiness will only occur if the cow is left
            outside overnight, so moving it indoors during the day will
            eliminate the problem.  In the case of broken fence pieces, either
            ALL cows will become cranky the next morning or none will.  The
            likelihood or crankiness is cumulative with each broken fence piece
            and appears to be around 1/8 per piece, although this is
            unconfirmed.  Crankiness from digging up the mole is much rarer,
            roughly a 1/16 chance.  The proximity of the cow to the mole is
            irrelevant, so even if the cow is well out of sight and on the
            other side of the ranch, crankiness can still occur.  Unlike with
            fence pieces, crankiness from mole sightings is calculated for each
            cow individually.

            Crankiness will typically wear off after 2 days, but you can
            remove the condition immediately by using the medicine.  Note
            that if you leave cows outside in poor conditions and do not
            improve them, the crankiness state will keep resetting each day.
            This means you lose 30 affection points and prolong the period
            that the cow will be unhappy.

PRODUCE     Adult cows will produce one unit of milk each day.  The specific
            size of the milk depends on the cow's affection score.  Cows will
            not produce milk if sick or cranky.  You must purchase the milker
            from the tool shop to milk cows.  Note that cows still produce
            milk when left outside.

            Type of Milk           Affection Score
            ------------           ---------------
            Small                        0-95
            Medium                     96-191
            Large                     192-255

MONEY       Different size milk and the cows that produce them sell for
            different amounts of money.

            Type of Milk                 Money
            ----                         -----
            Small                        150 G
            Medium                       250 G
            Large                        350 G

            Sell Cow                    Money
            --------                    -----
            Produces small milk         5000 G
            Produces medium milk        8000 G
            Produces large milk       10,000 G

BREEDING    To breed cows, you need to buy the Miracle Potion from the
            livestock dealer for 4000 G.  Use the potion on the cow and it
            will become pregnant the next day.  Unlike subsequent games, cows
            can still become pregnant after they have been milked for the day.
            Pregnant cows balloon up and are moved to the special stall in the
            bottom right.  Use the bin by that special stall when feeding
            them.  Cows take 21 days to give birth after becoming pregnant,
            and you can see the number of days remaining by talking to the
            cow.  After being born, a baby cow will be placed in a free stall
            (you will need to name it) and the pregnant cow returns to normal.

            If you use the Medicine on a pregnant cow, it will reduce the
            pregnancy time to one day and the cow will give birth the next
            morning.  This is a bug, but it is useful to save time.  The
            Miracle Potion will also cure a cow of sickness or crankiness when
            used (in addition to making the cow pregnant).  This is also a bug,
            but it makes breeding cows more cost effective.

            You cannot impregnate a cow when you already have 12 cows in the
            barn.  Using the Miracle Potion on a cow in this case will just
            waste the item.

SUMMARY     The table below summarizes much of the confusion from above with
            regards to the cows' conditions and requirements.

|  Type of   | Need to | Type of | Can Get | Can Get  |                      |
|    Cow     |  Feed?  |  Milk   |  Sick?  | Cranky?  |        Notes         |
| Baby       |   No    |  None   |   No    |    No    | Born from pregnant   |
|            |         |         |         |          | cow. Grows to calf   |
|            |         |         |         |          | in 14 days.          |
| Calf       |   No    |  None   |   No    |    No    | Type of cow bought   |
|            |         |         |         |          | from livestock       |
|            |         |         |         |          | dealer. Grows to     |
|            |         |         |         |          | adult in 21 days.    |
| Adult 1    |   Yes   |  Small  |   Yes   |   Yes    | Have an affection    |
|            |         |         |         |          | score of 0-95        |
| Adult 2    |   Yes   | Medium  |   Yes   |   Yes    | Have an affection    |
|            |         |         |         |          | score of 96-191      |
| Adult 3    |   Yes   |  Large  |   Yes   |   Yes    | Have an affection    |
|            |         |         |         |          | score of 192-255     |
| Pregnant   |   Yes   |  None   |   No    |    No    | Use Miracle Potion   |
|            |         |         |         |          | on adult cow.  Gives |
|            |         |         |         |          | birth after 21 days. |

Note: All three adult cows look the same in the game.

There are may tips and strategies that will help you more effectively raise 
cows.  Keep the following in mind:

If you remember only one tip you read, remember this one.  Do not leave cows 
outside!  Unlike in later Harvest Moon games, there are no benefits to the 
cows' happiness or affection from being outside.  However, there are 
significant downsides.  The cows risk both sickness and crankiness from being 
left outside, especially if it rains or snows.  Cows are also much harder to 
milk since they move around, and milking them outdoors wastes valuable day 
time.  Time stands still inside the barn and has a convenient shipping bin in 
the corner, so that is a much better place to do it.

Only adults and pregnant cows need to be fed.  Calves and babies can never get 
sick, and their affection scores are not lowered by a lack of food.  Conserve 
your time and fodder and don't feed them.

Unless you just want to see what happens, do not waste time breeding cows.  
When you factor in the pregnancy time and additional time as a baby, breeding 
adds 35 days to the life cycle of the cows.  That's 35 fewer days of milk 
production from the new cow.  You also lose milk production from the pregnant 
cow for 21 days while it's pregnant.  The only benefit I have ever seen in 
favor of pregnancy is that the baby cow will produce large milk when it reaches 
adulthood.  This is true if you talk to and brush it every day, but this is 
just a function of being able to raise the affection score while the cow is a 
baby.  It does not get you large milk any sooner than you would from a 
purchased cow.  It just trades days when the cow is usually producing small and 
medium milk for no production at all.  Overall, you're at least 7000 G worse 
off economically from breeding, and possibly a lot more depending on the milk 
type of the pregnant cow.  Just spend the extra 1000 G and buy it.

Brushing and talking to cows each day increases their affection score.  Bushing 
adds 3 points and talking to them adds one point.  These actions only increase 
the score once each day, so doing it more frequently is a waste. You can 
eventually stop brushing and to them (see next point).

Cows begin producing large milk at 192 affection, and there is no practical use 
for a score higher than that.  However, your ranch master score at the end of 
the game is calculated based on the affection rate of ALL cows (not just the 
highest score), so you should raise them all to at least 200 to get the most 
points.  To ensure this affection score, you need to brush and talk to cows for 
two days after they start producing large milk.  Of course, if they get sick or 
cranky, you will need to brush and talk to them again to restore the affection.

As you will often experience, cows will start moving away from you when you 
begin brushing them.  They may also enter a group and make it hard to tell who 
is who.  This is where body language is useful.  If you brush or talk to a cow 
for the first time, it will blink its eyes (semi-circles) and shake its tail.  
If the cow starts walking away when you brush it but still makes these 
gestures, the brushing counted and increased its affection score.  If you try 
talking to or brushing the cow more than once per day, it will not make these 
gestures.  This should signal that your actions are not improving its affection 

If you have a lot of cows and find them moving around a lot, exit and re-enter 
the barn. They will reappear in front of their stalls.

Once you have around 8-9 cows, the game will noticeably slowdown inside the 
barn.  There is really nothing you can do about this.  Leaving the cows outside 
causes an even more extreme slow down.

When you push a cow, it will start walking in that direction until it hits 
something.  You can roughly guide them this way, but it is very annoying.  If 
you need to move cows (say, to sell them), use the bell that the livestock 
dealer gives you.  Stand in a straight line from the cow, use the bell, and the 
cow will walk right to you.  To move the cow outside, lure it to the barn 
entrance with the bell, then push it into the door.  Continue using the bell 
outside to direct it.

This is the one real exception to the "no animals outside" rule.  Pregnant cows 
cannot get sick or cranky, so there is no downside to leaving them outdoors.  
Since they are not producing milk anyway, leaving them outside simply 
eliminates the need to feed them (note that this does not work in the winter).  
You will need to move the cow back inside when it's time to give birth, so keep 
track of the remaining days and move it inside when it's time.


On the second day of the game, Ellen stops by and gives you her dog, Koro (you 
may rename the dog if you would like).  The dog will then remain with you for 
the duration of the game and generally stays in whatever area you leave it.  
You do not need to feed Koro or put any other effort into taking care of him.  
Unlike the cows, he does not have an affection score.

There is a lot of incorrect information about Koro's purpose, both within the 
game and from external sources.  For the most part, Koro has no use.  To dispel 
some of the rumors, Koro does not bark or chase away wild dogs at night, he 
does not increase your happiness, and he does not scare away moles.  You also 
do not need to take him in when it rains, despite what your wife may suggest.  
Koro has been reported to cause some glitches when left in a barn or coop with 
a lot of livestock, so you should avoid placing him there.

During the game, it does not matter where you leave Koro, so just put him some 
place out of the way.  You can even bring him back to Ellen's house or leave 
him on the mountain and it won't make a difference.  To move Koro quickly while 
on the same screen, press the L-button and he will run after you.  This is a 
lot faster than picking him up.

With all that being said, there is one rumor regarding the dog that is true.  
You do need to hug your dog 100 times to receive the best ending in the game.  
This is a totally random requirement that is never hinted at during the game, 
so I am mentioning it here to save you frustration.  Hugging your dog just 
means picking him up once with the A-button, so you can actually fulfill this 
requirement in a minute or two.


You will find a baby horse (foal) on the first day you enter the crossroads in 
the winter of year 1.  You will be prompted to choose a name.  The horse takes 
refuge in the stall attached to the barn and does not need any feeding or other 

After 21 days, the foal will grow to an adult.  When this happens, the tool 
shop owner will stop by and give you saddle bags.  These allow the horse to 
carry crops and other saleable goods, transforming it into a moveable shipping 
bin.  You can also ride the horse by standing next to it and pressing the A-
button.  The horse runs very quickly and is a great way to travel across the 
ranch.  You can even jump over fences with the horse by pressing the B-button.

Other than as a harvesting and transportation aid, the horse has no real 
purpose.  It does not have an affection score, so you do not need to worry 
about its treatment.


The game features cameos from several other types of creatures.  Many of these 
sightings increase Jack's happiness, but almost none of them have much use 
beyond that.

BIRDS       When you leave the house in the morning, you may see a small group
            of birds in the shipping area that quickly fly off.  These birds
            appear randomly and can show up in any season.  They increase your
            happiness by 2.

WILD DOGS   Though never seen, wild dogs may enter your ranch at night if you
            have any broken fence pieces.  You will hear them barking after
            you go to sleep.  These dogs will eat your chickens if they are
            left outside.  Keep your fence repaired at all times to ward off
            these pests.

MOLE        When plowing land on the farm, you may unearth a mole.  Moles can
            be picked up and carried around, but will quickly burrow back into
            the ground when dropped.  Moles have no real significance in the
            game.  They do not adversely affect crops, however, there is a
            small chance (roughly 1/16) that cows will become cranky if they
            are outside when you unearth mole.  They do have one "interesting"
            use if brought to the Harvest Festival –- they will be cooked in
            the stew and eaten by Jack!

FISH        Fish can be caught in the small pond on the mountain by borrowing
            the fisherman's rod.  Catching a fish will raise your happiness
            by 2.  You can then do whatever you want with the fish (eat it,
            sell it, give it away, throw it back).

FROGS       When cutting grass, you will occasionally see something jump/drift
            away.  It may be hard to tell, but this is a frog.  Seeing a frog
            will increase your happiness by 2.

P-CHAN      This is Ellen's blue bird that she keeps caged in the back of the
            restaurant.  P-Chan is involved in a special scene with Ellen, but
            he has no direct role otherwise.

SQUIRREL    In the spring, you can see squirrels in the southeast corner of
            the mountain, near the tree just below the carpenter's house.
            Regardless of how hard you try, you can never catch a squirrel.
            Seeing this creature boosts your happiness by 10, and you can spot
            one on each day that it is not raining.

BUTTERFLIES Butterflies will appear on the mountain in the spring.  They are
            purely decorative.

MONKEY      You will occasionally see a monkey in the hot springs on the
            mountain in the spring.  He is added for comedic effect and has
            no other purpose.  Ann even jokes about him later in the game.

RABBIT      In the fall, you can spot a rabbit in the northwest corner of the
            mountain, right near the area where Nina hangs out on Sundays.
            Spotting the rabbit increases your happiness by 10.  There is also
            a special scene featuring the rabbit and the hunter that you may
            experience later in the game.  This is discussed in the

FOX         You can find foxes on the mountain in the winter by walking around
            near the hot springs.  As with the other seasonal animals, fox
            sightings increase your happiness by 10.

9.  S E A S O N S,   T I M E,   &   W E A T H E R                         HM19

The following section describes how the different seasons, days of the week, 
times of day, and weather factor into the game.  These are important to fully 
understand when planning any strategy.

There are four seasons in the game, each lasting 30 days.  There are a few 
notable differences among the seasons.

SPRING      During the spring, flowers are in bloom and everything is alive.
            The spring crops are turnips and potatoes.  On the mountain, you
            can pick Wild Grapes and sell them for money.  You can also spot
            squirrels and butterflies in this season.  The spring has two
            holidays: the New Years Festival (day 1) and the Flower Festival
            (day 23).  You do not celebrate the New Year's Festival in the
            first year.

SUMMER      During the summer, heat sets in and everyone gripes.  The summer
            crops are tomatoes and corn.  On the mountain, you can pick
            tropical fruit and sell it for money.  There are no unique animals
            that appear in this season.  The summer is also hurricane season,
            and you can experience numerous disasters if you are really
            unlucky.  During year 1, your ranch will be hit by lightning
            one night, which will create a very loud noise.  There are no
            holidays this season.

FALL        The fall is dramatically different from the previous two seasons.
            Everything starts to die and no crops can be grown, although grass
            can still be cut.  You can pick mushrooms and poison mushrooms
            from the mountain for money.  You can also spot rabbits in the top
            left corner of the mountain.  The fall has two holidays: the
            Harvest Festival (day 12) and the Egg Festival (day 20).

WINTER      In the winter, the ground is covered with snow and nothing grows.
            You cannot plant crops or pick fruit from the mountain.  You can
            still collect cave herbs from the mountain cave for money, as is
            possible in every season.  You can also spot a red fox near the
            hot springs.  In year 1, an earthquake will occur sometime during
            the season.  The winter has two holidays: the Thanksgiving
            Festival (day 10) and the Star Night Festival (day 24).


The days of the week are the same as the real world ones, and stores are closed 
as one would expect on the weekends.

WEEKDAYS    Weekdays are Monday through Friday.  During the week, stores are
            open and the people are either at their jobs or working somewhere
            around town.  The bar is open every night.  All holidays in the
            game occur during a weekday.

SATURDAY    Saturday is the day of rest and relaxation.  Stores are closed and
            most people are unwinding somewhere in the town, public square, or
            mountain.  Saturday is also the traditional day for marriage
            proposals (except for Nina, whose day is Sunday).  The bar is open
            on Saturday night.  The shipper will still come in the evening.

SUNDAY      Sunday is the day for worship.  Stores are closed and most
            townspeople will be in church.  Some of the less religious folks
            will still relax around town or in the mountain.  The Peddler also
            shows up on Sundays near the town entrance and will buy your
            goods for higher prices than the shipper.  The bar is closed on
            Sunday night.  The shipper will still come in the evening.


Time plays an important role in the game, and most events will only occur at 
certain times.  If you obtain the Clock, you can see the exact time by pressing 
the Select button -– it will appear on the menu screen.  Without the clock, you 
will need to rely on the changing color of the sky to determine the time.

DAY         Daytime is when you should pick crops, collect produce, and
(6AM-3PM)   take care of any business in town.  In general, going indoors
            during the day will stop the clock, although there are some
            exceptions (mountain cave and underground passage).  Some
            festivals start mid-day (3pm), and you must arrive at the town
            before that time if you wish to participate.

EVENING     The evening sky is still slightly lit, but it signals the end to
(3PM-5PM)   the day.  Stores will close, people will say they should be
            getting home, and the shipper arrives.  It is very important to
            make sure anything you wish to sell is in the shipping bin before
            5pm, as you will not be paid otherwise.  If you are married, your
            wife will serve you dinner at this time (she starts serving it at
            3pm).  This is also when the bar opens.

NIGHT       Once the sky turns black, it is nighttime.  Night in this game is
(6PM)       infinite, and it never gets any later than 6pm.  You can play the
            game for hours and the time will not advance.  You should use this
            to your advantage and take care of most chores at night
            (water/plant crops, cut grass, maintain the ranch, etc.).
            Remember, you are NOT paid for anything put in the shipping bin at
            night, so don't do it.  If you are married, your wife will go to
            bed at 6pm.


Weather is determined randomly in the game for every day except holidays.  You 
can find the next day's weather by watching the television in your house.

SUNNY       Most days will be sunny. When the sun is out, people wander about
            the town and mountain and engage in usual daily activities.
            You can propose to a girl only when it is sunny, and certain
            other events will also occur only when it is nice out.

RAIN        It rains in every season except for the winter.  During the rain,
            people avoid being outside and typically head indoors.  The
            mountain summit is also closed off in this weather.  You do not
            have to water your planted crops when it rains, and this can save
            you a lot of time once you have a significant amount of the farm
            covered (you still need to water any seeds you plant, however).
            For this reason, rain is usually a welcome occurrence in the
            spring and summer.  The downsides to rain are that it breaks your
            fence pieces, causes weeds to grow, and can make cows sick if left

SNOW        Snow occurs in the winter and is effectively the same as rain.
            Unlike rain, there are really no advantages to snow, as no crops
            grow in the cold anyway.  Some of the townspeople will have
            different messages on the day before or day of a snow storm.

HURRICANE   Hurricanes are vicious, destructive storms that occur during the
            summer.  Hurricanes are totally random, so you may survive the
            summer without experiencing any, or you may incur three, four, or
            more in extreme circumstances (the theoretical maximum is 10 in a
            single season).  Hurricanes can occur any day from day 2 to
            day 30.  During a hurricane, you are not allowed outside your
            house and cannot do anything on that day.  The hurricane will
            destroy large parts of your crops and grass, and there is no way
            to avoid this.  On the day before and after a hurricane, all the
            townspeople will have different messages talking about the
            storm.  To adequately prepare, make sure you watch TV every night
            before going to bed to know if a hurricane will occur the next

10.  F E S T I V A L S                                                    HM1A

The game has its own set of holidays that are observed each year.  You can view 
a list of holidays by looking at the calendars in either the church or mayor's 
house.  You are required to participate in the Star Night Festival and New 
Year's Festivals, but all others are optional.  Still, it is recommended that 
you partake in all the festivals, as many offer unique items or a boost to 
happiness.  On the day before a holiday, the townspeople will usually have 
special messages describing the upcoming festival.  Note that the holidays are 
arranged so that they will always occur during a weekday in the course of the 

During the New Year's festival, the townspeople gather on the mountain summit 
at the first light and pray for a successful and productive new year.  You do 
not celebrate this festival in year 1.

The Flower Festival commemorates the blooming of the spring flowers.  The 
festival begins at 3pm, so do all your daily chores before heading to town.  It 
is held in the town square and attended by all the townspeople.  The festival 
offers you a unique chance to buy the Snow Gem from the Peddler or perfumes 
from the flower shop owner.  The latter are a complete waste of money, so do 
not feel the need to buy them.  After speaking with all the townspeople, talk 
to the mayor's wife and mayor on the left side to begin the dance.  You can 
choose any of the town girls as your partner.

The Harvest Festival is similar to the American Thanksgiving holiday.  The 
townspeople get together and share food, celebrating the recent harvest.  This 
is another optional festival, so complete any chores before heading to it at 
3pm.  It is customary that you bring something to eat to this festival, and any 
edible item will do (there is no penalty if you forget, however).  After 
eating, speak with all the townspeople and finally to the mayor.  The festival 
ends with a dance.

The Egg Festival is similar to Easter, and the main event is the egg hunt.  You 
will need to search around town to find different colored eggs to win the 
contest.  The winner of the egg hunt receives a prize.  The egg hunt can be 
quite challenging.  If you lose, simply reset and try again, as you need to win 
the event in both years to receive the best ending.

Despite the name, the Thanksgiving Festival is similar to Valentine's Day.  All 
the women in town prepare cakes and give them to men they like.  Speak with all 
the single girls in town that day.  You will receive a cake from any girl who 
has more than 3 hearts in her diary.  Unlike other holidays, the day does not 
end when you leave this festival.

The Star Night Festival is supposed to be the night when the stars are most 
beautiful in the sky.  All the townspeople celebrate in their own way, visiting 
different locations and partaking in various traditions.  When the day begins, 
you will be asked to choose one of five places to spend the night.  Each place 
is where one of the town girls is spending the evening.  Talk to the girls the 
day before to find out where they will be.  There is essentially no difference 
in any location, although some are occupied by more people and have more 
engaging dialog.  If you are married, be sure to visit the same location as 
your wife.

11.  R E L A T I O N S H I P S   &   M A R R I A G E                      HM1B

There is a considerable amount of incomplete or outright bad information 
available about how to impress girls and what needs to be done once married.  
This section is intended to help clarify exactly how the relationship system 
works and how you can minimize the hassles of pleasing your wife.  It also 
details the exact requirements for having children.  While no plot elements are 
revealed, some players may consider this level of detail to be a spoiler for 
the game, as this information is not readily available in the manual or from 
playing tips.  Keep this in mind before reading.  The companion section to this 
one is the "Relationships & Affection Score" section of the appendix, and it 
contains numerical values for the various effects on affection score.

There are five single girls in the town with whom you can develop relationships 
and marry.  It may be difficult to tell the girls apart at first, as they do 
not use their first names very frequently, but the descriptions below should 

Ann is red-haired girl who lives in the tool shop.  Ann loves working on 
machines and creating new inventions, although she never seems to have much 
success.  Her mother passed away and she is raised by her father, who often 
wonders if Ann's hobbies will prevent her from finding a husband.  Ann is not a 
very good cook, although she tries her best.  She is probably the most 
tomboyish of any eligible girl.  Ann can be found inside the tool shop during 
the week, in front of the tool shop on Saturday, and in church on Sunday.

Ellen is the brown-haired girl who lives at the restaurant with her parents.  
She visits the ranch on the second day and gives you the dog.  Ellen loves 
animals and is often found hanging around the livestock dealer's shop, which is 
owned by her uncle.  Ellen's father is the town drunk, and Ellen worries 
relentlessly about him.  She is also an excellent baker, probably due to her 
employment at the restaurant.  Despite her somewhat tomboyish appearance, Ellen 
is one of the more feminine and domesticated girls in the game.  In case you're 
curious, she does let her hair down after getting married.  Ellen can be found 
in front of the livestock dealer's shop during the week, behind the shop on 
Saturdays, and in church on Sundays.

Eve is the blonde girl who wears a red cocktail dress and works at the bar.  
She also lives in the back room there.  Eve is probably the most complex 
character in the game.  No one knows what happened to her parents, but her 
closest known relative is the hunter in the mountain.  Eve worries about him 
frequently and is terrified of losing him.  This partly contributes to her 
serious abandonment issues, which come out during scattered conversations in 
the game.  While not clearly an alcoholic, Eve has a definite affinity for 
alcoholic ("juice") drinks and even brews her own.  She is intended to be the 
most physically attractive girl in the game and is definitely the most 
outwardly flirtatious.  It is somewhat fitting that she also comes with the 
same baggage you would expect in this type of girl.  She is constantly lonely 
and extremely jealous.  When married, Eve is the hardest wife to keep happy 
(more on this below).  She can found in the town square during the week 
(although not in the early morning), at the bar during the night, near the hot 
springs on Saturday, and skinny dipping in the hot springs on Sunday.

Maria is the blue-haired, religious girl who spends most time inside or in 
front of the church.  Maria's parents are the mayor and mayor's wife, and she 
lives in the mayor's mansion.  She has the most stable family life of all the 
characters, and is the typical goody two-shoes type.  She also likes children 
and looks forward to having her own.  Outside of prayer, playing the organ, and 
raising kids, Maria does not have many other well developed passions.  You can 
find her in front of the church during the week and inside the church on the 

Nina is the pink-haired girl who lives at the flower shop.  Nina loves flowers 
and nature, but she hates when others disrupt it.  She is raised by her mother, 
the flower shop owner, and it is implied that her father has passed away (her 
mother can be found in the graveyard on Saturdays in the fall).  Nina seems 
rather carefree and very in touch with the earth, although she is also somewhat 
detached from the rest of the town.  Along with Eve, she is the only girl in 
the game who is not religious.  Nina can be found outside the flower shop 
during the week, inside the mountain cave on Saturdays, and in the top left 
corner of the mountain on Sundays.

The Fortuneteller is a pretty good source of advice on marriage and the girls 
in the game.  The book in her house gives some useful basics on developing 
relationships and marriage proposals, so it is advised that you read it.  If 
you approach her enough times, she will eventually ask you which girl you like. 
After choosing, she will give you a somewhat helpful overview of that girl and 
her likes/dislikes.  Be cautioned that her information is not 100% accurate 
with regard to the girls' preferences, so use the information in this guide 
instead.  Still, the Fortuneteller offers more color on relationships than this 
FAQ can, so consult her throughout the game and listen to what she says.

Each of the single girls has a numerical score that represents her feelings 
towards you called an affection score.  The affection score increases when you 
have certain conversations with the girls, give them gifts, or engage them at 
the festivals or other events.  You can get a rough idea for the affection 
score by looking in the diary for each girl.  The diary will show a number of 
hearts, which are graphical representations of affection score ranges.  
Affection scores go from 0 to 999.

Below is a list of how affection score translates into hearts in the girls' 
diaries.  The ranges are not linear, so the gap between hearts occurs at 
different scores.

      Hearts in         Affection
        Diary             Score
      ---------         ---------
          1                 0-49
          2               50-119
          3              120-199
          4              200-249
          5              250-299
          6              300-399
          7              400-499
          8              500-599
          9              600-799
         10              800-999

Affection score affects each girl's actions and dialog with you in some 
conversations and determines if she will marry you.  Your ranch master score at 
the end of the game also takes the affection scores of each girl into account, 
so it's best to raise this value for all five girls, regardless of whom you 

Once a girl's affection score reaches 200 (or 4 hearts in the diary), you will 
experience her special event.  This always entails someone stopping by your 
ranch first thing in the morning and informing you of some issue or problem.  
Aiding the girl during her special event will result in a 50 point boost to 
affection score.  You will not receive these unique event scenes once you are 
married, so try to experience them all before choosing a wife.  A description 
of these events is in the appendix.

It's possible to set a girl's affection score higher than 999 using cheat 
codes.  When this happens, the diary just says "......Th-thank you."  Once the 
cheat codes are removed, the girl's affection score will return to 999 as soon 
as you do anything that would normally affect it.  It's never possible to see 
this message without cheating, so it's an interesting touch added by the 

There are three main ways to raise a girl's affection score:

  1. Have conversations where the girl asks you a question
  2. Give the girl a gift
  3. Engage the girl in certain events (like dancing at festivals)

By far, the easiest way to raise a girl's affection is through conversation.  
The conversations that raise your score are the ones where the girl asks you to 
choose between two options.  Typically, the more flattering or affirmative 
answer will increase the score the most, but even the second choice will still 
have a positive effect.  The exact impact of these scores varies by situation, 
so consult the appendix for a complete list.

Whether or not a girl asks you a question depends on the season, day of the 
week, and weather.  If, for example, you find that Maria will ask you a certain 
question on a sunny Tuesday in the fall, she will ask this same question every 
weekday that season.  You can exit and re-enter the screen repeatedly to keep 
asking and answering the same question, earning points each time.  Keep in mind 
that most girls have two messages they will say at any given point, so speak to 
the girl repeatedly if you know she is supposed to ask you a question but 
hasn't yet.

The ideal scenario is to engage in these conversations with girls indoors.  
When inside, time is stopped, allowing you max a girl's affection within a 
single game day.  It is not possible to do this with all girls, however, so for 
some you will be forced to have conversations outside.  Below is a list of the 
times that an indoor conversation is possible.

  Girl        Season /Time                     Location
  ----        ------------                     --------
  Ann         Summer and Winter, weekdays      Tool shop
  Ann         All season, Sunday               Church
  Eve         Spring, all nights but Sunday    Bar
  Eve         Winter, all nights but Sunday*   Bar
  Maria       All seasons, Sunday              Church

* Eve does not ask you a question, she just serves you juice.  You receive 2 
points to affection score each time you talk to her and do not need to leave 
the screen.  This does not work on snowy nights or nights before special 
events, where her comments are different.

The second best way to raise affection score is through gifts.  In general, you 
pick up an item and throw it at the girl to give a gift.  She will usually 
thank you or tell you she likes it, which boosts affection score.  It is 
possible to give a gift that lowers affection score, and this is the case with 
things like weeds and poison mushrooms.

The impact of gifts varies by girl, as each has her own preferences.  A full 
list of the effects of all items is contained in the appendix, but below are 
the top affection-boosting items for each girl.

    Ann            Ellen          Eve            Maria          Nina
    ---            -----          ---            -----          ----
    Crops          Eggs           Flower         Eggs           Cake
    Cake           Milk           Cake           Milk           Flower
    Eggs           Crops          Eggs           Crops          Eggs
    Milk           Fruit          Milk           Fruit          Milk
    Fruit          Fish           Crops          Flower         Crops
    Fish           Flower         Fruit          Cake           Fruit

The table above excludes perfume and the Fullmoon Berry, both of which are 
available only at special times of the year.  Also, some sources claim that 
Nina likes only flowers that are purchased from the flower shop and not from 
the mountain.  This is false.  The game treats both flowers the same.

The final way to boost affection score is through special events in the game.  
These include things like dancing with the girl at festivals or joining her on 
Star Night.

To marry a girl, she needs to have an affection score of 256 or higher.  This 
is just slightly more than 5 hearts in the diary (5 hearts = 250 affection 
score).  You also need to have upgraded your house once.  If both of these 
criteria are met, the Peddler in town will sell you the Blue Feather on 
Sundays, assuming it is not raining/snowing.  The Blue Feather costs 1000 G and 
is the game's equivalent of an engagement ring.  The feather is placed in the 
tool shed and can be equipped like any other item.

Before proposing, it is STRONGLY recommended that you get your wife's affection 
score as high as possible, at least to 10 hearts in her diary.  It is much 
easier to raise this score while you are single, and getting married with a 
high score allows for some leeway to neglect her when wed.

Girls will accept marriage proposals only on certain days.  The day is Saturday 
for all girl except Nina, whose day is Sunday.  It must be sunny on the day you 
wish to propose, otherwise the girl will not be in the right location and will 
not accept.  If you try to propose on a different day, the girl will tell you 
to ask her another time.  If you try to propose to a girl whose affection score 
is too low, she will tell you it's "too soon" or something along those lines.

When you wish to propose, the girls can be found in the following locations:

  Girl        Location                             Day
  ----        --------                             ---
  Ann         In front of tool shop                Saturday
  Ellen       Behind livestock dealer              Saturday
  Eve         Next to hot springs on mountain      Saturday
  Maria       Inside church                        Saturday
  Nina        Top left corner of mountain          Sunday

To propose, walk up to a girl and press the Y-button.  This will display the 
feather and the girl will accept the proposal if all the criteria are met.  The 
game will then cut to a quick wedding at the church and the day will end.  
Because of this, make sure you have completed any farm chores before proposing. 
Record or make a mental note of your wedding day.  You will want to remember 
your anniversary to receive a nice happiness boost later on (see "Happiness 
Score" section in the appendix for more).

Once you are married, your wife moves in with you and switches her attire to a 
rather boring lavender dress.  Her hair color remains the same, however.  Your 
wife has almost no practical use.  She never assists with farm work or does 
anything else to make your life easier.  She will, however, feed you dinner at 
night, which serves as a useful recovery source of stamina.  She will also give 
you some common-sense type advice (e.g. the shop is closed on Sunday), in 
addition to saying nonsense things (e.g. take the dog in during rain) and 
nagging you repeatedly when she wants something (e.g. paint the house).  During 
the day, the wife hangs out around the ranch and either does made up work 
(folding clothes) or works on her hobby (brewing "juice" or working on 
inventions).  It all depends on the girl, but it's all still trivial.  Your 
wife is always asleep by 6pm at night.

The goal of marriage is to keep your wife happy enough to have two children.  
This is required for the best ending in the game.  There is probably more 
incorrect information over this topic than anything else, so hopefully this 
section will clarify things.

Your wife's feelings towards you are still represented by an affection score, 
and this score can still be viewed by looking at her diary (same location as it 
used to be when she was single).  The following actions affect your wife's 
affection score during marriage:

  Action                             Effect on Affection Score
  -----                              -------------------------
  Go to bed with wife                           +2*
  Go to bed before wife                          0
  Come home when wife is asleep**               -2
  Spend Star Night with someone else           -30
  Give gifts to wife                          Varies***
  Special events                              Varies

*   For Eve, this is -2.  More on this below.
**  This occurs each time you enter the house when she is asleep already.
*** Effects of gifts change once you are married.  See appendix for more.

Surprisingly, this is almost the entire list.  There are a few other special 
occasions that are mentioned in the appendix, but everything of importance is 
included above.  Now, below is a list of actions that do NOT affect your wife's 
affection score, despite what you may read elsewhere:

  Action                             Effect on Affection Score
  -----                              -------------------------
  Talk to wife                                   0
  Talk to other girls                            0
  Give gifts to other girls                      0
  Dance with other girls                         0
  Hold or talk to your child                     0

That's right, you almost never need to talk to your wife, you never need to 
even touch your own children, and you can freely flirt with other women.  None 
of this bothers your wife at all.  What a great life!

Most guides stress the importance of going to bed each night with your wife.  
Practically speaking, this is a huge waste of time and money.  It is nearly 
impossible to make a decent amount of money in year 2 if you need to have all 
your chores done by 6pm every night.

The best strategy is to stay out as late as you want to do your chores.  This 
will cause your wife's affection to drop by 2 points each day.  You should make 
up for this loss by giving your wife a gift.  I recommend eggs, as they are 
easy and don't cost you anything.  Simply swing by the house after taking care 
of the cows/chickens and give your wife the gift.  An egg increases your wife's 
affection score by either 4 or 5 points, so you more than offset any loss from 
staying out late.  This is actually an excellent way to maximize her affection 

As was noted above, going to bed with your wife typically increases affection 
score by 2, but this is not the case with Eve.  Eve's affection score actually 
DROPS by 2!  This could be due to Eve's issues of abandonment that the game 
mentions, or it could be due to a bug.  Either way, it makes Eve the hardest 
wife to keep happy.  Keep this in mind before getting married.

If your wife's affection score plummets (below 200), she will leave you.  When 
this happens, she approaches you first thing in the morning and says "I'm going 
back to my parents' home."  This will lower your happiness score by 50.  Your 
wife can then be found in whatever room her diary is in (for Eve, you need to 
wait until night).  Simply visit your wife and talk to her to make up -– she 
will move back with you and will not leave again.  Her affection score will 
also increase by 100 when she returns, but this will still be far from an 
acceptable level.  Your wife will never leave you permanently, so you can wait 
many days and you will still make up the next time you visit her.

If your relationship with your wife is strong enough, she will get pregnant and 
eventually have a child.  You can tell if she's pregnant by talking to her.  
She will let you know it happened and will ask you to think of a name for the 
baby.  Children will grow slightly during the game (from baby up to walking 
toddler), but they never grow enough to speak coherently or assist you in any 
way.  You can have up to two children in the game, and the requirements for 
your wife to get pregnant with both are slightly different.

  Child 1 Requirements
  - Both house upgrades
  - Married for 20 days
  - Wife's affection score is over 450

  Child 2 Requirements
  - First child is 31 days old
  - Wife's affection score is over 650

When a child is born, the preacher and midwife come to your house and your wife 
enters labor.  Talk to her and she will give you the option of staying with her 
or leaving.  Leaving allows you to exit the house and complete that day's 
chores, but staying with your wife increases her affection score by 50.  You 
should still opt to leave, as animals will go hungry that day otherwise.  Once 
born, you will be told the gender of the child and asked to name it.  Your wife 
will always refer to the child as male when requesting a name, even if it is 
female.  Either way, the gender of the child is not important.  The sprites for 
both are the same, and the gender is not mentioned again after birth.

Once your wife delivers the child, there is no additional work required on your 
part.  You never need to speak to or pick up the kid.  Your wife does not care 
and the children do not have individual affection scores, so there is no effect 
at all.  Children will grow on their own following a specific life cycle, as 
illustrated below.

           60 days             30 days                 30 days
Wife is    ------->  Child is  ------->  Child crawls  ------->  Child walks
Pregnant             born

Clearly, pregnancy and child growth take a very long time.  It will take 80 
days from the day you are married to have your first child under perfect 
conditions, and 170 days to have a second child.  If you want to make sure you 
have enough time for two children, you need to be married no later than the 
first weekend of the spring in year 2 (day 5 or 6).  If you want to make sure 
both children have grown enough to walk by the end of the game, you need to be 
married by the first weekend in the summer of year 1.  This is incredibly hard 
to do and has no real benefit.  You receive the exact same ending and score 
whether your child is an infant or toddler at the end, so do not rush to get 
married early for this purpose.  The thing that's important is that you have 
two children.

12.  T H E   D A I L Y   G R I N D                                        HM1C

Below is a general list of the tasks you should perform each day, as well as 
some common mistakes you should avoid.  The most useful section may be the list 
of things that are irrelevant, as most other sources advise you to waste time 
engaging in these tasks.  This list should help you prioritize your time and 
optimize your daily routine.


Every Day
- Collect eggs and milk from livestock as soon as the day begins.
- Feed all your animals after collecting produce.  Brush and talk to cows as
  well.  Remember, time does not pass in the barn.
- Take care of any business in town once the produce is collected, including
  buying seeds or livestock.
- Collect any crops.  If the day ends and you have not picked all the crops,
  save them for the next day.  They will survive until picked.
- Collect fruit or fish from the mountain for extra money when not harvesting
  crops.  This is especially important in the first two seasons.
- Build relationships with all the single girls in town in your free time.  It
  is best to do this during the fall and winter when you have some down time.
- Maintain the ranch.  This includes fixing broken fence pieces and pulling up
- Chop extra wood from the mountain at night.  You will need to save up until
  You have upgraded your house twice.
- Before bed, check the weather for the next day.

When Married
- Give your wife a gift every other day or so to keep her affection score
  up.  Eggs make excellent gifts.

Throughout the Game
- Get married and have two children.  You should be married before the end of
  the first year to make sure you have enough time for both children.
- Win the Egg Hunt in years 1 and 2.
- Upgrade your house at least once before the end of the first summer.
- Collect Power Berries at every chance you get.
- Hug your dog 100 times before the end of the game.  This is not a rumor and
  is, in fact, needed for the best ending.  Other than this, the dog has no
  purpose in the game.

- Plow the field, water the crops, cut the grass, or plant new seeds during
  the day.  Save these chores for the night time.  Daytime is when you should
  be making money.
- Go to bed each night with your wife.  Yes, this is contrary to most other
  sources.  Going to bed without her does lower her affection score slightly,
  but you can easily make up for it with gifts.  Staying up late is essential
  to completing chores and making a lot of money.
- Place anything in the shipping bin at night.  You will not be paid for it.
- Keep the livestock outside.  There is no benefit to doing this and there are
  some serious downsides.  Keep them inside at all times.
- Buy perfume at the Flower Festival.  It is a waste of money.
- Buy more than one chicken.  After buying the first, breed the rest by
  incubating eggs.
- Buy the Miracle Potion.  Unless you are rich and just want to see the
  effects, buy cows instead of breeding them.

Despite what you may read otherwise, the following actions have no effect on 
the game, positively or negatively.

- Buy the Money Tree.
- Plant the Magic Beans.  This is an interesting side event, but it is not
  Required or beneficial.
- Use fence pieces on your ranch.  There is no negative effect or penalty from
  not having a fence.
- Talk to or interact with your kids.  Surprisingly, you can ignore them with
  no penalty and are never rewarded for anything you do with them.
- Talk to your wife.  Conversations (or lack thereof) do not affect her
  affection score once married.
- Take your wife's advice or satisfy her requests.  She will frequently tell
  you to do things like "take the dog inside during the rain."  You can ignore
  everything she says without upsetting her.
- Flirt with or build relationships with other women once married.  Your wife
  does not care if you talk to or even dance with other women.  The one
  exception is the Star Night festival –- she will get upset if you don't join
- Pay any attention to your horse.  You can ignore the horse completely after
  you find it if you want.
- Screw up any of the scenes required to get the golden tools.  There is no
  permanent penalty for this.  If you do mess them up, the golden tools will
  appear for sale at the tool shop.


              F R E Q U E N T L Y   A S K E D   Q U E S T I O N S

The following section contains answers to some of the more frequently asked 
questions in the game.  If you're looking for a specific piece of information 
or are strapped in a given area, the answer can likely be found here.

1.  S T A R T I N G   O U T                                               HM21

Q: I'm in town on the first day and the shipper won't let me leave.  What do
   I need to do?
A: There are six people you are required to speak to on your first trip to
   town before you can exit.  They are:

   1. Flower Shop Owner.  You must go behind the counter to talk to her and
      you must collect the Watering Can.
   2. Livestock Dealer. Talk to him and collect the grass seed.
   3. Nina: Pink-haired girl in the back room of the flower shop.
   4. Maria. Blue-haired girl inside the church.
   5. Eve: Blonde girl in front of the bar in the southwest corner.
   6. Ann: Red-haired girl in front of the tool shop.

Q: Some girl just gave me a dog.  What do I need to do with him?
A: Give him a name and then move him some place where he is out of the way.
   The dog has no direct use in the game and does not require any care, so you
   can basically forget you ever received him. You can even leave him in town
   or on the mountain and nothing will happen.

Q: Just began the game.  What exactly should I be doing?
A: While it's still light out, you should be collecting wild fruit or fish
   from the mountain and placing it in the shipping bin for money.  The
   temptation is to begin clearing the farm right away, but save that for the
   nighttime.  You will have infinite time to clear it then.

Q: How do I make money?
A: At the very start of the game, your only source of money will be from
   collecting fruit and fish from the mountain and selling them.  Fruit sell
   for 150 G each and fish sell for 300 G each, so you can make a decent
   amount early on.  Put this money towards crops (focus on potatoes in
   year 1).  Once crops start to ripen, collect them for money in the morning
   and continue to collect fruit or fish with any remaining time before the
   shipper arrives.

Q: It just got dark.  How long does the night last?
A: Time stands still once it gets dark.  You are free to spend as long as you
   would like at night doing chores without any penalty.

Q: What is the chicken statue at the crossroads?
A: Very odd that a chicken statue would just be sitting there, right?  See if
   you can find a tool in your shed that will break it.  If you are lucky, you
   may be able to find an item inside.  Try breaking it repeatedly until you
   do uncover a reward.

Q: How do I fish?
A: Speak with the fisherman, who gives you the rod (although you can't see
   it).  Next, approach the bench to the right of him in front of the pond.
   Press the Y-button to cast the rod and Y to reel it back in.  Wait until
   the rod starts to shake before reeling it.  You will either pull up a fish
   or some junk from the bottom of the pond, and which one you receive is
   determined randomly.

Q: What should I do during the day and what should I do at night?
A: Daytime is for making money.  You should sell crops, harvest fruit or
   fish from the mountain, and take care of any purchases you need to make in
   town.  Nighttime is for chores.  Use that time to water and plant
   crops and clear the ranch.  If you get tired and run out of stamina, you
   can recharge by jumping in the hot springs on the mountain.  Jump in 5-6
   times and you should be fully restored.

Q: What do Power Berries or "Berries from the Power Tree" do?
A: Power Berries increase your maximum stamina, which is the energy needed to
   use tools.  Each berry increases your maximum stamina by 10 points (it
   starts at 100).

Q: How do I get the Power Berry I can see in the mountain cave?
A: Wait until a certain event occurs later in the game.  It is not accessible
   for a while.

2.  R A N C H                                                             HM22

Q: The ranch is covered with rocks, weeds, and tree stumps.  What do I do?
A: You will need to use the tools to help you clear the land.  If you haven't
   done so already, watch the introduction to the game.  It shows how to clear
   everything.  In general, pick up bushes and discard them, pick up small
   stones and throw them into a pond, break large stones with the hammer,
   and chop tree stumps with the axe.
Q: What are these things I dig up randomly when I plow the farm?
A: You can dig up coins (small gold objects worth 10 G), money bags (white
   bags worth 50 G), moles, or Power Berries.  Moles do not do anything and
   can be ignored.  Note that you can only dig up one money item per day
   (coins or money bags), so do not waste time trying to find more.

Q: What is the secret garden for?
A: The garden shows the number of Power Berries (Berries of the Power Tree)
   you have eaten.  Each flower represents a consumed berry.  Each Power Berry
   eaten also increases your maximum stamina by 10 (you start with 100), so
   you can use the garden as a way to track this number.

Q: I'm trying to fix up my farm and Jack keeps falling down when I try to use
   tools.  What should I do?
A: This happens when Jack's stamina is depleted and he is too tired to work.
   When this occurs, you either need to go to sleep (restores all stamina),
   eat something (restores a little stamina), or jump in the hot springs
   (restores a good amount).  The hot springs is the quickest way.  Jump in
   5-6 times to completely restore your stamina at the beginning.

Q: What are the barking dogs I hear at night?
A: These are wild dogs that come to your farm.  They will eat any chickens if
   left outside and are a nuisance.  They only come when you have broken fence
   pieces, so inspect the ranch the day after hearing any to repair the fence.

Q: How do I fix my fence?
A: Use the hammer to destroy any broken pieces.  Plant new pieces by taking
   them from the wood shed.

Q: Do I even need a fence on my ranch?
A: No, you don't.  A fence actually has no benefits other than being
   decorative.  It does not keep away wild dogs or protect animals outside.
   In fact, a fence does just the opposite.  Wild dogs only come when pieces
   of the fence are broken.  If you have no fence at all, the pieces will
   never break and you will never hear the wild dogs.  Use a fence only if you
   like the way it looks.  To remove the starting fence, throw the pieces in a
   pond or carry them off the screen.

Q: Sometimes I see birds in front of my house in the morning.  What do they
A: Birds appear randomly on some mornings after you leave your house.  When
   you see them, they increase your happiness score by 2 points.  They have no
   purpose aside from this and do not signify any other event.  Sightings of
   most other animals also increase your happiness score.

Q: I heard I can dig up Power Berries on the ranch.  Where are they?
A: There are two Power Berries that can be found by plowing the ranch, but
   both cannot be found in the same day.  These berries are not "located"
   anywhere, meaning there is no predetermined location where they exist.
   They can appear on any square that can be plowed and are generated
   randomly.  Just keep plowing and you will eventually find them.

3.  T O O L S                                                             HM23

Q: I am trying to clear the farm but cannot get the hammer or axe to work.
   What am I doing wrong?
A: The hammer and axe require 6 consecutive blows to destroy large rocks and
   stumps, respectively.  You cannot move or leave in between blows or the
   count resets.  Do not press the Directional Pad at all when swinging, as
   this interferes with the count as well.

Q: I am using the hoe and plowed the wrong square accidentally.  How do I
   "unplow" or "unhoe" that spot?
A: Throw a piece of fence on top of that square.  When you pick the piece up,
   the ground will return to unplowed soil.

Q: How do I get the golden sickle?
A: During the first summer, you will hear a loud noise at night.  Inspect the
   ranch and find the tree that was destroyed the next morning.  Head down the
   hole and talk to the gnome.  Tell him you do use the sickle and he will
   upgrade it the next day.

Q: How do I get the golden axe?
A: During the winter of the first year, you will hear an earthquake one night.
   The next day, equip the axe and head over the mountain.  The quake will
   have opened the area just north of the entrance.  Stand in front of the
   pond and use the axe.  This will cause the Goddess of the Spring to appear.
   Tell her the golden axe is not yours (tell the truth) and she will give it
   to you.

Q: How do I get the golden hammer?
A: Starting in the first winter, the carpenter will come to your farm on a
   sunny Saturday and ask to borrow the hammer.  You must have upgraded your
   house at least once for this to occur.  Let him and he will give you back
   the golden hammer the next morning.

Q: How do I get the golden hoe?  I think I missed it.
A: The golden hoe can be acquired in the fall of year 1 or year 2.  As early as
   day 2 of the season, you may find an injured gnome outside your house by the
   shipping bin.  Give him a mushroom from the mountain and he will upgrade
   your hoe the next morning.  In order for the gnome to appear, you must have
   upgraded your house once and have previously met the gnomes under the ranch.

Q: I screwed up the event and missed [insert any golden tool here].  What do
   I do?
A: If this happens, relax.  You are not permanently screwed.  Head over to the
   tool shop and that item will be for sale.

Q: I bought the Snow Flower Seed (or Snow Gem) from the peddler.  How do I
   plant it?
A: The Snow Gem needs to be planted on the mountain summit during the winter.
   The correct location is just below the cliff near the top of the screen.
   It does not need to be planted on day 1 or any day in particular, just
   during that season.

Q: I have tried planting the Magic Beans but the beanstalk won't grow.  What
   am I doing wrong?
A: First off, the beanstalk will only grow in the spring.  This is a critical
   piece of information that most sources omit.  Stand just below the top part
   where the cliff begins and plant the bean there.  It should sprout
   immediately if done right.  Exit and re-enter the screen for the stalk to
   grow to full size.  The day of the week is also unimportant, so plant it
   whenever you want.

4.  C R O P S   &   G R A S S                                             HM24

Q: I bought some seeds.  How do I grow crops?
A: You need to plow the ground first by using the hoe.  Once plowed, use the
   seeds.  They will work on a 3x3 area.  Once planted, water crops every day.
   They will slowly start to grow and can eventually be harvested.

Q: I grew a 3x3 area of crop and can't water the square in the middle now they
   have started to grow.  What do I do?
A: Pretend the center crop never existed.  In general, you should avoid
   planting crops in a 3x3 formation, as this problem always occurs.  Leave
   one of the squares empty and plant in either a "donut" or "C" formation.

Q: What do I do once the crops are fully grown?
A: First off, make sure you are aware of what fully grown crops look like.  In
   the spring, especially, it can be hard to tell.  The introduction to the
   game is a good place to see this visually.  Once the crop is fully grown,
   pick it from the ground using the A-button and throw it in the shipping
   bin.  You will be paid the next day for these crops.

Q: Should I grow turnips, potatoes, or both?
A: In the first year, grow potatoes exclusively.  Even though they take
   slightly longer to grow, you will always make more money with this
   crop than with turnips.  During the first year, in general, it's better to
   stick with one type of crop in each season.

Q: I picked one of the summer crops (tomatoes or corn) and the plant is still
   there.  How do these crops work?
A: Unlike spring crops, summer ones will yield multiple harvests.  Just keep
   watering the plants after picking the vegetables and they will regrow crops
   within 3 days.

Q: How do I remove grass I don't want?
A: YOU CAN'T.  This is stressed here because it is vitally important to
   remember.  There is no way for you to deliberately remove grass once
   planted, so you need to do some advance planning before placing the grass
   seed.  In general, grass should be out of the way of where you will grow
   crops.  The best spots are the area north of your house or east of the tool
   shed.  Leave the entire southern portion of the farm grass-free.

Q: Do I need to replant grass each spring?
A: No.  Once grass is planted, it's permanent and never needs to be replanted.
   While grass does not grow during the winter, it returns to life and
   continues to grow in the spring.

5.  L I V E S T O C K                                                     HM25

Q: My chickens stopped laying eggs.  What's wrong?
A: You missed a feeding or left the chicken outside.  When feedings are
   missed, chickens will not lay eggs again until fed for 3 consecutive days.
   If left outside, chickens do not lay eggs either, but they will lay eggs
   again on the next day you put them inside, provided they are fed.

Q: How do I breed more chickens?
A: Place a chicken egg in the incubator bin on the right side of the coop.  It
   will hatch into a chick in 3 days.

Q: The livestock dealer won't sell me a cow.  He keeps saying I need more
   grass.  What do I do?
A: Before you can buy a new animal, you must have enough grass to support all
   the existing animals AND the new animal.  You must have 16 planted squares
   of grass for each animal (roughly 2 bags worth).  The number of animals
   includes chicks and matches the number found by adding the chickens and
   cows total in the log book in your house.  The solutions to this problem
   are either to buy more grass or to sell some of your chickens.

Q: I just bought a cow and it won't produce milk.  What am I doing wrong?
A: The cows you buy from the livestock dealer are still calves and will not
   produce milk until they grow to adults in 21 days.

Q: What is the brush for and why do I need to use it?
A: The brush is used on cows, and its purpose is to increase their affection
   score.  Cows with higher affection scores produce larger types of milk,
   which in turn sell for more money.  Brushing a cow once per day increases
   its affection score by 3 points, and only the first brushing counts.  You
   should also talk to cows each day for an additional 1 affection point.

Q: How do I get my cows to produce bigger size milk?
A: By improving their affection score and avoiding anything that lowers this
   score.  In general, you should leave the cows inside and feed/brush/talk to
   them every day.  Eventually they will start producing medium and large
   sizes of milk.

Q: Do I need to brush cows forever?
A: No.  Practically speaking, you can stop brushing cows once they begin
   producing large milk.  If you want a higher score at the end of the game,
   it is recommended that you keep brushing and talking to them for another
   two days after they start producing large milk to get their score into
   the maximum range.  

Q: I heard I can keep livestock outside.  Should I do this?
A: ABSOLUTELY NOT.  Any source that claims otherwise is referring to another
   game in this series or is totally wrong.  There are no benefits to leaving
   animals outside but numerous downsides.  Chickens do not lay eggs and risk
   being eaten by wild dogs.  Cows take much longer to care for and can easily
   become cranky or sick if it rains/snows.  Avoid this hassle and leave the
   animals indoors.  The indoor approach also saves valuable time, which is
   stopped inside the barn.

Q: I ran out of food.  Should I buy the cow and chicken feed from the
   livestock dealer?
A: If it is the middle of the winter, you may have no choice but to buy the
   cow feed to avoid costly illness.  For chickens, never buy the chicken
   feed.  There is no permanent damage to chickens if they are not fed; they
   simply stop producing eggs in the interim.

Q: My cows keep getting sick.  What is going on?
A: Cows get sick either when left outside in the rain/snow or when left inside
   and not fed.  If the cow is in the barn, the reason was definitely a missed
   feeding.  When feeding cows, make sure to place the fodder in the feeding
   bin directly in front of the cow.  The cows will only eat from that bin;
   they will not go to others to eat.  Also, do not throw the fodder at the
   cow.  This does not count as a feeding either.  If cows do become sick,
   purchase the Medicine immediately.  The cow will die in 6 days if not

Q: The cow has crossed eyes and the game says it is cranky.  What does this
A: It means exactly that –- the cow is cranky.  Cranky cows have been annoyed
   by something and will not produce milk while they are cranky.  Cows become
   cranky either when you hit them with tools (10 times, cumulative over the
   course of the game) or when you leave them outside and the ranch is not
   maintained (broken fence pieces).  When a cow becomes cranky, its affection
   score also drops by 30 points.  Crankiness will normally wear off after 2
   days, assuming you remove the source of what is irritating the cow (that
   is, move the cow inside or fix the fence).  You can also use the Medicine
   to cure crankiness immediately.

Q: How do I get the cow pregnant?
A: By using the Miracle Potion, which is bought from the livestock dealer for
   4000 G.  Use it on any adult cow and the cow will become pregnant the next
   day.  Cows are pregnant for 21 days before giving birth.  There is a bug
   that lets you speed this up, however.  After using the Miracle Potion, use
   the Medicine.  This will cut the pregnancy time down to one day, and the
   cow will give birth the day after becoming pregnant.  Still, this process
   is incredibly time consuming.  It is always a better idea to just buy cows
   than to breed them.

6.  F E S T I V A L S                                                     HM26

Q: Do I need to buy the perfume at the Flower Festival?
A: No.  In fact, buying the perfume is a waste of money.  The boost in
   affection score can easily be equaled by giving other, less expensive
   gifts, as well as through basic conversation.

Q: I'm at the Flower Festival and the woman on the left side of the screen
   will not move.  What do I do?
A: Talk to everyone at the festival.  This woman will move away once you have
   had a conversation with each person, excluding the mayor behind her.  If
   she won't move, you missed someone.

Q: What should I bring to the Harvest Festival?
A: If you spoke to the townspeople the day before, they mention that it is
   customary to bring some type of food to the festival.  You should bring
   either a fish or a Fullmoon Berry from the mountain summit.  Both of these
   will get you a nice reward.

Q: How do I win the egg hunt at the Egg Festival?
A: By finding three or more correct eggs before the livestock dealer.  This
   can be quite tricky given the time pressure.  As soon as the game starts,
   head north to the church and start opening the chests going clockwise.
   Between the church and the fortuneteller's shop, there are five total
   chests.  In most cases, you can find enough correct eggs from these chests
   to win the contest.  Just remember the location of a colored egg when you
   find one.  Run back to the town square as soon as the bell rings to find
   the color of the new egg.  If you lose the egg hunt, reset and try again.
   It is impossible to get the best ending in the game if you don't win in
   both years.

Q: Some girls gave me cakes at the Thanksgiving Festival but some didn't.
   What happened?
A: Any girl who has 3 or more hearts in her diary will give you a cake.  The
   cake increases your happiness score.

Q: Where should I go during the Star Night Festival?
A: If you are married, go wherever your wife is going.  She will be upset if
   you don't.  If you are single, it doesn't matter.  Talk to the single girls
   on day 23 and head to the location of whichever one you like the best.

7.  R E L A T I O N S H I P S                                             HM27

Q: How do I get a girl to like me?
A: The main way is by having a conversation with her where she asks a
   question.  Answering a question always boosts affection score, and the more
   affirmative answer usually boosts the score more.  Girls do not always ask
   questions, and whether or not they do depends on the season and day of the
   week.  If a girl does ask a question, you can get numerous points by
   answering it repeatedly.  Just exit and re-enter the screen to talk to her
   again.  You can track a girl's affection for you by the number of hearts in
   her diary.  In addition to conversations, talking/dancing with girls at
   festivals and giving gifts (see below) also works, though not as well.

Q: What are the best gifts to give a girl?
A: The general answer is whatever is cheapest and easiest to give.  You should
   never spend money on gifts or waste considerable time retrieving them.  As
   for specifics, the effectiveness of gifts changes depending on where the
   girl is located, so the list is highly variable.

Q: I have heard about "special events" for each girl.  How do I get them to
A: They will occur on their own once you have 4 hearts in the girl's diary.
   Someone will always come to your farm in the morning to begin the event.
   Note that they will not occur with other girls if you are married.

Q: I was told that Maria ran away, but I can't find her.  Where is she?
A: Look for Maria in the carpenters' house on the mountain.

Q: Ann came to my farm and told me she lost her weather-cock.  Where do I find
A: Trying looking in the chicken coop.

8.  M A R R I A G E   &   F A M I L Y                                     HM28

Q: How do I propose to a girl?
A: First, you need to have 5 hearts in her diary.  If you do, the peddler in
   town should sell the Blue Feather on Sunday if the weather is nice.  Buy
   the feather and use it to propose to the girls.  The proposal day for all
   girls except Nina is Saturday; Nina's proposal day is Sunday.  It must be
   sunny when you make the proposal.

Q: How come I can't get married?
A: Assuming you already have the Blue Feather, either the girl's affection
   score is too low or you are proposing at the wrong time.  Make sure she has
   5 hearts in her diary.  If she does, wait until Saturday to propose (or
   Sunday for Nina).  The weather must be sunny or the girl will not accept.

Q: Which girl is easiest to marry?
A: This is a bad question that seems to have become popularized by several
   other guides.  There is no such thing as "easy" or "hard."  All girls
   involve the same exact process for increasing affection score: repeated
   conversations.  Ann, Maria, and Eve all have times where you can talk to
   them when inside, which is useful since it stops the clock.  However, the
   real-time requirement is the same for all girls.  Just target the one whose
   personality you like.

Q: When should I get married?
A: The best time is in either the fall or winter of year 1.  This allows more
   than enough time to have two children before the game ends.

Q: What do I need to do once married?
A: There is a lot of bad information regarding what to do when married.  Other
   than gift giving, the only daily actions that affect your wife's affection
   are going to bed with her and coming home after she is asleep.  Going to
   bed together increases the affection score of all girls except Eve by 2
   points.  For Eve, it lowers her score by 2 points.  Coming home after your
   wife is asleep will lower the affection score of all girls by 2 points.
   With this in mind, you can balance out coming home late by giving your wife
   gifts.  A single egg every other day is all that's needed to keep her

Q: Can my wife leave me?
A: Yes.  If her affection score drops below 200 (3 hearts or less in diary),
   she will leave if she is not pregnant and you do not have children.  You
   can always win her back by simply visiting her in her old bedroom (wherever
   her diary is kept).  She will never leave a second time.

Q: How do I have children?
A: First, you must be married and have upgraded your house twice.  Second,
   your wife's affection score needs to be above 450 (between 7 and 8 hearts).
   If both these criteria are met, she will get pregnant once you have been
   married for 20 days.  For a second child, your first child must be 31 days
   old and the wife's affection score must be 650 or higher (between 9 and 10
   hearts in diary).

Q: What do I need to do with the children once they're born?
A: Nothing at all.  The way you treat your kids has no effect on anything in
   this game.  You can ignore them entirely if you want.


                             W A L K T H R O U G H

The following walkthrough takes you through the game from start to finish and 
explains how to play a "100%" game and get everything you can as soon as you 
can.  Please keep in mind that Harvest Moon is an open-ended, non-linear game, 
so there are dozens of ways you can choose to play.  Do not feel pigeonholed by 
anything you read here.  This is just one way to approach the game, and the 
choice is up to you.  Take whatever usefulness you can from this text and apply 
it to your individual playing style.

1.  S P R I N G   –   Y E A R   1                                         HM31

Before starting a new game, you see a brief introduction featuring your 
character and his parents.  They are leaving him for two and half years and it 
is up to him (you) to cultivate the farm and become a responsible adult.  While 
you can technically do whatever you want, you are scored by how well you 
maintain the farm, take care of animals, foster relationships with women, and 
earn money.  This guide will instruct on how to do well in all those 
categories, but keep in mind that you are still free to play in any manner you 

Here are some basic goals to keep in mind for the first season:
- Clear the entire farm of rocks, stumps, and bushes
- Plow the field and grow potatoes
- When not harvesting crops, visit the mountain and collect fruit or fish
- Buy a chicken
- Plant at least 4 patches of grass

                             DAY 1 - INTRODUCTIONS

It is the first day of spring.  As soon as the game begins, you walk outside 
your cabin and are greeted by the friendly shipper.  He prompts you to enter a 
name for yourself and explains that he will pick up items you leave in the 
shipping box each night.  He then escorts you to town, before you have any 
chance to explore the ranch.

Once in town, the shipper prompts you to speak with the townspeople before you 
leave.  In fact, he blocks the exit, so you have no choice in the matter.  It 
is important that you become familiar with the town, as this is where you buy 
seeds, livestock, and tools, as well as where you meet a girlfriend and 
participate in many festivals.  You can also sell items to the peddler (Sundays 
only) and receive tips on farming, dating, and raising livestock.  All of these 
things are described below.

You should speak with everyone before leaving, although you are only required 
to talk to six people before the shipper lets you go back to the farm (those 
people below).  Keep in mind that many people will give you a new message if 
you speak to them a second time.  This occurs throughout the game and is 
important to keep in mind.

Spend some time exploring the following key areas:

- PEDDLER: Just left of the entrance is a ragged old man sitting on a mat.  He
  appears once a week and will buy (or sell) items.  More on him later in the

- FLOWER SHOP: This shop is directly north of the peddler and has four flowers
  in front of it.  This is where you buy seeds for crops and grass, and you
  will be visiting here frequently during the game.  There is also a useful
  note on the counter explaining how crops work (which you should read).  The
  room in the back belongs to Nina, one of the single town girls.  Her diary
  is kept on the desk between the two beds (more on the girls below).

- CHURCH: Left of the Flower Shop is the church.  The church holds weekly
  masses on Sunday and is a good place to speak to townspeople.  During this
  visit, the priest is in the front near the garden.  Inside is Maria, one of
  the single girls in town.

- MAYOR'S HOUSE: the mayor's house is the large mansion to the left of the
  church.  It is occupied by the mayor's wife and, occasionally, Maria. 
  Maria's bedroom and diary are in the back.

- TOWN SQUARE: The town square is the large open area below the church and
  mayor's mansion.  This is usually where festivals are held, but the square
  is pretty uneventful otherwise.

- BAR: Below the town square in the bottom left corner is the bar.  The bar is
  closed during the day and opens at night.  Several of the townspeople are
  regulars.  Eve, who is one of the single girls in town, works here.  Eve
  will be standing in front of the bar during this visit and tells you that
  it's closed.

- RESTAURANT: Found to the right of the bar.  The restaurant sells cakes.
  Ellen lives in the bedroom at the back of the restaurant along with her pet
  bird, P-Chan.  Her diary is on the left side of the room.

- TOOL SHOP: The tool shop is found to the right of the restaurant.
  Occasionally, you will be able to buy new tools here.  One of the single
  girls in town, Ann, lives in the bedroom in the back.  Her diary is there as
  well.  During this visit, Ann is outside in front of the store and will
  introduce herself when you speak to her.

- LIVESTOCK DEALER: To the right of the Tool Shop in the far right corner of
  the screen is the Livestock Dealer.  

- FORTUNE TELLER: The fortune teller gives you some basic insight into what to
  do next, but her primary purpose is instructing on the ways of love and
  relationships.  The book on her table has tips and guidelines for courting
  and marrying a girl.  You don't really need to focus on this yet.

If you have played the game before or just want to cut to the chase, there are 
only six people you need to speak with before the shipper allows you to leave.  
These include two people who give you items and four of the single girls:

  1. Flower Shop Owner.  You must go behind the counter to talk to her and you
     must collect the Watering Can.
  2. Livestock Dealer. Talk to him and collect the grass seed.
  3. Nina: Pink-haired girl in the back room of the flower shop.
  4. Maria. Blue-haired girl inside the church.
  5. Eve: Blonde girl in front of the bar in the southwest corner.
  6. Ann: Redheaded girl in front of the tool shop.

Once you're ready to leave, return to the shipper near the entrance and tell 
him.  He drives you back to farm and you go right to sleep.

                            DAY 2 – GETTING STARTED

The second day is where the farm life begins.  You now have the freedom to 
explore all areas of the game, clear your farm, and begin cultivating crops.  
There is a pretty steep learning curve at this point, so do not feel pressured 
to do everything this walkthrough suggests.  Take the time to get familiar with 
the game and comfortable with all the different elements of daily life.

The first and most important lesson is about how to prioritize your day.  There 
are some tasks that you definitely want to accomplish while it's daytime, 
whereas others can be left until night.  Nighttime in this game is infinite, 
and you can stay awake as long as you want with no penalty.

Below is a table showing the tasks you should focus on during the different 
parts of the day:

|             DAY TIME               |               NIGHT TIME              |
|  - Harvest any crops or produce    |  - Plant crops                        |
|    and place them in the bin       |  - Water crops                        |
|  - Purchase seeds and other goods  |  - Clear the farm of bushes, rocks,   |
|    in town                         |    and stumps                         |
|  - Collect fruit from the mountain |  - Move fences and maintain farm      |
|    and place it in the bin for     |  - Chop wood on the mountain          |
|    money                           |  - Cut grass                          |
|  - Fish at the mountain            |  - Feed and groom animals (this can   |
|  - Visit the peddler (Sunday)      |    also be done during the day since  |
|  - Talk to any people in town or   |    time stops in the barn)            |
|    at the mountain                 |  - Visit the bar in town              |

The time-sensitive items during the day are harvesting crops and produce, 
buying items from town, and collecting fruit from the mountain.  Remember, 
anything placed in the shipping bin at night will rot, and you will not receive 
payment.  This is why it is essential to place any for-sale items in there 
before the shipper arrives.

Most of your farm chores can be completed at night, and doing them then is the 
best way to optimize productivity and profit.  The most important thing to 
remember during the night is that you can recover stamina from the springs at 
the top of the mountain.  Each time you take a dip, you recover 24 stamina (out 
of 100 maximum at the start).  Five quick jumps and your stamina is completely 
recovered.  It is actually possible to clear the entire farm by the end of day 

Before getting started on the farm, let's take care of a few things.

As soon as you leave the house on Day 2, you are greeted by Ellen, one of the 
single girls from town, and her dog, Koro.  Ellen needs to find a new home for 
the pooch and kindly dumps him on you.  You are given the choice of renaming 
the dog if you want.  Once Ellen departs, the dog is yours.  He is pretty 
useless save for a couple of events described later.  For now, move him some 
place where he is out of the way.  The dog does not need to be taken inside, 
fed, or cared for in any way.

Your first stop on Day 2 should be the flower shop in town.  You'll want to 
purchase seeds so you can begin farming as soon as possible.  You only have 
enough money for one bag, and I recommend buying the potato seeds on this day 
(more on seed purchasing later).  While in the store, be sure to read the book 
on the counter near the shop owner.  It describes the different types of crops 
and is quite useful.

On the way back from town, stop by the mountain.  The people will introduce 
themselves the first time you visit.  The local inhabitants include a couple of 
carpenters, a hunter, and a fisherman.  Exit and re-enter the screen for the 
normal messages.

The most useful person at this time is the fisherman, found near the pond on 
the southeast side of the screen.  He will allow you to fish whenever he is 
around.  Fish can earn you a good deal of money if sold.  Leave them in the bin 
with the crops for 300 G, or, on Sundays, bring them to the Peddler in town for 
the same price.  Never eat the fish, as this is a waste.

To fish, speak to the fisherman and approach the bench on the left side of the 
pond.  Press Y to cast the fishing line.  When you see the line shake, press Y 
again to reel in the catch.  You will find either an old boot, a tin can, or a 
fish.  You will need to have some patience when fishing.  It is possible to go 
an entire day without catching anything, so some luck is involved.  One trick 
is to pull in the reel after about 5 seconds and recast if nothing has bitten 
yet.  This can speed up the rate at which you find things.

After catching the first fish of the day, you can throw it back into the pond 
to receive a POWER BERRY from the Water Imp.  You can only receive the berry 
during the day and only if you throw back the first catch of the day.  Despite 
what some sources say, you do not have the throw back the very first fish you 
catch, just the first one you catch on that particular day.

The POWER BERRY adds 10 to your maximum stamina and will come in handy before 
you begin clearing the farm.  This is why collecting it now is recommended.

If there is still daylight after you catch the first fish, you can earn some 
money by collecting fruit.  In particular, by collecting the "berry of the wild 
grape."   These look like yellow grapes, and the closest one is found near the 
middle of the screen, directly north of the entrance.  Bring the fruit back to 
your farm and place it in the shipping bin.  You will be paid 150 G for each 
piece of fruit, and this is a great source of income until the crops are ready 
to harvest.

Try to come to the mountain every day for fruit.  In most days, you will be 
able to collect 2 pieces for 300 G before it gets dark.  If you skip town (like 
on weekends) and really hustle, you may be able to collect 3 pieces.  On 
Sundays, bring the fruit to the Peddler instead.  He will pay you 200 G for 
each piece.

Alternatively, you can try to collect fish instead of fruit.  Fish sell for 
twice as much, but catching one is less reliable.  However, if you get lucky, 
you may be able to catch 2 fish on some days for 600 G.

It's up to you to decide whether you are more comfortable picking fruit or 
fishing each day.  Fruit is more reliable, but fishing has more upside.  
Regardless of the choice, you should be doing one of the other to earn extra 
cash each day.

Once night falls, you can begin the enormous task of clearing the farm.  This 
will take time, patience, and use of the tools in your shed.  It is possible to 
clear the entire ranch in a single night, but this takes about 30 minutes to 
do.  At the very least, you will want to clear the area south of the shipping 
bin to make room for crops.

There are 4 types of debris scattered across the farm.  The table below shows 
how to remove them.  Make sure you to equip the right tool from the shed before 
proceeding (walk up to the tool and press A.  You can carry two tools at once).

Type of Debris          Method of Removal
--------------          -----------------
Bush/Weeds              Pick up and throw or cut with sickle (not recommended)
Small Stone             Throw in ponds or smash with hammer (not recommended)
Large Rock              Break with hammer (hit 6 times without moving)
Tree Stump              Chop with axe (chop 6 times without moving)

Note that removing bushes and small stones does not require any stamina, so you 
can completely clear the ranch of these objects without having to leave the 
screen.  It is probably easiest to work on these objects first.  Large rocks 
and tree stumps require the use of tools to remove, which depletes stamina.  
When smashing large rocks or chopping stumps, repeatedly press Y and do not 
move away until the debris is removed.  It will take many blows with these 
basic tools, and moving away will reset the number of hits needed.  Also, 
chopping up stumps produces wood (materials) that is automatically stored in 
the wood shed next to your house.  Materials are used for fencing and later for 
house renovations.  You can earn additional wood by chopping the stumps on the 
mountain (more on this later).

After a while of using tools, you will eventually run out of stamina and fall 
over.  At this time, you cannot use tools without a boost.  You can either take 
this time to go to sleep or venture up to the mountain springs to recharge.  At 
the springs, jump in and out 5-6 times to restore all your stamina.

During the trip around the ranch, you should notice a couple of odd objects:

- Secret Garden in the north.  The number of flower blossoms in this garden
  shows how many Power Berries you have eaten.  This garden also allows you to
  compute your maximum stamina: Max Stamina = 100 + 10*(number of flowers).

- Old Well in the southeast: Ignore this for now.  Its purpose is revealed

Before going to bed on Day 2, make sure to plant and water the crops (see 
below).  You may also want to spend time acquiring a couple more Power Berries, 
which are available to you (two sections below).

Growing crops is as much an art as it is science in this game.  Many gamers 
have strong preferences on how and where to grow crops.  The following section 
describes ONE strategy for growing crops, which should be helpful for new 
players.  You are free to adopt whatever strategy you want and are encouraged 
to be creative and have fun with your layout.

Regardless of what you decide to do, you should definitely have a plan in 
advance for where all the season's crops will be going in advance.  This type 
of planning allows you to maximize the crops harvested (and money earned) while 
minimizing wasted time.

Crops will grow only on soil that has been plowed.  During this part of the 
game, you will want to hoe soil in a "C" formation, as shown below.  The "X" 
represents a single square of soil that has been hoed.

           X X X        X X X       X   X       X X X 
           X X            X X       X X X       X X X 
           X X X        X X X       X X X       X   X 

All of these patterns leave at least one side square open.  This is necessary 
as it's not possible to reach the center square once the crops begin to sprout. 
If you make a mistake when plowing and want to "unhoe" or "unplow" that area, 
take a piece of fence and place it over the hoed square.  It will return the 
ground to normal once you pick up the piece (as a point of trivia, you can also 
use small stones to do this if you have any left over from the start of the 

Once the soil is plowed in one of the patterns above, stand in the center and 
press the Y-button to throw the seeds in the air.  This seems like an awfully 
odd way to plant them, but it's effective in the game.  The soil should now 
change and tiny seeds will be visible.  Make sure to water each seed using the 
watering can.  The watering can is filled up by selecting it and pressing Y in 
front of a pond.  Continue watering the crops every day and they will grow into 
sellable vegetables after 4 days (turnips) or 6 days (potatoes).

While digging in the soil, you may unearth a few interesting items.  These 
include the following:

1. COIN: Worth 10 G.
2. MONEY BAG: Worth 50 G.
3. MOLE: Resident pest.  Just ignore it.
4. POWER BERRY: There are 2 buried on the ranch.  You dig them up randomly.

In case you're thinking of spending hours plowing to earn lots of money, the 
game does not let you dig up more than one money item per day (either coin or 
money bag).  Still, make sure you get this money item each day.  This is the 
only way in the game to earn money after the shipper has arrived, and this 
additional income should let you buy another bag or two of seeds.

You can also find Power Berries in the course of digging.  There are two in 
total, and you should make sure you find both.  Keep in mind that you cannot 
find more than one per day.

Finally, you do not need to plow new squares to dig up items.  You can 
repeatedly plow the same square and unearth these goods.  It may be convenient 
to keep a designated "digging square" right near your house that you use each 
day to find money items or Power Berries.

The livestock dealer gave you grass seed on Day 1, and it is used as feed for 
animals.  Even though you don't have any animals at this point, you should 
plant the grass seed as soon as possible.  It is planted similar to the other 
seeds, but never needs to be watered.  Also, grass should be grown in a perfect 
3x3 block, not in a "C" formation described above.  After 9 days, grass will 
turn a rich green and will be ready to cut with the sickle.  This is described 
a bit more later on.

You will want to think ahead about where to plant grass, as it can NEVER be 
removed by you once planted.  You generally want to plant grass out of the way 
so it does not interfere with crop planting.  The best places to put it are 
either on the northern part of the ranch (west of the secret garden) or east of 
the ranch.  In general, avoid the area south of the tool shed and the area near 
the shipping bin.  Those are way too valuable for crop growth.  Keep in mind 
that you will need a lot of grass by the end of the game, so choose an area 
that provides for ample expansion.

So which crop should an aspiring farmer opt to plant?  Or should he mix and 
match?  Below is a table summarizing some facts about both crops:

                  Days to     Revenue per        Profit per
Type      Cost     Grow      Bag ("C" Form.)        Bag
----      ----    -------    ---------------     ----------
Turnip    200        4            480               280
Potato    200        6            640               440

Turnips produce less money per bag, but they do grow faster.  However, potatoes 
are still far superior for earning money.  Once you get into a groove -- 
meaning you are planting and picking crops every day -- the only difference 
between the two crops is that you waited two extra days to start picking the 
potatoes.  This money is more than made up for in the profit difference during 
the other days you are harvesting.

I recommend growing them exclusively during the first spring.  You need as much 
money as you can get, and this is the best way to get it.  There is a reason 
for growing turnips in either the second or third spring, and this will be 
described then.

If you want to make decent money from crops and get a jump start on some of the 
bigger purchases, you need to have a crop strategy.  Most players don't have 
this during their first play through, and it often makes the spring a giant 
learning session.  This is useful for understanding the game, but it is highly 
ineffective.  Below are some helpful strategies and an example layout for crop 

1. Plant crops as close to the shipping bin as possible.  This allows you to
   harvest faster and grow a larger number of crops.

2. If possible, you want to harvest crops and plant new seeds every day.  This
   smoothes out your income and really leads to rapid growth in wealth.  It
   may not be possible during the first week, but it should be the routine
   after Day 10 or so.

3. During the first 10 days, the income you earn from collecting fruit or fish
   on the mountain is critical to funding the purchase of new seeds.  Spend
   any free time at the mountain and always buy as many seeds as you can each

4. The most successful harvesting strategy involves picking crops during
   almost the entire day.  If you start working when you leave the house and
   place the last crop in the bin just before the shipper arrives, you've had
   a good day.

5. Despite what some sources say, crops never go bad if left out overnight.
   In fact, crops will survive indefinitely until the season change.  If you
   fail to harvest all the crops in one day, do it the next day.

6. I find that potatoes are a better crop to grow, and you should stick with
   them exclusively, as was described in the last section.  While they take
   two days longer to grow, they net you more money.  You can never make as
   much in a season planting turnips.

Below is one example of how to lay out the farm.  Keep in mind that this is an 
advanced layout, so do not feel you need to duplicate this or attempt to grow 
this many crops if you are new to the game.  Also, this is one of many possible 
layouts.  Adopt the design that you feel most comfortable with.

In the image below, the "#" designates fence and "X" designates planted crops.

|         ###########
|      Bin#         #
|##     []#   XXX   ######
| #  ######    XX
| ####        XXX
| XX  XX   XX  XX  XX  XX
| XX  XX   XX  XX  XX  XX
| XX  XX   XX  XX  XX  XX
| XX  XX   XX      XX  XX
|  1   2   3   4   5   6

In case the illustration is unclear, the image above shows 24 patches of crops 
(4 down, 6 across) placed below the shipping bin.  I prefer planting all seeds 
for a single day in the same column, which is what the numbers refer to.  For 
example, I will plant all seeds on Monday in column 1, all seeds on Tuesday in 
column 2, etc.  After the sixth day rolls around, the crops in the first column 
will be ready to pick (assuming you grew potatoes) and you can plant new seeds 
in their place.  This makes it very easy to figure exactly when the crops will 
be harvested.  Yes, I move the fence up from its starting position to allow 
another patch of crops closer to the shipping bin

At first, you will only be able to afford 1-2 bags of seed each day, so many of 
these patches will be empty.  After a couple of weeks, however, you should be 
harvesting and planting 2-3 patches each day and raking in a ton of money.  

Power Berries increase maximum stamina by 10 and are the best friend of hard-
working farmers who stay awake late.  It is actually possible to earn four 
Power Berries by the end of day 2 and five by the end of day 3.  However, this 
takes an incredible amount of time and patience to do in one day.  If you want 
to give it a try but run out of stamina, visit the hot springs on the mountain. 
Do not feel like you are pressured to get these Berries.  You can always find 
them at any time if you missed any one.

|                                POWER BERRIES                               |
| BERRY 1: Go fishing at the mountain and throw back the first fish that you |
|          catch that day.  The Water Imp will reward you with a Berry.      |
|                                                                            |
| BERRY 2: Dug up randomly when plowing the ground on the ranch.             |
|                                                                            |
| BERRY 3: Chop the tree stumps on the mountain and a Berry will randomly    |
|          appear.  Note the stumps reappear if you exit and return to the   |
|          screen.                                                           |
|                                                                            |
| BERRY 4: Equip the hammer and smash the chicken statue at the crossroad.   |
|          If the berry does not appear, exit the screen and keep trying.    |
|          Interestingly, this is the first possible Power Berry you can     |
|          find in the game.  It will always appear if you rush to the statue|
|          on the morning Ellen leaves the dog (while sky is still bluish).  |
|          However, if you prefer not to rush, just come back that night.    |
|                                                                            |
| BERRY 5: This is the second berry found while plowing the ranch.  It also  |
|          appears randomly, but not on the same day as the first.           |

                             DAY 14 – IN A GROOVE

By the second week, you should have several patches of crops planted and have a 
nice routine down for selling fruit/fish in your free time.  The primary goal 
now is accumulating as much money as possible.  Below is a look ahead at some 
of the things you are saving for.  If you are experienced at this game, you may 
also want to start saving for some of the items listed in the expert category.

Goal                                  Money Needed            Target Date
----                                  ------------            -----------
Purchase 1-3 bags of grass            500-1500 G              Spring, Week 3
Purchase chicken                      1000 G                  Spring, Week 3
Purchase summer crops                 3600-4500 G             Summer, Day 1-3
Buy Cow                               5000 G                  Summer, Week 1-2

(Expert Only)
Purchase Snow Gem                     2000 G                  Spring, Day 23
Purchase final spring crops           >1200 G                 Spring, Day 30
Upgrade house                         5000 G + 250 wood       Summer, Week 2

In addition to harvesting and caring for crops, you should routinely inspect 
the rest of the ranch for any damage or other problems.  By this time, all the 
stumps, rocks, and weeds from the beginning should be cleared.  Every few days, 
weeds will grow again, however.  Walk around at night and tear up any that 

Weeds often tend to pop up just after it rains, and the rain also destroys 
parts of the fence.  A destroyed fence allows wild dogs to get onto your farm 
at night (you will hear them barking while you sleep).  Wild dogs will eat any 
chickens that are outside in addition to making noise each night.  Remove any 
broken fence units by hitting them with the hammer.  Replace the fence by 
grabbing lumber from the wood shed next to the house.  If, for some reason, you 
don't have enough lumber in the shed, you can collect it by chopping the stumps 
on the mountain.

Finally, make sure you cut the grass as soon as it is long enough.  It will 
turn a dark, rich green color.  If you planted it on Day 2, the grass should be 
long enough by now.  Use the sickle and cut all the pieces.

By the second week, you will probably have experienced at least 1-2 rain 
storms.  Most people in town or at the mountain stay indoors during rain, but 
the shipper still collects any crops or fruit as usual.

In general, rain is a welcome event.  It saves you the hassle of having to 
water the crops that day.  Well, up to a point.  If you plant any new seeds 
while it is raining, you must still water them separately.  Yes, this is very 
odd and probably a bug, but the seeds will not grow that night otherwise.

Finally, don't worry about leaving your dog out in the rain.  He is extremely 
resilient and doesn't seem to mind.

Your primary goal during the third week of the spring is to grow and sell as 
many crops as possible.  You should still be picking crops and planting seeds 
for new crops every day.  If you have the financial freedom to do so, buy 
several days worth of seeds from town in a single trip to save time on other 
days.  Going to town wastes a good couple of game hours and limits the money 
you can make from harvesting or collecting fruit/fish on the mountain.

Once you have started to accumulate some money, you will want to buy some more 
grass.  Grass may seem like an expensive purchase at this point, but it is 
necessary to begin raising chickens, which are very nice money makers.  Buy at 
least one and up to three bags of grass before the end of week 3.

Once you have two patches of grass planted (technically, 16 squares), you 
should start saving to buy a chicken, which costs 1000 G.  Tell the livestock 
dealer that you are interested in this purchase and he will deliver it to your 
ranch later that day.

Chickens are housed inside the chicken coop at the eastern side of the farm.  
Chickens require very little maintenance and will produce 1 egg each day so 
long as they are fed.  Inside the coop, the feeding trough is up against the 
back wall.  Place one piece of fodder per chicken in the trough.  Do NOT throw 
the fodder in the chicken's face, as this will not count as a feeding.

The next morning, you should see an egg on the floor within the coop.  You can 
either place the egg in the shipping bin at the bottom left for 50 G, or you 
can place it in the incubator on the bottom right.  Incubated eggs will grow 
into chicks in 3 days, which then grow into adult chickens in 7 more days.

Breeding chickens is an excellent source of money, both from their eggs and 
from selling the chickens themselves –- the livestock dealer will pay 500 G for 
an adult.  During the spring and early summer, you probably will want to sell 
any adult chickens if you have more than two.  Numerous chickens will start to 
quickly deplete your fodder reserve, so you want to take things slow until you 
have an ample supply of grass.

As far as care, you should visit the chicken coop first thing each morning 
before going to town or harvesting crops.  Time does not pass when inside, so 
there is no rush.  Unlike crops, eggs will not survive until the next day if 
you miss the shipper.  Collecting them (and milk later) should always be the 
tasks that begin your day.

Finally, you can leave the chickens outside if you choose, but there is no 
incentive to do this.  When outdoors, chickens do not need to be fed (they eat 
grass on their own), but they also do not produce any eggs.  In addition, 
chickens are at risk of being eaten by wild dogs at night if you have any 
broken fence pieces (if a chicken is eaten, you will find a feather the next 
day).  Given these risks, you should NEVER keep chickens outside.  EVER.

DAY 22
On Day 22, the shipper comes by in the morning and tells you that the next day 
is the flower festival.  As is the case with all such holidays, he will still 
pick up any items placed in the shipping bin that day.

If you go to town, the characters will have a special dialogue talking about 
the festival.  Nothing they say is of any real importance, however, so make 
sure you place and crops and produce in the shipping bin first.

                            DAY 23 – FLOWER FESTIVAL

Day 23 of spring is the annual Flower Festival.  Attendance at the festival is 
optional, and it is possible to miss it if you wait too long to go.  After the 
festival, you come home and go to sleep right away, so make sure any important 
chores for the day are completed before heading to town.

At the start of the day, make sure you place any eggs in the shipping bin and 
feed the chicken(s).  Unlike most days, I suggest watering any crops before 
picking ripe ones.  Ripe crops can still be collected tomorrow, but unwatered 
crops will not grow that day and end up costing real money.  Once Jack eats his 
lunch, this signifies noon.  You should immediately start heading over so you 
don't risk missing the festival.

The Flower Festival takes place in a closed-off town square, and almost 
everyone is in attendance.  At the top left, you can buy perfume for 1000 G to 
give to one of the girls, but this is a huge waste.

At the top right is the peddler, who offers to sell you the "seed of a snow 
flower" for 2000 G.  This seed is used in the winter to earn a Power Berry.  Do 
not buy this item unless you have the money and can spend it comfortably.  If 
you pass on it now, you can always buy it next year and still collect the Power 

Before you can leave, you need to speak with every single person in the square. 
Once you've done that, talk to the older, blue-haired woman on the left side of 
the screen.  She will move aside and let you speak with the mayor, who tells 
you to pick a lucky gal for the dance.  Pick whichever girl seems to interest 
you the most and watch the "festivities."  Dancing with a girl will increase 
her affection for you, but there is no need to worry about this yet.

                            DAY 24 – SPRING CLEANING

As you enter the final week of spring, your main tasks will be saving money and 
preparing the farm for the summer crops.  Some gamers hold off on planting new 
spring crops in the final days of the season because they think these crops 
will not grow in the summer.  Chalk this up to yet another piece of 
misinformation.  Any spring crops planted during the spring will continue to 
grow during the summer.  They only fail to grow if planted *during* the summer.

With that in mind, do not shy away from planting as many crops as possible.  As 
the summer crops take 10-13 days to grow, harvesting these spring crops during 
that period will be a major source of income.

As the season ends, you will want to start preparing for the summer crops.  
Most notably, you will want to make sure the area closest to the shipping bin 
will be free on Days 1-3 when the summer crops will be planted.  Any new spring 
crops should be planted away from this main area.

For the summer crops, I tend to favor a different formation over the "C" used 
in the spring.  I prefer the parallel layout, since it allows for quicker 
harvesting and MUCH quicker watering.  This layout only uses six of the nine 
possible squares, as shown below:

           X   X        X X X 
           X   X
           X   X        X X X 

Yes, this layout is much more wasteful.  However, the summer crops only need to 
be planted once, so I can easily justify the lower margin with the fact that I 
make more money overall.  However, do not feel you need to use this method.  
You can stick to the "C" or any other you choose.

One example for a farm layout is shown below.  The squares with an "X" mark the 
area I set aside for summer crops, meaning I do not plant any new spring crops 
there after Day 25.  The formation I use is a series of long, vertical rows as 
close to the shipping bin as possible.  The squares marked with an "S" are the 
spring crops, which I still plant using the C formation.

|         ###########
|      Bin#         #
|##     []#         ######
| #  ######   X X 
| ####        X X
|             X X
| SS  X X X X X X  SS  SS  SS
|     X X X X X X
| SS  X X X X X X  SS  SS  SS
|     X X X X X X
| SS  X X X X X X  SS  SS  SS
|     X X X X X X
| SS  X X X X      SS  SS  SS
|  1   2   3   4   5   6   7

In case it is unclear, the image above shows 3 rows designated for summer crops 
using the parallel formation, planted just below and to the right of the bin.  
This image shows a total of 15 patches of summer crops (meaning 15 seed bags 
would be needed), but don't feel like you need that much space.  You can do 
well with as few as 9 patches.

As you clear this area for summer crops, it will make the task of harvesting 
any remaining spring crops more time consuming, as they are farther from the 
bin.  Make an effort not to waste any time in the morning and get to work as 
soon as the livestock have been taken care of.

While relationship building with women is best left for the fall and winter, 
the spring is probably the best time to work on winning over Eve.  If this is 
your first time playing or you can't be bothered, just skip this section.  It 
is certainly not necessary to focus on any of the girls yet, and the winter is 
nearly as good for raising Eve's affection.

Go to the bar and talk to her repeatedly.  When she asks if you want her 
homemade juice, say "No thank you."  Eve will think you came to see her and 
will be impressed, which increases her affection towards you.  Exit the bar, 
re-enter, and repeat.  As you continue to increase her affection, more hearts 
will appear in her diary in the back room.  Eventually she will stop asking you 
questions (when you have 3 hearts in the diary).  Go to the mountain and bring 
her back some flowers.  After 4 times, she should start asking you questions 
again.  This time, the inquiry will be if you are lonely at the ranch.  Tell 
her "Sometimes" and repeat for as long as you want.  You can raise her 
affection to 10 hearts in a single night if you choose.

There is also a nice trick that allows you to raise Eve’s affection on 
Saturdays during any season except winter.  This is discussed in more detail 
during the section on "Fall – Year 1" of the walkthrough.

DAY 30
If you have some extra money on this last day (meaning over 4000 G), you may 
wish to purchase 6-10 final bags of potatoes and plant them all.  This may seem 
like an odd maneuver, but keep in mind that you will have no income from summer 
crops until at least Day 11 of the next season.  If you plant these crops now, 
you can harvest them during the early days before the summer crops have grown.  
Remember that you can leave ripened vegetables on the field as long as you 
want, so you can harvest these potatoes over the course of several days.

If you are short on money, don't worry about these final crops.  You can still 
pick fruit or catch fish and make a decent salary in the time being.

2.  S U M M E R  –   Y E A R   1                                          HM32

By the time summer rolls around, you should have a pretty good feel for the 
basics of the game, especially how to grow and maintain crops.  Now it's time 
to build on that experience and really profit.  The summer is hands down the 
best season to make money.  There are no festivals to distract you and the 
crops have the highest profit margins.  The other important tasks for this 
season are the following:

- Buying cows
- Making sure you have a lot of grass before fall
- Getting some upgraded tools
- Upgrading your house (you get a special reward for doing it this season)

                        DAY 1 – START THE SEASON RIGHT
It's important to get off to a good start in the summer, as any mistakes or 
delays will cost you a lot of money.  The priority during the first 3 days will 
be purchasing and planting the crops you will need for this season.

Before you even get one foot out the door, the tool shop owner accosts you and 
lets you know that he will be selling a new item on Day 20.  Very hands-on 
marketing technique!  Put this day in your mental calendar and be sure to visit 
him then.

In the summer, you have the choice of planting tomatoes or corn.  Unlike spring 
crops, the summer ones can be harvested multiple times from one seeding.  This 
means you only need to plant them once and they produce vegetables all summer, 
which is very convenient.

The table below shows the differences between the two.  The two figures under 
"Days to Grow" show time to first harvest, then time to each additional 
harvest.  The two revenue and profit figures are what can be made using the "C" 
and parallel crop formation, as was described at the end of the last season.

                Days to   Revenue/Bag    Profit per   Max Harvests  Max Profit
Type     Cost    Grow     "C"/Parallel      Bag       Per Season    per Season
----     ----   -------   ------------   ----------   ------------  ----------
Tomato   300    9, 3        800/600       500/300          7        5600/4200
Corn     300    12, 3       960/720       660/420          6        5760/4320

Unlike with spring crops, the difference in growth times has a real dollar 
effect since all crops die on the first day of fall.  However, the profit 
margin on corn still makes it a superior financial choice, even given the one 
fewer harvest.  While a profit margin of 160 G per bag (960-800 G) may not seem 
significant, this can be about a 5000 G difference by the end of the summer 
depending on how active you are.

My recommendation is to stick with corn exclusively for the first summer.  
Tomatoes have their place later on, and this will be discussed in years 2 and 

One good thing about the summer is that there are far fewer trips to the flower 
shop.  During your first visit on Day 1, buy at least 5-7 bags of corn.  This 
is what you will be planting today.  Over the next two days, you will want an 
addition 4-5 bags, so a total of 12-15 patches of crops on the farm.

This may seem like a lot to handle, but it is manageable using the parallel 
formation described at the end of last season.  Also, at least one hurricane is 
likely to occur sometime during the summer that will wipe out a fair number of 
crops.  It's better to have too many now than not enough then.

There aren't many expenditures after Day 3 of this season, so use any extra 
cash to buy bags of grass seed.  Before week 2, you will want somewhere between 
8-12 patches of grass.  This is essential before buying cows.

Around the first or second week of summer, you will want to buy your first cow. 
It is important to do it in this time period so that at least a few are grown 
and producing milk by the fall, when money is hard to come by.

Cows end up being your single biggest and most consistent source of money in 
this game.  A barn with 12 fully grown cows will yield 4200 G each day in milk. 
The quicker you buy them and raise them, the faster this money will be yours.

Before buying the cow, visit the tool shop and pick up the Brush for 800 G.  
You don't need the Milker yet, so you can hold on that for now.

To buy cows, simply visit the livestock dealer.  Very often, players will find 
the dealer saying they need more grass.  Remember, you need 16 squares (roughly 
two bags worth) of grass for every existing chicken and chick PLUS 16 squares 
for the cow before you can buy it.  Too many chickens is most likely the 
problem.  If you can't buy more grass, sell off as many chickens as you can.

Once the cow is purchased, the livestock dealer delivers the cow and asks you 
to name it.  You can give it a real name, a generic name like "Cow1," or, as a 
real pragmatist suggested to me once, name it after the date (e.g. – you bought 
the cow on Summer, Day 9, its name would be something like "Sm09").  The 
benefit of naming it after the date is that it makes it east to tell how old 
the cow is, which helps you figure when it will be an adult and how long before 
better types of milk are produced.  The cow that the livestock dealer delivers 
is still a calf, and will not produce milk until it grows to an adult (more 

The livestock dealer also gives you a Cow Bell with the first purchase, which 
he places in the shed.  The Cow Bell can be used to direct the cows if you wish 
to put them outside (more on this later).

Unlike chickens, cows are very high-maintenance creatures, especially when they 
become adults.  Each cow has its own "affection score," which is the numerical 
rating for how happy the cow is.  The higher the affection score, the larger 
the size of the milk produced by the cow (which means more money).  You can 
increase a cow's affection score by talking to it (+1) and brushing it (+3) 
each day.  These actions increase affection only once per day, so doing them 
any more than that is a waste of time.  There are no other ways to raise this 
score, so you are essentially capped at +4 per day.

Cows in the calf stage, which is what the livestock dealer delivers, DO NOT 
need to be fed every day.  This is a common misconception and often a big waste 
of fodder among players.  Cows at this stage are very resilient and will never 
get sick or cranky from missed feedings or anything else.  They do still 
benefit from being brushed and talked to every day, so continue to do that.

Eventually the cows will grow into adults.  A summary of their progression is 

             21 days
      Calf   ------->   Adult Cow

             96+ affection                 192+ affection
Small Milk   ------------->   Medium Milk  -------------->   Large Milk

The goal should be getting the cow to produce large milk as soon as possible.  
Assuming you talk to and brush your cows each day, they will produce medium 
milk in 24 days (just 3 days after becoming adults) and large milk in 48 days 
(another 24 days after they start producing medium milk).

Once cows are in the adult stage, they become far more finicky.  If you forget 
to feed them, their affection will drop by 8 and they may get sick.  Sick cows 
do not produce milk and will die in 6 days unless given the Medicine, which is 
purchased at the Livestock Dealer for 1000 G.  Adult cows can also get cranky.  
When cranky, their affection score drops by 30 and they do not produce milk for 
the two days they are upset.  Inside the barn, cows will become cranky if you 
repeatedly hit them with your tools.

You can leave your cows outside where they will eat the grass on their own and 
not require feeding.  However, it is strongly advised that you DO NOT do this.  
The downsides to keeping cows outside are the following:

- Milking them uses game time, whereas time is stopped in the barn  
- Cows will start to run when being milked or brushed, which adds even more to
  their care time
- If it rains or snows, the cows can get sick
- If your farm contains broken fence pieces that are not repaired, they can
  become cranky and stay that way.  This causes affection to quickly plummet.

One final thing about daily care.  Taking care of numerous cows can be a time-
consuming task, so any way to streamline that process will be very useful.  I 
find it easiest to milk all the cows first, then brush/talk to them, and 
finally feed them.  Many times a cow will start to move away when you begin 
brushing it.  However, watch the cow's eyes. If they turn to semi-circles, this 
means the cow was still brushed, even if it has moved.  The eyes will also turn 
to semi-circles the first time you talk to each cow.  If the cows scatter too 
much, exit and re-enter the barn and they will be in their beginning location.  
Finally, when feeding the cows, make sure to put food in the stall directly in 
front of them.  They will not eat food from other stalls, and this will count 
as a missed feeding.

It is possible to breed cows, but this wastes a ton of time.  Breeding is 
discussed in the "Livestock" section of the Overview.

                           DAY 10 – HURRICANE SEASON

Summertime is hurricane season, and these storms usually roll in around the 
latter 2/3 of the season (although they can begin as early as day 2).  A 
hurricane is a vicious storm that does considerable damage to your crops and 
farm, in addition to forcing you inside and wasting an entire day.  The 
occurrence of a hurricane is random – it may actually never happen at all 
(lucky) or it may even happen two or three times in one summer.

You do get some advance warning before a hurricane.  The TV will inform you 
that one is coming, and all the townspeople have different messages.  It's a 
good idea to refrain from planting any seeds or doing any exterior changes on 
the day before the hurricane.  This work may all be undone.

If you happen to leave your chickens outside, one of them will always be killed 
(but not more than one).  You will hear the sounds of a wild dog eating it 
(even if you have no fence), but not the usual barking the precedes that sound. 
Cows also risk sickness and crankiness if left outside during a hurricane.  As 
there is never any benefit to keeping the livestock outside, KEEP THEM INDOORS.

There are certain ways you can "manipulate" the occurrence of a hurricane.  On 
an emulator, this is easy.  Just save state before going to bed and check the 
TV the next morning.  If it says a hurricane is coming, reload and try again.  
If not, save state and repeat again that same night.  If you're playing on a 
cart or using the game's natural save feature, you're in trouble.  The only 
prevention is to avoid saving each night and reset if a hurricane does happen, 
which then means replaying many previous days.

Regardless, if a hurricane does strike, just clean up the farm and move on. 
Depending on how early it is in the season, you may wish to replant some of the 
destroyed crops.

Sometime during the summer, you will hear a loud noise in the middle of the 
night.  Some guides say this is linked to the hurricane (which would make 
sense), but this is not the case in the game.  When the noise occurs, the 
carpenter drops by and tells you to look around.  Visit the location of the 
tree that's southeast of the tool shed.  You will notice that it's been knocked 
over and there is now a giant hole leading underground.

Head down the hole and you will come across a couple of gnomes (really, they 
could be elves or any creature, but this guide will refer to them as gnomes).  
These strange fellows have taken up residence under your farm but appear to be 
somewhat benevolent.  Talk to the top gnome and he will ask if you make use of 
the sickle.  The text is screwed up here, but choose the top response and he 
will offer to upgrade your sickle.  Head north from him and you will come out 
inside the shed.  From now on, you can return to this underground passage using 
the shed door, but keep in mind that game time does pass while underground.

When you revisit the shed, the sickle will be missing.  When you return the 
next day, it will have been replaced with the GOLDEN SICKLE.  The golden sickle 
is a very nice upgrade that can be used to cut 9 pieces of grass at once.  Once 
you start to amass a considerable amount of grass, this tool becomes 

If you choose the second option when talking to the gnome, indicating that you 
don't use the sickle, he will not upgrade it.  You can still acquire the golden 
sickle after this point by visiting the tool shop, where it will be on sale for 
2000 G.  The tool shop works this way for all the golden tools, so you do not 
ever need to worry about missing one due to screwing up a plot event.

                            DAY 14 – SUMMER HARVEST

Around the middle of the season, your crops will finally be ready for harvest.  
Pick them just as you did the spring crops.  The plants themselves remain and 
will continue to grow vegetables every three days.  Just keep watering them 
every night, including nights after you pick vegetables.  If you cannot harvest 
all the vegetables in one day, just leave them for the next.

One oddity to keep in mind during the summer is that you still need to water 
the crops after you pick vegetables even if it is raining that day.  This is 
most likely a bug, just as with planting seeds on rainy days.  If you do not 
water the plants separately, they will not grow that night.  Also, you never 
need to water fully grown vegetables.  Those will remain on the plant 
indefinitely until picked.

If you followed the instructions in this guide, you should have 12-15 patches 
of vegetables (in total) and be harvesting every day.  At these levels, you 
should be making 2000-3000 G per day.  Use any extra cash to buy grass and more 
cows.  You should also stash some away for a nice house upgrade...

One of your goals during the first summer should be upgrading your house.  A 
larger house is one of prerequisites for getting married, but that's not the 
main reason to do it this season.  The carpenters are offering a special deal 
where they throw in a free "gift" for completing it before Day 30.

To upgrade your house, you will need 5000 G and 250 wood.  You should have 
enough wood just from having cleared the ranch, but you can collect more by 
chopping trees on the mountain.  Head over to the carpenter's house and tell 
him you are interested in an upgrade.  He will visit your house the next 
morning and quote you a price.  If you accept, he and his partner will begin 
construction the following morning.  They work quite diligently, even late into 
the night, and there is nothing you or the weather can do to aid or interfere.  
They will even work through a hurricane.

Once the upgrade is completed, you will notice that your house is slightly 
wider, both inside and outside.  The carpenters will also present you with a 
CLOCK as your special gift.  The clock tells you what time of day it is every 
time you press the Select button from now on, which can be very helpful.  The 
clock will be visible on the table next to your TV inside the house.  It must 
also include a matching watch, because you can tell the time outdoors as well. 
Either way, it's worth the hassle of saving and upgrading during the summer.

DAY 20
When Day 20 rolls around, head to the tool shop first thing in the morning.  
The special project he was working on is now on sale for 2000 G: the SPRINKLER. 
The sprinkler replaces the watering can and is one of the best upgrades in the 
game.  The sprinkler can water a 3x3 area of crops and never needs to be filled 
up at a pond.  It should easily shave a few minutes off your watering each 
night.  If you don't have enough money for it now, come back and buy it as soon 
as you do.

The sprinkler does work best using a parallel or extreme "C" formation for crop 
layout.  It does not work well using the regular "C" or donut formations.  In 
those cases, the sprinkler actually wastes more stamina than the watering can.  
In case you are confused by these formation, examples are below:

Donut           X X X 
Formation       X   X 
                X X X 

"C"             X X X 
Formation         X X 
                X X X 

Extreme "C"     X X X 
Formation           X 
                X X X 

Parallel        X X X 
                X X X 

If you are using either the donut or regular C formations, you may wish to cut 
back on the crops by using the sickle (do not do this if you have the golden 
sickle; it will cut all the crops in a 3x3 area).  This will cost you some 
money, but it does save considerable time.  The choice is up to you.  
Regardless, by the second year, all your crops should be planted using the 
parallel formation.

As the dog days of summer roll around and the dollars start flowing from the 
crop harvests, you should have quite a bit of excess cash to spend.  By now, 
you should have upgraded your house and invested in at least one cow.  Continue 
saving money and putting it towards grass seed and cows.  You should try to buy 
3-4 bags of grass seed for each cow you purchase, as grass becomes the primary 
limiting factor for total livestock in the coming season.  In fact, it's 
recommended that you save all the money you make in the last few days for grass 
seed on Day 30.

DAY 30
Sadly, the summer comes to an end.  And with it, so goes the money.  However, 
it is vitally important that you spend any money you have left on day 30 to buy 
grass seed.  This is the last day this year that grass can be planted, so 
whatever you have now will limit the number of cows and chickens you can 
accumulate in the next two seasons.  There is nothing more frustrating than 
having an extra 30,000 G in the middle of the winter and a barn with only three 
cows.  Livestock will be your primary source of income in the coming seasons, 
so make sure your farm can support them.

If you have any extra crops after the shipper leaves, you can bring them to the 
bar in town and give them to Eve.  This takes a while, but is a fairly easy way 
to boost her affection score.  Any crops left overnight will be dead the next 

3.  F A L L   –   Y E A R   1                                             HM33

If the frantic pace of planting crops and building your ranch during the summer 
was stressful, the fall should be a welcome reprieve.  There are no crops to 
grow, so your days will be replaced with raising livestock and wooing the local 
women.  Some goals for the fall are:

- Sell poison mushrooms during the slow periods to make money
- Continue purchasing cows
- Sell chickens to make money
- Harvest as much grass as possible
- Start building relationships with the single women in town, especially Maria
  and Ellen
- Gather extra wood from the mountain in your free time
- Bring a fish or Fullmoon Berry to the Harvest Festival
- Win the Egg Hunt

                           DAY 1 – MAKING ENDS MEET

Without crops or a developed barn of milk-producing cows, the fall of year 1 is 
probably the toughest time to make money.  Make sure you are talking to and 
brushing cows every day, as you will want them producing larger varieties of 
milk as soon as they reach adulthood.  Now all you need is a day job.

Just as you did in the early spring, you will want to pick goods from the 
mountain to make money.  This season, poison mushrooms are all the rave.  While 
completely inedible, they fetch a tasty price of 200 G each.  Poison mushrooms 
are distinguishable from regular ones by the odd dots on them.  The closest 
poison mushroom is in the bottom right corner of the screen, not far from a 
regular mushroom.  You should pretty easily be able to sell three poison 
mushrooms each day for 600 G if you start first thing in the morning.  On 
Sundays, you can sell the poison mushrooms to the peddler in town for 300 G 
each.  While nothing compared to a full day of harvesting summer crops, you can 
still make out quite well using poison mushroom sales to supplement daily egg 
and milk sales.

On Day 2, you may see an injured gnome crouched on the ground just above the 
shipping bin.  The gnome will request something to eat, and hints that you 
should pick him a mushroom if you interrogate him further.  In exchange for 
your kindness and nourishment, the gnome will replace your standard hoe with 
the GOLDEN HOE the next day.  The golden hoe is a nice upgrade that allows you 
to plow 6 squares of ground at once (in a 6x1 area).  This will come in very 
handy when plowing the land for the spring crop season.

The gnome will appear if you have upgraded your house at least once and have 
met the other underground gnomes during the summer (during the scene that 
yields the golden sickle).  If you do not meet the gnome before the end of the 
fall, you are out of luck for the year.  You will need to wait until the 
following fall for him to appear again. 

The fall of year 1 is the first time you can meet the elusive figure known as 
the Hawker.  The Hawker is a wandering peddler who will appear at certain times 
to offer special "deals."  In this season, the Hawker is in the market for 
chickens.  The first time you visit the livestock dealer and tell him you want 
to sell a chicken, the Hawker will appear on your farm (assuming you placed the 
chicken in the livestock shipping area).  He offers to exchange your chicken 
for some berries.  You should definitely take his deal, as you receive a POWER 
BERRY in exchange.  The Hawker will never make this offer again if you refuse, 
so do not pass it up.  There is no other way to get this Power Berry.

The Hawker will appear any time during the fall, so you have the entire season 
to make this deal.  If you fail to do it before the end of the season, you will 
have to wait until the fall of year 2 for him to make the swap again.

There is an entire section in the appendix dealing with the Hawker, which is 
meant to clear up the abundance of misinformation that exists about this figure 
in various guides and other sources.  One thing I want to clarify here is that 
no deal that the Hawker offers is tied to any other deal.  In other words, 
declining to sell a chicken now will not stop the Hawker from making you other 
offers in the future.

|                                POWER BERRIES                               |
| BERRY 6: When you try to sell a chicken for the first time during the      |
|          fall (either year 1 or year 2), the Hawker will appear and offer  |
|          to exchange the bird for a Power Berry.  If you decline his       |
|          offer, he will never make it again.                               |

You may leave your house one day to discover the fortuneteller's granddaughter 
waiting for you.  She's not much for words, but requests that you give her an 
egg.  After doing so she pays you 20 G, and Jack's happiness increases by 30 
points.  This event occurs the first day you have six chickens (includes 
chicks) and at least one has produced an egg.  This event can technically occur 
in any season, but it will most likely happen in the fall if you have been 
following this walkthrough.

Do not forget that you can still cut grass during the fall.  You cannot plant 
new grass, but existing grass still grows just as it would during the spring 
and summer.  It is extremely important that you accumulate as much as you can 
this season, as whatever fodder you have at day 30 will need to last through 
the entire winter and first 9 days of the next spring.

If you’re bored at night, you can start collecting extra wood from the 
mountain.  This will be needed for a second house upgrade next season (you need 
500 pieces in total).  This is purely optional, and it may just be easier to do 
later after getting the Golden Axe.  However, it is a task on your long term 
to-do list, so feel free to engage in it if your nights now feel lonely without 
the daily chores.

                             DAY 7 – RELATIONSHIPS

Now that the fall affords you some free time, you should begin building 
relationships with some of the single girls in town.  This serves a couple of 
purposes.  First, you need a girl to like you enough in order to get married.  
Second, having high affection scores with all five single girls is necessary 
for the best ending.  You can get an idea of each girl's affection score by 
reading her diary.  This guide will assume that the goal is to woo over all 
five girls.

In case you've been ignoring the ladies completely to date, here is a quick run 
down of each.

- Maria: Maria is the blue-haired religious girl who hangs out in front of the
  church and plays the organ on Sundays.  Her parents are the mayor and
  mayor's wife, and she lives in the mansion on the top left corner of town.
  This is where her diary is.

- Ann: Ann is the red-haired, tomboyish inventor that lives in the tool store
  (this is where her diary is).  Her father runs the store on his own, as his
  wife has passed away.  Ann will be found either inside the store working on
  a new project or hanging out just outside the store.

- Nina: Nina is the pink-haired girl who lives in the flower shop.  This is
  where her diary is.  Nina is very in touch with nature and with either be
  walking around the flower shop or hanging around the mountain on the
  weekends. Her mother runs the flower shop and is also a single parent.  Her
  mother also appears to have feelings for Ann's father, the tool shop owner.

- Ellen: Ellen is the brown-haired girl who lives at the restaurant.  This is
  where her diary is.  Her uncle is the livestock dealer, and Ellen is
  usually found hanging out around his shop.  This has probably inspired
  Ellen's love for animals.  Ellen is also a very good cook.

- Eve: Eve is an interesting character.  She is the blonde-haired girl who
  works at the bar (where her diary is) and wears a red cocktail dress.  Both
  of Eve's parents have either passed away or left her, and her only family
  members are the hunter in the mountain (grandfather) and bar owner (uncle).
  Eve hangs out in the town square during the day, the bar at night, and the
  mountain on the weekends (where she bathes nude in the hot springs on

Now that you're familiar with the ladies, it's time to begin building 
relationships.  The girls in this game will increase their affection for you 
either through certain events, conversations, or when given certain gifts.  
Each girl responds differently to gifts, and a full list (with their effects) 
is listed in the appendix.  Giving gifts is a very slow and inefficient way to 
win over a girl while she's single, so the focus should be on talking to her.  
However, not just any conversation will do.  The girl's affection will increase 
only during conversations in which she asks you a question.  Whether a girl 
asks a question has to do with the day of the week and the season.  If the time 
is right, she will ask the same question every time you visit the screen, 
allowing you to earn affection points with each trip.

During weekdays in the fall, the two girls who will ask you questions are Maria 
(in front of the church) and Ellen (in front of the livestock dealer).  You may 
need to talk to them more than once, but they will ask a question each time you 
visit.  Once you answer, enter a building and return.  They will then ask the 
question again.  In both cases, answer "yes" (the first option) to their 
question.  This will earn you 8 points.  Choosing the second option is only 
worth 2 points.

It will take several days, but you can boost each girl's affection to its 
maximum.  To view their feelings towards you, check out the diaries in their 
respective homes.  The greater the number of hearts, the more they like you.

Once you get 4 hearts on a girl (an affection score of 200), you receive a 
special event for that girl.  The special event entails someone showing up at 
your house and asking you to find something or solve some problem.  For Maria, 
the special event is that she is missing and needs to be located.  For Ellen, 
the event is that her pet bird is missing.  A complete listing of all the 
events can be found in the appendix.  If you complete the event successfully, 
the girl's affection score will increase by 50.

Even after experiencing the event, you should continue talking to the girls.  
To get the best possible score at the end of the game, you will need to 
continue raising this stat.  Ideally, your goal should be the highest affection 
score possible, which is 999.  However, due to a bug, the ideal range for end 
game scoring is between 496 and 511.  This is almost exactly at 8 hearts.  The 
main problem with this range is that it is too low for your future wife to have 
a second child.  I tend to ignore this threshold and attempt to get every girl 
to 999, which produces almost the same ending score.  If you want a perfect end 
score, raise four of the girls to exactly 8 hearts and the one you want to 
marry to 999 (well after 10 hearts).  You can artificially lower her affection 
at the end of the game to be in the 496-511 range.

As for the other girls, you can raise Eve's affection during the fall or any 
season except winter on Saturdays while she is at the mountain.  The trick in 
this case is to give her an item after answering her question.  This will reset 
her dialogue switch and allow you to answer her question again, without leaving 
the screen.  The mountain has dozens of weeds you can use as "gifts" to 
accomplish this.  The weeds do lower her affection by 2 points, but the 
conversations will raise it by 8 points if you choose the "No" answer.  You can 
still do this even after it gets dark, so swing by around 3pm and clear the 
mountain of weeds late into the night if this is your goal.  Still probably not 
as quick as talking in the bar during the spring, but useful to know.

You can also raise Maria's (and Ann's) affection scores on Sundays by talking 
to them in church.  However, those conversations only net you 4 points, which 
is half the usual total.  For this reason, it is better to speak with them at 
other times.  For more on affection scores, dating, and the specifics for each 
girl, see the appendix.  Marriage will be discussed in the next season and is 
also found in the appendix.

                           DAY 12 - HARVEST FESTIVAL

On Day 11, the shipper stops by to tell you that the next day is the harvest 
festival.  Anytime he does this, the townspeople will have special messages 
discussing the next day's events.  A visit to town will reveal that the 
festival is a ceremony to celebrate the year's final harvest.  People prepare 
an assortment of different culinary items and share them with one another.  
Like the shipper, the owner of the bar points out that you are expected to 
bring a food item yourself.  This is something you should keep in mind the next 

For three days each year –- fall day 10 to fall day 12 –- a special plant is in 
bloom on the mountain summit called the Fullmoon Plant.  The Fullmoon Plant 
produces a very rare berry each day that is highly attractive to women and 
extremely valuable to merchants.  Giving this plant as a gift is a waste, but 
you can put it in the shipping bin on day 10 and day 11 for 600 G each day.  On 
day 12, you may wish to bring it to the harvest festival, as it makes the 
perfect addition to the feast.

On Day 12, the usual rules for optional festivals apply –- you have the morning 
to complete your chores and ship whatever items you need to for the day.  Make 
sure the chickens and cows are fed and taken care of.  It's then up to you to 
find a suitable item to bring to the festival.  A few acceptable items include:

- Bush
- Fodder
- Egg
- Milk
- Poison Mushroom
- Mushroom
- Fish
- Fullmoon Berry
- Mole (Yes, a mole!)

Any of the items will be thrown into a giant cauldron and turned into a 
delicious stew for Jack.  Most of the items actually come out looking like a 
mole, and Jack just munches it right down.  Mixing a mushroom will produce 
something that looks like one of the four crops.  

You really want to mix either a fish or a Fullmoon Berry.  Both of those come 
out as a POWER BERRY.  This is the only time you will have for an entire year 
to get this berry, so make sure not to miss the chance.  You will want to head 
over to the mountain fairly early in the morning to make sure you can get 
either item before 3:00.

Once the stew is done, you need to mingle with the other townsfolk.  The 
Harvest Festival is a Thanksgiving-type holiday where everyone cooks different 
dishes and shares them.  Each of the girls has a concoction for you to sample, 
and rice balls are sold by the shipper at the top of the screen (don't waste 
your money).  After talking to everyone, speak with the mayor's wife and then 
the mayor on the left side of the screen.  You will then be prompted to choose 
a dance partner, so select whichever lady you would like.  Dancing with her 
increases her affection score by 30.  Once the dance is over, the day ends.

|                                POWER BERRIES                               |
| BERRY 7: Bring either a fish or Fullmoon Berry to the Harvest Festival.    |
|          The stew you consume will contain a Power Berry.  If you fail to  |
|          get this Power Berry in Year 1, you can still pick it up in the   |
|          second year.                                                      |

                             DAY 20 - EGG FESTIVAL

The fall season is blessed with two relatively involved holidays within just 
over a week of one another.  The Egg Festival is probably the most active of 
all the different gatherings in the game.  As with any other optional event, 
make sure to take care of the daily chores in the morning.  Once you're ready, 
head over to town.

The highlight of the egg festival is a giant egg hunt.  As the mayor explains, 
you need to find the most eggs in the allotted time period to win (you must 
find at least 3).  The winner apparently receives a special prize, though you 
get several conflicting stories as to what the prize may be (none of which are 

The egg hunt involves a lot of luck, so be prepared to reset if you do not win. 
It is essential that you are victorious in this event, otherwise you cannot 
achieve the game's best ending.

As soon as the contest begins, the mayor will display a colored egg on the 
table in front of him.  You have about 15 seconds to find this egg and bring 
the egg back to the mayor.  The eggs are hidden in one of the eight purple 
chests scattered around town.  The chests are located at the following 

- In the graveyard next to church entrance
- Top right corner of town
- Entrance to town
- Left of the fortuneteller's house
- Behind the livestock dealer's shop
- Above the bar
- Top left corner of town
- Next to the door to mayor's house

Each chest will have either a colored egg or nothing, and the contents are 
randomized each time the contest begins.  The best strategy involves heading 
north to the chest by the church and then circling clockwise through the nearby 
chests, all the way down to one by the fortuneteller's house.  Within this 
short area, you have access to five chests, which should probably be enough.  
While people are looking for the first egg, focus on examining these chests and 
remembering the color of the eggs inside them.  If you happen to find the right 
egg in the process, return it.  Otherwise, it's more important to learn the 
contents of these chests.  If you can find 3-4 eggs in them, you are almost 
assured of winning the game on the later rounds.

As soon as the bell rings, quickly return near enough to the town square so you 
can see the next color.  If it's in one of the five chests you already opened, 
you're set.  Retrieve the egg quickly.  If not, you can either frantically 
search the southern part of the town or just wait for the next color to appear. 
Remember, you only need to find three eggs to win.

At the end of the contest, the winner is always you or the livestock dealer.  
If you lose, reset and try again.  If you win, congratulations.  Your reward is 
either the Turtle Shell or a Power Berry.  The Turtle Shell is a memento that 
sits in your home and supposedly protects you from natural disasters.  The 
prize you receive is random, and you will receive the other prize for winning 
the festival again next year.

After your victory, and after the mayor is done talking, talk to the single 
girls for some affection points (talk to each until they say "puff-puff").  The 
day will end on its own about 10 seconds after the winner is announced.

|                                POWER BERRIES                               |
| BERRY 8: Your prize from winning the egg hunt will either be a Turtle      |
|          shell or a Power Berry.  If you do not receive the berry this     |
|          year, you will get it after winning the egg hunt in the second    |
|          year.  The prize you win is determined randomly.                  |

                         DAY 21 – PREPARING FOR WINTER

Other than accumulating as much grass as possible, there isn't much you 
urgently need to do as winter draws near.  Continue spending your days selling 
poison mushrooms or working on relationships with Maria and Ellen.  If you 
bought the cows early enough, you should have at least one that is producing 
milk and providing some income.  Over the next season, any excess money should 
be invested in cows.

4.  W I N T E R   –   Y E A R   1                                         HM34

Winter is the least active season in Harvest Moon.  Your days should be quite 
free, as there is not even any fruit to gather from the mountain.  Winter is an 
excellent time to continue building relationships and to get married.  Some of 
the other goals this season are the following:

- Continue to buy cows
- Gather extra wood from the mountain
- Upgrade your house for the second time
- Continue to build relationships with the single women in town, especially
  Nina and Ann
- Get married!

                           DAY 1 – WINTER ACTIVITIES

Despite the calm and serenity of winter, the season is quite loaded with 
important discoveries and events, starting on the very first day.

On your first trip to the crossroads after the winter begins, you will 
encounter a foal (baby horse).  You will be asked to give it a name.  The horse 
then returns to your farm and hangs out in the horse stable next to the cow 
barn.  The horse does not require any feeding or other care.

After 21 days, the horse will grow into an adult.  The tool shop owner will 
then drop by and give you saddle bags for the horse.  These bags transform the 
horse into a moveable shipping bin.  Any item you throw at the horse will now 
automatically be sold at the end of the day.  This is the single greatest 
improvement to your farming potential in the game.  Come the spring time, you 
will be able to plant 2-3 times as many crops as you could in the previous 
season, as the horse allows you to harvest them without wasting time running 
back and forth to the shipping bin.

The adult horse can also be used to move around the ranch much more quickly.  
Press the A-button to mount him and use the B button to jump over fences.  
Press the A-button again to dismount.  Note that you will dismount the horse on 
Jack's left when facing up or down, but always the bottom when facing left or 
right.  Point the horse in different directions to control the side in which 
you exit.  You can also summon the horse to your position using the R-button.  
Additional uses for the horse in farming will be discussed next season.

If you're desperate for money during the winter, you can make a few extra bucks 
selling herbs from the cave on the mountain (you can actually do this in any 
season).  The cave herbs sell for 200 G when left in the shipping bin.  The 
problem with harvesting the herbs is that it takes a lot of time to do so.  
Time does not stand still inside the cave, so selling a single herb probably 
uses half the game day.  You are better off focusing on livestock and trying to 
make money that way.  Use the cave herbs as a last resort.

As the carpenters tell you, the winter is a good time to gather extra wood from 
the mountain.  You will want at least 500 pieces for your second house upgrade. 
The stumps on the mountain can be chopped just like the ones on your ranch in 
the beginning.  Unlike those stumps, however, the ones on the mountain reappear 
every time you exit and re-enter the screen.  If you have not already acquired 
it, you may find a POWER BERRY when chopping the trees here.

At some point during the winter, you will acquire the Golden Axe, which makes 
chopping MUCH easier.  See the "Earthquake" section below for more on that.  
You can save a lot of time by waiting until then to chop.  However, the 
earthquake may not occur until late in the season.  If you decide to chop with 
the standard axe, I recommend either doing so at night or on Sundays.  Use the 
daytime to work on relationships with the single women.

If you purchased the Snow Flower Seed from the peddler during the Flower 
Festival, now is the time to plant it.  Equip the item and head to the mountain 
summit.  Stand just below the small rocks at the very top of the summit and 
press the Y-button.  You should see a blue sprout emerge from the ground and a 
fairy will appear.  The fairy tells you that no one has ever planted the seed 
before, and gives you a POWER BERRY as a sign of appreciation.

Despite what some sources say, the seed does not need to be planted on the 
first day of the season.  It should be possible to acquire on any day.  There 
does seem to be some bug that prevents you from getting it on random days, so 
just try again the next day.

|                                POWER BERRIES                               |
| BERRY 9: Use the snow gem (seed of the snow flower) that is purchased      |
|          from the peddler at the Flower Festival on the summit of the      |
|          mountain during any winter day in year 1 or 2.  A special flower  |
|          will bloom and a fairy will give you a Power Berry.               |

If you intend to get married this season, which you should, it's a good idea to 
get a second upgrade for your house.  In addition to looking nicer and cleaning 
up the ranch a bit, a second upgrade is required before your wife can get 

The second upgrade is not cheap.  It requires 10,000 G and 500 materials.  As 
mentioned above, you can collect additional materials by chopping trees on the 
mountain.  As for money, if you're making less than 600 G per day from milk and 
eggs, collect cave herbs from the mountain for some extra cash.

Like the first upgrade, the second is completed in 4 days after you pay the 
carpenter (or 3 days after his crew begins renovations).  Your house will be 
noticeably larger this time, and a cradle and second bed will be added to the 
sleeping area.  

Once you have the second upgrade, the tool shop will sell Paint.  Paint costs 
1500 G and can used to make the exterior of your house a white/cream color.  
Equip the paint like any other tool and use it on the front of the house,  It 
will take three strokes to paint the entire front, plus one more to paint the 
door.  You do not need to paint the other sides and can't use the paint on any 
other structures on the ranch.  Painting your house raises your happiness score 
and appeases your wife, who will nag you incessantly if you haven't done it 

At some point during the winter, you will hear a loud rumbling at night.  This 
usually occurs on some random day in the first or second week of the season and 
can happen as soon as day 2.  The next morning, one of the carpenters will tell 
you to look around the ranch and then visit the mountain.  Visit the location 
of the well in the southeast corner.  The large board and rock that had been 
covering it are now gone, allowing you to climb down and enter.

The well leads to another section of the underground tunnel you discovered 
during the summer.  After climbing down the rope, you will notice several small 
rocks and two sign posts.  Destroy the rock to read the sign on the left.  The 
bottom sign can be read (from what seems to be the back) simply by approaching 
it and pressing the A-button.

The two signs offer hints regarding a couple of the game's secrets.  The bottom 
sign mentions a strange chicken ornament that can be broken with a tool.  This 
refers to the chicken statue at the crossroads that can be broken with the 
hammer to uncover a Power Berry.  The left sign says to equip the axe and use 
it in front of a spring on the mountain.  At this point, the message shouldn't 
make much sense.  

Take the carpenter's advice and visit the mountain.  Before going, equip the 
axe as the sign recommended.  You can use the underground passage that just 
opened to reach the shed without having to climb back above ground.

On the mountain, the huge boulder blocking the small area just above the 
entrance has been removed.  You will notice a small pond, several stumps, and a 
sign saying "Don't throw things in the spring."  Stand in front of the pond and 
chop with the axe.  Immediately, the Goddess of Spring will appear.  She holds 
a golden axe before you and asks if you dropped this item.  Be honest and tell 
her No.  She rewards your sincerity by giving you the GOLDEN AXE.  The upgraded 
axe allows you to chop tree stumps in a single blow!

If, for some reason, you lie and are not given the golden axe, you can still 
acquire it by visiting the tool shop in town.  As soon as the Goddess departs, 
the golden axe will immediately be put up for sale and can be purchased for 200 
G (yes, two hundred).  It may just be easier to reset if you haven't done much 
else that day, but you do not have to worry about missing this item in either 

Test out the new axe on the two tree stumps found near the well.  The stump 
just to the right will uncover a giant hole when split.  Drop down the hole and 
you will discover a POWER BERRY.  This is the one you could see on the elevated 
platform in the mountain cave but could never reach.  This is also a slightly 
faster way to reach the cave herbs in the future.

|                                POWER BERRIES                               |
| BERRY 10: After the earthquake occurs in the first winter, visit the area  |
|           in the mountain just above the entrance.  Chop the tree to the   |
|           right of the spring to uncover a hole.  Fall down the hole and   |
|           you will land on a platform inside the mountain cave, right      |
|           next to a POWER BERRY.                                           |

The winter is the best season to work on relationships with the girls in town.  
Even if you are already married, you will want to maximize the affection score 
with all 5 girls to receive the best ending.  Here is a quick rundown on how to 
woo each girl:

- ANN: She is the easiest girl to win over during the winter.  She hangs out
  inside the front room of the tool shop during the week.  Talk to her until
  she asks you if she's acting like a girl.  Choose the first choice that
  reads "No, not at all."  While Ann may seem offended, this increases her
  affection score by 8.  The second choice only increases it by 2.  Exit the
  room through the back door, re-enter, and repeat.  So long as you don't
  leave the house, time never passes.

- EVE: It is best to raise Eve's affection in the spring, but the winter works
  nearly as well.  Visit her at the bar at night either during the week or on
  a Saturday if it isn't snowing.  Talk to Eve and she will give you the
  "drink and warm your body from the inside" line.  Jack will then consume a
  drink and go slightly crazy, as he always does.  While there is no
  conversation choice, you receive 2 affections points each time you speak
  with Eve.  You do not need to exit the bar for this to work -– just keep
  talking to her.  This takes a while but can be done in one night.
  Additionally, there is the trick described in the previous season about
  giving her weed "gifts" during Saturdays at the mountains to allow for
  multiple conversations without leaving the screen.  This is somewhat
  effective, but it cannot be done during the winter and falls behind the
  methods above in efficacy.

- NINA: Nina hangs out in front of the flower shop during the week.  Speak
  with her until she asks if you believe in a flower that only blooms in
  winter.  Choose the first response and your affection score will increase by
  8.  Enter the flower shop, exit, and speak with Nina again.  As time passes
  during these conversations, you can probably only raise her affection score
  about 200-300 points per day.  

- MARIA: Maria was easier to woo in fall, but you can still raise her
  affection score on Sundays.  Visit her in the church where she plays the
  organ, and speak with her until she asks if you have come to listen to the
  preacher.  An affirmative answer raises affection by 4 points.  You can
  also raise Ann's affection on the same visit, as she sits in the last row.
  However, it is easier to do Ann separately as described above.

- ELLEN: Ellen is the most difficult girl to impress during the winter.  Your
  best bet was to have done it during the fall, but you can also wait until
  spring.  The only real chance with Ellen this season is on Saturdays.  She
  appears behind the livestock dealer's shop and asks if you will be friends
  with him.  Answer "Yes" for 8 points.  You then need to exit the town and
  re-enter, which wastes considerable time.  It's difficult to earn more than
  60-70 points in a day.

                         DAY 10 - THANKSGIVING FESTIVAL

The Thanksgiving Festival is a special occasion where women bake cakes for men 
they care about.  It's sort of like a reverse Valentine's Day.  Unlike other 
festivals, this one does not automatically end the day, so you can head to town 
at any point.  Keep in mind that the game does not let you use any tools (Y-
button action) if you visit the town and then leave, so much such any tool-
required action (like milking, using the brush, etc.) are performed before you 
head over.

Once in town, the single girls will be positioned at various spots:

- Maria: Back of the church
- Ann: In front of tool shop
- Nina: In front of flower shop
- Ellen: Northeast corner of the town square
- Eve: Outside of the town square, southwest side

When you talk to each girl, she will give you a cake if you have more than 3 
hearts in her diary (affection score of 120 or higher).  Eating a cake 
increases your Happiness score by 10 but doesn't raise the affection score of 
any of the girls.  There's nothing left to do once you have received your 
cakes, so just continue on with the day as normal.

                               DAY 11 - MARRIAGE

Around the middle of the winter, you should begin plans to get married if you 
haven't done so already.  You don't want to wait too long, otherwise you risk 
not having enough time for your wife to have two children before the end of the 
game.  Some great info on marriage can be found by reading the book in the 
fortuneteller's house.  It is a bizarre and somewhat complicated ordeal in the 
Harvest Moon world.

Before proposing, it is STRONGLY recommended that you get your wife's affection 
score as high as possible, at least to 10 hearts in her diary.  It is much 
easier to raise this score while you are single, and getting married with a 
high score allows for some leeway to neglect her when wed.

You need to have just a little over 5 hearts before you can get married 
(specifically, a 256 affection score).  Once you have met this criteria and 
chosen a bride, purchase the Blue Feather from the Peddler on Sunday.  Hold 
this item in front of the girl of your choice, and she will agree to marriage 
if her affection score is high enough.  You can try holding this in front of 
other townspeople for some amusing conversations.

All girls except Nina can only be proposed to on sunny Saturdays; Nina's day is 
Sunday.  For much more on marriage and the married life, refer to the 
"Relationships & Marriage" section at the beginning of this guide.

                         DAY 24 - STAR NIGHT FESTIVAL

The Star Night Festival is the night each year where the most beautiful stars 
are supposed to be visible.  You are supposed to pay homage and reflect, but 
everyone in the town seems to celebrate in a different way and gathers at 
different locations.

On Day 23 you can visit the town and speak to the people about the festival.  
Each of the five girls will tell you her special location when you talk to 
them.  The next day, you will be asked to choose one of five locations to 
visit.  It does not really matter which you choose if you are single, but you 
should visit your wife's location if married.  The locations where everyone 
will be are as follows:

- Ann: Spa
- Ellen: Public Square
- Eve: Bar
- Maria: Church
- Nina: Mountain Top

When you talk to each girl at her Star Night location, she will say one of four 
different messages depending on her affection score or if you are married to 

- Message 1: 0-200 affection score
- Message 2: 201-300 affection score
- Message 3: 301+ affection score
- Message 4: Be married, any affection score

A description of each scene and the messages you receive from the girls is 
found in the appendix

Several members of the town gather in the nicely decorated public square and 
celebrate the beautiful night.  In addition to Ellen, the townspeople in 
attendance include the mayor, mayor's wife, fortuneteller, and Ellen's mother. 
The fortuneteller will read your horoscope and tell you the girl you have the 
highest affection score with.  Speak with everyone before you talk to Ellen.

Maria will be playing the organ at the church and several other people will be 
in attendance, including the preacher, the church boy, the fortuneteller's 
granddaughter, the shipper, the shipper's apprentice, and the lonely bachelor. 
Everyone seems to be dozing off except the bachelor, who wonders if love can 
really work.  Speak to everyone and then talk to Maria.

The bar is lively as would be expected.  Everyone is more preoccupied with 
singing and drinking than with seeing the stars.  In addition to Eve, you will 
find two carpenters, Ann's father, Nina's mother, Ellen's father, and the 
bartender.  Eve will just say she's busy until you speak with everyone else.

It's just you and Nina.  You automatically walk up to her and the screen 
scrolls to show a shooting star.  Nina then talks to you.

Ann is naked and alone in the spa, with no other characters on the screen.  
Jump in the spa and speak with her.

Once the day ends, you receive 30 points to the affection score of the girl 
whose location you visited.  If you are married and do not visit your wife's 
location, she will be upset and her affection score will drop by 30.  Oddly, 
even if you do spend the night with your wife, you will receive the 30 points 
but then lose 2 points because she goes to sleep before you.  Guess married men 
can never win...

                            DAY 25 – ODDS AND ENDS

The first year nears the end.  If you haven't already, you should experience 
these events before the season is over.

Assuming you found the horse on day 1 of the winter, the tool shop owner will 
stop by on day 22 and let you know that it's grown up.  He furnishes you with 
saddle bags that can be used to hold crops and other items.  This effectively 
transforms your horse into a moveable shipping bin, and it is, by far, the 
single biggest improvement to your farming efficiency in the game.  It will 
allow you to harvest 2-3 times as many crops as you could in the previous 
seasons.  Strategies for best using the horse will be discussed in the next 

On the first sunny Saturday beginning in the winter of year 1, one of the 
carpenters will drop by and ask to borrow your hammer.  You must have upgraded 
your house at least once for this to occur.  If you get unlucky and it snows 
every Saturday, he will still appear and make the request in subsequent 

If you agree to lend the carpenter the hammer, he promises to return it to you 
with added power (you also receive +20 to your happiness score).  Visit your 
shed the next day and you will find the GOLDEN HAMMER.  If, for some reason, 
you refuse to lend the hammer to the carpenter, you can always buy it from the 
tool shop for 2000 G.

                            DAY 30 – NEW YEAR'S EVE

The final day of the winter arrives at last.  Like other pre-festival days, the 
townspeople have special messages on this day.  However, much unlike other 
festival days, these messages provide a boost to your happiness when read.  
This should be motivation enough to talk to all the townspeople, including the 
ones on the mountain.

Happiness hasn't been discussed much to this point as it isn't something you 
should focus on in the first year.  However, most likely due to a glitch, the 
boost to happiness occurs each time you talk to the townspeople and is 
repeatable.  This means you can easily get your happiness to 999 in just a few 
minutes.  This is by far the easiest way to boost this stat, and day 30 of 
winter is the only opportunity to do it.

You will have the same chance again in the winter of year 2, so this will be 
discussed more in that section.  It is also described in more detail in the 
"Happiness Score" section of the appendix.

5.  S P R I N G   –   Y E A R   2                                         HM35

Now that a full year has passed and you have a feel for how this game works -– 
from farming to raising livestock to improving relationships with women -– this 
FAQ will take a much more hands-off approach in letting you play the game as 
you see fit.  The remainder of the walkthrough will be fairly bare bones, 
largely because most of the events in years 2 and 3 are similar to the first 
year.  However, if your goal is to achieve a 100% game, everything you need to 
know is contained here.

During this season, focus on the following:

- Decide on your future plans: millionaire or retirement in year 3
- Continue adding cows and chickens to your barn
- Diversify crops, especially if you are planning to retire in year 3
- Continue raising the affection scores of any single girls
- If you are not already married, focus on it ASAP.  You have until the first
  weekend to tie the knot, or you can't have 2 children during the game
- Buy the Money Tree from the Hawker (optional)

                         DAY 1 - ASSESSING THE FUTURE

As the second year begins, it's important to decide on your future goals.  Do 
you want to be a millionaire?  Are you content making just enough money to live 
comfortably?  The distinction is important because it affects the type of crops 
you should be planting, how you should look ahead to the next year, and how you 
should budget your time.  Becoming a millionaire is certainly achievable, but 
it is overkill for getting a perfect ending and requires substantial time.  You 
may still want to earn as much money as possible during the next two seasons so 
you can retire completely in year 3.  All these points should be kept in mind 
during the upcoming year.

If you are shooting for a perfect score, you will want to keep in mind a handy 
cheat that lets you view the ending at any time.  As you are writing in your 
diary to go to bed at night, hold the following buttons:


Keep in mind that Select is the Z-button if using a Gamecube controller.  If 
you hold these as you confirm the diary entry, the day will end and the ending 
sequence will being the next morning.  I will not spoil any of that here, but 
this cheat is being mentioned because it is the only way to see certain scores 
that are needed for a perfect ending: namely, things like the number of crops 
harvested and your exact affection score with girls.  It is strongly 
recommended that you do not use this cheat if this is your first time playing, 
as it does remove some of the satisfaction if you already see the ending at 
this point.  Use it only if your goal is to achieve a perfect score.  You 
should also refer to the appendix, which gives detailed breakdowns for how all 
the ending scores are calculated.

After awakening on the first day of year 2, you will immediately be taken to 
the mountain summit.  Many of the townspeople have gathered to watch the first 
sunrise of the new year.  You need to talk to everyone before you can leave, 
then to the mayor's wife by the entrance again.

The fortuneteller will offer to read to your fortune and asks you to pick one 
of three cards.  The card you pick will affect your happiness.  The "excellent 
luck" card increases happiness by 30, the "luck" card increases it by 10, and 
the "misfortune" card decreases it by 10.  You are not required to have your 
fortune read and can just say "No" when the fortuneteller first asks.

                             DAY 2 - TRANSACTIONS

Day 2 of the new year opens the door for a couple of transactions with the 
Hawker.  However, focus first on getting your farm cleared and the crops up and 

During the crossover between day 30 of winter and day 1 of spring, several 
squares on the farm are damaged.  This usually results in small chunks of 
missing grass or unplowed field.  Keep this in mind and make a mental note to 
repair it in the evening.

The Hawker will pay you a visit on the first sunny day after year 2 begins that 
you awaken with 30,000 G or more in your account.  This could conceivably be 
day 2 of the spring if you saved during the winter.  The Hawker will offer to 
sell you a Money Tree for 20,000 G.  While the item has nothing to do with 
money, it is a bell tree that gets planted just outside the entrance to the 
barn.  The tree will allow you to quickly recall any cows in the field if you 
happened to have let them out of the barn.

Despite all the rumors about this item, there is no positive or negative effect 
of buying the Money Tree.  It is purely a decorative item and the purchase 
decision should be entirely up to you.  Just keep in mind that the Hawker will 
never offer this item again if you decline.

While on the subject of the Hawker, you can now trade him a cow for the Magic 
Beans.  Place a cow in the shipping area, then visit the livestock dealer and 
tell him you wish to sell a cow.  When you return to your ranch, the Hawker 
will show up and offer to make the trade.  This trick will work anytime in year 
2 or 3, but it is recommended that you do it in the spring.  If the Hawker does 
not show up, you probably do not have the cow in the right area.  Make sure it 
is in the special livestock pen below the entrance.

The cow you trade in this deal must be an adult (producing milk), but you 
should swap the youngest one in your barn.  Do not give up a cow generating 
large milk or even medium milk if you can avoid it.

Once the trade is made, the Hawker puts the Magic Beans in the tool shed.  The 
beans can be planted at the summit in the SPRING ONLY.  This is a critical 
piece of information that most other sources seem to omit.  It also does not 
matter which day of the week you plant the beans.  

Make the trek to the summit and use the beans when standing just below the 
cliff edge.  If your positioning is right, a tiny sprout will appear.  Exit and 
re-enter the screen to find a massive beanstalk.  Climb the beanstalk and you 
will appear in a special room in the clouds with a golden chicken.  Tell the 
chicken that you are working hard and it will give you a golden egg.  As soon 
as you exit the room, you will appear before the Peddler and will receive 
10,000 G for the egg (does not matter what day of the week it is).

As with the Money Tree transaction, trading for the Magic Beans is another 
entirely optional event with no real positives or negatives.  The money you 
receive from the golden egg is essentially a wash when you factor in the cost 
of a new cow and the time you are losing milk production from the old cow.  
Make the deal only if you're curious or haven't seen it before, but don't feel 
compelled for any other reason.

Before buying any seeds, you need to decide if you want to grow potatoes only 
or potatoes and turnips this year.  If the goal is to become a millionaire, you 
will want to focus on potatoes exclusively.  If the goal is to receive the best 
ending, you will want to add in turnips as well, as your final score depends on 
crop diversity.  Even in that case, you may still wish to focus on potatoes 
exclusively and hold off on turnips until next year.  It all depends on your 
current financial situation.  If you have 12 cows and some money saved, you may 
as well mix in turnips and take it easy in year 3.  If, however, your barn is 
half empty and you have no savings, you probably should focus on potatoes only.

Once the crop type is decided, head to the flower shop and buy the necessary 
seeds.  If you have the financial freedom, trying buying seeds for as many days 
as possible now to avoid trips to the flower shop again later.  Since you can 
use the horse this year, you are able to harvest a much larger quantity of 
crops.  While it's possible to harvest around 15 patches of crops in a day 
(that is, 15 bags worth of seeds planted in the parallel formation), this 
requires very precise picking and will take an enormous amount of time at night 
to water and maintain.  My recommendation is that you harvest 9 patches per 
day, which should allow you some freedom to do other things as well.  You can 
overdo it a bit more in the summer, but spring crops are not profitable enough 
to justify the extra 10 minutes you will need to spend each day caring for 

Once the crops are purchased, you will want to plow your farm appropriately.  I 
find that the best layout involves making long rows of crops horizontally 
across the farm.  See the diagram below, which shows a plowing layout for the 
entire southern half of the farm.  Note that this image is to scale, so each 
"X" or other symbol matches a square in the game.  The game's natural features 
are incorporated into the diagram and worked around to minimize loss of time.  
Note that "X" represents crops and "#" represents fence pieces.

     Shipping Bin
|##   ######                  ##~~##
| #####                       #~~~~#
|                             ##~~##
|                                               #~#
|                                                              |
|                                                              |
|                                                              |
|                                                              |
|                                                              |
|                                   &&&                        |
|           #~#                  #XX&&&XXXXXXXXXXXXXXXXXXXXXX# |
|           #~#                                                |
|                                #XXXXXXXXXXXXXXXXXXXXXXXXXXX# |
| #XXXXXXXXXXXXXXXXXXXXXXXXXXX#                                |
|                                       #~#                    |
| #XXXXXXXXXXXXXXXXXXXXXXXXXXX#                                |
|                                                              |

You can probably get by with the six rows at the northernmost part of the farm 
for now.  The rows in the southern half are for the end of the spring, when you 
want to make room for summer crops.

It is best to keep crops of the same type in one row.  For example, the first 
long row may be potatoes, then the next two rows can be turnips.  Since you 
should not be as strapped for cash now, plant several days crops at one time.  
Some of these crop will ripen a day or two before you intend to harvest them, 
but this will minimize wasted trips to the flower shop later

If you didn't visit it frequently in year 1, get yourself acquainted with the 
hot springs in the mountain now.  You will want to visit this location often 
when you run out of stamina while farming.  You will probably require 1-2 trips 
there each night at least.

The key to farming success in years 2 and 3 is successful use of the horse.  
The horse is a moveable shipping bin at this point, but there are still several 
strategies for using it effectively.  The two main objectives when using the 
horse are the following:

  1. Keep the horse as close as possible, preferably within 3 squares.  You
     want to minimize the time it takes traveling to the horse.
  2. Try to keep the horse from moving, as this wastes a lot of time.  The
     best way is to pin it between two rows of crops or fence pieces.

The strategy for using the horse is somewhat different in the spring than in 
the summer, where crop plants remain and act as a nice barrier.  See the image 
below, which represents a long row of crops.

  E   D   C   B   A

The best strategy in this case would be to ride the horse to location B.  Face 
down so that you dismount the horse on the right, then harvest all the crops 
from A towards B.  Once this is done, get on the horse and move to location C.  
Repeat by harvesting crops from B to C.  Despite what some sources claim, you 
can throw crops into the horse from any side and it will store them.  Just 
watch the horse's animation and make sure the saddle bags expand when you throw 
the crops at it.  Although it does not happen frequently, the horse sometimes 
freezes and crops thrown at it do not count.  If this happens for more than a 
second or two, board the horse or whistle to activate it again.

If you move quickly and make sure to exit the horse on the right side, you can 
harvest a significant amount of crops in a single day.  That being said, I do 
not recommend going overboard in the spring.  Caring for a ranch that is 50% 
full of crops can take upwards of 15 minutes each night just to water and 
reseed.  Spring crops are much more high maintenance and low profit than summer 
crops, so it's a better idea to farm moderately and wait until summer to really 
focus on crop revenue.  If you harvest from 9 patches of crops each day, which 
is a reasonable amount, you should be bringing in between 3000-4000 G or more 
per shipment.  This should be sufficient when supplemented with your produce 

This section is again dedicated to the "perfect game" players and is not really 
relevant to first timers.  It requires using the end of game cheat to view your 
current crop totals.  Most players should simply focus on making money and 
ignore these targets.

To receive the highest score at the end of the game, you need to have sold a 
specific number of crops.  It is not the case that "more is merrier" when it 
comes to farming.  The targets you should shoot for are either:

  1. Between 496 and 511 
  2. Between 1008 and 1023
  3. Between 1520 and 1535

The end game scoring is odd, but these are the ranges that result in the 
highest score.  The pattern actually continues beyond this at the same 512 crop 
intervals, but anything outside this range is probably unrealistic.

Target 1 is relatively easy to achieve, and you may have actually surpassed it 
in year 1 if you focused on one type of crop.  In general, it's better to end 
up just below these ranges than just above them.  You receive more points at 
the end for 495 turnips than for 512.  For more on the end game score, see the 
"Ranch Master Score" section of the appendix.

If you can hit these targets in year 2 while making enough money, there is no 
reason to farm at all in the third year.

                            DAY 14 – SPRING CLEANING

Farming will take up most of your time during this season, but make sure you 
don't forget about the other areas of the farm.  Livestock are still as 
important as always, and you should have or be close to having 12 cows by now.  
After all, they are still your biggest money makers in this game, so do not 
neglect them.

Also, don't forget about your wife.  If you follow the farming strategies 
mentioned above, you are certainly not going to bed with her each night.  This 
lowers her affection score, but you can make it up to her by bringing her an 
egg every other day.  Periodically check her diary and make sure she stays 

If you got married in the middle of winter, your wife should be pregnant by 
now.  If she's not, this either means that you have not upgraded your house a 
second time yet or that her affection score is too low.  Immediately fix 
whatever the problem is and get moving.

If you purchased the Snow Gem in year 1, the Flower Festival is completely 
optional at this point.  It will probably kill half a day of farm work, so 
weigh this cost before deciding to do.  Remember, you will have another chance 
to attend the festival in year 3.

If you do decide to go, the festival offers the single easiest way to raise the 
affection of one of the girls if you are married to Maria, Nina, or Eve.  
Probably due to a bug in the game, you can talk to these women and receive a 
boost to the affection score of one girl as many times as you want.  Here is 
how it works:

Talk to Maria until she says "Let's Dance Later, Darling."  Each time she says 
this message, you receive 4 points to her affection score.  Use this to boost 
her score as high as it goes.

Talk to Nina until she says "Hey, I can dance much better now."  Each time she 
says this message, you receive 4 points to her affection score.  Use this to 
boost her score as high as it goes.

This is probably the most interesting of the three possibilities.  If you talk 
to Eve, she is in a very jealous mood and says "You, I won't forgive you if you 
pick up another girl."  Ellen, who is standing right next to Eve, is clearly 
amused by this.  When you talk to Ellen, she says "It's good to be merry at a 
festival sometimes."  Every time you speak to Ellen, her affection score 
increases by 4 points.  Despite the warnings from Eve, she does not mind if you 
talk to or dance with any other girls at the festival.

Other than these oddities if you are married, the festival is the same as it 
was in year 1.  Talk to everyone, then speak to the mayor and pick a dance 

In the final week of the season, you should start designating land for where 
the summer crops will be planted.  If your layout is similar to the one given 
earlier in this section, leave the first three rows for summer crops.  Plant 
spring crops at the southernmost part of the farm and even in the north, just 
below the secret garden.  These crops will grow during the summertime if 
planted before the end of the spring, and they are the only farming income you 
can receive until at least day 10 of the next season.

Also, if you did not marry Eve and have not maximized her affection score yet, 
spend some time at the bar one night and do so.  Repeatedly answer her 
questions by exiting and re-entering.

6.  S U M M E R  –   Y E A R   2                                          HM36

You're approaching the stretch run of Harvest Moon now, and a letter from your 
father on day 1 informs you of the ticking clock.  The summer of year 2 is 
probably the longest single season in the game.  You will spend considerable 
time farming, but know that the end is in sight.  If you make enough money now, 
you can take an early retirement and focus solely on livestock for the rest of 
years 2 and 3.  Below are the goals for the summer:

- Save as much money as possible.  Saving 200,000 G will allow you to finish
  the game comfortably.
- Make sure your barn has 12 cows that are producing (or are on their way to
  producing) large milk.
- Make sure the chicken coop has 12 chickens.  A dozen birds add 600 G per day
  and 18,000 G per season, which is nothing to scoff at.
- Make sure you have enough fodder to last through the upcoming winter.  If
  your fodder reserve is less than 900, plant more grass.
- Make sure your wife is pregnant by now.  She should be giving birth either
  at the end of this season or in the early fall if you got married in the

Summer crops are best planted in long rows as was suggested for the spring 
crops.  See the farm diagram from last season for an example.  Since the summer 
crops regrow, you don't need to cover as much land to make a lot of money.  
However, you should still intend to harvest as much in any given day as 
possible.  While it takes some work, you can collect 18 patches of crops each 
day (that is, crops from 18 bags of seed).  This would generate over 10,000 G 
from farming revenue per day, and is far and away the single biggest source to 
make money in the game.

If you have the cash, buy all the summer's crops at once and plant them at the 
end of the first day.  Assuming you plan to harvest 18 patches of crops per 
day, you will need to buy 54 bags in total for 16,200 G.  You may also want to 
purchase and plant additional crops now in case a hurricane occurs.  You may 
never even harvest these crops if you're lucky enough to be spared, but think 
of it as an insurance policy on your farm.

Now is the time to decide on the mix or corn and tomatoes.  If you're going 
down the millionaire path, focus on corn.  If you intend to retire in year 3, 
diversify.  Depending on what you sold in the first year, you will want the 
corn-to-tomato crop mix to be either 1:2 or 2:1.  

As you water and cultivate the summer crops, you should still be harvesting the 
spring ones you planted at the end of last season.  This is probably the 
roughest period in the entire game in terms of work, as you could conceivably 
be tending a ranch that is 50-60% covered in crops.  Prepare for a lot of late 
nights and many trips to the hot springs.

Once again, for the veteran players, the crop requirements for the best ending 
score are:

  1. Between 496 and 511
  2. Between 1008 and 1023
  3. Between 1520 and 1535

In case it is unclear, this is the total you need to have shipped for each type 
of crop.  You can view the amount shipped by using the ending cheat.  You may 
already be close to or above target 1 for corn if that was your sole focus in 
year 1.  In that case, try to sell 1023 corn by the end of the summer and 511 
tomatoes.  It does not matter which of those ranges you end up in, just so long 
as you hit one of them.

Harvesting crops in the summer is easier than in the spring since the plants 
remain and act as a barrier for your horse.  This allows you to use the horse 
more effectively.  Let's take a look at the same layout as we used in the 

   E   D   C   B   A

The best approach now is to dismount the horse at point A.  Face upwards so 
that you get off on the left side.  Start harvesting all the crops between A 
and B.  When you get to B, press the R-button to whistle for the horse.  It 
will then come to you at that point and you can continue.  Do the same from B 
to C, and whistle at point C.  Whistling is much more time efficient than 
mounting the horse and moving it.  Regardless of the direction, keep this 
methodology in mind; always harvest crops away from the location where you park 
the horse and keep it within 3 squares by using the whistle.

The summer still brings with it the risk of random hurricanes.  As was the case 
in the first year, you may be lucky and not experience any, or you could get 
slammed with 3 or 4 that wreck your crops and much of your grass.  Expect to be 
hit by at least one, however.  One safeguard against revenue loss is to plant 
excess crops on day 1 that you can harvest if needed.  Assuming a hurricane 
does destroy a portion of your crops, it is not worth it to replant them more 
than a week into the season.  Just make do with what remains.

I would advise replacing any destroyed crops with fence pieces to help maintain 
a barrier so your horse does not stray.  Other than this, good luck.

It probably shouldn't be an issue at this point, but re-examine the amount of 
grass you have before the end of the summer.  This is especially important if 
you experienced multiple hurricanes.  If you do not have over 999 fodder in 
reserve at this point, plant another dozen or so squares of grass.  It will be 
extremely costly at this stage to run out of food over the winter.

7.  F A L L   –   Y E A R   2                                             HM37

The changing leaves usher in the final leg of your Harvest Moon experience.  
Assuming you planned properly during the spring and summer, you can very well 
retire from farming altogether.  Your sole focus can now be on the livestock.  
While this is not a trivial or particularly enjoyable task, it is far less time 
consuming than crop care.

With the financial portion of the game largely in hand, it's time to focus on 
some of the intangibles so you can achieve the best ending.  Some of the autumn 
goals are:

- Have your first child if you haven't already
- Work on improving your happiness score (more below)
- Continue to brush and talk to cows until all produce large milk
- Work on maximizing the affection scores of all the single girls
- Make sure you win the egg hunt
- If you did not do so in year 1, trade a chicken to the Hawker for a Power

Since your days are pretty free, you can probably start coming home before 6pm 
and going to sleep with your wife.  If you do this, you won't need to give her 
daily gifts anymore (unless your wife is Eve, in which case you still need to 
give her gifts).

If you missed him in year 1, the fallen gnome will appear on your ranch during 
this season, assuming you finally got that first house upgrade.  Bring the 
gnome a mushroom from the mountain and he will leave the golden hoe in your 
tool shed the next day.  While it's certainly not as useful now as it would 
have been a year ago, the golden hoe will still get its fair share of work 
before the game ends as you plant grass.

This guide has largely ignored Jack's happiness score up to this point, but now 
is the time to begin focusing on it.  If you have loosely followed this guide's 
advice thus far, your happiness should be quite high.  You can do a quick check 
using the ending cheat if you prefer.  A good total to have at this point is at 
least 700.  Even if it's lower than that, don't fret.  There is plenty of time 
to maximize it.

The easiest way to improve happiness is to visit the mountain.  Two things will 
increase it there: catching a fish (+2) and seeing a wild animal (+10).  Wild 
animals are the best way, and you can find one every day in all seasons except 
the summer.  In the fall, visit the top left area of the mountain.  Walk below 
the tree just before the final bend (this is right near the area where Nina can 
be found on Sundays).  You will eventually see a rabbit running across the 
screen.  This rabbit's appearance adds 10 points to your happiness and can be 
seen on any sunny day.  This should allow you to boost your happiness by at 
least 250 points in each of the next three seasons.

In addition to animal sightings, you can boost happiness another 4 to 6 points 
each day by fishing.  This probably takes all day, but you should have plenty 
of free time this season.  Keeping these two items in mind, you should easily 
be able to maximize happiness by the end of the game.

If you received the Power Berry at this festival in year 1, you do not need to 
attend this year (if you didn't receive it, attend and bring a fish or Fullmoon 
Berry from the mountain summit).  The only reason to go would be for a quick 
boost to the affection score of one of the girls.  Participate only if you feel 
like it.  You may wish to bring a mole for some additional amusement.

Assuming you got married in the winter, your wife should be giving birth 
sometime during the fall if she hasn't already.  When the big day comes, you 
will awaken to find the preacher blocking the door.  The midwife and the wife's 
closest relative will also be present.  Talk to your wife and she will say you 
can leave the house while she delivers.  There is no penalty if you leave, but 
her affection score will increase by 50 if you stay.  However, the animals will 
miss a feeding if you remain with her.  It's best to leave and take care of the 
daily chores.  Nothing is more annoying than finding a handful of your cows 
sick the next day.

After enough time has passed, the child will be born.  Talk to the 
fortuneteller to find the child's real gender.  Due to a bug, your wife will 
always refer to the baby as "him."  You will then be asked to name the child, 
and the day will end.

The next day, you will awaken with a new baby sleeping in the cradle.  As 
illogical as it may seem, your role as a father does not entail any additional 
work.  You are never required to pick up, talk to, or interact with your child 
at all.  Even though your wife asks you to do this, her affection score is not 
influenced by anything that happens with the child.  In fact, once the child is 
born, you can act as though it doesn't exist at all without any penalty.  This 
may seem callous and unrealistic, but it is indeed the way the Harvest Moon 
world operates.

The fall of year 2 is one of the seasons where you can experience an 
interesting cut scene on the mountain.  One day, you will find a rabbit sitting 
still just to the left of the cave entrance.  You can approach the rabbit and 
catch it by pressing the A-button.  This immediately summons the hunter, who 
demands that you release his catch.  My guess is that the rest of this scene 
was poorly translated, because the text does not really make much sense.  If 
you choose to "Let it Loose," the hunter gives you the option of keeping the 
rabbit for 1000 G.  If you agree to pay, he sees that you have a kind heart and 
releases the rabbit without charging you.  If you do not pay, he steals the 
rabbit and runs off.  Similarly, if you choose the "Just Watching" option in 
response to the first question, he steals the rabbit and leaves.  These 
different conversation paths result in different effects to your happiness 

  Response                          Happiness Effect
  --------                          ----------------
  "Let it loose" and pay                   50
  "Let it loose" and don't pay              0
  "Just watching"                         -10

I am not completely certain what the criteria are for experiencing this scene, 
but it seems to only occur in the fall and winter.  I have seen this occur in 
the winter of year 1 as well, but it seems to be more common in year 2.

Winning the egg festival is the big "to do" item of the fall.  There is no way 
to receive best ending without winning it, so make sure to save on the day 
before and get ready to reset if needed.  The strategy is exactly the same as 
the prior year, so refer to the "Fall – Year 1" section for a full discussion.  
After your victory, you will be awarded either the Turtle Shell or a Power 
Berry –- whichever item you did not receive the previous year.

8.  W I N T E R   –   Y E A R   2                                         HM38

The winter of year 2 is a very boring time, with little more to do besides care 
for the livestock.  Treat it as you did the fall.  Below are some of this 
season's goals:

- Continue to improve your happiness score at the mountain
- Continue to brush and talk to cows until all produce large milk
- Work on maximizing the affection score of all the single girls
- Attend the Star Night Festival with your wife
- If you did not do so in year 1, plant the Snow Gem at the mountain summit

After the livestock are tended, your day is basically over.  If you still need 
to increase the affection score of any single girl, head to town and do that 
now.  If you need a bump to happiness, visit the mountain.  The wild animal you 
can view this season is the red fox.  It is visible by walking around the tree 
to the left of the hot springs.  If you do not need to do either of those 
things, just go to sleep early.  You've earned the rest.

The soonest your wife can get pregnant with her second child is the day after 
the first child learns to crawl, which is 30 days after its birth.  If your 
first child is crawling but your wife is not pregnant again, her affection 
score is probably too low.  You wife needs an affection score of at least 650 
for a second child, which is more than 9 hearts in the diary (you should get 10 
hearts to be safe).  This is a much steeper requirement than for a first child, 
so make sure she is happy.  You need her to get pregnant again before the end 
of this season if you want to see your second child's birth.

Assuming you have raised the affection scores of the other single girls, the 
Thanksgiving Festival is a great day for increasing Jack's happiness.  Start 
the day by speaking to your wife.  She gives you a cake that boosts your 
happiness by 30 points.  Next, visit the town and talk to all the girls.  Maria 
is in church, Nina is in front of the flower shop, Ann is in front of the tool 
shop, Ellen is in the northeast corner of the town square, and Eve is on the 
southwest side of town, just outside the square.  Each cake you receive boosts 
your happiness by 10 points.  Not bad for a couple of minutes of work.

The Star Night Festival is exactly the same as it was in year 1.  This is one 
of the only times where your wife actually gets upset at neglect, so do the 
right thing and visit her location.  Her affection score will drop by 30 points 
if you ditch her.  In case you forget, below is where all the women are 

- Ann: Spa
- Ellen: Public Square
- Eve: Bar
- Maria: Church
- Nina: Mountain Top

As described in the section for the first winter, New Year's Eve represents a 
special day where you can infinitely raise your happiness in a very quick 
manner.  This is most likely due to a bug, however, so if you have any ethical 
issues with this, the rest of this guide is written assuming you will not 
utilize this method.

Regardless, here is how is works.  Most of the townspeople have special 
messages that only appear on this day.  This includes the characters at the 
mountain and the ones at the bar at night.  When you speak to them and see this 
unique message, your happiness increases by 5.  Receiving a boost related to a 
special message is not uncommon, but what is unique is that you receive this 
bonus EACH TIME you speak to the townsperson.  As this never happens elsewhere 
in the game (and there is no logical reason why it should happen), this is in 
all likelihood a bug.

The quickest way to exploit the bug is to find someone with a brief message and 
talk to that person repeatedly.  The best people for this are the Restaurant 
Owner, Mayor, or Shipper's Apprentice (at the bar).  They all have the same 
one-screen message that can be rapidly viewed just by hitting the A-button.  It 
won't take more than 2-3 minutes of talking to max your happiness.  A full list 
of all messages that give the happiness bonus are listed in the "Happiness 
Score" section of the appendix.

9.  S P R I N G   –   Y E A R   3                                         HM39

As the final year begins, you should be a Harvest Moon master.  At this point, 
you should know what type of lifestyle you intend to lead.  If you want to be a 
millionaire, the next couple of seasons will be incredibly time consuming.  If 
you are content leading a more moderate life (which will still get you a 
perfect score and ending), then you can take it easy this year.  Here are some 
goals for this season:

- Make sure all cows are producing large milk
- Make sure your wife is pregnant with her second child if it has not been
  born already
- Continue improving happiness at the mountain
- Sell at least 200+ potatoes and 200+ turnips if you have not already done so
- Start buying lots of extra grass seed (more on this below)

If you have 300,000 G or more saved, you do not need to plant crops to make any 
additional money.  You may wish to plant crops strategically at this point to 
ensure the best score and ending.  Below is how many crops you need to have 
sold for both:

               Best Ending         Best Score
               -----------         ----------
Potatoes          200+             496-511 OR 1008-1023 OR 1520-1535
Turnips           200+             496-511 OR 1008-1023 OR 1520-1535

Note that the best ending (which is a cut scene) only requires over 200 crops 
to be shipped, but the best score requires that you sell within a specific 
numerical range.  Again, the only way to see crops sold is to use the ending 

If you've saved enough money that you don't need to farm or collect milk/eggs 
anymore, the only required daily chore is feeding the cows.  This is still very 
time consuming, especially if you have 12 cows and the game experiences a 
slowdown in the barn.  You can speed things up a bit by letting some of the 
cows outside.  Yes, this may sound somewhat sacrilegious given the dozens of 
warnings previously not to do so, but it comes with a few heavy qualifiers now.

First, don't move more than 3-6 cows outside, otherwise the barn slowdown will 
repeat itself outside in much more annoying fashion.  Second, move the cows to 
some place near the barn.  If it is going to rain the next day, you will need 
to move all the cows back inside to avoid sickness.  This is still a very time 
consuming process.  I like to create a small fenced off area to keep them from 
wandering.  Use the bell and push the cows strategically to move the desired 
ones where you want.  Third, make sure to watch the weather forecast each day 
before bed to see if rain is indeed coming.

When choosing the specific cows to move outside, I tend to target the ones near 
the top of the barn (cows 4-6 and 10-12), as they take the longest amount of 
time to feed and milk.  If you move any outside during the spring, you need to 
wait until at least day 5 when the grass is long enough for the cows to eat.  
Letting them out before this will cause missed feedings and potential sickness.

If you are taking the retirement approach and have some free time after tending 
the livestock, visit the mountain and continue raising happiness through 
spotting animals and fishing.  This season's special animal is the squirrel, 
which can be seen by walking around the bottom right part of the screen, just 
below the carpenters' house.

The last leg of achieving a perfect score involves covering or developing as 
much of the ranch as possible.  This contributes to the ranch development 
score.  You can cover the ranch in grass, crops, or fence pieces to receive 
credit.  Fence pieces are not practical, and crops become impossible to 
navigate once they start to grow (you can avoid watering them, but it will 
likely rain enough normally that they will sprout).  This leaves grass as the 
only real choice.

To give you an idea of what's required, there are 2968 squares on the farm that 
can be covered or developed.  Even if you could cover 9 squares with each bag, 
you still need at least 330 bags of grass.  Let's round this to 350, which 
should take into account any overlap and give you credit for grass already 
planted.  You will need 175,000 G to buy 350 bags of grass.

The maximum number of bags of grass you can hold at any one time is 255, 
although there is a bug in the game that allows the flower shop owner to 
continue taking your money even though you have reached the maximum.  Start 
buying some grass now, but do not plant it.  You will want to wait until the 
end of the summer to avoid any hurricane damage.  You can begin plowing the 
ground now, however.  The golden hoe will be a godsend in this task.  More on 
this next season.

The Flower Festival in year 3 is the same as year 2.  Attend if you need a 
boost to any girl's affection score.  You can once again use the festival to 
quickly boost one of the girls' affection scores if you are married to Maria, 
Nina, or Eve (see "Spring – Year 2" section for details).

10.  S U M M E R  –   Y E A R   3                                         HM3A

As the game comes to an end, your focus should be similar to last season.  Get 
all your ducks in a row for the best endings and tie down any loose ends.  Here 
are some final goals:

- Make sure all cows are producing large milk
- Make sure your wife is pregnant with her second child if it has not been
  born already
- Continue improving happiness at the mountain
- Sell at least 200+ corn and 200+ tomatoes if you have not already done so
- Cover every square of the ranch with grass, crops, or fence pieces
- Hug your dog at least 100 times

As was the case in the spring, you may wish to plant crops strategically at 
this point to ensure the best score and ending.  Below is how many crops you 
need to have sold for both

               Best Ending         Best Score
               -----------         ----------
Corn              200+             496-511 OR 1008-1023 OR 1520-1535
Tomatoes          200+             496-511 OR 1008-1023 OR 1520-1535

Assuming you followed the timing in this guide and your wife got pregnant again 
in the winter, your second child should be born at some point this season.  As 
was the case last time, do not stay with your wife.  Leave and make sure all 
the livestock are fed for the day.  Even if your wife is not expected to give 
birth before the end of the season, you will still receive credit for the 
second child so long as she is pregnant with it.

Once you get to around day 24 or 25, it's time to start covering the ranch with 
as much grass as possible.  The reason for waiting this long was to avoid the 
likely risk of hurricanes.  There is still a slim chance you will experience 
one before day 29, so you may choose not to save in the diary each night before 

The task is time consuming, but the goal is simple: make sure that every square 
of the farm is covered with either a fence piece, crops, or grass.  Rocks, 
weeds, and broken fence pieces do not count, so remove those if they exist.

The grass planting will probably take at least 2-3 days given the limit on what 
you can hold at one point.  Just be patient and make sure that no square is 
missed, particularly in the nooks and crannies around the barn and other 

One of the more obscure requirements for the best ending is that you hug your 
dog at least 100 times.  A hug just means picking up the dog.  You can 
accomplish this in a few minutes, so make sure it's crossed off the list before 
the summer ends.

During the last couple of weeks, run down this list and make sure as many are 
completed as possible.  You will need these for the best score and ending, and 
most can be significantly improved within a 10-day period.

- 12 chickens
- 12 cows
- Wife is at least pregnant with second child, if it is not born
- 900+ happiness
- All girls' affection scores maximized
- Any available Power Berries eaten
- 100+ hugs to dog
- Ranch is completely covered
- 100,000 G saved

If you missed any Power Berries, refer to the appendix for a complete list.  
Six of the ten are available at this point if they were not collected 

DAY 29
Day 29 is the last playable day in the game, so say one last farewell to all 
your friends in the town and mountain.  Unfortunately, they do not have any 
special messages for you.  Some important things to keep in mind on this day:

- Make sure all the cows are fed.  If any of them get sick, their affection
  score will take a hit, and this cannot be corrected before the ending
- If married to anyone but Eve, make sure you go to bed with your wife.  If
  you come home late, the hit to affection score cannot be fixed before the
- Since Eve's affection decreases even when you go to sleep with her, the only
  way to maintain her score for the ending is to go to bed in the middle of
  the day when she is out of the house

Note that if you are shooting for a 999 ranch master score, you need to lower 
your wife's affection to between 496 and 511.  You can do this on the final 
night simply by entering and exiting the house repeatedly after she is asleep.  
Her affection decreases by 2 points each time you do this.

Your parents arrive the next morning, and the cut scenes that follow show 
ending you have earned through two and a half years of toil.  Congratulations 
on making it through Harvest Moon!


                                A P P E N D I X

The following appendix contains detailed information about many areas of 
Harvest Moon.  Please be warned that this section contains major plot spoilers.

1.  P O W E R   B E R R Y   L O C A T I O N S                             HM41

Power Berries are the reddish, apple-like fruits that you find throughout the 
game.  These berries increase your maximum stamina by 10 when eaten.  You can 
see how many total Power Berries you have acquired by looking at the garden 
north of Jack's house.  The number of flowers will equal the number of berries 

|   |   Earliest you   |                                                     |
| # |    can obtain    |                     Location                        |
| 1 | Spring, Day 2    | Go fishing at the pond in the mountain.  Throw the  |
|   | Year 1           | first fish you catch back into the pond and the     |
|   |                  | Water Imp will appear, giving you a Power Berry.    |
| 2 | Spring, Day 2    | Plow the ground on your farm.  A Power Berry        |
|   | Year 1           | appears at random.                                  |
| 3 | Spring, Day 2    | Chop the stumps at the mountain.  A Power Berry     |
|   | Year 1           | appears at random underneath one.                   |
| 4 | Spring, Day 2    | Break the chicken statue at the crossroads with the |
|   | Year 1           | hammer.  This may take several attempts, but a      |
|   |                  | Power Berry appears at random.                      |
| 5 | Spring, Day 3    | This is the second berry found by plowing the       |
|   | Year 1           | ground at the ranch.  It appears at random but not  |
|   |                  | on the same day as the other berry.                 |
| 6 | Fall, Day 1,     | In the fall, try to sell a chicken to the livestock |
|   | Year 1           | dealer.  The Hawker appears on your farm and asks   |
|   |                  | to trade the chicken for the Power Berry.           |
| 7 | Fall, Day 12,    | Bring either a fish or the Fullmoon Berry to the    |
|   | Year 1           | Harvest Festival.                                   |
| 8 | Fall, Day 20,    | Win the egg hunt.  You may receive this prize in    |
|   | Year 1 or 2      | year 1 or 2, and this is determined randomly.       |
| 9 | Winter, Day 1,   | Visit the summit of the mountain and plant the Snow |
|   | Year 1           | Gem that the peddler sold at the Flower Festival.   |
|   |                  | Leave the screen and return, then pick up the berry.|
| 10| Winter, Year 1   | At some point during the winter of year 1, an       |
|   |                  | earthquake will occur.  Visit the mountain and you  |
|   |                  | will notice that the area just above the entrance   |
|   |                  | has opened.  Chop the stump right of the pond and   |
|   |                  | drop down the hole to find a Power Berry.           |

Based on the numbers above, the following Power Berries can be acquired at any 
time in the game: Power Berries 1, 2, 3, 4, and 5.

The following Power Berries can be acquired at any time after a certain date or 
event: Power Berry 10 (after winter of year 1).

The following Power Berries can only be acquired during a particular season: 
Power Berry 6 (fall) and 9 (winter).  These berries are both missable after the 
fall and winter of year 2.

The following Power Berries can only be acquired on specific dates: Power 
Berries 7 (Harvest Festival) and 8 (Egg Festival).  These berries are both 
missable after the respective festivals in year 2.

2.  S E C R E T   I T E M S   &   U P G R A D E S                         HM42

There are several special items or tool upgrades that can be found throughout 
the game.  Note that this section does contain SPOILERS, so be forewarned 
before reading ahead.

SPRINKLER         The sprinkler is sold at the tool shop beginning on day 20
                  of the first summer for 2000 G.  This is the special item
                  the tool shop owner says he's working on at the start of the

GOLDEN SICKLE     During the summer of year 1, you will hear a loud noise at
                  the ranch one night.  The particular night is chosen at
                  random.  The carpenter will come by the next morning and
                  tell you to look around.  Visit the hollowed out tree and
                  jump into it.  You will run into a gnome who asks if you use
                  the sickle.  Respond to him affirmatively and he will leave
                  the golden sickle in the barn the next day.  If you screw up
                  the response and the gnome does not upgrade the sickle, it
                  will immediately be for sale at the tool shop for 2000 G.

GOLDEN AXE        During the winter of year 1, you will hear a loud rumbling
                  one night.  The carpenter will come to the house the next
                  day and tell you to look around your ranch and the mountain.
                  The quake will have opened the mountain area just north of
                  the entrance that contains a pond and some stumps.  Equip
                  the axe and use it directly in front of the pond.  The
                  Goddess will then appear holding a golden axe and will ask
                  if it is yours.  If you tell the truth and say "No," she
                  will let you keep the golden axe.  If you say yes, she does
                  not give the upgrade.  She will never reappear after this
                  conversation, regardless of your choice.  If you screw up
                  the scene and miss the golden axe, it will immediately be
                  put up for sale at the tool shop for 200 G.

GOLDEN HAMMER     Starting in the winter in year 1, one of the carpenters
                  will drop by on the first sunny Saturday and ask to borrow
                  your hammer.  You must have upgraded your house at least once
                  for this to occur.  If you lend it to him, he will place the
                  golden hammer in the shed the next morning.  If you do not
                  let him borrow it, the golden hammer will immediately be
                  placed for sale at the tool shop for 2000 G.

GOLDEN HOE        During the fall of either year 1 or year 2, you will find an
                  injured gnome by the shipping bin who requests something to
                  eat.  If you bring him a mushroom from the mountain, he will
                  give you the golden hoe the next day.  This event will occur
                  if you have upgraded your house at least once and have
                  previously met the gnomes under the ranch.  It can happen as
                  early as day 2 of the fall.  The golden hoe is obviously much
                  more useful if you get it in year 1.

SNOW GEM          Also called the Seed of the Snow Flower, this item can be
                  purchased from the peddler at the Flower Festival for
                  2000 G.  Plant the seed just below the northernmost part of
                  the mountain summit during the winter.  The seed will
                  immediately sprout into a flower and free a fairy, who gives
                  you a Power Berry.  You should be able to plant the seed on
                  any day of the season, although it does refuse to grow in
                  some instances.  I have tested this thoroughly and cannot
                  attribute it to any in-game event, so I assume it is a bug.
                  If this happens, just try to plant the seed again the next
                  day.  That will usually work.

MAGIC BEANS       These beans are acquired by trading a cow with the hawker.
                  To make this trade, visit the livestock dealer in any season
                  during years 2 or 3 and tell him you want to sell a cow.
                  When you return to the ranch, the Hawker should show up and
                  offer to make the deal.  The Magic Beans can be planted on
                  the mountain summit just below the northernmost point of the
                  screen.  These beans MUST BE PLANTED IN THE SPRING.  I
                  emphasize this because it is crucial information that most
                  sources omit.  It also does not matter which day you plant
                  the beans (does not need to be Sunday), which is another
                  commonly repeated error.

                  Once planted, the seeds sprout slightly.  Leave the screen
                  and return to find a giant beanstalk.  Climb the beanstalk
                  and you will come out at a room in the clouds with a golden
                  chicken.  Tell the chicken you work hard when it asks, and
                  you will receive the Golden Egg.  After exiting the screen
                  (and regardless of the day), you immediately appear before
                  the peddler who pays you 10,000 G for the egg.

CLOCK             The clock is a special item that you receive from the
                  carpenters if you upgrade your house once before the end of
                  the first summer.  The clock is physically placed on the
                  table in your house, but it somehow lets you see the time on
                  the menu screen each time you press the Select button.  This
                  comes in very handy when trying to be at the ranch before
                  5pm or making sure you arrive at festivals before 3pm.

TURTLE SHELL      The Turtle Shell is one of the prizes you receive from
                  winning the egg hunt.  Whether you receive this or a Power
                  Berry as prize is determined at random, but you will
                  definitely receive it in the second year if you miss it in
                  the first.  It looks like a purple hump and is placed on the
                  table in your house.  The Turtle Shell supposedly protects
                  from disasters, but it will not prevent hurricanes from
                  occurring in the subsequent summer seasons or even reduce
                  their damage.  In all likelihood, this item is purely
                  decorative.  It does, however, contribute to your score at
                  the end.

MONEY TREE        Once you have 30,000 G or more for the first time after year
                  2 begins, the Hawker will appear on your ranch and offer to
                  sell a "Money" Tree.  He can appear as early as day 2 of the
                  second spring.  If you pay him, the Hawker plants the tree
                  right in front of the cow barn.  The tree appears the next
                  day and is obviously not a money tree.  It is, however, a
                  tree of cow bells.  If you face the tree and press the A
                  button, it will ring the bells and recall any cows that you
                  have outside to the barn.  Since you shouldn't be keeping
                  cows outside, this item is mostly decorative.  There is no
                  real benefit to buying it and no penalty if you decline, so
                  it's up to you.  If you do decline the Hawker's offer, there
                  is no way to ever get this item.

GOLDEN EGG        This is probably the rarest item in the game.  See the Magic
                  Beans description above for information on how to obtain
                  it.  The egg has no use other than being sold for 10,000 G.
                  Note that there is no penalty at all if you never acquire
                  this item.  It has no effect on the ending or any score, so
                  it is purely for amusement.  Do not feel compelled or
                  obligated to try to obtain it.

3.  S T A M I N A   U S A G E                                             HM43

The charts below summarize the effects on stamina of using tools and consuming 

Tool                            Effect
----                            -------
Magic Bean.........................0
Snow Gem...........................0
Cow Bell..........................-1
Miracle Potion....................-1
Chicken Feed......................-2
Cow Feed..........................-2
Watering Can (water and fill).....-2
Golden Hammer.....................-4
Golden Axe........................-8
Golden Hoe........................-8
Golden Sickle.....................-8

Item                            Effect
----                            -------
Poison Mushroom..................-10
Wild Grapes...................... 10
Tropical Fruit................... 10
Mushroom......................... 10
Fish............................. 10
Lunch............................ 20
Hot Springs...................... 24
Dinner........................... 30
Cake............................. 50
Fullmoon Berry................... 50

4.  S E L L I N G   P R I C E S                                           HM44

The table below summarizes the prices paid for items by both the shipper and 
the peddler.  The shipper visits the ranch at 5pm each day and pays you the 
next morning for any items placed in one of the shipping bins.  The peddler 
only appears on sunny Sundays in town.  To sell him an item, place it on the 
table next to him.  Do not throw the item at him or it will be wasted.

Item                 Shipper          Peddler
----                 -------          -------


Small Milk.............150..............200
Medium Milk............250..............300
Large Milk.............350..............400

Wild Grapes............150..............200
Cave Herb..............200..............200
Tropical Fruit.........200..............300
Poisonous Mushroom.....200..............300

Fullmoon Berry.........600..............600
Golden Egg.............N/A...........10,000

5.  T H E   H A W K E R                                                   HM45

The Hawker is a wandering peddler who appears on your farm from time to time to 
sell or swap goods.  There is a considerable amount of misinformation and 
confusion regarding this character in various online sources.  None of the 
Hawker's three appearances have anything to do with one another, so you can 
ignore any source that says to accept one deal to prevent being denied another. 
There is nothing mysterious or random about this fellow at all.  His actions 
depend entirely on the season and year.

Note that every one of the Hawker's offerings is unique and cannot be acquired 
by other means in the game.  In other words, if you decline any of his trades, 
you permanently miss out on the item.  In the case of the Power Berry, this 
means you can never get the best ending.

Below is a complete list of all the times this character will appear.

|                     |   When does   |                                      |
|        Event        |   it occur?   |            Description               |
| Exchanges Power     | Fall of Year  | When you try to sell a chicken to    |
| Berry for Chicken   | 1 or 2        | the livestock dealer in the fall,    |
|                     |               | the Hawker will appear and ask to    |
|                     |               | make the trade.  He never tries to   |
|                     |               | make this trade again if you decline.|
| Sells Money Tree    | Any season in | On the first sunny morning after     |
|                     | Year 2 or 3   | year 2 begins that you wake up with  |
|                     |               | 30,000 G or more, the Hawker will    |
|                     |               | offer to sell the Money Tree for     |
|                     |               | 20,000 G.  The earliest this can     |
|                     |               | occur is day 2 of the second spring. |
| Exchanges Magic     | Any season in | When you try to sell a cow to the    |
| Beans for Cow       | Year 2 or 3   | livestock dealer in year 2 or 3, the |
|                     |               | Hawker will appear and ask to make   |
|                     |               | the trade.  He never tries to make   |
|                     |               | this trade again if you decline.     |

6.  R E L A T I O N S H I P S   &   A F F E C T I O N   S C O R E         HM46

This section outlines the effects of conversations, gifts, and other actions on 
the affection scores of the different girls in the game.  There is a specific 
section dedicated to each girl as well.

Conversations are the quickest and easiest way to raise a girl's affection 
score.  However, they will only occur in certain seasons and at certain 
locations.  The tables in the next two sections show the times and places where 
these questions will be asked.  The specific questions and affection score 
values are listed under each girl's individual section.

Note that all girls have special conversations on Saturdays when their 
affection is between 120 and 149 and again when it's between 150 and 200.  The 
latter range results in questions, and these are listed in the section for each 
girl.  Also, when affection score is between 200 and 249, the girls' parents 
will have a special message for you (except for Nina's mother).  These 
conversations do not impact affection score, so they are not included below.

Gifts are also a good way to raise affection score, but the impact of the gifts 
changes depending on where the girl is located.  Girls change their gift 
preferences even more radically once married.  The specific values at each 
location are listed for each girl.

The single girls can be found at the following locations at these times.  They 
will be at these spots in all four seasons.

|    Time    |    Ann    |   Ellen    |    Eve     |   Maria    |    Nina    |
| Weekday    | Inside    | In front of| Town       | In front   | Outside    |
| Daytime    | tool shop | livestock  | Square     | of church  | flower     |
|            |           | dealer     |            |            | shop       |
| Weekday    | N/A       | Inside     | Inside     | N/A        | N/A        |
| Night      |           | bar (1)    | bar        |            |            |
| Weekday    | Back room | Inside     | N/A        | Bedroom in | Back room  |
| Rain/Snow  | of tool   | restaurant |            | mayor's    | in flower  |
|            | shop      | (2)        |            | house      | shop       |
| Saturday   | In front  | Behind     | By hot     | Inside the | Inside     |
| Daytime    | of tool   | livestock  | springs on | church     | mountain   |
|            | shop      | dealer     | mountain   |            | cave       |
| Saturday   | N/A       | N/A        | N/A        | Bedroom in | Inside     |
| Rain/Snow  |           |            |            | mayor's    | mountain   |
|            |           |            |            | house      | cave       |
| Saturday   | N/A       | Inside     | Inside     | N/A        | N/A        |
| Night      |           | bar        | bar        |            |            |
| Sunday     | In church | In church  | Bathing in | In church  | Top left   |
| Daytime    |           |            | hot springs|            | corner of  |
|            |           |            |            |            | mountain   |
| Sunday     | N/A       | N/A        | N/A        | N/A        | N/A        |
| Rain/Snow  |           |            |            |            |            |
| Sunday     | N/A       | N/A        | N/A        | N/A        | N/A        |
| Night      |           |            |            |            |            |

(1) Spring and fall only
(2) During winter, in back room.

During some seasons, the girls will ask questions.  These questions are 
valuable for raising affection score.  Below are seasons where questions will 
be asked.  Combine this table with the one above to find the appropriate season 
and location for raising affection score through conversation.

|    Time    |    Ann    |   Ellen    |    Eve     |   Maria    |    Nina    |
| Weekday    | Summer &  | Spring &   | None       | Spring &   | Summer &   |
| Daytime    | Winter    | Fall       |            | Fall       | Winter     |
| Weekday    | None      | None       | Spring &   | None       | None       |
| Night      |           |            | Winter (1) |            |            |
| Weekday    | None      | None       | None       | None       | None       |
| Rain/Snow  |           |            |            |            |            |
| Saturday   | None      | All        | All        | None       | None       |
| Daytime    |           | seasons    | seasons    |            |            |
| Saturday   | None      | None       | None       | None       | None       |
| Rain/Snow  |           |            |            |            |            |
| Saturday   | None      | None       | Spring &   | None       | None       |
| Night      |           |            | Winter (1) |            |            |
| Sunday     | All       | None       | All        | All        | Winter     |
| Daytime    | seasons   |            | seasons (2)| seasons    |            |
| Sunday     | None      | None       | None       | None       | None       |
| Rain/Snow  |           |            |            |            |            |
| Sunday     | None      | None       | None       | None       | None       |
| Night      |           |            |            |            |            |

(1) In the winter, Eve will just serve you juice.  This increases your
    affection score by 2 points each time.  Unlike with questions, you do not
    need to enter and exit the room to continue receiving points.
(2) Occurs randomly.


Ann is the tomboyish, red-haired girl who lives at the tool shop.  She enjoys 
tinkering with machines and creating new inventions, though she is seldom 
successful.  Ann enjoys cooking as well, but she does not seem to have much 
talent there either.  As a wife, Ann will spend her free time in the tool shed 
working on new contraptions like an auto-milker and yogurt maker (she is never 


SUMMER, WEEKDAYS – In tool shop
"It'll be showcased at the shop one of these days so please try it"
 > "Hum"                 +8 affection
 > "I don't want it"     +2 affection

WINTER, WEEKDAYS – In tool shop
"Aren't I acting like a girl?"
 > "No, not at all"      +8 affection
 > "Not that bad"        +2 affection

"Ho hum... it's boring, isn't it?"
 > "Yes"                 +4 affection
 > "Not really"          +1 affection

ALL SEASONS, SATURDAYS – In front of tool shop (affection score is 150-200)
"Hello! Hey, look at this! This is the automatic pudding maker! I've put eggs 
and milk in here. Now all you have to do is turn it on.  Do it!"
 > "Push"                +10 affection
 > "I don't want to"     +2 affection

The table below shows the impact of gifts when at specific locations.  The 
locations are defined below and are different for each girl.  Ann is the only 
girl who has two different gift value sets when married.  Also, Ann develops a 
peculiar indifference to mushrooms when married, despite liking them when 

                        Single         Single         Wife           Wife
Gift                  Location 1     Location 2     Location 3     Location 4
----                  ----------     ----------     ----------     ----------
Cake                      6              5              8              5
Flower                    2              2              8              8

Turnip                    6              5              5              5
Potato                    6              5              5              5
Tomato                    6              5              5              5
Corn                      6              5              5              5

Egg                       6              5              5              5
Small Milk                6              5              5              5
Medium Milk               6              5              5              5
Large Milk                6              5              5              5

Wild Grapes               6              5              5              5
Tropical Fruit            6              5              5              5
Mushroom                  6              5              0              0

Fish                      6              5              0              5
Cave Herb                 0              0              0              0
Fodder                    0              0              0              0
Weeds                    -2             -2             -4             -6
P. Mushroom              -8             -8             -8             -6
Fullmoon Berry            6              5              5              5

Location 1 = Front room of tool shop or Ann's bedroom
Location 2 = Outside in front of tool shop or inside church
Location 3 = Inside Jack's house
Location 4 = Inside tool shed

The following table shows the impact of certain events if Ann is single or your 
wife.  Note that AS stands for Affection Score.

Event                                     Single       Wife
-----                                     ------       ----
Talk (AS is 0-100)                          8           4
Talk (AS is 101-150)                        8           4
Talk (AS is 151-300)                       12           4
Talk (AS is 300+)                          15           4
Dance                                      30          30

Rose Perfume                                3           3
Lilac Perfume                               6           6
Violet Perfume                             15          15

"Yes" to request                            8           8
"No" to request                             2           2
Dance                                      30          30

Talk after contest                         10          10

Visit location                             30          30

Talk                                       NA          NA

SPECIAL EVENT                              50          NA

Go to bed with wife                        NA           2
Go to bed before wife                      NA           0
Come home when wife is asleep              NA          -2
Wife comes home after leaving              NA         100
Stay with wife during birth                NA          50
Visit another girl during Star Night       NA         -30

This event occurs once you have an affection score of 200 (or 4 hearts in the 
diary).  It will only occur while you are still single.

Ann will come to your ranch and tell you her weathercock (wind vane) is 
missing.  It can be found in your chicken coop, and usually appears in the same 
spot as an egg.  After picking it up, you immediately appear before Ann for a 
quick scene, then the day ends.  Be sure to do all your daily chores before 
retrieving the weathercock.

Ann will be at the Spa and has the following messages based on her affection 
score or if she is your wife.

Affection Score is:
- 0-200:   Ann enjoys watching stars while taking a hot springs bath.
- 201-300: Ann figures you think she's a monkey or something
- 300+:    Ann comments that people don't usually meet at the spa late at
           night and is nervous.  She scolds you for not listening...
- Married: Ann says the springs feel good and are the best spot.


Ellen is the brown-haired girl who gives you the dog on the second day and 
lives at the restaurant.  She is usually found around the livestock dealer and 
is a huge animal lover.  Her uncle is the livestock dealer and her father is 
the town drunk, who she worries about considerably.  Ellen is also an excellent 
cook, largely due to her working at the restaurant.  Although she seems to have 
short hair when single, she lets it down when married.  As your wife, Ellen is 
surprisingly domesticated and spends the days just outside the cow barn, 
usually expressing concern about the dog or horse.


SPRING, WEEKDAYS – In front of livestock dealer
"Hey, do you like animals?"
 > "I love them"             +8 affection
 > "I don't like them"       +2 affection

FALL, WEEKDAYS – In front of livestock dealer
"Hey, do you like sweets?"
 > "I love them"             +8 affection
 > "Not really"              +2 affection

ALL SEASON, SATURDAYS – Behind livestock dealer
"My uncle liked you. Please make friends with him. OK?"
 > "OK"                      +8 affection
 > "No"                      +2 affection

ALL SEASONS, SATURDAYS – Behind livestock dealer (affection score is 150-200)
"Hey, I baked a new cake. Will you have a bite?"
 > "Yes"                     +10 affection
 > "No"                      +2 affection

The table below shows the impact of gifts at specific locations.  Despite many 
tips telling you to try it, Ellen's affection score cannot be raised when she 
is at the bar at night.

                        Single         Single         Single          Wife
Gift                  Location 1     Location 2     Location 3     Location 4
----                  ----------     ----------     ----------     ----------
Cake                      0              0              0              6
Flower                    5              0              0              6

Turnip                    6              5              0              6
Potato                    6              5              0              6
Tomato                    6              5              0              6
Corn                      6              5              0              6

Egg                       8              8              0              4
Small Milk                8              8              0              4
Medium Milk               8              8              0              4
Large Milk                8              8              0              4

Wild Grapes               6              5              0              6
Tropical Fruit            6              5              0              6
Mushroom                  6              5              0              6

Fish                      6              5              0              6
Cave Herb                 0              0              0              0
Fodder                    0              0              0              0
Weeds                    -4             -2              0             -4
P. Mushroom              -8             -8              0             -8
Fullmoon Berry            6              5              0              6

Location 1 = In front of livestock dealer or in front room of restaurant
Location 2 = Behind livestock deal
Location 3 = Bar at night or back room of restaurant
Location 4 = Inside Jack's house or outside barn

The following table shows the impact of certain events if Ellen is single or 
your wife.  Note that AS stands for Affection Score.

Event                                     Single       Wife
-----                                     ------       ----
Talk (AS is 0-100)                          8           8
Talk (AS is 101-150)                       12          12
Talk (AS is 151-300)                       12          12
Talk (AS is 300+)                          15          15
Dance                                      30          30

Rose Perfume                               15          15
Lilac Perfume                               8           8
Violet Perfume                              6           6

"Yes" to request                            8           8
"No" to request                             2           2
Dance                                      30          30

Talk after contest                         10          10

Visit location                             30          30

Talk                                       NA          NA

SPECIAL EVENT                              50          NA

Go to bed with wife                        NA           2
Go to bed before wife                      NA           0
Come home when wife is asleep              NA          -2
Wife comes home after leaving              NA         100
Stay with wife during birth                NA          50
Visit another girl during Star Night       NA         -30

* If you are married to Eve, Ellen's affection score is increased 
  by 4 each time you speak with her.  This can be repeated infinitely.

This event occurs once you have an affection score of 200 (or 4 hearts in the 
diary).  It will only occur while you are still single.

Ellen will come to your farm and tell you that P-Chan, her pet bird, is 
missing.  The bird can be found near the fishing pond on the mountain.  
Approach it and press the A-button, then Ellen will appear.  She decides to let 
P-Chan free, but is happy that you found him.  The day ends immediately after 
the bird is found, so make sure to do all your chores first.  You can still 
experience this event at night.

Ellen will be at the Public Square and has the following messages based on her 
affection score or if she is your wife.

Affection Score is:
- 0-200:   Ellen feels like she's floating when she closes her eyes.
- 201-300: Ellen prays for everyone's health and... a secret.
- 300+:    Ellen realizes how improbable it is to find the right person and
           is thankful she has you.
- Married: Ellen wonders if the stars will still shine when you become old.


Eve is the blonde girl who works at the bar.  Eve has no parents that we know 
of, and her closest relative is the hunter in the mountain.  In her free time, 
she enjoys nature, nude baths in the hot springs, and fermenting her own 
"juice."  Eve is outgoing and flirtatious, but she does have abandonment issues 
and easily becomes lonely.  As a wife, Eve is very hard to keep happy.  She 
carries her abandonment issues into the relationship and actually loses 
affection for you if you go to sleep with her.  You will need to give her gifts 
regularly to maintain her happiness.  In her free time, Eve will ferment her 
own juice in the tool shed.


SPRING, WEEKDAY AND SATURDAY NIGHTS – At bar (affection score 0-119 or 200+)
"It's my home made fruit juice. Do you want it?"
 > "Yes"              +4 affection
 > "No thank you"     +8 affection

WINTER, WEEKDAY AND SATURDAY NIGHTS – At bar (affection score 0-119 or 200+)
"Wasn't it cold outside? When it's cold, you better drink and warm your body
 from the inside"
 > +2 affection each time you talk

ALL SEASONS, Saturdays – Mountain, near hot springs*
"Oh, what a coincidence to meet you here"
 > "Yes"              +2 affection
 > "No"               +8 affection

ALL SEASONS, SUNDAYS – In hot springs (random)
"You are pretty daring, aren't you? Shall I wash your back?"
 > "Yes"              +8 affection
 > "N..N..No"         +2 affection

ALL SEASONS, WEEKDAYS AND SATURDAYS – At bar (affection score is 150-200)
"I couldn't stand to be alone in that huge place. Don't you feel lonely?"
 > "Sometimes"        +8 affection
 > "Not at all"       +2 affection

* You can reset Eve's dialogue switch by giving her a gift on the mountain,
  allowing you to have unlimited conversations without leaving the screen.
  This works in any season except winter and can be done by giving her a weed
  "gift."  The weed will lower her affection by 2 points, but the conversation
  can raise it by 8 points.  This can even be done once it gets dark.

The table below shows the impact of gifts when at specific locations.  When 
both married and single, Eve has a strong aversion to fish.

                        Single         Single         Single          Wife
Gift                  Location 1     Location 2     Location 3     Location 4
----                  ----------     ----------     ----------     ----------
Cake                      8              8              6              8
Flower                    8              8              6              8

Turnip                    3              5              4              4
Potato                    3              5              4              4
Tomato                    3              5              4              4
Corn                      3              5              4              4

Egg                       3              5              4              4
Small Milk                3              5              4              4
Medium Milk               3              5              4              4
Large Milk                3              5              4              4

Wild Grapes               3              5              4              4
Tropical Fruit            3              5              4              4
Mushroom                  3              5              4              4

Fish                     -8             -8             -8             -8
Cave Herb                 0              0              0              0
Fodder                    0              0              0              0
Weeds                    -2             -4             -2             -4
P. Mushroom              -8             -8             -8             -8
Fullmoon Berry            3              5              4              4

Location 1 = Bar
Location 2 = Town Square
Location 3 = Mountain
Location 4 = Inside Jack's house or the tool shed

The following table shows the impact of certain events if Eve is single or your 
wife.  Note that AS stands for Affection Score.

Event                                     Single       Wife
-----                                     ------       ----
Talk (AS is 0-100)                          8           0
Talk (AS is 101-150)                        8           0
Talk (AS is 151-300)                       12           0
Talk (AS is 300+)                          15           0
Dance                                      30          30

Rose Perfume                               12          12
Lilac Perfume                               4           4
Violet Perfume                              8           8

"Yes" to request                            8           8
"No" to request                             2           2
Dance                                      30          30

Talk after contest                         NA          NA

Visit location                             30          30

Talk                                       10          10

SPECIAL EVENT                              50          NA

Go to bed with wife                        NA          -2
Go to bed before wife                      NA           0
Come home when wife is asleep              NA          -2
Wife comes home after leaving              NA         100
Stay with wife during birth                NA          50
Visit another girl during Star Night       NA         -30

This event occurs once you have an affection score of 200 (or 4 hearts in the 
diary).  It will only occur while you are still single.

The carpenter races to your farm first thing and tells you that the hunter is 
trapped in the mountain cave.  Do your daily chores first, then bring the 
hammer and head to the mountain.  The hunter is in the back near the cave 
herbs, and you must clear away a few rocks to get to him.  After freeing him, 
Eve reiterates how worried she is and thanks you for the rescue.

Eve will be at the bar and has the following messages based on her affection 
score or if she is your wife.

Affection Score is:
- 0-200:   Eve cheers to the beautiful night sky.
- 201-300: Eve cheers to the stars for the fate of having met you.
- 300+:    Eve is glad you came and wants to spend time with you next year.
- Married: Eve says you are late but wants you to join the fun.


Maria is the blue-haired, religious girl who is often found around the church.  
Maria is the mayor's daughter, and she enjoys reading, children, and playing 
the organ.  She is an obvious goody-goody and is probably the most upright girl 
in the game.  As a wife, Maria does chores around the barn and makes mostly 
abstract comments about the time or weather.


SPRING, WEEKDAYS – In front of church
"Do you believe in God?"
 > "Yes"                 +8 affection
 > "No"                  +2 affection

FALL, WEEKDAYS – In front of church
"....Excuse me, do you love kids?"
 > "I love kids"         +8 affection
 > "Not really"          +2 affection

"Oh, you have come to listen to the priest"
 > "Yes"                 +4 affection
 > "No"                  +1 affection

ALL SEASONS, SATURDAYS – Inside church (affection score is 150-200)
"Aren't you lonely living in that big place?"
 > "A little lonely"     +10 affection
 > "No, not at all"      +2 affection

The table below shows the impact of gifts when at specific locations.  Maria 
does not have any strong affections for anything until she is married

                        Single         Single         Wife
Gift                  Location 1     Location 2     Location 3
----                  ----------     ----------     ----------
Cake                      3              3              8
Flower                    4              4              8

Turnip                    5              5              4
Potato                    5              5              4
Tomato                    5              5              4
Corn                      5              5              4

Egg                       5              5              4
Small Milk                5              5              4
Medium Milk               5              5              4
Large Milk                5              5              4

Wild Grapes               5              3              4
Tropical Fruit            5              3              4
Mushroom                  5              3              4

Fish                      0              3              4
Cave Herb                 0              0              0
Fodder                    0              0              0
Weeds                    -2             -2             -4
P. Mushroom              -8             -8             -6
Fullmoon Berry            5              3              4

Location 1 = In front of church (sweeping) or inside church
Location 2 = Inside bedroom in mayor's house
Location 3 = Inside Jack's house or outside barn

The following table shows the impact of certain events if Maria is single or 
your wife.  Note that AS stands for Affection Score.

Event                                     Single       Wife
-----                                     ------       ----
Talk (AS is 0-100)                          8           4
Talk (AS is 101-150)                        8           4
Talk (AS is 151-300)                       12           4
Talk (AS is 300+)                          15           4
Dance                                      30          30

Rose Perfume                                5           5
Lilac Perfume                              15          15
Violet Perfume                              8           8

"Yes" to request                            8           8
"No" to request                             2           2
Dance                                      30          30

Talk after contest                         NA          NA

Visit location                             30          30

Talk                                       10          10

SPECIAL EVENT                              50          NA

Go to bed with wife                        NA           2
Go to bed before wife                      NA           0
Come home when wife is asleep              NA          -2
Wife comes home after leaving              NA         100
Stay with wife during birth                NA          50
Visit another girl during Star Night       NA         -30

* When married, you can talk to Maria repeatedly at the Flower Festival for 4
  affection points each time.

This event occurs once you have an affection score of 200 (or 4 hearts in the 
diary).  It will only occur while you are still single.

The mayor comes to your house and tells you that Maria is missing.  Maria is 
hiding out in the carpenters' house on the mountain.  Finish your chores for 
the day, then head over there before 5pm.  Maria may remain missing for several 
days, and you won't be able to find her on the weekends.  Once you enter the 
carpenters' house, they initially try to conceal her, but Maria appears and 
heads home.

Maria will be at the church and has the following messages based on her 
affection score or if she is your wife.

Affection Score is:
- 0-200:   Maria hopes to have a good dream.
- 201-300: Maria wishes she can spend some time with you next year.
- 300+:    Maria asks you to see the stars with her after church.
- Married: Maria hopes everyone is happy and wants to go home after
           seeing the stars.


Nina is the pink-haired girl who lives at the flower shop.  Nina loves flowers 
and nature and is very in touch with the earth.  She spends her free time in 
the mountain and the cave.  Nina is a free spirit and, along with Eve, is one 
of the two girls who does not attend church on Sunday.  As a wife, Nina spends 
time around the barn doing laundry and folding clothes.  She often comments on 
flowers, grass, or the wildlife on the mountain.


SUMMER, WEEKDAYS – In front of flower shop
"Hello. Do you like flowers?"
 > "Yes"                  +8 affection
 > "Not really"           +2 affection

WINTER, WEEKDAYS – In front of flower shop
"Do you believe that there is a flower which blooms in winter?"
 > "Yes"                  +8 affection
 > "You're kidding?"      +2 affection

WINTER, SUNDAYS – At mountain
"Plants are alive under the snow. Isn't it wonderful?"
 > "Wonderful"            +4 affection
 > "So?"                  +1 affection

ALL SEASONS, SATURDAY – In mountain cave (affection score is 150-200)
"I heard there was the 'Secret Garden' in the ranch  Is it so? I want to go
 see it"
 > "OK"                   +10 affection
 > "I don't want to go"   +2 affection

The table below shows the impact of gifts when at specific locations.  Nina 
gets very upset if you pick cave herbs, so never give those to her as gifts.  
She also hates flowers of any kind when married.  She is oddly open to poison 
mushrooms when married, however, and is the only girl in the game to respond 
favorably when given one.

                        Single         Single         Single          Wife
Gift                  Location 1     Location 2     Location 3     Location 4
----                  ----------     ----------     ----------     ----------
Cake                      8              8              8              8
Flower                    6              4              4             -8

Turnip                    4              3              2              5
Potato                    4              3              2              5
Tomato                    4              3              2              5
Corn                      4              3              2              5

Egg                       4              3              2              5
Small Milk                4              3              2              5
Medium Milk               4              3              2              5
Large Milk                4              3              2              5

Wild Grapes               4              3              2              5
Tropical Fruit            4              3              2              5
Mushroom                  4              3              2              5

Fish                      4              3              2              0
Cave Herb                -6             -6             -6              0
Fodder                    0              0              0              0
Weeds                    -4             -4             -4             -4
P. Mushroom              -4             -4             -4              5
Fullmoon Berry            8              8              8              8

Location 1 = Outside flower shop
Location 2 = At mountain or inside mountain cave
Location 3 = Inside bedroom at flower shop
Location 4 = Inside Jack's house or outside barn

The following table shows the impact of certain events if Nina is single or 
your wife.  Note that AS stands for Affection Score.

Event                                     Single       Wife
-----                                     ------       ----
Talk (AS is 0-100)                          8           4
Talk (AS is 101-150)                        8           4
Talk (AS is 151-300)                       12           4
Talk (AS is 300+)                          15           4
Dance                                      30          30

Rose Perfume                                8           8
Lilac Perfume                               8           8
Violet Perfume                              8           8

"Yes" to request                            8           8
"No" to request                             2           2
Dance                                      30          30

Talk after contest                         10          10

Visit location                             30          30

Talk                                       NA          NA

SPECIAL EVENT                              50          NA

Go to bed with wife                        NA           2
Go to bed before wife                      NA           0
Come home when wife is asleep              NA          -2
Wife comes home after leaving              NA         100
Stay with wife during birth                NA          50
Visit another girl during Star Night       NA         -30

* When married, you can talk to Nina repeatedly at the Flower Festival for 4
  affection points each time.

This event occurs once you have an affection score of 200 (or 4 hearts in the 
diary).  It will only occur while you are still single.

Ann's father comes to the ranch in a panic.  Nina went to the mountain to 
retrieve an herb for her sick mother and hasn't returned.  After doing your 
chores, equip the hammer and head over to the cave.  Break the rocks and talk 
to Nina.  She asks for an herb.  Bring her one and she recovers, thanking you 
for helping her.

Nina will be at the mountain and has the following messages based on her 
affection score or if she is your wife.

Affection Score is:
- 0-200:   Nina says she sees a shooting star every year and asks you to
           keep the place a secret.
- 201-300: Nina asks if you made a wish and says her wish is a secret.
- 300+:    Nina looks forward to the shooting star every year but is much
           happier with you.
- Married: Nina hopes she can see stars with you every year.

7.  D E V E L O P M E N T   R A T E   S C O R E                           HM47

Development rate is one of the statistics presented at the end of the game.  It 
measures the percent of your ranch that is covered or "developed," and the 
score ranges from 0-100%.  Development rate only takes into account free 
squares that you can interact with.  Squares occupied by buildings, immovable 
structures, or any other permanent object do not count.  A square is considered 
"developed" if it is free and you cover it with crops, grass, or a piece of 
fence.  The table below summarizes which objects affect the ranch development 

|       Counts Towards Score         |    Does NOT Count Towards Score    |
| - Crops                            | - Buildings or natural structures  |
| - Grass                            | - House upgrades                   |
| - Fence                            | - Large or small rocks             |
|                                    | - Stumps                           |
|                                    | - Weeds                            |
|                                    | - Broken fence pieces              |
|                                    | - Money Tree                       |

Overall, the ranch measures 60 squares horizontally by 57 squares vertically.  
Within that space, 2968 squares can be covered or developed by you.  The 
formula for calculating the Development Rate is the following:

   Development Rate = ROUNDDOWN("Developed Squares" / 29.5) * 100

| EXAMPLE                                                                    |
| Let's say your farm has 60 fence pieces to start, and you plant 3 patches  |
| of crops in a "C" formation and 2 patches of grass in the 3x3 formation.   |
| The number of squares of crops planted is 3*8 or 24.  The number of squares|
| of grass is 3*9 or 27.  The total number of developed squares is           |
| 60+24+27=111.  To calculate the Development Rate, we divide the 111 by 29.5|
| to get 3.763.  This is rounded down to 3.  After multiplying by 100, we    |
| have a Development Rate of 3%... still a long way to go.                   |

You reach a 100% development rate with 2950 squares covered.  This means you 
can have 18 free squares (or two 3x3 blocks) and still receive a perfect score.

Covering the entire farm is an extremely daunting task.  The cheapest way to do 
this is with fence pieces, but it is completely unmanageable in the event that 
one piece breaks.  And you have no way of accessing it for repairs.  You COULD 
wait until Day 29 of summer in year 3 to cover the farm with fence pieces, as 
this would assure none are broken.  However, covering the farm with fence takes 
many hours of time, both in chopping lumber and in positioning the pieces.  It 
is a very undesirable choice if you have an alternative.  Crops are an equally 
unmanageable choice, and they're expensive in addition.

The best, although most expensive, method is to cover the farm with grass.  You 
can keep certain squares occupied by crops and fence pieces, but fill in all 
the others, including those around your house and between crops, with grass 
seed.  This actually looks quite nice when the grass blooms, but it costs a 
small fortune -– roughly 175,000 G.  That's right, you need about 330 bags of 
grass in total, and this doesn't factor in overlap, screw ups, or natural 
damage.  It is certainly possible to save up enough money for this, and you may 
wish to make grass planting a dedicated project in the spring or summer of year 
3.  Regardless of your tactic, reaching a 100% development rate is a very time-
consuming task.

8.  H A P P I N E S S   S C O R E                                         HM48

Happiness is another score you receive at the end of the game, and it has been 
mentioned throughout this document extensively.  The maximum happiness score is 
999.  In general, happiness reflects Jack's overall well-being and 
contentedness.  It is closely related to his work on the ranch, but it also 
takes into account the effects of nature, family, and people that don't 
directly result in money or a tangible reward.  Happiness is tracked throughout 
the game and cannot normally be viewed (although you can see it by using the 
ending cheat mentioned in the Tips and Tricks section).  

There are many possible ways to reach a maximum score.  The list below shows 
all the items that affect happiness.  I have classified these items into 
general categories to make it easier to follow.  All the values listed below 
show the effect on happiness EACH TIME the event occurs.  For example, if you 
visit the mountain and catch a fish, you will receive 2 points of additional 
happiness for each one.


See birds in morning                     2
See frog in cut grass                    2
Catch fish                               2
See squirrel in spring                  10
See rabbit in fall                      10
See fox in winter                       10

Receive dog from Ellen                  10
Find horse                              10
Get married                             50
Give wife gift on anniversary           30
Wife leaves you                        -50
First child is born                     50
Second child is born                   100
Give any family member cake
 on first child's birthday              10
Give wife cake on second
 child's birthday                       30

Buy chicken                             10
Buy cow                                 20
Sell chicken / give to Hawker          -20
Sell cow / give to Hawker              -50
Chicken eaten by wild dogs             -30
Cow becomes sick                       -30
Cow dies                              -100
Incubate chicken egg                     5
Baby cow is born                        70

Buy rice balls at Harvest Festival       1
Buy dumplings at Harvest Festival        3
Win egg hunt (Turtle Shell)             80
Win egg hunt (Power Berry)              30
Receive cake from a girl at
 Thanksgiving Festival                  10
Receive cake from wife on
 Thanksgiving Festival                  30

Eat Power Berry                         10
First house upgrade                     50
Second house upgrade                   100
Paint house (each stroke)               10
Read girl's diary                       -1

Gnome upgrades sickle                   20
Gnome does not upgrade sickle          -10
Give injured gnome mushroom             20
Give injured gnome poison mushroom     -20
Give injured gnome anything else         0
Tell truth about axe                    20
Lie about axe                          -30
Let carpenter borrow hammer             20
Do not let carpenter borrow hammer     -20
Give egg to fortuneteller's
 granddaughter when she asks            30
Do not give the fortuneteller's
 granddaughter an egg and be on
 the ranch at 6pm                       -5

Cards drawn at New Year's Festival
 Excellent luck card                    30
 Luck card                              10
 Misfortune card                       -20
 No pick                                 0

Catch Rabbit in the Mountain
 "Let it Loose" and pay                 50
 "Let it Loose" and don't pay            0
 "Just Watching"                       -10

Winter Day 30
 Talk to townsfolk (see below)           5

New Year's Eve (day 30 of winter) is a special day of the year where just the 
sound of the townspeople's voices is enough to increase happiness to infinity 
(or 999 in the Harvest Moon world).  Most likely this is a bug, but speaking 
with the people on this festive day increases your happiness by 5 points EACH 
TIME.  This means that you can engage in a few minutes of chatting and quickly 
max this stat.

Only certain messages will trigger this boost to happiness, and they are all 
listed below.  Some townspeople have multiple messages, so talk to them a few 
times until they say the special New Year's one.  

From a strategy standpoint, the quickest way to boost happiness is by talking 
to the Restaurant Owner, Mayor, or Shipper's Apprentice, all of whom say: "The 
year is coming to a close."  This message only takes up a single screen, so you 
can easily reach 999 happiness in about 2-3 minutes just by button mashing.

"Hello! Was it a good year for you? Try our best next year too."

"The fisherman will be back here soon from a warm place."

"My annual event at the beginning of the year is to see the first sunrise."

"You can plow the field before spring. But I hear it's a little damaged when it 
comes to spring. "

"Hey the long winter is finally over. Animals looks so happy when springs comes 

"Spring is New Year in this area. 1st day of Spring is New Year's Day."

"The year is coming to a close."

"We are happy to live in health this whole year." 

"Spring is finally returning. We'll sell seeds again at the shop so dropby." 

"You should pick a target for next year."

"This is the last juice to drink seeing snow this year. Well, we can drink 
juice again seeing flowers soon." 

"I'll do the first fortune-telling at the mountain top."

"Thank you very much for everything this year. I'll do my best next year too."

The New Year's Eve glitch mentioned above is by far the easiest way to boost 
your happiness.  It is, however, almost certainly a glitch, so keep reading if 
you have any ethical issues about using this method.

If you're looking for an easy way to maximize happiness throughout the rest of 
the year, look no further than the mountain.  Visit the mountain each day 
during the spring, fall, or winter and you can earn up to 300 happiness per 
season just from viewing the animals.  Of course, since there are holidays and 
rainy/snowy days where animals cannot be viewed, you should assume the 
realistic number is more like 220 per season.

In addition to the mountain, the second best way to raise happiness is to give 
your wife gifts on your anniversary.  You receive 30 points for each gift you 
give her on your first or second anniversary.  She will give have a special 
message after receiving a gift on that day, which indicates that you earned the 
happiness boost.  The best way to take advantage of your anniversary is to give 
her as many eggs from the chicken coop as you can.  It is possible to give her 
12 eggs in a single day (especially if she hangs out near the barn in the 
afternoon) for a happiness boost of 360.

Based on how you play the game using the events detailed above, you should be 
able to gauge what else is needed to reach 999 happiness.  As a rule of thumb, 
you do not need to focus on your happiness score until year 2.  Focus instead 
on earning money in the first year and ignore any impact on happiness.  It is 
easy enough to reach 999 happiness before the end of the game even if you begin 
the second year with 0 points.

9.  R A N C H   M A S T E R   S C O R E                                   HM49

Ranch master is really the "ultimate" score in the game.  It takes into account 
both the development rate and happiness scores and adds in many other 
productivity factors.  The maximum ranch master score is 999.

Unlike happiness, ranch master is not tracked throughout the game; it is 
calculated at the very end based on the numerical progress you have made in 
numerous categories.  Also unlike happiness, there are not multiple ways to 
reach a 999 ranch score.  There is only one exact method, and you need to play 
almost perfectly to achieve this total.

Before going any further, I think it is important to point out that it is 
nearly impossible to reach a perfect score in the course of a normal game 
without being aware of the scoring criteria below.  I believe this is due to 
several bugs in the game's calculations.  The game gives more points for lower 
values in some categories than it does for higher ones, which is likely due to 
errors in the algorithm when values contain more than one byte in the memory.  
More on this is discussed below.

Below is a list of the categories that effect the ranch master score and their 
maximum impact on the final value.

Category                  Effect on RM Value                  Max RM Value
--------                  ------------------                  -------------
Money                     1 pt for every 1280 G                    78
Cows                      3 pts per cow owned                      36
Chickens                  3 pts per chicken owned                  36
Stamina                   5 pts per eaten Power Berry              50
Tomatoes*                 1 pt per 16 crops sold                   31
Corn*                     1 pt per 16 crops sold                   31
Potatoes*                 1 pt per 16 crops sold                   31
Turnips*                  1 pt per 16 crops sold                   31
Cow Affection             1 pt per 8 affection per cow            300
Maria's Affection*        1 pt per 16 affection                    31
Ann's Affection*          1 pt per 16 affection                    31
Nina's Affection*         1 pt per 16 affection                    31
Ellen's Affection*        1 pt per 16 affection                    31
Eve's Affection*          1 pt per 16 affection                    31
House Upgrade 1           16 if upgrade made                       16
House Upgrade 2           16 if upgrade made                       16
Clock                     22 if you have it                        22
Turtle Shell              21 if you have it                        21
Married                   32 if you are                            32
First Child               16 if you have it                        16
Second Child              16 if you have it                        16
Development Rate          1 pt per 2% developed                    50
Happiness                 1 pt for every 32 happiness              31
=====                                                         =============
TOTAL                                                             999

* Likely bugged.  See next section.

The following section describes each of the categories factored into the ranch 
master score.  Several of the categories are likely bugged, and this is 
discussed here as well.

Money is simply your gold total on the status screen at the end of the game.  
You receive 1 point for each 1280 G you have, up to 78 points.  This 
corresponds to 99,840 G.  You do not receive additional points for any amount 
over this, so don't waste your time trying to become a millionaire in the hopes 
of improving your score.

This is the number of cows you own at the end of the game.  The number used in 
this calculation is the one from the log book in your house, so calves and even 
unborn cows are included in this total.  You receive 3 points for every cow up 
to a maximum of 36 points, which occurs when you have 12 cows.

As with cows, this category measures the amount of chickens you currently own 
and matches the total in your log book.  This number includes chicks as well as 
adult chickens.  You receive 3 points for every chicken up to a maximum of 36 
points, which occurs when you have 12 chickens.

Stamina is the amount of stamina you have over the starting value of 100.  For 
each additional 10 stamina, you receive 5 points.  This is analogous to the 
number of Power Berries eaten.  At 200 stamina or 10 Power Berries eaten, you 
will receive 50 points.

For all four crop categories, you are scored based on the total sold to the 
shipper (anything sold to the peddler does not count).  This is the amount 
displayed with the scores at the end.  Typically, you receive 1 point for every 
16 crops sold, with a maximum score of 31.  However, once you reach 512 or more 
crops of any kind, the game resets your score to zero and begins the count 
again.  The same thing happens again and at every 512 crop interval thereafter. 
The table below shows how the score is calculated at some of the values near 
512, 1024, and 1536.

              Crops Sold          RM Score
              ----------          --------
                480-495              30
                496-511              31
                512-527               0
                528-543               1
                544-559               2
                992-1007             30
               1008-1023             31
               1024-1039              0
               1520-1535             31
               1536-1551              0

Odd as it may be, you lose 31 points when you sell the 512th crop.  Same thing 
with the 1024th and 1536th.  And yes, even though the text glitches during the 
scoring, you can have over 1000 of every crop.  This rollover is likely a bug 
caused by the game's mishandling of the higher byte in the crop equations, but 
it's something you need to keep in mind.  It will take careful planning (and 
using the end game cheat) to ensure that your crop totals end up in one of 
these ranges.

The ending credits display the cow with the highest affection score, but you 
are actually scored on the affection of ALL cows.  Cow affection rate is the 
single biggest component of the ranch master score.  You receive 1 ranch master 
point for every 8 points of affection score for every cow, with a maximum of 25 
per cow.  Only adult cows are factored into this calculation.  If all 12 cows 
have affection rates of 200 or higher, you will receive 300 points to your 
ranch master score.

You are scored based on the affection of each of the five town girls.  This 
calculation works in the same way as the one for crops.  You receive 1 point 
for every 16 points of affection score for each girl, with a reset occurring at 
512.  The maximum ranch master score occurs when all five girls have affection 
scores of 496 to 511, and this translates to a 155 ranch master score.  This is 
almost certainly a bug, as you would actively need to lower your wife's 
affection score after she has a second child to ever end up in this range.

You receive 16 points for each house upgrade.  This contributes 32 points in 
total with both upgrades.

If you upgrade your house by the end of the first summer, you will receive a 
free clock from the carpenters.  Having this clock adds 22 points to your ranch 
master score.

One of the prizes you receive from winning the egg hunt at the Egg Festival is 
the turtle shell.  This shell adds 21 points to your ranch master score.

You receive 32 points if you are married.  You will receive these points even 
if your wife has "left you" and is living with her parents at the time the game 

You receive 16 points for each child you have.  The child does not even need to 
be born when the game ends.  So long as your wife is pregnant, you receive 
credit for that child.

For each 2% of development rate, you receive 1 point to the ranch master score. 
The maximum is 50 points.  See the Development Rate section for more on 
computing that score.

For every 32 points of happiness, you receive 1 point to the ranch master 
score.  The maximum contribution from happiness is 31 points.  See the 
Happiness section for more on computing that score.

Now that the scoring criteria have been listed, the table below shows the value 
you need for a perfect score.  Given the bugs described above, I show criteria 
for both a "perfect" game score and a "100%" game score.  A "perfect" score is 
one that gives you a ranch master value of 999, but it involves playing the 
game in a very unintuitive way and would never normally be reached by anyone.  
A "100%" score is the one you would achieve if you did everything and collected 
as much as you could, odd crop total requirement aside.  You can think of this 
as a true perfect score, and it will result in a ranch master value of 994.

|                          |      Perfect Game      |        100% Game       |
|                          |------------------------|------------------------|
|       Category           |   Value   |  RM Score  |   Value   |  RM Score  |
| Money                    |  99,840+  |     78     |  99,840+  |     78     |
| Cows                     |     12    |     36     |     12    |     36     |
| Chickens                 |     12    |     36     |     12    |     36     |
| Stamina                  |    200    |     50     |    200    |     50     |
| Tomatoes                 | 511, 1023 |     31     | 511, 1023 |     31     |
| Corn                     | 511, 1023 |     31     | 511, 1023 |     31     |
| Potatoes                 | 511, 1023 |     31     | 511, 1023 |     31     |
| Turnips                  | 511, 1023 |     31     | 511, 1023 |     31     |
| Cow Affection (for all)  |  200-255  |    300     |    255    |    300     |
| Maria's Affection        |  496-511  |     31     |    999    |     30     |
| Ann's Affection          |  496-511  |     31     |    999    |     30     |
| Nina's Affection         |  496-511  |     31     |    999    |     30     |
| Ellen's Affection        |  496-511  |     31     |    999    |     30     |
| Eve's Affection          |  496-511  |     31     |    999    |     30     |
| House Upgrade 1          |    Yes    |     16     |    Yes    |     16     |
| House Upgrade 2          |    Yes    |     16     |    Yes    |     16     |
| Clock                    |    Yes    |     22     |    Yes    |     22     |
| Turtle Shell             |    Yes    |     21     |    Yes    |     21     |
| Married                  |    Yes    |     32     |    Yes    |     32     |
| First Child              |    Yes    |     16     |    Yes    |     16     |
| Second Child             |    Yes    |     16     |    Yes    |     16     |
| Development Rate         |    100%   |     50     |    100%   |     50     |
| Happiness                |    999    |     31     |    999    |     31     |
| TOTAL                                |    999     |           |    994     |

10.  E N D I N G S                                                        HM4A

There are 20 endings in Harvest Moon.  Each ending is a brief cut scene that 
will occur if you meet certain criteria in the game.  Some endings cannot occur 
if you receive others, as they have conflicting requirements.  Once the game 
ends, you will witness all of the scenes you have earned in the order they are 
listed below.  Information on how to meet any of these requirements is 
discussed elsewhere in the guide.



REQUIREMENTS: Unmarried, happiness less than 100, no livestock
Jack leaves his house, dejected, and walks off the screen.  The dog follows 
barking at him as somber music plays.


REQUIREMENTS: Own 1-6 cows
Jack visits a single cow in the field below the tool shed.  He collects some 
small milk and brushes it.


REQUIREMENTS: Own 7-12 cows
Jack is in the field with 4 adult cows, 1 calf, and 1 pregnant cow.  He rings 
the bell and the cows swarm him.


REQUIREMENTS: Own 1-12 chickens
Jack is collecting eggs in the coop when five chickens swarm him and he drops 
the egg.


REQUIREMENTS: Any cow has an affection rate of 192+
Jack visits a single cow in the field below the tool shed.  He collects a large 
milk, then falls asleep against the cow.  Butterflies, a calf, and the dog are 


REQUIREMENTS: Ship 200+ corn and have 100+ happiness
Jack picks some corn and waters a few plants with the watering can.  After he 
departs, the dogs urinates on several of the plants.


REQUIREMENTS: Ship 200+ tomatoes and have 100+ happiness
Jack picks tomatoes and loads them into the horse.  He then waters the crops 
with the sprinkler as the dog looks on.  He finally pats his brow and eats 
lunch as the dog barks at him.


REQUIREMENTS: Ship 200+ turnips and have 100+ happiness
Jack is watering turnips with the watering can. The dog barks and two gnomes 
appear, one possibly injured or hungry.  Jack gives him a turnip.


REQUIREMENTS: Ship 200+ potatoes and have 100+ happiness
Jack picks some potatoes and departs.  Meanwhile a mole wanders around and then 
burrows.  Shortly after, several potato plants begin disappearing.


REQUIREMENTS: Unmarried and have 100+ happiness
Jack is in the field below the tool shed with the dog and horse.  He runs up 
and hugs the dog.


REQUIREMENTS: Unmarried and 800+ happiness
Jack is chopping wood in the mountain.  A rabbit appears and gives him a Power 
Berry.  A squirrel, birds, and a fox also appear.  A monkey can be seen in the 


REQUIREMENTS: Unmarried, 300+ affection score with all 5 girls, 200+ happiness
Jack walks into town and interacts with each of the single girls as he makes 
his rounds.  Nina gives him a fullmoon berry, Maria blushes, Eve gives him 
juice, Ellen gives him a cake, and Ann shows him a machine that blows up and 
scorches his face.  Ann then chases after him as he runs away.


REQUIREMENTS: Be married to Maria
Maria and Jack begin at the ranch and walk to town.  They stroll up to the 
church, where they meet the mayor and his wife.


REQUIREMENTS: Be married to Ann
Ann and Jack first visit the tool shop, then stop in the town square to talk to 
Nina, then finally stop in front of the church.  Ann's father and Nina's mother 
are getting married.


REQUIREMENTS: Be married to Nina
Nina is planting flowers on the ranch with her mother, when a frog jumps on her 
head.  The scene then shifts to a picnic in the mountain, where the Goddess of 
Spring appears and takes a cake.


REQUIREMENTS: Be married to Ellen
Jack is playing with the dog on the ranch as Ellen rides the horse.  The scene 
then shifts to Jack and Ellen at the mountain.  The livestock dealer appears 
and spots P-Chan in the trees.


REQUIREMENTS: Be married to Eve
Jack is chopping a tree in the mountain as he prepares for a picnic with Eve 
and the dog.  The hunter eventually joins the party, followed by the carpenter, 
who brings a fish with him.


REQUIREMENTS: First child has been born or wife is pregnant with it
Jack's wife, the dog, and child (in infant form) are inside.  Jack's wife 
approaches him and gives a kiss as the child crawls around.  The wife then 
gives attention to the child.  Note that the first child will always appear in 
the crawling form even if it was older when the game ended.  You will receive 
this ending even if the first child was not yet born, but your wife was 
pregnant with it.


REQUIREMENTS: Second child has been born or wife is pregnant with it
Jack is outside plowing the ranch just below the tool shed.  The first child 
(walking) plays with the dog as the second crawls around.  The horse and a 
chicken are visible also.  Jack's wife eventually comes by and gives attention 
to the crawling child.  Note that the first child will always appear in walking 
form and the second child in the crawling form regardless of their ages when 
the game ended.  You will receive this ending even if the second child was not 
yet born, but your wife was pregnant with it.


REQUIREMENTS: Married, 2 children, 900+ happiness, 10 Power Berries eaten,
              10,000 G, own 1+ cow, own 1+ chicken, hugged dog 100+ times
This is the "best" ending in the game.  Jack will be sitting on the front porch 
of his house with his wife, parents, two children, dog, and horse.  They all 
wave at you as the screen fades.  You will receive this ending even if the 
second child was not yet born, but your wife was pregnant with it.

Below are the maximum number of endings you can receive as a married or 
unmarried farmer, assuming you accomplish as much as possible.

     |           MARRIED            |            SINGLE            |
     | 3. Prolific Cow Farmer       | 3. Prolific Cow Farmer       |
     | 4. Chicken Farmer            | 4. Chicken Farmer            |
     | 5. The Happy Cow             | 5. The Happy Cow             |
     | 6. Corn Master               | 6. Corn Master               |
     | 7. Tomato Master             | 7. Tomato Master             |
     | 8. Turnip Master             | 8. Turnip Master             |
     | 9. Potato Master             | 9. Potato Master             |
     | 13-17. Married               | 10. Content Bachelor         |
     | 18. First Child              | 11. Happy Bachelor           |
     | 19. Second Child             | 12. Ladies' Man              |
     | 20. The Happy Family         |                              |

11.  T I P S   A N D   T R I C K S                                        HM4B

Harvest Moon contains many interesting secrets, tricks, and even a few cheats.  
Below are some of the more helpful ones that you should keep in mind.


You can see the ending of the game at any time by holding down
SELECT + L + R as you go to sleep at night (use the Z-button instead of Select 
if playing with a Gamecube controller).  It's best to have these pressed just 
as you confirm the sleep message in the diary.  The ending you will see is the 
one you would receive if you finished the game with your current stats and 
inventory.  This can be very useful to gauge your progress if you're replaying 
the game and shooting for a high score, but it probably does ruin the 
experience for a first-timer.

The maximum affection score for the girls in this game is 999, which is usually 
displayed as 10 hearts in their diary.  You can use cheat codes to set their 
affection score higher than 999, however.  When this happens, the diary message 
will read "......Th-thank you."  It is not possible to legitimately see this 
diary message otherwise, so consider it an Easter egg for cheaters.  If you 
want to see this for yourself using Nina's diary, enter the following PAR Code: 

New Year's Eve is apparently a raucous and merry holiday in the Harvest Moon 
world, just as it is in the real one.  This day of revelry represents the 
opportunity for unlimited happiness.  Each of the townspeople has a special 
message on this day that boosts your happiness by 5 points.  However, due to a 
bug, you receive this happiness bonus EACH TIME you speak with the townsperson. 
That's right, by repeatedly speaking with the townsfolk, you can maximize your 
happiness in just a few short minutes.  Just make sure the message you receive 
is the special New Year’s Eve one (all of them are listed in the Happiness 
Score section).  Now you can enjoy all the happiness of a great New Year's 
experience without the nasty hangover the next day.

                             THE RANCH AND FARMING

On rare occasions, this wandering peddler may show up on your ranch with a 
strange offer or barter opportunity.  For years, rumors have existed about when 
the Hawker will come and what exactly will trigger his appearance.  Well, the 
mystery is no more.  The Hawker can come on three separate occasions, and none 
of them have any randomness at all.

  Event                      Trigger
  -----                      -------
  Power Berry for Chicken    Sell chicken in the fall of year 1 or 2
  Magic Beans for Cow        Sell a cow any time in year 2 or 3
  Sells Money Tree           First sunny day you have 30,000+ G in year 2 or 3

That's right, you have total control over when the Hawker appears.  The only 
seasonal event is trading a chicken for the Power Berry.  The other two events 
–- trading for the Magic Beans and selling the Money Tree –- can happen any 
time in year 2 or 3.  None of the three events are linked, meaning you do not 
have to worry about missing a new offer if you rejected the previous.  However, 
if you decline the Hawker's offer, he will never make the same one again.  
Overall, the only essential transaction is the chicken for Power Berry swap; 
you need to do this to receive a perfect ending and score.  The other two 
transactions are purely for entertainment and are up to you.

If you make the cow-for-Magic Beans trade with the Hawker, you can take a 
magical trip to the clouds.  There are two important things to note about the 
Magic Beans that are blatantly wrong in most other sources.  First, the Magic 
Beans can only be planted in the spring.  Second, they do not need to be 
planted on Sunday; any day will suffice.  Take the beans to the mountain summit 
and stand just slightly below the top.  Use the Magic Beans and a small sprout 
will appear.  If you exit and re-enter the screen, the sprout will have grown 
into a tremendous beanstalk.  Climbing the beanstalk will take you to a 
mysterious room in the clouds occupied by a golden chicken.  Tell the chicken 
that you have been working hard and it will give a Golden Egg.  As soon as you 
exit, you automatically appear before the peddler (regardless of the day) and 
receive 10,000 G for the egg!

To receive a decorative clock for your home, upgrade your house once before the 
end of the first summer.  Do this by speaking to the carpenters in the 
mountain.  The clock also adds a time of day display to your menu screen, 
allowing you to see precisely what hour it is.  If you fail to get the clock 
before the end of the summer, there is no other way to get it in the current 

Fences are one of those things that most people have on their ranch but never 
really think about.  Most assume a fence keeps the wild dogs away or provides 
some sort of boost to happiness... and they couldn't be more wrong.  A fence 
does... nothing!  That's right, you can go the entire game without a fence and 
be no worse off for it.  A fence does not keep away wild dogs at night.  In 
fact, wild dogs will only show up when you have broken fence pieces on your 
ranch, so having no fence at all remedies this situation.  You can leave 
chickens on a fence-free ranch for the entire game and wild dogs will never eat 
them.  If you want to remove your starting fence, either throw the pieces into 
a pond or carry them off the screen.  Use fences purely for aesthetics and do 
not feel any obligation to keep the one you start with.

Although it may not seem completely logical, you can still grow and pick spring 
crops during the summer.  The one catch is that the seeds must be planted 
before the end of the spring.  So long as they are in the ground by then, they 
will grow and can be harvested through the end of summer.  Use these crops as a 
source of income in the early summer until the corn and tomatoes are ready to 

While rain usually saves you some time in not needing to water crops, you still 
need to water any seeds you plant on a rainy day or any summer crops from which 
you pick vegetables.  This is because the game determines whether the ground is 
"watered" or "unwatered" only when the day begins.  If you do anything to 
change the crop or the ground, the game treats it as not being watered.  Keep 
this in mind to avoid harvest delays.

Your farm is a veritable treasure chest of money, moles, and other items.  Each 
day, you can dig up two items (items include either a coin, money bag, or 
mole).  You can also find two Power Berries on the farm (though not both in the 
same day).  One easy way to uncover these items is to repeatedly plow the same 
square over and over.  It does not matter if the square was already plowed; you 
can just keep using the hoe.  This can help save some time and avoid the hassle 
of digging up half your farm looking for items.

                             LIVESTOCK AND ANIMALS

For some reason, people like taking the livestock outside.  Maybe they think 
it's more humane, or maybe they're just doing something that worked in later 
Harvest Moon games.  In this game, NEVER take the livestock outside.  Ever.  
The only slight convenience from keeping the animals outdoors is that you do 
not need to feed them; they will eat the grass on their own in all seasons 
except winter.  However, there are numerous downsides: 1) caring for the 
animals takes much longer since time stands still in the barn but not outside, 
2) chickens do not lay eggs outside, 3) chickens can be eaten by wild dogs 
outside, and 4) cows risk sickness (if it rains) or crankiness (if any fence 
pieces break or a mole is unearthed).  Not to mention, having numerous animals 
outside will cause a major slowdown.  The animals receive no boost to affection 
or anything else from the outdoor exposure, so save yourself the frustration 
and leave them inside.

One of the more useful yet unknown facts about cows is that you do not need to 
feed them when they are still calves.  This is the stage you receive them in 
when they are purchased from the livestock dealer.  Calves cannot get sick and 
do not get upset when not fed, so save the fodder (and a lot of time) until 
they become adults.  You should still brush and talk to calves every day.

Once cows start to produce large milk, there is no practical reason to keep 
brushing or talking to them.  Barring a missed feeding, sickness, or 
crankiness, the cows will produce large milk for the rest of the game and do 
not need any further brushing.  You may still wish to brush them for 2-3 days 
after they first produce large milk, as that will get them to the affection 
level needed for the highest ending score.

The mountain is the best area to boost your happiness score.  Every time you 
see one of the seasonal animals (squirrels, rabbits, or foxes), your happiness 
increases by 10 points.  You can see these animals each day unless it rains or 
snows.  You also receive 2 points of happiness for every fish you catch.  You 
can use the free time in the fall and winter of year 2 to really boost 
happiness at the mountain.

While it's more for amusement than usefulness, you can keep your dog anywhere 
you want.  This includes in town or on the mountain.  You can even give him 
back to Ellen!  The same goes for your chickens.  You can store all 12 in the 
pen behind the livestock dealer's house or in the underground cave if you want. 
These chickens will remain perfectly safe from wild dogs and hurricanes, 
although they will not lay any eggs.

One of the gnomes under the ranch warns you that moles "scare the cows 
sometimes" and that you had better "kick it out of the fence right away."  
Horrible translation aside, there is some truth to that.  Well, to the first 
part of that anyway.  The appearance of moles does have a slim chance of 
causing crankiness in cows.  This chance is relatively small, however, around 
1/16 in my estimation (calculated separately for each cow outside).  The 
proximity of the moles to the cows does not matter, so digging up a mole on the 
extreme end of the ranch affects the cows as much as unearthing one just a 
square away.  And despite the gnome's assertions, a fence and "kicking it out" 
also do not matter.  Now, there is a bit of quirkiness to the subsequent 
calculation for crankiness.  When the game determines if the cow should become 
cranky the next day, the only two things it checks are whether any mole was dug 
up that day and whether any cow is outside when you go to sleep.  So, if you 
dig up a mole early in the morning and then only let the cows outside just 
before bed, there is still a chance they will be cranky despite never having 
even been on the ranch with a mole.  The reverse benefits you as well –- move a 
cow inside on any days you dig up a mole and they will never get cranky from 
its appearance.  This may seem like an odd and slightly annoying bug, but it 
has little actual effect on gameplay. Just keep in mind that the problem is 
always remedied by moving the cows inside that same night.

For years there have been rumors that you need to hug your dog in this game.  
Well, it turns out that these rumors are correct.  You need to hug your dog 100 
times or more to receive the best ending (a hug is counted as picking up the 
dog).  Dog hugs do not affect happiness or any numerical score, only the 
presence of one of the ending scenes.

This is another point of trivia, but there is a dialog glitch with Ellen if you 
marry her before the end of the first summer.  Talk to her one day when she is 
outside by the barn, and she will tell you to ride your horse.  The only 
problem is, you don't have a horse yet.  And since you haven't received the 
horse, the game inserts a large blank space where Ellen is supposed to say the 
horse's name.  Ellen has a few other odd messages along the same lines.  The 
most unintentionally funny one might just be when she says: 
"I want to ride on     ."  You can fill in the blank.

Harvest Moon has its fair share of graphical glitches, but one of the more 
amusing and easily reproducible ones involves the dog and the baby chicks.  If 
you hold the dog and try to throw it on top of a chick, the dog will disappear 
within the chick as though it has been eaten.  You will then be holding the 
chick, but the dog will be gone.  Fear not, the dog will reappear in the same 
place if you leave the screen and return.  Also, despite what other sources 
claim, there are no adverse effects to the chickens from doing this.  They 
won't miss a feeding or suffer any other consequences.

Odd things happen in the Harvest Moon universe when you attempt multiple animal 
transactions at once.  One such glitch occurs when you visit the livestock 
dealer and tell him you wish to sell a chicken and buy a cow without leaving 
town in between.  Assuming you left the chicken in the area by the shipping 
bin, when you return to the ranch, one Livestock Dealer will be waiting for you 
to sell the cow just as another shows up to buy the chicken.  Both will be on 
screen at the same time!  This may be entertaining but has some nasty after 
effects.  Usually it will just screw up one of the transactions (most likely 
the cow sale), but occasionally Jack will freeze and a reset will be required.  
It's worth doing once for laughs, but make sure you save right before 
attempting it.

                           RELATIONSHIPS AND MARRIAGE

As is the case in real life, it's a very smart idea to remember your wedding 
anniversary.  If you give your wife any gift that day (assuming it normally has 
a positive effect on her affection score), she thanks you for remembering the 
occasion.  While she receives the usual boost to affection score, you receive 
30 points to your happiness score.  This bonus is repeatable for every gift you 
give her that day!  The best way to take advantage of your anniversary is to 
give your wife as many eggs from the chicken coop as you can.  It's possible to 
give her all 12 from a full coop (and even easier if she moves near the barn 
outside in the afternoon) for a happiness boost of 360!  Your anniversary is 
the single best day in the game for increasing happiness.  Be sure to record or 
remember the date of your marriage.  This trick works for both your first and 
second year anniversaries.

Along the same lines as the anniversary trick above, you receive a happiness 
bonus for remembering the birthdays of your children.  On the date of the first 
child's birthday, purchase a cake from the restaurant and give it to any member 
of your family (wife or kids).  Your wife will be happy that you remembered the 
child's birthday, and you will receive 10 points to your happiness score (no 
change to her affection score).  This is repeatable for each cake you give on 
that day.  On your second child's birthday, you can also receive a happiness 
boost by giving a cake to your wife (not the kids this time).  The wife's 
message is different for the second child –- she seems to have forgotten it was 
his/her birthday –- and you receive 30 points to your happiness score for each 
cake you give.  Experiencing the second child's birthday is probably not 
possible without cheating, as you would need to be married by the first weekend 
in the game in order to have a second child soon enough.

Eve is a true rebel in the game.  She has no parents, works at a bar, flirts 
openly with you and everyone, bathes nude in the spring on Sundays, and has an 
extremely high affection for "juice."  Eve also has serious abandonment issues, 
including a perpetual fear of losing her grandfather, the hunter.  Well, this 
hate-love relationship transfers to you if you marry her.  All of the other 
wives enjoy it when you go to sleep at the same time, and this is an action 
that normally increases their affection score by 2 points.  Eve, however, 
dislikes your company.  Going to bed with her will actually lower her affection 
score by 2 points!  Her score also decreases if she goes to bed before you, so 
there's no way to win with her.  If you are married to Eve and want to keep her 
happy, you will need to give her gifts routinely.  Eggs from the barn work very 
well.  Periodically check her affection level by looking at her diary in the 
back of the bar and make sure it doesn't tank completely.  Eve is definitely 
the hardest wife to stay married to, so keep this in mind before you pop the 
blue feather.

It's common knowledge that coming home after your wife is asleep makes her 
unhappy.  Indeed, this decreases her affection score by 2 points.  However, the 
2-point decrease occurs EACH TIME you enter the house when she is asleep.  This 
means if you come in and out of the house 5 times while your wife is asleep in 
the same night, her affection score will decrease by 10 points.  There's no way 
to get around annoying your wife if you have a lot of chores to do, but try to 
minimize the impact by avoiding more than one trip into the house at night.

Yes, it is possible for your wife to leave you.  This will happen if her 
affection score drops below 200 (3 hearts or less in the diary) and she has not 
had any children or is not currently pregnant.  When the wife leaves, she goes 
to her old bedroom (wherever her diary is kept).  If you visit her there, she 
will always come back to you, so there is no way to permanently lose your wife. 
Your wife will never leave you again after this, regardless of how low her 
affection is.

Being married to Maria, Nina, or Eve allows you an easy opportunity for 
increasing affection score with at least one girl during the Flower Festival.  
If you are married to Maria or Nina, they will give you a message about dancing 
later.  Each time you receive this message, the girl's affection score 
increases by 4 points.  Talk to the repeatedly to quickly maximize her love.  
If you are married to Eve, the festival is even more entertaining.  She will 
say "I won't forgive you if you pick up another girl."  Ellen, who is standing 
near Eve, seems amused by this.  Each time you speak to Ellen, Ellen's 
affection score will increase by 4 points.  Despite her warning, Eve's 
affection score will not decrease if you talk to or even dance with any other 

C O N T A C T   I N F O R M A T I O N                                    HM04

Thank you for taking the time to read through this guide.  I hope you found it 
informative and useful in your adventures through Harvest Moon.  If you have 
any comments on the guide, whether they be corrections, suggestions for future 
revisions, spelling/grammar mistakes, formatting problems, additional 
strategies, or any other type of feedback, please let me know.  Anything 
contributed will be credited in detail to the sender.

I can be reached regularly at the following email address:
Admiral1018@yahoo.com.  Please include "Harvest Moon" or something along those 
lines in the email subject heading if you can, so I don't accidentally delete 
the email.

R E V I S I O N   H I S T O R Y                                          HM05

Version 0.99 – April 2, 2008
  - Preview Version

Version 1.0 – April 3, 2008
  - Initial Release

Version 1.1 – April 10, 2008
  - Numerous spelling, grammar, and syntax corrections
  - Added information about fences made of rocks in the Farming section
  - Clarified the information on items dug up while plowing
  - Attempted to clarify harvesting strategy using the horse
  - Corrected point about bar owner being Eve's uncle
  - Corrected Maria's question on Sundays in church
  - Corrected information on Ann's special event
  - Corrected the price the hunter asks when you find the rabbit
  - Corrected the 100% game score value in ranch master section and clarified
    several categories in that section
  - Added information on unborn cows counting towards ranch master score

Version 1.2 – April 21, 2008
  - Added extremely useful tip about a special happiness boost from
    giving your wife gifts on your anniversary.  Updates were made to the
    walkthrough, Happiness Score, and Tips and Tricks sections
  - Added information about a happiness boost from celebrating your child's
    birthday to the Tips and Tricks section
  - Corrected happiness impact from getting married
  - Corrected information about finding more than one coin or money bag each
    day.  Changes were made to Farming section, FAQ section, and walkthrough
  - Clarified odds of cow sickness and most number of sick cows per day in
    Livestock & Animals section
  - Added clarification regarding the dates during which hurricanes can occur
    and the maximum number of hurricanes in a season
  - Added "House Upgrades" section
  - Clarified point about selling crops to the peddler and the effect on ranch
    master score and crops shipped statistics
  - Minor spelling, grammar, and formatting corrections

Version 1.3 – February 24, 2011
  - Added information on New Year's Eve happiness trick/glitch to Happiness
    Score section, Walkthrough, and Tips and Tricks section
  - Added the exact criteria for getting the golden hoe from the gnome, the
    golden hammer from the carpenter, the Fortuneteller’s granddaughter to
    request an egg
  - Corrected information regarding moles and their effect on the crankiness of
    cows in the Livestock & Animals section and various other spots
    throughout the guide.  Also added the description of the odd calculation to
    the Tips and Tricks section
  - Add a trivial although interesting trick allowing for unlimited
    conversations with Eve on the mountain on Sundays by giving her weeds.
    This was added to the walkthrough and appendix
  - Added information throughout the walkthrough about the affection score
    needed from the girls for a maximum ranch master score
  - Added a strategy for moving the cows outside during retirement to
    save time ("Spring – Year 3" section)
  - Added a comment about not being able to use tools (Y-button) after the
    Thanksgiving Festival
  - Added disappearing dog and "Livestock Dealer Doppelganger" glitches to Tips
    and Tricks section
  - Corrected code for the ending cheat
  - Corrected amount of wood required for second house upgrade
  - Added PAR code to see the cheating diary message
  - Reorganized Tips and Tricks section into categories
  - Changed name for cow's child stage to "calf" for additional clarity
  - Minor spelling, grammar, and formatting corrections

C R E D I T S                                                            HM06

Big thanks to everyone who helped me with this guide, especially the members at 
the GameFAQs message boards –- this guide would not have been possible without 
your ongoing support.  Particular thanks to the following people:

- FemmeFromMars: Tremendous thanks for reading over this guide and pointing
  out a lot typos and other interesting items that I missed.  Particular
  thanks for information on happiness boost during anniversaries, unborn cows
  counting towards ranch master score, triggers for events with the single
  girls in town at different affection, and scores, clarification on Eve's
  uncle being the bar owner, and many other useful pieces of information.

- JLukas: Major thanks for all your work, which was the foundation and
  motivation for version 1.3 of this guide.  Most notably, big thanks for
  confirming the mechanics for the ranch master score and finding the remaining
  values that increase happiness.  The New Year's glitch discovery is the
  result of this finding.  Apologies that it took a couple of years to finally
  incorporate, but big thanks for all your help.

- CeCeeS: For correction on digging up more than one money item per day and
  for looking over this guide and pointing out many useful corrections.  I
  really appreciate your help.

- Hasukawa Kazuyaa: For information on grass removal, grass requirements for
  livestock, Eve as wife, girl's affection score, gift values, and
  probably numerous other things I picked up but am forgetting.

- bruno2472000: For information on the rabbit and hunter, chicken statue, and
  information about the town bachelor.

- zerocool647: For clarification of events regarding the single girls in town.

- CrAckLeT: For information on maximum cow affection score.

- Ronald B.G. (Ronald_BG@telkom.net) for his PAR codes guide, hosted on
  GameFAQs.com, which was immensely useful in doing much of the testing for
  this guide.

- Xiangrui: For information on the fortuneteller's granddaughter and the egg
  request trigger.

- BlkFenix89: For an interesting trick about giving Eve gifts when on the
  mountain to allow for multiple conversations.

- Benjamin Parent and Jonathan DeBlock for information that lead to the real
  triggers of the gnome's appearance in the fall.

- Everyone at the Harvest Moon message board on GameFAQs.  This FAQ could not
  have been written without the help of the community there.

- Everyone else for reading this guide and emailing me with feedback on it,
  including Christian Russell, deceptak0n, Fick1122, Geoff Wakefield,
  GIANTBOWSER, Hickey8787, Jack Talk Thai, jelly soup, Kame, Kristina Potts,
  KrystalKairi, Liz, Lousy_Fellow, mattdog1000000, meth962,  Michael Foster,
  Mike, mkmaster95, MonarchPaulos, red255, sum1notinuse, thedayea, Tom Buford,
  Tora Sakura, TreeHater, and vinebell.  I always appreciate all your support.

================================END OF GUIDE=================================

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