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Harvest Moon: Another Wonderful Life Cheats Click Here to bookmark the GameCube Index Page
Harvest Moon: Another Wonderful Life Pets Cheats
Free items:
10,000 gold:
Alarm click:
Gustafa:
Gustafa likes human statues, milk, any kind of flowers.
Gustafa's diary is on the couch. He wakes up at 10:00.
When your relationship is heating up he will sing a song he has
been working on for you. You will hear two parts. The first one
is held at the tree by his yurt. The second one is by the waterfall.
If you propose to him and he accepts he will sing you the entire
song.
If you want Gustafa to love you (which takes awhile), go to his
house everyday at 10:00 a.m. Give him flowers then talk to him
awhile. Keep doing this and he will write a love song for you
and give you a flower. Do not give up on him -- he is the best
one.
Mariln:
Marlin's diary is in the bushy plants in the house. He wakes up
at 6:00.
You may think Marlin is just a grumpy person but that is just
his way of hiding his shyness. Because Marlin worked on Vesta's
farm, it will probably have an influence on your son's interests
when he grows up.
Rock:
Rock's diary is on the table. He wakes up at 12:00.
Rock is not much of a farm person. He is also not much of a money
person. He is completely broke. When you marry him he will say
that he will not work. When you propose to him and he accepts,
you will have a short talk with his parents and Nami.
Rock: Heart events:
Getting married: If you want to marry Marlin give him crops, cook, talk and buy from him. If you show him the feather he will say "What's this?". However on Spring 1 of the second year he will come to your house and propose to you. Your child will have blue clothes, black hair and will be happy and outgoing, as your husband Marlin will give you crops tips. If you refuse his proposal the game ends.
Befriend Gustafa, Rock and Marlin
without marrying them: Pets: Lizard: befriend Daryl and Mukamuka (the white monster appears only in winter and early spring). During winter you will get an intermission sequence that shows Daryl and Mukamuka talking. You will follow them. Three days later, walk out of your house at the same time you got the intermission sequence (usually at night). You will get the lizard. REMEMBER: It can only be obtained in Chapter 1. Raccoon: Befriend Vesta, but you must first get the Strange Hoe from her. Later you will get an intermission sequence where Vesta tells you that you have been doing a good job. She will give you the raccoon. REMEMBER: can only be obtained in Chapter 1. Chihuahua: Acquire all the stone tablets from the dig site. REMEMBER: There is only one per chapter. During the Chapter 6, Carter will give you the dog. Cat: Befriend Romana. Some time in the Chapter 2 she will give you the cat. Ducks: In Chapter 2 during summer (you must have already bought the pond), wake up later than your husband. He will wake you, and tell you that there are ducks in the pond. You will then go to the pond with him. He will ask if you want to keep them. Say yes and you will name them. The ducks will stay in your chicken coop. Horse: Some time during the Chapter 1 (summer and later), Takakura will give you a horse, saying that he ordered it for you. Goat: Can be bought from Van in Chapter 2 or later for 4,000 G. Small bird: Befriend everyone in town and get every intermission sequence. You will eventually get the bird.
Alarm Clock:
Artwork:
Chicken fence:
Dresses:
Drum Set:
Fishing Rod G:
Flora's Necklace:
Goat Milker:
Gold Medal:
Grade A Milk:
Ruby Spice:
Seed Maker:
Sheet Music:
Strange Hoe:
Strange Sickle:
Watering Can W:
Weird Hoe:
Weird Sickle:
Wool Clippers:
Getting a bigger field: Son's jobs: Artist: Cody Intermission sequences: Turtle races: Triggered by exiting Gustafa's hut on a sunny day (possibly only in the fall). When you come out of Gustafa's hut, you will see Nina, the older lady, talking to the giant turtle near Turtle Swamp. She says " A turtle vs. a human?! Hahaha!", then they start the race. Nina, although she is old, can race a turtle quite well and wins. In Need of a Friend Part 1: Triggered by attempting to leave the farm. When you walk out of your farm's property, you will see Muffy standing on the bridge. She looks sad and you will walk to her. She says hello and then asks if she can talk to you, woman to woman. You will automatically nod and she starts telling a story about her ex-boyfriend in the city. After she is done, she thanks you for listening and hopes she can call on you when she needs you again. Blue Feather Proposal with Gustafa: Triggered when Gustafa has four red hearts in his diary and you give him the Blue Feather. Gustafa asks if he can have the Blue Feather when you offer it to him. The screen turns black and returns. Both of two are at Gustafa's Yurt. Gustafa says that he has heard about these Blue Feathers but has not actually seen one before. He thinks he understands what they are for though. He takes it and says, "Thank you. I feel kind of strange...". He then says that he would like to keep his Yurt up where it stands so that he can visit his instruments anytime, but you are welcome to come and see him when he is there. (REMEMBER: Gustafa does live with you on the farm, but he will venture out to his Yurt on occasion; do not be alarmed if he is not home all of the time) He then says he has a gift for you. He tells you that he has been writing a song for you and that he has just finished it today. He wants to know if you will listen to it. You should say yes because he will tell you how he feels about you in the song. Nina's Second Race: Walk out of the Blue Bar. If you are lucky, this event will trigger. Nina is feeling lucky when she agrees to race with Hugh. However, poor Nina gets tired quickly. Soon the Harvest Sprites arrive and offer to help her for giving all her "nices". Hugh is almost at the finishing point and is a sure win. However the Sprite's magic will make Nina appear at the finish first.
Carter: |