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Harvest Moon: Another Wonderful Life Cheats

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Harvest Moon: Another Wonderful Life Pets Cheats
Harvest Moon: Another Wonderful Life Intermission Sequences Cheats
Harvest Moon: Another Wonderful Life Cheats

Free items:
Insert a controller into port three. Press Z on controller three while playing the game. You will have 99 of all tools and records, most seeds, and random items will appear in your backpack.

10,000 gold:
Insert a controller into port three. Press Start on controller three while playing the game. 10,000 gold will be added to your current total.

Alarm click:
Insert a controller into port three. Press Up on controller three while playing the game. An alarm clock will appear in your cooking menu. Move the extra hand to set a wake up time, then use the switch to turn on the alarm to make it active.

Gustafa:
Gustafa likes statues and moon ores. You find them in the ruin. Do not give him fossils or any flowers.

Gustafa likes human statues, milk, any kind of flowers.

Gustafa's diary is on the couch. He wakes up at 10:00.

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

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

Mariln:
Marlin likes certain types of flowers (experiment with them), curries, and soups.

Marlin's diary is in the bushy plants in the house. He wakes up at 6:00.

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

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

Rock's diary is on the table. He wakes up at 12:00.

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

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

Getting married:
There are three people you can marry. Rock lives at the Inner Inn and is 22 years old. Gustfa lives in the yurt by the ocean and is 28 years old. Marlin lives on Vesta's farm and is 32 years old.

If you want to marry Marlin give him crops, cook, talk and buy from him. If you show him the feather he will say "What's this?". However on Spring 1 of the second year he will come to your house and propose to you. Your child will have blue clothes, black hair and will be happy and outgoing, as your husband Marlin will give you crops tips. If you refuse his proposal the game ends.

Befriend Gustafa, Rock and Marlin without marrying them:
In Chapter 2 after you get married, return to the valley to befriend the other two (now unavailable) bachelors. Give Gustafa flowers (any kind) and within two or three days he will be your friend. Give Rock flowers (toy flowers or mist moon flowers), any of the old coins from the dig site, or statues. Within three or four days he will be your friend. Give Marlin crops that you grew. He takes any of them, but will become your friend quicker with "A" crops or higher. Also, buy seeds from him and he will be your friend in three to five days.

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:
Become friends with Grant in Chapter 2 or later.

Artwork:
Become friends with Cody in Chapter 4 or later.

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

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

Drum Set:
Become friends with Gustafa in Chapter 3 or later.

Fishing Rod G:
Become friends with Galen.

Flora's Necklace:
Become friends with Flora in Chapter 3 or later.

Goat Milker:
Buy a goat.

Gold Medal:
Become friends with Wally in Chapter 3 or later.

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

Ruby Spice:
Become friends with Ruby.

Seed Maker:
Become friends with Daryl.

Sheet Music:
Become friends with Lumina in Chapter 3 or later.

Strange Hoe:
Become friends with Tim.

Strange Sickle:
Become friends with Cody.

Watering Can W:
Become friends with Romana.

Weird Hoe:
Become friends with Vesta.

Weird Sickle:
Become friends with Dr. Hardy.

Wool Clippers:
Become friends with Wally.

Getting a bigger field:
Sometime in Chapter 3, when you talk to Takakura he will say that he has been thinking about clearing the back area for another field, and he can do it if you order the materials. Go to the Food Storage and order a Bigger Field for 20,000 G.

Son's jobs:

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

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.

Daryl (Scientist):
Daryl (the scientist) LOVES food any kind of food if you befriend him he will give you a seed maker for free.But,he won\'t accept anything if he is in his lab with his hands behind his back.

User Cheat by kay

Carter:
If you become friend with Carter, he will give you his Chihuahua later in the game, sometime after Chapter 4.
Carteria the archeologists. He lives in a tent on the archeological site by the waterfall. If your thinking of a gift he likes Milk, melon, watermelon, fish, cheese, Sashimi

User Cheat by cokebabe4ever