_ _ _ ____ _ / \ _ __ (_)_ __ ___ __ _| | / ___|_ __ ___ ___ ___(_)_ __ __ _ / _ \ | '_ \| | '_ ` _ \ / _` | | | | | '__/ _ \/ __/ __| | '_ \ / _` | / ___ \| | | | | | | | | | (_| | | | |___| | | (_) \__ \__ \ | | | | (_| | /_/ \_\_| |_|_|_| |_| |_|\__,_|_| \____|_| \___/|___/___/_|_| |_|\__, | |___/ __ __) __ __) (, ) | / , /) /) (, ) | / /) /) | /| / // _(/ | /| / _____ // _(/ |/ |/ _(_(/_(_(_ |/ |/ (_)/ (_(/_(_(_ / | / | A FAQ/Walkthrough for Animal Crossing: Wild World For the Nintendo DS By Brandon "LethalLink99" Wolfram Version 4.01 (Completed 04/24/08) LL99FAQs(at)gmail(dot)com This file is Copyright (c) 2006-2008 Brandon Wolfram. All rights reserved. _ __ __ _ | |========\ \===================================================/ /========| | | | A. \ \ Table of Contents / / (CONTS) | | |_|==========\/=================================================\/==========|_| This FAQ is rather large. To avoid endless scrolling, I suggest that you make use of the keywords at right of any section. Press Ctrl+F to bring up the Search window in your browser or word processing program. Enter the text including the brackets and search. A. Table of Contents......................................... (CONTS) B. Introduction.............................................. (INTRO) C. The Basics................................................ (BASIC) 1. Controls............................................. (C-100) 2. In-Game Menus........................................ (C-200) 3. Beginning the Game................................... (C-300) 4. Working in Tom Nook's Shop........................... (C-400) 5. Your First Day in Town............................... (C-500) 6. Goal of Gameplay..................................... (C-600) D. Town Landmarks and Attractions............................ (LDMRK) 1. Tom Nook's Shop...................................... (D-100) 2. Shampoodle: Harriet's Hair Salon..................... (D-200) 3. The Able Sisters' Shop............................... (D-300) 4. The Main Gate........................................ (D-400) 5. The Town Hall........................................ (D-500) 6. The Civic Center..................................... (D-600) 7. The Post Office...................................... (D-700) 8. The Museum........................................... (D-800) 9. The Observatory and the Roost........................ (D-900) E. Around Town Activities.................................... (TWNAC) 1. The Wild World Environment........................... (E-100) 2. Getting a Perfect Town............................... (E-200) 3. Fishing.............................................. (E-300) 4. Bug Catching......................................... (E-400) 5. Treasure from Above and Below........................ (E-500) 6. Tools at Your Disposal............................... (E-600) 7. Composing Town Tunes................................. (E-700) F. Characters................................................ (CHARA) 1. Special Visitors..................................... (F-100) a. Blanca.......................................... (F-101) b. Cornimer........................................ (F-102) c. Crazy Redd...................................... (F-103) d. Dr. Shrunk...................................... (F-104) e. Gracie.......................................... (F-105) f. Gulliver........................................ (F-106) g. Joan............................................ (F-107) h. Katie and Kaitlin............................... (F-108) i. Katrina......................................... (F-109) j. K.K. Slider..................................... (F-110) k. Lyle............................................ (F-111) l. Pascal.......................................... (F-112) m. Pete............................................ (F-113) n. Saharah......................................... (F-114) o. Tortimer........................................ (F-115) p. Wendell......................................... (F-116) 2. Miscellaneous Characters............................. (F-200) a. The Able Sisters: Mabel and Sable............... (F-201) b. Blathers........................................ (F-202) c. Booker and Copper............................... (F-203) d. Brewster........................................ (F-204) e. Celeste......................................... (F-205) f. Harriet......................................... (F-206) g. Kapp'n.......................................... (F-207) h. Mom............................................. (F-208) i. Resetti......................................... (F-209) j. Rover........................................... (F-210) k. Pelly and Phyllis............................... (F-211) l. Timmy and Tommy................................. (F-212) m. Tom Nook........................................ (F-213) n. Wishy the Star.................................. (F-214) 3. Villagers............................................ (F-300) a. Villager Personalities.......................... (F-301) b. Villager Index.................................. (F-302) c. Special Villagers............................... (F-303) d. Animal Interactions............................. (F-304) e. Obtaining Animal Pics........................... (F-305) f. Villager Dialogue Responses..................... (F-306) G. Communication............................................. (COMMU) H. Your House................................................ (HOUSE) 1. The Basics of Furnishing............................. (H-100) 2. Expansions........................................... (H-200) 3. Feng Shui............................................ (H-300) 4. The Happy Room Academy............................... (H-400) I. Making Money.............................................. (MONEY) 1. Basic Techniques..................................... (I-100) 2. The Stalk Market..................................... (I-200) J. Special Events............................................ (EVENT) 1. Event Calendar....................................... (J-100) 2. Event Descriptions................................... (J-200) 3. Time Traveling....................................... (J-300) K. Master Item List.......................................... (ITEMS) 1. Furniture............................................ (K0100) 2. Wallpaper............................................ (K0200) 3. Flooring............................................. (K0300) 4. Clothing............................................. (K0400) 5. Umbrellas............................................ (K0500) 6. Accessories.......................................... (K0600) 7. Stationery........................................... (K0700) 8. Gryoids.............................................. (K0800) 9. Fossils.............................................. (K0900) 10. K.K. Songs.......................................... (K1000) 11. Fish................................................ (K1100) 12. Insects............................................. (K1200) 13. Animal Pics......................................... (K1300) 14. "Secret" Items...................................... (K1400) 15. Environmental Items................................. (K1500) 16. Unused Items and Seeds.............................. (K1600) L. Item Index................................................ (INDEX) 1. Items by Color Designation........................... (L-100) 2. Items by Feng Shui Designation....................... (L-200) 3. Items by Genre Designation........................... (L-300) 4. Items by Category Designation........................ (L-400) 5. Clothing by Genre Designation........................ (L-500) 6. Clothing by Season Designation....................... (L-600) M. Conclusion................................................ (CONCL) M. Version History........................................... (M-100) N. Contact Info.............................................. (M-200) O. Copyright Notice.......................................... (M-300) P. Credits................................................... (M-400) _ __ __ _ | |========\ \===================================================/ /========| | | | B. \ \ Introduction / / (INTRO) | | |_|==========\/=================================================\/==========|_| Animal Crossing: Wild World is the natural sequel to Animal Crossing, a sleeper hit that engaged gamers worldwide on the Nintendo GameCube (GCN). Released on December 5th, 2005, Wild World made several significant improvements over its console game brother. Foremost among these is the advent of Nintendo Wi-Fi Connection, allowing gamers from around the world to link up on the Wi-Fi network and visit one another's towns. The online community grew fast and furiously, and is still going strong today. The same cannot be said of the large number of people who once travelled to other towns on memory cards in the GameCube version. Other improvements include the (seeming) loss of the acre system of towns, which many gamers found repetitive, annoying, and troublesome. More villagers, events, buildings, fish, and insects have been added to supplement the game's fairly admirable collection of features. Changes to the HRA rating system and the inclusion of many new items make for a world of towns that is more vibrant than ever before. This FAQ/Walkthrough will take you through every nook and cranny of the game (excuse the pun). I'm always open to suggestions on improving this FAQ, so feel free to send in comments, suggestions, and questions to the e-mail address at the top of the FAQ. Happy reading! _ __ __ _ | |========\ \===================================================/ /========| | | | C. \ \ The Basics / / (BASIC) | | |_|==========\/=================================================\/==========|_| There are a few basic things to go over before starting a new game. This section addresses these things and then moves on to cover the game's beginning: the taxi ride with Kapp'n and Tom Nook's tasks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Controls (C-100) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= O=============================================================================O | Button | Normal Gameplay Function(s) | Menu/Indoor Function(s) | O===============o===============================o=============================O | Top Screen | Displays sky; weather. | Displays surroundings. | |---------------+-------------------------------+-----------------------------| | Touch Screen | Stylus-driven control. | Stylus-driven control. | |---------------+-------------------------------+-----------------------------| | Control Pad | Move and direct character. | Navigate menus. | |---------------+-------------------------------+-----------------------------| | A Button | Talk, open door, shake tree, | Confirm menu choices, talk, | | | use a tool, read a sign. | grab furniture. | |---------------+-------------------------------+-----------------------------| | B Button | Pick up items, pull weeds, | Pick up items, cancel menu | | | increase text speed. | choices, exit menus, | | | | increase text speed. | |---------------+-------------------------------+-----------------------------| | X Button | Access town map menu. | Use camera functions. | |---------------+-------------------------------+-----------------------------| | Y Button | Access suitcase (item) menu. | Place item in specific slot.| |---------------+-------------------------------+-----------------------------| | L Button | Run. | Toggle options/palettes. | |---------------+-------------------------------+-----------------------------| | R Button | Run. | Toggle options/palettes. | |---------------+-------------------------------+-----------------------------| | Start Button | Save option/message. | Save option/message. | |---------------+-------------------------------+-----------------------------| | Select Button | Access keyboard menu. | Access keyboard menu. | O=============================================================================O There are a few more control options that are available in select situations. While talking to Tom Nook, press the X or Y button while highlighting an item to automatically take it to Nook's sell screen. If you are too far away from a villager to talk to them but he/she is still in sight, you can tap the Touch Screen to wave at him/her. While next to a hole, you can kick dirt into it with the B Button. This is useful if for some reason you have been trapped on Nintendo Wi-Fi Communication without a shovel. There are also special auto-phrases that can be used during Wi-Fi or DS to DS gameplay. These include pressing the Start button at any time to send the message "I want to save!" to the host. If you are sitting down on a chair or lying down on a bed when you are either visiting a town or hosting guests, the following auto-commands are available: A Button: Phew! B Button: Good feeling! X Button: Outta my way! Y Button: I can't get down! Select Button: I can't move! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. In-Game Menus (C-200) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Start Menu ---------- The menu seen when you start up the game. These options are explained under the heading "Beginning the Game". Suitcase Menu ------------- Press Y or tap the down arrow on the upper-right corner of the Touch Screen in most situations to access the game's many in-game menus. The Suitcase menu will appear first. You will see a number of different icons indicating corresponding menus along the top of the screen. The Suitcase menu serves as your inventory in the game. It holds up to 15 items, 10 letters, and 99,999 bells (money). Store items in empty slots. A picture of your character with a little speech bubble shows your name and town name. To wear or hold applicable items, drag them to your character's image. Tap your character and select remove to remove items. Drop items by dragging the item in question to the ground by your character's feet. Withdraw bells by tapping the bell bag icon and selecting the desired amount. All in all, you can carry 26 items if you put them in letters in the correspondence section. Pencil Menu ----------- Create custom designs at the Able Sisters' Shop and access them here. You can hold up to 8 designs and use them in a variety of ways, including using one of them as your inventory background. Drag the item to the lower left corner of the Suitcase menu. The default backrgound, a Big Dot Shirt, will take an available slot in your inventory as a result. Fish Data --------- See data of any fish you have caught. This is automatically updated after a new fish is reeled in. Tap on the icon of a specific fish and you'll see its name, size, habitat, and seasonal times. This is esepecially useful if you want know where you caught a valuable fish (and if you don't want to take the time to look it up here, obviously). Bug Data -------- This is exactly like the fish menu, except it records insects. Since there are many more ways to catch insects, this information is still more valuable. Message (Keyboard) Menu ----------------------- Use this to communicate with other players who come to visit. It is the same keyboard available when you write letters. With it you can compose messages for others to see. Once you have met Dr. Shrunk and obtained a few "expressions" from him, they will apppear here. Tap the corresponding "expression" and your character will enact it. This is a brief and more effective method of communication. Note that there is a built in censor that "blanks out" expletives. Town Map Menu ------------- Use the map menu to navigate your new town. It indicates any buildings in town, your location, and the location of bridges. Tap a villager's name from the list, a house, a building name or a building icon to locate that house or building. When you travel to other towns you will automatically have that town's map at your disposal. Access it by pressing the X Button. Friends Menu ------------ Your friend roster of people you have met on Wi-Fi and gotten friend codes from is displayed here. You can register friends by pressing register and remove them from here as well. Even if you have no intention of ever inviting others into your town, it is a good idea to register one friend code just to make sure that you receive the special gifts from Nintendo. Catalog ------- There is another in-game menu that is not available from the default Suitcase menu. Instead, you must access the Catalog from Tom Nook. This menu organizes just about every item you will encounter in the game. The catalog is ordered under the following headings: furniture, wallpaper, carpets, clothing, umbrellas, accessories, stationary (paper), gyroids, and fossils. As you can see, not all items are sorted in the catalog, and furthermore, some are listed here but are not available for purchase from the catalog. The Master Item List explains much more about the catalog, what items are in it, and which items you can buy from it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. Beginning the Game (C-300) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you first boot up Animal Crossing: Wild World, you'll be taken to the title screen. Press Start or touch the screen and it will ask you what you want to do. Here you will have the following options: New Game/Continue ----------------- Select this option if you haven't created a town yet or if you wish to continue playing in a town you have created and saved. Note that only one town may be saved at a time to a game card. New Resident ------------ Create a roommate to live with you in your existing town. Three roommates can be created, for a total of four possible characters in town. This is a major difference between Wild World and its predecessor. In the original Animal Crossing, there were four different houses that you did not have to share. However, the house expansions have gotten larger and more numerous and the wardbrobes and bureaus now have a 90-item capacity. New residents may be created not only for other people, but can be also be used for several other purposes outlined in the throughout the body of this FAQ. Tag Mode -------- This option is accessible only if you have released a note in a bottle into the ocean. More information about Tag Mode is found under "Communication". Other Things ------------ Here you have the following subset of options. - Rebuild Town: Delete your saved town, and with it all of your items, villagers, etc. You should be absolutely sure you want to get rid of a town before you use this option. - Erase Resident: Evict a roommate from your house. This is the equivelant of deleting another character. Again, you should be sure that the resident has got to go before choosing this option. - Immigration: Where the New Resident option allowed for a player new to Wild World to move to town, this option allows players with existing towns to move to other towns. More information on Immigration is found under "Communication". - Wi-Fi Settings: These settings allow connection to Nintendo over the Wi-Fi network. More information is found in the "Communication" section. Note: Further options pertaining to the telephone found in the save room of your house are explained under "Expansions". A Taxi Ride ----------- To start the game off, you will be in the back of a taxi driven by Kapp'n, a Kappa, a turtle-like demon in Japanese folklore. He took you to your town's island in the original Animal Crossing and now takes you to your new home. As Rover did in the first Animal Crossing, Kapp'n will ask you a few questions that will determine many facets of the game. Questions that seem to have little meaning will determine your appearance as well as the layout of your new town. First, he'll ask you for the time and date (if you are the first to move into the new town). The default option is the DS clock setting. Although time is easily changed in Wild World, it is a very important part of the game. Next, Kapp'n will comment about the rain pouring outside the cab. Your answer to this "question" and two subsequent questions will influence the facial features of your character. A more thorough explanation is found in the subsection that follows. Next, he'll ask your name. Make sure its a good name; you can't change it after you confirm it. Then Kapp'n will ask you whether you like the "burly" or "cute" name you've chosen. This will help determine your gender. Of course, burly is for boy and cute is for girl. Then you'll get one more chance to confirm your gender. If you change your mind about your gender, you will have girlish eyes if you're a boy and boyish eyes if you're a girl. Kapp'n will then ask you for the name of your town (if you are the first to move into a village). Again, make it a good name because you can't change it later. Kapp'n will ask why you are coming to town. This is the second question that has a bearing on your appearance, detailed below. The talkative taxi driver will then ask you why you've decided to move to town (if you are first to move into the town). Your choices are for the beach, the town hall, the shopping, the border, or the museum. This will determine where you live, as you'll live closer to the location you've chosen. It should also be noted that in addition to determining the location of your house, it will also determine special features of your town's terrain. Of course, some features cut across towns no matter how characters have responded. To paraphrase CalicoLemon of the AXA forums, each town of 16 acres is randomly generated from a pool of 109 posssible acre "pieces". And this only determines the structural features of your town. Possible native fruit selections, snow patterns, and gate colors can still vary. By selecting one of the locations above, you are only helping to determine how far away your house will be from the ocean acres and the fixed building acres. Each town must have a gate acre in the top row (one of three layouts and color types). A waterfall acre must also be on the top row (three possible selections). Of course, each town must have a Town Hall, an acre containing both Tom's and the Able Sisters' shops, a Museum acre, an acre with your house, and a series of river acres that connect from the waterfall acre to an outlet into an ocean acre. On top of that, each town must have two bridges that span the two of the river acres and 10 locations for your possible villager's houses. When you factor in all of the above locations, there are only four "open" acres that are generated randomly. There are several versions of the non-random acres above, added to increase variety. As you can see, CalicoLemon is an expert on town layout. Finally, he'll ask you if you have enough money to get settled. This is the third and final question that influences your appearance. All of the possible answers to these three questions and their effects on your appearance are listed below. Determining Your Appearance --------------------------- Note: In the English version of Wild World, there may be slight variations to these questions. If you do happen to get the other version, it should be obvious which question corresponds with each in the list below. Your resulting appearance will not be altered. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: Me, too! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: I'm moving. Q: Kapp'n: Do ye have enough to get settled? A: Yup! \==>> [M] Large, rounded eyes with black pupils off to the side. The hair is brown with a cowlick at the back. You lack eyelashes and eyebrows. [F] The hair is brown and rounded with "wings" off to the sides. The pupils are large, blue, and off to the side. You lack eyebrows and eyelashes. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: Me, too! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: I'm moving. Q: Kapp'n: Do ye have enough to get settled? A: Kinda... \==>> [M] Your eyes are half-ovals with black pupils off to the side. The hair is brown and domed with an uneven line around the forehead. No eyebrows or eyelashes. [F] The hair is pink with pigtails under your ears and a tuft of hair protruding upwards. Your eyes are half-ovals with eyelashes curving to the sides of the face. There are no eyebrows. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: Me, too! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: Butt out! Q: Kapp'n: Do ye have enough to get settled? A: Yup! \==>> [M] Tilted eyes with black pupils off to the side. You have eyebrows, but not lashes. You'll have brown hair similar to the boy style above. [F] Your hair is pink and domed but for wings out to the sides. The eyes are black with grey pupils. Eyelashes curve upwards, but there are no eyebrows. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: Me, too! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: Butt out! Q: Kapp'n: Do ye have enough to get settled? A: Kinda... \==>> [M] You have brown hair with a cowlick at the back with a curving line around the forehead. The eyes are circles with black pupils off to the side. You have eyelashes, but not eyebrows. [F] The hair is brown and domed with wings to the sides. Your eyes are tilted with eyelashes but no eyebrows. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: I like it! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: I'm moving. Q: Kapp'n: Do ye have enough to get settled? A: Yup! \==>> [M] Your hair is similar to the boy style above. The eyes are circles with black pupils looking to the side. You will have rosy cheeks, but you will not have eyelashes or eyebrows. [F] This eyelids brown, domed hair with wings yet again, but this time your eyes are circular with large, blue pupils looking to the side. You have eyelashes extending downwards but no eyebrows. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: I like it! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: I'm moving. Q: Kapp'n: Do ye have enough to get settled? A: Kinda... \==>> [M] Your hair is brown with a cowlick at the back and a circular line around the forehead. There are eyebrows, but not eyelashes. The eyes are blue with the pupil centered. [F] The hair is brown with pigtails curling behind your ears. A tuft of hair sticks up. The eyes have large, blue pupils. Your cheeks are rosy. There are no eyebrows or eyelashes. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: I like it! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: Butt out! Q: Kapp'n: Do ye have enough to get settled? A: Yup! \==>> [M] The hair is brown and domed with an uneven forehead line. The eyelids are pinkish and half closed, giving you a lazy expression. There are no eyelashes or eyebrows. [F] This yields brown hair with pigtails and a tuft sticking up. The pupils are blue, smaller, and centered. You have both eyelashes and eybrows. Q: Kapp'n: Jumpin' jellyfishes...I've had about enough of this here rain! A: I like it! Q: Kapp'n: So tell me, player name. Why are ye settin’ sail fer town name? A: Butt out! Q: Kapp'n: Do ye have enough to get settled? A: Kinda... \==>> [M] You'll have brown, domed hair with an uneven forehead line. Your eyes are blue and centered. There are no eyebrows or eyelashes. [F] The hair is brown with pigtails curling behind your ears and a part sticking up. The eyelids are pinkish and half-closed, giving you a lazy expression. The pupils are blue and off to the side, while there are no eyebrows or eyelashes. Now you'll finally arrive in town. Your first stop is the Town Hall, where Pelly, the duck behind the counter, will ask you if you need help. Tell her you just moved in and she'll tell you that Tom Nook is waiting for you and that there is a small home waiting for you to move into. She'll give you a town map for your trouble. Use it to find your way across town to your new home. Check out your new pad. Calling it a humble abode is an understatement. You'll have room for only a few items and all it has in it to begin with is a candle and a crummy old radio. Don't worry; if you work at it, you can eventually upgrade your home until it is a good-sized mansion. For more info on your home, see "Your House". Get out of the house for some air and Tom Nook will show up and offer you a job out of the blue. It turns out that you didn't bring nearly enough money to buy the house. You'll owe 19,800 bells, and Tom Nook will let you work for him to pay some of it off. Find his store on your map and begin your employment. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. Working in Tom Nook's Shop (C-400) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Once you get to Tom Nook's Shop, he'll give you a uniform. Get dressed by selecting it from your inventory an putting it on your character. If you wish to play a rather pointless joke on Tom Nook, run outside after changing into your work uniform and then take it off and drop it on the ground. Tom will be exasperated that you have lost your work clothes already and will remark in frustration, "Hm! What did you do with your work clothes? Unbelievable... Here, take this new set, but you must change into them this time!" Tom will give you trees and flowers to plant outside. Go out, pick a spot for the scenery, choose the item from the menu, and plant it. You can always cut down the trees if you don't like the arrangement later when you get an axe. You can just pick the flowers. Once you're done, return to the shop and your new boss will ask you to meet the residents. What an easy job! You should visit the mayor outside the Town Hall first. Visit all of your animals next. Make sure to use the map if you don't know the locations of their houses. They should be walking around in the general area of their houses or inside. Knock on the door to enter a house. You should have only three villagers to visit. Talk to them after introducing yourself to obtain some useful information. One will ask you when your birthday is. On that day some of the villagers will remember your birthday and give you gifts. You will have a lot more villagers by that time. Note that under no circumstances must you meet Blathers, Celeste, Booker, Copper, or other town regulars to complete this task. Next, go back to the shop and Tom will ask you to deliver some furniture. Deliver it to the villager he names. After that, return to the shop yet again and Nook will ask you to write a letter about his store and mail it to a specific neighbor. Write the letter and mail it at the post office. Just select the paper from your inventory and write it just like on a normal keyboard. No matter how fast you are, Tom Nook will tell you that you took too long. It looks like your new boss is fairly particular. Tom will ask you to deliver a carpet to a neighbor. Locate the villager inside his/her house and let him/her know you have a delivery. Go back to Nook's after delivering the carpet and you'll have to deliver a watering can. In the original Animal Crossing you had to deliver an axe. You'll deliver it to the same person that you sent the letter to. The villager will show you the letter and give you some tips. Return to Nook's for the last task you'll have to do. He'll ask you to write an ad for his shop. Go to the message board beside the Town Hall, select New Message and use your letter-writing skills to post a message on the board. Go back to the shop and you'll finally be free to do what you want. The bad news is you'll have worked off only 1,400 bells on your mortgage. It may be a pitiful sum, but at least your free. Now you're finally free to buy things from the store, pay off your debt, and begin the game for real. On a side-note, if an additional character is created, he/she must work for Tom Nook regardless of whether or not the entire mortgage payment on the house has been paid off. Even if the last expansion of the house is completely paid off, Tom will still force the new character to perform the same duties as his first employee. The worst part of it all is that the new character's work will go unrewarded; Tom Nook will not pay for the services of an additional character. New secondary characters can avoid doing this work for no pay, but several features of gameplay that were designed to work as if you had completed Nook's training will not be available to you. Copper will not let you open the gates, preventing both DS to DS and Nintendo WFC multiplayer. You cannot buy or sell items at Tom Nook's store. Also, all of the villagers will never go to sleep as they are required to stay awake for the new character to meet them as part of Tom Nook's tasks. Characters that immigrate to town will not be subjected Tom Nook's employment, as such characters will have gone through it once before in the respective towns they emmigrated from. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5. Your First Day in Town (C-500) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Upon the termination of your employment, a few interesting effects will occur. You can now save your game. Also, you are now a regular customer of Tom Nook's store and can buy and sell items with him. Despite these important features opening themselves to you, the fact remains that you will be virtually penniless and with little in the way of material possessions. However, there are a few things that you can do in your first day to get ahead and, more importantly, have more fun. I suggest to go about shaking every tree in town first. Many of them will contain bags of 100 bells, two of them will contain often rare pieces of furniture you can use in your tiny house or sell, and the rest will be ripe with your town's fruit. Of course, three of the trees will contain bee hives that will release angry bees. If you aren't fast they will sting you. More information is found under "Bug Catching: In-Depth Strategies". Sell this fruit to Tom Nook and you will have enough for whatever tool is available in the shop. I suggest buying it no matter what item it is. The most valuable tools at this stage are of course the fishing rod, net, and shovel. With the fishing rod and net you can hunt for creatures that can be sold to pay off your mortgage. With the shovel you can smack every rock in town to find the elusive bell rock, which, if continually smacked, will release progressively more valuable bags of bells. See "Basic Techniques" of the Making Money section for more information. You can also begin hunting for fossils that you can either donate to the museum or sell off for profit. You can also raid the beach for shells. Although these are not worth much, every bell counts early in the game. Between this and gathering fruit you should be well on your way to collecting the required mortgage donation. You may also wish to sell items in your house, such as the tape deck, orange box, and the common wall and floor in favor of other items you may receive from villagers or in other ways. Before you sell something that a villager gave you, keep in mind that these items are worth more HRA points off the bat than most of the items sold at Tom Nook's Shop. Another concern that new players to Wild World often have is the issue of storage space. Your first house will be cramped and very limited in terms of space. Paying off your mortgage should thus be a goal of the first day. When you have paid off the mortgage, engage Tom Nook in conversation and you will be able to expand your house and pick your new roof color. While you still have your "starter home", an even more cumbersome problem is the fact that you will probably not have a wardrobe or dresser. The dresser has room for 90 items, in six groups of 15 items. Each roommate will have space for his/her own 90 items in a wardrobe. Purchasing another one will NOT give you more space. A wardrobe is able to store furniture, wallpaper, flooring, clothing, and shells, enabling the use of your inventory for more important items such as tools. More storage space may be obtained by storing saved letters in the Post Office and attaching items to them, simply attaching items to letters that appear in your inventory, or by creating another character who will have their own inventory in which to store items. Between all of these methods you should be able to pay off your first mortgage fairly easily and move closer to the aquisition of a larger house. In selling all of these goods to Tom Nook you will also be closer to a store upgrade, which will enable you to buy tools, make more money, and get more out of the game while in the early stretch. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6. Goal of Gameplay (C-600) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The major question that most players have after completing their work at the store and even after the first day is: what to do now? Your goal in Animal Crossing: Wild World can be whatever the heck you want it to be. Animal Crossing is more like an experience than a game. It's an environment in which you're free to do whatever you want. The town is made for you. What most people who play this game set out to do is to become the kingpin of the Animal Crossing universe. They want the most money, the biggest house, the best clothing and accessories, the most perfect town environment, the coolest villagers, the fullest museum, and they want to be the envy of every other Animal Crossing player in the wide world of Wi-Fi. Less driven gamers may want to focus onwhat they find the most fun, whether it be netting bugs, decorating the house, or just interacting with the villagers. There are endless things to do and endless things to accomplish. You can never really say you've beaten Animal Crossing: Wild World because there's always something out there that hasn't been done (a blessing and a curse). Animal Crossing: Wild World is a game in which every player has his/her own town with its own villagers, unique features, and landscape. What you do in the town is up to you. Some things are daily and can get repetitive and boring, while some events happen just once a year. The clock is always ticking, whether you're there or not (the slogan of the original AC, if you can believe it). _ __ __ _ | |========\ \===================================================/ /========| | | | D. \ \ Town Landmarks and Attractions / / (LDMRK) | | |_|==========\/=================================================\/==========|_| This section details the many locations to visit in town. Basically, this overview serves to orient new players to Wild World's features and to refresh the memories of veteran players. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Tom Nook's Shop (D-100) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Now that your brief stint as an employee is over, you will hopefully realize that your financial and overall "success" in town is intertwined with Tom's. His store provides the major location you will visit countless times during the game. Tom Nook allows you to buy and sell your items. These are the most important things in the game, since items sold here enable you to do everything else. You'll be able to buy and sell throughout the store hours of 8AM-11PM. The closing of the store is foreshadowed by closing music, which begins playing at 10:50PM. Expansions ---------- The more business you do with the racoon, the bigger his shop will get and the more items he'll be able to display and sell to his number one customer: you. His selection varies every day you come in, so you should make it a habit of checking out his items all the time, no matter if you have any need to or not. You may find something rare and interesting. Here's how and when his shop will expand. O=============================================================================O | Name of Upgrade | How to Get It | Description | O=================o=======================o===================================O | Nook's Cranny | Available at Start | A dilapidated, wooden shack of a | | | | building, Nook's Cranny has an | | | | extremely small selection of | | | | items. These include 2 furniture | | | | items, 1 carpet, 1 wallpaper, 1 | | | | stationary packet, 1 package of | | | | seeds, 2 tools, 1 medicine bottle,| | | | and 1 message in a bottle. On the| | | | bright side, it doesn't take much | | | | to upgrade the store. | |-----------------+-----------------------+-----------------------------------| | Nook n' Go | Spend/Sell 25,000 | A convenience store with a mildly | | | Worth of Goods | better item selection. It has 3 | | | | furniture items, 1 carpet, 1 | | | | wallpaper, 2 stationary packets, 2| | | | packages of seeds, 3 tools, 1 | | | | medicine bottle, 1 message in a | | | | bottle, and a sapling. The tools | | | | are especially valuable now. | |-----------------+-----------------------+-----------------------------------| | Nookway | Spend/Sell 90,000 | A supermarket with a good array of| | | Worth of Goods | helpful items. They include 4 | | | | tools, 2 carpets, 2 wallpapers, 3 | | | | stationary packets, 4 packages of | | | | seeds, 4 tools, 1 medicine bottle,| | | | 1 message in a bottle, and 2 | | | | saplings. It is possible to get | | | | upgrade in just five days of play.| |-----------------+-----------------------+-----------------------------------| | Nookington's | Spend/Sell 240,000 | A large department store with a | | | Worth of Goods & Get a| monster selection of items that | | | Wi-Fi/Local Visitor to| sprawls two floors. On the 1st | | | Buy/Sell 1 Item from | floor you'll find 6 tools, 2 | | | Previous Store | saplings, 1 cedar sapling, 7 | | | Upgrades | packages of seeds, 4 stationary | | | | packets, 1 medicine bottle, and 1 | | | | message in a bottle. Also on this| | | | floor is a separate salon called | | | | Shampoodle where Harriet will do | | | | your hair, covered in the next | | | | section. The second floor is home| | | | to 8 different furniture items, 3 | | | | carpets, 3 wallpapers, and 1 paint| | | | can. Tom will have enlisted the | | | | help of the twins Timmy and Tommy | | | | Nookling to help in the 2nd floor.| | | | For more information on Timmy and | | | | Tommy, consult the section of the | | | | same name. | O=============================================================================O Tom Nook will post notices on the Message Board before he starts construction and when the store is open again. Construction takes a day in which you aren't allowed in the store during that time. You'll have to wait until tommorow if you want to sell or purchase something. This may be annoying, but the wait is well worth it. When you are given the option to expand, Tom Nook will ask you what roof color you would like your new house expansion to have. You may choose from red, blue, yellow, green, pink, orange, light blue, violte, light green, lilac, blue green, shocking pink, grey, brown, dark green, and navy colors. There have been reports stating that Tom Nook will not upgrade his shop if the character has time travelled over the date of construction that is posted on the Bulletin Board. More about this problem and its solution is found under "Time Traveling". Basic Services at Tom Nook's Shop --------------------------------- You can shop for items by walking up to the item, facing it, and tapping the stylus twice or pressing the A Button. For some items he'll give you a special description and for wallpaper and flooring he'll give you the option of seeing what it looks like before you buy. Most items will be "sold out" for a day after you buy them. You can sell your items by talking to Nook and selecting the sell option. Move your items you want to sell into Tom Nook's blue half-screen and he'll give you a price you can either accept or reject. The sell price will generally be a fourth of the price Tom will sell the item(s) in question for. Tom Nook can also tell you the turnip prices. The aptly named turnip or "stalk market" prices will fluxuate daily, as turnip prices will change twice a day at noon. Asking the price will help you determine when to sell or keep until the next day. Keep in mind that there is no trade on Sunday and that turnips spoil after a week. For more information on The Stalk Market, see "Joan" as well as "The Stalk Market". PTM Points ---------- A new feature in Animal Crossing: Wild World is the Tom Nook Point System. You'll see a small machine in the corner called the Point-Tracking System, or PTM. You'll receive a point for every 100 bells you spend (from in-store purchases or catalog purchases), and on special days (occurring on weekends where an event is not taking place), five points. As your points go up and reach certain levels, the discounts you receive will increase. You will also obtain a rare model item. O=============================================================================O | PTM Point Amount | Model Reward | Discount Reward | O==================o=========================o================================O | 300 Points | Nook's Cranny Model | Store Membership | |------------------+-------------------------+--------------------------------| | 5,000 Points | Nook n' Go Model | 5 Percent Store Discount | |------------------+-------------------------+--------------------------------| | 10,000 Points | Nookway Model | 10 Percent Store Discount | |------------------+-------------------------+--------------------------------| | 20,000 Points | Nookington's Model | 20 Percent Store Discount | O=============================================================================O The store discounts give you that percent discount on everything you buy in the store, which is very valuable. The models are all rare items that you may want to keep in your house, since they help you earn HRA points. This system replaces the raffle ticket system from the original Animal Crossing, and all in all I deem it to be more valuable. Even if none of the items in Tom Nook's shop interests you on the day of a Point Special, remember that increasing your points dramatically will gain you a larger discount as you proceed from Silver to Gold and finally to Platinum Membership. If there are any expensive items in your catalog, the day of a Point Special would be the best day to order them. In fact, the real purpose of the "Point Special" is to give a player an opportunity to improve his/her Membership level with Tom Nook. The dates for the 2008 point sales are: January 5/6 May 31/June 1 November 29/30 February 16/17 June 21/22 December 13/14 March 29/30 June 28/29 December 27/28 April 19/20 October 18/19 The dates of point sales above are announced on the Bulletin Board a couple of days before the point special day. Spotlight Items --------------- Once in a while Tom Nook will have a "spotlight item", which is typically a rare, expensive item. These items are only available to you from the store if they're in the spotlight, so net the items if you can. Although spotlight items can also be found in trees, in the Recycling Bin, in the Lost and Found, after shooting one down with your slingshot, or as a gift from a villager, it may take quite a while before another comes. It is of more importance to buy these items if you are looking to complete a certain series or theme of furniture because each one will contain a spotlight item necessary for its completion. Spotlight items are also found in many sets, although not all of them. The appearance of these items appears to be random. However, there are two factors that will increase the rate at which spotlight items appear in Tom Nook's Shop. The first is your membership level. At the basic store membership level, spotlight items are few and far between. At the highest level (platinum), a spotlight item may appear twice a week and possibly on consecutive days. The second factor appears to be the number of human characters in your town. With one player in town, the appearance of spotlight items is very low, if they appear at all. If there is more than one player in the house, spotlight products may be offered twice a week also. Seasonal Products, Sales, and the Catalog ----------------------------------------- Tom will also have limited-time, seasonal offers that depend on the time of year. He'll get a shipment of special holiday items that won't appear again until that time next year. An example of such is the Festive Tree, which only shows up around Christmas. These items are often useful in attaining a high score from the HRA. Once in a while, Tom Nook will have sales where everything in the store is priced at half off. These may occur at 5, 6, 7, or 8 PM, as determined by the notice Tom will leave on the Message Board. A very important feature of the shop is the personal catalog. This is a list of items you have already purchased or acquired that are not always available to buy in the store. This is also a valuable record of the items you have collected in the game. Some players make it their goal to complete the catalog, a daunting task. You cannot buy some special items from the catalog, but it's very useful if you accidently sold an item you wanted to keep. Anything you order from the catalog will be delivered to your house in the mail the following day in most cases, although deliveries can come in the same day. The catalog shows a rotating view of any furniture item you have come across, providing a very helpful picture of what the item will look like in your house. Note that you cannot order any item from your catalog while you have your gates open. The Missing Sales and Promotional Events Glitch ----------------------------------------------- This glitch, as coined by Myster Mask, is a glitch in which players from towns where there is ONLY ONE character present will never experience sales, point specials, and spotlight items. Although what precisely causes this glitch is unknown, it may be cured by the creation of a second character. The glitch does not effect towns in which there are more than two human characters, or towns in which a second character has been created and later deleted. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Shampoodle: Harriet's Hair Salon (D-200) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Once you have unlocked Nookington's, Tom Nook will have put in a hair salon at the upper-left corner of the first floor. In it, Harriet the poodle will be your hair stylist, offering explosive "make-overs." If you want to change your hair style, she's your ticket. For 3,000 bells, you can talk to her and hop in the chair to get started. She'll ask you a series of questions (similar to the questions Kapp'n had for you at the beginning of the game) that determine both what kind of haircut you'll get and what color your new hair will be. Harriet's Questions ------------------- Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Every day." Q: Harriet: "Do you like the sun? How does it make you feel? A: "Warm..." Q: Harriet: "If you were rushing to the salon and someone were to call to you, what would you do?" A: "Grin and say hi!" \==>> The Warm Type [M] A domed hairstyle with longer sideburns. [F] A haircut with a swoop across the forehead and wings to the sides of the head. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Every day." Q: Harriet: "Do you like the sun? How does it make you feel?" A: "Warm..." Q: Harriet: "If you were rushing to the salon and someone were to call to you, what would you do?" A: "Ignore 'em!" \==>> Self-Assured Type [M] Dome-shaped hairstyle with uneven bangs. [F] A slight curve around the forehead and a series of strands of hair down the sides. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Every day." Q: Harriet: "Do you like the sun? How does it make you feel?" A: "Sweaty!" Q: Harriet: "Are clothes important to you?" A: "Oh yeah!" \==>> Trendy Type [M] "The wall" style with a ridge of hair and a smooth edge along the forehead. [F] A bun in the back with the bangs slightly covering one eye. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Every day." Q: Harriet: "Do you like the sun? How does it make you feel?" A: "Sweaty!" Q: Harriet: "Are clothes important to you?" A: "Nah." \==>> Laid-Back Type [M] A dome-shaped hairstyle with a smooth edge along the forehead; a mushroom cut. [F] A haircut with straight bangs. The hair covers the ears somewhat. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Big nights!" Q: Harriet: "I'll bet you're just the toast of every party, aren't you?" A: "Well, duh!" Q: Harriet: "If your ideal hairstyle were a song, what kind of song would it be?" A: "Power ballad." \==>> Approachable Type [M] A curved hairline around the forehead with a cowlick at the back of the head. [F] Longer bangs that cover the ears somewhat. The bangs are longer and are just above the eyes. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Big nights!" Q: Harriet: "I'll bet you're just the toast of every party, aren't you?" A: "Well, duh!" Q: Harriet: "If your ideal hairstyle were a song, what kind of song would it be?" A: "RAWK!" \==>> Fun-Loving Type [M] A haircut parted down the middle; there are no sideburns. [F] A haircut with a wide ponytail down the back and straight bangs. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Big nights!" Q: Harriet: "I'll bet you're just the toast of every party, aren't you?" A: "Unfortunately..." Q: Harriet: "Well, will you tell me a bit about your primping routine?" A: "I'd rather not." \==>> Confident Type [M] A haircut in which the bangs slightly cover one eye. [F] A haircut with two pigtails that go straight out to the sides, not downwards. Reminiscent of Pippi Longstocking. Q: Harriet: "Hmm. Now tell me, sugar, when do you want your style to REALLY come alive?" A: "Big nights!" Q: Harriet: "I'll bet you're just the toast of every party, aren't you?" A: "Unfortunately..." Q: Harriet: "Well, will you tell me a bit about your primping routine?" A: "I'm embarrassed!" \==>> Reserved Type [M] A spiky hairstyle with a smooth edge along the forehead. [F] A hairstyle with pigtails going downwards behind the ears and a bunch of hair in the center sticking straight upwards. Your answer to the question(s) following these will determine what color your hair is. O=============================================================================O | Choice | Color Yielded | Warm or Cool? | O=========================o=========================o=========================| | Mysterious! | Dark Brown | Cool | |-------------------------+-------------------------+-------------------------| | Young! | Blue | Cool | |-------------------------+-------------------------+-------------------------| | Lush! | Green | Cool | |-------------------------+-------------------------+-------------------------| | Radiant! | White | Cool | |-------------------------+-------------------------+-------------------------| | Safe. | Light Brown | Warm | |-------------------------+-------------------------+-------------------------| | Lighthearted | Blonde | Warm | |-------------------------+-------------------------+-------------------------| | Fiery! | Orange/Red | Warm | |-------------------------+-------------------------+-------------------------| | Flirty... | Pink | Warm | O=============================================================================O If you do not like the results of Harriet's work, you cannot get another haircut until the next day. Even if you travel to another town that has access to Shampoodle, Harriet will not let you have another haircut there. Only one player can be in the salon at a time, but if you do have your gates open, all of your visitors will be able to get a make-over in his/her own time. It is also of consequence to note that if you purchase 16 haircuts, Harriet will offer you a haircut from the opposite gender. The results can be explosive. For more information on Harriet, see the section of the same name. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. The Able Sisters' Shop (D-300) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the town's clothing store, run by two porcupines: Mabel, a talkative animal who will help you with all of your options here, and Sable, a taciturn animal who does the sewing. The store is open from 8AM to 11PM. Talk to Sable for a consecutive number of days to have her reveal information about herself as your friendship develops. The Able Sisters carry a good selection of both normal and custom clothing, as well as some umbrellas, a hat, and an accessory. You can both buy and sell clothing and related accessories here. The shop is very similar to Tom Nook's in a number of ways. The selection changes every day, items come in probability groups of A, B, or C (which your town is assigned at the beginning of the game), some clothing is seasonal and can only be bought at certain times of the year, and clothing is also assigned a genre grouping as furniture is. The genres for clothing are a little different than that of furniture and are explained under "Clothing." In addition to being your source for pre-made clothing designs, The Able Sisters' Shop gives you the opportunity to design your own clothing patterns, or "textures", as they are commonly referred to. The shop will always have eight designs on display in the center of the store. Free of charge, you can try on a displayed design (which always comes from a town called Treehut, which refers to "Treehouse", the NOA localization team that translated Wild World into English), display one of your own designs you have made, or trade designs with one of these. Designing your own clothing pattern costs 350 bells "for materials." Also note that you cannot design a pattern while your gates are open. Designing a Pattern ------------------- Once you have given your 350 bells to Mabel, the design pallet will come up. There are many options that you can have in creating your own design. One of these is the control type you use. Button control is useful when you want to make a pattern pixel by pixel for a very intricate, precise pattern. Use stylus control for simpler, intuitive designs, or if you want to speed up the process immensely. The other options are listed below. The Grid System: Turn the grid system on or off by selecting the box to the upper-left of the screen. The grid is helpful when going pixel by pixel, while having the grid turned off enables freehand designs and a better look at what your pattern will look like when it is complete. The Paint Cursor: When using button control, a pencil cursor will appear on the design palette. It gives the pixel or pixels that will be affected by what you are doing at the time. The Color Palette: The color palette stretches across the bottom of the design screen. It displays the colors that are available for you to use. There are 16 different pallets you can choose from, each with 15 colors. You may only use one of these pallets per design. If you were to change palettes in the middle of a pattern, the colors you used from the original palette would be changed to the corresponding colors of the new palette. Many of the palettes give a wide range of colors, while one offers a grey-scale. The Tool Palette: The tool palette spans the right side of the screen. It contains many different tools to help you design a pattern effectively. These are: Pen Tools - Located on the upper-left side of the tool palette, the pen tools allow you to choose three different thicknesses ranging from just one pixel or multiple pixels. Shape Tools - To the right of the pen tools are the shape tools. Use them to draw shapes such as circles, squares, or straight and diagonal lines. These shapes will not be filled in, so use the fill tool to fill them in. Fill Tools - Use the fill tool, situated just under the pen and shape tools, to create solid, or "filled in" shapes such as hearts, stars, or a polka dot pattern. The paint bucket may be used to fill in large parts of the grid in one color. Master Fill Tool - Similar to the paint tool, the master fill tool allows you to fill the entire grid with one color. Undo Tool - Use the undo tool to undo any mistake you have just made. It is important to catch mistakes early, as you can only undo the very last step or your last action. Using Designs ------------- By no means are your designs just for shirts and dresses. You can put the pattern almost everywhere, but if you do plan to use a design as clothing, be aware that some patterns work better than others. After you develop a feel for designing patterns, you may want to design one specifically for use as clothing. There are some sites that feature some very original clothing textures. Second, you can also use your design as a hat. You can buy accessories at the Able Sisters', but none of them may appeal to you. Again, some patterns look better than others as hats. Third, you can turn your pattern into a painting. These can be put in your house to showcase your artistic abilities to your visitors. Fourth, you may want to turn your design into a handy umbrella. I'll tell you once more that some designs make better umbrellas than others. The designs will not "wear out" or get damaged in the rain, of course, although they will "disappear" if you choose to hold a tool instead. Fifth, you can spread out your pattern in your house and use it as carpeting. Some of the game's carpets are a little lacking, so use your own instead. The HRA might not like it near as much as flooring or wallpaper of a series or theme, but your pattern can make your house unique and also entertaining. The final way in which a pattern can be used is as a doormat, of sorts. You can plaster your design on a square of the ground. Some players use patterns as mats to make signs, say for Wi-Fi visitors telling them where a giveaway is happening. They are more commonly used in landscaping projects called "worlds". Texture Worlds -------------- Issue 201 of Nintendo Power featured an article by Steven Grimm entitled, "Animal Crossing: Water World?" It featured many snapshots of a "water world" the editors had created by using many environmental patterns placed on the ground. Many gamers have followed suit and created their own worlds. Some texture worlds can be found on the AXA Texture board: http://acforums.megadoomer.com/viewforum.php?f=5 In a later issue, Nintendo Power released a "concrete jungle" world, now called an urban world. Although having a themed world may look very cool and gain you the respect and admiration of the online community, there are some dangers with it. One of these is the disappearing items glitch. This is where items that come down from the sky (such as balloons shot down with the slingshot and items knocked out of trees) disappear. If too many patterns are on the ground, the items will not have an unused plot of land to land on. If an item cannot land within two spaces from it's landing point, it will simply disappear. Thus it is a good idea to keep free spaces around trees where fruit, bell bags, and other items will commonly fall. In making a world, you may wish to create many different textures to form a mosaic of sorts, meaning that you created many pieces of an image to make a bigger one. Because you only have eight spaces free for designs, storing these designs can be a big issue. Many additional characters are created just to hold excess patterns. You can also place extra patterns on the mannequins at the Able Sisters' Shop for a little bit of extra space. Texture Resources ----------------- One very useful tool in making realistic textures is Anicro Desapro, short for Animal Crossing Design Program. Basically, it allows you to take your pictures and convert them into a format that can fit right into either Animal Crossing's or Wild World's design window. Anicro Desapro is available for download at the following URL: http://joshuajamesslone.name/anicrodesapro/downloads/index.html The program is compatible with Animal Crossing Community's pattern generator, and so a user guide has been put together at the following link (split into two lines of text because of the 79 character restriction): http://www.animalcrossingcommunity.com/Topic/3368/1/Official_Anicro_Desapro_ Usage_Guide_Early_Version_ In addition, many texture sites have sprung up to help those who do not wish to create their own designs, but rather use the designs of others. One of the largest is found at Animalxing.com, while Animal Crossing Community has another large database. http://animalxing.com/patternsv3/texintro.php http://www.animalcrossingcommunity.com/patterns.asp =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. The Main Gate (D-400) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Found at the northern end of your town, the Main Gate (AKA. Town Gate, Village Chequepoint) is a rather imposing place, lit by flickering torches that reveal a massive "gate". The Main Gate is guarded by officers Copper and Booker (thereby taking the place of the police station in the original Animal Crossing). Copper controls the flow of visitors in and out of town, while Booker is in charge of noting these visitors and controlling the lost and found. Copper, the workmanlike gatekeeper on the right, gives you the option of either visiting other towns ("I wanna go out!") or inviting guests ("Invite guests!"). He is also responsible for the issuing of friend codes to players wishing to connect to Nintendo ("Friend code!"). If you select the option "Where am I?", Copper will give you a detailed description of his duties and the functions of the Main Gate. Copper does neglect to mention the many effects of having your gates open. More information about multiplayer play and these effects can be found under "Communication". The gatekeeper on the left is the disorganized Booker, who is never paying attention to anything, yet is in charge of current events and the lost and found. Talk to Booker to find out about the appearance of any special visitors in town ("What's new?"). In his own rambling fashion, Booker will tell you if any visitors are in town. However, there are two special visitors which Booker will not tell you about. These are the characters of Pascal, Gulliver, and Pete. Booker will have no knowledge of these visitors arriving in town. He will also be unaware of when there are visitors at The Roost. Booker will tell you about Blanca, but only if you haven't talked to her or drawn her a face yet. By selecting "Something lost?", you'll have the opportunity to sift through the contents of the lost and found. You can claim any item you may find in there for yourself. As time goes by, items will gradually accumulate in the lost and found until it is at full capacity. At this point, new "lost" items will begin to replace the old ones. It is a good idea to check the lost and found daily if you should come across a useful item. The "change flag" option allows you to use one of your saved design patterns from the Able Sisters' Shop as the town flag. The default pattern may be exchanged or deleted at your discretion. The creation and uses of patterns is discussed under "The Able Sisters' Shop" above. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5. The Town Hall (D-500) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Town Hall is one of the largest buildings in your town. It houses both the Civic Center and the Post Office in one very cramped area. Both of the two areas found at the counter have so many options associated with them that I decided to give them separate sections. However, there are a few things that you can do at the Town Hall that don't involve either of these. Keep in mind that some of the options at the Post Office and Civic Center aren't available if your gates are open. Behind the counter you will either find Pelly, who works from 7AM until 10 PM, or Phyllis, who works the night shift. Both workers will be on duty if you have guests over. On the right is the Recycling Bin. You may wish to discard unwanted items here so that they may be "recycled" at 6:00AM on Mondays and Thursdays. You can keep any item you find in the recycling bin. You can find a large variety of items that your villagers have dumped in, especially if you search before the emptying times. If you give a villager a furniture item that they put in their house, the old item it displaced may wind up here also. Veteran players may notice the similarity between the recycling bin and the original Animal Crossing's town dump. Did you notice the Message Board on your way in? Here, all the citizens of your town will be able to post notices that everyone can read. Your villagers will post things occasionally, you can write messages to roommates you have, and you'll often find notices that are just a bunch of garbage. Tom Nook uses the Message Board extensively. You'll get notices from his store consistently. You can also see notices about special events and sometimes you'll get a useful weather forecast. The important things is to check the board often to get abreast of the latest news in your town. Messages are deleted when enough messages pile up to overload the board, although it takes a while for anything to be gone. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6. The Civic Center (D-600) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Civic Center is on the left side of the giant desk with the green mat under it. Talk to Pelly during the day or Phyllis during the night shift to find out about the Environment, Town Tunes, Donations, or Moving. The Environment --------------- Phyllis and Pelly will constantly monitor your environment rating in accordance with getting a "perfect" town. Rather than a simple numerical scale, ratings are gauged by comments made by an observer. The default one compares your town to something more than milk, but not quite a milkshake. Based on this rating, the employee will then make a small suggestion as to how you could improve the environment. More information on a perfect town and the ratings that accompany it is found under "Getting a Perfect Town". Town Tunes ---------- Change your signature town tune, the preset music that plays when you talk to villagers and do various other things. Play around with different notes and melodies to get a hang for the system, and then compose your town tune. La-Di- Day is a special event in which you act as a judge. Various villagers will sing out their own town tunes and you select a winner. If you are unhappy with the winning tune, you can come back to the Town Hall the next day to change it. See "Event Descriptions" for more on La-Di-Day and all other events. Donations --------- On choosing this option, you will be told about the plight of the town of Boondox, a "third world" town, if you will, that is in need of donations in the worst possible way. Not only will donating a large sum of money gain you Pelly's admiration, but it will also net you one of the rare feather items. Make your donation by typing out the amount from your available funds on the calculator-type menu. You cannot donate to Boondox while your gates are open. Note: These gifts come attached to a thank you letter. All roommates in a certain town can contribute toward these point plateaus, although only one character will receive the letter containing the feather and thus it may not be wise to contribute jointly. Since there is often difficulty with obtaining each of these items, it is suggested to donate the exact amount of bells for a feather (rather than one huge lump sum), in small incriments if it is needed. O=============================================================================O | If you donate... | You will receive... | O======================================o======================================| | 10,000 Bells | Green Feather | |--------------------------------------+--------------------------------------| | 50,000 Bells | Letter w/o Item | |--------------------------------------+--------------------------------------| | 100,000 Bells | Letter w/o Item | |--------------------------------------+--------------------------------------| | 200,000 Bells | Blue Feather | |--------------------------------------+--------------------------------------| | 500,000 Bells | Yellow Feather | |--------------------------------------+--------------------------------------| | 800,000 Bells | Red Feather | |--------------------------------------+--------------------------------------| | 1,100,000 Bells | Purple Feather | |--------------------------------------+--------------------------------------| | 1,400,000 Bells | White Feather | |--------------------------------------+--------------------------------------| | 3,200,000 Bells | Letter w/o Item | |--------------------------------------+--------------------------------------| | 6,400,000 Bells | Rainbow Feather | O=============================================================================O Moving ------ This option allows you to move your character from your town to another one, but only if you have at least one roommate. Otherwise the created town would be destroyed. Although a useful option if you don't want to start over to move to another town, there are some dangers involved with it in what you can take with you and what things you can't. For more information, see "Communication". =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7. The Post Office (D-700) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Post Office is on the right side of the desk with a red mat under it, also run by the same employee as the Civic Center who is forced to run from spot to spot with your character's movements. Your options include mailing letters, paying your mortgage, accessing your account, and saving a letter. Mail a Letter ------------- This option allows you to mail letters you have written on any stationary you may have to your villagers. Most mail you receive will be delivered to your mailbox by 9AM in the morning by Pete. Other letters may be delivered at other times. More is found under "Animal Interactons". Here you also have the option to reread any letters you want before mailing. Note that to give a villager a present, you must attach the gift before choosing this option. More information on the mail, letter writing, and the glitches associated with doing so is found under "Animal Interactions" and "Obtaining Animal Pics" because sending letters is often associated with the process of getting villager pics. Pay Mortgage ------------ Choose this option to make a mortgage payment to Tom Nook. Every payment you make on your mortgage must be made here; you cannot walk up to Tom Nook and pay him normally. After your existing mortgage is paid off, your character will perform a little dance or song when he/she leaves the Town Hall. When all of the mortgage payments on the final house expansion have been met, this option will not be available any longer. Note that paying your mortgage does not contribute to Tom Nook's expansions. This common misunderstanding probably developed because of an illusory correlation. As you sell things to Tom Nook, you are both earning money to use to pay off the mortgage and contributing towards an expansion. Access Account -------------- As it did in the original Animal Crossing, the Post Office also functions as a bank. When you earn enough money to max out the 99,999 bell limit in the pockets menu, the remainder will be put into money bags that you carry around as normal items. To get around carrying many money bags or having to dump them in your house, save them with this option. Not only does the account enable you to buy a super expensive item when it comes along, but you also receive special gifts when the sum in the account reaches certain levels. Also, the account will earn interest. You will receive a letter from the Post Office detailing the amount of interest your account has made in the last month. In order to gain interest, the money must be invested in the account as of the last day of the month. The interest rate is 0.5%. Note: Time travellers will often donate a small sum of money into the account and change the DS clock to far ahead in the future to attain amazing sums of interest. Besides choking your town with weeds and having many of your old villagers move out, TTers should know that if you travel through the first day of the month in which you receive interest will result in the letter containing your interest to never be received. See "Time Traveling" for more information. The maximum amount of interest a player earns in any given month is 99,999 bells. O=============================================================================O | Attain an Account Balance of... | And you will receive... | O======================================o======================================| | 1,000,000 Bells | Box of Tissues | |--------------------------------------+--------------------------------------| | 10,000,000 Bells | Piggy Bank | |--------------------------------------+--------------------------------------| | 100,000,000 Bells | Pelly's Pic | |--------------------------------------+--------------------------------------| | 500,000,000 Bells | Phyllis's Pic | |--------------------------------------+--------------------------------------| | 999,999,999 Bells | Town Hall Model | O=============================================================================O Note that to receive each of these gifts you must not only pass each balance threshold, but you must have that amount of money in your account at Midnight. The letter containing your gift is generated at this time. It is also possible to miss a saving's account gift letter by donating huge lump sums of money, as it is with the Boondox gifts. Always donate in small sums that will not cover two of the plateaus listed above. It is also advisable that you do not double up donations to your savings account. Save a Letter ------------- If you wish to keep mail you have received from your villagers or any other senders, choose this option. Normally the pockets menu only has room for 10 letters. The Post Office has 75 different slots for letters, separated into three divisions of 25 slots apiece. This option has long been used as extra item storage space. Simply store 75 letters with gifts attached to attain more item space. You may wish to write where certain items are located here because you cannot tell which item is attached to a given letter without opening it up in your inventory. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8. The Museum (D-800) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Museum is the center of culture in your town. At the start of the game, it will be completely barren. Blathers, the museum curator, will inform you that you will have to donate everything for the exhibits yourself. It will take a fair bit of time and effort to fill up the museum, seeing as it has been greatly expanded since the original game. It now features an observatory and a cafe, both of which are covered in the next section. Exhibits in the Museum include fish, insects, fossils, and paintings. Only specific items will be accepted under each category. Fish and insects are obviously found outside. You'll have to catch them and donate the specimen to the Museum. It's a good idea to donate the first specimen of whatever species of fish or insect you find to the Museum and then sell the rest to Tom Nook for a tidy profit. Fossils are different. You will be able to unearth three of them on any given day if you consistently find them all, or more if you have gone without looking for consecutive days. Paintings are bought mainly from Redd for amazingly high prices. However, upon donating a painting, Blathers may find it is a forgery. The museum will not accept these forgeries. You'll have to keep looking for that elusive missing painting. Information on completing these collections is available in a number of different parts of the FAQ, including the Master Item List. Blathers will give you a few different options when you bring in a specimen to the Museum. These include donation, checking a fossil, information on the completion of the exhibits, and information about the Museum itself. Donation -------- Blathers will accept donations under any of the four categories summarized above, given that the item hasn't already been donated. Blathers will give you fairly detailed information about any item you donate, or on the completion of a fossilized creature. If you choose this option and give Blathers an unidentified fossil, he will identify it and accept it as a donation to the Museum and will not give you the option to take the fossil back. Of course, if the fossil or any item is a duplicate Blathers will return it to you without fuss. Check a Fossil -------------- In the original Animal Crossing, you had to go through a painstakingly long process of mailing fossils away to a foreign museum to have them identified. Now Blathers is finally able to distinguish fossils, having taken his certification course. The catch is that there aren't as many fossils in Wild World as in the GameCube version to find each day. After identifying the fossil, Blathers will offer to accept it as a donation if a duplicate of the fossil hasn't already been donated. You may choose to donate the fossil or keep it to sell or put in your house. Note that the kind of fossil you receive is determined at the time the fossil is examined. So if you are unhappy with the fossil Blathers identified for you, you can reset the game. If you saved while you had the fossil but had not yet given it to Blathers for identification, you can do so again and receive a different fossil. Exhibits -------- This option shows you a list of all the items donated to the Museum under the four categories with the name of their donor. This serves as a means of identifying which specimens are missing from the Museum so that you can refine your search to complete the collections. Where am I? ----------- Blathers will embark on a long-winded lecture on the Museum's functions for you. He will ask you if you wish to hear more at a point at which you are free to leave. Upon the lecture's completion he will ask you if you have something to donate. It will probably take you an awfully long time to fill up the Museum. Four people will fill it up a lot faster than one. Rather than the player who donated the most items to the museum or the player who donated the final item to make the collections complete, ALL players in town will receive the Museum Model when the exhibits are full, regardless of whether they contributed or not. It is of some consequence to note that Blathers will not accept any donations when your town's gates are open. Therefore, if you are coordinating an exchange with a multiplayer visitor, it is important to know that the item cannot be immediately donated to either player's museum. However, because the "check a fossil" option remains available, player's can check fossils while guests are visiting and trade accordingly. All of the exhibits are under various entery points marked by a red carpet with the exhibit icon. Obviously, there are two enteries that aren't for exhibits. The one going upstairs is for the Observatory, and the one going downstairs is to The Roost. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9. The Observatory and the Roost (D-900) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= On this second floor of the museum you can design constellations with the help of Celeste, Blathers' sister. If you want to just look at the constellations you or other people have made, select stargazing when you go up to the telescope. To actually create a new one or erase an old constellation, you have to select the constellations option and design one. You simply connect the dots into whatever shape you want. There is a limit on size though. You CANNOT become friends with Celeste by selecting "Your Cute!" over several consecutive days. She will not reveal any information about herself to you. However, Celeste will tell you when your constellations can best be seen, something quite apart from friendship. Obviously that will happen at night. If you travel to other towns, some interesting things can happen with constellations. When you have visitors, only one player may visit the Observatory at a time. Furthermore, you will not have the options to make or delete constellations. The Roost is a small coffee shop run by a reticent bird called Brewster. He will serve coffee to you for a cost of 200 bells. You will be able to have up to two cups a day: one in the morning and one in the evening. You cannot drink coffee while your gates are open. If you talk with Brewster over a consecutive period of days, he will befriend you and talk much more. Every Saturday from 7:30 pm, the talented musician K.K. Slider will stop by for his weekly gig. You can request songs starting at 8:00 pm or just listen to him jam to receive a copy of that song he played. Unlike the first Animal Crossing, in Wild World you DO NOT have to specifically request a certain song to hear it (and thus get the bootleg copy). The game's credits are played while he plays. For more information on K.K., see "K.K. Slider". Other visitors also show up from time to time and you can have some pretty interesting conversations. The times when special characters come to The Roost are below. Harriet will only visit The Roost after you have upgraded to Nookington's. O=============================================================================O | Character | Time of Visit | Day of Visit | O===========o========================================o========================O | Harriet | 11:00pm - 12:00am | Monday-Friday | |-----------+----------------------------------------+------------------------| | Kapp'n | 12:00pm - 1:30pm; 2:30pm - 4:00pm | All Week | |-----------+----------------------------------------+------------------------| | Lyle | 12:00pm - 1:30pm | Sunday | |-----------+----------------------------------------+------------------------| | Pelly | 6:00am - 6:55am | All Week | |-----------+----------------------------------------+------------------------| | Phyllis | 9:00pm - 9:55pm | Sunday-Friday | |-----------+----------------------------------------+------------------------| | Resetti | 2:30pm - 4:00pm | Sunday | |-----------+----------------------------------------+------------------------| | Rover | 12:00pm - 1:30pm; 2:30pm - 4:00pm | All Week | O=============================================================================O More information about each character's visit can be found under various subsections of "Characters". Note that while each character visits, special visitors will not appear in your town. _ __ __ _ | |========\ \===================================================/ /========| | | | E. \ \ Around Town Activities / / (TWNAC) | | |_|==========\/=================================================\/==========|_| Where the previous section dealt with what you could do inside, this section deals with what you can the activities you can engage in outside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. The Wild World Environment (E-100) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section deals with the construction of your town, how a town is generated, where trees and flowers may grow, and how the town changes over time (either by seasonal variations or the flow of villagers in and out of the town). It will rely extensively on the idea of an acre system, which was observable in the first Animal Crossing. In Wild World the acre system still exists, but it is much harder to detect as the screen no longer shifts as you enter another acre. The Acre System and Town Generation ----------------------------------- In Wild World, each town is divided into 16 acres, 4 across and 4 down. The acres each contain 256 places (16x16) where it is possible to plant a sapling or flower (or a spot in which you can dig a hole with the shovel). There are various places where you cannot plant a tree or flower. These are areas that are taken up by concrete, sign posts, rocks, houses and other buildings, or by water. o------------------+-------------------+-------------------+------------------o | Acre A1 | Acre A2 | Acre A3 | Acre A4 | | | | | | | | | | | | | | | | |------------------+-------------------+-------------------+------------------| | Acre B1 | Acre B2 | Acre B3 | Acre B4 | | | | | | | | | | | | | | | | |------------------+-------------------+-------------------+------------------| | Acre C1 | Acre C2 | Acre C3 | Acre C4 | | | | | | | | | | | | | | | | |------------------+-------------------+-------------------+------------------| | Acre D1 | Acre D2 | Acre D3 | Acre D4 | | | | | | | | | | | | | | | | o------------------+-------------------+-------------------+------------------o The acres, represented by the above diagram, are used in determining Perfect Town rating (covered in the next section) and also to define where types of trees may grow. Regular deciduous trees can grow in any acre. Cedar trees may only grow in the northern 8 acres of town (A1-B4). Coconut palms can only grow in the ocean (most southerly) acres (D1-D4). Although there are 109 different acres that may be generated, there are some features that must be in all towns. These include: - The northern acres (A1-A4) are known as the border acres, because on the northern end of them is the town boundary. In the middle of these acres is a Town Gate, or Barrier. Three different gate acres can be generated, each with a different color town gate. - One acre must contain your home. There are three possible variations of this acre, which are differentiated most noticeably by the shape of the pavement the house sits on. As previously noted, the location of your house is determined by your answer to a question posed to you by Kapp'n. - The Museum sits in one of three possible acre types, given by the location of a rock or where a pond lies. - One acre features the shopping: Tom Nook's and the Able Sisters'. There are three variations here, detailed by a difference in a rock location and the existence of a pond. - The Town Hall must be present in one of three different acres. - There are six possible pure grass acres. Each of these has two possible villager houses. If a villager moves in, the trees in these acres where the house was will be chopped down, causing the trees in the acre to decrease in number. - Each town has a waterfall with a river that may flow out of it in four differing directions. - The southern acres (D1-D4) are ocean acres. There are twenty-eight different acres possible here. The river must drain into one of these. - Each town must have a river extending from the northern waterfall acre to the ocean outlet acre. 32 possible river acres have curving river sections, 24 possible acres have the river flowing "straight", and 10 possible "T"-shaped acres in which the river divides. Each T-shaped acre must have an animal house in it. A look at what just about all of these posssible acres look like has been provided by CalicoLemon, who produced almost all of these layout variations with the help of AiboHack. Unfortunately, the pictures have been lost, but more information could possibly be found on the AXA Animal Crossing: Wild World Research board: http://acforums.megadoomer.com/viewforum.php?f=8 Tree Growth ----------- The acre restriction on cedar trees and coconut palms is not the only general rule for tree growth. All trees will only grow in open spots that are not directly adjacent to a filled spot (eg. rocks, signposts, water, bridges, other trees, growing flower spots, buildings, and cliffs). There are some specific spots where a tree will not grow period. This is due to the fact that villagers must have some preset spots in which they can walk around. Each acre may have a maximum of 24 trees. If you were to divide an acre by 4, you would find another restriction: each quarter-acre may only have a maximum of 6 trees. There are several types of trees that you may wish to grow. The first is the standard deciduous tree (in which you may find one of two random furniture items each day, a bees nest, or a bell bag if you were to shake the tree). The second type is cedar (coniferous) trees that are similar to standard trees. Each of these types may be grown with saplings found in Tom Nook's shop. The third type is fruit-bearing deciduous trees. Each tree can hold three pieces of fruit (each town has one "native fruit"; all other fruit types will have to be acquired). After picking, I believe the fruit regenerates after two days. To grow these trees, dig a whole and plant a piece of fruit. The fourth type is coconut palms. Each coconut palm will have two coconuts. I believe they regenerate as other fruit trees do. Get one of these by planting a coconut. The final type is money (or bell) trees, which will grow after you have planted a bag of bells in the ground. Once you have planted a sapling, there is nothing you can do to destroy it. Trying to trample it will not stop its growth, and watering it will have no effect. The only condition under which a sapling will not grow is if it is planted in an undesirable location. To get rid of saplings, simply dig them up with a shovel. Saplings will take four days to grow into mature trees. To get rid of a mature tree, chop it down with the axe and then remove the stump with a shovel. Some players have an odd liking for stumps, but this is just a personal preference. New trees will always grow in the spot of a preexisting tree. So if you wish to grow say, a fruit tree, a coconut palm, or a money tree, one way to make sure it grows is to chop down an old tree and plant the new one in its spot. The downside of this method is that, although it will guarantee the growth of a money tree, the tree will not necessarily yield money. Money Trees ----------- "Money doesn't grow on trees!" It might not in the real world, but in Wild World it will. In order for a money tree to grow, you will first need the golden shovel. To obtain it, bury a regular shovel with a second regular shovel. Upearth it at anytime after 6am the next day and it will have turned golden. Next, dig a hole and bury any type of bell bag. The money tree has a better chance of growing if the amount of money you donated was large. For example, while 1,000 bells has just a 1% chance of bearing money fruit, if you bury 30,000 bells, there is a 30% chance that a money tree will grow. If a money tree does grow, it will always yield three bags of 30,000 bells each. After you have shaken the bell bags down, the money will never regenerate as regular fruit or coconut palm trees will. There are a number of myths regarding money trees, including one stating that bell trees take more time to grow than other trees. This is untrue. All trees, including money trees, take four days to mature. Flower Growth ------------- To grow flowers, plant seed bags that can be purchased at Tom Nook's shop. If you do not wish to buy flowers, know that three to six flowers will randomly spawn everyday at 6am in your town. Unfortunately, a similar number of flowers will wilt (given by a brownish color) at the same time. Wilting flowers are fragile. If you attempt to pick one, it will disintegrate in your fingers. To save wilting flowers, water them just once with your watering can. If you water wilting black roses with the golden can, you will get special golden roses that will never wilt. However, they may be trampled just like regular flowers. Note that any precipitation (rain or snow) will automatically water all of your whithering flowers (and planted red turnips). One of your villagers may be seen watering flowers. Although I'm not entirely sure, I would say that this watering will not revitalize dying flowers. Plants other than flowers can also appear in your town. Dandelions, dandelion puffs, and clovers will appear randomly in town from late February into early December. Dandelions will not remain dandelions for long. They will turn into dandelion puffs, as if you had blown on one, scattering the seeds. Clovers often act as whithering flowers do. They will often disintegrate if you attempt to pick one. If you pick a clover and it doesn't disappear, you have found the rare four-leaf clover, an item that you can wear in your hair. Although walking over flowers, dandelions, and dandelion puffs will not do anything to them, running over them may trample them and cause them to disappear. Of course, healthy flowers are a bit more resistant to trampling than whithering flowers. To the disdain of many players, weeds will also appear in your town. Each day, three weeds will appear in your town. This is one of the great consequences of time traveling long distances: your town will be choked with weeds and it may take hours to pick them all. Another problem often encountered by time travelers is rafflesia, which is generated when your town has enough weeds. Rafflesia is a giant red flower that resists being picked or dug up. The only way to get rid of it is to pull all of the weeds up in one of your town's acres. Popular belief states that you have to pick every weed in your town. This is a fabrication. Hybrid Flowers -------------- Any of the six flowers that spawn in your town daily may be wild or the byproduct of "parent" flowers. This realization has led to the art of flower hybridization. By placing specific flowers in strategic locations, you are able to get exactly the color or type of flower you want, including new and rare breeds of flower that are only available through breeding. Before you leap into the hybrid business, you should know that it is a very indefinite science. If conditions aren't exactly right, odds are that you will not obtain a hybrid. To get two flowers to spawn, you need to arrange the flowers together. Two basic methods are provided by Animalxing.com and shown below. o---------------------------------------o In this plot, notice the possible | Spawn | Spawn | Spawn | N/A | spawn locations, given by "Spawn". | | | | | The parent flowers, marked by |---------+---------+---------+---------| "Parent" can only create hybrid | Spawn | Parent | Spawn | Spawn | flowers in those locations, and only | | | | | if those locations are not taken up |---------+---------+---------+---------| by obstructions. A hybrid may grow | Spawn | Spawn | Parent | Spawn | in any of the possible spawn | | | | | locations shown here, but not in all |---------+---------+---------+---------| of them. | N/A | Spawn | Spawn | Spawn | | | | | | o---------------------------------------o In this second plot, the parent o---------------------------------------o flowers are placed side by side. | Spawn | Spawn | Spawn | Spawn | This arrangement gives less spawn | | | | | locations, but is more useful in |---------+---------+---------+---------| tighter places or where having a spot | Spawn | Parent | Parent | Spawn | where a hybrid will not possibly grow | | | | | is an issue. Again, the possible |---------+---------+---------+---------| spawn locations are only valid if | Spawn | Spawn | Spawn | Spawn | they are free spaces. | | | | | o---------------------------------------o In order to produce a hybrid, the two parent flowers in the diagram above must be of the same type (two tulips, two pansies, or two roses). To increase the chance of hybridization maximize the number of spots the parent flowers may touch. The parent flowers must be in spaces adgacent to each other, but note that arranging them diagonally yields more possible spawn locations. Make sure to eliminate those parent flowers that will never spawn a hyrid together. Don't plant flowers of the types not listed in the chart below together because they will not work and will just take up space. The gardening villager mentioned above may also become a problem. If several flowers are generated around the villager's house (as is bound to happen), just pick up the flowers and move them so that the potential for hybrids is higher. Thus the generated flowers your town gets will be hybrids, rather than wild flowers. Note that by no means do you need a perfect town to produce hybrids. Hybrids can be produced in towns with the worst environment rating, although the abundance of weeds may make it difficult. The advantage of having a perfect town rating would be that you have the golden can at your disposal. It can be used to water whithering roses to attain the rare gold rose hybrid. When you have a perfect town, a plant called a Jacob's Ladder will appear. It has been stated that placing these near your hybridization plots will increase the likelihood of producing hybrids. The rates reported may purely be coincidence, however. Once you have produced hybrid flowers, you can easily get more of the same type by breeding them together. In this way you can make a lot of money. Certain hybrids are highly valued in the online community. Below is the breeding chart. Be sure to check which parent flowers will spawn what. O=============================================================================O | Flowers Crossed (Parents) | Possible Flowers Produced | O=====================================o=======================================O | Red Rose and Red Rose | Red Rose, Black Rose | |-------------------------------------+---------------------------------------| | Red Rose and White Rose | Red Rose, White Rose, Pink Rose | |-------------------------------------+---------------------------------------| | Red Rose and Yellow Rose | Red Rose, Yellow Rose, Orange Rose | |-------------------------------------+---------------------------------------| | White Rose and White Rose | White Rose, Purple Rose | |-------------------------------------+---------------------------------------| | White Rose and Yellow Rose | White Rose, Yellow Rose | |-------------------------------------+---------------------------------------| | Yellow Rose and Yellow Rose | Yellow Rose | |-------------------------------------+---------------------------------------| | Black Rose and Purple Rose | Black Rose, Purple Rose, Blue Rose | |-------------------------------------+---------------------------------------| | Black Rose watered w/ Golden Can | Golden Rose | |-------------------------------------+---------------------------------------| | Red Tulip and Red Tulip | Red Tulip, Black Tulip | |-------------------------------------+---------------------------------------| | Red Tulip and White Tulip | Red Tulip, White Tulip, Pink Tulip | |-------------------------------------+---------------------------------------| | Red Tulip and Yellow Tulip | Red Tulip, Yellow Tulip, Purple Tulip | |-------------------------------------+---------------------------------------| | White Tulip and White Tulip | White Tulip | |-------------------------------------+---------------------------------------| | White Tulip and Yellow Tulip | White Tulip, Yellow Tulip | |-------------------------------------+---------------------------------------| | Yellow Tulip and Yellow Tulip | Yellow Tulip, Black Tulip | |-------------------------------------+---------------------------------------| | Red Pansy and Red Pansy | Red Pansy, Purple Pansy | |-------------------------------------+---------------------------------------| | Red Pansy and White Pansy | Red Pansy, White Pansy | |-------------------------------------+---------------------------------------| | Red Pansy and Yellow Pansy | Red Pansy, Yellow Pansy, Orange Pansy | |-------------------------------------+---------------------------------------| | White Pansy and White Pansy | White Pansy, Blue Pansy | |-------------------------------------+---------------------------------------| | White Pansy and Yellow Pansy | White Pansy, Yellow Pansy | |-------------------------------------+---------------------------------------| | Yellow Pansy and Yellow Pansy | Yellow Pansy | |-------------------------------------+---------------------------------------| | Red Cosmo and Red Cosmo | Red Cosmo, Black Cosmo | |-------------------------------------+---------------------------------------| | Red Cosmo and White Cosmo | Red Cosmo, White Cosmo, Pink Cosmo | |-------------------------------------+---------------------------------------| | Red Cosmo and Sun Cosmo | Red Cosmo, Sun Cosmo, Orange Cosmo | |-------------------------------------+---------------------------------------| | White Cosmo and White Cosmo | White Cosmo | |-------------------------------------+---------------------------------------| | White Cosmo and Sun Cosmo | White Cosmo and Sun Cosmo | |-------------------------------------+---------------------------------------| | Yellow Cosmo and Sun Cosmo | Sun Cosmo | O=============================================================================O Seasonal Effects ---------------- The time of year is very important in Wild World. First of all, most bugs and fish can only be caught at certain times of the year. Clothing products are seasonal, as are some special furniture items. Furthermore, the environment changes with the season in very obvious ways. During the summer months during late July and August, your player can develop a tan if you are in the sunlight. The tan fades if you play while holding an umbrella, while inside, during the night, not for a day or more, or outisde the required times for a tan. From December 11th to February 24th, the ground will be covered in snow. This time is also when snowballs appear, enabling you to make a snowman. To make a snowman, you have to push two snowballs together. For the snowman to be happy with its figure and be motivated to give you a gift from the Snowman Series, the snowballs must be certain sizes. The first snowball must be larger than the second snowball, which will become the head. Rolling the snowball through the snow will make it bigger, while rolling it in the dirt will make it smaller. After your snowman is formed, talk to it and it will tell you a message. If it seems happy, you've created the snowman correctly and you will receive an item. You can make one snowman per day in this period. Snowballs regenerate daily at 6am. If you happen to destroy or lose one of the snowballs, just go inside a building and it will regenerate in another part of town. You can make a snomwan almost anywhere where there is a free acre, and even on top of patterns and flowers (which will be destroyed by the snowman). However, if you make the snowman too close to a building, it will disappear when you enter a building. After the snowman is created, it will stay in your town for three or four days. After you talk to the snowman and he is happy with his figure, you'll receieve your gift in the mail at 9am if you made the snowman during the day, and at 5pm if you made the snowman at night. You will always receive a new snowman item until your catalog's collection of snowman items is full. There have been a few reports of receiving duplicates before this, but it seems that in general this is the way it works. The Weather ----------- The weather is very important because it will help to determine which bugs and fish will appear and at what rate. If you have a TV, the Weather Program will come on and show you what the weather will be like for the next day. Below is the complete "TV Guide", if you will, which tells you on what dates and at what times different shows will come on. O=============================================================================O | Time | Day(s) of the Week | Program | O==========o======================================o===========================O | 6:00am | Mon Tues Wed Thurs Fri Sat Sun | News | |----------+--------------------------------------+---------------------------| | 6:45am | Mon Tues Wed Thurs Fri Sat Sun | Weather Forecast | |----------+--------------------------------------+---------------------------| | 7:00am | Mon Tues Wed Thurs Fri Sat | News | | | Sun | Cartoons | |----------+--------------------------------------+---------------------------| | 7:45am | Mon Tues Wed Thurs Fri Sat | Weather Forecast | |----------+--------------------------------------+---------------------------| | 8:00am | Mon Tues Wed Thurs Fri | Drama | | | Sat | Variety | | | Sun | Environment | |----------+--------------------------------------+---------------------------| | 8:30am | Mon Tues Wed Thurs Fri | Environment | |----------+--------------------------------------+---------------------------| | 9:00am | Sat | Environment | | | Sun | Gameshow | |----------+--------------------------------------+---------------------------| | 10:00am | Mon Tues Wed Thurs Fri Sat | Cartoons | | | Sun | Variety | |----------+--------------------------------------+---------------------------| | 11:00am | Mon Tues Wed Thurs Fri Sat Sun | News | |----------+--------------------------------------+---------------------------| | 11:45am | Mon Tues Wed Thurs Fri Sat Sun | Weather Forecast | |----------+--------------------------------------+---------------------------| | 12:00pm | Mon Tues Wed Thurs Fri Sat | Variety | | | Sun | Cartoons | |----------+--------------------------------------+---------------------------| | 1:00pm | Mon Tues Wed Thurs Fri | Drama | | | Sun | Sports | |----------+--------------------------------------+---------------------------| | 1:30pm | Mon Wed Thurs | Variety | |----------+--------------------------------------+---------------------------| | 2:00pm | Sat | Environment | |----------+--------------------------------------+---------------------------| | 3:00pm | Mon Tues Wed Thurs Fri | Environment | | | Sat | Sports | | | Sun | Gameshow | |----------+--------------------------------------+---------------------------| | 4:00pm | Mon Tues Wed Thurs Fri | Cartoons | | | Sun | Environment | |----------+--------------------------------------+---------------------------| | 5:00pm | Mon Tues Wed Thurs Fri Sat Sun | Variety | |----------+--------------------------------------+---------------------------| | 6:00pm | Mon Tues Wed Thurs Fri Sat Sun | News | |----------+--------------------------------------+---------------------------| | 6:45pm | Mon Tues Wed Thurs Fri Sat Sun | Weather Forecast | |----------+--------------------------------------+---------------------------| | 7:00pm | Mon Thurs | Variety | | | Tues Fri Sun | Sports | | | Wed | Cartoons | | | Sat | Gameshow | |----------+--------------------------------------+---------------------------| | 8:00pm | Mon | Gameshow | | | Wed | Music Show | | | Thurs | Environment | | | Sat | Variety | |----------+--------------------------------------+---------------------------| | 9:00pm | Mon Tues Wed Thurs Fri | Drama | | | Sat Sun | Movie | |----------+--------------------------------------+---------------------------| | 10:00pm | Mon Tues Wed Thurs Fri | News | | 10:45pm | Mon Tues Wed Thurs Fri Sat Sun | Weather Forecast | |----------+--------------------------------------+---------------------------| | 11:00pm | Mon Thurs | Variety | | | Tues | Environment | | | Wed Fri | Gameshow | | | Sat Sun | News | |----------+--------------------------------------+---------------------------| | 12:00am | Tues Fri | Variety | | | Wed | Environment | | | Sat | Music Show | |----------+--------------------------------------+---------------------------| | 1:00am | Tues Sat | Movie | | | Wed | Music Show | | | Thurs | Sports | | | Fri | Environment | O=============================================================================O Credit for these listings goes to Liquefy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Getting a Perfect Town (E-200) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In order to get a perfect town, you must first understand the acre system described in the last section and also how the town rating system works. By selecting "Environment" at the Civic Center, Pelly or Phyllis will monitor your town's environment rating. These ratings determine at what level your town is functioning. There are a few possible ratings: horrible, bad, average, good, and perfect. I often use the analogy of a journey to an unknown city when explaining the perfect town. These rating systems can be compared to roadsigns. They tell you where you are, and where you must go to get a perfect town, and thus the Golden Can. Horrible Messages: Pelly- "Ugh! This place is the worst! Seriously, what's up with this town?! Here, there, everywhere! Everything I see looks terrible!" Phyllis- "This town is the worst! What's up with this place?! It stinks like feet! Feet that someone barfed on and tucked away in a locker for two months!!" Bad Messages: Pelly- "It feels odd to write this but... can't you take better care of our town?" Phyllis- "I don't know if I should write this or not but... This town could look a lot better, because... it couldn't look any worse..." Average Messages: Pelly- "Hmm... Well, it's not passing, but it's not failing either. Like, more than milk, but not quite a milk shake, know what I mean?!" Phyllis- "It's not perfect, but it doesn't st