GC-to-PS2 Changes Guide by Blitzgal
Harvest Moon: A Wonderful Life Special Edition on SuperCheats.com
HARVEST MOON "A WONDERFUL LIFE" SPECIAL 
EDITION FOR PS2

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Copyright Blitzgal 2005-2006
Contact: xencall@yahoo.com

*FAQ may be posted at the following sites:

Gamespot
GameFAQs
Neoseeker
Supercheats

Please email me for permission before posting
my FAQ at any other location.

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CONTENTS:

I. Introduction
     A. Update History
     B. "Mission Statement"
     C. General Game Info

II. Characters
     A. The Girls
     B. Your Family
     C. Fellow Villagers

III.  The Farm
     A. Buildings and Expansions
     B. Crops
     C. Livestock/Animals

IV. Hybridization

V. Cooking 

VI. Fishing - Provided by Sam Halsall

VII.  Van's Shop

VIII. Connectivity - Provided by Sam Halsall



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I. INTRODUCTION
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A. Update History
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05/22/06 -- I started playing the game again and so decided to
update the guide.  Overhaul of some sections along with misc.
additional information as necessary.  Finally added a full
section about the fellow villagers.

01/31/06 -- Yet another update about the horse.  He's a tricky
fellow!  Otherwise, I am still answering emails however I have
moved on to other games and am not playing this one as often.
There may be some small updates in the future but as my main
objective of pointing out the differences between the two
versions of the game has been fulfilled to my satisfaction,
I consider this guide to be as complete as it's going to 
get.  I never intended to do an in-depth guide, but a
comparison of the two versions of this game.

01/06/06 -- More information about the dog and horse.  A few new
tidbits about crops, buildings, and choosing to have a daughter
instead of a son.  Two new records under "Your House" in the
Buildings and Expansions section.

01/04/06 -- Very small update on the horse, under the Livestock
section of the guide.  New notes concerning contacting me under
the "mission statement."

12/22/05 -- Some little tidbits added today.  There are a few new
details offered by readers of the guide.  I've moved information
about any records not sold by Van to the section on your house
under "Buildings and Expansions."  I have info on three more
records you can receive from townsfolk.  Also, I've updated a
few things in the "Girls" section, per reader input.  I was also
informed of a possible glitch with the game regarding changing the
sex of your child.  I've added that to the section about your
family.  I also added a section about the horse under the animals,
because I stupidly haven't written anything about it yet!

12/08/2005 -- I'm getting a lot of response to the guide!  It's
very exciting for me, and I want to thank everyone who's written
to offer me advice, new information, or even just to ask a question.
I try to answer every single email that I get.  Some are getting
pushed off into my bulk folder, so I'm going through that folder
every day before I clean it out, but I may miss a few emails here 
or there.  Yahoo must have some high spam settings these days.

Added some new information courtesy of Sam Halsall, an alert reader 
who noted a few things I'm missing from the FAQ.  New sections on 
fishing and Van, a brief discussion of the connectivity capabilities 
of the PS2 version.  (In a word, there are none!)

12/05/2005 -- New information regarding your child and wife in the
"Character" section of the guide, as well as some additional info
regarding chickens, ducks and goats, and finally some points about
additions for your home that you can purchase from Van in the
"Buildings and Expansions" section.

12/01/2005 -- First posting of FAQ.  I still need to complete the
section on fellow villagers.


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B. "Mission Statement"
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I started writing this FAQ because I was having a hard time finding
any guides for the PS2 version of this game.  There are a lot of 
great FAQs for the GC version of A Wonderful Life, and I used those 
to help me play through the game the first time.  But I discovered that 
there are a lot of differences between the GC version and the PS2 
version.  So I thought it might be a good idea to start noting those 
differences.  The main focus of this FAQ will be the differences 
between the GC version and this "Special Edition" for PS2.
I'm extremely open to comments and suggestions from others, because 
like I said--this is my first FAQ.  It may seem haphazard and sloppy, 
so I apologize in advance.  However, if you do write, please be 
courteous.  There is no reason to write me if you just want to be 
nasty.  I'll ignore those messages, anyway. If you have comments, 
questions, or suggestions for this FAQ, feel free to email 
Blitzgal at xencall@yahoo.com.

Update: Due to the overwhelming response to the guide, I'm afraid
I'm going to have to pull out the annoying rule that many other
FAQ writers have to use.  Please read the guide in full to make
sure that your question is not answered here before writing to me. 
I'm happy to discuss the game with readers and love to get comments, 
but I will not be answering any emails with questions that are 
already covered in this guide.  If you find things that are left 
out or need to be fixed, or have a question that is not covered in 
this FAQ, that's cool by me.  Just send those along.  Obviously I 
do make mistakes, just like any other human being.  Hey, even if
you just want to talk about the game in general, I'm open to that
as well.  But after getting the same question a dozen times or so
and knowing that it's been answered right here in this FAQ, I've
had to make this decision.  Thanks for your understanding.


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C. General Game Info
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Harvest Moon: A Wonderful Life Special Edition for Playstation 2 was
released on October 28, 2005, and is basically a reissue of the game
released for GameCube in 2004.  What I would have liked to see was a
merging of "A Wonderful Life" and "Another Wonderful Life," so that 
when you start up the game, you can choose whether you want to be a 
guy or a girl farmer.  Unfortunately this is not the case.  In this 
PS2 game, you are a male farmer, you must marry one of four women 
by the end of the first year, and you have a male child.  Yes, I said 
FOUR women.  That's one of those differences I told you about!  
Otherwise, this version is basically the same as all the other Harvest 
Moon games.  You must build a small farm into a successful business 
by planting crops, caring for animals, and processing food.  In this 
version, just about every year serves as a "chapter" in your life.  
At the end of the year, you will see a cutscene in which several years 
pass, you and your family grow a bit older, and your house gets a free 
expansion.  By the end of the game, you'll be an old man, your son will
be fully grown, and hopefully you'll have an extremely successful farm.  
But it really isn't hard to do well in this game.

Update: According to several readers, you can have a daughter.  If you 
go to the Sprites house and speak to Mr. Pots 100 times, you can then
go speak to the sprites and they will have you wish for a son or a 
daughter.  So it sounds to me like it is true that you will 
have a son *unless* you go and perform this cheat.  So my original 
comment was partially correct.  :)  Thanks to reader Sephiroth 
Avalionis for the tip!

For now I'm going to skip commentary about how time passes, how the
controls work, etc.  Those issues have all been well covered by the 
many FAQs written for the GC version of the game.  For the most part 
you can follow the GC guides without any problems.  I don't have a 
GameCube so I've never played that version of the game, but from the 
screenshots I've seen, the graphics look entirely the same.  There are 
just certain game playing details that are different between the games, 
so I'll be covering those issues in this guide.


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II. CHARACTERS
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A. The Girls
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You have four girls to choose from.  Generally, the easiest way to 
build their heart levels is to give them flowers.  There are tons 
of them growing during the the first three seasons of the year, and 
only Nami doesn't like them as a gift.  You can see your heart level 
by finding each girl's diary and reading it.  In early summer of
your first year, the sprites will give you a Blue Feather.  When 
the girl you want to marry has four hearts for you, offer her the 
Blue Feather and she'll accept your proposal.  You won't get married 
right away, so don't worry about rushing to get her to like you right 
away.  I was engaged in the summer and had to wait two full seasons 
to get married.  There is no wedding scene; you're just automatically
married when the second year starts.  If you haven't proposed to anyone 
by the end of year one, the girl who likes you the most will find you.  
If you don't agree to marry her, the game is over.  If you want to be 
mean, you can offer the Blue Feather to a girl and then say "No" when 
she asks if it's for her.  But that only makes her really mad at you, 
and there is enough going on in this game to make you feel bad about 
yourself.

Each of the girls has several cutscenes that show you the progression
of their affection for you.  I haven't seen all of the scenes for
the girls because I tend to just give presents every day to one girl
and that really speeds up the whole process.  If you want you can take
your time through that first year and try getting scenes for each of
the girls.  You will most likely see Muffy's early scene in which she
is "attacked" by your dog on your farm.  Just be nice and sympathetic
to her whenever you're asked to answer a question.  Celia has several
scenes that are prompted when you try to enter the house at Vesta's
farm.  I tended to get these in the morning hours.  I only got one of
Nami's scenes.  She was at my farm after I left my house around noon
one day.  If you choose "do whatever you want" as opposed to "are you
just going to stand there?" then she will stick around a bit and visit
the farm.  Each of the girls apparently has a "date" scene in which
you and she go out alone together.  I was able to see Celia and Muffy's
"date" scenes.  These occur when your affection rate is pretty high.
You do NOT have to see all or any of the scenes in order to get
married.


1. Lumina

In my opinion this is the biggest difference in the Special Edition 
version of the game.  While Lumina was a child in the GC version, 
and one of two girls that your son would one day fall in love with, 
in the PS2 game Lumina is 18 years old and one of your potential brides.  
Lumina lives with Romana in the Villa.  Like all of the girls except 
for Nami (who prefers your archeological discoveries), she loves flowers.
So if you are interested in Lumina give her a flower every single day 
for a cheap way to build up her heart levels.  Lumina can be difficult
to track down, as she likes to take walks and tends to wander around.
And when she is in the Villa practicing the piano, she'll only complain 
that you're making her miss the notes if you try talking to her or 
giving her a present while she's playing.  Normally I tended to find 
her walking along the road to the Villa, or down by the fireworks 
display.  She likes nature a lot, and will talk about how great it is 
to see the animals, etc.

As I played the game again I thought about pursuing Lumina but even
though she is meant to be a potential bride in this version she still
looks like a little kid to me so I couldn't go through with it.  So
as of yet I have not wed Lumina.


2. Muffy

At 30 years of age, Muffy is the oldest of the women you can choose to
court.  She is also the easiest because you can almost always find her 
in the Blue Bar and she loves flowers.  While many of the GC game guides 
say that she yells at you if you try to give her a present while she's 
working behind the bar, that never happened to me.  I don't know if 
that's a change between the two versions of the game or not, but I almost
always found her working behind the bar, and she always accepted the 
presents I offered, whether Griffin was there working with her or not.
She also loves the old coins you dig up at Carter's archeological dig.
Because the basic coins are only worth $10 anyway, I gave her those and 
flowers every day.  I had her accept my marriage proposal in the summer 
of the first year.  Muffy's diary can be found in the pretty glass lamp 
against the back wall of the Blue Bar.  I never managed to get upstairs 
to see her room, it only ever said "Girls Only" whenever I tried climbing 
the ladder, even after we were married.

Muffy's son is athletic and very eager to learn new things about the
world.  Even as a teenager, he is usually busy wandering around the
farm or heading up to the spring area.  He is not as mopey as Nami's
son, or as lazy as Celia's.


3. Celia

As I noted in previous versions of my guide, I had read in the guides for
the GC version of the game that marrying Celia causes a rift between you
and the people at Vesta's farm.  Now that I've gone ahead and married
Celia in my third run through the game, I can confirm that this is true
for the most part in the PS2 version as well.  After you marry Celia, you
definitely lose friendship points with Vesta and Marlin.  Before I'd
proposed, I was friends with Vesta and was trying to get her to give me 
the weird hoe (per info from several GC game guides for this game).  But
after the proposal she was no longer my friend (you can tell when a
character is your friend because their heads turn to look at you as
you walk past them).  As for Marlin, when I meet him outside of Vesta's 
farm he refuses to talk to me.  When I talk to him while he's working
he sputters something about whether I'm having fun at home.  You can
still buy seeds from both of them after choosing Celia, however
you definitely suffer a setback with Vesta and Marlin.  I believe
Vesta's friendship can be regained, but as Marlin only likes very
specific items I haven't given him many gifts yet.  Vesta is charmed
merely by flowers, so she's easy.

If you want to marry Celia, she is very easy to woo.  She loves all
flowers, so give her one every day and by the summer of Year One she'll
be at four hearts.  Confirm her heart level by reading her diary, which
is under her bed in the loft area of the house at Vesta's farm (not the 
storeroom).  Just walk toward the bed and you'll be prompted to "check"
it.  If she isn't working at Vesta's farm you might find her taking a
walk along the bridge and then either toward the Blue Bar or the
Goddess Spring.

Celia's son has light brown hair and is dressed in red as a toddler,
then in green as a child.  He's actually a pretty smart kid and very
affectionate.  I tend to focus on animal care on my farm so he took
an early interest and skill with animals.  He is definitely lazy when
compared to Muffy's athletic son, but he isn't a bad kid overall.
Celia's daughter has brown hair and as a young child wears a 
reddish-orange dress with a red bow in her hair.  


4. Nami

While this is the girl that most people seem to want to marry, she will
probably frustrate you to no end in the attempt to court her.  I went
after her and Celia at the same time in my third run through the game,
and while Celia was up to four hearts by early summer of Year One, Nami
was nowhere near to accepting my proposal by that point.  The good news
is that you have an entire year to turn her head.  The bad news is that
it's very tough getting into her room to check her diary.

Nami does not keep a standard time schedule.  While some of the GC game
guides note that she gets up around six a.m. and goes to bed around ten
p.m., she will not stick to this schedule every day!  Some nights she
doesn't come home at all.  To get into her room you must catch her
immediately upon returning to her room, which is on the left side of
the hallway on the second floor of the Inner Inn.  She goes to sleep
within fifteen minutes (game time, not real time) and then you're out
of luck.

If you like to go mining, you won't run short of gifts for her.  She
likes fossils and statues.  The only flower she likes are the Trick
Blues that grow in the fall.  She also likes watermelons.  You will
most likely find Nami wandering around the Goddess Spring.  If it's
raining she may be hanging out inside the Inner Inn.  If you do not 
marry her, you'll see her leave Forget Me Not Valley at the end of 
Chapter 1.  However, she does show up again at some point in Chapter 2 
(I started seeing her again in the fall of Year Two), so she isn't gone 
forever if you don't choose her.

Nami's son has her red hair and mopey attitude.  He's very intelligent,
but not all that much fun to be around!

Update: Per Jasmine, you can also catch Nami as she gets up at 9:00 AM.
Just show up at her door (second floor of the Inner Inn) right around 
9:01 AM or so.  Thanks, Jasmine!


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B. Your Family/Household
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I figured I should add a few points here about your family, because
there are some differences between the GC and PS2 versions.  The
biggest difference was news to me after writing the first draft of
this guide.  Apparently you are able to have a daughter in the
Special Edition version of the game.  You need to perform a cheat,
however.  Read about that in the following topic.

1. Your Child

Just like with the GC version of the game, your child's personality
is shaped by which of the women you've married.  If you have a lot
of different animals and are very "hands on" with them by brushing
and cuddling every day, your child will take an immediate interest
in animals.  Both Muffy's son and Celia's daughter has said the same
comments about the farm because I tend to focus on animals.

Okay, to get a daughter.  According to a message from reader Sephiroth
Avalionis, you need to go to the Sprites house and talk to Mr. Pots,
the weird thing in the right hand corner of the house.  Talk to him
100 times, then go and talk to the sprites.  I've now restarted the
game and done this myself.  When you "talk" to Mr. Pots, you first
get a message that "Something is in there."  As you continue to
hit the X button the message will eventually change a few times
as Mr. Pots apparently gets irritated that you are bothering him.
Finally, he starts saying "Fine, you win."  After you talk to him
100 times, which you can do under a minute (real time, not game time),
go talk to the sprites and you will be told that Mr. Pots will
now grant your wish.  You can choose a son or a daughter.  I just
went and did this right away on the first day of the game since
I didn't have that much work to do yet.

In an earlier version of my guide I noted the comments of Debbie
from NJ who thought that her child had been born a boy and then
changed into a girl in the third year, when the kid turns from a
toddler to a young child.  However, I think I now understand where
the confusion comes from.  When my child was born I noticed that
everyone who talked about the kid was very careful to use no
gender pronouns whatsoever.  Usually s/he is referred to simply
as "your child," and not "he" or "she."  Celia's child as a toddler
wears a red outfit with a little red hat and seems to be a boy,
although no one referred to her as a boy.  In the third year when
she becomes a young child, she is wearing a red dress and has a red
bow in her hair.  Clearly, a girl.  Yet it is still the same situation
when anyone refers to my child...no one says "he" or "she."  I think
that similar to Takakura, who always refers to your animals as "it"
rather than saying the gender, the game programmers simply used
gender neutral terms to refer to your kid no matter whether it's
a boy or a girl.  When I had my kid I wasn't sure if it was a boy
or a girl, so I just used a gender neutral name so it would fit
no matter what sex the kid turned out to be.  But yes, the cheat
works and I now have a young girl in my third play through the
game.

Otherwise, I do not know how the game accomodates the sex change.  
In the second year of the game there is a family who will move into 
the village with a daughter named Kate who I assume could potentially 
be your son's bride.  Perhaps if you have a daughter she 
will marry Hugh?  I've only gotten to Year Four of the game and had 
teenagers so I don't know what happens with your child after that.

Your child's daily schedule may vary depending on his mother.  For
example, Muffy's son likes to race around and can often be seen 
jogging around the village, like Hugh.  He also likes animals so 
he will take a turn through the farm, visiting the chickens and 
the cows.  He doesn't leave the house until 9 AM, and he goes to 
bed around 9:30 PM.  When your son has his own room in Year 3, 
he will have a bookshelf with books that feature subjects he's 
interested in.  The last book listed is his diary.  Choose to 
read this to see what he's thinking.  The message doesn't change
all too often--maybe once a year or so.

2. Your wife

No matter who you marry, the routine is pretty much the same.
She'll wake up any time between six and nine (Celia gets up early,
Muffy sleeps in late).  When your child is young she may stay
in the house for most of the day, but often will wander through
the barn at some point.  You can also see her in the kitchen
feeding your child in the early evening.  You do not have to
provide food in the fridge for this to occur.  In fact, you
don't really have to feed your family at all!  You can still
give gifts to improve her heart level based on the items she
liked while you were courting her.  But she doesn't help
around the farm at all.  Muffy tends to ask questions that
prompt you to choose an answer, but Celia doesn't really do
that.  Just be a nice guy and choose the kindest response
and you'll make her happy.


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C. Fellow Villagers
--------------------

Most of the other villagers have something to offer you in
exchange for their friendship, so giving gifts is a big part
of the game.  You will know when a character is your friend
simply by walking past them.  Friends will turn their heads 
to follow your movement.  Here is an easy tip--collect lots
of flowers.  They are a favorite gift of most villagers, which
makes things so much easier than in earlier versions of
Harvest Moon.  The characters that give you records are
listed here but please note that the I've given credit
to the readers who've sent me this information in the
following section of the guide.

Below is a list of villagers per the game booklet.  I've added 
a description of their whereabouts, likes and potential rewards 
to you upon reaching friendship:

Carter -- Go help him dig at his archeological site up near
the waterfall (on the right hand side past Vesta's farm).
Every year you will find a special tablet that he will take
from you.  Apparently after you've found all of them you
may receive a Chihuahua.  Just by going to his site and
helping him dig you should be his friend by Year Two.  If
you mine a lot I wouldn't worry about giving him gifts.
Please note below in the section about your house that you
can also get a record called "Summer Memories" from him.
Also note that you cannot go mining on the days that
Van is in town.  Carter doesn't work those days.

Chris -- Married to Wally.  Loves flowers.  Apparently
you can get the "Bride" record from her when she's your
friend but I haven't been able to prompt this exchange
just yet though I keep dropping by her house.  So far
she's just giving me the recipe for ice cream.

Cody -- This artist lives in the trailer near the beach.
In Chapter Four he will give you a piece of art if he's
your friend.  He likes flowers, but will not accept gifts
if he's standing with his arms crossed.  Try to catch
him as he's walking.  You can often find him near Turtle
Swamp.

Daryl -- Crazy scientist!  He loves fish, but doesn't seem
to accept gifts if he's working in his house.  Give him
gifts if you see him wandering around outside.  He is often
up near the Goddess Spring in the late night hours.  If
you manage to make friends with him he'll give you the
seed maker.

Dr. Hardy -- He gets a house in Chapter Two.  You can find
him walking up to Romana's house most of the time.  He likes
flowers.  You can get the weird sickle from him if you enter
his house while he's there (Chapter Two and after).  You must
be friends with him, of course.

Flora -- Works with Carter.  She likes fish.  Apparently you
also need to be friends with her in order to get the Chihuahua.

Galen -- Old man.  His house will move across the path from
Vesta's farm in Chapter Two, after a sad event.  He is supposed
to give you the fishing pole during this time if you are friends
and enter his house in the very early morning hours, but because
of this sad event there is a time in Chapter Two when he refuses
to accept gifts.  So work on him early in Year One.  He likes
fish and mugwort.

Grant -- Moves in with his family in Chapter Two.  He's Kate's
father.  He likes eggs and milk.  You can get an alarm clock
from him if you enter his house in the early morning hours
after being his friend.

Griffin -- Owner of Blue Bar.  He won't accept gifts while he's
working.  Give him fish and coins.  He'll give you the "Marine
Jazz" record when you're his friend if you enter his room 
between 2-3 p.m. (per Hood).

Gustafa -- Hippie guitar player who lives in a yurt near the
beach.  He likes flowers.  Per Silver Nightingale, if you
befriend him and catch him while he's coming home around 9 p.m.
you can get an item called a "TumTum."  Van will buy this item
for 1000G or you can drive the price up to 1200G and finally
1400G if you refuse his asking price twice.  It is unknown at
this time if there is a further use for this item in the game.

Hugh -- Wally and Chris's son.  He loves coins.  You'll likely
see him running around the village because all he does is
exercise, like his father.  He wears blue in Year One and changes
to a red shirt in Year Two.  He also has a band aid across one
cheek.

Kassey -- Makes fireworks displays with his twin Patrick.  Loves
flowers.  If he isn't down near the pyrotechnics area next to
Cody's trailer, he may be on the beach.

Kate -- Grant and Samantha's daughter.  You won't see her
until Chapter Two.  She has a major attitude...you'd think
she's related to Nami!  Perhaps a future bride for your
son??  She likes flowers and coins.

Marlin -- Rude and grumpy brother to Vesta.  Only likes "S"
produce and energy potions.  Picky, huh?

MukuMuku -- Strange yeti-like creature that Daryl wants to
capture.  You can give this guy at least three gifts a day;
he likes fish and flowers.  When he's your friend you can
get a "Lullaby of the Fall" record from him.  Talk to him
every day to get multiple copies to sell to Van.  He is only
around during the winter and you'll find him at the Goddess
Spring area.

Murray -- Homeless man who wanders around town mooching from
people...including you if you happen to leave items in the
food storage area.  If your dog is sufficiently trained he
will chase Murray off.  I don't see much point in giving
Murray anything unless you're a stickler and want to be 
friends with *everyone* in town.

Nina -- Galen's wife.  Nice elderly woman...you don't have much
time to make friends with her but she likes flowers.

Patrick -- Kassey's twin brother.  He also likes flowers.

Rock -- Tim and Ruby's son.  Party boy who also seems to be a 
bit of a hippie.  He likes flowers.

Romana -- Lives up in the big villa at the top of the hill
on the other side of you farm from the waterfall.  Lumina lives
with her.  She will not accept gifts if she is sitting in
her rocker in the house.  She must be walking around or
standing.  You can get the special watering can from her, and
in the fall of Chapter Three she will give you a cat.  Just
leave your house around 9 a.m. to prompt the scene.

Ruby -- Inner Inn owner with husband Tim.  Her kitchen has
recipes all over the place, so search every nook and cranny.
She gives you the Ruby spice if you are her friend, and lucky
for us she likes flowers!  If you are her friend go into her
kitchen around 9 a.m.  If she's there you should prompt the
scene in which you get the spice.  The Ruby spice does not
run out when you cook with it, but it's the only one in the
game so NEVER SELL IT.

Samantha -- Grant's wife; moves to town in Chapter Two.
She likes flowers.

Sebastian -- Romana's butler.  His room is on the right
hand side of the first floor of the villa.  Make friends with
him to obtain the "Town Mysteries" record.  He likes eggs
and milk.

Takakura -- Your father's friend and fellow farm-mate.  He'll
bring your produce and dairy in to town to sell every morning
around five thirty and return back with your money by noon.
He'll also bring back any orders you make, and work on
farm expansions.  He loves home cooking and trying anything
that you've produced right there on the farm.

Tim -- Owner of the Inner Inn.  GC game guides note that you
can get the "strange hoe" from him but I haven't been able to.
He likes eggs.

Van -- You'll only see him on the third and eighth day of the
season.  You can get many special items from him--though you
have to buy them!  By buying and selling with Van you are
assured to be his friend by Chapter Two.  I've never given
him a gift yet have achieved this result.

Vesta -- Runs farm on the other side of the creek.  She
also loves flowers.  I haven't been able to get the "weird hoe"
that's been talked about in GC game guides because I had
to start all over with her friendship when I married Celia.

Wally -- Hugh's father and fellow jogger.  He'll give you
wool clippers when he's your friend.  He likes eggs and milk.



-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
III. THE FARM
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

------------------------------
A. Buildings and Expansions
------------------------------

1. House

No more chopping lumber, and free house expansions!  I was so happy 
to discover this bit of the game.  While the expansions can be very 
expensive in this game,  be assured that at the end of the first three 
chapters, you'll get a free new room added to your house.  At the end 
of the first year, you get a kitchen with two bathroom attachments that 
you can enter and use with accompanying sound effects (even though the 
camera doesn't follow you in there).  At the end of year two,  your son 
gets his own room while you and your wife still have to sleep in the 
living room next to the television set.  You and your wife eventually 
will get your own room at the end of Chapter 3.

There are several additions you can buy for your home.  For example,
Van will sell a few records.  You can also buy new rugs for your home.
More about that in the Van section of the guide.

More information about the records you can obtain from various
townsfolk: 

-- According to reader Sam Halsall, you can also get a record 
from Carter:  "In Chapter 4, while Van was in town, I met Carter 
on the beach staring at a log.  He gave me the Summer Memories 
album.  Van will buy it for 405(486)G."

-- According to reader Benjamin Bezanilla, you can get a
record from Sebastian, who is the butler at the Villa.  You
must be his friend, and when you go to his room to speak to 
him, he will lend you a record called "Town Mysteries."
Thanks to Benjamin in Chile for the info!

-- Per Wijanarko Harun, you can get a record from the yeti-like
creature that hangs around around the Spring in wintertime.  You
can give him three flowers and three fish per day in order to raise
his heart level with you.  When you are his friend he will give you
a record called "Lullaby of the Fall."  Also, you can get this
record from him over and over again by talking to him every day, 
and sell the extras to Van for 405G.

--Also per Wijanarko Harun, you can receive a record from Chris
(Hugh's mother) after you befriend her.  That one is called "The
Bride."  Like most of the women in this game, she loves flowers.
I also had good luck giving her milk as a gift.  Lynn also 
emailed me about the Bride record, so thanks to both of you!

--Per Hood, you can get the "Memories 64" record if you have 10
wins against Kassey in the terrority game.

--Also per Hood, can get the "Marine Jazz" record by befriending
Griffin.  He likes fish.  Enter his room around 2-3 PM to receive
the record.


2. Dog House

In this version of Harvest Moon, you are not supposed to take your dog 
inside your house with you.  I learned this the hard way, when I brought 
him inside every night and he ended up being angry with me whenever I 
tried training him.  Some GC game guides note that you are physically 
unable to bring your dog inside the house, but with this PS2 version I 
was able to.  If I tried bringing him into the barn or one of the other 
buildings, he'd bounce out of my arms as I went through the door, but 
he did get into the house with me.  However, apparently you are supposed
to let him use his dog house when the weather gets bad.  Like I said, 
I was bringing him inside at night and when it rained, and for more than 
a season after that, I got the angry "storm cloud" thought bubble above 
his head every time I tried to train him.  Once I started leaving him 
outside all of the time and feeding him once a day, he was fine and his 
heart levels started going up again.  His dog dish is next to his little 
house, and he generally will eat every day around 9 AM or so.  You'll 
see a little heart appear over his head every day when he eats.  You can
feed him any of the foods that you are foraging for, such as Royal Fern 
or mushrooms.  I never wasted any crops on him because they are so 
necessary for cooking, hybridization, and making seeds.


3. Chicken Coop

The white building with blue trim that stands on the other side of the 
first field is your hen house.  You can have up to eight chickens inside.
You'll need to fill the feed box every other day once you have a large 
number of birds.  Feed is $150 each.  You can also have Takakura build 
you a little fenced in area for the birds, but it costs $10,000 and it 
didn't seem cost effective to me, since the birds are plenty happy 
staying inside at all times as long as you cuddle them and pick them up 
every day.  My chickens started giving golden eggs nearly every day 
as soon as they got to ten hearts.  You can make money for feed by 
selling any of the extra male chickens you hatch from fertilized eggs.
Wait until the new male chick is an adult and then sell him for $450.  
They have to make it really sad just to make you feel bad, and show a 
cutscene where Takakura takes the bird and walks off.  But there really 
is no point to keeping more than one male bird.  He doesn't do anything 
but fertilize eggs and eat.


4. The Fields

You start the game with two fields.  The GC guides talk about a third, more
fertile field beyond the locked shed and I don't know if that is available 
right at the beginning of the GC version of the game.  But in the PS2 
version, you don't have the option of using that third field until the 
second year.  At the beginning of the game it's covered in trees and 
brush and you can't even walk up there.  The small field next to your 
house is the least fertile.  Plant trees there.  They grow just fine as 
long as you keep watering them.  You can also fertilize them to help them 
out.  The middle field is on the other side of your chicken coop.  Use 
this one to plant crops until you have access to the third field.  I've 
tried planting in a checkerboard fashion, and also planting in rows with 
one empty row of soil in between each row of crops.  It doesn't seem to 
matter how you plant them as long as they are properly watered.  Make 
sure you water once in the morning, and then when your crops are dried 
out in the afternoon, water them a second time.  This greatly improves 
the time it takes for your crops to grow.  They take almost twice as 
long when you water them only once a day.  At some point in the second 
year, probably after you've added a few expansions to your farm, Takakura 
will mention that he can now clear that third field for you.  This happened
in the Fall of year two for me.  The third field costs $20,000!  That seems 
a little extravagent to just clear some brush.  But the third field is the 
most fertile, so it's worth it.  And by that point you should be making 
cheese and butter, so you'll be able to raise the money okay.


5. The Barn/Pasture

Your barn is the largest building you have.  You have a fenced in pasture
behind it, and a silo of fodder attached to it.  The most awesome aspect
of this game, and the first time this feature appears in a PS2 version of
Harvest Moon, is the automatic bell.  While you're standing outside the
barn (in the pasture), you can push the red button on the wall to ring a
bell that calls all the animals outside to the pasture.  No more pushing
their stubborn behinds out the door!  While you are inside the barn,
push the red button on the wall to call all the animals inside.  I love
this feature so much.  Your cows have two boxes of fodder each, and the
horse has one box.  Feed the animals twice a day (though the horse
tends to only eat once), or they will get angry.  If the weather is nice
and you can leave them outside in the pasture for most of the day,
they will just eat once while they are inside the barn.  Just keep the
fodder bins full whenever you see they are empty.  That's your best
bet.  Fodder is a definite issue during your first year.  The grass
in the pasture doesn't grow until you fertilize it square by square.
Fertilizer can be purchased at Vesta's farm (just push the "right"
directional button while you are in the shop menu and you'll find
fertilizer listed on the last page).  It costs $40 each.  Money is tight
during the first year because you start out with just one cow and
you have to build up her heart level to get the more lucrative milk.
You can easily run out of fodder during that first year when trying
to feed your cow and horse.  I suggest not buying another cow until
you get at least half that pasture fertilized.  You can't cut the grass
for fodder until it gets tall and turns a very dark green.  Also, when
you put the animals out to pasture, they need the tall grass to eat.
If you haven't fertilized at all or if the fertilized grass hasn't had
enough time to grow yet, there is nothing out there for your animals to
eat.  If you put your animals out to graze without fully grown grass in
the pasture, they are not eating outside.  They will still expect to be
fed twice in the barn.  If you send your animals outside and your cow
immediately moos angrily (with a storm cloud above her head), this can
mean one of two things.  Either you've put them out too early and they
were asleep at the time, or your grass is not tall enough and there is
nothing to eat. Always leave a few patches of grass growing after you 
start fertilizing and are able to cut some fodder.  Good fodder costs 
$250 and is very expensive.  You can use it sparingly to help boost your 
cow's health/heart level and get your milk to "S" level, but don't 
expect to buy it to feed your animals on a daily basis.


6. Tool Shed

The tool shed is attached to your barn and can be entered from outside
or through the barn itself.  All of your tools can be stored here,
though I tend to carry everything with me.  You start out with Takakura's
heavy tools and a small watering can.  The heavy tools will tire you out
quickly, so when you get a chance buy the  light hoe and the light sickle.
They are worth the investment and aren't too expensive as tools go.  Also
make sure to buy the fishing pole right away, because it will turn into
a great money-making feature in the future.  The watering can holds 35
waters and is perfectly serviceable.  You don't need to upgrade that one
right away.  When you are able to spare the $750 for the large watering
can, you'll have 140 waters available.  Stand in front of the low shelves
on the left side of the room to access your tools.  On the far right side
of the room, past the door, there is a tall shelf where your seeds are
stored.  You can also store anything else that isn't perishable (no crops
or food).  When you order good fodder or bird food from Takakura, he will
deposit it here on the following day so you have to come in here to grab
it if you want to use it.  When you buy seeds from Vesta, those will go
directly into your rucksack.  Also, when you get the seed maker it will
be located here.


7.    Food Storage Room

Across from the tool shed you'll find the food storage room.  Against
the back wall there is a deep freezer to store your extra perishable
foods--although if you do  that you can get them stolen by Murray, the
homeless guy.  If your dog is at a high heart level he will protect your
items and stop him, but it's just easier to never leave anything in there.
Besides, when your dog catches him you hurt Murray's feelings when you
try to take your stuff back because he doesn't understand that it
actually belongs to you.  He thinks it's a magical box of free stuff.
Dairy items and crops do not go bad, no matter how long you keep them
in your rucksack.  And your rucksack is huge in this game.  It will be
difficult to actually fill it up even when you carry all of your tools,
seeds, crops, archeological items, foraged foods, etc.  You can also
deposit your dairy and crop items here to be sold.  Dairy items go in the
small refrigerator in the middle, crops and seeds go in the wicker basket
on the right.  When you're in the wicker basket menu, across the middle
there are two icons where you can toggle between the "crop" page and the
"seed" page.  Selling the seeds, especially fruit tree seeds, will gain
much more money than selling the crops themselves.  Every morning at
around 5:30 AM, Takakura comes over there,  takes everything to be sold,
and walks off to the city.  He normally comes back with your money around
noon.  When he does, he puts the money in the can on the left.  This is
also where you can order items such as tools, bird seed, and building
expansions.


8. Takakura's House

Your father's friend still lives on the property.  His house is the
last building as you leave the farm area, across from the barn.  Though
he wanders around the farm  all day after coming back from the city,
I'm not sure that he actually does anything to help you out.  He goes
into the pasture, the chicken coop, and walks through the barn every
evening.  But he just stands around and looks at stuff.  He likes taste
testing items from your farm, especially things you've cooked.  By
"taste-test" I mean he eats them, so you don't get anything back once
he's tried it.  Though he will let you know what he thought of your
food the next time you talk to him.  Average quality dairy/crops are
"okay," and recipes that you've cooked generally get a rave review.
During the second year, he brings a plant home with him named  Tartan.
This two headed plant reminds me of the plant from "Little Shop of
Horrors."  But instead of people, this one eats crops and seeds.
This is how you start combining two crops to make new ones.  Enter
Takakura's house in the evening (between 7 and 8 PM) during the second
year and you'll be introduced to Tartan.  This worked for me during
the summer.  Takakura wasn't even my friend yet.  Tartan is very
frustrating, because when you talk to him, he doesn't just ask whether
you want to hybridize right away.  You generally have to keep talking
to him several times before you get the option.  If he asks whether
you have anything to eat, he's just going to analyze it and tell you
the quality, when to plant it, etc.  This isn't all that useful
because you get the same information when you "check" the seeds
yourself when you're holding them, so skip over that and keep choosing
to "talk."  Eventually he'll ask if you want to hybridize.  More about
that in the hybridization section of this FAQ.


9. Seed Maker

This is an expansion that must be purchased through the order form
in the food storage room.  It costs $6000 and is one of the cheapest
additions besides the pond.  You can get a free one if you befriend
Daryl, but I could never catch Daryl enough to get to that point so I
just bought one.  This item goes into the tool shed.  When you get it,
you can put a crop in here and in two days or so you'll get two seeds
per crop.  This is especially useful with the tree fruits, as their
seeds will sell for far more than the fruits themselves, and also
with the new crops that you've hybridized, since you can't buy these
special seeds from Vesta.  A definite must-buy item (or free item if
you befriend Daryl).


10. Pond
 
You need the pond if you want ducks.  Ducks will appear during the
second year and lay eggs as long as you have the pond and some chickens,
but I didn't feel the need to have them so I didn't bother with it.
At $2,500, it's not as expensive as the other expansions.  So it's up
to you if you want one.  If you don't have a pond, you don't get ducks.
You don't need the pond to grow fish, like you could in previous games.
The pond will appear in front of the tree in your pasture, so be  sure
you don't waste money fertilizing the grass immediately around that tree
if you're going to get a pond.

Update: Even though the GC game guides all claim that you have to have
the pond by Year Two in order to get ducks to show up, I managed to
get ducks in Year Four after getting the pond that year.  Just go
to bed really late during the summer so you wake up after your wife and 
you'll get a scene where she tells you that there are ducks outside.
You'll get to choose to keep them or not.  If you keep them, you
get to name the male and female duck and they will be added to your
chicken coop.  I named mine Donald and Daisy.  Just don't have a full
chicken coop so there is room for them to be added.


11. Food Processing Room

A major financial setback.  This baby costs $30,000!  But you need this
building to make butter and cheese, which is instrumental in a lot of
recipes as well as far more lucrative than mere milk.  You will make
this money back with no problem.  If you have a normal cow giving "S"
milk, you can make "good" butter and cheese,  both of which sells for
$300 each.  Once I got this room, I never sold milk again.  I just made
anything I didn't want to keep for recipes into cheese and butter, and
sold it that way.  I was able to make the $20K I needed for the third
field in one season following this expansion.  If you have a Star cow
giving "A" or "S" quality milk, don't make cheese or butter unless you
need it for a recipe.  Star cow milk sells for much more than the good
butter and good cheese.


12. Chicken Yard

The chicken yard can be built for $10,000 and will take the place of
the locked shed.  Readers have told me that you can leave your chickens
in there at all times without them getting sick, but it just makes me
nervous so I haven't tried this out.  Bird food can be expensive but
I usually have enough money to feed them inside the coop.


13. Miscellaneous

You can also build a fertilizer maker, milking room, and a few various
other items, but the expansions listed above are the most important.
The milking room costs  $60,000 and mostly just saves you the time of
milking.  I don't think it's worth the money.  Once you fertilize your
pasture you never have to do it again; the grass keeps growing every
time you cut it (even during Winter), so I just bought all my fertilizer
from Vesta rather than buy the maker.  Finally, there is a water well
near the  chicken coop where you fill your water can.  The locked shed
cannot be used; it's just a locked shed that ended up not being used by
the programmers.  I wish they'd just taken the stupid thing out, but
there you go.


------------
B. Crops
------------

I've decided not to write up a large section on crops after all, since
there aren't a lot of differences between the two versions of the game.
The biggest difference that I've seen is that "Sweet Potatoes" in the
GC version of the game are called "Yams" in the PS2 version.  Otherwise,
I would suggest checking out the various guides for the GC version of
the game, because those will serve you well in figuring out how to get
the most out of your crops.

If other people know of major differences between the two versions of
the game when it comes to crops, feel free to let me know and I'll be
happy to add them to this guide.

One major note.  Unlike previous versions of Harvest Moon, there are
no crops (other than trees) that regenerate and continue to grow
after you've harvested.  Once you pick the tomato, the plant will
wilt.  You have to cut it down and plant another tomato seed.  The
root plants will leave a big hole behind when you pull them out of
the ground.  The hole can be refilled with your hoe.  If you leave
it there, the hole will eventually erode away during the Winter
season.  Once you have the seed maker, this won't be that big of
a deal, since you can get two seeds from every crop you grow.


------------------------
C. Livestock/Animals
------------------------

1. Dog
     
At the start of the game, you are able to choose a floppy eared or a
pointy eared dog and then name him.  He lives in the dog house next
to your house, and needs to be fed once a day.  He can stay outdoors
at all times, in fact you can't bring him inside any of the buildings
except for your own house.  When the weather is  bad he'll just go into
his dog house.  Make sure you train your dog often by hitting the
"triangle" button.  At first he'll only put up with a couple of
repetitions before the heart bubble above his head turns into the stormy
anger bubble.  When he gets better the training sessions take up more
time.  If you feed him and pick him up every day his heart levels will
increase.  He doesn't really seem to get sick and doesn't have a health
bar like the livestock.  If he is well taken care of, he'll protect
your farm from Murray, who steals food that you leave in the food
processing room's freezer.  Otherwise he just tends to stick around
the house and will follow you around a little bit when you're nearby.
You need to whistle once to call the dog to you.  Hit the R2 button
for this.  In the GC version of the game, apparently you hit the same
button to call both the horse and the dog (once for the dog, twice for
the horse), but PS2 gives you two different buttons to call your animals.

2. Horse

You get a horse on the first day of summer in Year One as long as you've
sent some dairy to be sold through Takakura.  He'll come back from
town that day and announce that you have a new animal.  However, if
you order a new animal on the last day of spring (so it will arrive on 
the first day of summer), your horse will be delayed until the following
day.  So keep that in mind when ordering new animals.  The color of the
horse is RANDOM.  So far I've managed to get one of three colors--brown,
reddish-orange and white.  The brown horse gets noticeably dirty after 
awhile but doesn't get clean if you try to wash him at the water trough.  
I like the red one the best.

The horse is the best animal in the game as far as I'm concerned.  While
he does not offer you a direct product like cows and chickens, he is
far less trouble and manages to get you around town without forcing
you to waste your precious stamina.  After you get the horse, do not
walk anywhere.  Ride him to all of your destinations and you'll notice
that you aren't nearly as tired by the end of the day and you can
get a lot more done.  You can whistle for your horse from anywhere
in town (as long as you're outside) by hitting the L2 button.  Even
if he's in the barn, your horse will arrive at your side.  If you
are waiting for him to stop rolling around in the dirt so you can
jump on his back, you can also whistle for him when he's right next
to you and he'll immediately get up.

The horse responds to one action twice per day.  You can talk to him or
cuddle in order to get a heart cloud above his head.  But unlike
the other animals, that's it.  If you talk first, he won't respond
if you cuddle immediately after it...and vice versa.  Like the cows,
he gets mad if you wake him up, so it's safer to just talk to him
every day rather than cuddle in case you don't notice when he's
sleeping.  His eyes close and his head bobs from side to side
when he's asleep...he doesn't lie down like the cows.


3. Cow

Cows are so lucrative but so frustrating at the same time.  You start
the game with a normal cow that has "recently given birth" so things go
pretty well for you in the early seasons.  That first spring you may
get four jugs of milk every time you milk her for a total of eight
jugs per day.  You can milk your cows twice per day, just leave at
least six hours between milkings or they'll get angry and refuse
to give milk.  In the summer they give less milk with a small boost
in milk production in the fall (I usually get three jugs per milking
at that point), and by winter of the first year your cow will dry up 
and give you nothing.  Star cows give the most valuable milk but
they also tend to only give you one or two jugs per milking.

Here's the bad part about cows.  New cows don't give milk AT ALL
until after you've impregnated them and they've given birth.  After
that they only give milk for roughly forty days, or a full year...but
it's very rare that you actually get a full year of milk out of them
before they dry up and you have to impregnate them AGAIN.  And every
female calf you get will not give milk until she is an adult and
has given birth to her own baby.  So needless to say, your cows
will outgrow the barn in no time.  While the official game booklet
tells you to never sell your animals, the game is simply not set
up to allow this.  You have to sell your cows.

My strategy is to have one female of every breed.  I keep those
original cows and sell their calves once they are old enough.  This
is because once your cows are at ten hearts, they will give "S"
quality milk and you want to keep them rather than have to build
up the heart levels of their children and wait for THEM to have
babies.  Only sell your original cows when they get old and sick.

I have also noticed that basically you get one year of milking for
each cow following by roughly one year of no milk from that same
cow.  This is because you should only have one calf in the hutch
at one time which means you have to time the pregnancies of your
cows.  And when you buy a new cow you have to wait nearly two
full seasons before she's old enough to impregnate!  The pregnancy
takes almost one full season, then the cow gives at least four
days of "mother's milk" that must be fed to the calf.  Then you
finally get milk again.

You can either save one barn slot for a bull to father all the
calves or pay the money for another bull.  I personally don't
believe one way saves money over another because by having a bull
in your barn you are paying through feeding this animal every
single day even though he does not provide a constant product
to you and also devoting a full slot of your barn to such an
animal rather than having another cow that could be giving milk
most of the time.  It's all a matter of your own preference.

The calves will most likely take the breed of their mother rather
than their father, so most of the time it doesn't matter what
breed of cow your bull is.  If you pay for another farm's bull
to give the miracle potion it will automatically be whatever
breed of cow you are trying to impregnate.

While I've had readers tell me that they've kept their cows outside
at all times (even through the winter), in my experience this
does affect the quality of milk you get as well as the health of
your cows.  I had a cow giving "A" milk and I left her outside
for most of a summer season and suddenly she was giving me "B"
milk.  When I brought her back inside she went right back to
giving "A" and finally "S" quality milk.  Do not leave your
cows out in the rain, and I strongly suggest you do not leave
them out during the winter months.

You must fertilize your field to obtain fodder.  You can only cut
the grass when it turns a very dark green color.  If you leave
your animals outside and they keep putting their heads down
to the grass only to quickly raise their heads and bellow at
you with the angry storm cloud above them, it's because
your grass isn't long enough for them to actually eat yet and
they are hungry!  Each cow eats two fodders per day.


4. Chicken

Chickens are worth having even though their eggs don't really sell
for all that much unless you get golden eggs out of them.  You can
keep up to 8 chickens.  Start out buying one female and one male,
then you'll never have to buy another chicken.  You'll be up to your
ears in fertilized eggs in no time.  Keep hatching those baby chickens,
selling the males once they are full grown.  Keep one male around to
fertilize more eggs.  You can always sell fertilized eggs, and people
who like eggs will still accept fertilized eggs as gifts.  You can also
still eat them.  You can pick up and cuddle your chickens twice a day
to get a favorable response.  If your chicken is lying down with its
head on the ground it's sleeping.  You can pick it up to get the egg
out from underneath, but don't talk to it or cuddle it!  It will get
angry if you wake it up.  Usually once I move the sleeping chicken
and put it back on the ground it wakes up on its own and then I can
pick it up again to cuddle it.  Sell your golden eggs through Van.

Update: According to Sephiroth Avalionis, you can leave your chickens
in the yard full time if you want.  They won't get sick, and they
are able to find their own food while they are out there.

5. Sheep

I didn't bother with a sheep.  You can only harvest its wool once per 
season, but then you have to still feed and care for it every day.  
Just seemed like too much work for not enough profit.  It takes up 
one slot in your barn, too.  Kind of a waste.

6. Goat

Can only be purchased through Van.  It costs 4000 G.  The folks
at Natsume figured out that forcing their players to kill their
animals probably wasn't such a good idea, so in the PS2 version,
you CAN sell your goat for 1000 G when it finally stops giving
milk.  So you still can't impregnate the goat, but you don't have
to kill it to get rid of it when it becomes useless.  Also,
you can't buy another goat.  You just get the one.

Thanks to Sam Halsall and Sephiroth Avalionis for further info
about the goat!

7. Cat

You can get a cat if you befriend Romana.  She likes flowers just 
like all the women in this game.  Don't give her any gifts when she 
is sitting in her chair because she won't take them.  She gave me a 
cat before she was at a "friend" level with me.  I'd given her a 
total of two gifts.  The cat really doesn't do anything at all.  
It will eat the dog's food in the early morning, and this will drive 
up his heart level, but it also means you have to fill the dog dish 
twice a day so your dog can still eat, too.  I guess I'd only suggest 
trying to get it if you're one of those players who likes to make sure 
he's unlocked all the secrets of the game.

Update: I'm not exactly sure how I got the cat.  I'd given a total of
two flowers to Romana.  During the Summer of Year 3, I had gotten up
extremely early and finished watering, so I went back to sleep.  When
I got back up and left the house between 9 and 10 AM, I got a cut scene
in which Romana offered me a black cat that I got to name.  I wasn't
even trying to get the cat, because when you have it, you have to fill
the food dish twice a day.

8. Ducks

Even though the GC game guides all claim that you have to have
the pond by Year Two in order to get ducks to show up, I managed to
get ducks in Year Four after getting the pond that year.  Just go
to bed really late so you wake up after your wife and you'll get a scene
in the summer season where she tells you that there are ducks outside.
You'll get to choose to keep them or not.  If you keep them, you
get to name the male and female duck and they will be added to your
chicken coop.  I named mine Donald and Daisy.  Just don't have a full
chicken coop so there is room for them to be added.

     
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IV. HYBRIDIZATION
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This is a new aspect to the PS2 Harvest Moon series.  You can combine
your basic crops to make new fruits and vegetables, even making second
and third generation combinations for some very interesting results.
Obviously part of the fun is figuring out what combinations make which
new crops, but I can share the combos that I've discovered through my
own trial and error.  You'll find that list beneath the following tips
concerning the hybridization process.

-- As I noted under the section about Takakura's house, Tartan will
show up there in Year 2.  At first he just offers to "analyze" your
crops and seeds.  That's pretty much useless since he only tells you
what you can find out by examining the items in your rucksack yourself.
At times you'll have to go through several conversations with him before
he even offers to hybridize something for you.  

-- Make sure you save before you try any new combos.  Making new
hybrids is mostly guesswork, and I've also discovered that Tartan will
go through certain "moods" where nothing you try will work properly.
When this occurs, simply restart the game and try them again.  A
combination that didn't work the first time may work the second time.
All of the combos listed below have been tested by me and work.

-- The order in which you enter your choices is very important.  For
example, a tomato and a carrot will create a Tomaca, but a carrot
and a tomato doesn't do anything.

-- The names of the crops can help you determine what new product will
be made.  The order in which you combine the crops together makes all 
the difference.  For example, when you combine a strawberry with
anything, the "berry" part carries over to the new crop.  And for a
tomato, it's the "toma" part of the name that carries over.  So a
strawberry combined with a tomato will become a "berrytoma."  So if
I tell you that one of the hybrids is called a "potamelo," break down
that name to figure out which crops go together to make that one.
Yep, it's a potato and a melon.  The names don't always carry over
exactly like this, it's just a pattern I  noticed when I was
experimenting with hybrids.

-- There are several "rare" crops that you will be able to create.
These third generation crops are generally the combination of two
second generation crops.  You will be allowed to name these rare
crops, although you only get four digits/letters per name.  Pay
attention when Tartan tells you things like, "If you combined a 
Trady and a Berrylon I bet something interesting would happen."
These are recipes for rare crops.  First you have to figure out how
to make a Trady and a Berrylon, and then you can finally go about
creating the rare crop.  I have not yet created many of these, so I
don't know if you are able to combine the rare crops to make yet
another generation.

-- You can also combine certain flowers with seeds to achieve more
powerful results.  The best of these is the upseed flower.  Combine
an Upflower with any seed to instantly turn it into an "S" grade seed.
This works great with tree seeds, because then you get much better
quality fruit from that tree.  Also, any crop you grow from  an "S"
seed can be placed in the seed maker to make even more "S" seeds.
The Gemsoil will allow you to plant your seed in any quality of soil,
and the Happy Lamp combined with any seed will let that crop grow during
any season.  You will find two upseeds every other day during Winter,
one near Cody's funky trailer (past Turtle Swamp), and the other on
the left hand side of the path as you are walking up towards the
waterfall and Carter's dig site.  You will find Happy Lamps every five
days during Summer as you walk down towards the doctor's house.  They
are red flowers.  You can harvest them twice per Summer if you get them
right away on the first day, for a total of twenty Happy Lamps per year.

-- I'm in Year 4 of the game, and am just starting to grow second 
generation trees.  I'll add more information about the hybrids I've 
discovered through my own experimenting at a later date.  I'm keeping 
them all tallied in a notebook.

Now in alphabetical order are all of the hybrid crops that I've
discovered through my own experimentation.  Note that this is not
a complete list.  The rare crops are listed at the bottom.

Bashber  ...............  Potato + Watermelon
Berryber  ..............  Strawberry + Watermelon
Berrylon  ..............  Strawberry + Melon
Berrytoma  ...........  Strawberry + Tomato
Cabber  ...............  Watermelon + Carrot
Caberry  ..............  Carrot + Strawberry
Cady  ..................  Carrot + Turnip
Camelo  ...............  Carrot + Melon
Dhibe  ..................  Turnip + Strawberry
Gehju  .................  Grape + Banana
Gretoma  .............  Watermelon + Tomato
Jurum  .................  Grape + Peach
Kandy  ................  Turnip + Yam
Kanro  ................  Yam + Carrot
Kashry  ...............  Yam + Watermelon
Lanmuge  ............  Orange + Peach
Magenge  ............  Banana + Orange
Magerum  ............  Banana + Peach
Melotoma  ..........  Melon + Tomato
Orahge  ..............  Grape + Orange
Oraphu  ..............  Orange + Apple
Phuju  .................  Apple + Grape
Phurum  ..............  Apple + Peach
Potamelo  ...........  Potato + Melon
Radita  ...............  Turnip + Potato
Raury  ................  Turnip + Watermelon
Tobatama  ..........  Potato + Tomato
Tataro  ...............  Potato + Carrot
Trady  ................  Turnip + Tomato
Yamato  .............  Yam + Tomato
Rare Crop  .........  Trady + Berrylon
Rare Crop  .........  Tataro + Cady
Rare Crop  .........  Kanro + Radita
Rare Crop  .........  Cabber + Kanro


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V. COOKING
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Cooking is frustrating in this game, because you can't cook all
the recipes right away.  You only have two options, soup and salad,
to start out.  You have to cook roughly 18 recipes before you unlock 
the Entree and the Dessert recipe options.  In the PS2 version of the 
game, the type of recipes you can make are: Soup, Salad, Entree, Main 
Course, and Dessert.  Entrees are equivalent to "appetizers" or "hors 
d'oeuvres" in this game.  Once you unlock the Entree and Dessert 
option, you need to make around ten more items before you finally 
unlock the Main Course choice.

A few quick tips and notes:

-- Start fishing right away.  The most common fish aren't worth a
lot of money, but they have other uses.  They work well in recipes,
and the fish based recipes tend to be worth a good amount of money.
When you are able to make Entrees, you can turn every fish that's
worth less than $150 into Sashimi and sell it for a nice profit.

--  The GC game guides for AWL note that there is a glitch with
the Ruby spice that you receive when you befriend Ruby in the Inner
Inn.  Apparently in that version of the game you are able to use only
Ruby spice in any recipe and then receive an extra Ruby spice that
you can turn around and sell for $200.  I tried doing this in every
single recipe category and it never worked.  I also tried choosing
Ruby spice once, then twice, and even three times when making a
recipe, and all I ever got was a failed recipe--no extra Ruby spice.
So unfortunately it appears that this glitch has been fixed by the
programmers...no more free extra Ruby spices when you play the PS2
version of the game.  Unless I was doing it wrong.

-- Unlike previous versions of the game, recipes are not saved when 
you use them.  So when you want to make something, you have to enter 
what you want to use every time and can't simply choose a previously 
used recipe.  I know there are more recipes that can be made using rare 
crops and second generation hybrids,  but I haven't gotten far enough 
in the game to start experimenting with those, so more recipes to come 
in the future.  When you finish your food, examine it to learn if 
there are any varieties in how to make that dish.  Some dishes allow 
you to use a variety of root vegetables or a different fruit to make 
the same food.

-- Starting in Chapter 2, if you start leaving your food in your 
kitchen fridge, your wife and child will sometimes take it themselves.  
But if you don't leave them food, they don't starve or anything.  So 
unless you don't mind having crop items going missing, I'd suggest not 
leaving stuff in the fridge.  You can always give your wife and child 
cooked food as a gift to boost their feelings toward you anyway.

And now for the recipes (and sell prices).  This is not a complete
list, it's only what I've been able to figure out with the ingredients 
that I have, or the recipes I've found on various pieces of furniture in 
the houses of other villagers.  Please note that for cooking recipes, you 
can enter your ingredients in any order:

-------
Soups
-------

Earth Soup  ......................  Potato + Carrot ($100)
Fish Stew  ........................  Potato + Carrot + Fish ($250)
Stew  ...............................  Potato + Carrot + Milk ($200)
Tomatoma Soup  .............  Tomato + Carrot ($90)
Yam Soup  ......................  Yam ($110) or bargain for ($132)

-------
Salads
-------

Dhibe Salad  ....................  Dhibe + Tomato + Berrytoma ($35)
Fruit Salad  .....................  Apple + Orange + Tomato ($40)
Light Pickles  ...................  Turnip ($25)
Marinade  ........................  Fish + Mugwort + Tomato ($35)
Melon Salad  ...................  Melon + Apple + Orange ($25)
Tomacaro Salad  ..............  Tomato + Carrot ($35) 
Tomamelo Salad  .............  Tomato + Melon ($35)

--------
Entrees
--------

Fried Mushrooms  .............  Potato + Mushroom + Butter ($80)
Fried Vegetables  ..............  Tomato + Carrot + Butter ($70)
Grape Pie  ........................  Grape + Butter + Egg ($50)
Melon Pie  ........................  Melon + Butter + Egg ($50)
Sashimi  ............................  Fish ($150)
Smoothe Veggie  ...............  Potato + Turnip + Carrot ($175)

---------------
Main Courses
---------------

Curry  ...............................  Ruby Spice + Carrot + Potato ($150)
Gratin  ..............................  Milk + Cheese + Butter ($200)
Meuniere Set  ...................  Fish + Butter ($250)
Mushroom Curry  .............  Ruby Spice + Potato + Mushroom ($200)
Mushroom Gratin  ............  Cheese + Mushroom + Butter ($150)
Omelet  ............................  Egg + Butter ($200)

----------
Desserts
----------

Carrot Cake  ....................  Carrot + Egg + Milk ($150)
Fruit Juice  ........................  Milk + Peach + Grape ($50)
Grilled Yam  .....................  Yam ($75)
Kashry Ice Cream  ...........  Kashry + Brown Milk + Star Milk ($150)
Love Cocktail  .................  Watermelon + Grape ($200)
Peach Tart  .......................  Peach + Egg + Butter ($125)
Pound Cake  ....................  Milk + Egg + Butter ($175)
Rich Juice  ........................  Star Milk + Banana + Peach ($75)
Strawberry Cake  .............  Strawberry + Egg + Milk ($190)
Sweet Potato  ...................  Yam + Butter + Egg ($150)
Veggie Cake  ....................  Tomato + Egg + Milk ($150)

Note: Per Debbie, any two fruits plus milk will create a dessert
recipe.


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VI. FISHING
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Sam Halsall has some info to add about fishing, too:

"The Gamecube version had two classes for each fish: 
Regular and Big.  The PS2 version adds two new ones: Tiny 
and Huge.  The places where you catch the different 
species of fish appear unchanged.  Here are the prices Van 
will pay for them, followed in brackets by the price you 
can get by haggling if possible."

Above paragraph appears per Sam's info.  I would like to add
some tips about fishing, because it can be frustrating.
While it is easy because you don't even have to keep your
hand on the controller to do it, there is still some tricky
bits to deal with.

With your fishing pole, approach the edge of the water
(or swamp).  When you can use the pole, the red question
mark over the "X" in the upper right portion of your screen
will turn into the word "Fishing."  Hit X to cast your reel.
I usually open a book or a magazine at this point and just 
read while I wait.  Although if you don't have the vibration
setting turn on (via the bookshelf in your house), it won't
work so great, heh.  

The fish will first nibble at your line.  Your controller
will vibrate briefly when this happens.  The fish can nibble
anywhere from one to five or six times before it bites.  When
the fish bites, you'll see a splash and hear another rumble
from your controller.  Now, this is where you have to be
careful.  Don't jump the gun here and hit X.  Hit it too soon,
and you'll reel in an empty line.  Same thing goes if you
reel in too late.  Wait for the splash and the rumble to
finish, then hit X.  You'll get the timing down when you do
it enough.

Now on to Sam's pricing guide.  The second number is the 
higher price you can negotiate from Van.  Additional fish 
prices per Faith June.  Thanks for filling in the blanks, 
Faith!

Arna: 400(480)G

Tiny Nyamane: 50G
Nyamane: 60G
Big Nyamane: 130(156)G
Huge Nyamane: 200(240)G

Tiny Huchep: 60G
Huchep: 90G
Big Huchep: 170(204)G
Huge Huchep: 250(300)G

Tiny Snelt: 20G
Snelt: 30G
Big Snelt: 60G
Huge Snelt: 100G

Tiny Colombo: 10G
Colombo: 20G
Big Colombo: 40G
Huge Colombo: 100G

Tiny Rainbob: 70G
Rainbob: 80G
Big Rainbob: 150(180)G
Huge Rainbob: 500(600)G

Tiny Sharshark: 500(600)G
Sharshark: 600(720)G
Big Sharshark: 1200(1440)G
Huge Sharshark: 2500(3000)G

Tiny Yamane: 300(360)G
Yamane: 500(600)G
Big Yamane: 1000(1200)G
Huge Yamane: 2000(2400)G

To date I've been able to catch Sharshark, Rainbob,
Huchep, and Nyamane--along with the very common
Colombo and Snelt.  Still waiting to get my hands
on a Yamane.  Hucheps and Nyamanes tend to be
near the waterfall, while the Sharsharks and
Rainbobs have been south of the bridge toward the
ocean.  There are also supposed to be rare fish in
Turtle Swamp and the Goddess Spring, but most of the
time you're just going to get the worthless Colombo
or Snelt.  Don't forget to try bartering with Van to
increase the price for any fish that will get you
extra money.


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VII. VAN'S SHOP
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Okay, I have enough information about Van's visits to town
that I figured it was time to go ahead and give him his own
section!  Van shows up on the 3rd and 8th day of every season.
He normally opens his shop around noon, but I have noticed that
on some occasions he is running late.  One day he didn't open
until 2 PM!  When he opens, there is always an announcement
that stops the game play for a moment.  I wish that wouldn't
happen every time, because after the first year of course I
know when Van is there and can go find his shop on my own if
I have something to sell, right?

Van sells some special items that are not available anywhere
else.

1. Records
I've been able to get two records from Van.  Spring Song, and
a Winter theme.  When I bought the Winter record it disappeared
from his listing, but Spring Song is still there even though I 
already bought one.  So I have no clue if that's a glitch or
what.  I'm in Year 4 and I'm still waiting for Van to offer
more records.  I think these may be the only two you get from
him.

2. Golden Eggs
Van doesn't sell these, you sell them to him.  But they are 
important to note here, because golden eggs are an item that
can be bartered up to a higher sell price.  When Van asks if
you will take $300 per egg, say "No," and you may get him to
offer an extra $60 per egg.  This doesn't always happen though.
If he says, "That's too bad," just go back and try again.  At
times I noticed that I could lower the number of eggs I was
trying to sell at one time and then he would offer the higher
price.  Even more rare are the times when he will drive the price 
up twice to sell it for even more money.  I've only been 
successful with this twice, however.  Sometimes after having
to try five or six times to sell them, you just give up
and take the extra $60.  Over time, you can make a lot of extra
money simply by driving the price up.

3. Vase
In Year 4 I purchased a special Vase from Van that he then delivered 
to my home.  It stands in the corner of your bedroom.  In earlier
versions of Harvest Moon you could put flowers in it to help your
rest, but I can't get any flowers to go in mine.  Does anyone else
know what other purpose the vase might have other than decoration?

Update: Per Sam, the vase does offer a recipe when you choose 
to inspect it.  Otherwise it is primarily meant for decoration.

4. New home decor

*Information courtesy of Sam Halsall

Van offers these for sale only when you have enough money 
to pay for them.  The three known so far:

Interior 2: 5000G (blue & white rugs, kiddy quilt for child)
Interior 3: 30,000G (black & red floor rugs, tiger rug for child)
Interior 4: 100,000G (blue & purple rugs, night sky rug for child)

I would also note that the tablecloth in the kitchen also changes
with each new interior theme.  You may think you'll never have
enough money to throw 30,000 into some rugs, but once you're in
Year 4 or so you'll likely have more money than you know what
to do with.

5. Goat
Can only be purchased through Van.  It costs 4000 G.  The folks
at Natsume figured out that forcing their players to kill their
animals probably wasn't such a good idea, so in the PS2 version,
you CAN sell your goat for 1000 G when it finally stops giving
milk.  So you still can't impregnate the goat, but you don't have
to kill it to get rid of it when it becomes useless.  Also,
you can't buy another goat.  You just get the one.

Thanks to Sam Halsall and Sephiroth Avalionis for further info
about the goat!


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VIII. CONNECTIVITY
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This section appears courtesy of Sam Halsall.  Thanks, Sam!

One of the biggest differences in the PS2 version.  The 
Gamecube version could be connected to a Gameboy Advance 
running Friends of Mineral Town for some extra recipes and 
music.  Since you obviously can't connect a GBA to a PS2, 
and neither of the upcoming PSP Harvest Moon games seem to 
support this feature, it seems the Special Edition can't 
be connected to anything.  The road leading out of town, 
which performed this function in the Gamecube version, 
serves no purpose on the PS2.

By way of compensation, the recipes that you'd gain from 
connecting the two games are available from the beginning 
in the PS2 version.  I suspect the records you get from 
other townfolk are the compensation for the GBA music.

Update: As has been pointed out by several readers, if
you attempt to leave Forget Me Not Valley via the
road leading out of town, the sprites will approach you
and ask if you're giving up.  You have to answer several
questions before you finally get a "game over" and
restart.  So obviously the only reason to try this is
simply if you want to see the cutscene and not if you
need to restart the game...hitting the restart button
is much faster!


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Harvest Moon, Natsume and Serious Fun are registered 
trademarks of Natsume Inc. Copywright 2005 Natsume Inc.

No part of this guide may be reproduced or distributed in any form
without the express written permission of the author.