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Harvest Moon: Another Wonderful Life Cheats
# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


Cheats and Codes for Harvest Moon: Another Wonderful Life on GameCube:



Free items
Insert a controller into port three. While playing the game, press Z on controller three to have 99 of all tools and records, most seeds, and random items will appear in your backpack. Note: Do not use this code if you have the feather in your inventory or it will be lost. You cannot propose, but still can get proposed to without the feather.

10,000 gold
Insert a controller into port three. While playing the game (except in the menu where you can see your money or during a scene), press Start on controller three to have 10,000 gold added to your current total. Note: If you get too much money the game will register as you having no money at all.

Alarm Clock
Insert a controller into port three. While playing the game, press Up on controller three to have an alarm clock appear in your cooking menu. Move the extra hand to set a wake up time, then use the switch to turn on the alarm to make it active.

Easy money
Enable the "Free items" code. When Van arrives, sell all your fishing poles (not rods) to him. Each one is worth 1,000 gold. Repeat this process as much as desired to get money quickly.

Gustafa
Gustafa likes statues and moon ores; they are found in the ruin. Do not give him fossils or any flowers. Gustafa also likes milk, human statues, and any kind of flowers. Gustafa's diary is on the couch. He wakes up at 10:00.

Mariln
Marlin likes certain types of flowers (experiment with them), curries, and soups. Marlin's diary is in the bushy plants in the house. He wakes up at 6:00.

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

Rock
Rock likes coins, toy flowers, human statues, and mist moons. Rock's diary is on the table. He wakes up at 12:00.

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

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

Alarm Clock
Become friends with Grant in Chapter 2 or later.

Artwork
Become friends with Cody in Chapter 4 or later.

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

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

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

Fishing Rod G
Become friends with Galen.

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

Goat Nilker
Buy a goat.

Gold Nedal
Become friends with Wally in Chapter 3 or later.

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

Ruby Spice
Become friends with Ruby.

Seed Maker
Become friends with Daryl.

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

Strange Hoe
Become friends with Tim.

Strange Wickle
Become friends with Cody.

Watering Can W
Become friends with Romana.

Weird Hoe
Become friends with Vesta.

Weird Sickle
Become friends with Dr. Hardy.

Wool Clippers
Become friends with Wally.

Getting a bigger field
At some point in Chapter 3, when you talk to Takakura he will say that he has been thinking about clearing the back area for another field, and he can do it if you order the materials. Go to the Food Storage and order a Bigger Field for 20,000 G. Additionally, after acquiring Tartan (the talking plant who lives in Takakura's house) during Chapter 2 (and later Takakura will say he can cut down all of the trees in the very back of your farm), you can buy it from the Order Form in the Food Storage.

Getting married
There are three people you can marry. Rock lives at the Inner Inn and is 22 years old. Gustfa lives in the yurt by the ocean and is 28 years old. Marlin lives on Vesta's farm and is 32 years old. Additionally, if you want to marry Marlin give him crops, cook, talk, and buy stuff from him. If you show him the feather he will say "What's this?". On Spring 1 of the second year he will come to your house and propose to you. Your child will have blue clothes, black hair, and will be happy and outgoing; your husband Marlin will give you crops tips. If you refuse his proposal the game will end.

Son's jobs

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

  • Pets


    Cat: Befriend Romana. Some time in the Chapter 2 she will give you the cat. At about five hearts your cat will follow you. To do this, lure the dog far away where he cannot chase you back to the food dish. Try whistling for him in the field. Once that is done, hold out any wild plant and go to the food dish. When it says "Put" on A in the upper right-hand corner, press it. Then, pick the cat up and set it next to the dish. It will eat it, and show a heart over its head.

    Intermission sequences


    In Need of a Friend Part 1: Triggered by attempting to leave the farm. When you walk out of your farm's property, you will see Muffy standing on the bridge. She will look sad and you will walk over to her. She will say hello and then asks if she can talk to you, woman to woman. You will automatically nod and she will start telling a story about her ex-boyfriend in the city. After she is done, she will thank you for listening and hopes she can call on you when she needs you again.

    Wrong description
    A mushroom known a Trumpet is called a Matsutake in the game.

    Free items
    Insert a controller into port three. While playing the game, press Z on controller three to have 99 of all tools and records, most seeds, and random items will appear in your backpack. Note: Do not use this code if you have the feather in your inventory or it will be lost. You cannot propose, but still can get proposed to without the feather.

    10,000 gold
    Insert a controller into port three. While playing the game (except in the menu where you can see your money or during a scene), press Start on controller three to have 10,000 gold added to your current total. Note: If you get too much money the game will register as you having no money at all.

    Alarm Clock
    Insert a controller into port three. While playing the game, press Up on controller three to have an alarm clock appear in your cooking menu. Move the extra hand to set a wake up time, then use the switch to turn on the alarm to make it active.

    Easy money
    Enable the "Free items" code. When Van arrives, sell all your fishing poles (not rods) to him. Each one is worth 1,000 gold. Repeat this process as much as desired to get money quickly.

    Gustafa
    Gustafa likes statues and moon ores; they are found in the ruin. Do not give him fossils or any flowers. Gustafa also likes milk, human statues, and any kind of flowers. Gustafa's diary is on the couch. He wakes up at 10:00.

    Mariln
    Marlin likes certain types of flowers (experiment with them), curries, and soups. Marlin's diary is in the bushy plants in the house. He wakes up at 6:00.

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

    Rock
    Rock likes coins, toy flowers, human statues, and mist moons. Rock's diary is on the table. He wakes up at 12:00.

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

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

    Alarm Clock
    Become friends with Grant in Chapter 2 or later.

    Artwork
    Become friends with Cody in Chapter 4 or later.

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

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

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

    Fishing Rod G
    Become friends with Galen.

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

    Goat Nilker
    Buy a goat.

    Gold Nedal
    Become friends with Wally in Chapter 3 or later.

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

    Ruby Spice
    Become friends with Ruby.

    Seed Maker
    Become friends with Daryl.

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

    Strange Hoe
    Become friends with Tim.

    Strange Wickle
    Become friends with Cody.

    Watering Can W
    Become friends with Romana.

    Weird Hoe
    Become friends with Vesta.

    Weird Sickle
    Become friends with Dr. Hardy.

    Wool Clippers
    Become friends with Wally.

    Getting a bigger field
    At some point in Chapter 3, when you talk to Takakura he will say that he has been thinking about clearing the back area for another field, and he can do it if you order the materials. Go to the Food Storage and order a Bigger Field for 20,000 G. Additionally, after acquiring Tartan (the talking plant who lives in Takakura's house) during Chapter 2 (and later Takakura will say he can cut down all of the trees in the very back of your farm), you can buy it from the Order Form in the Food Storage.

    Getting married
    There are three people you can marry. Rock lives at the Inner Inn and is 22 years old. Gustfa lives in the yurt by the ocean and is 28 years old. Marlin lives on Vesta's farm and is 32 years old. Additionally, if you want to marry Marlin give him crops, cook, talk, and buy stuff from him. If you show him the feather he will say "What's this?". On Spring 1 of the second year he will come to your house and propose to you. Your child will have blue clothes, black hair, and will be happy and outgoing; your husband Marlin will give you crops tips. If you refuse his proposal the game will end.

    Son's jobs

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

  • Pets


    Cat: Befriend Romana. Some time in the Chapter 2 she will give you the cat. At about five hearts your cat will follow you. To do this, lure the dog far away where he cannot chase you back to the food dish. Try whistling for him in the field. Once that is done, hold out any wild plant and go to the food dish. When it says "Put" on A in the upper right-hand corner, press it. Then, pick the cat up and set it next to the dish. It will eat it, and show a heart over its head.

    Intermission sequences


    In Need of a Friend Part 1: Triggered by attempting to leave the farm. When you walk out of your farm's property, you will see Muffy standing on the bridge. She will look sad and you will walk over to her. She will say hello and then asks if she can talk to you, woman to woman. You will automatically nod and she will start telling a story about her ex-boyfriend in the city. After she is done, she will thank you for listening and hopes she can call on you when she needs you again.

    Wrong description
    A mushroom known a Trumpet is called a Matsutake in the game.


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