Codemasters Confirms “8 Ball” Pack for GRID Harvest Moon: Magical Melody Game Codes
Sep 22

Harvest Moon: Another Wonderful Life Game Codes

  • Free itemsHarvest Moon: Another Wonderful Life
  • 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.

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

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

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

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

  • Rock
  • Rock likes coins, 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.

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

  • 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.

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