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Animal Crossing: New Leaf

FAQ/Walkthrough by super_luigi16
Version: 1.55 | Updated: 09/12/13 | Search Guide | Bookmark Guide

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Table of Contents

1. Introduction
1. What is Animal Crossing?
2. About the Author
3. About the Guide
4. Version History
2. Walkthrough
1. Your First Week
2. Making Money
3. Appendix A: Furniture
1. Furniture Basics
2. Furniture Groups
3. Furniture List
4. Appendix B: Wallpaper & Flooring
1. Wallpaper & Flooring Basics
2. Saharah
3. Wallpaper List
4. Carpets List
5. Appendix C: Clothing
6. Appendix D: Fish
1. Fishing: How-To
2. Fish List
3. The Fishing Calendar
7. Appendix E: Bugs
1. Bug-Catching: How-To
2. Bug-Specific Info
3. Bug List
4. The Insect Calendar
8. Appendix F: Diving
1. Diving: How-To
2. Pascal
3. Diving Creatures List
4. The Diving Calendar
9. Appendix G: Fossils
10. Appendix H: Paintings & Statues
1. Art List
11. Appnedix I: Tools
1. Tools List
2. StreetPass Items List
3. Wet Suits
12. Appendix J: K.K.
1. Music List
13. Appendix K: Hybrids
1. Growing Hybrids 101
2. Hybrid Combos
14. Appendix L: Seashells, Fruit, Ore, and Mushrooms
1. Seashells List & Basics
2. Fruits List & Basics
3. Ore List & Basics
4. Mushrooms List & Basics
15. Appendix M: Stationery
1. Writing Letters
2. Stationery List
16. Appendix N: Shops & Services
1. Nooklings Shop
2. Re-Tail
3. Gardening Center
4. Able Sisters
5. Kicks
6. Shampoodles
17. FAQ
18. Legal Info
19. Contributing
1. Contact Info
20. Credits

Introduction
Welcome to Animal Crossing: New Leaf! Whether you're familiar with the series or a
newcomer to animal villages, everyone can find help in this guide alike; this guide should
be your one-stop destination for everything from getting started as mayor to figuring out
which two flowers make a blue rose--from the basic walkthrough content to the extra
information tidbits. Anyway, New Leaf, as I will colloquially call it for the rest of the guide,
brings more new content to the franchise than Wild World (DS) and City Folk (Wii) put
together. On top of that, New Leaf has the privelage of being the handheld version; the
handheld versions tend to be much more enjoyable due to their closer relation to you
and their portability. Well, that's enough of my mini-analysis; let's get moving onto
navigation!

Walkthrough - If you need help getting your house paid off, working with community
projects, handling mayor-related duties, MAKING MONEY, handling routine duties (daily
or weekly), check this section out!
Appendices (Appendix A) - Head here if you need help with any extra information,
including, but not limited to, the following: fish, bugs, diving creatures, clothing, holidays,
furniture items, fossils, gyroids, and so on.
About the Guide - If you want to know about how I structured a guide to the most
unstructured game in existance, follow this link!
Contributing - If you have something tell me about the game (that I haven't covered
already!), please tell me! Use the information in Contributing to shoot me an email. :)
What is Animal Crossing? - If you're a newcomer, you definitely wanna check this
section out! Having explained Animal Crossing to so many people, I have
defining Animal Crossing down to a SCIENCE.
Oh, and don't forget about the ToC to your right for more specific content!

What is Animal Crossing?


This is something almost everyone new to Animal Crossing asks me! Hell, even
GameFAQs lists New Leaf under miscellaneous. The dry definition is the
following: Animal Crossing is a real-time virtual reality game, which means that you
control your own avatar in an environment that progresses in cognito with real time. But
there's a lot more to Animal Crossing; firstly, Animal Crossing (for me) tends to be more
than the sum of a lot of parts. There are the routine tasks: watering flowers, checking the
shops, buying and selling turnips (think stock market just with stalks), interacting with
neighbors, and paying down your debt/saving up for your future. Then there are the out-
of-the-ordinary, every-once-in-a-while tasks: going to someone else's town, redecorating
your house, going fishing, catching bugs, going diving, heading to the island, renovating
your town, starting community projects, and other mayoral duties.

So, your presence in New Leaf is basically you running a town without dealing all of that
messy, undesirable real-life stuff like work, school, and in-laws. :)

About the Author


This is my one paragraph of fame (if only it took you fifteen minutes to read it...), so
please bear with me!

Hiya, everyone, my name is super_luigi16, though you can call me SuperLuigi or SL for
short! I've been writing guides for a little over a year, and I believe this is my ninth
complete guide on GameFAQs. I usually stick to first-party Nintendo guides because I
actually know what I'm talking about, but I will write for the occasional PC or third-party
game. I'm an entering university student, researcher, videogaming journalist, and, of
course, guide-writer! I've been playing games since I was little, and I enjoy JRPGs,
racing/sports titles, and action-adventure titles. Well, that's enough about me--what
about the guide?

About the Guide


Animal Crossing as it gets. And, to be honest, that's the bane of a guide-writers
existance. It means that we can't sit here and tell you to follow a walkthrough from point
A to point B, and we can assume that it covers everything you need to know. That's part
of the reason why this guide is "formatted" with hyperlinks and html markup instead of
being plain-text like Liquefy's FAQ.

Anyway, I basically divide this guide into two big sections in my head: the "Walkthrough"
section, encompassing debt repayment, making money, and other mayoral duties, and
the "Appendices," covering everything from furniture to fish. You can skip to any
particular section you please with the Table of Contents to the right. Of course, please
do realize that the Walkthrough sections do not tell you to do X, Y, and Z; rather, they
inform you as to what progression does occur, and various methods to reach the end of
said progression.

If you ever notice any inaccuracy in the guide, please let me know via Contributing. I
strive to create a comprehensive and accurate guide, so I would very much like to hear if
I'm wrong.

Walkthrough
Your First Week
Starting Out (Day 1)
When you first start up your new Animal Crossing file, you'll be sitting in a trolley. If
you've played previous games, this part should seem familiar. Anyway, Rover, the red-
shirted cat, will come up to you and ask to take a seat. Rover will then ask your name,
which you should enter. Remember that everyone you play with over Wifi will see this
name, so plan accordingly. You cannot change your name. He (yes, Rover is a he) will
then ask you where you're going, prompting you to name your new village. Again, you
cannot change this name either. Rover's never heard of the town you're going to, so he
will show you a variety of maps of towns along the train line. He has four maps from you
to choose from, and you can cycle through them if you choose "Nope!" on the bottom.
These maps are randomly generated, so you can start over if you don't like any of the
maps to get some new maps.

Town Layouts
Here I have a quick word about town layouts. Many Animal Crossing veterans are, uh,
picky about their town layouts--and for good reason. You're stuck with your town layout
for the rest of your town's life. It is imperative you enjoy your layout. Here are some
basic factors to look for when considering choosing your map:

Walking Distance - Remember that you will be walking everywhere. This means that
you want short walking distances from the beach to Re-Tail (the pink sybmol with the
circular arrows) to the train station to the north. Ideally, Re-Tail should not be off in the
corner, and the beach should have easy access from the northeast/west and the south.
Bridge - You cannot place another bridge for at least the first few days, so you need to
have a good bridge placement that both (a) leaves room for another well-placed bridge
and (b) allows you to easily traverse your town for the first few days or weeks.
River Length - If you're a heavy fisher like I am, you will benefit from a longer river that
allows you to easily stay on one side of the river whilst fishing from most of the river.
This means that you want a river that doesn't doubleback often and doesn't obstruct
fishing. Also decide whether you want a north-south river or an east-west river--I
personally prefer the latter.
"Secret Beaches" - Watch for beaches that are unreachable via land. This means that
the beach cannot be reached via the slopes allowing you to descend the cliff. If you
cannot reach this beach, it is largely unusable, and, even when you can reach it, it's
more of a hassle than it's worth.
Aesthetic Flair - Look for landform features that you can capitalize with regards to
public works and aesthetic design.
Happy map hunting!

After you decide which map best fits your town, Rover will start asking you a few
questions about the town to which you're heading and why you're heading there. These
questions determine the appearance of your character. The following table describes
which answer options lead to which appearances. Choose wisely!

Question Question Question


Male Appearance Female Appearance
#1 #2 #3

Large Eyes; Large, Poofy


Top Top Top Large Eyes; Spiky Hair
Hair

Small, Round Eyes; Clean Vertical-ish Eyes; Longer


Top Top Bottom
Haircut Hair

Vertical-ish Eyes; Spiked Vertical-ish Brown Eyes;


Top Bottom Top
Hair (Left) Shorter, Bowl Cut

Diamond-Shaped Eyes; Diamond-Shaped Eyes;


Top Bottom Bottom
Spiked Hair (Right) Shorter, Bowl Cut

Rounder, Blue Eyes; Black, Sparkly Eyes;


Middle Top Top
Waning Hair Poofy Pink Hair

Brown, Crazy Hair; Blue Round Eyes; Longer Hair;


Middle Top Bottom
Eyes; Rosy Cheeks Rosy Cheeks
"Sleepy" Eyes; Jagged, "Sleepy" Eyes; Hair Pulled
Middle Bottom Top
Black Hair Back

Warm, Round Eyes; Spiky Aloof Eyes; Black Bowl


Middle Bottom Bottom
Hair Cut

Conservative Face; Black, Childish Face/Eyes; Hair


Bottom Top Top
Crazy Hair Pulled Back

Squinty, Mysterious Eyes; Squiny Eyes; Long, Black


Bottom Top Bottom
Desheveled Hair Hair

Large, Googly Eyes; Large, Circular Eyes; Pink


Bottom Bottom Top
Brown Hair Pulled Back Hair

Small, Black Eyes; Gelled- Small Eyes; Black, Poofy


Bottom Bottom Bottom
Up Hair Hair

Rover will now leave you be as you arrive in your new town. Stepping out of the train
station, a yellow dog and her cadre of villagers will greet you. These villagers are among
the many in your new town. Anyway, the dog will introduce herself as Isabelle, your
assistant. By the way, you're mayor. Yeah, so, as mayor, Isabelle will invite you to your
new workplace: Town Hall. Using your map, follow Isabelle to the town hall. Once there,
Isabelle will realize that you have nowhere to live and send you back over to Main
Street.

Main Street is to the north and is home to many shops: Tom Nook's Real Estate Agency
is among them. If you're having trouble finding it, look for the blue shop with a leaf on its
sign. Once you visit Tom Nook, he will tell you to choose a site for your house. Choose
wisely! Tom Nook will inform you if your spot is unfeasible. Remember, you cannot move
your house's location.

Once you place your house, Tom Nook will give you a temporary living space: a tent.
This tent will serve as your home until tomorrow when your house will be finished. Also,
your tent does not allow you to place furniture items on your wall, nor does it allow you to
place wallpaper or carpeting. After you get your homy little, uh, tent set up, you should
head back to your town hall to consult Isabelle. She will tell you that she needs your
birthday (also cannot be changed) to finish your residency form. Once this has been all
squared away, your assistant will give you a TPC (Town Pass Card).

Isabelle will then invite you to the plaza where you will plant your ceremonial tree! This
tree will represent the growth of your town--the little sprout in the middle can eventually
be the largest tree in town! Anyway, after the ceremony, you're basically free for the rest
of the day. You can go fishing, find seashells, catch bugs, mingle with your neighbors,
and so on. However, if you want to score a few more collectibles, talk to Isabelle at the
Town Hall.

Isabelle has a series of suggestions with regards to starting your tenure as mayor. Here
are her tasks in the order that they should appear:

1. Meet your neighbors! - Take the time to go introduce yourself to all of your neighbors.
Some will be out and about and others will be in their house (look for lights and smoke
from the chimney). Those that are out and about might be up on Main Street!
2. Send letters! - Isabelle will give you some lined paper to write letters to your neighbors.
I recommend attaching either 100 bells or a junky item so that your friends will send
items back! You can add items by opening up the mail pouch and sliding the item onto
the letter itself.
3. Get Isabelle a Shell! - Head down to your beach (via one of the ramps to the south) and
find a shell along the cost. Note that some shells are worth more than others! Grab one
for Isabelle and take it back to the Town Hall. Isabelle will reward you with a foreign fruit!
4. Planting a Tree! - With your newfound fruit, Isabelle will suggest that you plant a tree
with said fruit. Head to the Nookling's Junction to the north on Main Street and buy a
shovel in their shop. Return to town and find a good spot--not too close to other trees,
buildings, or landforms--and bury your fruit. A little sapling will sprout up in its place!
Your tree (if it lives) will take a few days to grow into another fruit tree.
5. Archaeology! - Isabelle will also suggest that you find a star-shaped marking in the
ground. These little markings always suggest that there's something under the ground.
Usually, these little markings hold fossils and other goodies. Isabelle wants you to find a
fossil and take it to Blathers on main street (in the museum). Once you locate the
museum, have Blathers assess your fossil. He will give you the option of keeping the
fossil or leaving it as a donation to the museum. I personally recommend the latter even
though keeping it allows you to sell the fossil.
6. Icthyologist or Entomologist? - Before you return to Isabelle, check Nookling's
Junction for their other tool. Sell some shells or fruit to get enough money to buy it. Head
back to the Town Hall afterwards and find Isabelle. She will now ask you which you like
better--fishing or catching bugs. Answer the opposite of whatever tool you got from
Nookling's. This will give you both tools on your first day! Isabelle wants you to catch
three of whatever tool she gave you (bugs or fish). Bugs can be tough in the winter, but
you shouldn't have too many issues. For more info on fishing and catching bugs, see the
Appendices. After you finish all of this, Isabelle rewards you with a Watering Can! Score!
That finishes up all of Isabelle's tutorials--now what? Well, now you're free! For the most
part, that is. There are certain objectives that you need to complete to get the game to
advance. In order for you to actually get your house built, you need to visit Tom Nook on
Main Street. Once inside Tom Nook's Real Estate Agency, he will tell you the down
payment necessary to start construction and initiate your loan. The total comes out to be
10000 bells.
Ten-thousand bells?

Yep, 10000 bells! Don't worry, I'll give you some basic "starting-out" tips on making
money at the beginning. Firstly, harvest all of the sea shells along the ocean and sell
them to either Re-Tail (the pink recycling center in your town) or Nookling's. Either option
is viable. You can also shake trees in your town to find bells. Another option is to get
furniture and sell it (by "get" furniture, I mean either get it from neighbors through favors
or find it in trees; buying and selling nets you a loss). Finally, the most realistic way to
attain 10000 bells quickly is to simply catch bugs and fish! Bugs and fish can fetch
anywhere from five bells to fifteen-thousand bells, though the average is usually around
three-hundred. See the appendices for more complete info on individual shells, fish,
bugs, and other content.

After you reach that 10000 bell down payment, give it to Tom Nook to start construction.
Your house won't be done til tomorrow, so that leaves you the rest of the day to do
whatever you want. This means you can build up funds, make some patterns, go
shopping, play with friends, beautify your town, or make small talk with your neighbors.

So, the rest of the day is left for you to do whatever you want! You should start saving up
bells, in my opinion, or you can take a break. The next phase starts tomorrow.

Development Permit Hunting (Day 2)


After your first day, you should have since gained an actual house! You can walk back
inside your house to discover a more...respectable interior. Isabelle will come visit you
and bestow you with a Paw-Print Wallpaper. Awesome! You can throw it on the wall, but
I actually think it looks a bit gaudy. But, then again, what do I know.

Anyway, Isabelle invites you over to the Town Hall. Here, you should check in with her.
She will tell you to move behind to the back of the Town Hall and sit in the mayor's chair;
this is the only way to be officially treated as mayor by Isabelle. If you talk to her at the
front desk, she will treat you more as a citizen than a mayor. Anyway, once in the back,
Isabelle will tell you about the Development Permit, which is required to enact most
mayorial powers. We'll talk more about those later. The permit is attained by (a) having a
house and (b) having a 100% approval rating among your citizens.

(a) - check. (b) - not so much.

A 100% approval rating might sound hard to attain (especially considering that, if you
talk to Isabelle again, she will tell you that your approval rating is around 30% or so), but
it's actually doable in one day. If you talk to Isabelle some more about improving your
approval rating, she will give you advice. I've compiled this advice into one list as you go
about your second day:
Design a new town flag pattern. Talk to Isabelle at the front desk to do this. You can
use the Able Sister's to make your pattern, or you can use your little design tab to make
a not-so-pro design (it has less features if you use the latter method).
Compose a new town tune. Talk to Isabelle at the front desk to do this. Composing a
town tune isn't hard--just remember that you have to listen to it often!
Water flowers. Hopefully you got the Watering Can yesterday or you can't do this.
Watering dead flowers nets you extra points (correct me if I'm wrong) and you can even
set your flowers up to beautify your town around certain buildings!
Pull weeds. Even though it's only day two, some weeds have undoubtedly sprouted up,
allowing you to pull them for an approval rating boost. Weeds will continue to sprout up
every day (though only two or three per day) and it's good to pull them when you see
them. It's also a common courtesy to pull weeds in other towns you happen to be
visiting.
Post on the bulletin board. It can be something short, something long, two letters, or
two posts! You might even consider posting something for your visitors to see.
Donate, donate, donate! Donating to your museum both fills your museum's hallowed
halls and boosts your approval rating. I recommend donating the first of every catch and
every fossil you find to your museum as this nets you items (eventually).
Buy and sell at Re-Tail. Re-Tail is a local shop, and shopping local is always preferred!
Selling junk that you catch from the river at Re-Tail nets you even larger approval gains
because it's "recycling." Oh, and Re-Tail tends to pay higher prices for goods, so I highly
recommend that you sell there over Nookling's. The only reason you would want to sell
at Nookling's is so that they can have revenue to upgrade their shop.
Talk to villagers! They are your friends after all! Handling their chores and just talking in
general allows you to foster relationships that will pay off and will boost your approval
rating for the purposes of a Development Permit.
Note that each of these methods has a level of diminishing returns. For instance, if you
donate 30 bugs to the museum, only the first five or so will have a measurable on your
approval rating. On top of that, things like talking to neighbors will only really work once
per neighbor. However, you don't have to do all of the above; you can even skip out on
some of them and still reach 100%. Just keep plugging away at those points
enumerated above and you should attain 100% before the day ends!

Note that it doesn't hurt to wait a day. That just means you won't be able to start
Community Projects until your fourth day--don't worry about it.

Of course, continue making money, decorating your house, and building friendships both
with animal villagers and people all over the world. That's what Animal Crossing is all
about!

Public Works and Ordinances (Day 3)


So now we've gotten up to our third day, and (hopefully) we have our new Development
Permit! Awesome! So now what do we do with it?

Well, let's go talk to Isabelle at Town Hall! Once there, she will inform you that we can
now do two things with our Development Permit: enact ordinances and start Community
Projects aka Public Works. (Note: I will refer to the projects that build stuff in your town
as either Public Works or Community Projects in this guide). The former is rather
straightforward; you can deicde what you want your town to be like: rich, beautiful, late-
night, or early morning. The ordinances are pretty much just as they sound, but I talk
more about them in the Ordinances section of the following Mayoral Duties section. You
should have a pretty good idea of how you want to specialize your town, though; if you're
having trouble, see the section above.

So what about Public Works? Well, Isabelle will give you a pretty long list of projects you
can undertake. This list will get longer over time. Don't feel compelled to build every
single project because you cannot; your town has a limit on how many Public Works that
can be in your town. Pick and choose the ones you actually want to build. These
projects can range from useful (police stations) to aesthetically pleasing (statues) to a
little of both (bridges). I personally like the Yellow Bench, the Lamppost, and the Stone
Bridge out of the first choices, but you can choose whatever you want. Check out the
Community Projects section in Mayoral Duties for more on all of the Community
Projects!

I also recommend that you keep on paying off your loan, fishing/catching bugs for bells,
and improving your town as you see fit. Finding a furniture theme or series that you like
(see Appendix A: Furniture for more) can make the game much more enjoyable.

The Rest of the Week (Days 4-7)

The game starts letting you loose now. You certainly can't do that much yet, but features
will start to appear. First, you should notice a Garden Center moving into your Main
Street by the end of the week. Afterwards, the Dream Suite, a Nooklings Expansion, and
Shoe Shanks should start to roll into town.

So, what do you do in the downtime? Well, that's for you to figure out! There are
community projects to build, furniture sets to collect, fishes to catch, bugs to capture,
water to swim, fossils to unearth, neighbors to befriend, balloons to shoot, and an online
to explore! In this guide, I've assembled info about most--if not all--of the aforementioned
tasks. You can check out the TOC and look for their respective section to get info-
hunting.

... And Beyond


As the days wear on, you're town will continue to grow and grow. Well, not literally--
figuratively! Shops will expand, friends will get friendlier, and your treasure trove of items
will increase. In order to find out what you can and cannot do as well as what you do and
do not want, I highly recommend you scour the Appendices, looking for what you would
want in your dream town and what you would not want.

Some players decide to beautify their town beyond belief. They will create patterns to
place on the ground that will make their town seem more modern. Others will strive to
reach the 100000000 bell mark. It's all about what you decide to do with your town.

Making Money
Perhaps the most improtant part of running a successful town is having the funds
necessary to improve said town. In this section, I will detail various ways to make
money, ranging from small-money options like Tree-Shaking to big-money options like
the Island and Turnips.

Your need for money is insatiable. In addition to completed house costing well over five
million bells, you also need serious money for the vast majority of Public Works, a good
chunk of change for expensive series (like Gorgeous, Sweet, etc.) and expensive items
(like the Crown, Royal Crown, Throne, etc.), and an ever-inflating online economy.
During a good week, you should be making a few million from turnips and the island. Of
course, various methods come with various risks and/or time commitments. This section
will detail some of the most common ways to get money, ranging from the smallest of
monies at the beginning to the biggest money-makers at the end. Feel free to check out
the following sections at your leisure!

Tree-Shaking

This is likely one of your first (and easiest) avenues for money at the beginning of the
game. Trees can hold a variety of things: a few bugs (the Bee, the Bagworm, and the
Spider), furniture items, or 100 bells. Not all trees hold items, and one of the
aforementioned bugs will chase after you upon spawning. Anyway, most trees hold 100
bells; it's unlikely that any tree holds a furniture item or any of the bugs. Usually, the
frequency is about two or three bees per town of fresh trees, one other tree-bug per
town, and two or three furniture items per town.

You can save and restart your town to force the bugs to respawn. However, the money
will only respawn once a day, so, once you exhaust your town's tree-money supply,
you'll need to wait til tomorrow. Moreover, you shouldn't use your trees as any sort of
primary source of money beyond the first few hours. The trees should primarily act as an
income when you're finanacing tools at the beginning of the game. The furniture can be
sold for a meager amount of funds, but, again, there are much better money-making
ventures.

Later in the game, the only reason you'll be shaking trees will be to fulfill your bug
encyclopedia. For more on this, see Appendix E: Bugs. Even if you need a small
amount of money, try other, less time-consuming methods.

Seashells

This is the other no-tool method prominently used to get money at the very beginning.
The beach is full of shells worth a decent amount of bells (from approximately 100 bells
to over 1000 bells), and you have to do nothing more than pick them up. All shells are
pretty much worthless in all other contexts, and, once you get the appropriate tools,
you'll probably stop using shells as a source of income. For more on how much specific
shells are worth (and other natural items in other months), check out Appendix L:
Seashells, Fruit, Ore, and Mushrooms.

Money Rocks

Perhaps one of the most lucrative and easygoing methods of earning money at the
beginning of the game, the money rock offers over 10000 bells with the most optimistic
of tools (the Golden Axe). Otherwise, the money rock is a good way to earn a good 8000
bells.

Anyway, so you're probably still wondering what exactly a money rock is. Well, you know
how there are big gray boulders throughout your town? You can hit those with your
shovel! (... And your Axe, but I recommend against it as your Axe can start to break.)
One random rock in your town will be the "money rock," meaning that it will spit out bells
as you hit it. If you hit it more, the rock will spit out more bells. Generally, the amount
doubles with each hit: 100, 200, 300, 500, 1000, 2000, 4000, 8000. Hence, it's a good
idea to keep hitting the rock once you find it.

In order to get the most bang-for-your-buck, I recommend that you dig holes behind you
with your equipped shovel. This is the safest setup:

O
R P O
O
... Where the O is a hole, the P is your person, and the R is the rock. You should do this
before you hit any money rock candidate; it takes more time, but it near-guarantees that
you'll reach the 4000 mark.
Money rocks obviously aren't the most lucrative option, but they are a good source of
money nonetheless. They take little-to-no time commitment as there are only a few rocks
in your town, and it often can be faster than fishing and catching bugs. Finally, you
should also look for "fake" rocks holding gems or nuggets. Gold Nuggets can be used to
manufacture Golden furniture, so these are well worth finding as well. Fake rocks can be
easy to spot once you're accustomed to your rock layout; the fake rock changes
locations every day, so just look for the migratory rock!

Errands

In this section, I'm using "Errands" to signify a lot of different measures you can use to
extort furniture or other items from your neighbors. These include letters, favors,
visitations, and a few other less common means.

Neighbors are oftentimes an ulimited source of items to sell and trade for better items.
Unfortunately, the "cap" is their self-imposed limits on requesting favors and returning
letters, etc. Villagers won't always reply to letters, and, when they do, they aren't always
inclined to include gifts. The same applies to errands; sometimes villagers give useless
items (like clothing) but sometimes they can give spotlight and even that one item you
were looking for. Unfortuantely, there are thousands of items in this game, so it's hard to
expect any one item over another.

However, it is very likely that the villager will end up giving you something in their house
from time-to-time. S/he will usually do one of the following things: ask for you to buy said
item from them, give said item to you in a letter, or place said item in Re-Tail. It's hard to
induce a villager into giving you any particular item, so you just need to hope. There is
also another way to get items from your villager; occasionally, villagers will ask for you to
come over to their house. Once there, they may prompt you to buy something you like in
their house. Villagers won't seel any or all of their items, but you can probably
nab something you want. They're also usually sold at a discount from Nooklings' prices.

Getting free items obviously isn't lucrative in of itself; however, you can very well sell the
item for some profit, or you can head onto the online marketplace to fetch good money
for your item. There's always someone willing to buy something! For more on making
money online, see the Online Trade piece in this section!

Fossils

Fossils are a good way to make money in the beginning. They take practically no effort
to find and dig up, and one fossil will more-than-pay-off the initial investment of a shovel.
Various fossils are worth various amounts, as denoted in Appendix G: Fossils. The
only time-consuming parts of this method are (a) finding the fossils and (b) getting them
appraised by Blathers. However, once you get a Fishing Rod, Net, or access to the
island, I highly recommend you start donating your fossils instead of selling them.

In-Town Fishing, Diving, and Bug-Catching

For more on specific fish, bugs, and diving creatures, see the respective
sections: Appendix D: Fish, Appendix E: Bugs, and Appendix F: Diving.

The reason in-town fishing, bug-catching, and diving ranks so low is because of its time-
consuming-ness and its dependence on the time of year. Firstly, finding bugs and fish in
your town takes a long time. Secondly, many of the bugs/fish in your town are hardly
worth the time it takes to find them (not all of them, but most of the ones you'll find).
Finally, catching fish is much harder than catching bugs, but good bugs only show up in
your town for two months out of the year (if it's those two months, feel free to treat your
town as the Island). Hence, most of your money derives from fishing.

Fish and bugs in your town vary from season-to-season, but, generally, there are a few
fish that you know will sell for a lot. For instance, during the winter, the Stringfish,
Oarfish, and Tuna are your main go-to fish. In the spring, you'll want to look for the Char
and the Oarfish. In the summer, there are a lot of fish, namely the finned fish and the
Dorado and Arapaima. Finally, in the fall, the Pike and the Char are prominent good
choices. If it's raining, try for the Coelacanth.

My general advice is to fish in the ocean. The saltwater sink is home to a lot of valuable
fish, and the river tends to suffer from the presence of a lot of undervalued fish.
Moreover, it is easy to discern Sea Bass and Hosre Mackerel--the two main crappy
ocean fish--from the other fish. In the river, you hardly have the same privelage, aside
from a few of the larger fish. Hence, I recommend the ocean above all else.

Diving is not very lucrative, barring the springtime when Spider Crabs and the like are
around. They can be difficult to catch, though! Bug-catching is only recommended in the
summer, as mentioned above. However, feel free to catch the lucrative bugs as you see
them in your daily rounds. Otherwise, stick to the ocean with your fishing rod.

Island

This is one of the earliest lucrative ways to increase your cash flow, and it acts as a way
to build up to a successful Turnips business. The island is home to year-round sun and
summer-like conditions; hence, it's home to year-round summer bugs and fish. Check
out Appendix O: Island for more on the island itself.
I usually find the island a good way to make approximately 300000 bells in thirty
minutes. The main idea is to go to the island and catch the abundant palm tree beetles
at night and in the morning. While they are not exactly the easiest bugs to catch, they
take a lot less effort to catch than fish, and you know exactly what you're catching before
you take the time and effort to go after it.

The beetles you will be hunting include the Elephant Beetle, the Atlas Beetle, the Golden
Stag, the Hercules Beetle, the Goliath Beetle, the Cyclommatus, the Giant Stag, and the
Rainbow Stag. The latter two appear on regular trees. Most of these beetles start
appearing after 5 pm and will stick around til 8 am the following day. The only time you
will need or want to put away your net is when/if you see a fish with a fin. These fish are
guaranteed to be worth 4000 bells or more, so it's worth your time to catch them. I also
find it acceptable to catch the occasional Emperor Butterfly.

In order to maximize your profits, you can take the following measures: chop down all
non-palm-trees, remove all flowers, remove bushes, and chop down all palm trees
barring a few on the northern section of the island. This should leave you with four or
five palms along the northern side of the beach. This means that the only bugs
that should spawn are the Wharf Roaches and the aforementioned palm beetles. Wharf
Roaches are obviously annoying, but you can usually just chase them off of the beach.
Anyway, you'll simply want to walk along the beach from the eastern/western end to the
other side, looping around the bottom so that the beetles can respawn. This also allows
you to check out the fish in the ocean, by the way. As you notice beetles to the north,
head up and catch them; otherwise, head back around the southern tip of the island.

Rinse and repeat and repeat and repeat. Keep going until you eventually fill up your
entire island bucket. The process can be quick, but you've got to remain determined.

Of course, you don't have to cut down all of the trees, bushes, and flowers if you feel
that diminishes the island "feel." It simply makes beetles appear less often. And,
although approahcing beetles from the north is difficult, it is very possible. See Big
Beetles for more on this. Other bugs are worth money, but beetles are worth the most!

Turnips

Turnips are the second major way of making money. Every Sunday, Joan comes around
town to sell turnips at approximately 100 bells per turnip. It sounds steep, and it is!
Turnips prices, however, can waver between the low thirties and the high seven-
hundreds throughout the week, meaning there is big potential for gains. Nevertheless, it
is rare that turnip prices exceed 200 during the week in any particular town, so some
groundwork is needed.
Usually, I recommend that you scour some of the more active ACNL boards online. The
online/trading board here on GameFAQs is good; Animal Crossing Community is good
but somewhat tame; the Bell Tree Forums is acceptable but they can be harsh when
moderating. Anyway, watch for towns with good turnips prices... If you see one, try to get
in right away. I generally advise that any price over 400 is good and that any price over
500 is an automatic selling point. Most places you visit will charge entry fees, though, so
be aware that you will need to give up a portion of your profits. If you have good turnip
prices, you can make a good few million bells by letting other people sell turnips in your
town for a price.

Anyway, my general recommendation is to buy as many as you can hold. This is


generally 18000 turnips or less (likely less) as that is what can be held in your storage.
Watch the forums when you're actively playing, and, when you notice a good price, go
for it. There really isn't much else to it.

If you don't have Internet access, I recommend that you just skip turnips and stick to the
Island. Turnips can be heartbreakingly bad when it comes to offline play--just ask
anyone who's played Animal Crossing on the GameCube.

Perfect Fruit Orchards

Orchards used to be a time-consuming source of income--harvesting all of the exotic


fruit in a hypothetical Wild World town would net a sample player 400000 bells. Every
three days.

In ACNL, you can plant plenty of Perfect Fruits to create a huge orchard. While Perfect
Fruits ordinarily don't sell for much, you can haul them over to another town where your
perfect fruit is at double the price and rake in around one million bells for a pockets-
worth of baskets of nine fruit. Moreover, baskets make the process much easier than in
previous games. My biggest piece of advice is to follow the guidelines in the other
section and to sell your fruit in other towns with the Re-Tail bonus.

Online Trading

Your last major source of revenue is derived from people on the online marketplace.
People will buy anything online and everything has a price. Of course, prices can vary
(anywhere from one-thousand bells to millions of bells), but you can still make money off
of practically anything. Generally, I recommend that you start by selling unwanted
furniture items. You can also choose to trade them. Try to get your hands on rare
furniture items (especially DLC!) as these items can go for millions of bells with the right
market. Honestly, there isn't much I can tell you in a guide format as the market is ever-
changing. Just know that it exists and know that it can help you a lot. With ACNL's
inflation (thanks to the island), it's an easy way to jump into big money. Check out
Appendix Q: Wifi for more on online!

Appendix A: Furniture
Need a piece of furniture? Well, you've come to the right place! This section details
every single piece of furniture (Note: DLC furniture may or may not be included in this
list) and covers quite a bit of relevant info about furniture. Firstly, I'll talk about Furniture
Basics. That section includes info on how to place furniture, interactive furniture, and
other tacits. Next are Furniture Groups. Because I organized the list alphabetically, it
can be difficult to distinguish certain sets and series. Finally, the Furniture List itself!

For all intents and purposes, "furniture" in this section constitutes anything that is a
green leaf in your inventory.

Furniture Basics
Furniture? What's a furniture?

Haha, just kidding! Furniture comes in all shapes, sizes, forms, features, uses, and non-
uses! Everything from your stinky socks to a golden throne can be furniture in your
house; however, this guide only considers green leaves to be "furniture." If it's a green
leaf in your pockets, it's in this section of the guide. Anyway, so furniture's main purpose
in Animal Crossing is to go into your house.They can be bought, sold, traded, bartered,
and tossed, but furniture really belongs in a house that where it looks good!

Anyway, so furniture comes in three basic sizes.

One-by-one

||
| F |
| |
|____|
One-by-two

||
| FF |
| |
|____|
Two-by-two

||
| FF |
| FF |
|____|
You see, your house is divided into tiles. Your first house is the size of the sample house
above--four-by-four. Eventually, your house will be eight-by-eight or larger. (For more
about house expansions, see Appendix P: Happy Home Academy & House
Expansions).

When you receive furniture, you can only see what it looks like by taking it inside your
house and placing it via the menu. Once your furniture is placed, you can push, pull,
rotate, and otherwise manhandle said furniture. However, furniture cannot be moved
through walls or other furniture pieces, so, in those cases, it is best to pick up the
furniture item and place it closer to where you want it to go.

Otherwise, furniture is rather self-explanatory. Many items can work like furniture, taking
up space in your house, (such as fish, bugs, art, etc.), but the green leaf is the brunt of it!
The following are comments on furniture features.

Interactive Furniture

Interactive furniture ranges from radio players allowing you to play music to TVs giving
you the daily weather and from lamps allowing you to liven up a room to turning on
gyroids to dance along to your music. Of course, this does not fully encompass all
interactive furniture--you can, for instance, turn fountains on or off and sleep in your bed.

However, the interactive furniture that you really want are radios. Radios (or players)
allow you to play music that you get from K.K. (see Appendix J: K.K.). Music is a great
way to breathe life into your room, and you should certainly take whatever radio you can
get your hands on in the beginning (you can focus on fashion and style later). Other than
that, lamps are highly useful, allowing you to not live in the dark. Interactive furniture is,
by and large, useless for anything other than amusement.

Storage Furniture

Some furniture items, such as wardrobes, armoires, dressers, drawers, and others, allow
you to store items in "space." This "space" is broken up into thre blocks and each block
has six pages (each page holds 10 items). This means that you can store up to 180
items! Anyway, you want to get one of these storage items as soon as possible.
Basically any item with drawers or that can be opened will allow you to store items, but
you'll have to place it to make sure. Storage items can hold anything from fish and bugs
to clothes and wallpaper. However, storage items cannot be easily accessed if you place
an item on top of them (for instance, if a dresser has an item on top of it). If you do
compromise the upper portions of yoru storage device, you will need to open the dresser
at the exact middle of the Keep that in mind as you are planning your room.
Also, all stored items are accessible in any town via the universal locker in the train
station.

Furniture Groups
Furniture items tend to come in groups of similar furniture. These sets can be the same
theme, or they can simply be of the same utility.

However, the game makes a big distinction between "series," "themes," and "sets."
Series are items that all have the same unifying characteristic, such as being green or
modern. An easy way to distinguish a series is by its name. Series have items that all
start with the same word (e.g., Green Dresser, Green Bed, etc.). Themes and sets are
harder to distinguish. Themes tend to be eight to ten items and are often a lot more
whimsical than series. Sets tend to be more conventional and are anywhere from two to
fifteen items.

The Happy Room Academy awards varying amounts of points for the various furniture
amalgamations (with series being the best, set being the worst). For more on that, check
out Appendix P: Happy Home Academy & House Expansions.

Without further ado, the following lists denote the series, sets, and themes!

Series Themes Sets

Alpine Series Boxing Theme Apple

Astro Series Classroom Theme Bear

Balloon Series Construction Bonsai

Blue Series Mad Scientist Cactus

Cabana Series Mario Caf

Cabin Series Backyard (Mossy Garden) Chess

Card Series Nursery Citrus

Classic Series Pirate Ship Creepy


Egg Series Spa Dr.'s Office

Exotic Series Space Drum

Fish Series Western Flower

Golden Series Frog

Gorgeous Series Guitar

Gracie Series Homework

Green Series House Plant

Harvest Series Lucky Cat

Ice Series Museum

Insect Series Nintendo

Jingle Series Office

Kiddie Series Panda

Lovely Series Pear

Mermaid Series Pine

Minimalist Series Pine Tree

Modern Series String Section

Modern Wood Series Totem Pole

Mush Series Vase


Pav Series Watermelon

Polka-Dot Series Zen

Princess Series Zen Garden

Ranch Series

Regal Series

Robo Series

Rococo Series

Sleek Series

Sloppy Series

Snowman Series

Spooky Series

Stripe Series

Sweets Series

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