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Animal Crossing - FAQ & Guide
System: GameCube
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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27)  SPECIAL EVENT/HOLIDAY F.A.Q.:
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Wisp F.A.Q. (any night from 12am-4am) --

     Wisp is an adorable little ghost who needs your help.  He wants you to
gather five spirits floating around your town.  Grab them with your net, bring
them back to Wisp, and he will grant you one wish.

     **PLEASE NOTE**:  This particular F.A.Q. was written by the great T.
Cromis (check out his awesome website in the "Helpful Websites" section!).
Without him this F.A.Q. would never have been posted, because so far, I haven't
met Wisp.  You rock, Cromis!  Thanks for all your help!

Preparations:
1. Wisp can come regardless of how weedy your town is, but seems to come more
   frequently if you have lots of weeds.  Wisp does NOT come every night, even
   if your town is chock full of weeds.

Instructions:
1.  Find Wisp.  He will be invisible until you get near him. You do not have to
    bump into him to find the acre he is in.  If you are having trouble finding
    him, try using the "2-pass method."  Run horizontally back and forth,  first
    near the top of each acre you are to the far left of the map, then to the
    right near the bottom of each acre.  This is a quick method to scan your
    whole town, but there's a slight chance you will miss something.  For Wisp,
    a single pass through the center of each acre will probably suffice.  When
    you got to Wisp's acre, you will start to see messages like "That's not
    where I am, come over here," but he won't appear.  When you get the message,
    zig-zag around IN THAT ACRE until you bump into him, at which point he will
    become visible.
2.  Find the spirits. They are about the size of a weed.  They are round at the
    bottom with a spiral design, and a pointy wavering thingy at the top.  They
    can even drift out to sea before you can catch them, but they will probably
    drift over the dock so will be able to snag it.  To find them all, try using
    the "3-pass method" (when you run once near the top, once near the center,
    and once near the bottom of each acre).  The spirits stack like stationary,
    so you only need one slot.
3.  After you get the spirits, go back to Wisp (still visible and still in the
    same acre) to get your reward.

Tips/Tricks:
1.  If you save and quit with spirits in your inventory, you will lose them.
    However, they will scatter back to the town, so you don't need to find Wisp
    again, just restart your spirit hunt.
2.  The weeding choice: nothing exciting happens.  He says something like "give
    me a few minutes."  But the weeds are still there.  If you just walk into a
    house and come out, the weeds will be gone.  Also, if you save and quit then
    restart, they will be gone.
3.  The item choice:  The items are completely random; sometimes you get a
    shirt, sometimes a rare item.  You always get something you don't already
    have in your catalog.  Feng Shui probably helps.
4.  You can not drop spirits in your house.  If you try to put them in an
    envelope you get the "You can not mail turnips or living things" message.
    Author's (Cromis's) note: "I never thought of spirits as living things.
    They must be turnips."  *lol*  You can't donate them to the museum.

Tortimer's Lighthouse Request (some time in first couple months of the year) --

     Tortimer is the world's hardest working tortoise (hey, how many turtle
mayors do you know?), and he needs a break.  So it's off for a vacation for him,
with a simple job request for you.  He asks you to turn on the Lighthouse every
day while he's gone some time between 6pm and 10pm.

Preparations:
None.

Instructions:
1.  Go to the Lighthouse any time between 6pm and 10pm.  Walk around to the side
    you can't see (it will always be North side).
2.  Walk in the door (you won't be able to see the door; just trust me, it's
    there) by pushing the control stick down.
3.  You will be inside the Lighthouse, where you will see a life-saving ring on
    one side and a switch on the other.
4.  Walk over to the switch and press the A button.  Your character will flip
    the switch.
5.  You do not need to turn the Lighthouse off.  It will turn itself off some
    time in the morning.

Tips/Tricks:
1.  If you have more than one person living in your town, either one of you can
    turn the Lighthouse on.  Each person who helps with the Lighthouse task will
    get a gift from Tortimer.
2.  You *must* turn on the Lighthouse every single day in order to get your
    present from Tortimer.
3.  The Lighthouse will not be open during any other time of the year, and it
    will not be open before 6pm or after 10pm on the days you are supposed to
    turn it on.

Camper F.A.Q. (First weekend in June - last weekend in July, Saturday at 9am -
Sunday at 3pm) --

During the hot days of summer, you may notice that an animal who doesn't
live in your town will come and set up a tent on the weekends.  Depending on
their personality, these visitors will play different games with you.  Each
type of personality will always play the same games.  There are ten special
items you can only get from a tent resident, so try to collect them all!  The
items are:

Backpack
Bonfire
Campfire
Cooler
Kayak
Lantern
Mountain Bike
Propane Stove
Sleeping Bag
Tent Model (which has a light that you can turn on and off)

Preparations:
1.  If you've paid off your house, take your money to the Post Office and
    deposit all but 3,000 of it.  (Keep taking out 3,000 bells each time you
    want to play an tent game.)  You don't have to do this, but it's wise
    because your townsanimal can't make you pay 90,000 bells if you don't have
    90,000 bells with you!
2.  Make sure you have at least 3,000 bells on you.
3.  If you want to give/trade an item, make sure it's in your inventory.  If you
    don't want to give/trade an item, take it out of your inventory.

Instructions for...

"Very Sweet" characters:
Item game:  In this game, they will tell you about their camping trip. The
entire story is meaningless, as the answer to the last question is random. After
they tell their story about their green tent, yellow sleeping bag, and red
backpack, they will ask what color banana was that they gave to the reindeer in
red clothes (a.k.a. Jingle). If you choose the correct answer, you get an item
for free. If you choose an answer and they say, "That's wrong, but I did see a
[color] banana", then they will give you an item for very cheap, usually a few
hundred bells. If you choose wrong, they say, "Are you crazy?!" and takes all
your money, but still gives you an item.
- posted by legolas6288
Money game:  They will tell you a story about their last camping trip. They will
basically say they caught a bluegill, saw a purple butterfly, and saw a bear
sleeping in the middle of the day. Then, they ask you what season they went
camping in: Summer, Fall, or Winter.  If you are right, they will buy one of
your items (they will tell you what item they will buy before the game starts)
for 2,000-3,000 bells. If you are wrong, then they will take an item without
paying anything. They also say, "Who goes camping in the winter?" when you pick
winter and takes an item without paying for it, just as the other losing result.
(See the tips section for more on this).
- posted by legolas6288

"Nice" characters:
Item game:  They will play a card game with you.  You and the character will
each get four cards.  Two match, and two don't.  There are three matching pairs
between the two of you.  You will take turns picking one card from each other.
The first one to get two pairs wins.  If you win, you trade an item of yours for
an item of theirs.  If you lose, the character gets your item.
- posted by FeederZombie
Money game:  The character will tell a story about climbing a mountain with two
of their buddies, a wolf and a bear.  You have to guess how to story ends.
There are two possible questions, one for which you have to guess who wanted to
keep climbing the mountain, and the other one for which you have to guess who
reached the summit first.  If you win, you get a carpet.  If you lose, there are
two possible outcomes.  If you guess the wolf or the bear and get it wrong, you
have to buy a carpet for between 1000 and 3000 bells.  If you pick the tent
resident and you get it wrong, you get charged under 1,000 bells for a piece of
furniture.
- posted by FeederZombie

"Snobby" Characters:
Item game:  They will play a card game with you.  There are four cards, and you
have to pick the Ace, out of the Ace, King, Queen, and Jack.  On the first try,
if you don't get it right, you hold on to the card.  On the second try, there's
three cards left to choose from.  If you don't get it the second time, then you
put both cards back. If you win, you get a random item.
- posted by Grahamule
Money game:  This is the same game the Moody/Mean and Nice characters play, so
you might have come across it already.  The prizes for this game are different,
however.  You each have four cards; two match and two don't. You will take turns
picking a card from each other's hands.  You want to be the first player to get
two pairs.  However, in the total of eight cards, there are only three pairs.
Then you begin.  Choose from cards 1-4.  If you are right, you sell one of your
items to them.  If you're wrong, they get a chance to pick. If they win, they
keep something in your inventory. If they are wrong, you get to pick again.
Play continues until someone gets two pairs.  If they win, they take an item
from your inventory and keep it.  If you win, they buy one of your items.
- posted by legolas6288

"Kind and Quiet" characters:
Item game:  This game starts off with another story about their camping
experiences (bear with them). Accept their offer to hear the story and they will
begin. They tell you that they caught lots of fish on their last camping trip,
and ask what fish they didn't catch. Guess wrong, and you lose an item in your
inventory. If you are right, they will trade you an item of theirs for an item
of yours.
- posted by legolas6288
Money game:  In this game, they will tell you a story about their camping trip.
The story involves the camper sitting in their tent with a walrus (obviously
Wendell) asking for fish and a lady with big tusks (Joan) asking if he/she
needed turnips, both of which he/she refused.  Then, "a turtle who was older
than time" appeared and invited him to a festival.  It is now your turn to guess
which festival he went to; the Fireworks Show, New Year's Eve, Cherry Blossom
Festival, or Meteor Shower. If you lose, and they get all your cash, but will
still give you a prize anyway.  If you win, and they give you an item.
- posted by legolas6288

"Athletic" characters:
Item game:  They will pick one of your pieces of furniture, carpets, or
wallpapers.  Then they will "show you" (you don't get to see anything) pictures
of four different fish.  You have to guess which one they caught, as opposed to
the other three, which were caught by professional fisheranimals.  You simply
have to pick one of the fish.  If you win, you trade the item they chose for a
random item of theirs.  If you lose, they take the item they chose.
- posted by Pikachu 4 President
Money game:  They tell you they're going to show you photos or four animals
(again, you don't actually get to see any photos).  You have to choose which
photo they took themselves.  If you win, you give them all the money you have
(excluding any in money bags), and they give you an item (usually carpet or
wallpaper).  If you lose, they take all the money you have and you get nothing
in return.
- posted by FeederZombie

"Moody/Mean" characters:
Item game:  You each get three cards, and one of them is the Old Maid. You must
then pick a card from the character's hand.  You can choose Left, Middle, or
Right.  The first person to pick the Old Maid loses.  If you win, the character
gives you an item, normally carpet or wallpaper.  If you lose, you have to buy
the item from them.  The price is about what you would pay at Tom Nook's shop.
- posted by chiefrpgfreak
Money game: You get four picks choices. If you get it right they trade one
piece of furniture for one of your items. If you dont pick the right one,
they'll pick one and if they win they take one of your items and give you
nothing. If they pick wrong you get to pick again.
- posted by Geno64

Tips/Tricks:
1.  For the Very Sweet characters' item game, never choose red.  For their money
    game, never choose winter.
2.  For the Moody/Mean characters' money game, there is 100% chance that you win
    on your second pick, meaning you can't lose, meaning that if they pick wrong
    you always win.
3.  If a camper is in your town it does not mean they will move in.

Halloween/Jack F.A.Q. (October 31 at 6pm - November 1 at 1am) --

     On Halloween night, from 6pm October 31st to 1am November 1st, a mysterious
person with a Jack-o'-Lantern for a head will appear in town.  All of your
villagers will be dressed like Jack, too.  Your job is to find the real Jack and
give him a piece of candy.  In return, he will give you a piece of the
only-available-once-a-year Spooky Series furniture collection.  After you
receive the item, put it in your house and head out to find Jack again.

Preparations:
1.  Buy all of Nook's candy every day as soon as he starts selling it (about two
    weeks before Halloween).  Keep it in dressers, wardrobes, or other storage
    devices (like the office locker) in your basement.
2.  Fill your letter inventory with old letters.

Instructions:
1.  Put one piece of candy in your inventory, and put a piece of candy in each
    old letter you've saved.  Make sure you don't have anything important in
    your inventory.
2.  Head out to find Jack; try to avoid all your other townsanimals, who will be
    dressed as Jack and will be chasing you to get a piece of candy.
3.  If a villager catches you, give them some candy.  Replace the candy you gave
    the villager with a piece from an old letter, and keep going.
4.  Once you find Jack, give him a piece of candy.  He will give you furniture.
    Immediately, take the furniture he gave you and drop it off in your house.
    That way, if you run out of candy or don't have any with you when you get
    caught by a villager, they won't turn your piece of Spooky furniture into a
    Jack-o'-Lantern!
5.  Repeat steps 1-4 until you run out of candy.

Tips/Tricks:
1.  To get a Jack-o'-Lantern or Jack-In-The-Box (not necessary to complete the
    Spooky Series), put something in your inventory that you don't really care
    about.  Then, allow yourself to be caught by a villager, and don't give them
    any candy.  They will "trick" you by turning your inventory item into a
    Jack-o'-Lantern or a Jack-In-The-Box.
2.  The real Jack will never chase you, so if you see a "villager" standing
    still, that's the real Jack.

Harvest Festival/Franklin F.A.Q. (Fourth Thursday of November, 3-9pm) --

      Definately the easiest holiday to get furniture from.  Franklin is a
turkey who is desperate to be rescued from his fate as the town's Harvest
Festival dinner.  It is your job to save his life.

Preparations:
None.

Instructions:
1.  Talk to Tortimer to receive your Harvest Festival gift.
2.  Find Franklin and he will give you instructions on what to do.
3.  Head to the Wishing Well and find the fork and knife lying on the banquet
    table.
4.  Pick up the knife and fork using the B button.
5.  Find Franklin again and he'll take the knife and fork from you and give
    you a piece of furniture from the Harvest Series.
6.  Repeat steps 3-5 to collect the whole series, then you can get duplicates
    and sell them to Nook to make some money.

Tips/Tricks:
1.  Franklin will usually be hiding behind a house, building, or tree, so look
    carefully.
2.  Usually Franklin will be in one of several common spots.  For example, in
    my game, he would often hide behind the Museum or a particular tree.  Don't
    hestitate to check behind a spot where you've found him before.

Jingle F.A.Q. (December 24 at 8pm - December 25 at 1am) --

      Jingle is a reindeer who travels around the world on Christmas Eve
delivering toys to all the good girls and boys.  From him you will receive
pieces of the Jingle Series.

Preparations:
1.  Make sure you have a lot of very different-looking outfits.

Instructions:
1.  Find Jingle and talk to him until he gives you a gift.
2.  Walk to a different acre and change into an outfit that looks very different
    from the one you were just wearing.  It can also be an outfit you designed
    (thanks to FJG088@aol.com for pointing this out).
3.  Find Jingle again and talk to him twice to receive another gift.
4.  Continue until you've collected the whole series, or until Jingle decides he
    doesn't want to give out any presents any more (whichever comes first).

Tips/Tricks:
1.  After talking to him five times, you don't have to leave the acre anymore;
    you can even change right in front of him!  At some point he'll recognize
    you, and then you're done.  (Thanks to bkc56 for this tip!)

Snowman F.A.Q. (starts after snow covers the ground, once a day every day) --

      Snowman is the funniest special character in the game.  He writes really
cute letters and is fun to talk to.  Building a Snowman is not as hard as it
sounds.  It does require patience, though, so follow my instructions carefully!
Once you get the hang of it, you'll wish you could build them all year long!

Preparations:
None.

Instructions:
1.  Walk around your town and look for snowballs (little white spheres).
    Sometimes they're well-camouflaged by the snow and it's not uncommon to walk
    right past them.  They can be behind trees or houses sometimes, so watch out
    and don't kick them into water!
2.  Once you've found the two snowballs, think about where they are and
    determine which one will be easiest to move.  For example, if the first
    snowball is in an acre full of trees, lakes, bridges, or whatever, it will
    be harder to get that one over to the second snowball, so it's better to
    push the second one over to the first one.
3.  Once you've determined which one will be easiest to roll to the second one,
    start kicking the snowball carefully and slowly towards the other one.  If
    necessary, stop kicking the snowball and run ahead to check for lakes and
    trees that you'll have to "steer" the ball around.
4.  After a while of kicking the snowball, the snowball will get larger and your
    character will start pushing it with their hands.  You'll notice they will
    move slower and will have better control over where the snowball goes.  This
    is the best time tto push a snowball over a bridge or up a hill.
5.  When the two snowballs are in the same acre, roll one of them around until
    it's as big as you think it can get.  Stand next to it with your character
    facing you.  The snowball should be as tall (or a bit taller) than your
    character, including their hat.
6.  Push the second snowball until it's a little bit more than half the size of
    the bigger one.
7.  Push the little ball into the side of the bigger ball, and it should
    automatically plop itself onto the top of the bigger one.  If it doesn't,
    that means one or both of the snowballs is not the proper size.  Adjust the
    snowballs and try to push them together again.
8.  A face will appear on your new snowman and he will begin to talk.  If he
    goes on about how wonderful you are, you know you've done it right.  If he
    tells you he would have preferred to look another way, you know you didn't
    build him correctly.  Try again the next day.
9.  Snowman will send you a piece of the adorable Snowman Series in the mail if
    you built him correctly.

Tips/Tricks:
1.  To make it easier, kick each snowball back and forth across the screen until
    they're big enough to roll by hand.  This will make them much easier to
    control.
2.  Go slowly, be patient, and don't rush.  A good snowman takes a bit of time.
3.  Don't try to kick a snowball downhill.  It's easier to roll one up a hill to
    the one on the upper level than it is to roll one downhill to the lower
    level.
4.  Never kick a snowball into the water.  It will melt and, while that looks
    pretty cool, it means you'll have to run around the map and find both
    snowballs again.
5.  Never kick a snowball into a tree or rock.  If it's still small enough,
    it'll break.
6.  Never try to push a snowball between two objects if it won't fit.  It will
    break.
7.  I've found that the easiest way to make a snowman is to kick them around
    until my character starts pushing them, then steer one towards the other.
    After that I push one around until it gets really big, and then I push the
    other one around until it looks to be a little bit bigger than half the size
    of the bigger one.  If one it gets too big, I roll it around on a brown spot
    until it shrinks a little.
8.  Never push the big snowball into the little one.  The little one is supposed
    to be the head, and the big one will be the body.  Always make sure you push
    the little one into the big one.
9.  No matter how big ("mega Snowman") or small ("snowboy") the snowman is, as
    long as it is proportionate, you will get the furniture.  (Thanks to Jamie
    for reminding me of this!)
10. When you construct a snowman over a spot where something is buried, the spot
    will disappear and the item buried there will appear in the lost and found
    (thanks to crynyd for pointing this out!).

Igloo F.A.Q. (starts after snow covers the ground, lasts from 10am-10pm) --

     After snow covers the ground, you will notice that one of your villagers
has built an igloo.  If you step inside the igloo and talk to the villager, they
may offer to play a game with you.  Depending on their personality, villagers
will play different games with you.  Each type of personality will always play
the same games.  There are seven (eight, counting the DUMMY item) special items
you can only get from an igloo resident, so try to collect them all!  The items
are:

Chowder (bubbles and boils)
Crab Stew (bubbles and boils; you can turn the hotplate on and off)
DUMMY (white triangular table-looking item with red Japanese characters on it;
seems to be a dummy item that the creators forgot to take out of the game)
Fireplace (fire crackles inside, and you can put stuff on it like a table)
Igloo Model (which has a light that you can turn on and off)
Sleigh
Snow Bunny (does nothing, but it's cute!)
Snowboard
Snowy Tree Model

Preparations:
1.  If you've paid off your house, take your money to the Post Office and
    deposit all but 3,000 of it.  (Keep taking out 3,000 bells each time you
    want to play an igloo game.)  You don't have to do this, but it's wise
    because your townsanimal can't make you pay 90,000 bells if you don't have
    90,000 bells with you!
2.  Make sure you have at least 3,000 bells on you.
3.  If you want to sell an item, make sure it's in your inventory.  If you don't
    want to sell an item, take it out of your inventory.  You don't have to,
    because you can refuse to sell an item, but it's easier if you don't have it
    on you to begin with.

Instructions for...

"Very Sweet" characters:
To buy an item:  They will play the 5-card game.  They will say five items and
their prices, one by one, and with each one you can decide whether to buy it or
not.  If you haven't bought an item by the time they get to the fifth item, you
have to buy the last item, no matter what it costs (it will never cost more than
you have).  This is the best game to get furniture and igloo items from, because
you're always guaranteed to get an item, and sometimes you can get things
cheaper than at Nook's!
To sell an item:  They will have four cards; each one has a price written on it.
Whichever card you choose, they will pay you however much is written on the card
for your item.  If it's only ten bells, they will trade you an item for your
item.

"Nice" characters:
To buy an item:  They will play the 4-card game.  You choose between four cards.
If, on the first try you choose the same one they picked, you have to buy the
item with all your money.  If you pick a different card, they will lower the
price and you get to play again.
To sell an item: They say a low price; then they will ask you to choose their
right or left hand.  If you guess the same one they picked, they'll buy the item
for the low price.  If you choose a different hand, they'll raise the price and
you get to play again.

"Kind and Quiet" characters:
To buy an item:  They will play the peach/pear/apple game.  Guess if they are
thinking of a peach, pear, or apple.  If you guess right, you get an item for
free.  If you guess wrong, you'll have to buy the item for over 1,000 bells, or
buy another item for less than 500 bells.
To sell an item:  They will try to buy an item of yours for a low price.  You
can sell your item by saying "Stop!" or say "Next!" if you refuse.  If you say
"Next!" they may raise the price, not buy anything, or buy it for a low price
anyway.

"Athletic" characters:
To buy an item:  They will play the wrestling game. You have to guess which move
they used to beat you.  Their face will turn red and you'll hear a "pow!" sound
as if they'd just hit you.  During the first two rounds, you have two choices.
During the third and final round, you'll have three choices.  One wrong guess
and you have to buy the item they told you about at the beginning of the game.
Usually they will give it to you for a low price.
To sell an item:  Pick one of three cards.  They will react to it.  You can
either keep that card based on their reaction and you'll have to sell your item
for the specified price, or you can choose to pick another card.

"Moody/Mean" characters:
To buy an item:  They will play the lucky card game.  You will have a choice of
three cards.  One card is lucky, one is so-so, and one is unlucky.  If you
choose the lucky card, you will get an item for free.  If you choose the so-so
card, you'll pay a somewhat fair price.  If you choose the unlucky card, you
will have to pay up to 3,000 bells for the item.
To sell an item:  The townsanimal will think of a number between one and nine.
Your job will be to guess if the number they're thinking of is more or less than
five.  If you guess right three times in a row, they will buy your item for
3,000 bells or more.  If you guess right two times in a row, they will buy your
item for a little over 2,000 bells.  If you guess right once, they will pay
around 1,500 bells.  If you guess wrong on the first try, they will pay less
than 500 bells.

Tips/Tricks:
1.  The 5-card game is the easiest game to play.  You always get an item, and
    it's not hard to collect most (if not all) the igloo items in one day.  If
    you have a villager that plays this game (or another game that you like),
    play all day long as long as you have the money!
2.  The igloo disappears at 10pm.  If you want to play after it's supposed to
    close, make sure you have several items in your inventory and around 10,000
    bells with you.  Run into the igloo with your items and money before 10pm.
    Talk to the igloo resident.  If they don't play a game with you, stay in the
    igloo and watch them walk around for a bit.  Then try talking to them again.
    You can do this all night as long as you don't run out of money to buy
    things.  It does require time and patience, though, so feel free to brush
    your teeth, put your PJs on, etc. in between talking to them!

 




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