Player Playbook — PS1

Mineral Town Almanac

Harvest Moon: Back to Nature, one complete reference for the Anbernic RG CubeXX on muOS. Every fact checked against two verification passes. Disputed or unverified facts are marked inline. Nothing from Friends of Mineral Town, HM64, or any later remake is included here.

1. Start Here

Your chosen path: Mixed. Real farming, real courting, no cheat codes. Fast-forward for the walking. Save-states only to re-roll bad luck. This section is written for that choice.

Your game file is the safe one

Game file: Harvest Moon - Back to Nature (USA).chd, serial SLUS-01115. The original PAL disc (SLES-02781, without a "#" after the code) has a confirmed game-breaking freeze during the marriage scene. Your US build does not. You can propose and marry without worrying about it.

Setup — 4 steps

You are running no cheat codes, so the two hardest setup steps are gone. You do not need the cheats folder path at all.

  1. Confirm the game file is the US build named above, and that you have a PS1 BIOS file dumped from your own console.
  2. Place the BIOS where your muOS build expects it. The exact folder moved between muOS builds unverified, so check your device's own file manager rather than trusting a path printed online.
  3. Boot the game once. Open Quick Menu → Settings → Video → Aspect Ratio. Your screen is a square 720×720 panel and the PS1 renders at roughly 4:3, so choose whether you want letterboxing or stretching before you start a save.
  4. Find your two hotkeys before you play. See directly below. Do this first — a wrong guess mid-game costs you the moment you were trying to save.

Find your two hotkeys — do this before starting

You only need two: fast-forward and save-state. The combos for muOS on this exact device are not documented anywhere reliable unverified, and sources conflict. Do not copy a combo from a forum. Read it off your own device instead:

  1. With the game running, open the Quick Menu (usually the Menu button, or Select held).
  2. Go to Controls, or Settings → Input → Hotkeys.
  3. Read the entries for Save State, Load State, and Fast Forward Toggle. Whatever is listed there is correct for your unit.
  4. Write all three on paper. You will use them constantly.

If a hotkey field is empty, assign it yourself in that same menu. Prefer Fast Forward Toggle over Fast Forward Hold — you will be fast-forwarding for minutes at a time while watering, and holding a button that long is tiring.

The save-state rule that keeps this Mixed and not Easy

The whole difference between your path and cheating is what you re-roll. Luck gets re-rolled. Decisions do not.

Save-state before theseNever re-roll these
Entering any mine floor — both Power Berries down there are random digsA bad harvest or a crop you planted too late
The Horse Race, Spring 18 — you need 1,001 medals for a Power BerryA purchase you regret
The Dog Race, Winter 10A day you played badly or wasted
Festival contests — Chicken, Cow, Sheep, Swimming, CookingCollapsing from overwork and waking in the Clinic
Any heart-event dialogue choice — these swing ±2,000 affectionGold you spent on the wrong building
Autumn 1, Year 3, if courting Popuri — one dialogue box decides whether Kai takes herA gift she disliked
King Fish attempts, especially the Catfish on Winter Mine floor 10Anything that was your judgment rather than the game's dice

Keep one save-state slot for re-rolling and let the game's own in-bed save carry your real progress. That way a stale state can never overwrite a good day.

Your first session, in order

  1. Spring 1 is New Year's Day. The festival runs 6:00–7:50 PM at Rose Square. Talk to every villager there — it is free affection with the whole town.
  2. Before the festival, till two 3×3 blocks near the house with your starting Hoe.
  3. Buy one bag of Turnip seeds, 120g, from the Supermarket. Plant all nine.
  4. Water them. Turn fast-forward on while you do it.
  5. Chop stumps and branches with the Axe on your way past. You need 420 lumber for the Chicken Coop, and it is the forced first building.
  6. Sleep before you run out of stamina. Collapsing costs you the next day and a Doctor's fee.

Five things that make your run easier

  1. Fast-forward through all watering and walking. This is the single biggest saving of real time available to you.
  2. Save-state before every mine floor. Two Power Berries are random digs, and re-rolling them is the difference between finding them and grinding for hours.
  3. Rush one bachelorette past Green heart (30,000 affection) early. That permanently locks her rival out of finishing his courtship. See Section 5.
  4. Get any tool to 400% power level, then hand it in with one Mystrile ore. You skip the Copper, Silver and Gold upgrades and save roughly 6,000g per tool.
  5. Follow the forced build order — coop, house 1, barn, house 2, greenhouse. You cannot skip ahead, so never save for a building the game will not let you queue.

2. Pick Your Mode

Day length in this game is fixed: 1 in-game day (6:00 AM to 5:50 AM) equals 12 real-world minutes at normal emulation speed. A full 3-year run is roughly 360 in-game days, which is about 72 real hours of elapsed game-clock time before any fast-forward. Fast-forward and cheats change how much of that time you spend actually watching the screen, not how many in-game days exist.

The time estimates below are calculated from that baseline, not pulled from a source — treat them as ballpark, not exact.

Easy Modecheats on

What you switch on
Max Money, max tool levels, max affection codes from the 77-code file, plus fast-forward and save-states.
Rough real-time cost, 3-year run
~15–20 hours (estimate)
What you give up
The actual farming/earning gameplay loop; tool upgrades and gold stop being decisions; a completionist run on this file won't read as "legit".
What you keep
All of the story, marriage, calendar, and exploration content, on a fast clock.
Who it suits
Wants to see everything — marriage, festivals, King Fish, buildings — without the grind, in short handheld sessions.

Optimal Legitno cheats, perfect play

What you switch on
Nothing — stock game, no cheat file loaded, no save-state re-rolling.
Rough real-time cost, 3-year run
~70–90 hours (estimate, or more with early mistakes)
What you give up
Time — the biggest cost in this game is stamina and gold, and legit play means grinding both for real.
What you keep
Full game integrity — every gold piece and every heart point was earned.
Who it suits
Wants the "real" playthrough and doesn't mind the time.

Mixedlegit farm, save-states for luck

← Your chosen path

What you switch on
No cheat codes. Fast-forward for walking/watering. Save-state before RNG moments only (mine floors, festival rolls, dialogue-response checks, race outcomes).
Rough real-time cost, 3-year run
~25–40 hours (estimate)
What you give up
A small amount of "purity" — you're still influencing dice rolls, just not skipping the farming itself.
What you keep
The real farm-building loop and marriage courting, without RNG frustration (bad mine floors, bad festival luck, a wrong dialogue guess).
Who it suits
Wants genuine progression but has limited patience for pure bad luck.

3. Year 1 Opening

Spring, Days 1–10

Day 1 (Spring 1 — New Year's Day festival, 6:00–7:50 PM, Rose Square)
Meet Mayor Thomas and get the tour. Till a couple of 3×3 blocks near the house with your starting Hoe. If you have spare gold after basic seed purchases, buy a bag of Turnip seeds (120g) from the Supermarket — Turnip is the cheapest, fastest crop (5-day grow, 60g sell each). Attend the New Year's Day festival in the evening: it gives +5 affection with every villager you talk to, and +500 with any one girl, for free.
Day 2
Water what you planted. Forage on your route — Bamboo Shoot (3/day, 50g) and Blue Grass (2/day, 100g) are the Spring wild items, found near the Hot Springs and mountain areas. Walk through town once to learn where the bachelorettes are during their morning hours.
Day 3–5
Keep the water-and-forage loop going. Chop tree stumps/branches with your Axe for free lumber — you'll need 420 pieces for the first Gotz build (Chicken Coop, 5,000g). Start saving gold toward that 5,000g figure; it's the forced first building, before anything else.
Day 6
Turnips planted Day 1 are ready (5-day grow). Harvest and ship them. Replant immediately with remaining seed money.
Day 7
If courting a specific girl, this is a good day to start — talk to her once (+200 affection, once per day) and note her exact schedule from Section 5.
Day 8 (Spring 8 — Goddess Festival, 10:00 AM–2:50 PM, Rose Square)
If you invited a girl the day before (Spring 7) and her affection is high enough, attend the dance with her for a large affection bump. If you haven't started courting yet, skip this one — there will be another next year.
Day 9–10
Continue the farm loop. Once you've banked 5,000g and 420 lumber, hire Gotz for the Chicken Coop — this unlocks the rest of the build chain (see Section 6).

The weekly loop, once established

  1. Check the weather forecast (TV, Channel 1) to plan the day.
  2. Water and harvest existing crops first — they take priority, since neglected crops wilt.
  3. Forage on the way through your route — free gift material and shipping income.
  4. Handle animal chores if you own any — feeding, brushing, milking/shearing.
  5. Head into town: deliver gifts, talk to whoever you haven't spoken to, check shop stock.
  6. Return to the farm for remaining chores — tilling new soil, planting, dropping items in the shipping bin (collected and paid out the next morning).
  7. Watch your stamina. If you keep working past empty, you collapse and wake up in the Clinic the next morning, losing the day and paying a small Doctor's fee.

4. Money

Best crop per season, with real numbers

No source in this research gave an official per-day profit table for this game, so the "profit/day" column below is calculated directly from the confirmed seed cost, sell price, and grow days in the table — not copied from a guide. It assumes one full 3×3 seed bag (9 tiles) per planting.

Spring

CropSeedSellGrowRegrowProfit/day, first cycleProfit/day, once regrowing
Turnip120g60g5 days84g
Potato150g80g8 days71g
Cucumber200g60g10 days5 daysdisputed34g108g
Cabbage500g250g15 days117g
Strawberry150g30g9 days2 daysdisputed13g135g

Regrow disputes: Cucumber is 5 days per most sources, or 6 per one. Strawberry is 2 days per most sources, or 6 per one — the widest gap in the whole regrow-time list.

Cabbage and Pineapple-type seeds are sold by the traveling merchant Won, not the Supermarket — Cabbage is one of them. Strawberry seeds only unlock after you've shipped 100 each of Turnip, Potato, Cucumber, and Cabbage.

Community-consensus route: Turnip first (cheap, fast cash), Cucumber once affordable (best sustained income once it starts regrowing), Cabbage once capital allows (best single-cycle crop).

Summer

CropSeedSellGrowRegrowProfit/day, first cycleProfit/day, once regrowing
Onion150g80g8 daysdisputed71g
Tomato200g60g10 daysdisputed3 daysdisputed34g180g
Corn300g100g15 days3 daysdisputed40g300g
Pumpkin500g250g15 days117g
Pineapple1,000g500g21 days5 daysdisputed167g900g

Grow-day disputes: Onion 8 vs 9 days. Tomato 10 vs 9 days. Regrow disputes: Tomato 3 vs 4, Corn 3 vs 4, Pineapple 5 vs 6.

Pineapple is the standout once it's regrowing — the single highest sustained profit/day of any crop in the game, though the 21-day first grow is a long wait to get there. Pumpkin seeds unlock after shipping 100 each of Onion, Tomato, Corn, and Pineapple.

Fall

CropSeedSellGrowRegrowProfit/day, first cycleProfit/day, once regrowing
Carrot300g120g8 days98g
Eggplant120g80g10 days3 daysdisputed60g240g
Sweet Potato300g120g6 days3 days130g360g
Green Pepper150g40g8 days2 daysdisputed26g180g
Spinach200g80g6 days87g

Regrow disputes: Eggplant 3 vs 4 days, Green Pepper 2 vs 3 days.

Sweet Potato is the Fall standout — fastest first grow (6 days) and the best sustained profit/day once it starts regrowing. Spinach seeds unlock after shipping 100 each of Carrot, Eggplant, Sweet Potato, and Green Pepper. Fall also has a daily wild Truffle (500g, one per day, foraged) — worth grabbing every day you're in the field.

Hothouse (year-round, once built): Orange Cup Fruit only. 1,000g seed, 60g sell, 8-day grow. Low profit — this crop is not a money-maker, it exists mainly as a gift item.

Animal products

ProductSmallMediumLargeGold/Grand
Egg50g150g
Spa-Boiled Egg80g
Milk100g150g200g300g
Cheese300g400g500g600g
Wool100g400g500g600g
Mayonnaise100g150g200g300g
Yarn Ball300g700g800g1,000g

Wool jumps from 100g to 400g between Small and Medium — it does not follow the same 100/150/200/300 ladder as Milk and Mayonnaise. Don't flatten it.

The maker-machine chain

Mayonnaise Maker, Cheese Maker, and Yarn Maker each cost 20,000g + 1 Adamantite Ore, take 5 days to build, and must be bought in that exact order — Mayonnaise Maker needs the Chicken Coop upgraded first, Cheese Maker needs the Barn upgraded first and requires already owning the Mayonnaise Maker, and Yarn Maker requires already owning the Cheese Maker.

Adamantite Ore only drops in the Winter Mine (50g sell price if you'd rather sell it than use it) — this is the real bottleneck on the whole chain, since the Winter Mine is only accessible when the lake freezes.

Processing is worth it mainly once you're consistently producing Large/Gold-tier raw product — a Gold Cheese (600g) or Gold Yarn (1,000g) far outsells the raw Gold Milk (300g) or Gold Wool (600g) that made it, but a Small Cheese (300g) barely beats Small Milk (100g) once you account for the machine cost.

No infinite-money exploit exists

This research did not find a genuine infinite-money glitch — no shipping-bin price bug, no legitimate item-duplication-via-shipping-bin trick.

The closest thing to a large, repeatable, low-effort income source is legitimate: take everything you dig up in the Winter Mine (ore, especially Adamantite and Orichalc at 50g each) and drop it straight in the shipping bin. This is reported to net roughly 2,000g+/day through the Winter season, when crops aren't growing anyway unverified (exact rate unconfirmed, but the mechanism — mine, then ship — is completely legitimate and not a glitch).

Beyond that, steady legitimate income comes from your crop rotation (above), animal products once your barn/coop are built, and daily foraging (see Section 7).

5. Marriage

The five bachelorettes

NameBirthdayRivalWorks/lives
PopuriSummer 3KaiPoultry Farm
AnnSummer 17CliffThe Inn
KarenFall 15RickSupermarket
MaryWinter 20GrayLibrary
ElliSpring 16The DoctorClinic

Heart color thresholds

Affection is a hidden 0–65,535 point value per girl.

Heart ColourAffection RangeMeaning
Black0 – 4,999Strangers
Purple5,000 – 19,999Acquaintances
Blue20,000 – 29,999Decent friends
Green30,000 – 39,999Really good friends
Yellow40,000 – 49,999She has a crush on you
Orange50,000 – 59,999Blue Feather becomes purchasable
Red60,000 – 65,535Propose-ready

Gift-giving values

First gift of the day:

Gift TierNormal, UnwrappedNormal, WrappedBirthday, UnwrappedBirthday, Wrapped
Loved+500+500+500+2,500
Liked+300+300+300+1,500
Neutral+100+100+100+500
Disliked-500-500-500-2,500
Hated-800-800-800-4,000

Second and later gift(s), same day:

Gift TierNormal, UnwrappedNormal, WrappedBirthday, UnwrappedBirthday, Wrapped
Loved+300+300+300+1,500
Liked+100+100+100+500
Neutral0000
Disliked-500-500-500-2,500
Hated-800-800-800-4,000

Other rules

  • Perfume is a flat +1,000 to any girl regardless of preference, and can't be wrapped. It's obtained from Kai after giving him a bottle you fished up the day after a hurricane.
  • Jewelry (Bracelet, Necklace, Earrings — crafted from Orichalc + 1,000g at the Blacksmith, sells for 2,000g) ignores the multiple-gifts-per-day penalty entirely. Every jewelry gift counts at full first-gift rate.
  • Talking to her with no gift: +200, once per day.
  • Passive bonus: +200 the next day if you spoke to her or gave a gift the day before.
  • unverified, single source If any farm animal dies, all five girls lose 1,000 affection simultaneously.

Marriage requirements

To propose successfully, all of the following must be true:

  1. Red heart (60,000+ affection).
  2. Both house expansions completed via Gotz, in order — 1st House Expansion (4,700g + 370 lumber, adds the kitchen) and 2nd House Expansion (10,000g + 750 lumber). The second expansion is the actual marriage gate.
  3. All of her own scripted heart events triggered (2–3 per girl, documented below — this research could not find a fourth own-heart-event for any girl, and one source states directly that BTN's higher-tier own-events are simply under-documented online, not that a fourth doesn't exist).
  4. You own the Blue Feather, bought from the Supermarket for 1,000g once she reaches Orange heart (50,000+). An NPC named Won may also offer to sell you one directly for far more gold — don't buy from Won, buy from the Supermarket.

Once she accepts your proposal, the wedding happens exactly 7 days later (8 if a festival lands on that date). You cannot work on your own wedding day.

The rival mechanic — can she actually be taken from you?

Each girl has a rival suitor running his own 5-event courtship in parallel with yours, on his own schedule.

The blocking rule: her heart level with you must not exceed Green (30,000–39,999) for her rival's 3rd and 4th events to trigger at all. If you push her heart past Green before those events fire, they lock out permanently — unless you deliberately drop her back to Green or below with bad gifts (don't).

The override rule: even if all 5 of her rival's events have already fired, reaching a Red heart with her yourself stops her from marrying him. A source states this explicitly: she will not marry her rival after his 5th event if she has a red heart with you.

Practical result: rush her heart past Green early, and hold it there. This simultaneously blocks the rival's events 3 and 4 from ever triggering, and builds you toward marriage. There is no real downside to sitting at Red for a while before proposing — it protects her the whole time.

One exception — Popuri and Kai: their 5th rival event is a dialogue choice, not a heart-level race. On Autumn 1st, Year 3+, Kai announces he's leaving and taking Popuri. Rick asks if you've seen her — telling Rick cancels the rival ending outright, regardless of heart color.

Post-marriage: risk of losing her, and pregnancy

If her post-marriage affection drops below 5,000 (repeated disliked/hated gifts), she can leave and return to her family home. This is recoverable — visiting her and apologizing restores a large amount of affection in one shot unverified (a single source states +30,000, unverified but plausible).

Continuing to give gifts after marriage eventually triggers pregnancy: roughly 32 days after the wedding she says she feels unwell, you must take her to the Clinic within 8 days to confirm it, and the child is born roughly 58 days after confirmation. You cannot work the day the child is born. The child cannot receive gifts until 60 days after birth.

Per-girl detail

Popuri

Schedule (sunny, non-Sunday): Poultry Farm 6–7 AM, Hot Springs 7:45–10 AM, Poultry Farm 10:45 AM onward. Sunday: Poultry Farm, then Church 9:30 AM–1 PM, then Rose Square.

Loved: Pink Cat Flower, Toy Flower, Spa-Boiled Egg, Honey, Fruit Juice, Sandwich, Strawberry Jam, Strawberry Milk, cooked eggs, Hot Milk, Apple Jam, Apple Pie, Ice Cream, Cake, Chocolate, Jewelry.

Hated: ores, grasses, Poisonous Mushroom, Fodder/Feed, Wine, Garbage.

Heart events:

  1. Poultry Farm, first visit — witness an argument, she asks a question, correct answer "My sympathies" (+2,000).
  2. Poultry Farm, Purple+ heart — she talks about leaving town, correct answer "It might be fun" (+2,000; wrong answer "You should stay" is -2,000).
  3. Leave your house in Summer or Winter, Blue+ heart, free coop slot — she gives you an egg to incubate; hatching it and naming the chick "Popuri" is worth up to +5,000 total across the chain.

Ann

Schedule: Hot Springs roughly 7:30–10 AM, the Inn the rest of the day disputed (exact hand-off time disputed across sources, but this shape is safe).

Loved: Apple Pie, Cake, Cheesecake, Chocolate, Curry, Fried Rice, Grilled Fish, Ice Cream, Omelet, Salad, Sandwich, Spa-Boiled Egg, Stew, Stir Fry, Sushi.

Hated: ores, Fodder, Fish Food, Garbage, Poisonous Mushroom, weeds.

Practical tip: a Spa-Boiled Egg (walk a chicken egg to the Hot Spring and throw it in) — cheap, and she loves it.

Heart events:

  1. Inn, first visit — say she's cute (+2,000 Ann, +30 Doug).
  2. Inn, Purple+ heart — she asks "Can you imagine me married?!", correct answer "Yes I can" (+2,000; wrong answer -2,000).
  3. Own 3 grown chickens — deliver eggs to her daily for 7 consecutive days (festivals don't break the streak) for a bonus plus 450g per delivery.

Karen

Schedule: outside the Supermarket until 10 AM, then inside 10 AM–6 PM (short break around 1–1:30 PM). Sundays/Tuesdays: Hot Spring 1–4 PM. Nice evenings: the Inn 7–10 PM.

Liked/Loved: Wine, Moondrop Flowers, Popcorn, Sashimi.

Hated: ores, fish, other flower types.

Practical tip: she warms fastest to Wine; Sashimi is a good home-cookable alternative once you have a Knife and a fish.

Heart events:

  1. Supermarket, 10 AM–1 PM, Year 1 — witness Duke running up a tab, correct answer "You should pay" (+2,000; wrong answer -2,000).
  2. Sunny Tuesday, 10 AM–1 PM, Goddess Waterfall/Hot Springs — she's feeling down, correct answer "Farm problems" (+2,000). The alternative answer "Love life" does NOT go to Karen — it's a quirk that instead boosts whichever girl currently has your highest affection.
  3. Spring 1–23, your farmhouse exit, Blue+ heart — she gives you Moondrop Seeds; plant and grow them to bloom before Spring 23 or the event expires that year.

Mary

Schedule (non-Monday): home 6–10 AM, Library 10 AM–4 PM, home 4 PM onward. Monday: Mother's Hill 8–10 AM, Supermarket 1:40–4 PM.

Loved: Bamboo Shoot, Mushroom, Poisonous Mushroom, Truffle, Grasses, Tomato Juice, Cheese Fondue, Grape Jam, Raisin Bread, Relaxation Tea/Leaves, Veggie Latte.

Practical tip: she likes unusual/earthy items — bugs, poisonous mushrooms, and truffle rice are called out as favorites.

Heart events:

  1. Library, 10 AM–4 PM — she's writing, correct answer "I'd like to read a book" (not "What are you writing?").
  2. Library, Purple+ heart — she asks what you came for, correct answer "Came to read" (not "Just dropping by").
  3. Exit your house, 2–6 PM, after the first two events — she lends you a book ("The Woodcutter and the King"); return it and answer that your favorite character was "the Woodcutter" (not "the King").

Elli

Schedule (non-Wednesday): Clinic all day. Wednesday: home until 1 PM, Supermarket 1–4 PM.

Loved: Moondrop Flower, Pink Cat Flower, Magic Red Flower, Toy Flower, Orange Cup Fruit, Bandage, Jewelry.

Practical tip: her loved tier leans heavily on wild-forageable flowers (Moondrop, Pink Cat, Toy Flower) available free in Spring/Summer/Fall — cheap to court.

Heart events:

  1. Clinic, first visit — multi-step; giving a bandage to Stu and saying "I got it from Elli" is the better of two options (+2,000 vs +500).
  2. Clinic, Purple+ heart — she asks how you're finding things, correct answer "fun" (+2,000; "hard" is -2,000; "tiring" is neutral).
  3. Be at your farm at noon and eat her sandwiches for 3 consecutive days (Blue+ heart) — +2,000.

6. Farm

Tools

Five upgradeable tools: Hoe, Watering Can, Axe, Hammer, Sickle. Tiers: normal → Copper → Silver → Gold → Mystrile. Mystrile is the top tier — there is nothing above it in this game.

TierOre Required (1 each)Gold CostDays
CopperCopper Ore1,000g3
SilverSilver Ore2,000g3
GoldGold Ore3,000g3
MystrileMystrile Ore5,000g3

Tools accumulate a hidden power-level percentage through use — at 400% you can jump straight to Mystrile with just the Mystrile ore, skipping the Copper/Silver/Gold gold costs (still need the final ore).

ToolNormalCopperSilverGoldMystrile
Hoe1 tile2 tiles charged3 tiles charged4 tiles charged6 tiles charged
Watering Can1 tile1×3 charged2×3 charged3×3 charged5×3 charged
Axebranches only6 strikes/stump3 strikes2 strikes1 strike
Hammersmall rocks only4 strikes/large rock2.5 strikes1 strike1 strike
Sickle1 tile1×3 charged2×3 charged3×3 charged5×5 charged

Inside the mines, the Hoe only ever digs one tile at a time regardless of tier — the area-of-effect upgrade only applies to farm soil.

Non-upgradeable tools: Fishing Rod (free, from Greg at the pier, Fri–Sun 7–10 AM), Brush (800g, +2 affection on horses only), Bell (500g, calls cows/sheep), Milker (2,000g), Clippers (1,800g).

Animals

AnimalCostWhere
DogFree (starting)
HorseFreeYodel Ranch, Spring Year 1
Chicken1,500gPoultry Farm
Cow6,000gYodel Ranch
Sheep4,000gYodel Ranch

Affection is a hidden 0–255 score, 25 points per heart, 10 hearts max. Only the first positive/negative interaction of the day counts.

AnimalTime to max (10 hearts)
Chicken~24 days
Cow / Sheep48–60 days
Dog / Horse~60 days

Buildings — forced order, Gotz the carpenter

The build order is fixed: Chicken Coop → 1st House Expansion → Barn Expansion → 2nd House Expansion → Greenhouse. You cannot skip ahead.

BuildingGoldLumberUnlocks
Chicken Coop5,000g420+5 chicken capacity (10 total)
1st House Expansion4,700g370Kitchen (fridge + cabinet) — the kitchen is NOT a separate build, it's included here
Barn Expansion6,800g500+10 animal capacity (20 total), birthing area
2nd House Expansion10,000g750Marriage gate
Greenhouse30,000g580Grows Orange Cup Fruit year-round; can be destroyed by hurricane/blizzard and must be rebuilt at full cost

There is only one barn extension and one coop extension — not two of each.

Gotz's build duration is genuinely unknown. unverified No source that documents his gold/lumber costs also states how many days each build takes. Do not treat 3 days or 4 days as fact if you see either quoted elsewhere — neither is sourced.

Lumber costs 50g/piece if bought directly from Gotz rather than chopped for free with the Axe.

Power Berries — all 10

Each grants +10 max stamina, taking your base 100 up to 200 once all ten are collected. If you see a claim of 11, it's a scraper picking up a retracted item hidden in an HTML comment on one source site — the real count is 10.

  1. TV Shopping Network — buy for 5,000g.
  2. Waterfall Mine — random dig.
  3. Winter Mine — random dig.
  4. Behind the Winter Mine entrance on the frozen lake — press the action button (Winter only).
  5. Ocean fishing at Mineral Beach in Spring disputed (one source also says Winter — disputed).
  6. The Lonely/Cedar Tree on Mother's Hill — start chopping, stop when it "speaks" and pleads.
  7. Win the Swimming Festival (Summer 1).
  8. Throw 5 items (crops or animal products) into the Harvest Goddess's pond.
  9. Trade 1,001 medals at the Horse Race Festival (Spring 18).
  10. Grow 90+ flowers — Anna visits and asks to pick some; let her.

Bonus, not one of the 10: the Kappa in Mother's Lake gives a separate Mystic/Blue Berry for 3 cucumbers offered one at a time, 11 AM–5 PM, not in Winter. It reduces fatigue gain, not max stamina.

7. Mines, Fishing, Foraging

The two mines

MineAccessFloorsYields
Waterfall MineYear-round, behind the waterfall near the Hot Spring10Junk, Copper, Silver, Gold, Mystrile ore; money bags; 1 Power Berry
Winter MineWinter only, island in the middle of the frozen lake on Mother's Hill10Junk, Mystrile, Adamantite, Orichalc ore; money bags; 1–2 Power Berries; a King Fish pond on floor 10

Time stops entirely inside both mines — you can mine as long as you want without losing daylight, but Stamina and Fatigue keep draining.

The ladder to the next floor never spawns on the outer-rim tiles.

Ore prices (complete list — nothing exists in this game beyond this table)

OrePriceWhere
Junk Ore1gBoth mines
Copper Ore15gWaterfall Mine only
Silver Ore20gWaterfall Mine only
Gold Ore25gWaterfall Mine only
Mystrile Ore40gBoth mines
Orichalc50gWinter Mine only
Adamantite Ore50gWinter Mine only
Money Bag10gEither mine, random find

Fishing

LocationCatchesNotes
Farm RiverSmall onlyMostly junk
Goddess/Waterfall PondSmall, Medium
Mother's Hill LakeSmall, MediumBest "normal" spot; fishable in winter too
Beach Pier / OceanSmall, Medium, LargeOnly spot for Large fish
Winter Mine floor 10 pondCatfish onlyWinter only

Sell prices: Small 50g, Medium 120g, Large 200g.

Starting rod: talk to Greg at the pier, 7–10 AM or 7–10 PM, Fri/Sat/Sun. The Fishing Pole upgrade (halves catch time) arrives automatically once you have 50 fish bred in your farm pond.

The six King Fish (need the Fishing Pole):

  • Angler — Beach, Winter, 6–8 AM or 10 PM–5:50 AM.
  • Carp — Mother's Hill Lake, only after catching all 5 others.
  • Catfish — Winter Mine floor-10 pond, Winter.
  • Char — Waterfall Pond, after learning Grilled Fish/Sashimi/Sushi recipes.
  • Sea Bream — Beach, after shipping 200+ fish by hand.
  • Squid — Beach, Summer, bait with a small fish.

Catching all six triggers a "Fisher King" title scene with Greg.

Foraging by season

SeasonItemQty/daySell
SpringBamboo Shoot350g
SpringBlue Grass2100g
SummerRed Grass2100g
FallApple350g
FallGreen Grass2100g
FallMushroom470g
FallPoisonous Mushroom1100g
FallTruffle1500g
FallWild Grape250g
Winter— none —

Flowers (Toy Flower, Moondrop Flower, Pink Cat Flower, Magic Red Flower) also forage but aren't worth selling — use them as gifts.

The Harvest Goddess pond

Stand at the waterfall/spring on Mother's Hill and throw one item in per day (sunny days only — she doesn't appear in rain/snow).

  • 5 items total → a Power Berry.
  • 10 items total → she asks about someone special; the girl with your highest current affection shows up.
  • 20 items total → a piece of Golden Lumber, automatically sold to Gotz for 1,000g. It never enters your rucksack.

8. The Calendar

Festivals

SeasonDayFestivalTimeLocation
Spring1New Year's Day6:00–7:50 PMRose Square / Inn
Spring8Goddess Festival10:00 AM–2:50 PMRose Square
Spring14Thanksgiving FestivalDaytimeVisit girls individually
Spring18Local Horse Race10:00 AM–2:50 PMRose Square
Spring22Cooking Festival10:00 AM–2:50 PMRose Square
Summer1Swimming Festival10:00 AM–2:50 PMBeach
Summer7Chicken Festival10:00 AM–2:50 PMRose Square
Summer12Tomato Festival10:00 AM–2:50 PMRose Square
Summer20Cow Festival10:00 AM–2:50 PMYodel Ranch
Summer24Fireworks Display6:00–7:50 PMBeach
Fall3Music Festival unverified6:00–6:50 PMChurch
Fall9Harvest Festival10:00 AM–2:50 PMRose Square
Fall13Moon Viewing Festival6:00–11:50 PMMother's Hill summit
Fall21Sheep Festival10:00 AM–2:50 PMYodel Ranch
Winter10Dog Race10:00 AM–2:50 PMRose Square
Winter14Winter ThanksgivingMultiple slotsYour farm
Winter24Star Night Festival6:00–7:50 PMGirl's house
Winter30New Year's Eve12:00–4:50 AMMother's Hill summit

There is no separate Egg Festival and no separate Flower Festival in this game — those names belong to a different Harvest Moon title. The Chicken Festival (Summer 7) and the Goddess Festival (Spring 8) are the real BTN events that get confused for them.

Villager birthdays

SeasonDayNameRole
Spring2LouisBeekeeper
Spring4BoldHarvest Sprite
Spring11SaibaraBlacksmith owner
Spring15StaidHarvest Sprite
Spring16ElliMarriage candidate
Spring17BarleyYodel Ranch owner
Spring19LilliaPoultry farmer, Popuri/Rick/Stu's mother
Spring26AquaHarvest Sprite
Spring29GregFisherman
Spring30SashaSupermarket co-owner, Karen's mother
Summer3PopuriMarriage candidate
Summer4HarrisTown policeman
Summer6CliffRival bachelor (Ann's)
Summer11BasilBotanist
Summer16TimidHarvest Sprite
Summer17AnnMarriage candidate
Summer22KaiRival bachelor (Popuri's), visits Summer only
Summer25Mayor ThomasTown mayor
Summer29ZackShipping agent
Fall2GotzCarpenter
Fall5StuChild, Popuri/Rick's brother
Fall10HoggyHarvest Sprite
Fall11MannaDuke's wife
Fall14ChefHarvest Sprite
Fall15KarenMarriage candidate
Fall17Doctor (Tim)Rival bachelor (Elli's)
Fall20Pastor CarterChurch clergy
Fall23AnnaBasil's wife
Fall27RickPoultry farmer, Popuri's brother, rival bachelor (Karen's)
Winter2Kano/KenoPhotographer
Winter6GrayRival bachelor (Mary's)
Winter11DougInn owner, Ann's father
Winter13EllenElderly caretaker
Winter15DukeWinery proprietor
Winter19WonTraveling seed merchant
Winter20MaryMarriage candidate
Winter22NappyHarvest Sprite
Winter29JeffSupermarket owner, Karen's father
MayChild — birthday not found in any source unverified

9. Goal Checklist

Ticks persist on this device via local storage — check things off as you actually complete them in-game.

10. Cheats

RetroArch's official cheat database already has a ready-made file for this exact game: Harvest Moon - Back to Nature (USA, Europe) (GameShark).cht, containing 77 codes, at libretro-database/cht/Sony - PlayStation/ on GitHub.

What it covers

Infinite/Max Money, Infinite Lumber, Max Fodder/Fish Food/Chicken Feed, Max Power Fruit held, Max Rucksack Storage, instant tool-level maxing (Sickle/Hoe/Axe/Hammer/Watering Can), Have A Horse, Time Freeze, Have Hothouse, Max Stamina, and individual max-affection entries for each bachelorette (Popuri, Elli, Karen, Ann, Mary) and for animals (chickens, cows, dog, horse, Harvest Sprites).

How to load it

  1. In-game, open the Quick Menu (device hotkey — confirm on your unit).
  2. Go to Cheats → Load Cheat File (Replace).
  3. Browse to the cheats folder (exact muOS path not confirmed — check on-device) and select the game's .cht file.
  4. Toggle individual codes on. Leave the rest off — they ship disabled by default.
  5. Select Apply Changes to activate.

You can also add a single code by hand via Quick Menu → Cheats → Add New Code to Top/Bottom, without touching any file.

One code to avoid

Address 80077298 is genuinely disputed disputed between two independently-scraped code databases. One labels it "Max Stamina"; the other labels the exact same address "Elli Max Affection," and each source assigns the label the other one used to a different address entirely. This isn't a typo to resolve — it's an unresolved conflict between two sources. Don't enable this specific code without testing it on a save you don't mind risking; use a different, unambiguous code for whichever effect you actually want.

11. What We Could Not Verify

  • Gotz's build duration, for any of the five constructions. No source that gives the gold/lumber costs also states a day count. Treat any "3 days" or "4 days" claim you see elsewhere as unconfirmed.
  • Exact recipe count. Somewhere around 97–100, not the 64 or ~80 figures some sources cite. No source gave an exact confirmed number.
  • GameShark address 80077298 — disputed between "Max Stamina" and "Elli Max Affection" across two code databases. Do not use it.
  • A cluster of one-day regrow disagreements, all in the same direction (one GameFAQs guide consistently lists regrow times one day longer than two other sources): Cucumber (5 vs 6 days), Tomato (3 vs 4), Corn (3 vs 4), Pineapple (5 vs 6), Eggplant (3 vs 4), Green Pepper (2 vs 3). Strawberry is the outlier at a 4-day gap (2 vs 6).
  • Onion and Tomato grow-day counts — 8 vs 9 days, and 10 vs 9 days, split the same way as above.
  • Toy Flower seed price — 500g (two sources) vs 300g (one source, which appears to have swapped it with Moondrop Flower's price internally).
  • Gotz's own closed day — Sunday (one source) vs Saturday and Sunday (another).
  • muOS's exact cheat-folder path for this device, and the save-state/fast-forward button combos. Confirm both on your own unit before relying on anything printed online.
  • The 3-year evaluation's scoring formula. It's confirmed to exist and to weigh ranch success and villager affection, but no source gives a published numeric formula.
  • The exact 100%-completion mechanism, including the widely repeated (but dev-unconfirmed) community claim that true 100% is impossible in this game.
  • Ocean-fishing Power Berry season — Spring only (most sources) vs Spring or Winter (one source).
  • The Music Festival on Fall 3 — present in two of four festival-calendar sources, absent from the other two. Possibly real but easy to miss, or possibly a listing error.