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Your Property
___________________________________   |
                                                   |  |
                   ___________________________|  |_____
                   \ \ \ __________________________|  |/ / /
                    \ \ |                             | / /
                     \ \|        Your Property        |/ /
                      \ |                             | /
                       \|   __________________________|/
 _______________________|  |
| _________________________|
| /
|/The place you'll be spending the most of your time is your own property,
| which includes your house, field, coop and barn.
|
|\
| \_____________________________________________________________________[INL]_
|                                                                             |
| Initial Location                                                            |
|  ___________________________________________________________________________|
| /
|/Before you can manage your property, you have to choose where you want your
| initial house to be located. You'll initially have three farm plots to choose
| from, and there's a fourth that you have the option of purchasing later.
|
| All four farm plots lie on the eastern side of the island in Caramel River
| District, lying on either side of the river and bordering the ocean.
|
| Each plot has some advantages and disadvantages, but every plot has certain
| characteristics:
|
|  - All plots can fit your three main buildings (level 5 house, bird coop and
|    barn) - this isn't like Magical Melody where one of the plots couldn't fit
|    everything.
|
|  - All plots have a field for crops, and the soil quality of all plots is
|    rather random.
|
|  - All plots have a field of grass. This starts growing automatically when
|    you build a barn or coop. Yes, the grass is psychic.
|
| Beyond this, the plots have two subtle differences: field size and proximity
| to other areas of the island. Field size isn't as relevant as you'd expect:
| early in the game you won't have the time, strength or funds to plant your
| entire field, and by the time you do have enough you'll be able to afford
| to buy another plot if you need it.
|
| So the most relevant detail about which plot you choose is its proximity to
| different locations. Each of the locations below has some notable
| characteristic that it can be useful to have nearby.
|
|  - The Town is probably most useful, given that it's where most of the shops
|     and villagers can be found.
|
|  - The Hot Spring is important early, given that it can completely your
|     stamina once per day.
|
|  - The Mine area holds the couple shops that aren't in Town - mainly the
|    Carpenter's Shop and the Blacksmith. And, obviously, it holds the mine
|    itself.
|
|  - Different fish can be caught in the river and the ocean. The river runs
|    through the island, while the ocean lies along the south edge.
|
|  - The only location of frequent interest in the Gelato area is the second
|    mine, so it doesn't present a huge interest as far as initial location.
|
| Personally, I choose the Town Plot, but it and the Hilltop Plot are about
| equal in their pros and cons, and themselves are only 20 minutes apart.
| There's really no good reason to choose the Seaside plot, other than how
| picturesque it is.
|
| Later in the game, it's good to remember that when you own multiple plots,
| you can sleep in the house nearest your first chore the next day. So if you
| plan to spend a day mining, you can sleep in the Mountain Plot's house, or
| if you plan to spend a day fishing, you can sleep in the Seaside Plot's
| house. If you're married, though, you'll want to stay home most nights given
| that your spouse will only stay at your main home.
|
| The locations listed below correspond to the location relative to the others
| in the farmland half of the map. The four plots are arranged somewhat like
| a diamond, allowing one to be called 'North', one 'South', etc.
| _ _ _ _ _ _
| Hilltop Plot
|
|      Location : North
|    Field Size : 100 squares
|
| Walk time to...
|      Waffle Town :  45 minutes
|      Town Square :  65 minutes
|
|       Maple Lake :  45 minutes
|    Nearest Ocean :  55 minutes
|    Nearest River :  20 minutes
|
|    Brownie Ranch :  80 minutes
| Carpenter's Shop :  20 minutes
|
|     Ganache Mine :  40 minutes
|  Mt. Gelato Mine : 120 minutes
|   Praline Forest :  10 minutes
|       Hot Spring :  85 minutes
|
| _ _ _ _ _ _
| Seaside Plot
|
|      Location : South
|    Field Size : 120 squares
|
| Walk time to...
|      Waffle Town :  35 minutes
|      Town Square :  55 minutes
|
|       Maple Lake :  65 minutes
|    Nearest Ocean :   0 minutes
|    Nearest River :   0 minutes
|
|    Brownie Ranch : 120 minutes
| Carpenter's Shop :  60 minutes
|
|     Ganache Mine :  80 minutes
|  Mt. Gelato Mine :  80 minutes
|   Praline Forest :  60 minutes
|       Hot Spring :  90 minutes
|
| _ _ _ _ _
| Town Plot
|
|      Location : West
|    Field Size : 92 squares
|
| Walk time to...
|      Waffle Town :  15 minutes
|      Town Square :  35 minutes
|
|       Maple Lake :  45 minutes
|    Nearest Ocean :  25 minutes
|    Nearest River :  10 minutes
|
|    Brownie Ranch : 100 minutes
| Carpenter's Shop :  40 minutes
|
|     Ganache Mine :  60 minutes
|  Mt. Gelato Mine : 100 minutes
|   Praline Forest :  40 minutes
|       Hot Spring :  80 minutes
|
| _ _ _ _ _ _ _
| Mountain Plot
|
|      Location : East
|    Field Size : 226 squares
|
| Walk time to...
|      Waffle Town :  45 minutes
|      Town Square :  65 minutes
|
|       Maple Lake :  75 minutes
|    Nearest Ocean :   0 minutes
|    Nearest River :  10 minutes
|
|    Brownie Ranch : 130 minutes
| Carpenter's Shop :  70 minutes
|
|     Ganache Mine :  90 minutes
|  Mt. Gelato Mine :  70 minutes
|   Praline Forest :  70 minutes
|       Hot Spring : 100 minutes
|
|
|\
| \_____________________________________________________________________[YHO]_
|                                                                             |
| Your House                                                                  |
|  ___________________________________________________________________________|
| /
|/Your house, your home, your humble abode. Your house is initially home to
| only your character, but will eventually (if you so choose) accommodate
| your spouse, child and pets.
|
| The house is expanded in levels, with each level costing a certain amount
| of gold and wood to complete. In Tree of Tranquility, no game plot events
| depend on the size of your house, except that expanding allows you to have
| more pets.
|
| The house has 5 levels, each bigger and more expensive than the last. The
| first three extensions simply expand the house, while the fourth adds a
| second floor. Home extensions are relatively cheap, however, with the top
| level costing "only" 12,000 gold. More information on the intermediate stages
| can be found under the Carpenter's shop in the Shops section (search for
| { CAR } without the spaces).
|
|\________________ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _  _
| Initial Possessions
|
| Initially your possessions are pretty meager. You have your bed and a dresser
| where your diary is kept, a bookcase, a toolbox and a table with some chairs.
| You also have a kitchen counter-type thing, but it's not movable. So
| initially your possessions are rather slim - unlike past Harvest Moon games,
| you don't even start with a television or calendar, let alone a dog or horse.
| You do receive a bag of potato seeds, though, to get you started.
|
| You do start with the ability to get free tools from several sources,
| however. You obtain the watering can and hoe during the opening scenes, and
| you can get the fishing rod for free from Toby (meet him by walking down the
| stairs near the beach), axe from Luke (meet him in Praline Forest), hammer
| from Owen (meet him outside the Blacksmith's Shop) and the sickle from the
| folks at Brownie Ranch, once you can access it.
|
|\________________ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _  _
| Furniture
|
| You start with relatively meager possessions, but you can purchase more
| furniture as the game goes on. Whenever you buy a new piece of furniture -
| including shelves, wardrobes, tables, beds, chairs, refrigerators,
| televisions, telephones, calendars and cooking utensils - you must set it out
| before it will be available to use.
|
| To do this, examine the diary by your bedside table and select Furniture.
| This will give you a list of all the furniture you own. From there, select
| an item, then position it in your house. Spots where you can't place the
| furniture will appear in Red, and the game is strangely restrictive on where
| furniture can go.
|
| For cooking utensils, note that you must place them on the counter.
|
|\________________ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _  _
| Cooking
|
| One major task that can only be performed in your house is cooking. Since you
| have a kitchen in your new house, you can immediately start buying cooking
| tools from the General Store. These tools allow you to cook different dishes.
|
| Cooking is a relatively simple process. First, choose which cooking utensil
| you'll be using (note that these tools must be set out in your house before
| you can use them - for information on this, refer to the Furniture section
| above); every recipe requires only one utensil. Then, add in your ingredients
| from your rucksack. If your ingredients (with that utensil) are a viable
| recipe, you'll receive one of it; if not, you'll receive a "Weird Dish"/
| "Failed Dish/"Failed Soup", all of which are gifts no one likes. Before
| making your recipe with a set of ingredients, though, you can hit the Recipe
| option to see if it will give you something edible.
|
| Obtaining recipes is rather simple and can be done in a multitude of ways,
| including:
|   - From the TV (the cooking show is from 10:00AM to 2:00PM on weekdays).
|   - Examine other peoples' kitchen utensils.
|   - Purchase a dish (or receive it as a gift).
|   - Experiment! If you "accidentally" make a real dish, it's added as well.
|
| When you've obtained a recipe, it's added to your list of available recipes
| for easy selection later.
|
| Cooking doesn't have to be done in the kitchen; it can also be done in the
| fire boxes on every beach. Simply toss some matches in the box, then toss
| one of the other ingredients (see Recipes reference section) for a Roasted
| version of that item. This is mostly for fish, but Corn, Eggplant, Chestnuts
| and Clams can be cooked this way too.
|
| For more information on kitchen utensils, see the General Store section
| under Shops (search for { SUP } without the spaces); for cooking information,
| check under Cooking (search for < COK > without the spaces); for recipes, see
| the recipe list under References (search for { REC } without the spaces).
|
|\____________________ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _  _
| Television
|
| Your house is also home to your television. Your TV only gets one channel,
| but what's shown on that channel varies from day to day. The TV schedule
| is:
|
|  6:00AM - 10:00AM : Current Weather Forecast
| 10:00AM -  2:00PM : Rainbow Cooking (weekdays)/Mastery of Beauty (weekends)
|  2:00PM -  6:00PM : News (Festival Announcements, etc.)
|  6:00PM - 10:00PM : Tomorrow's Weather
| 10:00PM -  2:00AM : Kingdom of Wildlife (weekdays)
|                                        / Mastery of Beauty (weekends)
|  2:00AM -  6:00AM : Off-Air
|
|\____________________ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _  _
| Storage Space
|
| As you go throughout the game, you'll collect several items in several
| categories. You can carry anything in your rucksack, but what if you want to
| save it longer-term? Fortunately, there are several options as far as storage
| space goes.
|
| There are five different types of storage units:
|
|      Cabinets : Cabinets can store any non-food item, including tools.
|     Wardrobes : Wardrobes store clothes and jewelry.
|   Bookshelves : Bookshelves store books you receive and completion lists.
| Refrigerators : Refrigerators can store any food item.
|       Toolbox : The toolbox can store any rucksack item, food and non-food.
|
| Storage units (and other furniture) is bought from the Carpenter's Shop and
| some festivals. It must be set out before it can be used. For information on
| setting storage units out, see the Furniture section above.
|
|\____________________ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _  _
| Mailbox
|
| Your house also comes with a mailbox sitting outside. Occasionally, you'll
| receive letters from the area villagers, informing you of various events,
| like new villager arrivals and increased store inventories.
|
| When you receive a letter, a bouncing letter icon will appear over the
| mailbox. To view the letter, approach the front of the mailbox and press A.
| The letter text will appear.
|
| All letters you receive are kept in your bookshelf for later reading. A
| complete list of all the letters in the game can be found in the Lists
| section (search for < LIS > without the spaces).
|
|\
| \_____________________________________________________________________[TFE]_
|                                                                             |
| The Field                                                                   |
|  ___________________________________________________________________________|
| /
|/Every possible starting location has a field close to it where you'll be
| doing most of your initial work. Fields are typically plagued by three
| obstacles: weeds, rocks and trees. Weeds are easy enough to get rid of
| (either pull them up by hand or use the sickle), but rocks and trees can be
| be more difficult. Both rocks and trees can be destroyed by any level hammer
| and axe, but require many, many strikes for low-level tools. Early in the
| game, it can take an entire day's worth of stamina just to destroy a couple
| trees and rocks.
|
| Periodically, weeds will spring up in your field and new little tree saplings
| will appear. These will slow down the growth of any crops near them, so it's
| best to destroy them when they appear. Pulling weeds uses a lot of stamina,
| so use the sickle instead if you've gotten it from Cain.
|
| The boundaries of your field should be relatively clear: it's the darker
| brown area that forms the majority of your property. If you're somehow
| unsure whether a certain spot of ground is field or just regular ground,
| try tilling it: if it tills, it's field. However, you can only till a field
| once you own it.
|
| There are four fields total on the island: you start with one, and the other
| three can be purchased later. Note also that the field that corresponds to
| the Seaside plot is south of the house on the little peninsula. Many people
| mistakenly think that the Mountain plot is their field, and are confused when
| they are unable to till it. Rule of thumb: you never have to cross a bridge
| to get from your house to your field.
|
|\
| \_____________________________________________________________________[TCO]_
|                                                                             |
| The Coop                                                                    |
|  ___________________________________________________________________________|
| /
|/Initially, you won't actually have a bird coop - you have to first have one
| built by the carpenter. This coop can subsequently be upgraded to a larger
| coop - the small coop holds 8 birds and 6 silkworms, while the larger can
| hold 12 birds and 8 silkworms. As always, more information on this can be
| found in the Carpenter's shop section under Shops (search for { CAR } without
| the spaces).
|
| Once you have the coop built, you can start populating it with chickens,
| ducks and silkworms (although you won't be able to buy ducks until the Ranch
| levels up). The main notable parts of the coop are the feeding trough/spout
| and the shipping bin. The feeding trough is for putting bird feed in, 
| although it's better to hand-feed your animals by giving the food to them
| directly. Feed is taken out of the feed spout at the back of the coop.
|
| The shipping bin is for easier shipping of bird products. Later on, the coop
| will also house a mayonnaise maker that can be used to make your eggs into
| mayonnaise, which sells for higher profits.
|
| Note that the number of chickens/ducks you have does not affect how many
| silkworms you can have, or vice versa. You can have up to 8 birds in a
| regular coop and still have up to 6 silkworms. Having fewer of either won't
| let you have more of the other.
|
|\
| \_____________________________________________________________________[TBA]_
|                                                                             |
| The Barn                                                                    |
|  ___________________________________________________________________________|
| /
|/Initially, you won't have a barn either - you have to first have the
| carpenter build this too. The barn can initially hold 6 animals, but can
| be upgraded later to hold 8.
|
| Once you have the barn built, you can start populating it with cows, sheep,
| ostriches, goats and horses. The notable parts of the barn mirror those of
| the coop: a shipping bin, a feeding spout and a feeding trough for each
| animal; pretty straightforward. The barn also has a special corner for
| pregnant animals to stay in during the course of the pregnancy, complete with
| a special feeding trough. There's also a special ostrich egg incubator.
|
| The barn also has a big bell on both the outside: ringing this bell will
| automatically put all the animals outside in the field (or if they're already
| outside, move them back inside).
|
|\
| \_____________________________________________________________________[EXT]_
|                                                                             |
| Extensions                                                                  |
|  ___________________________________________________________________________|
| /
|/As mentioned above, several parts of your farm must be either built or
| extended, including the house, bird coop and barn. In order to do this, you
| need three things: money, wood lumber and stone lumber.
|
| Each extension costs a certain amount of money, but you must also have a
| certain amount of wood and stone lumber. Lumber is obtained by destroying
| the stones and stumps around the village; these can be found on your farm
| in the field (these won't reappear once you've destroyed them) and around
| the island. You can chop trees and bust stones in Praline Forest and on Mt.
| Gelato, but only the ones in Praline Forest will regenerate.
|
| When chopping or smashing, it's not necessary to manually take the lumber
| back to your farm; it's automatically transported. You do, however, need to
| pick up the wood and stone once you've busted the rock or chopped down the
| tree. The stump that's left over once you've chopped down a tree can be
| destroyed with a couple more axe strikes.
|
| For more information on having Extensions built, see the Carpenter's section
| by searching for { CAR } without the spaces.
|
|\
| \_____________________________________________________________________[FRA]_
|                                                                             |
| Farm Ranks                                                                  |
|  ___________________________________________________________________________|
| /
|/Tree of Tranquility introduces an interesting new feature: several shops will
| will stock better products based on your sales patterns. Stores that this
| applies to are Souffle Farm, Brownie Ranch and the General Store.
|
| Each shop starts as a one-star shop and levels up as you ship their specific
| type of good. It takes 5000G shipped to level a shop to two stars, and
| another 5000G (10000G total) to level it to three stars.
|
| To level up Brownie Ranch, you need to sell ranch products, like eggs, milk,
| and wool, as well as processed products, like yarn, mayonnaise and cheese.
| Leveling up Brownie Ranch grants access to new animals, like ostriches and
| silkworms.
|
| To level up Souffle Farm, you need to sell farm products, like any crop,
| herb or flower grown on your own farm. Leveling up Souffle Farm grants
| access to new flowers and fertilizer.
|
| To level up the General Store, you need to ship basically anything else. Mine
| products are especially lucrative for increasing the General Store's rating.
| Leveling up the General Store grants access to new books, mostly.
|
|\