Guide:Animal Crossing: Wild World

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This is a guide on how to use Animal Crossing: Wild World for the Nintendo DS. For information about the game, click here.

Trees & Fruit[edit]

Each town in Animal Crossing will have fully grown trees from the start of game, which are fruit trees and non-fruit bearing trees. Each town has a 'native' fruit which is worth 100 Bells when sold to Tom Nook. 'Foreign' fruit, which can be obtained by trading other players, gifts or note-in-a-bottles, can be planted in the town or sold for 500 Bells to Tom Nook. The types of fruit are; apple, orange, peach, cherry and pear. Coconuts also exist and can be found in any town by the sea, but can only be planted on the shore line where the sand meets the grass.


Some trees hold items, including 100 Bells, a random piece of furniture, or even a beehive. These items can be obtained by shaking any non-fruit bearing tree once, though some trees do not contain any items as it happens at random. Beehives may fall from the tree, which release bees which will chase after the player and sting them, leaving a swollen eye.

There are different ways to deal with getting stung:

  • Avoiding them by running into a building, such a villager's house when they are inside, or a public building like the Museum or Town Gate.
  • Get stung and use medicine, if in pockets.
  • Put up with until all the trees have been checked for items.
  • Save and restart the game, which will cure the sting.
  • Open the gate; beehives don't fall when the gate is open.

Money Tree[edit]

Main article: Money Tree

Once you have obtained golden shovel (see below on how to obtain it), you can use it to bury a bag of Bells. A sapling should sprout immediately. This may grow into a money tree which has a chance of producing 3 bags of Bells, each equal to what you buried with a maximum of 30,000 Bells each - more can be buried, but this would be useless as only 30,000 Bells can be produced. This means a maximum of 90,000 Bells per tree. For each 1,000 Bells, it gives a 1% chance of the tree producing Bells. In other words, 50,000 Bells will produce a 50% chance of the tree producing Bells (at 30,000 Bells each), while 100,000 Bells will produce a 100% chance of Bells appearing on the tree.

However, planting a 100,000 Bells, though giving a 100% chance of producing Bells, would be pointless as the tree can only produce 90,000 Bells, giving a loss of 10,000 Bells if the player attempts this.

Money trees, unlike fruit trees, will only produce money once before becoming a normal, non-fruit bearing tree.

Money Rock[edit]

Every day there will be one rock in the player's town that, once hit with a shovel or axe, will move and release a bag of Bells. Continue hitting the rock until it stops releasing Bells. The amount of Bells increases with every hit, in the follow order:

  1. 100 Bells
  2. 200 Bells
  3. 400 Bells
  4. 800 Bells
  5. 1,000 Bells
  6. 2,000 Bells
  7. 4,000 Bells

Giving a total of:

  • 8,500 Bells

Preventing Kick-Back[edit]

Kick-back is when the player hits a rock, and they move back slightly getting further away from the rock. Hitting a money rock a few times will eventually mean the player will have to move closer to hit the rock again, which wastes valuable time and will reduce the chance of producing 2,000 and even 4,000 Bells. To avoid kick-back, dig two holes behind the player using a shovel and place the player in between the two, like so:

Grass spot (square).png Grass spot (square).png Grass spot (square).png Grass spot (square).png Grass spot (square).png
Grass spot (square).png Rock on grass.png P on grass.png Hole on grass.png Grass spot (square).png
Grass spot (square).png Grass spot (square).png Hole on grass.png Grass spot (square).png Grass spot (square).png
Grass spot (square).png Grass spot (square).png Grass spot (square).png Grass spot (square).png Grass spot (square).png
Grass spot (square).png Grass spot (square).png Grass spot (square).png Grass spot (square).png Grass spot (square).png
Grass spot (square).png Rock on grass.png Grass spot (square).png Grass spot (square).png Grass spot (square).png
Grass spot (square).png Grass spot (square).png P on grass.png Hole on grass.png Grass spot (square).png
Grass spot (square).png Grass spot (square).png Hole on grass.png Grass spot (square).png Grass spot (square).png
Grass spot (square).png = Empty Space Rock on grass.png = Rock
Hole on grass.png = Hole P on grass.png = Player Position


There are two types of tools; regular and golden. Golden tools work the same way as their regular counterparts, but make an easier job in what they do. Some things can only be created or grown with golden tools, like a money tree or golden roses. However, Golden tools need to be earned and are not always easy to obtain.


Main article: Shovel

Shovels are tools used to dig in the ground. They can used to dig up fossils, gyroids, tree stumps and other things. Shovels are also used when planting a fruit tree, or any kind of tree for that matter.

Golden Shovel[edit]

To obtain a golden shovel, simply buy a second shovel and bury it. After 24 hours, go to the area you buried it and dig it up. This is the easiest tool to obtain.

Fishing Rods[edit]

Fishing rods are tools used to catch fish, which can be sold to Tom Nook for up to 15,000 Bells per fish, depending on the rarity of the fish.

Golden Fishing Rod[edit]

To obtain a Golden Fishing Rod, a player must catch one of each fish available in the game. Once they've achieved this, a Golden Fishing Rod will be given to them by Tortimer. The Golden Fishing Rod makes it easier to catch fish by increasing the bite time, reducing the likelihood of a fish getting away.


Nets are used to catch bugs on the water, flying in the air, on trees and plants, or on the ground.

Golden Net[edit]

To obtain a Golden Net, once of each bug in the game must be caught. Once this has been achieved, a Golden Net will be sent to the player in the mail. The Golden Net makes it easier to catch insects, by having a larger catchment area therefore insects can be caught from more of a distance.


Main article: Slingshot

A slingshot can be used to shoot down balloons, Gulliver, who flies a UFO and Pete.

Golden Slingshot[edit]

To obtain a Golden Slingshot, the player must shoot 15 balloons from the sky; the sixteenth will be the Golden Slingshot. The golden slingshot will be floating in a basket, and three balloons will be holding it up. The Golden Slingshot shoots three pellets simultaneously, allowing for better accuracy for shooting balloons.

Watering Can[edit]

The Watering Can revives dead flowers.

Golden Watering Can[edit]

To obtain the Golden Watering Can, the player must maintain a perfect town status for 16 days. The Golden Watering Can not only revives flowers, it can make golden roses. Golden roses are obtained from this equation:

Red Rose + Red Rose= Black Rose*

Dead Black Rose + Golden Watering Can= Golden Roses

NOTE: If a red rose is planted next to another red rose, it does not neccessarily mean that a black rose will spawn- sometimes it will turn into another red rose.


Main article: Axe

Axes are used to cut down trees. They break after being used too much.

Golden Axe[edit]

To obtain the Golden Axe, the player must complete the Golden Axe Trading Event. The Golden Axe doesn't break like normal axes, ideal for remodeling the player's town.

Perfect Town[edit]

Everyone has their perfect town, but not necessarily according to the game. A perfect town has just the right amount of trees and flowers to make the animals happy, and if you can attain and maintain a perfect town, the game rewards you with the Golden Watering Can, which is purported to produce gold roses.

So how do you create the perfect town? This guide is split into two parts. The first is the lazy man's guide to a perfect town, and contains things to look out for if you're working on it casually. The second is the true guide: What to do if you want to methodically produce the perfect town. Follow the guide that fits your play style best.

Town rating[edit]

To find out how your town's environment rates, visit Pelly or Phyllis in the town hall. Go to the civic center (on the left) and ask about the "Environment." She will tell you how the residents feel about your town, and will say one of the following things:


  • The worst town: "This town is in the PITS!" "You know, you got to work hard to prevent ugly flowers like that from popping up."
A town with a rafflesia, the ugly flower Pelly refers to.
  • Not too many weeds but not to few: "I'm not sure about this, but could you do something about your town? Because at this rate..." "I think all those weeds are stirring everyone up."
  • Too many weeds: "I'm not sure about this, but could you do something about your town? Because at this rate..." "Hmm... My hunch was right. There are too many weeds."
  • Too few trees/flowers: "Hmm... Well, it's not passing, but it's not failing either. Like, more than milk, but not quite a milk shake, know what I mean?!" "Hmm... Sounds like there's nothing this resident likes or dislikes in particular. You know, I think if we added some green. it would really help..."
  • Decent Town: <Town Name> is a clean and decent place. But it feels like something's missing. Well, at least this person sounds content! You cant be ecstatic all the time!
  • Perfect Town: "Wouldn't it be great if <town name> was this livable forever?"
  • Perfect Town with Golden Watering Can: "In a town as lovely as <town name>, working doesn't even feel like work!"  
  • Too many trees/flowers: Hm...I bet the problem is that there are too many trees...


  • Ugly town: "This place smells like feet that have been thrown up on and shoved in a gym locker for a week!"
  • Too few trees/flowers: "This has gotta be because of the trees! (We need more of 'em!)"
  • Decent Town: "Well, I guess a livable town is better than an unlivable one."
  • Perfect Town: "If you were to ask me how long this will last, well, I'd be skeptical."
  • Perfect Town with Golden Watering Can: "Well, it might be nice to live in a town like this...(Ugh...did I say that?)"
  • Too many trees/flowers: "This must be because there are too many trees... (Well, maybe, anyway.)"


The requirements are pretty hidden by the game. We have found that requirements listed on other sites (and the requirements that were used in Animal Crossing on the GameCube) do not apply. This is what we've seen to work in our own towns so far.

Divide your town into 16 tiles (a 4x4 grid), each comprising of 256 squares (a 16x16 grid). The requirements are:

  • An average of 12-14 trees in each tile, with no tile having fewer than 9 trees or more than 19 trees.
  • At least 3 flowers in each tile. (This might be an average of 3 flowers per tile. 3 flowers make up for having not enough/too many trees by one more/less tree.)
  • You can only have up to three items in each tile. Items on the ground and items that are buried both count. Seashells on the beach are just fine the way they are
  • Absolutely no trash.
  • No trees adjacent to each other (You should be able to walk between any two trees you see).
  • No weeds.

There seems to be some leeway with the last two requirements. Having three or fewer weeds or having one or two instances of adjacent trees does not bring your rating down. Fruit on the ground does not seem to affect the rating unless the number of fruit is very large.

Please note: As shown in the above online guide, the need of a tree to be planted is negated by flowers, on a 1:1 ratio. (In other words, you could have less trees with more flowers) Also, flowers in a tile cancels out the presence of a weed on a 1:1 ratio. The weed will exist, but will not be counted in the perfect town requirements.

Casual guide[edit]

Casual perfection is simple, but won't happen for a long time. Basically, keep the tile system described above in mind and look for places that seem to have too few trees. As you plant trees (usually when importing new fruit), add the trees to these thinned-out places. If any place seems to have too many trees, cut one or two down (though it is recommended you only do this if you start getting evaluations that say that the town is too green). Also, spread your flowers around, and be sure to water them to keep them from dying. Check back at the town hall every so often, and one day, you'll find that you're either near-perfect or perfect.

Methodical guide[edit]

This takes a lot of work, but will ensure you achieve the perfect town. It really helps to have a friend come over to help;getting rid of all the weeds will take 10 - 1 hour alone depending on how bad your town rating is. You will need to have a pattern designed in your inventory that you don't mind seeing for a while. You will also need to understand the concept that the town is divided into 16 tiles (4x4), each comprised of 256 squares (16x16).

  1. Mark out your grid of 4x4 tiles. Use the pattern in your inventory for this. One very good method: Start in the northwest corner of your town, and put down a pattern. Take a step to the right, and place another one. Continue doing this until you have 16 squares across the top of the map. Then, do the same, going down the map to the 16th spot, and back to the left. That's your first map section. Do this until you have your entire town marked off into 16-spot sections. (Another method is to map your entire town on graph paper. This is faster, but isn't as easy to reference.)
  2. Count the trees in each tile. Add trees to each tile to bring the tree count up to 12–14.
  3. Count the flowers in each tile. Add flowers to each tile to bring the flower count to at least 3.
  4. Every day, pick all your weeds and replace any saplings that wilted over night. Water any dying flowers. Then, go to Pelly/Phyllis and get your perfection message.


  • Be sure to talk to Pelly/Phyllis every day to get your perfection message.
  • Your town may waver in and out of perfection. As long as you have the perfection message at the end of the day for 16 days in a row -- whether or not you have to finagle it a bit -- you should get the Golden Watering Can.
  • Saplings do count as trees, as long as they aren't wilted. If your town has lost perfection in the morning due to a wilted sapling, you can replace it to re-achieve perfection.
  • There are no exempt areas, like there were in the GameCube version, so you may need to work on tree count in tiles that are packed with animal houses, stores, and/or water. Note that you need to achieve an AVERAGE of 12–14, so you can have fewer trees in a packed tile if you have more trees in another tile.
  • Do not plant trees/flowers close to signs. These are the spots where animals may build their houses when they move in, and if you have an animal move in during your perfect town, it might obliterate the trees and flowers nearby and kill your rating.
  • If you find a Jacob's Ladder in your town it lets you know that your town is in perfect condition, or near perfect condition
  • You can only have three items on the ground in any tile area (buried or above ground), so save all your extra items in your letter storage area, don't bury them in your ground! Fossils and Gyroids that have not previously been dug up do not account for this.

Note on time traveling[edit]

Time Traveling CANNOT be used through the phone to obtain the golden can. Pelly will continue to ask "Wouldn't it be great if we could keep <town name> this livable forever?" In order to safely change the time without 'alerting the game', simply go to your Nintendo DS settings, select the clock option (unless you want to change the actual date, then use the calendar) and change the date or time. Then when you go play Wild World without changing the time on the telephone in the attic, you will see that the time and/or day is different.

This way of time travel also lets Joan carry red turnip seeds and allows the Stalk Market to reach higher than 100 Bells, as allowing the Lost Kitten Quest to be completed.