Animal Crossing: Wild World features a very minimal plot. The objective of the game is to pay off a debt to Tom Nook, who allows the player to move into a house he owns. If the mortgage is paid off, the player's house will expand until upstairs, left, right, center and back rooms are included. This is slightly different from the Nintendo Gamecube version, in which the finished house only consisted of a basement, a main room and an attic. While paying off the debt, players can do a variety of optional tasks, including interacting with other villagers and filling the catalog of the things they have, like furniture, fish, clothes and stationary.
Animal Crossing: Wild World makes use of several of the Nintendo DS' features, including the touch screen, dual screens and internal clock. The touch screen is used for menu navigation and interacting with the surrounding area, including movement, using tools, talking to other villagers, entering buildings, picking up items, etc. The dual screens are used to display the overworld on the touch screen and the sky on the top screen, which varies depending on the circumstances.
HINTS
ACTIONS
Getting animals to move
If there is an animal in your town that you do not like, or no one else likes, use the following to get them out. Note: A combo of the first and last things to try work best. It may be possible to get an animal to leave in a day with just one pitfall trap.
Put pitfall traps around their house or around where they are walking. Watch them try to get your help, while you simply observe them. Note: Make sure the correct animal falls into the trap, otherwise an animal that you do not want to leave your town might try to. Hit them with a net. So as to do this without talking to them, make sure the animal is not facing you, or position yourself behind them. They will get angry quickly, and might just move.
Push them around, until they get angry. Do not help or talk to them. For example, if they are sick, do not give them medicine.