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Villagers are NPC (non-player character) animals that live in the player’s town.
There is a variety of 35 species within the 312 possible villagers, from hamsters to tigers and birds to lions. They are interactive members of the players' town that can move in almost anywhere on the map. The player can often find them planting and watering flowers, carrying around various tools, and shaking trees around town. They can also be found reading the bulletin board and sitting on benches or stumps.
They move in at random, both when and where, with no way to determine where or who moves in without certain tricks. Each new animal will move in with a house design unique to them, often preferring a certain set of furniture over others. Their house can be entered either when they are home and awake (smoke will rise from the chimney), or when they invite the player over when outside. The inside decorations will change as they ask the player for furniture, bugs, fossils, and fish. Or even what they find on their own, often from what is available in Re-Tail.
Appearance[edit | edit source]
Although the villagers are animals, they stand on two feet, walk around, and use front limbs as arms like the human characters. Their human-like appearance is furthered by the use of makeup and clothing and expressing of emotions such as crying and laughing. The player can learn these emotions later after unlocking Club LOL, from Dr. Shrunk.
Personalities[edit | edit source]
This section gives a brief note about each personality. Click on a personality below for more information on each type. There are four personality types for each gender:
Villagers all share interests and hobbies with slight variations of each personality type, some more apparent than others and some more individual to the villager.
All eight of the personalities share similar traits. Some of the common characteristics between the personalities are: being more mature like cranky and normal or self-centered like snooty and jock. As well as childish like peppy and lazy, kinder like lazy and normal, and upbeat like peppy and jock.
Starting Villagers[edit | edit source]
Starting Villagers are the villagers the player has in their town first when they start a new game. These animals are random and different for each new game/town.
There are 5 villagers in the town when the player first arrives and moves in. 10 is the maximum number of villagers per town in Animal Crossing: New Leaf. The number of players (up to 4 save files/playable human characters per game including the mayor) does not affect the villager limit of 10.
Sometime after the player has 10 villagers, one of the current villagers will announce that they are moving. This is to make room for different villagers to move in.
Any human player can befriend current villagers, and once they become best friends the villager will gift the player a picture of them with a quote. These can be displayed and read in the player’s house and count as extra Happy Home Academy (HHA) points.
Campsite[edit | edit source]
- Main article: Campsite
Once the campsite has been built in the town random villagers may use it to visit, and if there are 9 or less villagers, they can be persuaded to move in or play games. Other Villagers are more stubborn than others and can be harder to get to move in. An orange tent, or an igloo, will appear in the campsite space when a villager from out of town is visiting that the player can enter. Also, if the police station has been built as a public works project then Copper or Booker will tell the player they have received a camping permit.
Campers will make remarks about camping or the town specifically, and if there are 9 or less current villagers there may be a prompt to invite them to move to the players town. Some will base their decision to move on a game, saying they will move if they lose. They will offer to play games without the moving prompt as well, the games offered depending on the personality of the villager.
Tasks[edit | edit source]
Villagers will ask the player to do a number of tasks around the town. They may ask for a particular bug or fish, or something more general like "anyriver fish will do". Occasionally they will also ask for new furniture. Either a piece general, or one of a specific size.
Villagers will also ask the player to run deliveries to other villagers for them. It can be an item they found, an item they forgot to return, a package accidentally delivered to their house, or they just want to give a gift to someone. Sometimes a villager will ask the player to get signatures for a petition. To fufill this request the player will need to travel to another player's town and have the villagers there sign it.
They are also how new public works projects are gained. They will randomly go up to the player and suggest a project they want to see in the town. The types of projects suggested differ from personality to personality and several variations on a single project can be unlocked, like a zen streetlight or fairy tale streetlight.
Completing these tasks by the time-frame given will increase the relationship with the villager and they will become closer friends. The more rare bugs and fish or furniture most suiting their home will go farther towards their relationship than something common or random. This also increases the chance of becoming best friends and receiving a picture as mentioned above.
Villagers also enjoy playing Hide-and-Seek with the player. They will fetch two more villagers and hide around the town. They will hide behind trees, signs and buildings, but never inside a building, and the player has a certain amount of time to find them. If all three are found before the time is up, the player will win a small gift.
Villagers will also interact with each other by striking up conversations randomly, which can result in a clothing change for one.
The player cannot use wardrobes or other storage devices in a villager’s home for their own storage. Instead a message will appear relating to that villager’s personality. Though on occasion the player will find a spare item the villager will offer to give away.