The Harvest Moon: Echoes of Teradea first week runs in a fixed order, because almost everything you need is gated behind something earlier. Name the calf, tame the Cockatiel, carry Jane's milk up to Lupo, light the warp statue in the glade, repair both bridges, and you are standing on the Tidewind shore by day five with the whole map opening up in front of you.

Harvest Moon: Echoes of Teradea first week, step by step

DayDo thisWhy it matters
1Name the newborn calf, collect the Pitchfork, Old Sickle, Brush, Clippers and Milker, plant grassGives you tools and the Feeder Machine feedstock
1-2Take the three Bloomfield requests: 4 Square Lumber and 4 Board Lumber, 3 River Bug bait, and a fence around one fieldFills the first Happilia bottle and unlocks storage access anywhere
2-3Tame the Cockatiel with one head rub and hand it to BettyYour first companion and the Animal Center functions
3Get Jane her milk and let her turn it into chamomile hot milkThe lead to Lupo
3-4Wake Lupo under Wolf Hill and use the Bloomfield Happilia bottleThe Spirit Tree of Spring returns and the mist lifts
4Reach the Harvest Goddess Glade, exchange fruit, take the tentPermanent upgrades, the warp network, camping
4-5Repair Wildflower Bridge and the Wind-Swept Great BridgeOpens Jade Plateau and the road to Tidewind
5Cross to Tidewind and fish the floating bottle out of the seaThe story proper begins

Days 1 and 2: settle into Bloomfield

Your barn has already been repaired and a newborn calf is waiting inside. Name it and you collect the Pitchfork, Old Sickle, Brush, Clippers and Milker. The DocPad now has Mail, and most of your early instructions arrive as letters, including any preorder bonus. Learn the workbench and Photo Mode, and plant grass straight away so the Feeder Machine has something to turn into feed.

Three requests open immediately and they are the backbone of the first bottle: Lindsey wants 4 Square Lumber and 4 Board Lumber for a Cherry Seedling, Richard wants 3 River Bug bait (smash rocks near the east bridge) so his bird can use the Perch ability that opens your home storage from anywhere in the world, and Mayor Doug wants a fence around one of your fields. The full list of what each villager asks for is on the villager requests page.

Days 2 to 3: tame the Cockatiel

A small bird sits alone west of the Bloomfield West Entrance bridge. Sneak up and give it one head rub — that is genuinely all it takes. Take it to Betty at the Animal Center for evaluation and it becomes your first companion.

The payoff arrives later: once the delivery service exists, the Cockatiel can send items back to your farm while you are still out in a distant region, which matters enormously when your inventory fills up half way through the desert.

Day 3 to 4: wake Lupo under Wolf Hill

Jane wants fresh milk: wait about three days for your calf to mature, or buy it from Richard for 500 G (350 G on a sale day). She turns it into a Specially Prepared Hot Milk with chamomile, and that drink is the lead to Lupo.

Head to Wolf Hill. The direct path under the Spirit Tree is blocked by wolves, so go west, activate the warp statue on the way, follow the path to the withered trunk, and climb the vines just south of it to reach the wolf's lair. Give him the hot milk and Bloomfield's guardian wakes up. Use the bottle of Bloomfield Happilia on the withered tree and the area becomes safe to travel. The guardian behind each tree is covered in detail on the spirit trees page.

Day 4: the Harvest Goddess Glade and the tent

Walk south from Bloomfield Village through Spring Breeze Crossroads into uncharted territory and you reach the statue of the Harvest Goddess in the glade. Exchange your Power Wisp Fruit for permanent upgrades such as increased stamina and the ability to sow more than one seed at a time, then touch the small warp statue in the glade to unlock fast travel for good.

On the way back, Theresa at the campground trades her old Tent for 2 Beet and 1 Watercress. That single trade unlocks camping, which is the best thing you can own in week one because of the forced midnight bedtime. What you can actually cook over a campfire is on the camp cooking page.

Days 4 to 5: fix the bridges

Two bridge repairs stand between you and Tidewind:

  • Wildflower Bridge — 5 Board Lumber, 5 Square Lumber and 5 Material Stone.
  • Wind-Swept Great Bridge — 10 of each.

Both are on the road south-east and both open the route to the Jade Plateau and then Tidewind. There is a way around the smaller one through the grass, but the material is cheap and you will want the lumber for Rowena's rucksack upgrades anyway.

Day 5: head east to Tidewind

Meet Mara, Kukri and Rune on the shore of the rain and fish a floating bottle out of the sea. That is how the story starts, and it is also the moment you realise fishing is a real minigame rather than a button press. The inputs, the bait list and the timing are on the fishing page.

Every day in week one

  • Activate every warp statue you pass; it costs nothing and saves hours.
  • Learn the map search habit early: press Y, type what you need, and it pins the places — though only for things you have already seen.
  • Water everything daily unless it rains.
  • Read the radio at home for the day's weather forecast before you plan an outing.
  • Do not ship an item a villager request still needs. The shipping bin is final.
  • Cook a stamina-restoring meal such as the Hodgepodge if you need to stay out past midnight.