********** *CONTENTS* ********** - About the Author - Contents - Introduction, comments, explanation, version, updates, etc. - Random tips - Status ailments - PSI Guide - Item Guide - The Rare Items - Jeff's Neat Stuff - FAQ Index - The actual FAQ document itself - Legal info, warranty, warnings, and other info - Acknowledgements ****************** *ABOUT THE AUTHOR* ****************** JUSTIN ZETH is the Author of Zeth's EarthBound FAQ. Mr. Zeth, 21 years old as of this writing, is a junior studying Theology at Foundations Bible College, in North Carolina, where small dogs and cats have been known to have been carried off by the large attack mosquitoes. He is the world's premier expert on EarthBound and finally, seven years after the game's release, got around to writing an FAQ about it. Zeth may be contacted via email at jzeth7@hotmail.com. He is lonely and likes to get emails that aren't spam or boring viruses. He really likes feedback about his FAQ. He lives in North Carolina. He is not married and does not have children. **************************** *INTRODUCTION TO ZETH'S FAQ* **************************** Hello, and thank you for tuning in for Zeth's FAQ© v1.6. The general idea behind this FAQ is to give you the important info about EarthBound, the stuff that people would actually look up an FAQ about (as opposed to looking up a straight walkthrough.) I didn't bother with the basic stuff that either (a) everyone already knows or (b) the game makes obvious, as I will repeat later. I try to deal with stuff that people wonder about or with the things in the game that give people problems. This FAQ is organized according to the locations in the game. If you have a problem concerning Threed when the zombies have taken it over, for instance, you would want to scroll the FAQ Index until you find what you're looking for and then find it in the FAQ itself, and see if your problem is addressed there. Odds are that it is. If it isn't, feel free to email me at zeth@starmen.net. This FAQ, basically, includes: - The stuff listed in the table of contents above - Information of all the enemies and bosses in the game, organized according to where you fight them - Detailed information on what items you should have, who should have what equipped, etc. for each part of the game. For instance, if you want to know what items you ought to have before you go into the Deep Darkness, just check the Deep Darkness section of the FAQ and it will tell you what items to take with you, what to buy and what to look for. - A short list of Frequently Asked Questions for each area in the game, which is why this document is called an FAQ. This FAQ does not include, and never will include: - An item list with the cost, where you find the item, how much offense/defense/whatever it gives you and etc. These lists are everywhere online, so there's no need for me to repeat them, and they're in the player's guide too. - Statistical information (HP, PP, Offense, etc.) for the enemies. Again, these lists are all over the place so it's not necessary to rehash them here. My information on enemies tells you how to fight them, which in my opinion is much more useful than knowing what their Speed rating is. - Any other lists/charts of numbers. If you have an idea for something that isn't in this FAQ and isn't on the above list, feel free to email me (jzeth7@hotmail.com) and let me know about it. Direct any feedback (I do appreciate feedback) to the above email address. I'm sure there are numerous problems with this FAQ, so if you find one, write in and let me know about it so I can fix it. Actually, if you can write in and tell me you READ the thing, it would make my day. I wonder if anyone will ever read this or not... This is the third version (v1.6) of this document. Last updated Monday, September 1, 2003. Version 1.0 (11/30/02): Everything else. Version 1.1 (12/4/02): - Item guide added. - Tendakraut added to item list for Tenda Village. - Unnecessary closing parenthesis ()) removed from the information about getting green swirls against Starmen in the Random Tips Section. - Fixed spelling error in Plague Rat of Doom's name in his enemy description (I had originally typed "Plauge.") - Version 1.0 claims the Skelpion leaves a Ketchup packet behind after battle sometimes. This is not true; the Dread Skelpion does. The Skelpion leaves the Vial of Serum. This has been corrected, and the people responsible have been sacked. - Various unnecessary/cynical/humorous things added in random places, especially in enemy descriptions. Don't look at me like that. Version 1.6 (9/1/03): - Removed the MISSINGNO. from the Deep Darkness enemies section. - Changed "3/4" to "3-4" in the Thirsty Coil Snake's information. - Upgraded Guardian General from one star to two in difficulty. On a scale of 1 to 10, he's a 3, probably... - Jeff only needs an IQ of 55, not 65, to fix the Broken harmonica and trumpet. The llamas are responsible. This has been corrected, and the people responsible for sacking the people who sacked the people who hired the llamas have been sacked. - Interestingly, I used the word "inputed" in the Tenda Village/ Lumine Hall section, and on the very next line spelled it "inputted." The correct spelling is "inputted." The error has been corrected, and the people responsible have been taken outside and shot. - There was one equal sign (=) too many in the title section to the Tunnel of the Past, on the bottom. It has been removed, and those responsible have been sacked. - Mind you, moos bites kan be pretty nasti... - Under the Neutralizer's description in the Jeff's Neat Stuff section, I had written that the Neutralizer is more effective than the Neutralizer. I meant to say more effective than the shield killer. This has been corrected, and the people who hired the people responsible for overseeing those who hired the correction department have been sacked. - Modified FAQ question #2 in the Magicant section to specify that you can only have one Flying Man with you at a time; you can't get all five to join at once. - In the description of the Atomic Power Robot (see Winters II), I wrote "one most of its turns." This has been corrected to read "on most of its turns." - Fixed typo on FAQ II.6 (Twoson section), changing "eqipped" to "equipped." - You never actually saw this, but four notes up from this one in this section, I accidentally typed "Neturalizer" instead of "Neutralizer." This has been corrected. - My previously listed email address, zeth@starmen.net, is now defunct. I have changed all occurrances of it to the email address I plan to use for the rest of my life, jzeth7@hotmail.com. If I missed any references to my old email, and you care, bring it to my attention. - Added a note to the section on the "feeling strange" status ailment explaining that being hit with a physical attack can make it go away. - In the status ailments section on paralysis, I misspelled it "paraylsis." This has been corrected, and Johnnie Cochran has been sacked. - Added a NEAT TRICK paragraph to the Desert Gold Mine section explaining how to use the Rock Candy trick with a Magic truffle and a Ketchup packet. Thanks to Atma for pointing out that I missed this. - Edited the legal info a little bit, to make it more clear that you aren't allowed to sell this document to anybody. (P.S. I am an EarthBound expert. I am not an ASCII artist :P) ************* *RANDOM TIPS* ************* (If I ever update this FAQ, I'll toss some more of these in. If you have a good one for me, feel free to email it to me at jzeth7@hotmail.com.) - PSI recovering food is always better than HP recovering food. This is my mantra of EarthBound PSI lifeup is much better than using food if you're carrying sufficient items to replenish your PP. The ultimate food item is the Brain Food Lunch, sold only in Dalaam for $800. As soon as you're able to reach Dalaam, stock up heavily on them. - If you lose in battle, and you choose to give it another shot, you will keep all the exp. you earned up to that point, although you still resume from the last point at which you saved and have to re-do any important things you did after that. Also, your cash *on hand* will be cut in half, while your cash in your ATM account will remain the same. This is why it's a good idea to deposit most of your money into the ATM before leaving on a long/dangerous journey. Also, if you continue after dying, only Ness is alive, and all your characters will have 0 PP, so you'll have to make stops at the hospital and hotel. - Contrary to popular belief, calling Mom is completely useless if Ness is not homesick. It does not prevent homesickness from occuring. - If you call Mach pizza, normally it takes three full minutes (not counting time spent in battle) for your pizza to be delivered. However, if you save your game and reset immediately after ordering your pizza, the pizza delivery guy will show up as soon as you re-load your game. - If you give Paula the Pencil eraser right before she gets kidnapped, Escargo express will wind up holding it for you, and will deliver it to you free of charge if you call them. The same goes if you give the Hawk eye to Poo before you leave the Pyramid. - The Shield killer is useless. It takes out one enemy's shield, and only works about 1/2 to 2/3 of the time. The Neutralizer, on the other hand, takes out all enemies' shields, plus it works 100% of the time. The only drawback to the Neutralizer is that it also takes out your own shields, plus it neutralizes the effects of Sudden guts pills, offense up/defense down, defense spray/shower, etc. for both friends and foes. Most of the time you won't have any such effects on yourself, so stick with the Neutralizer. Note that it *does* make Poo revert to his original form if he had used Mirror. - If you check the drawers in one of the upstairs rooms in the Threed hospital, you will find the Insignificant item. Take it to the man in the Twoson hospital and give it to him. He'll reward you well. - Once you learn PSI Teleport, whenever Jeff's ready to fix something, it's a good idea to teleport to Saturn Valley and use the free hotel services there, so that (a) you don't burn up money, and (b) you don't waste time, since you can sleep repeatedly at Saturn Valley without walking across three rooms each time. - It's possible to get a surprise opening attack against Starmen most of the time. Stand just out of their teleport range; they'll teleport up near you. The key is, to get a green swirl against Starmen, you need to attack them from the FRONT. This is pretty easy since they stand still when they're not teleporting. - The Earth Pendant provides only partial protection from Fire, Freeze and Flash. It will only protect you from Flash 50% of the time. I don't recommend using it. I recommend giving Ness the Sea pendant, Paula the Flame pendant, Jeff the Rain pendant or the Night pendant. Especially be sure to have Ness take a Sea or Night pendant into Magicant with him. If you don't, Ness's Nightmare will kill you with his Glorious light attack and make you very annoyed. - It takes three physical attacks to destroy a shield of light and three PSI attacks to destroy a psychic shield. The exception to this is PSI Thunder, which destroys psychic shields in one shot. Casting a shield on someone who already has one will cause the counter of attacks it takes to destroy it to reset to 3; it will not make the shield more effective. If you have a psychic shield, and you cast a shield of light on yourself, it will cause the psychic shield to disappear, and vice versa. You can only have one kind of shield at a time. The Neutralizer wipes out all shields, friend and foe alike, and so does the "pale green light" attack a few enemies have. - If Poo successfully Mirrors an enemy, he assumes that enemy's status; that is, if the enemy has a shield, Poo will gain the shield. If the enemy is stricken with some status problem, like feeling strange or paralysis, Poo will get the same problem. The problem with this is that once the battle ends, Poo will still have the problem if it's something that lasts beyond one battle. The reverse of this is also true, though: If Poo is paralyzed or poisoned or etc., and he Mirrors a healthy enemy, Poo will lose the status problem. ***************** *STATUS AILMENTS* ***************** (NOTE: Under "can be cured by," a condition can be cured by a named Healing spell, and any spell stronger than it. i.e., if it says healing beta, then healing gamma or omega will work as well.) (BONUS NOTE: The Refreshing herb item is identical to Healing beta. The Secret herb is identical to Healing gamma. The Cup of lifenoodles and Horn of life items are identical to Healing omega. They will heal any status ailment that PSI Healing can heal.) (DOUBLE BONUS NOTE: Being knocked unconscious cures any status condition, including mashroomization and possession. A diamondized person cannot be targeted and thus cannot be knocked unconscious.) (TRIPLE BONUS NOTE: The hot springs in Saturn Valley and Tenda Village, as well as the red hot springs in the Lost Underworld, cure all status ailments. In addition, at certain points in the game (like at "Your Sanctuary" locations) your characters will be automatically revitalized and all status conditions are removed.) CRYING Drastically lowers your accuracy with bash and shoot attacks. When crying, a character will miss about 3/4 of the time. Can be cured by: Healing beta FEELING STRANGE The target of an attack becomes completely random. Regardless of which enemy you target, the attack will be directed at any randomly chosen enemy or friend, including self. If you try an attack that is normally directed at all enemies, it will have a 1/2 chance of hitting either all enemies or all friends. This can be a devastating condition, especially late in the game when both your and the enemies' attacks are very strong. Can be cured by: Healing alpha. Also, being hit with a physical attack sometimes makes the character return to normal. ASLEEP The character ceases attacking until he/she wakes up. Being hit with a physical attack will usually (but not *always*) wake up a sleeping character. Otherwise, it will take anywhere between 1 and 5 battle turns for him/her to wake up on his/her own. Can be cured by: Healing alpha SNIFFLING/SICK The character will lose 4 HP with each turn in battle; he/she will also lose 2 HP at regular intervals (about every 5 seconds) out of battle. Can be cured by: Cold remedy, Healing alpha, doctors SUNSTROKE Identical to sniffling/sick (see above). Can be cured by: Wet towel, Healing alpha, doctors POISONED Causes the character to lose about 20 HP per turn in battle, and he/she will also lose 10 HP at roughly five second intervals. It is a devastating condition early in the game, before you learn Healing beta. Carry some serum until you learn the spell. Can be cured by: Vial of serum, Healing beta, doctors NAUSEOUS Inflicted only by Master Belch, Master Barf and the Big pile of puke. Identical to poison, except that serum cannot cure it. Can be cured by: Healing beta, doctors BODY SOLIDIFIED Temporary condition inflicted by certain enemy attacks and by PSI Freeze spells. Cannot be cured by conventional means; it simply wears off after a round or two. Sometimes causes the loss of the character's turn, or, if you're lucky, causes temporary paralysis (meaning the character can still use PSI, or, if it's Jeff, Spy.) PARALYZED Disables the "Bash," "Shoot," "Goods," and "Defend" commands. PSI, "Pray," "Spy," and "Mirror" can still be used when paralyzed. It does not lower the character's speed in battle, nor does it make running away more difficult. Can be cured by: Healing gamma and Healers. If Poo gets paralyzed, he should try and Mirror an enemy. If it works, and the enemy isn't paralyzed, Poo will lose the paralysis. This works for any other status condition, too. MASHROOMIZED In battle, causes the "feeling strange" ailment at random, on about 1/3 or so of the affected character's attacks. Out of battle, it causes the control pad to go out of whack, so that pressing up will make your character go right and etc. The weird walking only occurs if your lead character is Mashroomized. ("Mashroomized" is what the game says in the status window; presumably it's a typo of "mushroomized.") Can be cured by: Healers and the mushroom-collected girl in Peaceful Rest Valley (they pay you $50 for the mushroom!) POSSESSED Causes the "Tiny Lil' Ghost" to fight against you in battle until you remove the possession. It is more of a nuisance than anything else. Sometimes it attacks with a minor (1 HP damage) attack, and sometimes it solidifies someone's body. Note that if you use a Shield or PSI Shield on all allies, the Tiny Lil' Ghost receives the shield as well. Can be cured by: Healers. Also, if an enemy uses a spell that targets all characters, like Fire or Starstorm, it will hit and kill the Tiny Lil' Ghost, unless you put a shield on it. You ninny. DIAMONDIZED Completely incapacitates its victim. Basically the same as unconsciousness. Can be cured by: Healing gamma and Healers. UNCONSCIOUS Inflicted when HP reaches 0. Completely incapacitates the affected character. If Ness is diamondized or knocked out, Paula leads the party, and so on. Can be cured by: Healing gamma has about a 25% failure rate, and if it works it gives the character back a small amount of HP. Healing omega always works and restores full HP. The receptionist (nurse) at the hospital also cures unconsciousness. HOMESICK Inflicted pretty much at random, and causes Ness to skip about half his turns. Calling Mom does *NOT* help prevent homesickness if Ness is not already homesick. Ness does not get homesick in Onett or Magicant, but if he is already homesick when he goes to Onett, he will remain that way until he goes home and talks to Mom. Can be cured by: Chicks (the baby bird, you sicko), and calling or directly talking to Mom. *********** *PSI GUIDE* *********** NESS'S PSI PSI (SPECIAL) ALPHA -- Named after your "favorite thing" that you input at the beginning of the game. It is PSI Rockin if you used the default names. This attack is a good one, doing about 70-90 HP of damage on the average for 10 PP. It damages all enemies. PSI (SPECIAL) BETA -- Ness's go-to PSI attack for most of the game. Damages all enemies for about 150-250 HP for only 14 PP. PSI (SPECIAL) GAMMA -- Completely useless, although it does look and sound cool, so you may want to use it once just for that. It costs a whopping 40 PP and doesn't do much more damage than Beta. PSI (SPECIAL) OMEGA -- The ultimate PSI attack, it costs an enormous amount of PP (98) and should be reserved for emergencies or those times when you have a desperate need to see some really sweet graphics. Its damage varies wildly, from about 300 all the way up to 900+; on average you can expect about 550-650 from it. PSI FLASH ALPHA -- Useless. Sometimes causes enemies to cry or feel strange. PSI FLASH BETA -- Can be pretty useful, especially against bosses that are weak to flash. It can cause crying, feeling strange, or, if you're lucky, paralysis or it can even defeat an enemy (even some bosses) with one blow. Some of the bosses that are susceptible to Flash include Mondo Mole, Master Belch, Shrooom!, Plague Rat of Doom, Thunder and Storm, and Kraken, among others. PSI FLASH GAMMA -- Even better than Flash beta, it has a pretty high probability of causing paralysis or death to enemies that are vulnerable to flash. Note that many enemies, especially later in the game, are invulnerable to flash and will never be affected by it. All metallic/robotic enemies are invulnerable to flash. PSI FLASH OMEGA -- The ultimate Flash attack. 32 PP actually isn't that much. It will be late in the game by the time you get it, though, and by then there aren't many enemies left that are weak to it. Try it on Carbon Dog. Note that some enemies emit a glorious light; this is equivalent to Flash omega, and will likely have devastating effects on any party members not wearing a Night/Sea/Star pendant. LIFEUP ALPHA -- Restores around 100 HP to one person. Pretty useful at only 5 PP a shot. LIFEUP BETA -- Restores an awesome 300 HP to one person for only 8 PP. LIFEUP GAMMA -- Completely refills one ally's HP for 18 PP. LIFEUP OMEGA -- Restores 400 HP to all party members for 24 PP. HEALING ALPHA -- Cures colds, sunstroke, or feeling strange in battle. Costs 5 PP. HEALING BETA -- Cures colds, sunstroke, feeling strange, poisoning, nausea, and crying. Costs 8 PP. HEALING GAMMA -- Cures all status ailments except homesickness, possession, and mashroomization; has about a 25% failure rate when trying to revive an unconscious party member, and restores only a small amount of HP if it revives them. Costs 20 PP. HEALING OMEGA -- Cures everything Healing gamma does. Always revives an unconscious party member, and restores full HP as well. Costs 40 PP. SHIELD ALPHA -- Covers one ally with the Shield of light, which cuts received damage in half. SHIELD BETA -- Covers one ally with the Power shield, which cuts received damage in half, plus reflects 25% of the received damage back at the attacker. That is, if an enemy used an attack that normally caused 40 HP of damage, a Power shield would mean you would take 20 HP of damage, and the enemy would take 10 HP of damage. SHIELD SIGMA -- Covers all allies with the Shield of light, including non-controllable ones, Teddy bears, and the Tiny Lil' Ghost. SHIELD OMEGA -- Covers all allies with Power shields. (Ness doesn't learn this; Poo does.) HYPNOSIS ALPHA -- Attempts to cause one enemy to fall asleep. Works a fair percentage of the time on most enemies. Not really worth using. HYPNOSIS OMEGA -- Attempts to cause all enemies to fall asleep. Can be moderately useful against groups of tough enemies. However, later in the game, almost no enemies are open to hypnosis. PARALYSIS ALPHA -- Attempts to paralyze one enemy. Works really only on certain enemies. PARALYSIS OMEGA -- Attempts to paralyze all enemies. Like Hypnosis, it can be useful when enemies are in groups and you, for some reason, don't want to use PSI Special. Also like Hypnosis, fewer and fewer enemies are vulnerable to paralysis as the game goes on. TELEPORT ALPHA -- Teleports you to a major town or location to which you've already been. It takes a lot of skill to pull off this kind of teleport in a small space, but it can be done. Note that you can still turn while teleporting. TELEPORT BETA -- Same as alpha, but Ness will run around in very small circles, making it much easier to successfully use. PAULA'S PSI PSI FIRE ALPHA -- Hits a row of enemies for about 60-80 HP of damage. Some enemies are not affected by PSI Fire. PSI FIRE BETA -- Does about 120-160 HP of damage to enemies that are weak against Fire. PSI FIRE GAMMA -- About 230-270. PSI FIRE OMEGA -- The last spell Paula learns. About 360-400 HP damage. PSI FREEZE ALPHA -- Freeze is Paula's go-to spell. Some enemies, however, are not affected by it. For only 4 PP, this one does about a cool 120-150 HP of damage, and even more if the enemy is vulnerable to Freeze. PSI FREEZE BETA -- Does about 270-320 HP of damage. PSI FREEZE GAMMA -- Does about 350-420 HP damage. It's useful to get Paula to level 31, at which level she learns Freeze gamma, before fighting the Guardian diggers. PSI FREEZE OMEGA -- A sweet 450-650 HP of damage. Enemies that are weak against Freeze (try it on the Evil Eye!) can take upwards of 950 HP damage from this. PSI THUNDER ALPHA -- Takes one attempt at hitting an enemy with Thunder. If it succeeds, it will do about 120-140 HP of damage. If the enemy has a psychic shield, it will destroy the shield instantly. The odds of it striking an enemy are (number of enemies)/6. If there is only one enemy, it has only a 1/6 chance of working. 3 enemies, a 1/2 chance; 6 enemies, it's guaranteed to hit. That's what's annoying about Thunder after you have all four party members; when enemies use it, it almost always connects. Costs only 3 PP. PSI THUNDER BETA -- For 7 PP, it will make two attempts at striking enemies with Thunder. Enemies' "Crashing Boom Bang attack", "Electrical Shock attack" are equivalent to this. PSI THUNDER GAMMA -- For 16 PP, it will attempt three times to hit enemies with Thunder, plus it's more powerful Thunder, causing about 180-220 HP of damage on average. PSI THUNDER OMEGA -- Gives you four shots at hitting an enemy. (Actually, Paula does not learn this; Poo does. But it makes more sense to list it here with the other PSI Thunder spells.) PSI MAGNET ALPHA -- Drains 2-8 PP from an enemy. Helpful if Paula could use a little extra PP. PSI MAGNET OMEGA -- Drains 2-8 PP per enemy from all enemies. It is not any more or less effective at draining PP; it's totally random how much you get. PSI SHIELD ALPHA -- Puts a psychic shield over one ally. It protects him/her from all PSI attacks except Hypnosis, Paralysis, and Brainshock. PSI SHIELD SIGMA -- Puts a psychic shield over all allies. PSI SHIELD BETA -- Puts a psychic power shield over one ally. It both protects the ally and reflects the full brunt of the PSI attack back at the attacker. PSI SHIELD OMEGA -- Puts a psychic power shield on all allies. It is very effective against powerful enemies late in the game that like to use Starstorm; it will destroy them, since the Starstorm will be refleted back at them four individual times. OFFENSE UP ALPHA -- Slightly raises an ally's offense. Useless. OFFENSE UP OMEGA -- Slightly raises all allies' offense. Useless. DEFENSE DOWN ALPHA -- Slightly decreases an enemy's defense. Even more useless than Offense up, since it doesn't work half the time. DEFENSE DOWN OMEGA -- If you don't know what this does, please ask your two-year-old child/sibling/cousin/dog/toaster oven. Chances are he/she/it will know. POO'S PSI PSI STARSTORM ALPHA -- Attacks all enemies for a sweet 350-450 HP of damage, all for only 24 PP! Plus the graphics and sound effects for it are sweeeeeeeeet. PSI STARSTORM OMEGA -- Hits all enemies for a whopping, brutal 600-750 HP of damage each, for 42 PP. Plus the graphics and sound effects are sweeeeeeeet to the phatest power. PSI Freeze alpha, beta, gamma PSI Thunder alpha, beta, gamma, omega Lifeup alpha, beta, gamma Healing alpha, beta, gamma, omega Magnet alpha, omega Shield alpha, sigma, beta, omega PSI BRAINSHOCK ALPHA -- For 10 PP, will attempt to make an enemy feel strange. If it works, it's great; if it doesn't, it's a waste, and it will fail more often than it succeeds unless the enemy is particularly susceptible to Brainshock. The one time you really should use it is against Giygas. PSI BRAINSHOCK OMEGA -- Tries to Brainshock all enemies for 30 PP. It does not work more often than alpha. (It doesn't work on me. I don't have a brain to shock.) PSI Teleport alpha, beta ************ *ITEM GUIDE* ************ This section contains a (very) brief description of most of the items in EarthBound. If an item isn't on this list, it's so insignificant that I didn't write anything about it. Equippable items are not included here. Condiments are not listed, either; I may someday make a condiment guide, but I don't really see the point, since condiments aren't worth the inventory space they take up, except for the Rock Candy Trick. ***NOTE*** Speaking of condiments: The "Rock Candy Trick" works on all food items, not just Rock Candy. If your food item comes after the condiment on your item list, and you use the food item in battle (it doesn't work out of battle), you'll get the full HP/PP recovery of the food item, but the condiment will be spent rather than the item. This can be very useful, especially early in the game with a PSI Caramel and a Sugar packet. FOOD BAG OF FRIES: Recovers 24 HP; useless. Get burgers instead. BANANA: Recovers 25 HP. A waste of space, especially considering you can't even get them until you reach Twoson. BEAN CROQUETTE: Useless. If you want a Scaraban food, go with Kabobs. BEEF JERKY: Fairly good food item. You can buy a couple from Dr. Andonuts' pet Cave Boy if you really want to. Recovers about 150 HP, if my memory serves. BOILED EGG: Pretty useful for Jeff, useless elsewhere. Recovers about 40 HP. BOTTLE OF DXWATER: Recovers about 40 PP for Poo, so it's pretty useful if you can't afford Brain food lunches before you plunge into the Pyramid. Useless for everyone else. BOTTLE OF WATER: Recovers 10 PP for Poo, 1 or 2 PP for the others. Useless. BOWL OF RICE GRUEL: Recovers around 200 HP; worthless. Buy Brain food lunches, n00b. BRAIN FOOD LUNCH: The ultimate food item. For Ness, Paula and Jeff, it recovers 300 HP and 50 PP. For Poo, it completely recovers *all* HP and PP. Once you can get hold of these in Dalaam, there's no reason to carry any other food item. BREAD ROLL: Recovers 30 HP. Can be useful in the early parts of Onett, but I don't recommend buying them. CALORIE STICK: Recovers about 80 HP. Fairly useful in the Twoson-Threed area of the game. CAN OF FRUIT JUICE: Recovers about 6 HP. CHEF'S SPECIAL: I don't remember how much HP, exactly, it recovers; they're not worth buying. I think it's around 200 or a little less. COOKIE: Recovers 6 HP. It is useful in the very beginning of the game, and somewhat useful in the very beginning of Jeff's scenario in Winters. You'll get lots of them from Spiteful Crows. Don't waste time or money buying them. CROISSANT: Identical to the Calorie stick. Why these two separate items are in the game that do the same thing is beyond me. CUP OF COFFEE: Recovers about 12 HP. Useless. And no, it doesn't taste good to adults, either. We only drink it because we desperately need caffeine. CUP OF NOODLES: Only recovers 40 HP. Don't buy it, obviously... DOUBLE BURGER: Recovers about 90 HP. It's an OK item in the DDD/ Fourside part of the game. FRESH EGG: Actually a very good food item; it recovers around 85 HP for a cheap price. The problem is that if you carry it around for about a minute, it hatches and becomes a Chick. GELATO DE RESORT: Paco or whatever his name is sells it on the beach in Summers. Like most highly priced delicacies, it's worthless as food. Recovers 30-ish HP, I think. HAMBURGER: Recovers about 50 HP. It will be your staple food item in Onett and the early part of Twoson. Pogo punks leave them behind; stock up heavily on them before going to Giant Step, and again before fighting the cops in Onett. HAND AID: It is not eaten (presumably), but it recovers full HP for the person it's used on. I don't know about you, but I never want to use it because you only get one of them, and so Paula ends up carrying it around all the way through the end of the game... KABOB: A pretty good food item. I think it recovers 150-ish HP. But by this point, you ought to be carrying Brain food lunches. KRAKEN SOUP: Completely refills one person's HP. Not as useful as it sounds. Stick with Brain food lunches. LARGE PIZZA: Recovers about 240 HP for all party members. Worth every penny. I recommend carrying one around at all times. It can be very useful against bosses. LUCKY SANDWICH: Expensive and about as lucky as a three leaf clover. Usually it will be worthless as food. LUXURY JERKY: Pretty good item, recovers 300 or so HP I think, but by now you definitely should be well-stocked on Brain food lunches... MAGIC PUDDING: Recovers 40 PP, and can be obtained only in Magicant. The Player's Guide makes this item sound like the best thing since vanilla popsicles, but compare it to the Brain food lunch and it's just not worth it. Take some BFLs to Magicant with you instead. MAGIC TART: Identical to the PSI Caramel, recovers 20 PP, but it can be bought in Summers. Right after Poo joins, you may not be able to afford Brain food lunches right away, so you may want to buy one or two of these. Considering that lifeup alpha, which recovers 100 HP, costs 5 PP, an item that recovers 20 PP, like this one, is very valuable in terms of HP recovery. PP-recovering food is always much better than HP-recovering food. MAMMOTH BURGER: Recovers about 220 HP. I carry one around just because I love the concept of a "mammoth burger." Obviously, not really worth having aside from that... MOLOKHEIYA SOUP: Cool name, so it gets a spot in Escargo for me. Not a useful item, though. PASTA DI SUMMERS: Useless as food, but the "Help!" description of it is classic. Try it sometime. PEANUT CHEESE BAR: Further proof that the more disgusting a food is, the better it is for you. Recovers 120 HP, and is the food item of choice (if you like to carry around lots of food) once you reach Saturn Valley. Recovers as much HP as a Pizza for one-third the cost. PICNIC LUNCH: A pretty decent food item; recovers 80 HP. If you're willing to risk fighting the Cave Boys in Jeff's scenario, they'll always leave one of these behind, and it'a good food item to take back to Threed with you. PIGGY JELLY: Only sold at the very end of the game, after you finish Magicant. Recovers about 300 HP. Buy Brain food lunches, foo. I really don't want to ask what this stuff is... PIZZA: Recovers a nice 120 HP, if you can afford the high cost. Some enemies drop it, or you can have Mach Pizza deliver it. PLAIN ROLL: Available only from the Tenda shop. The worst food item in the game, value-wise, considering that you have to trade a Horn of life ($1780) for it, and it recovers only 40 HP. PLAIN YOGURT: See Plain Roll. Recovers around 80 HP, I think. POPSICLE: Available only at the gold mine in the Dusty Dunes Desert. Worthless. Recovers 15 or so HP. PROTEIN DRINK: Recovers about 120 HP. It's pretty nice if you get one from an Annoying Old Party Man or etc. PSI CARAMEL: Can't be bought; is only found in presents and from enemies. Recovers 20 PP. An excellent food item, especially in the desert gold mine. ROCK CANDY: Don't eat it. It's useful for the infamous Rock candy trick (see http://www.starmen.net/mother2/tips/rockcandy.txt). ROYAL ICED TEA: Useless item, but it has a cool description. Check it out. SKIP SANDWICH: Recovers only 6 HP, but allows you to sprint around for 10 seconds. Kind of fun, but not worth buying. SKIP SANDWICH DX: See above. Gives you 20 seconds of sprinting fun. SPICY JERKY: Available only by trading a Horn of Life and from certain gift boxes. A pretty good food item, actually. TROUT YOGURT: Recovers only about 30 HP. Since there's only one in the game, I like to keep it in Escargo, but that's just me... MEDICINE CHICK: Cures homesickness. Not really medicine, I realize, but where else should I list it..? COLD REMEDY: What do YOU think it does? CUP OF LIFENOODLES: Same effect as PSI Healing omega. See the PSI Guide in this FAQ. Always try and keep one handy for an emergency. Cannot be bought; can only be found in presents. HORN OF LIFE: Identical to the Cup of Lifenoodles, except that it can be bought in Saturn Valley and Deep Darkness. REFRESHING HERB: Same effect as PSI Healing beta. See the PSI Guide in this FAQ. SECRET HERB: Same effect as PSI Healing gamma. See the PSI Guide in this FAQ. VIAL OF SERUM: Heals poisoning. WET TOWEL: Heals sunstroke. BATTLE AIDS (Bottle rockets are addressed under Jeff's Neat Stuff.) BAG OF DRAGONITE: Sweeeeeet. Turns you into a gigantic, fire-breathing dragon, and will deal a lot of damage (hundreds of HP, up to and beyond 1000 is possible) to all enemies. There are five of them you can get in the game; save them for key battles. BOMB: Causes 100-150 HP of damage to the target enemy, plus 40-80 HP of collateral damage to any enemies next to the target enemy, on the same row. BRAIN STONE: Carrying it prevents the character carrying it from having their PSI disabled by enemies' "disrupted your senses" attacks. Not worth keeping. Those attacks have a low success rate anyway. FRANKLIN BADGE: Reflects any electrical (thunder) attacks back at the attacker. All you have to do is carry it on your person; it doesn't have to be equipped or used. Make sure somebody, preferably Paula, is carrying this. HANDBAG STRAP: Available only from the Cranky Lady and Extra Cranky Lady. Solidifies an enemy's body in battle and deals very minor damage (doesn't always work.) INSECTICIDE SPRAY: Causes about 100 HP damage to all bug-type monsters. Can only be used once. JAR OF FLY HONEY: You need it to defeat Master Belch. Useless otherwise. MONKEY'S LOVE: Can solidify an enemy's body; has an OK success rate. I usually keep it on hand, just for fun more than anything else. MUMMY WRAP: Deals a fair amount of damage (around 150 HP) and solidifies the enemy's body. Pretty useful against bosses. It is obtained only from Shattered Men and Fierce Shattered Men. PAIR OF DIRTY SOCKS: Identical to the Toothbrush in its effect. This one DID work on the school bully. PHARAOH'S CURSE: Poisons the enemy. It usually works. RUST PROMOTER: Deals some amount of damage (around 120 HP, I think) to all metallic/robotic enemies. Some enemies you *think* it would work on, like Lil' UFOs, it doesn't; it's not nearly as useful as it sounds. RUST PROMOTER DX: Same as above, except it does around 240 HP damage, if my memory is on target. SNAKE: Poisons the enemy. It fails a fair amount of the time, and it also causes minor (1-4 HP) damage. SNAKE BAG: An infinite supply of Snakes. I recommend picking one up and giving it to Poo while his offense is still very low. STAG BEETLE: Same effect as the Toothbrush. SUDDEN GUTS PILL: Doubles your Guts when eaten in battle. The effect lasts only for that particular battle. Can't be used outside of battle. Not generally useful. SUPER BOMB: Causes 250-420 HP of damage to the target enemy, plus 120-220 HP of collateral damage to any enemies next to the target enemy, on the same row. SUPER PLUSH BEAR: Same effect as the Teddy bear. It has 400 HP and higher defense than the Teddy bear. TEDDY BEAR: Very, very useful in the Twoson/Peaceful Rest Valley area, and in the Fourside Dept Store. When you're carrying a Teddy bear, enemies will attack the bear instead of you about 75% of the time. It can absorb 100 HP of damage before it falls apart. Also, it is not affected by any status ailments, so it's effective at drawing away those annoying attacks that cause colds, poison, etc. TOOTHBRUSH: Solidifies an enemy's body in battle. You can only use it once. It didn't work on the school bully, he still beat me up :( VIPER: Poisons the enemy. It always works. XTERMINATOR SPRAY: Causes about 300 HP of damage to all bug-type monsters, and can be used over and over. It is available only from the Mad Taxi, and you only have a 1/128 chance of getting it, so it's not really worth the effort, except that it's so rare. YOGURT DISPENSER: Well, most people don't know it, but you *can* use this in battle... it causes 1-4 HP of damage, if you care. Only Jeff can use it. RANDOM STUFF ATM CARD: You can't get rid of it. Just live with it. BACKSTAGE PASS: Use it to get into the Runaway Five show in Twoson. Then Escargo it. It doesn't work in Fourside. BAD KEY MACHINE: Use it to open the lockers, and to open the locked door trapping Ness and Paula. Then put it into Escargo. You won't need it again. BICYCLE: Pretty fun to ride around on. Once Paula joins you can't use it anymore, so Escargo it. The guy at "Punk-Sure!" refuses to take it back. We think they planted a tracking device on it or something. CARROT KEY: Gets rid of the rabbits in Dalaam. CHICKEN: I think using Chickens is unbelievably cool, although it *is* throwing away 110 bucks. You should sell them, generally. CONTACT LENS: Give it to the guy on the second floor of the Fourside bakery. DIAMOND: Give it to the theater manager in Fourside. It has no other use. ERASER ERASER: You need it to erase the eraser statue so you can get into the Stonehenge base. EXIT MOUSE: If you're stuck in a cave/dungeon and desperately need to get out fast (like if you're about to die, or if it's 2 AM and you hear your mom getting up and you need to get your game saved in a hurry), use this. FOR SALE SIGN: Use it if you're outdoors and want to sell something. Pretty useful for those times when you find a new equippable item and would like to sell the old item, but aren't near a shop. HAWK EYE: Give it to Poo when you find it. Then, when you reach Deep Darkness, call Escargo and have them deliver it to you. Use it when you reach the black areas where you can't see where you're going. It's the last known artifact that originates from the mysterious land known as "Iowa." HEIROGLYPH COPY: Totally useless. Escargo it. INSIGNIFICANT ITEM: You can give it to the guy on the second floor of the Twoson hospital, and he'll give you a Magic truffle. I prefer to keep the Insignificant item. Have you ever tried to use it? IQ/VITAL/GUTS/SPEED/LUCK CAPSULE: Raises the indicated attribute by 1. KEY TO THE CABIN: Duh. KEY TO THE LOCKER: Duh. KEY TO THE SHACK: Duh. KEY TO THE TOWER: Duh. KING BANANA: Give it to Man K. Man. Probably delicious, but the game won't let you eat it. METEORITE PIECE: Dr. Andonuts needs it. METEORNIUM: Useless, but can be sold for a cool $1000. METEOTITE: Useless, but can be sold for a cool $2000. PAK OF BUBBLE GUM: You need it in Jeff's scenario. Use it at the bottom of the rope you can't reach, and Bubble Monkey will go and get it for you. Useless otherwise. PENCIL ERASER: Come on. You know what it does. PICTURE POSTCARD: The anti-prozac! PIGGY NOSE: Helps you find Magic truffles in the Deep Darkness. Just find a map online like everyone else, n00b. PROTRACTOR: Useless. RECEIVER PHONE: See ATM Card. Actually, your dad can call you before you even get the Receiver Phone. Go figure. RULER: Useless. SHOW TICKET: Gets you into the Topolla theater in Fourside. Note that you buy it for $30 but it sells for only $6. It's the only item in the game that doesn't sell for roughly half its buying price. SHYNESS BOOK: You need it to cure the Tenda's shyness. Give it to the Tenda chief. SIGNED BANANA: Mr. Spoon (in the Fourside museum) wants it. SOUND STONE: You just have to carry it around. Actually, if you load your inventory full of cookies before Buzz Buzz dies, he'll put the Sound Stone in Escargo. If you just never retrieve it, you can finish the game as usual without it. SUPORMA: Do you hear that melody? It's the sound of $200, or $50, flying out the window... TENDAKRAUT: You just have to carry it around until you reach the Lost Underworld, so you can get into the second Tenda Village. Not useful for anything. TINY RUBY: The security guard in the Summers museum really likes gems like these. You can't use it for anything else, so... TOWN MAP: Needlessly takes up inventory space. If you got it already, put it in Escargo. WAD OF BILLS: Give it to the theater manager in Twoson. You can't spend it otherwise. ZOMBIE PAPER: Go inside the big yellow tent and use it. Then go sleep at the hotel. **************** *THE RARE ITEMS* **************** Here is a list of the rare/valuable items that enemies carry. There is a 1/128 chance of receiving the item listed from the enemy listed. Item Enemy --------------------------------------------- XTerminator spray Mad Taxi Sword of kings Starman Super* Broken antenna Uncontrollable Sphere Magic fry pan Chomposaur Star pendant Major Psychic Psycho Goddess ribbon Ghost of Starman Gutsy bat Bionic Kraken** * Once you defeat Starman Deluxe, all Starman Supers disappear and you will not be able to obtain the Sword of kings. You *must* get it BEFORE defeating Starman Deluxe. ** The Bionic Kraken is found only in the Tunnel of the Past (when you are robots) right before fighting Giygas, and it is a very rare enemy. The effect is that the Gutsy bat is an *extremely* hard item to get, and you only get to use it for the last tiny fraction of the game. It's not worth it, unless you just want the satisfaction/bragging rights of being one of the very few people to have ever legitimately found it. ******************* *JEFF'S NEAT STUFF* ******************* (In parentheses is the broken item Jeff must fix to get the item being described and the IQ level needed to fix it.) SLIME GENERATOR: It solidifies one enemy's body, which will cause the enemy to lose one turn in battle. It has a fairly high success rate on most enemies (although not most bosses.) You don't get to pick which enemy to target; it's chosen at random. This is one of the first Jeff items you get, and it's a keeper. (Broken iron; 10) DEFENSE SPRAY: Will raise one ally's defense a small amount. Not worth having or wasting a turn in battle using. Sell it and bag the $250. (Broken spray can; 1) COUNTER-PSI UNIT: Disables an enemy's ability to use PSI, which is useful if the enemy is reliant on PSI to attack, as most enemies later in the game are. However, it has a poor success rate. I don't use it; you can, if you want to. (Broken machine; 1) HP-SUCKER: Drains about 10% of an enemy's max HP and gives it to Jeff. It has a fair success rate on regular enemies and can be a good way to recover lost HP without using food or PSI. It also can work on some bosses earlier in the game. (Found in the Belch base; does not need repaired) SHIELD KILLER: Kills an enemy's shield (duh). Only works on one enemy at a time; you can choose the target. Has only a so-so success rate. Useless; see Neutralizer (below.) (Broken pipe; 30) NEUTRALIZER: Kills all shields (friend and foe) with a 100% success rate. Also nullifies any effects of Offense up, Defense down or Sudden guts pills on all friends and foes, and returns Poo to his original form if he had used Mirror. A very, very useful item, much more so than the Shield Killer. It's rare to need to use shields on yourself, and if you do, you can use the Neutralizer first and put up the shield second. (Found in the Monkey cave; does not need repaired) HUNGRY HP-SUCKER: Drains HP in the same manner as the HP-Sucker, but from all enemies. Does not drain any more or less HP from each enemy than the HP-sucker. (Broken tube; 36) BAZOOKA: It's just like having an infinite supply of Bombs. It does about 100-130 HP damage to one foe and 50-80 HP of collateral damage to any foes directly next to it. It's not very useful by the time you can get it, in Scaraba. (Found in Scaraba; does not need repaired.) HEAVY BAZOOKA: Ohhhhhh yeah. This is serious power. It's like having an infinite supply of Super bombs. It does 250-400 HP of damage to the targeted enemy, plus 120-180 HP of damage to any enemies next to it. Very useful, even all the way to the end of the game. Until Jeff's levels get very high and/or he finds the Gaia beam, it is more powerful than his Shoot attack, plus it never misses, even if he is crying like a schoolgirl. (Broken bazooka; 45) DEFENSE SHOWER: Has the effect of the Defense spray, but on all party members. It can actually be fairly useful, especially against bosses, so I keep it, although truthfully I don't use it much. (Broken trumpet; 55) BOTTLE ROCKET: Does about 100-150 HP of damage to the selected foe. Very cheap and very effective. It can fail to work on some bosses and, if you're very unlucky, on some regular enemies. BIG BOTTLE ROCKET: Does 350-800 HP of damage to one enemy. Also cheap and effective. Keep a supply of these handy at all times. MULTI-BOTTLE ROCKET: Does an astounding 1200-2200 HP of damage to one enemy. It will wipe out a lot of bosses in one or two hits, to say nothing of what it will do to a regular enemy. Fairly expensive, but worth every penny. **************************** *FREQUENTLY ASKED QUESTIONS* **************************** This FAQ is organized according to the game's storyline. If you have a question or problem with the game, find where you are in the game and look at the list of things I address here. I try to cover most of the problematic things in EarthBound without covering the things that everybody knows or that the game makes obvious. For the item lists, I don't include any non-vital items (food, Lifenoodles, pills, etc.) unless I believe it's a necessity for you to have them. For bosses, I have rated each one's general difficulty from one star (for bosses that you basically can't lose to no matter how hard you try) to three stars (the toughest bosses.) Most of them get two. I. ONETT 1. What am I supposed to DO after the meteorite hits, anyway? 2. Why won't that tub of lard Pokey let me out the door? 3. ARGH! These @#%(@#% crows! 4. OK, the bee got whacked and I got the Sound Stone. Now what? 5. Hey, these Punks are kicking my butt! This ain't cool! 6. Ouch, Frank just beat me to death. 7. Is this "Travel Charm" I got useful for anything? 8. Do you have any useful tips for getting through the Giant Step cave? 9. How can I beat Titanic Ant? Do I have to find a can of Raid or something? 10. YIKES! These cops are brutal! 11. OK, Captain Strong was a cream puff. Anything else I should do in Onett before I go to Twoson? II. TWOSON 1. Whoa, I have this mushroom on my head and now the controller's all screwed up! I can't walk straight! 2. OK, so what in the world am I supposed to do in this town? 3. Oh geez, that weird dude jumped off his roof and attacked me. 4. Hey, what's this teddy bear following me around for? What's it do? 5. Orange Kid and Apple Kid? What the heck? They want me to give them $200 apiece? Are they insane? 6. Man, I'm just about out of money. How can I get rich quick? 7. So I went to Peaceful Rest Valley, and this stupid metal statue of a PENCIL, of all things, is blocking me. Now what? 8. Ugh. I can't stand this. My inventory's clogged full of stuff. What should I get rid of? 9. ACK! That Territorial Oak just burst into flames and killed me! 10. You know, that PSI Magnet attack those mobile sprouts do is really getting on my nerves. I don't have any PP left. Heeeeelp! 11. Dude, I'm hopelessly lost in Peaceful Rest Valley and the Town Map doesn't work. How do I get outta here? III. HAPPY HAPPY VILLAGE 1. What happens if I don't pay at the food stand? 2. Which cave am I supposed to go in first? 3. Hey, all these weirdo Happy Happyists are swaying around and they won't even talk to me. How am I supposed to get past them? 4. @#()@*!! I made it all the way past those guys, and Carpainter just zapped me outside with lightning! 5. OK, I finally rescued Paula. Now what? 6. Ugh, Paula's so weak she keeps getting killed as soon as she gets in a fight. What can I do? 7. What DOES this "Pray" thing do, anyway? 8. O_O Mondo Mole is IMPOSSIBLE. He just wipes out Paula with one hit and Ness in two. What, do I need to be at level 496? 9. Now what? IV. TWOSON PART TWO 1. OK, I'm back in Twoson. What should I do now? 2. Hey, the manager won't take my money! What gives? 3. Anything I should do before I hop on the bus and go to Threed? V. THREED 1. OK, I went to the drugstore and upgraded my weapons. Now what am I supposed to do? 2. OUCH! I just got whacked by a bunch of zombies! VI. WINTERS 1. Hey! This stupid key doesn't work! 2. How come that little creep Tony won't let me leave? 3. Do I REALLY have to take that silly monkey with me? 4. Why doesn't the ATM machine work? Is there any way to get enough money to buy those cool weapons? 5. *^&$%^ GRUFF GOATS! 6. I'm stuck at that place where the "Tessie Watchers Club" is. What should I do next? 7. I'm stuck in the cave. The dumb rope is tied up at the top of a ledge and I can't reach it! Where am I supposed to go? 8. Those Cave Boys are nasty tough. VII. THREED II: THREED, SATURN VALLEY AND THE BELCH BASE 1. Well, okay, Jeff joined, but I'm still stuck in this room because the door's locked. What should I do? 2. I'm out of the prison, finally. Now what? 3. Okay, I beat the tent. Now what? 4. How can I get rid of this possession? 5. Yikes! Those Zombie dogs are nasty! 6. How am I supposed to beat these Armored frogs? 7. I'm stuck at the waterfall. What do I need to do to get in? How do I say the password? 8. Foppies? WTF? 9. OK, I've been fighting Belch for 53 straight hours, and I've dealt at least 97 million HP of damage to him, and he STILL won't die. Is he invincible or what? 10. Ouch. Trillionage Sprout just lit me up like a Christmas tree. VIII. DUSTY DUNES DESERT 1. How do I make the traffic jam go away? 2. What am I supposed to DO here, anyway? 3. Where's the contact lens that sign said about? 4. Is it possible to win that casino with the weird Mexican guys? Is it worth the time and money? IX. FOURSIDE PART ONE 1. OK, I'm done exploring. Nice city. But what am I supposed to do here? I'm lost... 2. I went back to the desert, but there's no gold mine! What did I do wrong? X. DESERT GOLD MINE (See below.) XI. FOURSIDE PART 2 1. Why won't the theater manager take the Diamond? 2. Now I'm stuck. I paid off the Runaway Five's debt, and they jumped town. Now what can I do? 3. YIKES! These enemies in the Department store are taking me out like yesterday's trash! 4. o_O Dept. Store Spook annihilated me. 5. Alright, I FINALLY got through that vicious department store. So what's next? 6. What can I give that scuzzy guy so I can get to Everdred? 7. What does he mean, "Check behind the counter?" I can't find anything there. XII. MOO MOO MOO NSI NSI NSI IIIIIDDDDDEEEEEEEE 1. WTF? 2. ACK! I just got killed by an Enraged fire plug! 3. I'm completely lost. There are invisible walls everywhere. This town is screwed up. Where should I go? 4. OK. Can you PLEASE give me a nice, simple description of how to get out of Moonside, from the beginning? 5. Hey, thanks. You rule. XIII. FOURSIDE/DDD PART III 1. Hey, I got a problem. One of my guys is paralyzed. How can I fix this? 2. ARGH, this monkey cave is hard. 3. What good stuff is there in the monkey cave? 4. $#@(^&#$^&%!! THERE'S A #^&#$( PENCIL STATUE AND I DON'T HAVE THE PENCIL ERASER#@%&(#$!! 5. Hey, is there any way to say the password those sentry robots want? Like, a button combination or something? 6. X_X <-- That's me after Clumsy Robot crushed me like a grape. XIV. THREED PART III 1. The Runaway Five dumped me in Threed and now I have no idea what I'm supposed to do. So help! 2. Is there anything I need to do in Winters besides knock off Shrooom!? XV. SUMMERS 1. So, uh... I crashed on the beach, but survived. What should I do? 2. Is there anything worth seeing or doing in the museum? 3. How can I get into the Stoic club? 4. What does that creep Tony mean, my name? What should I put in here? Or should I hang up and call the police? 5. That weird woman took off and said to find her at a little cart out on the beach. So where is she? 6. O_o WTF! 7. Hey, what happened? I can't get Poo's trial to work. 8. Right, Poo joined the party now. So where should I go next? XVI. FOURSIDE PART IV 1. Is there anything new to do in Fourside, besides get Venus's autograph for Mr. Spoon? 2. Anything I should know about the sewer? 3. What on earth is this "carrot key" for? XVII. DALAAM 1. Anything I should do before I go into the cave? 2. What's the quickest way to the boss? This cave is annoying... 3. Okay, I got the Pink cloud melody. Now where do I go? XVIII. SCARABA 1. Is this DXWater worth it? What does it do? 2. Hey, isn't there some neat trick you can do with Rock candy? 3. How do I get into the @#&@(%%^ Pyramid?! 4. Oy, I'm just about dead and there's no end in sight in the Pyramid. Is there anything I can do? XIX. SCARABA PART II 1. HEY! You told me to give Poo the Hawk eye, and now he's gone! NOW what am I gonna do, genius?! 2. So where is this "Dungeon Man" guy, anyhow? 3. I can't get into Dungeon Man. It says it's locked. I even tried the Bad Key Machine, but it didn't work either. Is there a key somewhere? XX. DEEP DARKNESS/TENDA VILLAGE 1. So what DOES this Monkey's love do, anyway? 2. Eep! Why's my screen flashing red? 3. Is there any way to fix the crashed helicopter? 4. OK, Poo's back and I made it to Tenda Village. Sooo... now what? XXI. WINTERS PART II 1. Is there anything important to get before I sail south? 2. Any tips on getting the Sword of kings? XXII. TENDA VILLAGE/LUMINE HALL 1. I beat Starman Deluxe and Apple Kid said he returned the Shyness Book to the Onett Library. I went there, but I can't find it... 2. How do I get the Tenda to read the stupid book?! XXIII. LOST UNDERWORLD 1. Um... I'm totally lost. Where should I go? 2. Where are the hot springs around here? 3. WTF is that weird cave with the messed up music where I get big again? Is there anything I'm supposed to do there? XXIV. MAGICANT 1. Should I buy an Earth pendant? Is it good? 2. Hey, these Flying men are pretty cool. Except they always die. 3. Is there anything special about the colors in Magicant? XXV. ONETT PART II 1. Is there ANYTHING I can do in Onett besides fetch the Meteorite piece? 2. Oh man, I just barely survived the last battle and I'm about to die. This is tough. I don't think I can make it back to Ness's house. What can I do? XXVI. TUNNEL OF THE PAST 1. Is there any way to go back to Saturn Valley, or anywhere else, after I've become a robot? 2. Is there ANY way to sleep or anything to get my HP and PP refilled here? 3. I'm having trouble with these enemies. What level should I be at by now? ============================= OOO N N EEEEE TTTTT TTTTT O O NN N E T T ******* O O N N N EEE T T *ONETT* O O N NN E T T ******* OOO N N EEEEE T T ============================= WHAT YOU SHOULD HAVE BEFORE YOU FIGHT FRANK: ATM Card Sound stone Tee ball bat Mr. baseball cap Cheap bracelet Hamburger Hamburger Hamburger ITEMS TO BUY: Tee ball bat, Cheap bracelet ITEMS TO LOOK FOR: Mr. baseball cap (in the clubhouse in the woods just to the left of the library.) ENEMIES IN NORTHERN ONETT COIL SNAKE: Takes out 4 HP per biting attack. Bash it. SPITEFUL CROW: Very dangerous. It is very fast and will frequently dodge your attacks, and it also steals items regularly. Its pecking attack does 6-7 HP damage, so keep your HP above 7. It always leaves a Cookie behind when defeated. Unless you're Traceh. One time a Spiteful Crow left me a power drill, and all I could think was "where have all the cookies gone?" RUNAWAY DOG: Biting attack does 6-7 HP damage, but it doesn't use it all that often. Not overly dangerous, but worth more exp. than the Spiteful Crow. BOSS: STARMAN JUNIOR (*) You can't lose. Just do whatever and Buzz Buzz will take care of things. ENEMIES IN ONETT TOWN SKATE PUNK: Has the least HP of the Sharks; by the time you hit level 6 or so, you should be able to defeat it with one blow sometimes. It calls for other Sharks to join the battle, which is bad news at these low levels. Defeat it first when Sharks fight you in groups. YES MAN JUNIOR: Nasty hula hoop attack does 9-10 HP damage (What's that hula hoop made of, anyway? Steel?) The toughest of the Sharks. Defeat it second when they fight in groups. POGO PUNK: Its "charge forward" attack does 9-10 HP damage, but it doesn't use it as often as the Yes Man does. It falls down a lot... defeat it last when they fight in groups. It usually drops a Hamburger when defeated. BOSS: FRANK (**) He can be pretty tough if you're not careful. The easiest thing to do is level up to level 8 before you fight him. If you do that, you can wipe out both him and Frankystein Mark II with one shot of your PSI Special each. If your level isn't that high... well, keep your HP over 25 or so because his knife attack REALLY hurts, and bash away. FRANKYSTEIN MARK II (*) Not particularly dangerous, since it only attacks you every other turn. Keep your HP over 40, since it does have one powerful attack, and bash away patiently. WHAT YOU SHOULD HAVE WHEN YOU ENTER THE GIANT STEP CAVE ATM Card Sound stone Tee ball bat Mr. baseball cap Cheap bracelet Hamburger Hamburger Hamburger Hamburger ENEMIES IN THE GIANT STEP CAVE ROWDY MOUSE: Its biting attack will miss 1/4 of the time, will hit you for minor damage 1/4 of the time, and will SMAAAAASH you for 11-13 HP damage about 1/2 of the time. It takes two hits to defeat it. ATTACK SLUG: They like to attack in huge groups, but don't freak out. They're harmless. Use Auto Fight. They *very* rarely (1/128 chance) will drop a Bomb after battle. They remind me of the clerks at McDonald's somehow... BLACK ANTOID: These little buggers are nasty. Their biting attack takes out 11-13 HP a pop. If you fight two at once, hope you get lucky. Sometimes they'll call for help; other times they'll use PSI lifeup. Either is preferable to the biting attack. If you fight 3 or more at a time, use PSI Special to kill them all at once. They drop Cookies pretty often. BOSS: TITANIC ANT (***) This can be one of the toughest fights in the game, if you're not lucky. You'll want to be at full power, or very near full power, before this fight; see FAQ #8 to see how to get your HP and PP refilled just before the fight. You'll have to get your level up to at least 10 or so. Fire off PSI Special until you don't have enough PP to do it anymore; this will take care of the Antoids and get Titanic Ant's HP down. Then you have to bash away and stay over 40 HP or so. (Since Titanic Ant steals your PP, you'll need some hamburgers to keep your HP up.) ENEMIES IN THE POLICE STATION COP: His "crushing chop" attack is pretty nasty, doing 20-30 HP of damage a pop. Use lifeup and/or Hamburgers to keep your HP fairly high, and bash away; 'tis all you can do, really... BOSS: CAPTAIN STRONG (*) He's not really tough at all. He has one good attack, his submission hold. It can do up to 60 HP damage, so keep your HP over that 60 mark. A shot of PSI Special will make this a short battle. FAQ 1. What am I supposed to DO after the meteorite hits, anyway? 0 - You can wander around outside and talk to everyone, but the one thing you have to do there is talk to Pokey (the fat kid at the top of the hill), and then return home, and your mother will be waiting at the door, and she'll send you to bed. 2. Why won't that tub of lard Pokey let me out the door? - You have to get the Cracked bat from Tracy's room (upstairs) and equip it. (Press A, go to Equip, Weapon, Cracked bat.) Then he'll join you and you'll be able to leave. Don't forget to have the dog join you, too. 3. ARGH! These @#%(@#% crows! - Yeah, they're tough early on. If you're having a lot of trouble with them, you may want to hang around your house and fight until you get to level 3 or 4. Anytime your HP gets low, you can go back and talk to mom for a fill-up. 4. OK, the bee got whacked and I got the Sound Stone. Now what? - Now you're free to wander around to Onett, see the sights, and talk to everyone. Your next particular objective is to defeat Frank, who is in the back yard of the arcade. You'll want to be at least at level 6 before you fight him; I recommend level 8. 5. Hey, these Punks are kicking my butt! This ain't cool! - Heh heh. A few tips: First, don't fight the Sharks unless you're at level 4. Fight crows and dogs until you get to that level if you're not there yet. Second, make certain you buy the Tee ball bat and Cheap bracelet (heh, yeah, right; it costs $98) at the drugstore. If you don't have enough money yet, you'll need to fight crows and dogs to earn it. Also, get the Mr. Baseball cap from the secret clubhouse in the woods just to the left of the library. This will get your defense high enough to stand a chance. When your level is low (below level 6), try your best not to fight Sharks in groups of 2 or 3. The damage can pile up. Don't hesitate to use PSI lifeup when your HP gets low. When you run out of PP, you can return home for a free rest. 6. Ouch, Frank just beat me to death. - You need to lifeup whenever you dip below 30 HP, because his knife attack is nasty. I strongly recommend having the patience to fight Sharks until you get to level 8; you learn your PSI special attack at that level, and it will make quick work of both Frank and Frankystein Mark II. 7. Is this "Travel Charm" I got useful for anything? - No. Sell it. 8. Do you have any useful tips for getting through the Giant Step cave? - One. There's a place about 2/3 of the way through the cave where you go outside and then back inside. On that little ledge outside the cave, you can get Magic Butterflies to appear by entering and exiting the cave through the entrance to the right. Cast lifeup on yourself and then use the butterflies to restore your PP to full. Oh yeah, also, it helps to take a healthy supply of hamburgers with you and save them for the boss battle. 9. How can I beat Titanic Ant? Do I have to find a can of Raid or something? - See the boss strategy section just before this FAQ section. 10. YIKES! These cops are brutal! - Not really. You just, again, should take a few burgers with you, bash away, and use lifeup or a burger when your HP goes below 30. Their crushing chop attack deals pretty serious damage. You have to beat four of them before you fight Captain Strong. 11. OK, Captain Strong was a cream puff. Anything else I should do in Onett before I go to Twoson? - Not really. Don't bother with the exit mouse; if you got one already, dump it in Escargo, along with the Town map if you have that too. =================================== TTTTT W W OOO SSSSS OOO N N T W W O O S O O NN N ******** T W W W O O SSS O O N N N *TWOSON* T W W W O O S O O N NN ******** T W W OOO SSSSS OOO N N =================================== WHAT YOU SHOULD HAVE BEFORE YOU ENTER PEACEFUL REST VALLEY: ATM Card Sound stone Receiver phone For sale sign Tee ball bat Mr. baseball cap Copper bracelet Teddy bear Teddy bear Teddy bear ITEMS TO BUY: Copper bracelet (From the Jamaican d00d in Burglin park), A few Teddy bears, and load up on Fresh eggs at least a time or two (see FAQ #6). Also pick up the For sale sign from the scuzzy guy. ITEMS TO LOOK FOR: Be sure to grab the Teddy bear from Paula's room upstairs at the Polestar preschool. In Peaceful rest valley, don't miss the valuable Hard hat (see FAQ #11). ENEMIES IN TWOSON RAMBLIN' EVIL MUSHROOM: Not dangerous, except that it can Mashroomize you with its spores. Get to the nearest hospital and talk to the Healer if you get Mashroomized. The plus side to this is you'll make $50 off the mushroom. That rocks! MOBILE SPROUT: The one very irritating thing about the Mobile Sprout is its PSI Magnet attack, which will leech you dry of much-needed PP in Peaceful Rest Valley. Teddy bears are invaluable here, as they will usually harmlessly absorb the PSI Magnet. Mobile Sprouts can also bring other Mobile Sprouts into battle, and the damage can pile up if you let them get out of hand. Bash them. It will occasionally leave a Croissant as a present. UNASSUMING LOCAL GUY: Very rare enemy, but you'll see a few of them here and there. He is, well... pretty unassuming. Just bash him. CRANKY LADY: She must be carrying bricks in her shopping bag, because that bugger HURTS. Beware her shopping bag attack. Just bash her. She will occasionally leave a Handbag strap, which can be used in battle to make an enemy's body solidify. She's worth the most exp. of the four Twoson enemies. I have to deal with these all the time at the local public library, but I don't get any exp. from fighting them... NEW AGE RETRO HIPPIE: One of the poster enemies in EarthBound, and the only one (besides Frank) that has its retro battle music. He's not dangerous at all. Just whack him. ANNOYING OLD PARTY MAN: I love fighting these guys... they're always reeling and wobbly and stuff. They do take three attacks to defeat, though, and they have pretty good offense, so be careful. Occasionally they'll drop a Protein drink. BOSS: EVERDRED (**) He's not *that* dangerous, but you need to be careful, as he can SMAAAAASH you occasionally for a lot of damage. Keep your HP close to max and bash away, or use a shot of PSI Special to put him in his place. ENEMIES IN PEACEFUL REST VALLEY LIL' UFO: Very irritating enemy before you get the Hard hat. It's very, very fast and will dodge at least half your attacks. Plus, its beam weapon is powerful, tacking on 15 HP damage or so (they're brutal on Teddy bears.) Plus, it can fire a beam that makes you catch a cold, which will cost you 5 PP to heal. Again, Teddy bears sometimes absorb the cold-causing attack for you, which is one more reason to keep a few around. they like to fight with Spinning Robos or with up to three Mobile Sprouts at a time. Sometimes they'll drop a Skip sandwich. SPINNING ROBO: Reportedly is ticked off after being fired from its job operating the Tilt A Whirl at the local Six Flags in Threed. Not quite as annoying as the Lil' UFO, but just as dangerous. Its attack is even more powerful (about 20 HP a pop before you get the Hard hat.) It doesn't dodge attacks too often, but it can cast a Shield of light on itself or an ally, which halves the amount of damage you can do to that enemy. They like to fight with Lil' UFOs. If you're very, very lucky, you could get a Meteornium from it. It is a useless item, but it sells for a cool $1000. TERRITORIAL OAK: Don't fight them. You'll be very, very sorry if you do. Try your best to stay out of battle with them. If you get into a battle with one, run away. If you defeat a Territorial Oak, it bursts into flames, causing 300+ HP of mortal damage. (If you have a Teddy bear, you can kiss it goodbye.) FAQ 1. Whoa, I have this mushroom on my head and now the controller's all screwed up! I can't walk straight! - Sounds like you got Mashroomized by a Ramblin' Evil Mushroom. You need to get to a hospital and talk to a healer. (If you're in Twoson now, the hospital is in the far northeast of the town.) Here's a tip: If you turn your controller around, you can make it easier to walk. For instance, if when you push right you move up, turn your controller so the right button is facing up, and then you'll be able to walk more easily. As an added bonus, the Healer will not only take the mushroom away, but he'll even pay you a sweet $50 for it! 2. OK, so what in the world am I supposed to do in this town? - Start off by going to the Dept. Store and pulling about $700 from your account. There's nothing you really need to buy here, so after that you'll want to rest in the hotel and then go to Burglin Park. Talk to the Jamaican dude and buy a Copper Bracelet from him and equip it. Also, you'll want to buy the "For Sale" sign from the scuzzy guy. Go over near the guy standing on the roof of his house at your own risk. 3. Oh geez, that weird dude jumped off his roof and attacked me. - Yep. He's not too tough. A shot or two of PSI Rockin will dispatch him. He will steal your items if you don't beat him quickly, though. 4. Hey, what's this teddy bear following me around for? What's it do? - It's an *extremely* useful item. In battle, about 75% of the time, an enemy's attack will be directed toward the Teddy bear and not toward you. The $178 cost is a bargain; you should take two or three of them with you into Peaceful Rest Valley. Note that you can also get a Teddy bear in Paula's room upstairs at the Polestar preschool. 5. Orange Kid and Apple Kid? What the heck? They want me to give them $200 apiece? Are they insane? - Well, not only that, but Apple Kid wants you to feed him. You can go buy something like a ketchup packet and give that to him, and he'll accept it. Give Apple Kid the $200; it'll be worth it. Don't give a dime to Orange Kid unless you feel like throwing money down the drain. 6. Man, I'm just about out of money. How can I get rich quick? - Fortunately, Twoson is a good place to build up money. There are three good ways to do this: (1) You can sell mushrooms to the Healer for $50 a pop. (2) In the hotel, there's a guy at a table that goes "What?" If you talk to him repeatedly, 15 or so times, he'll give you $50 and tell you to go buy a juice or something. This only works once :P (3) And ah, yes, the big one. Clear your inventory of all non-vital items (equipped stuff, ATM Card, Sound stone, Receiver phone) and then fill it full of Fresh eggs at Burglin Park. Now go wander around the long road in the south, fighting easy enemies and picking up exp. After a few minutes, the eggs will begin to hatch into chicks, and after a few more minutes, they'll become Chickens. Now whip out the For Sale sign or go to Burglin to sell them -- the Chickens sell for $110 apiece! (They must be magical or something.) That's a tidy $98 profit per egg, so you can build up cash in a hurry. Note that if you use a Chicken, it runs away and you lose it, plus you have to live with the shame of knowing you used a chicken. How could you. 7. So I went to Peaceful Rest Valley, and this stupid metal statue of a PENCIL, of all things, is blocking me. Now what? - I hope you gave Apple Kid $200, cause if you didn't you're about to get very irritated. Anyway, if you did show him the money, check the pencil statue out, and then turn around and go back to Twoson. As soon as you emerge from the cave your new Receiver phone will ring. Apple Kid is in Burglin Park with the Pencil eraser. 8. Ugh. I can't stand this. My inventory's clogged full of stuff. What should I get rid of? - You have to keep the ATM Card, Receiver phone and Sound stone. If you still have the Town map, dump it into Escargo Express. Likewise if you have an Exit mouse. Aside from that, Teddy bears are far more valuable than food items; take a couple of them. The Pencil eraser will have to go with you for now, but you can put it in Escargo as soon as you reach Happy Happy Village. So with the four essential items plus two or three Teddy bears, plus your three eqipped items, that should leave you with four or five open spaces. You can take a Hamburger or two if you want; I recommend taking the For Sale sign too. Always try to keep a space or two open so you can collect stuff you find in gift boxes. P.S. if you still have the Travel Charm, sell or dump it. 9. ACK! That Territorial Oak just burst into flames and killed me! - Yep. It sure did. Don't fight Territorial Oaks; when you defeat them, they burst into flames and deal hundreds of HP of (mortal) damage. If it's the end of the battle, you'll survive it, but you'll still take 30-50 HP of damage; it's not worth it. What's worse, if you have a Teddy bear, it'll get annihilated with one blow. If you see a Territorial Oak coming, turn around and try to scroll it off the screen, and then approach again. If you have to get in a fight with one, run away. 10. You know, that PSI Magnet attack those mobile sprouts do is really getting on my nerves. I don't have any PP left. Heeeeelp! - Well, first off, you should have taken some Teddy bears. The bears will usually absorb the PSI magnet attack harmlessly. If you don't have any bears, you just have to live with it. Look around for magic butterflies. If you run completely out of PP, you need to either a) Turn around and try to make it back to Twoson (if you get killed, you still get to keep the exp. you earned), or b) avoid fights at all costs and look for magic butterflies. 11. Dude, I'm hopelessly lost in Peaceful Rest Valley and the Town Map doesn't work. How do I get outta here? - Here's the basic course you need to follow. Go over the bridge after erasing the pencil statue, then work your way down, right, and over the next bridge. Go upward after crossing it. (Magic butterflies often appear in the area just north of the second bridge; if you need PP, try walking back and forth across it a few times. Be warned, Territorial Oaks appear a lot in this area too.) At the fork of the road, go left first and get the Hard hat (don't forget to equip it.) Then retrace your steps and go right and then down, and from there work your way to the right and you should find Happy Happy Village. ============================================================== H H A PPPP PPPP Y Y H H A PPPP PPPP Y Y H H A A P P P P Y Y H H A A P P P P Y Y HHHHH AAAAA PPPP PPPP Y HHHHH AAAAA PPPP PPPP Y H H A A P P Y H H A A P P Y H H A A P P Y H H A A P P Y V V I L L A GGGG EEEEE V V I L L A A G E V V I L L AAAAA G GG EEE V V I L L A A G G E V I LLLLL LLLLL A A GGG EEEEE ============================================================== WHAT YOU SHOULD HAVE WHEN YOU GET TO HAPPY HAPPY VILLAGE: ATM Card Sound stone Receiver phone For sale sign Tee ball bat Hard hat Copper bracelet WHAT YOU SHOULD HAVE BEFORE GOING BACK TO TWOSON: Ness ATM Card Sound stone Receiver phone For sale sign Sand lot bat Hard hat Copper bracelet Paula Franklin badge Fry pan Great charm Copper bracelet Ribbon (I recommend giving the Franklin badge to Paula after she joins, as she is the weakest character HP-wise and therefore is in most need of its protection.) ITEMS TO BUY: Sand lot bat, (after you rescue Paula) Fry pan, Copper bracelet, Ribbon ITEMS TO LOOK FOR: Franklin badge (From Paula, through the cave to the north), Great charm (in the Lilliput steps cave, in the far southwest) ENEMIES INSANE CULTIST: Very weak foe, but it's worth a pretty sizable amount of exp. You may want to take a few opportunities to gain some levels by fighting them before you whack Carpainter. They occasionally call other Insane Cultists into battle, but hey, the more the merrier in this case. Sometimes I just Defend and wait for them to call in help. Their paint attack is laughable as long as you have the Hard hat. BOSS: MR. CARPAINTER (*) Nothing to worry about; just bash away. His paint attack, which he rarely uses and which is his only attack that hurts you, does 30 or so HP of damage. He'll likely kill himself when he uses his Crashing Boom Bang attack. ENEMIES IN THE LILLIPUT STEPS CAVE MOLE PLAYING ROUGH: Not much of a threat. His basic attack does around 10 HP of damage; his sharp nails will do 30-35. Two bashes from Ness will do the job. They'll leave a Croissant on occasion. MR. BATTY: These guys are pretty dangerous. If you're at a decent level, Ness can usually kill them with one blow. Have Paula defend against them; they have pretty damaging attacks, and they are known to SMAAAAASH now and then. If you fight a group of 3 or more, you might want to consider PSI Fire with Paula. MIGHTY BEAR: Beware the bear. It's a nasty foe. It's capable of killing Paula with one blow unless you've done some serious levelbuilding with her already; its attacks range from about 25 to 70 HP damage. Use PSI Freeze against it to kill it quickly. If you're lucky, you might get a Teddy bear from one of these. BOSS: MONDO MOLE (***) Mondo Mole can either be the hardest or easiest boss in the game; your call. If you use Paralysis, it will render him helpless and you'll cruise to an easy victory. If you choose to do it the more honorable way, you're in for a brutal fight. He will wipe Paula out with one hit unless she's all the way to level 20 or so. Have her use PSI Fire right off the bat and try to damage him a bit before she goes under. Also use Special. If you're lucky, he won't put up a psychic shield immediately. Once he gets the shield up, you can try to use Thunder if Paula's still alive (if you're lucky and it connects, it will take out the shield in one hit), but Ness will just have to bash and try to stay alive. Good luck. (Note that the psychic shield does not block Paralysis. No, I don't know why.) FAQ 1. What happens if I don't pay at the food stand? - Nothing, except that the Unassuming Local Guy guarding it will attack you if you talk to him. But really. You can't spare five bucks for a banana? And if you're gonna sell a chicken for $110, is it really that much to ask for $12 for the egg? These kids these days, they have no morals... 2. Which cave am I supposed to go in first? - I recommend saving Paula before getting the second melody (so you can build her exp.), so go in the north one first and find Paula. If you want to, you can defeat Mondo Mole in the east cave first, without Paula. Some people prefer to do this first because Paula gets killed a lot while building her exp. 3. Hey, all these weirdo Happy Happyists are swaying around and they won't even talk to me. How am I supposed to get past them? - Keep a close eye on them -- a few of them sway faster than the rest. The ones who are swaying fast will talk to you (and some will attack you.) Talk to these guys and you'll eventually find your way through the maze. 4. @#()@*!! I made it all the way past those guys, and Carpainter just zapped me outside with lightning! - Fool! You have to go talk to Paula and get the Franklin Badge from her before you can fight Carpainter. Go through the north cave now. I'll wait... 5. OK, I finally whacked Carpainter and rescued Paula. Now what? - Now you should go into the east cave and get the Lilliput steps melody. If you already have, skip ahead to #7 and #9. Note that, if you really *want* to, you can skip this altogether and return at much higher levels and blast through it with ease later in the game. I recommend playing it through now. Challenge yourself! Plus, you should get the Great charm just south of the beginning of the cave. 6. Ugh, Paula's so weak she keeps getting killed as soon as she gets in a fight. What can I do? - Well, I certainly hope you took her to the drugstore and bought her a Fry pan, Copper bracelet and Ribbon. If you didn't, go back and do that. I recommend you have her "defend" until she gets up to level 8 or so. If a bunch of Mr. Battys gang up on you or something, she can use her PSI to help out. (I recommend using Freeze on the Mighty bears; it's best to try and defeat them before they have a chance to attack you, because their attacks are brutal.) 7. What DOES this "Pray" thing do, anyway? - Well, lots of random things... sometimes good and sometimes not. It's a roll of the dice. Take a look at http://www.starmen.net/mother2/tips/ebpray.txt for a detailed description of the Pray command and its results. 8. O_O Mondo Mole is IMPOSSIBLE. He just wipes out Paula with one hit and Ness in two. What, do I need to be at level 496? - Go read the enemy guide for this section (above), n00b. 9. Now what? - After you have rescued Paula and recorded the second melody, you should rest up at the Meager Livin' Farm and then head back to Twoson. At this point, the enemies in Peaceful Rest Valley will be very easy to defeat, except for the Territorial Oak, which you should avoid like the plague. =================================== TTTTT W W OOO SSSSS OOO N N T W W O O S O O NN N ***************** T W W W O O SSS O O N N N *TWOSON PART TWO* T W W W O O S O O N NN ***************** T W W OOO SSSSS OOO N N =================================== WHAT YOU SHOULD HAVE BEFORE YOU GO TO THREED: Ness ATM Card Sound stone Receiver phone For sale sign Sand lot bat Hard hat Copper bracelet Paula Franklin badge Fry pan Great charm Copper bracelet Ribbon Hand aid Teddy bear Teddy bear Teddy bear ITEMS TO BUY: Pick up a few Teddy bears. I would, anyway. FAQ 1. OK, I'm back in Twoson. What should I do now? - Take Paula home to the Polestar preschool. Don't you think her parents are worried? Also, before you leave town, make sure to rest up, and if you want more money stock up on fresh eggs, because this is the last place you'll be able to get them for awhile. 2. Hey, the manager won't take my money! What gives? - He won't even talk about it until you've seen the show and talked to the band members backstage. After that, he's likely to go "What's that you got there? Let me take a reeeeeeeal close look." This is your signal to go behind the counter, stand next to him, and then show him the Wad of Bills. 3. Anything I should do before I hop on the bus and go to Threed? - Make sure you're at full strength and have all the supplies you want before you go. You won't be able to return to Twoson once you've gone to Threed. =================================== TTTTT H H RRRR EEEEE EEEEE DDD T H H R R E E D D ******** T HHHHH RRRR EEE EEE D D *THREED* T H H R R E E D D ******** T H H R R EEEEE EEEEE DDD =================================== WHAT YOU SHOULD HAVE BEFORE YOU HEAD INTO THE GRAVEYARD: Ness ATM Card Sound stone Receiver phone For sale sign Minor league bat Hard hat Copper bracelet Paula Franklin badge Thick fry pan Great charm Copper bracelet Ribbon ITEMS TO BUY: Minor league bat, Thick fry pan ITEMS TO LOOK FOR: There is a Teddy bear in a trash can in the far northeast, next to "Hint Shop Realization." ENEMIES URBAN ZOMBIE: Not dangerous. Bash it. It can give you a cold, however, which is irritating. HANDSOME TOM: Not a threat, just bash it. SMILIN' SAM: This one *is* a threat, since it has much better offense and defense, plus it will use lifeup occasionally. Take him out first. (Smilin' Sams almost always fight with Handsome Toms; almost never by themselves. Handsome Toms will fight alone sometimes and with a Smilin' Sam or a Trick or Trick Kid sometimes.) TRICK OR TRICK KID: See Handsome Tom. Freeze is very effective on him, not that it matters. The name of this enemy is NOT "Trick or Treat Kid." Get it right. ZOMBIE POSSESSOR: Ugh. If you don't want to be possessed, you better hit it with Freeze right away. I just bash them and live with the possession they give you. Besides the possession, they aren't overly dangerous. SMELLY GHOST: Sky-high defense; physical attacks are all but worthless. Use PSI Freeze. If you have Jeff, try the Slime generator. Ness can do a little bit of damage with his physical attack; if there are other enemies in the battle you should probably use PSI Special. It also is a pretty potent attacker, so beware. PUTRID MOLDYMAN: Seems like Oscar the Grouch has fallen on hard times. Defense is high but not *quite* as high as the Stinky Ghost's. You can use physical attacks with Ness and Jeff. Again, Freeze is recommended with Paula. Be careful; it has very high offense. NO GOOD FLY: Not usually dangerous, but they can be because they're known to hit you with a deadly SMAAAAASH from time to time (it's lights out if they tag Paula with one.) One bash from Ness will usually take them out. If you're worried about getting ganged up on by them, take some Insecticide spray with you or use PSI Fire. I would stick with bashing, though. ZOMBIE DOG: Ouch. This sick puppy is brutal. It's the first enemy in the game that can poison you, and you may not know Healing beta yet, so fight it at your own risk. Use Freeze on it to help defeat it as quickly as possible. Don't let them live any longer than you have to. FAQ 1. OK, I went to the drugstore and upgraded my weapons. Now what am I supposed to do? - I recommend you build your exp. a little bit for a while (the graveyards are the best place to do this; don't be afraid to burn your PP on the tough enemies, as you can rest at the hotel when you get weakened.) Anyway, what you eventually need to do is work your way through the graveyard to the upper left, where you'll find two zombies who will "stare into your soul" and "look you over." Then return to the Threed hotel. 2. OUCH! I just got whacked by a bunch of zombies! - That's what you get for following a woman like that around. Relax. Paula will do something. ===================================== W W I N N TTTTT EEEEE RRRR SSSS W W I NN N T E R R S ********* W W W I N N N T EEE RRRR SSS *WINTERS* W W W I N NN T E R R S ********* W W I N N T EEEEE R R SSSS ===================================== WHAT JEFF SHOULD HAVE WHEN HE GOES TO THE SOUTHERN CONTINENT: Pop gun Holmes hat Big bottle rocket Broken air gun Pak of bubble gum Bad key machine Bread roll Bread roll Bread roll Bread roll WHAT JEFF SHOULD HAVE BEFORE HE LEAVES WINTERS: Stun gun Holmes hat Big bottle rocket Broken air gun Pak of bubble gum Bad key machine Broken iron (Hang onto the Big bottle rocket; don't use it. You'll need it later. Fight Runaway dogs to build up a healthy supply of Bread rolls; remember that he doesn't have PSI lifeup, so he has to keep a good supply of food. Unlike the ones in Onett, these Runaway dogs will drop Bread rolls about 1/2 of the time.) ITEMS TO BUY: Pak of bubble gum (You have to.) ITEMS TO LOOK FOR: Broken iron, Stun gun (In the dungeon maze make certain you get these two items), Cheap bracelet (in the cave.) ENEMIES IN NORTHERN WINTERS Spiteful Crow Runaway Dog GRUFF GOAT: Watch out. These goats are on the warpath. Their regular attack does about 4-6 HP damage, but their "tore into you" attack will do about 13 HP damage, and Jeff can't take too many of those. Keeping your HP up is imperative. It's worth it early on to hang around the tent where you can drink tea and recover your HP and fight a few of these to build your levels up. ENEMIES IN BRICK ROAD'S DUNGEON MAZE Rowdy Mouse WORTHLESS PROTOPLASM: Despite its name (and what the player's guide says,) this is a dangerous enemy, becuase it (a) does 7 HP damage per attack, (b) attacks often, and (c) can also call other Worthless Protoplasms into the battle. That can spell serious trouble, since Jeff doesn't have the option of using PSI Special and blowing them all away at once if he gets into trouble. Shoot away and keep your fingers crossed. MAD DUCK: Worth a lot more exp. than the Worthless Protoplasm, but it's a much weaker foe. Granted, its attack is considerably stronger, but it rarely uses it. It will sometimes drop a Fresh egg. Reports are still sketchy on whether it is related to the deadly "Disco Duck." ENEMIES IN THE POND CAVE Attack Slug Rowdy Mouse STRUTTIN' EVIL MUSHROOM: Don't worry. They don't mashroomize you, thankfully. But they do have a nasty attack (13 HP or more) and they will take two hits to defeat until you get to higher levels. Pop them off one at a time. No relation to Kobe Bryant. FAQ 1. Hey! This stupid key doesn't work! - It sure doesn't. Go back and talk to Maxwell again. 2. How come that little creep Tony won't let me leave? - He won't let you go until you've collected the Pop gun, Holmes hat and Broken air gun from the lockers. 3. Do I REALLY have to take that silly monkey with me? - Yep. You need him to cross the lake, and you'll need him again later on. (Note: If you didn't pick the monkey up, go back to the drugstore and get him.) 4. Why doesn't the ATM machine work? Is there any way to get enough money to buy those cool weapons? - Jeff doesn't have an ATM card, foo. It *is* possible to get enough money to buy one of the expensive items by collecting and selling the Cookies and Bread rolls the crows and dogs leave behind. This takes an exceptionally long time and is not at all worth it. 5. *^&$%^ GRUFF GOATS! - Yeah, they're nasty. They are, however, worth a lot of exp. Try to stick around the tent where you can drink tea and re-energize while you fight Gruff Goats. That way, after you fight a goat, you can go back and refill your HP. 6. I'm stuck at that place where the "Tessie Watchers Club" is. What should I do next? - First, you have to have some stew in the far left tent. (Try it! It's good stew!) You'll then go to sleep, Paula will talk to you some more, and then you'll get up. Now, when you go outside, leaves will be swirling around. Take Bubble Monkey to the little circle on the ground on the peninsula that juts out onto the lake. 7. I'm stuck in the cave. The dumb rope is tied up at the top of a ledge and I can't reach it! Where am I supposed to go? - Stand right under the rope and then give the Bubble Monkey some gum. 8. Those Cave Boys are nasty tough. - Sure are. Nice thing is that they can't hit the broad side of Rush Limbaugh. They usually will miss, but when they hit it deals heavy damage. Have lots of food handy if you want to fight one. You get a ton of exp. for defeating one, plus a Picnic lunch, which is a very handy food item to have back in Threed, where you'll be going soon. And now submitted for your enjoyment: I will not be matched up with a male. Except for Xander but I'm married to him. lol! what a wonderful union. did you guys have a lovly honeymoon, sling? * Luna` coughs and snickers Yes we went to McDonalds but his parents wanted him home by 10 rofl ========================================== TTTTT H H RRRR EEEEE EEEEE DDD IIIII T H H R R E E D D I I ***************** T HHHHH RRRR EEE EEE D D I I *THREED PART TWO* T H H R R E E D D I I ***************** T H H R R EEEEE EEEEE DDD IIIII ========================================== (This includes all the way from Threed to the Belch base and back.) WHAT YOU SHOULD HAVE AFTER JEFF JOINS*: Ness ATM Card Sound stone Receiver phone For sale sign Minor league bat Hard hat Copper bracelet Paula Franklin badge Thick fry pan Great charm Copper bracelet Ribbon Jar of fly honey Jeff Big bottle rocket Magnum air gun Copper bracelet Hard hat Slime generator Bottle rocket Bottle rocket Bottle rocket Bottle rocket Bottle rocket * You need to go straight to the drugstore and buy Jeff a Copper bracelet and a Hard hat. Then, dump the Pak of bubble gum and the Bad key machine into Escargo. Then check Jeff's IQ level (check his status; his IQ is off to the lower right.) It should be 12. If it isn't, go outside and levelbuild until it is. Then go to the hotel, save the game, and sleep repeatedly until you fix the Broken air gun and Broken iron. ITEMS TO BUY: Copper bracelet & Hard hat (for Jeff), Bottle rockets (also for Jeff, from the arms dealer behind the pizza shop) ITEMS TO LOOK FOR: Silver bracelet (in the sub-graveyard cave; give it to Paula and sell the Copper bracelet with the For sale sign.) BOSS: BOOGEY TENT (**) I recommend that you go and get the Teddy bear out of the trash can next to the hint shop before you fight Boogey tent. The reason for this is that Boogey Tent has a powerful poison attack, but if you have a Teddy bear, it will absorb it harmlessly. He uses an annoying PSI Flash attack, but otherwise isn't dangerous. Unleash PSI Special beta and Fire (Freeze is ineffective), and a few bottle rockets, on him. BOSS: MINI BARF (**) Ugh, this little creep is annoying. Use physical attacks with everyone in the first round of this fight. There's about an 80% chance he will use his "released a blast of stinky breath" attack, which will make everyone start crying and render your physical attacks useless. The good news is that he will use this attack over and over, rather than attacking you. If he does attack you, it *is* a powerful attack. Jeff is a lost cause once he's crying; Bottle rockets usually don't work on Mini barf, so just Shoot and hope for the best, or try the Slime generator. Paula should use PSI Fire and Ness should use PSI Special. Don't be afraid to use your PP. After you defeat Mini Barf, just outside the cave, just north of where you appear, should be a magic butterfly. If there isn't, go back into and then out of the cave again. You can do this repeatedly to make magic butterflies appear. Take advantage of this to refill your HP (with lifeup) and PP (with the butterflies.) ENEMIES IN GRAPEFRUIT FALLS ARMORED FROG: Inpenetrable defense means you'll have to use either PSI Freeze or a well-placed bottle rocket to knock it off. It also has high offense, and it can make you lose PP with one of its weird attacks. Sometimes it will leave behind a Broken spray can. You can sell it immediately for $94, or wait for Jeff to fix it and rake in $250 for the Defense spray. RED ANTOID: Nasty little buggers that like to attack in packs. If they do, you'll want to use some PSI Special beta. If it's just one or two of them, just bash them. Their biting attack is pretty powerful. FARM ZOMBIE: If reidman became undead, this is what he would become. Nothing to worry about, except it can make you catch a cold. Not much different from the Urban Zombie. Bash it. In the Belch base, they will sometimes attack in teams of 3 or 4, in which case it's tempting to unleash PSI Special or PSI Fire. Personally, I just bash them and heal when necessary. PLAIN CROCODILE: Now we're getting serious. You'll want to hit these guys with Freeze beta or be prepared for a very quick lifeup, because their attacks are *very* powerful. They also like to fight alongside other enemies, making things even more precarious. This is a tough area. Thankfully, there are no frogs or crocs in the Belch base. WHAT YOU SHOULD HAVE BEFORE YOU LEAVE SATURN VALLEY Ness ATM Card Sound stone Receiver phone For sale sign Minor league bat Hard hat Silver bracelet Paula Franklin badge Thick fry pan* Great charm Silver bracelet Ribbon Jar of fly honey** Jeff Big bottle rocket Magnum air gun Silver bracelet Hard hat Slime generator Bottle rocket Bottle rocket Bottle rocket * Actually, I give Paula a Bionic Slingshot instead, but that's just me; most people prefer the Thick fry pan. The Slingshot gives Paula a lot more offense, but (a) It misses 3/16 of the time, compared to 1/16 for the Thick fry pan, and (b) You cannot SMAAAAASH an enemy (since it's a 'shoot' attack rather than a 'bash' attack.) I go with the offense; that's just me. You may want to stick with the accuracy and SMAAAAASHes. Whatever you do, don't buy a Bionic Slingshot for Ness. It's definitely not worth it for him, despite that pretty flashing HP window you see in the item shop. ** You MUST have this before you go into the Belch base. STUFF TO BUY IN SATURN VALLEY: Silver bracelets for everyone. I already discussed the Bionic slingshot, and I recommend not worrying about Great charms right now. If you have some money to burn, you might as well buy them, I guess... as a general rule, as explained earlier, I don't carry much food around; I rely on PSI lifeup. If you like food, get some Peanut cheese bars. STUFF TO LOOK FOR IN THE BELCH BASE: Broken laser, HP-Sucker (*Don't* leave without both of these items.) STUFF TO LOOK FOR IN THE MILKY WELL CAVE: Coin of slumber STUFF TO GET FROM THE MR. SATURN IN THE CAVE JUST BELOW THE ITEM SHOP AFTER YOU POP OFF BELCH: Cup of lifenoodles, Mr. Saturn coin (give it to Ness), Stag beetle ENEMIES IN THE BELCH BASE: SLIMY LITTLE PILE: Just like the Mini-barf, except is has much less HP and a little bit less offense. It takes patience to fight these guys, since you can't burn too much PP on them and you're always crying. They can call for other SLPs to join them; if you get teamed up on by 3 of them (or more), then it's time to bust out the PSI on them. FOPPY: The more the merrier. Not dangerous at all; a great way to build exp. Just set Auto fight and let the exp. roll. They'll occasionally leave a PSI Caramel behind. MOSTLY BAD FLY: Just a slightly stronger version of the No Good Fly. Nothing special about it. BOSS: MASTER BELCH (*) If you don't use the Fly Honey, he is invincible. Once you do use the Fly Honey, he's helpless and will never attack you. His first attack in battle is always to burp and blow his nauseating breath at you, so take a moment and use Healing beta to recover from it. ENEMIES IN THE MILKY WELL CAVE STRUTTIN' EVIL MUSHROOM: This is a different enemy from the one you fought in Winters. It almost always scatters spores as its first attack and Mashroomizes somebody, which is extremely annoying. If there is only one in the battle, hit it with PSI Freeze beta. If there are two or more, use Fire beta. You want to kill them on the first turn. They'll occasionally leave behind a useless Rust promoter. TOUGH MOBILE SPROUT: Hah, tough... yeah, right. No threat. RANBOOB: Now this one *is* pretty tough. There's nothing special about it; it just has a pretty good offensive attack, and it casts Shields of light on itself or its allies. Also, it can make someone in your party fall asleep, which is annoying because sometimes it takes them forever to wake up. BOSS: TRILLIONAGE SPROUT (***) Used to hang out with Bob Dole and Dick Clark back when the earth was without form and void. This is a pretty tough boss. I really hope you listened to me awhile back and saved your Big bottle rocket, because now you could *really* use it. Use it at your own risk if Jeff is Mashroomized. Otherwise, fire it off on the first round, and it will knock out about 2/3 of T-Sprout's HP right away. Hit him with the best attacks you have (do *not* use PSI with anyone who is Mashroomized), meaning PSI Freeze beta for Paula and PSI Special beta for Ness (unless you've done some insane levelbuilding and have better spells than that.) He has a potent regular attack, plus he can diamondize you, plus he can use PSI flash. So... yeah. Take him out as quickly as you can. Note: If you're desperate and/or Jeff is crying and you're out of bottle rockets, the HP-sucker has been known to work from time to time. FAQ 1. Well, okay, Jeff joined, but I'm still stuck in this room because the door's locked. What should I do? - Use the Bad Key Machine Jeff has to open the door. 2. I'm out of the prison, finally. Now what? - Well, you have to go to the far south, where a strange purple tent will have been erected. Approach the tent and it will fight you, and after you whack it, get the Jar of Fly Honey, which you'll want to keep on your person. Also, you should call Escargo and dump the Bad Key Machine, Pak of Bubble gum, and Backstage pass if you haven't already. (Keep the Franklin Badge, preferably on Paula.) 3. Okay, I beat the tent. Now what? - Head north for awhile. Eventually your receiver phone will ring; it will be Apple Kid, telling you about his new invention, "Zombie Paper." Wander around for a few more minutes and the Mach Pizza delivery guy will show up and give you the paper. Take it into the circus tent and use it inside, then go to the hotel and rest. Next, get Jeff to a high enough level that his IQ is 12 or higher. Then get to the hotel, take out a bunch of money, and sleep a few times until he fixes the Broken iron and Broken air gun. (Hint: You might want to save the game before trying to fix stuff, and if he doesn't fix it within a few tries you can reset the game and avoid wasting a ton of money. Tedious, but effective.) Anyway, stock up on food, and buy Jeff a bunch of Bottle rockets, and make sure you're at full strength. Now you can go through the path to the northwest that the zombies had been blocking. It's a hard journey, so be prepared. Also, make certain someone has the Jar of Fly Honey. You'll need it. 4. How can I get rid of this ghost possession? - You have to pay a healer in a hospital to remove it. (Choose "purify" from the menu.) If you're a good way into, or beyond, the graveyard path, it's better just to live with the Tiny Lil' Ghost. It's more of a nuisance than anything else. 5. Yikes! Those Zombie dogs are nasty! - I sure hope you either know Healing beta or have a Vial of serum so you can heal the poison they inflict. Don't trifle with Zombie dogs. Hit them with a freeze spell immediately. 6. How am I supposed to beat these Armored frogs? - Freeze does the job well. So do bottle rockets. Physical attacks are useless against them. Basically the same goes for the Plain Crocodiles, which you should also beware because they have some *very* powerful attacks. 7. I'm stuck at the waterfall. What do I need to do to get in? How do I say the password? - If you haven't been to Saturn Valley yet, turn around and go there (the cave off to the right). In Saturn Valley, make sure you've talked to all the Mr. Saturns in the cave that leads to the item shop. One of them will tell you to "sTaNd StIlL, wAiT fOr ThReE mInUtEs." Now. Rest up and return to the waterfall. Get in underneath it, walk as far left as you can, and then push up. You'll get a message that says "Say the password!" Now put the controller down and don't touch ANY buttons. After awhile (it will be three full minutes, so if you need to get a snack or go to the bathroom or anything, now's the time), you'll get a message that says "Okay... you may enter." 8. Foppies? WTF? - Fun, aren't they? Also a great way to build exp., since they're so weak and attack in large groups. 9. OK, I've been fighting Belch for 53 straight hours, and I've dealt at least 97 million HP of damage to him, and he STILL won't die. Is he invincible or what? - You MUST use the Jar of Fly Honey on him. He is invincible unless and until you use the Fly Honey. After you open up the Fly Honey, he stops attacking you and you can beat him silly. 10. Ouch. Trillionage Sprout just lit me up like a Christmas tree. - Yeah, this stuff happens. A few tips on this: (1) If someone is Mashroomized before you fight him, don't use PSI or bottle rockets with that person. You may even want to go back and rest in the hot springs, which will get rid of the mushroom. (2) If Jeff still has his Big bottle rocket, this is a great time to use it. (3) Make sure you've talked to the Mr. Saturn in the cave leading to the item shop; he'll give you a valuable Mr. Saturn Coin and a Cup of lifenoodles. These are very helpful in this battle. (4) If you really don't want to, or can't, defeat him, you can skip this sanctuary and come back later when you're at level 65 or something and can really show him who's boss. You pansy. ============================================================= DDD U U SSSS TTTTT Y Y DDD U U N N EEEEE SSSS D D U U S T Y Y D D U U NN N E S D D U U SSS T Y D D U U N N N EEE SSS D D U U S T Y D D U U N NN E S DDD UUUUU SSSS T Y DDD UUUUU N N EEEEE SSSS DDD EEEEE SSSS EEEEE RRRR TTTTT D D E S E R R T D D EEE SSS EEE RRRR T D D E S E R R T DDD EEEEE SSSS EEEEE R R T ============================================================== WHAT YOU SHOULD HAVE BEFORE YOU GO TO FOURSIDE: Ness ATM Card Sound stone Receiver phone For sale sign Mr. baseball bat Mr. Saturn coin Silver bracelet (Some food item) Paula Franklin badge Deluxe fry pan Great charm Silver bracelet Coin of slumber Jeff Big bottle rocket Laser gun Silver bracelet Coin of slumber Slime generator Bottle rocket Bottle rocket Bottle rocket HP-sucker Get Jeff to IQ 24 and fix the Broken laser to get the laser gun. Dump the Fly Honey in Escargo; you won't need it again. Make sure you buy Coins of slumber for Paula and Jeff and upgrade weapons for them too. You'll need to have some edible item to give to the gold miner. If you don't have one, go around the perimeter of the desert (at the shore) until you find a Double burger. STUFF TO BUY: Mr. baseball bat, Deluxe fry pan, 2 Coins of slumber STUFF TO LOOK FOR IN THE DESERT: Cup of lifenoodles, Contact lens ENEMIES SKELPION: One hit from Ness should be enough to kill it. Beware, though, as it uses a powerful PSI Thunder attack and can also poison you. PSI Freeze will also take it down fast. Sometimes it'll leave a Vial of serum behind. Woohoo! CRESTED BOOKA: Weird thing... pretty standard enemy, it doesn't do anything special, but its attack is pretty powerful. Bash/shoot it. This would be a poor enemy name to commit a Spoonerism with. CUTE LIL' UFO: Like its cousin, it's very annoying... it can give you a cold, like the Lil' UFO, and it dodges a lot of attacks. It leaves a random food item when defeated. If you're lucky, you'll get a Pizza. SMILIN' SPHERE: Don't fight it. See the *** WARNING *** after #2 in the FAQ in this section. DESERT WOLF: Irritating little bugger, it will poison you regularly, so be ready with Healing beta or serum/herbs. PSI freeze does a number on it. BAD BUFFALO: *Extremely* powerful offensive attacks, it can kill Paula in one shot if you're unlucky. I recommend paralyzing it (it is one of the few enemies on which Paralysis almost always works.) You can't afford to get anybody killed in the desert if you can avoid it, because you really don't want to waste your Lifenoodles and there are no hospitals around. The plural of "buffalo" is "buffalo." Yet, the University of Colorado's team mascot is the "Buffaloes." Isn't that a pretty embarrassing mascot for what's supposed to be an institute of higher education? Don't even get me started on Stanford's mascot (the "Cardinal", in the singular), either... CRIMINAL CATERPILLAR: It is a little green worm that you may occasionally see; it's very rare. It is very fast and will run away from you. If you see one, CATCH IT! It is worth a ton of exp., and you won't even have to fight it. There is a way to make them appear, and you can use this trick to build your levels very fast. See http://www.starmen.net/mother2/tips/dddtrick.php. Note that if you somehow actually have to fight it (like if you just came out of a battle and are flashing, and you stop flashing over top of it, producing a black or red swirl), it means certain death for you, as it uses extremely powerful fire attacks, has speed 255 so you can't run away, and is not bothered by PSI Freeze. No word yet on whether it trained for combat under Colin Powell. FAQ 1. How do I make the traffic jam go away? - You have to give food to the miner. The mining shack is located near the bottom and near the east side of the desert. 2. What am I supposed to DO here, anyway? - Find Gerardo Montague, the gold miner (see #1) and give him a food item. Then you'll be able to move on eastward to Fourside either by bus or on foot. If you want to build exp and explore a bit, there are gift boxes scattered around the outer edges of the desert. If you wander around, bring some food and serum with you just in case; the enemies are tough. *** WARNING *** Avoid the Smilin' Sphere at all costs! It uses PSI Fire, which is lethal at this stage in the game. Also, it will blow up in your face when you defeat it, dealing heavy/mortal damage to everyone. So don't get in a fight with it, and if you mess up and do get in a fight with it, run away. 3. Where's the contact lens that sign said about? - Walk down and to the right from the sign. The lens is only a screen and a half or so away from it. Take it to the second floor of the Fourside bakery for... a reward... 4. Is it possible to win that casino with the weird Mexican guys? Is it worth the time and money? - It's possible; it's not worth it, unless you enjoy watching them spin around over and over (I do!) There are four possible prizes: Chick, Skip Sandwich, Can of fruit juice, and PSI Caramel(the only good one). My experience is that you'll generally win once every 30-40 attempts on average. =========================================== FFFFF OOO U U RRRR SSSS I DDD EEEEE F O O U U R R S I D D E ********** FFF O O U U RRRR SSS I D D EEE *FOURSIDE* F O O U U R R S I D D E ********** F OOO UUU R R SSSS I DDD EEEEE =========================================== (There are no new items to get at the moment. For a list of the items you should have, see the list under the Dusty Dunes Desert section above.) ENEMIES EXTRA CRANKY LADY: If the Cranky Lady was carrying bricks in her purse, this one must be carrying a huge chunk of platinum, because it *really* hurts. Otherwise, nothing to worry about; just bash/shoot her. ANNOYING REVELER: All right! I dunno why but these guys are so much fun to fight... just bash/shoot them, they're harmless... CRAZED SIGN: These guys are pretty nasty, so don't trifle with them. You may want to hit them with PSI Freeze beta and try to defeat them fast. They have a very powerful attack, plus they can Paralyze you, which would necessitate a trip to the hospital and $100 or so. MAD TAXI: Very powerful attack. Use strong Freeze spells. Once it sees you, you likely won't be able to avoid fighting it, as it is *very* fast on the non-battle screen. Note that you have a 1/128 chance from getting a nifty XTerminator spray from this foe. The XTerminator spray does about 300 HP of damage to all bug-type monsters, plus you can use it infinite times. (I didn't realize that Fourside was modeled after New York until I saw taxis doing 180 MPH on the sidewalk and trying to run down pedestrians. Then I knew.) FAQ 1. OK, I'm done exploring. Nice city. But what am I supposed to do here? I'm lost... - There are 2 things you need to do here: (1) Go to the Topolla theater and watch the Runaway Five show, and then talk to them backstage. (2) Go and try to go into the Department store, and talk to the two people standing outside of it. Do whatever else you want to do in the city, but after you've completed those two things, you should return to the desert and go to where the miner was. Now there ought to be a huge mining operation going on. 2. I went back to the desert, but there's no gold mine! What did I do wrong? - Make sure you did everything listed in the question above. For some weird reason, it doesn't work sometimes and you have to go back to Fourside and do it again... ****************** *DESERT GOLD MINE* ****************** STUFF TO LOOK FOR: Platinum band (give it to Ness), Coin of defense (Give it to Jeff). ENEMIES THIRSTY COIL SNAKE: Constantly poisons you. Have Jeff use the Slime generator to try and keep it from attacking you, and have Ness and Paula bash away. It will take 3-4 hits. Be prepared to fight lots of these. They're everywhere in this mine. Strong resemblance to Al Gore is probably just coincidental. GIGANTIC ANT: They also like to poison you. The toughest part about the gold mine is getting your PP to last, becuase you're constantly having to heal poison and Paula needs to reserve hers for the Guardian Diggers. If you get two of these at once, it's probably best to hit one of them with PSI Freeze beta, and then Slime generator/bash the other one. They can call for help, too, and they use Paralysis. NOOSE MAN: Not dangerous in and of itself, but they like to attack in huge groups, and when they do, they are dangerous. If you have to fight more than three of them at once, PSI Fire or PSI Special is probably in order. Their attacks will tack on 25-35 HP of damage apiece, which piles up fast when three or four of them are attacking you. (Also making a guest appearance: Mad Duck.) BOSS: GUARDIAN DIGGER (**) There are five Guardian Diggers to defeat, and they're pretty tough if you let them live for any length of time. I strongly recommend getting Paula to level 31 before you fight any of these guys, because then she'll learn PSI Freeze gamma, which will defeat them in one hit, or come very close to doing so. Ness and Jeff should bash/shoot and Paula should use Freeze gamma. Note that these guys have Power shields, too. They have *very* powerful attacks, so you want to defeat them as fast as possible. If you don't have Freeze gamma, you'll have to rely on Freeze beta, Ness's bash, and maybe a Bottle rocket, providing you're willing to sustain the 50 HP of damage or so Jeff will sustain from the Power shield. There is no known way, unfortunately, to recruit the help of Dig Dug. For detailed information on how to get through the gold mine, please see the FAQ at http://www.starmen.net/helpline/faq.php. NEAT TRICK: Get the Magic Truffle from Twoson by getting the Insignificant Item from the drawers in the Threed hospital and then giving it to the mustachioed bald man in the Twoson hospital. Then stock up on Ketchup packets in Burglin Park. Give all the packets to one person, and then give the Magic Truffle to that person too. (The truffle MUST be the last item in the inventory.) Now, whenever you use the truffle IN BATTLE ONLY, whoever you use it on will gain around 100 PP, and a ketchup packet will be spent, but the Truffle will not! This is a modified form of the Rock Candy trick, which works with any food item and any condiment. This can be used to keep replenishing PP, which you will find yourself running out of in this gold mine. Very useful trick here. ***************** *FOURSIDE PART 2* ***************** WHAT YOU SHOULD HAVE BEFORE YOU TRY TO LEAVE THE DEPARTMENT STORE: Ness ATM Card Sound stone Receiver phone For sale sign Mr. baseball bat Mr. Saturn coin Platinum band Franklin badge Teddy bear Teddy bear Teddy bear Paula Deluxe fry pan Great charm Silver bracelet Coin of slumber Jeff Big bottle rocket Hyper beam Gold bracelet Coin of defense Slime generator Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket HP-sucker (Make sure you get gold bracelets on the third floor, stock up on Teddy bears on the fourth floor -- you'll want them, believe me -- and visit the arms dealer on the far left of the second floor to get the Hyper beam and load up on Big bottle rockets. Don't buy anything for Paula. She isn't going to be around much longer. Once you go to the second floor of the department store, do NOT return to the first floor until you're fully loaded. Also, make sure you give the Franklin badge to Ness, not Paula. Ness's defense should be sky-high now.) ENEMIES IN THE DEPARTMENT STORE MYSTICAL RECORD: Look out. When this thing charges forward, it's an upwards of 130, 140 HP of damage. This is why it's very wise to take a healthy supply of Teddy bears. If you get ganged up on by two Mystical Records and a Musica, or something similar to that, then it's time to break out the PSI Special beta. Be liberal with Ness's PSI; you just have to make it to the fourth floor. Also, if you get in real trouble, don't hesitate to fire off a Big bottle rocket. MUSICA: It uses an electrical shock attack (thunder beta); just hope it doesn't tag Jeff. If it does, get the Lifeup going quickly. Also, you'll want to defeat this thing fast, because it can make Ness and Jeff fall asleep simultaneously, which is the kiss of death if a Mystical Record is involved, not even to mention the Scalding Coffee Cup... SCALDING COFFEE CUP: Every turn, this little freak show spills scalding hot espresso, which causes about 80 HP of damage to both Ness and Jeff. You want to eliminate it fast. Use Special beta or a Big bottle rocket to toast it. Hopefully, you won't have to fight more than one or two of them on the way up. BOSS: DEPT. STORE SPOOK (**) Make sure to keep a Big bottle rocket in reserve for this battle. Use it and PSI Special beta, and that should be enough for him. Be warned -- if you didn't bring a Big bottle rocket, you're in for a very tough fight. Keep pounding away with the best attacks you have, and try your best to stay alive. It uses a deadly Freeze spell, plus Brainshock, plus it can diamondize you. FAQ 1. Why won't the theater manager take the Diamond? - You have to take it behind the counter, foolio. 2. Now I'm stuck. I paid off the Runaway Five's debt, and they jumped town. Now what can I do? - I heard the department store finally re-opened. They don't have any boffo sales, but make sure you buy Gold bracelets for Ness and Jeff, and visit the room on the far left of the second floor and buy Jeff a Hyper beam and some Big bottle rockets. (DON'T buy anything for Paula.) Also, dump any unnecessary items from Escargo, and get the Pencil Eraser out of Escargo and give it to Paula. If Paula has the Franklin Badge, give it to Ness. It may also be helpful to buy two or three Teddy bears at the toy shop on the 4th floor. You must do all of this BEFORE you leave the department store. Once you try to go back across where the phone and ATM machine are on the ground floor, the lights will go out and Paula will be kidnapped. 3. YIKES! These enemies in the Department store are taking me out like yesterday's trash! - They're mad tough. That's why I recommended above that you take some Teddy bears and a healthy supply of Big bottle rockets. Use Ness's PSI special beta liberally if you get ganged up on by enemies, ESPECIALLY if a Scalding coffee cup is involved. You can't let that thing attack you; it's lethal. If you get in real trouble, use a Big bottle rocket to wipe out a Scalding coffee cup or a Mystical record. Just make sure you save at least one BBR for the boss. I don't recommend trying to run away. The enemies' attacks are so powerful that if you fail you're in deep trouble. 4. o_O Dept. Store Spook annihilated me. - Hopefully you saved a Big bottle rocket to use on him; it will help greatly. If you didn't, pound away with Ness's best PSI and hope that you get lucky. Its PSI attacks are extremely powerful. There's not much else I can say about strategy with Dept. store spook... 5. Alright, I FINALLY got through that vicious department store. So what's next? - Well, I recommend restocking on Big bottle rockets, and definitely going to the hotel to rest. Then head for Jackie's cafe and talk to everyone there. 6. What can I give that scuzzy guy so I can get to Everdred? - You can give him anything that you can normally sell or drop. If you don't have anything to give him, the quickest thing to do is go to the theater and buy a Show ticket, and give that to him. 7. What does he mean, "Check behind the counter?" I can't find anything there. - Get behind the counter, about Ness's width away from Jackie, then face up and press L (or whatever your action key is.) If Jackie talks to you, then open the menu and choose "Check." =========================================== M M OOO OOO N N SSSS I DDD EEEEE MM MM O O O O NN N S I D D E ***************************** M M M O O O O N N N SSS I D D EEE *MOO MOO NSI NSI NSI IIDDEEE* M M O O O O N NN S I D D E ***************************** M M OOO OOO N N SSSS I DDD EEEEE =========================================== WHAT YOU SHOULD HAVE WHEN YOU ARRIVE IN MOONSIDE: Ness ATM Card Sound stone Receiver phone For sale sign Mr. baseball bat Mr. Saturn coin Platinum band Franklin badge Jeff Big bottle rocket Hyper beam Gold bracelet Coin of defense Slime generator Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket HP-sucker (Reload on Big bottle rockets after you pop off Dept. Store Spook.) STUFF TO BUY: None STUFF TO LOOK FOR: Night pendant (DON'T leave Moonside without it. Give it to Ness, and give Ness's Great charm to Jeff, if Ness has one.) ENEMIES: ROBO-PUMP: It will count down from three. On its fourth attack, it will throw a Bomb, which will cause about 80-130 HP of damage to one person and about 40-60 to the other. So bash/shoot at it and hope you don't miss more than once. You should be able to defeat it before it throws the Bomb. After it throws the Bomb, you get two more rounds to defeat it. If you don't, it completely refills its HP and you start back at the beginning. It must be from Afghanistan... ENRAGED FIRE PLUG: Do *not* let this thing live for very long. Its "gigantic blast of water" attack is just like the Scalding Coffee Cup's attack: 80 HP damage or so to both Ness and Jeff. It uses this attack on most of its turns. If it's by itself, you should be okay with bash/shoot. If it's with a Robo-pump, you may want to unleash some PSI Special beta. DALI'S CLOCK: Its "froze you in time" attack allows it to attack you 2, 3, or even 4 times in a row, and the damage can pile up fast. Bash/shoot it and hope you're lucky. ABSTRACT ART: No threat. Bash/shoot it. It uses Hypnosis, but that's not a big deal since it almost always fights by itself. BOSS: EVIL MANI-MANI (**) A Big bottle rocket will take care of it with little problem. You should know the drill by now; PSI Special beta and whatever Jeff's best mode of attack is. It can put a psychic shield over itself, though. I *really* hope you have the Night pendant. If you don't, it can defeat you with one "glorious light" attack if you aren't lucky. In any case, the glorious light is likely to paralyze or kill Jeff, and it also uses Paralysis, which is why you should give Jeff the Great charm when Ness gets the Night pendant. FAQ 1. WTF? - LoL n00b. Wellllllll come come to moooooooooon nsi nsi iiideeee. Two key things to remember about this place: (1) "Yes" and "No" are reversed, meaning that if you want to say "Yes" to a question someone asks you, you have to say "no," and vice versa. (2) The beach bum guys are "teleport men." When you speak to them, they say "Hello! And... goodbye!" and warp you off to another point in Moonside. 2. ACK! I just got killed by an Enraged fire plug! - Happens to all of us. That thing, as you can see, is nasty. The Robo-pump is nothing to worry about; the Bomb it throws isn't *that* bad, compared to the devastating water attack that the EFP uses on most of its turns. Concentrate your attacks on the EFP and be ready to recover your HP somehow. 3. I'm completely lost. There are invisible walls everywhere. This town is screwed up. Where should I go? - Basically, your goal is to get rid of the sailor blocking the way to the Mani-Mani statue. To do this, you need to find the guy he's looking for. But read on to question (4) and pay attention... you may want to take notes. 4. OK. Can you PLEASE give me a nice, simple description of how to get out of Moonside, from the beginning? - Here goes. First place you ought to go, from the Cafe, is southeast. Follow the road up, right, and back down, and then all the way to where the sailor is. Talk to him, and then retrace your steps. Look for a black-suited guy that looks like a bodyguard. He'll send you to the hospital. When you leave the hospital, talk to the first warp guy you see. He'll send you off to the road to the left of the hotel. Talk to one of the warp men near you (probably just above you or to your right), and you'll begin a brief circuit of small areas with a present and a warp man. Make sure to get the Night pendant and equip it on Ness. (If you don't, Evil Mani-Mani is likely to slaughter you.) Finally, make sure to answer "No" when the guy in the suit says "Shall I..?" He'll then send you to a weird, doorless room with Mr. T and a shadowy figure you can just barely see moving around (if you study him carefully, you'll see it's actually a blacked-out version of Ness...) Anyway, talk to Mr. T, talk to the shadowy guy (make sure to answer "No"), then talk to Mr. T again. He'll send you to the hotel. Now you can exit (you might want to take the opportunity to rest up now if you need it) and follow the road again southward to the sailor. This time the sailor will take off with the invisible guy, clearing the way to Evil Mani-Mani. The boss fight isn't overly tough; keep your HP up and pound away. 5. Hey, thanks. You rule. - Thank you, thank you, no applause necessary, just send money... =========================================== FFFFF OOO U U RRRR SSSS I DDD EEEEE F O O U U R R S I D D E ******************* FFF O O U U RRRR SSS I D D EEE *FOURSIDE PART III* F O O U U R R S I D D E ******************* F OOO UUU R R SSSS I DDD EEEEE =========================================== WHAT YOU SHOULD HAVE BEFORE YOU ENTER THE MONKEY CAVE: Ness ATM Card Sound stone Receiver phone Mr. baseball bat Mr. Saturn coin Platinum band Night pendant Skip sandwich Picnic lunch Jeff Big bottle rocket Hyper beam Gold bracelet Coin of defense Slime generator Franklin Badge HP-sucker For sale sign Pencil eraser (You must take a Skip sandwich and Picnic lunch with you, as you'll soon find out. The desert drugstore sells both items. Also, make certain you get the Pencil eraser from Escargo. You *MUST* have this item. Sell off Jeff's Big bottle rockets; you can buy a new supply when you return to Fourside. You'll need to clear out as much inventory space as you can for this area. It's easier to give Ness's non-essential items to Jeff for now, since all the stuff you take out of chests will automatically be added to Ness's inventory.) STUFF TO BUY: Skip sandwich, Picnic lunch STUFF TO LOOK FOR: Neutralizer, Flame pendant, Bag of dragonite, Broken tube (see FAQ #3 in this section.) ENEMIES IN THE MONKEY CAVE: Struttin' Evil Mushroom, Tough Mobile Sprout WHAT YOU SHOULD HAVE BEFORE YOU GO INTO THE MONOTOLI BUILDING: Ness ATM Card Sound stone Receiver phone For sale sign T-Rex's bat Mr. Saturn coin Platinum band Night pendant Franklin badge Bag of dragonite Jeff Hyper beam Gold bracelet Coin of silence Slime generator Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket HP-sucker Neutralizer Broken tube Flame pendant Non-stick fry pan (Give the Franklin badge and For sale sign back to Ness. Let Jeff equip the Flame pendant, and give him the Neutralizer and HP-sucker. Also, visit the Department Store and restock on Big Bottle rockets. Then go to Winters and visit the Drug store there, where you can buy the T-Rex's bat, a Coin of silence for Jeff, and a Non-stick fry pan for Paula. Give the fry pan to Jeff, and answer yes when the clerk asks if you want it even though Jeff can't equip it. You'll be getting Paula back soon. Jeff needs an IQ level of 36 to fix the Broken tube. It's unlikely that he's there yet unless you've been doing some serious levelbuilding. If he is there, go ahead and go to Saturn valley and fix it. It becomes the Hungry HP-sucker, which drains HP from all enemies. Sell the HP-sucker once you get the Hungry HP-sucker.) ENEMIES IN THE MONOTOLI BUILDING SENTRY ROBOT: It can be a tough little bugger. It'll take 4 or so bash/shoot attacks to defeat it. Its beam weapon is nothing to worry about, but it can fire Bottle rockets, which can cause 100+ HP of damage. So just be careful. They only fight you one at a time, but they can call other Sentry robots into battle with them. BOSS: CLUMSY ROBOT (**) Clumsy robot will waste most of its attacks. Don't freak out over his bologne sandwich. It doesn't really recover any of his HP. That being said, he has only one attack, but it's a doozy -- a powerful missile that is actually a Super bomb attack, 300+ HP damage to one character (it will probably be mortal, even on Ness) and 150+ to the other. If he fires a missile, be prepared to life up quickly. Big bottle rockets don't work on him, and neither does PSI Special or the HP-sucker. You just have to bash/shoot, keep healthy, and be patient. If you get very unlucky and he fires his missile three times in a row (it's happened to me), you're going to die, and there's very little you can do. FAQ 1. Hey, I got a problem. One of my guys is paralyzed. How can I fix this? - Go to the hospital and have the Healer "restore feeling." 2. ARGH, this monkey cave is hard. - It sure is. Make sure you take along a skip sandwich and a picnic lunch. I also recommend calling Mach Pizza and waiting for them to deliver you a small pizza, too. Also, make sure you call Escargo Express and get the Pencil eraser! You're going to need it! 3. What good stuff is there in the monkey cave? - Before you leave the monkey cave, you should have the following stuff: Neutralizer, Flame pendant (*must have!*), Broken tube, Bag of dragonite. If you didn't get all of these items after you finish the cave, go back and find them. Also, after you learn PSI teleport, you should teleport to Winters. Remember all those good weapons they sell in the Winters drugstore? Go and buy them before you return to Fourside. 4. $#@(^&#$^&%!! THERE'S A #^&#$( PENCIL STATUE AND I DON'T HAVE THE PENCIL ERASER#@%&(#$!! - Yeah, that was my reaction too, the first time that happened to me. You have to go back out of the cave and get Escargo to deliver it to you, and then go back in. 5. Hey, is there any way to say the password those sentry robots want? Like, a button combination or something? - Nope. 6. X_X <-- That's me after Clumsy Robot crushed me like a grape. - His dizzy missile attack is really powerful, so be ready to lifeup quickly if he uses it. It's his only attack. Also, the bologne sandwich doesn't really max out his HP, despite what the message says. So keep plugging away until some help arrives... ============================================ TTTTT H H RRRR EEEEE EEEEE DDD IIIIIII T H H R R E E D D I I I ***************** T HHHHH RRRR EEE EEE D D I I I *THREED PART III* T H H R R E E D D I I I ***************** T H H R R EEEEE EEEEE DDD IIIIIII ============================================ WHAT YOU SHOULD HAVE BEFORE YOU LEAVE THREED: Ness ATM Card Sound stone Receiver phone For sale sign T-Rex's bat Mr. Saturn coin Platinum band Night pendant Franklin badge Paula Non-stick fry pan Flame pendant Silver bracelet Coin of slumber Bag of dragonite Franklin badge Jeff Hyper beam Gold bracelet Coin of silence Slime generator Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket Big bottle rocket HP-sucker Neutralizer Broken tube (I wouldn't worry about getting a Gold bracelet and/or Defense ribbon for Paula. She only has to last for one boss battle. If you're paranoid about it, though, you can drop by Fourside and pick those two items up for her. Give her the Flame pendant, the Franklin badge and the Bag of dragonite. Do *not* waste the Dragonite. Hold onto it.) ENEMIES IN THE RAINY CIRCLE CAVE: (You should be able to walk right in, fight Shrooom!, and walk right back out, if you want to. You only have to fight these enemies if you want to build up some exp. If you choose to do so, defeat Shrooom! first, so the enemies will run away from you, letting you have a green swirl for every battle.) ELDER BATTY: I was wondering where my piano teacher went... Less dangerous at this stage of the game than the Mr. Batty was earlier. Bash it. It has a nasty biting attack, though, and like its cousin it can SMAAAAASH you. ARACHNID!: Not dangerous. Bash/shoot it. It can poison you. TOUGH CROCODILE: Like the Plain Crocodile, it has some very vicious attacks, so be careful. Freeze beta will dispatch it. These three enemies like to gang up on you, sometimes in large groups. If so, take out the croc with some powerful PSI attack first. BOSS: SHROOOM! (**) If you don't know what to do and/or are unlucky, this can be a very tough boss. However, if you saved the Dragonite he'll be a cakewalk. Your first round should be: Flash beta with Ness (Shrooom! is weak against Flash and could be paralyzed or killed), Bag of dragonite with Paula, and Big bottle rocket with Jeff. Even if the Flash doesn't work, the Dragonite and Big bottle rocket will probably be enough to kill him, and if they aren't, he'll be close. Second round should be your best PSI attacks and/or another Big bottle rocket. (Don't use any powerful attack with someone who gets Mashroomized.) FAQ 1. The Runaway Five dumped me in Threed and now I have no idea what I'm supposed to do. So help! - First, go rest at the hotel. Then go to the graveyard where Jeff originally crashed the Sky Runner. You might find something neat there... 2. Is there anything I need to do in Winters besides knock off Shrooom!? - Nope, that's it. If you want to build exp. in the Rainy Circle cave, feel free. When you're ready to go, just go back to the lab and speak to Dr. Andonuts. ========================================= SSSS U U M M M M EEEEE RRRR SSSS S U U MM MM MM MM E R R S ********* SSS U U M M M M M M EEE RRRR SSS *SUMMERS* S U U M M M M E R R S ********* SSSS UUU M M M M EEEEE R R SSSS ========================================= WHAT YOU SHOULD HAVE BEFORE YOU GO INTO THE STOIC CLUB: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Lucky coin Diamond band Night pendant Franklin badge Paula Non-stick fry pan Flame pendant Diamond band Lucky coin Franklin badge Jeff Hyper beam Platinum band Lucky coin Slime generator Big bottle rocket Big bottle rocket Big bottle rocket HP-sucker Neutralizer Broken tube (When you get to the shop in Summers, completely clean out your bank account. This is actually the last place in the game where you'll need a significant amount of money for shopping; from here on out you'll get most of your new weapons and armor from gifts/chests and enemies. Get Diamond bands for everyone. If you can't afford three Lucky coins, keep the Mr. Saturn coin on Ness for now. If you can afford all that and have a little left over, a couple of Super plush bears may come in handy. Note that the Chef's fry pan is inferior to the Non-stick fry pan, which Paula should already have. If she doesn't, go back to Winters and get one. Upgrade Ness's weapon, too, of course.) STUFF TO BUY: Big league bat, 3 Diamond bands, 3 Lucky coins STUFF TO LOOK FOR: None ENEMIES OVER ZEALOUS COP: Same as Captain Strong was, has basically the same attacks. Not dangerous; bash/shoot. TOUGH GUY: Actually has exactly the same stats as the Over Zealous Cop, except that the Tough Guy has slightly more HP. Not dangerous. Crazed Sign, Mad Taxi, Mole Playing Rough (In case you care.) FAQ 1. So, uh... I crashed on the beach, but survived. What should I do? - Head all the way to the west, then go up onto the road, and then start making your way eastward. Stop at the item shop, and take all the money you have out of your account. You won't need a significant amount of money for anything else again in the game, so spend everything you have. Get the Big League bat for Ness (Paula should already have the Non-stick fry pan from Winters, which is better than the one sold in Summers) and try and get Diamond Bands and Lucky coins for everyone. If you have any money left, buy a couple Super plush bears. After you finish, save the game and continue heading eastward... 2. Is there anything worth seeing or doing in the museum? - Not yet. There will be after Poo joins you. 3. How can I get into the Stoic club? - You have to call a secret number to get in. Fortunately, there's a Jamaican mon living in a house in Toto who will share the number with you. Poke around in Toto (to the east of Summers, the port town) until you find him. After you do, go find a phone and call the Stoic club. 4. What does that creep Tony mean, my name? What should I put in here? Or should I hang up and call the police? - He wants you to put in your actual name, the one that's on your birth certificate. Of course, you can put anything you want in there, but that's what he wants... for a kick, I like to put in "Marky Mark and the Funky Bunch". It's very fun when the name is used much later in the game. Actually, that name doesn't quite fit, but you can shorten it somewhat. Be creative, is my point. 5. That weird woman took off and said to find her at a little cart out on the beach. So where is she? - Well, I just called Sherlock Holmes, and he told me that she most likely is at a little cart out on the beach. Go down to the sidewalk just outside the stoic club, near where the stairs leading down to the beach are, and then walk westward until you find her. 6. O_o Magic cake! WTF! - Yeah, it's pretty trippy stuff. Now you'll get to possess Poo, the prince of Dalaam, who happens to be very popular with the ladies. Score! 7. Hey, what happened? I can't get Poo's trial to work. - Once Poo kneels down, you cannot touch *any* buttons on your controller, not even R or X or Y or Start or the control pad. The only exception is that you can press A or B to scroll through text when it appears. Also, you must always answer "yes" to the spirit's inquiries as to whether it's OK to dismember Poo, gauge his eyes out, subject him to Richard Simmons videos, etc. 8. Right, Poo joined the party now. So where should I go next? - Head for the dinosaur museum now and talk to the guard, who will be happy to see Poo (and the gem Poo is carrying.) Go and read the heiroglyphs, pop off the Shattered men (be careful, they're pretty dangerous), and leave. The guard will make you take a useless Heiroglyph copy. Dump it into Escargo. When you go downstairs, you'll get an interesting phone call... =========================================== FFFFF OOO U U RRRR SSSS I DDD EEEEE F O O U U R R S I D D E ******************* FFF O O U U RRRR SSS I D D EEE *FOURSIDE PART IV* F O O U U R R S I D D E ******************* F OOO UUU R R SSSS I DDD EEEEE =========================================== (Note: I don't recommend it, for exp. and storyline reasons, but it *is* possible to skip this and Dalaam entirely and come back to it later.) WHAT YOU SHOULD HAVE WHEN YOU RETURN TO FOURSIDE: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Lucky coin Paula Franklin badge Non-stick fry pan Flame pendant Diamond band Lucky coin Jeff Slime generator Neutralizer Hungry HP-sucker Double beam Diamond band Lucky coin Big bottle rocket Big bottle rocket Poo (Poo should have any Mummy wraps you got from the Shattered men.) (You should have the necessary IQ by now to fix the Hungry HP-sucker, so do so. Also, buy a Broken gadget from the punk guy in the northeast corner of Fourside and fix it, too, and you'll get the Double beam. I strongly recommend taking three or four Super plush bears with you, as well.) ITEMS TO LOOK FOR: Broken bazooka (in the sewer) ENEMIES IN THE SEWER: FILTHY ATTACK ROACH: Pretty annoying little pest. Its continuous attack can deal pretty heavy damage. Usually fights alone or with another Filthy Attack roach. Just bash them. Anyone from Florida is already familiar with hand-to-hand combat with five-feet-tall attack roaches. DEADLY MOUSE: Unlike the rowdy mouse, these mice like to fight in large teams; like the rowdy mouse, they unleash SMAAAAASH attacks often, which makes them dangerous. If you're fighting four or more, you may want to use Fire beta. STINKY GHOST: Like the Smelly ghost, it has sky-high defense. Use PSI Freeze; Ness's physical attack can do decent damage. Jeff's slime generator is pretty effective. It can possess you, which is very annoying, so try to defeat it quickly. BOSS: PLAGUE RAT OF DOOM (**) Not too much to worry about. It uses poison attacks often. If you have a Super plush bear, the poison will hit it harmlessly. Otherwise, just keep your HP up as necessary and use PSI Freeze. A Big bottle rocket or two will make this a short fight. PSI flash beta is very effective on him; it can paralyze or defeat him in one blow. FAQ 1. Is there anything new to do in Fourside, beside get Venus's autograph for Mr. Spoon? - Just one thing. If you haven't done this previously, go buy a Broken gadget from the punk salesman in the far northeast of the city, and take it to Saturn Valley to have Jeff fix it and make it the Double beam. Then get the autograph. 2. Anything I should know about the sewer? - Make sure you find your way into all the doors. Especially make sure you find the Broken bazooka. Jeff probably doesn't have the necessary IQ (45) to fix it now, but hold onto it. The empty room is actually a Magic butterfly room, where the butterflies will repeatedly re-appear if you exit and re-enter the room. Take advantage of this to refill your HP and PP. 3. What on earth is this "carrot key" for? - Remember those weird black rabbit statues in Dalaam? =================================== DDD A L A A M M D D A A L A A A A MM MM ******** D D AAAAA L AAAAA AAAAA M M M *DALAAM* D D A A L A A A A M M ******** DDD A A LLLLL A A A A M M =================================== WHAT YOU SHOULD HAVE WHEN YOU GET TO DALAAM: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Lucky coin Carrot key Paula Franklin badge Non-stick fry pan Flame pendant Diamond band Lucky coin Jeff Slime generator Neutralizer Hungry HP-sucker Double beam Diamond band Lucky coin Big bottle rocket Big bottle rocket Broken bazooka Poo O (Poo should have any Mummy wraps you got from the Shattered men. Also, buy him as many Brain food lunches as you can afford, preferably five or six of them.) Other stuff Again, having some Super plush bears along is helpful if you can afford it. ITEMS TO LOOK FOR: Rock candy (DON'T use it!), Bracer of kings ENEMIES: THUNDER MITE: Always uses PSI Thunder alpha or beta. Just whack it. TANGOO: Can poison you or put you to sleep. Bash/shoot it. KISS OF DEATH: Rumored to be the disembodied spirit of Martha Stewart. Can poison you. Bash/shoot it. CONDUCTING MENACE: This is a pretty dangerous enemy, as it can use PSI thunder beta, and it can also use PSI flash beta, which is deadly and will often paralyze or knock out one or more of your party members. Defeat it quickly. If it's in a group, use Freeze beta from Paula or Poo. BOSS: THUNDER AND STORM (**) If you pop them off fast, they're nothing to worry about. They take three turns before they use their two powerful attacks. You do NOT want them lasting five turns, as on the fifth turn they unleash their nasty "summon a storm" attack, which is like PSI Flash omega and will probably paralyze or kill everyone but Ness (or whoever has the Night pendant.) Point is, use your best PSI (Freeze gamma and flash beta) to take them out fast. A Big bottle rocket will hit the spot, too, as always. FAQ 1. Anything I should do before I go into the cave? - You should get some money out of your ATM before coming here, and fill Poo up with a bunch of Brain food lunches. They completely refill his HP and PP, so he should from this point take over for Ness as designated healer. If you're well stocked on Brain food lunches, you can use Poo's PSI liberally. 2. What's the quickest way to the boss? This cave is annoying... - First, make sure you retrieve the Rock candy and the Bracer of kings. You do *not* want to miss either of these. After that, from the beginning, the quickest route is this: Go up the rope and into the side door. Then jump down the hole, then down the hole off to the left. Don't jump down the next hole; go to the left from here, and you will find Thunder and Storm. 3. Okay, I got the Pink cloud melody. Now where do I go? - Teleport back to Summers and go to Toto, and find the boat captain. Then you're off for Scaraba... ========================================= SSSS CCCC A RRRR A BBBB A S C A A R R A A B B A A ********* SSS C AAAAA RRRR AAAAA BBBB AAAAA *SCARABA* S C A A R R A A B B A A ********* SSSS CCCC A A R R A A BBBB A A ========================================= WHAT YOU SHOULD HAVE WHEN YOU GO INTO THE PYRAMID: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Lucky coin Paula Franklin badge Non-stick fry pan Flame pendant Diamond band Lucky coin Exit mouse Jeff (Buy the Broken cannon at the bazaar and fix it, and you will get the Spectrum beam.) Slime generator Neutralizer Hungry HP-sucker Spectrum beam Diamond band Lucky coin Big bottle rocket Big bottle rocket Broken bazooka Poo Bracer of kings Rock candy Brain food lunch Brain food lunch Brain food lunch Brain food lunch Snake bag (NOTE: Give Poo the Hawk eye when you find it.) ITEMS TO LOOK FOR IN THE BAZAAR: Broken cannon, Snake bag ITEMS TO LOOK FOR IN THE PYRAMID: Rain pendant BOSS: KRAKEN (**) Try your best to defeat Kraken within the first two turns. He has *extremely* powerful attacks that hit everybody at once, so it's a bad idea to leave him alive for long. I recommend your first round go like this: Paralysis with Ness (it works pretty often and will render him helpless if it works), PSI Freeze gamma with Paula, a Big bottle rocket with Jeff, and a Mummy wrap with Poo (if he doesn't have a Mummy wrap, Freeze gamma.) Second round, just use your best attacks. He only has around 1000 HP, so it shouldn't be too tough. ENEMIES IN THE NORTHERN DESERT: DREAD SKELPION: Can poison you and can also use PSI Thunder alpha or beta. Bash/shoot it. GREAT CRESTED BOOKA: Its "charge forward" attack deals serious damage. It will waste its attacks a lot of the time. Bash/shoot it. HIGH CLASS UFO: Very fast, will dodge your attacks a lot of the time. It also has a shield of light, and it casts psychic shields. PSI isn't very effective, so you'll just have to bash it... BEAUTIFUL UFO: Much less dangerous than the High Class UFO. Casts Lifeup on its allies, so it's a good idea to defeat it first when it teams up with the HCUFO. Leaves a random drinkable present when defeated; every now and then you'll get a valuable Kraken soup from it. MASTER CRIMINAL WORM: A bright red worm that always runs away from you. If you see one, catch it at all costs! You won't have to fight it, and it will give you a TON of exp. For detailed info on where to find these buggers, see http://www.starmen.net/mother2/tips/scarabatrick.php. ENEMIES IN THE PYRAMID: GUARDIAN HEIROGLYPH: The most common enemy in the Pyramid. It can make you catch a cold, and it can use an annoying PSI Flash alpha spell. Bash/shoot it. LETHAL ASP HEIROGLYPH: Doesn't affect your status, but it does have some pretty nasty physical attacks. Bash/shoot it, or use PSI Freeze. FIERCE SHATTERED MAN: Pretty tough enemy, it can deal heavy damage, and it also can solidify someone's body with a great big hug. (Just like aunt Susie!) Use PSI Freeze and physical attacks. You have a 1/2 chance of getting a Mummy wrap from it. PETRIFIED ROYAL GUARD: VERY damaging physical attacks and high defense. You'll want to use Freeze on it early and often, especially if it teams up with a Fierce Shattered Man or Lethal Asp Heiroglyph, as it often does. ARACHNID!!!: Can poison you; nothing to worry about otherwise. Bash or shoot it. BOSS: GUARDIAN GENERAL (**) Not much of a boss; a slightly souped-up version of the Petrified Royal Guard. Freeze and a Big bottle rocket will make quick work of him. FAQ 1. Is this DXWater worth it? What does it do? - It recovers 40 PP for Poo; it's worthless for everyone else. If you don't have any Brain food lunches... well, I recommend teleporting to Dalaam and buying some. But if you really don't feel like it, you can buy some DXWater instead... don't say I didn't warn you... 2. Hey, isn't there some neat trick you can do with Rock candy? - Sure is. Check out http://www.starmen.net/mother2/tips/rockcandy.txt. 3. How do I get into the @#&@(%%^ Pyramid?! - Step on the top tile. Let the Sphinx blabber about being a warrior or thief or something. Then step on the tiles in this order: 1/6 4 3 2 5 4. Oy, I'm just about dead and there's no end in sight in the Pyramid. Is there anything I can do? - This is why I recommended that you take an Exit mouse in with you. If you didn't, though... well, if you haven't dropped down through any holes yet, you can try and turn around and go back. If you have, you'll have to keep plunging onward and try to run away from battles. ***************** *SCARABA PART II* ***************** WHAT YOU SHOULD HAVE AFTER YOU LEAVE THE PYRAMID AND BUY STUFF FROM THE MERCHANT: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Lucky coin Paula Franklin badge French fry pan Flame pendant Diamond band Lucky coin Jeff (Jeff should be around IQ 45 by now, at which level he can repair the Broken bazooka if you sleep inside Dungeon Man. It becomes the Heavy bazooka, which is like having an infinite supply of Super bombs.) Slime generator Neutralizer Hungry HP-sucker Spectrum beam Diamond band Lucky coin Rain pendant Multi bottle rocket Multi bottle rocket Heavy bazooka Poo (He will leave the party immediately after you leave the Pyramid.) Bracer of kings Rock candy Brain food lunch Brain food lunch Brain food lunch Brain food lunch Snake bag Hawk eye ITEMS TO LOOK FOR: French fry pan, Multi bottle rockets*, both sold by the merchant near the Pyramid exit. Also, there is a Talisman Ribbon inside Dungeon man just before you leave Scaraba. Don't miss it. * This is by far the most powerful item in the game. It deals about 1200-2000 HP of damage -- in one blow. It's enough to wipe out most bosses. Buy two or three of them for now; you can really stockpile them in Deep darkness. ENEMIES IN SOUTHERN SCARABA MARAUDER OCTOBOT: Pretty potent beam attack. Also can steal items, particularly Rock candy, so don't carry your Rock candy with you. Put it in Escargo if Poo doesn't have it. High Class UFO, Beautiful UFO, Master Criminal Worm. ENEMIES IN DUNGEON MAN LESSER MOOK: Uses powerful PSI Freeze spells. Freeze alpha causes 150-300 HP damage; beta will cause mortal damage. Freeze does not affect teddy bears, if you happen to have one along. The Rain pendant protects from it. It can also diamondize you, so don't trifle with these things. Mystical Record, Worthless Protoplasm, Scalding Coffee Cup. Also, on rare occasions, Dali's Clock and Cute Lil' UFO. FAQ 1. HEY! You told me to give Poo the Hawk eye, and now he's gone! NOW what am I gonna do, genius?! - Relax, relax, don't go slitting your wrists just yet. The beauty thing is that Escargo Express will wind up with the Hawk eye, so it won't take up inventory space, plus they'll deliver it free when you need it later. 2. So where is this "Dungeon Man" guy, anyhow? - Go northwest, young (wo)man, go northwest. 3. I can't get into Dungeon Man. It says it's locked. I even tried the Bad Key Machine, but it didn't work either. Is there a key somewhere? - Yep. Go back and talk to the Noble Warrior (the dude with the spear near the Pyramid exit.) ============================================== DDD EEEEE EEEEE PPPP D D E E P P D D EEE EEE PPPP D D E E P DDD EEEEE EEEEE P *************** *DEEP DARKNESS* DDD A RRRR K K N N EEEEE SSSS SSSS *************** D D A A R R K K NN N E S S D D AAAAA RRRR KK N N N EEE SSS SSS D D A A R R K K N NN E S S DDD A A R R K K N N EEEEE SSSS SSSS ============================================== ITEMS YOU SHOULD HAVE WHEN YOU SET OUT INTO THE SWAMP: Ness (Call Escargo now and get the Hawk eye delivered.) ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Lucky coin Hawk eye Paula Franklin badge French fry pan Flame pendant Diamond band Talisman ribbon Jeff (You should be using the Heavy bazooka on most turns with Jeff, as it is much more effective than his standard Shoot attack. With minor enemies, it can be faster to just Shoot or use Auto fight.) Slime generator Neutralizer Hungry HP-sucker Spectrum beam Diamond band Lucky coin Rain pendant Heavy Bazooka Multi bottle rocket Multi bottle rocket Multi bottle rocket Multi Bottle rocket ITEMS TO LOOK FOR: Rock candy, Souvenir coin, Magic truffles* ITEMS TO LOOK FOR IN TENDA VILLAGE: Death ray * There are five Magic truffles in the Deep darkness. It's too complicated to explain where they all are; the easiest one to find is at the base of the tree near the arms dealer. There are plenty of FAQs out there that detail where they are located. As soon as I find one, I'll provide a link to it in a future version. I recommend just taking one or two of them. They restore a nice 80 PP, but in my opinion you're better off with Brain food lunches, even for the non-Poo characters. ENEMIES (I guess that, in the interest of being as comprehensive as possible, I should mention that Moles Playing Rough hang around the monkey village. If you care, please double your medication dosage and call me in the morning.) ZAP EEL: Uses an electrical shock attack (Thunder beta) on every turn. More of a nuisance than anything else at this stage of the game. Bash/shoot them, or use Freeze beta if you get ganged up on. EVEN SLIMIER LITTLE PILE: A major nuisance, since most of the time it uses that blasted stinky breath attack that makes everyone cry. Take them out first if they fight with another enemy or two. Not dangerous in and of themselves. (Incidentally, this enemy has the longest name in EarthBound, using the limit of 24 characters.) PIKACHAN: If you want to find a PikaChan, you have to fight 16,384 Pit Bull Slugs and then get in a fight with a Demonic Petunia. She will kill you immediately with her "cooler than you" attack, so I don't know why you would want to do this.* BIG PILE OF PUKE: Pretty much the same as Belch was (not susceptible to Fly Honey, though.) Pretty potent physical attacks as well as the oft-used nausea attack. Freeze works well; Bash/shoot should usually do the job. Usually fights alone, sometimes with an Even Slimier Little Pile. PIT BULL SLUG: Like the Attack Slug (remember those?), they like to attack in large swarms, and like the Attack Slug, they're completely harmless. Just turn on Auto Fight and rack up the exp. HARD CROCODILE: Brutally strong physical attacks. If you get ganged up on, don't hesitate to unleash Freeze gamma on it. They like to fight with Zap Eels. DEMONIC PETUNIA: This thing is more dangerous than most bosses... Its "extinguishing blast" attack is really a powerful Fire gamma attack (the Flame pendant provides protection from it, which when you think about it is kind of silly, considering it's a water attack; the Rain pendant provides no protection...) Anyway, knock it out fast. Freeze gamma will do the trick. Don't let it attack. HOSTILE ELDER OAK: Not dangerous in and of itself, but it will burst into flames when defeated. Not worth fighting; avoid it or run away from it. (NOTE: If you fight a Hostile Elder Oak and Demonic Petunia together, do not try to Run Away. If you fail, the Petunia will likely nail you with its fire gamma attack. Take out the Petunia first, then run.) MANLY FISH: Harmless. Bash/shoot. MANLY FISH'S BROTHER: All the good genes must have gone to big bro... very potent PSI attacker; it uses Freeze and paralysis. Knock him out fast. Freeze doesn't work. Use the Heavy bazooka and physical attacks, but just make sure it's all concentrated on him, not the Manly Fish. Note that the Manly Fish's Brother almost always fights with the Manly Fish; it's *extremely* rare to fight one on its own, similar to the Handsome Tom/Smilin' Sam relationship. * Please don't actually try to do this. I'm making it up. BOSS: MASTER BARF (*) The Fly Honey won't work anymore, but he's a cream puff anyway. He'll make you nauseous early and often; use Healing beta as necessary. He has a powerful continuous attack, so lifeup as needed as well. A single Multi bottle rocket will put a very quick end to this fight. Otherwise, just Bash/Shoot/PSI Freeze away. After his HP runs out, Poo will swoop down from the sky and finish him off with the super-cool PSI Starstorm. Throw away the Casey bat; it's worthless, as it misses 75% of the time and sells for only $19. FAQ 1. So what DOES this Monkey's love do, anyway? - It has the same effect as the Slime generator: It can make an enemy's body solidify, making the enemy lose a turn. It can be useful now and then. I recommend giving it to Paula. 2. Eep! Why's my screen flashing red? - When you walk in the deep swamp (it's darker green, you move very slowly, and you can only see Ness's hat) you lose health as if you had a cold or sunstroke, 2 HP per red flash. It's really nothing to worry that much about, as long as you don't stay in there forever. Just check on your HP now and then and lifeup as needed. 3. Is there any way to fix the crashed helicopter? - Nope. It's completely broken. I thought I could fix it, but upon re-examination... I noticed there's no engine. Hmmm. (Sounds like my skull!) 4. OK, Poo's back and I made it to Tenda Village. Sooo... now what? - Sleep at the comfy Tenda inn. Then go back outside, n00b. There's a phone call waiting for you... ===================================== W W I N N TTTTT EEEEE RRRR SSSS W W I NN N T E R R S ***************** W W W I N N N T EEE RRRR SSS *WINTERS PART II* W W W I N NN T E R R S ***************** W W I N N T EEEEE R R SSSS ===================================== WHAT YOU SHOULD HAVE WHEN YOU ENTER THE STONEHENGE BASE: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Souvenir coin Eraser eraser Paula Franklin badge French fry pan Flame pendant Diamond band Talisman ribbon Monkey's love Large pizza (Have Mach pizza deliver you a large before you go into Stonehenge base. You might need it when you fight the boss.) Jeff Slime generator Neutralizer Hungry HP-sucker Death ray Diamond band Lucky coin Rain pendant Heavy Bazooka Multi bottle rocket Multi bottle rocket Multi bottle rocket Multi Bottle rocket Poo Bracer of kings Snake bag Brain food lunch Brain food lunch Brain food lunch Brain food lunch (It is highly recommended that you put your Rock candies in Escargo before coming here. There are enemies here that can steal them.) ITEMS TO LOOK FOR: Eraser eraser*, Broken trumpet, Broken harmonica, Sword of kings**, Saturn ribbon***, Pixie's bracelet (give it to Jeff) * Make sure to get this from the mouse in Dr. Andonuts' lab. You need it to get into the Stonehenge base. **You have a 1/128 chance of receiving the Sword of kings when you defeat a Starman Super. Starman Supers are only present here in the Stonehenge base, and they will all disappear when you defeat Starman Deluxe. Therefore, if you want it, you must continually fight Starman Supers until you find the Sword, and then you can go ahead and defeat Starman Deluxe. Be warned, it will take a long time. It's worth it, if you have the patience, plus you'll gain a ton of exp. and money from all the fighting. ***Make sure you talk to Mr. Saturn after you rescue him. He'll give you the powerful Saturn ribbon. ENEMIES IN WINTERS WHIRLING ROBO: Not dangerous. Bash it. WOOLY SHAMBLER: Very dangerous, as it can use PSI Flash. Take it down in the first round. Also starring: Lesser Mook. ENEMIES IN THE STONEHENGE BASE MOOK SENIOR: Uses PSI Fire attacks, and it can diamondize you too. You'll want to take it out fast. Freeze doesn't work; if you fight two of them at a time, use PSI Fire on them. ATOMIC POWER ROBOT: Very annoying enemy, for two reasons. On most of its turns, it will "replenish a fuel supply", maximizing its own HP or one of its allies' HP. Also, it will explode when you defeat it, causing heavy damage. Actually, there's one more annoying thing... they leave Super bombs behind fairly often, which is very irritating when you fight them with Starman Supers and are trying to get the Sword of kings. I strongly recommend running from them. If you do fight one, it *must* be the last enemy you defeat, or you will be sorry... Also note that Poo can Mirror the Atomic Power Robot, and then he'll be able to refill his friends' HP for free. STARMAN: Beam attack does decent damage, and it has a PSI Magnet. Other than that, no threat. Bash it. (Note that it's possible to get a surprise opening attack against Starmen most of the time. Stand just out of their teleport range; they'll teleport up near you. The key is, to get a green swirl against Starmen, you need to attack them from the FRONT. This is pretty easy since they stand still when they're not teleporting.) STARMAN SUPER: Better beam attack than the Starman; it also can call other Starmen into battle, and it can use Healing omega to revive any fallen allies. It's really not as tough as it sounds. Just bash it. MILITARY OCTOBOT: Pretty powerful beam attack; it also can steal items, most notably Rock candy. Bash it. BOSS: STARMAN DELUXE (**) You can plug it with a Multi bottle rocket to win easily if you want. If you'd rather fight fair, note that he has a psychic power shield, so you won't want to use PSI attacks. You can use Jeff's Neutralizer to take out the shield on the first turn, but I recommend not doing so and having Paula put up a psychic shield on everyone (PSI Shield sigma), because Starman Deluxe uses PSI Starstorm, and it will deal mortal damage to everyone with the possible exception of Ness (if you did some serious levelbuilding.) If you do get hit with Starstorm, use lifeup omega if you have it. If you don't, get Ness and Poo working fast and hard on lifeup gamma. You should be able to life everyone up in two turns before anyone dies, if you're quick enough. Note that if Paula knows PSI Shield omega, and you put a psychic power shield on everyone, Starman Deluxe will kill itself with Starstorm since it will deflect at him four times. He also will call in Starman Supers to help out; ignore them, as they will die automatically when he dies. FAQ 1. Is there anything important to get before I sail south? - Nope, not really. Just head for Dr. Andonuts' lab. 2. Any tips on getting the Sword of kings? - Well, read what I wrote above first. Some other things: It helps to fight the Starman Supers alone when possible, especially when your levels get high enough that you don't have to fight them if you get a green swirl. I've found that the best way to look for them is by going to the door between the defective-lights hall and the Exit mouse room, and entering and exiting that door. Starman Supers will often appear when you re-enter the hall (of course, so will Atomic Power Robots and Military Octobots.) The best benefit of this is that there are no Starmen in this area, just Starman Supers. Also, having Jeff Spy increases your odds of getting the sword. (Yes, it IS possible for Jeff's Spy to not find any present and still get the Sword of kings after the battle. So don't spy and run.) *************************** *TENDA VILLAGE/LUMINE HALL* *************************** (NOTE: Many people refer to the seventh Sanctuary as "Lumine Hole," as the game makes an error and refers to it as such in the Lost Underworld. It is "Lumine Hall.") WHAT YOU SHOULD HAVE BEFORE YOU GO INTO THE LUMINE HALL CAVE: Ness ATM Card Sound stone Receiver phone For sale sign Big league bat Night pendant Diamond band Souvenir coin Tendakraut Paula Franklin badge French fry pan Flame pendant Diamond band Saturn ribbon Monkey's love Bag of dragonite Jeff Slime generator Neutralizer Hungry HP-sucker Baddest beam Pixie's bracelet Lucky coin Rain pendant Heavy Bazooka Multi bottle rocket Multi bottle rocket Multi bottle rocket Multi Bottle rocket Defense shower Poo Sword of kings Bracer of kings Brain food lunch Brain food lunch Brain food lunch Brain food lunch Brain food lunch (You don't really need the Snake bag anymore. Keep a healthy supply of Brain food lunches going. Jeff should have enough IQ -- 55 -- to fix the Broken harmonica and trumpet, which become the Baddest beam and Defense shower, respectively. If you really want to, you can go to Saturn valley and buy seven Horns of life and trade them one-by-one until you get the Talisman coin and Hall of fame bat. It really isn't worth it. Also, make sure to stay stocked on Multi-bottle rockets.) ITEMS TO BUY: None ITEMS TO LOOK FOR: Diadem of kings (in the Lumine Hall cave), Bag of dragonite* * After you give the Shyness book to the Tenda chief, and after he has you check to make sure you inputted your name (or whatever you inputted in Summers) right, talk to him again and he will give you a Bag of dragonite. Save it for now. ENEMIES IN THE LUMINE HALL CAVE FOBBY: Same as the Foppy, basically. You know what to do with 'em. Great for levelbuilding. Someone really ought to start an "Adopt a Fobby" web site. I would sign up. HYPER SPINNING ROBO: Not dangerous. Bash/shoot it. If you're lucky it will leave a Meteotite, which is useless but can be sold for $2000. CONDUCTING SPIRIT: *Very* dangerous, as it uses Flash beta (which is lethal to any non-Flash-protected party members), as well as Thunder gamma. If you get two fighting together, or a Conducting Spirit and Uncontrollable Sphere, don't hesitate to use PSI Freeze spells on the Conducting Spirit and take care of it quickly. UNCONTROLLABLE SPHERE: It's not so deadly that you have to avoid it altogether, like the Smilin' Sphere was, but it is a very annoying enemy. It uses PSI Fire often, and you know by now what that means, damage-wise. Also, it will explode in your face when defeated, dealing Super Bomb-type damage (300-150-150 to three characters.) If you choose to fight it, ALWAYS make it the last thing you defeat, so the damage you take from it exploding can be minimized. Normally, you'd want to just avoid fighting these things. However, they carry the rare Broken antenna, which Jeff can make into the Gaia beam at IQ level 65. There's only a 1/128 chance of getting it (same as there was with the Sword of kings and the Starman Super), so it will take awhile. I recommend defeating the boss first, and then coming back to try and get the Antenna if you want it, because after you defeat the boss enemies will run from you, as in all Sanctuary areas. BOSS: ELECTRO SPECTER (*) Probably the easiest boss in the game, aside from Starman Junior and Carpainter. It fiddles around with a lot of Jeff's gadgets, like the Neutralizer and the Shield killer (why you'd want to put a shield on yourself is beyond me, since E.S. doesn't use any attacks that a shield can block.) The only actual attack it uses is an electrical shock (Thunder beta) attack, which does negligible damage at this stage in the game. Auto Fight will do just fine here, honestly. If you don't want to waste time, you can plug it with a Multi-bottle rocket and then bash/shoot the rest of the way. It does have a Psychic power shield (at least until it uses the Neutralizer), so beware of that. FAQ 1. I beat Starman Deluxe and Apple Kid said he returned the Shyness Book to the Onett Library. I went there, but I can't find it... - It's on the far left bookshelf in one of the two rooms downstairs. (The left one, I think.) Face the bookshelf and press L or open the menu and choose "Check." 2. How do I get the Tenda to read the stupid book?! - Open the item menu and use the Shyness book when you're next to the Tenda chief. ============================================================ L OOO SSSS TTTTT L O O S T L O O SSS T L O O S T LLLLL OOO SSSS T U U N N DDD EEEEE RRRR W W W OOO RRRR L DDD U U NN N D D E R R W W W O O R R L D D U U N N N D D EEE RRRR W W W O O RRRR L D D U U N NN D D E R R W W W O O R R L D D UUU N N DDD EEEEE R R W W OOO R R LLLLL DDD ============================================================ WHAT YOU SHOULD HAVE BEFORE YOU GO INTO THE FIRE SPRING CAVE: Ness ATM Card Sound stone Receiver phone For sale sign Ultimate bat Sea pendant Diamond band Souvenir coin Paula Franklin badge Holy fry pan Flame pendant Diamond band Saturn ribbon Monkey's love Bag of dragonite Jeff Slime generator Neutralizer Hungry HP-sucker Baddest beam Pixie's bracelet Shiny coin Night pendant Heavy Bazooka Multi bottle rocket Multi bottle rocket Multi bottle rocket Multi Bottle rocket Defense shower Poo Sword of kings Bracer of kings Diadem of kings Cloak of kings Brain food lunch Brain food lunch Brain food lunch Brain food lunch Brain food lunch (At the Tenda Village, buy the Ultimate bat, Holy fry pan, and a Shiny coin for Jeff. Make sure you find the Cloak of kings just northeast of the Fire Spring cave in the far southwest, and make sure you find the Sea pendant in the northeast area of the Lost Underworld. After you get the Sea pendant, give Jeff the Night pendant and put his Rain pendant into Escargo for now.) ITEMS TO BUY: Ultimate bat, Holy fry pan, Shiny coin ITEMS TO LOOK FOR IN THE LOST UNDERWORLD: Cloak of kings, Sea pendant ITEMS TO LOOK FOR IN THE FIRE SPRING CAVE: Cherub's band (Give it to Paula), Bag of dragonite, Moon beam gun WHAT NESS SHOULD HAVE *BEFORE* YOU GET THE FIRE SPRING MELODY: ATM Card Sound stone Receiver phone Franklin badge Ultimate bat Sea pendant Diamond band Souvenir coin (Make certain that you give Ness the Franklin badge; he'll need it. Also, give him a couple Brain food lunches or Magic truffles to recover his PP with. You can ditch the For Sale sign at this point.) ENEMIES IN THE LOST UNDERWORLD WETNOSAUR: Pretty powerful attacks, but you can handle them by now. Not really a threat, but it takes two full rounds of attacks to defeat it. CHOMPOSAUR: Very annoying enemy, since it uses PSI Fire often and can go all the way to Fire gamma, which is a nasty attack. Also, it has a power shield, meaning the first three times you attack it physically, the attack will be reflected back at you. PSI Freeze works wonders on it; I also recommend using the Neutralizer on the first round to get rid of the shield. Just remember that there are the two blue hot springs where you can refill both HP and PP. You have a 1/128 chance of getting the Magic fry pan from the Chomposaur. It takes a loooooong time unless you're very lucky and get it early. EGO ORB: Not dangerous. Freeze is very effective, but you can just bash/shoot it and recover HP as needed. ENEMIES IN THE FIRE SPRING CAVE SOUL CONSUMING FLAME: It has *very* lethal fire attacks, one of which is equivalent to PSI Fire omega. The good news is that it has truly pathetic defense, and if your level is fairly high you can take it out in two attacks (not two rounds; just two attacks.) Make sure you kill it in the first round of a battle, before it has a chance to attack you. You have a 1/64 chance of getting a Meteotite from it. It means that Martha Stewart will consume your soul tomorrow at noon. EVIL ELEMENTAL: Not dangerous at all, except that it can, and eventually will, possess you. Just live with the possession and keep going. PSYCHIC PSYCHO: Will use PSI Fire alpha or beta on every turn, so beware. Defeat it first, even before the Major Psychic Psycho, with whom it usually will fight. It is really not that weak to Freeze. MAJOR PSYCHIC PSYCHO: My own alter ego, although I gave away my Star pendant a year and a half ago. It can use Fire gamma, plus PSI Shield omega (which puts a Psychic power shield on all enemies.) It has a Psychic power shield to begin with, though, so you'll have to stick to physical attacks. When you fight the Psychic Psycho/Major Psychic Psycho combo, it may be a decent idea to use PSI Shield sigma to protect from their fire attacks. BOSS: CARBON DOG (**) Like the Soul Consuming Flame, it has very powerful fire attacks, so keep Jeff and Poo healthy. Freeze works well, of course. Use PSI Flash omega; it can paralyze or kill him if you're lucky. Do *NOT* use a Multi bottle rocket on him, unless you would like for Jeff to die a brutal death. DIAMOND DOG (**) Not as difficult as the player's guide, and most people, make him out to be. If the attack that kills Carbon Dog is a physical one, Diamond Dog's Power shield will reflect it back at you, which is why you *really* don't want to use a Multi bottle rocket on Carbon Dog. Flash does not bother Diamond Dog, and Fire and Freeze aren't all that effective either, although Freeze omega is still Paula's best bet. First things first -- use the Neutralizer and take out his shield. Then you can pound at him with a Bag of dragonite and a Multi-bottle rocket. Be aware that he can put his Power shield back up, though, and usually goes before Jeff in battle, so there's a chance he'll get that Multi-bottle rocket back in his face. If he does, try and get him lifed up before he dies. Two multi-bottle rockets will be enough to get Diamond Dog down to his last couple hundred HP. Starstorm works wonders, as does Special beta (or omega, if you prefer; omega will do great). His bite can diamondize you, although it's not all that common an occurance. (Something fun to do if you feel like it is put power shields on all your own characters. It's possible for Diamond dog to bite you hard, have the attack reflected back at him, and get diamondized, which gives you an instant victory! Why? Isn't his head already made of diamond..?) FAQ 1. Um... I'm totally lost. Where should I go? - You'll want to work your way as far northeast as you can. When you reach the northern border of the Lost Underworld, start going westward and you'll come across the second Tenda Village. Talk to everyone there. When you're ready to go to Fire Spring, head as far southwest as you can go. 2. Where are the hot springs around here? - There is a blue spring in the center/east area of the Lost Underworld, fairly close to the spot where you start after you jump down the hole in Lumine hall. The second blue spring is near the entrance to the Fire Spring cave in the far southwest. The red spring is just north of the Tenda village. 3. WTF is that weird cave with the messed up music where I get big again? Is there anything I'm supposed to do there? - It's the Cave of the Past. You can't do anything there for now. You'll have to return later. =========================================== M M A GGGG I CCCC A N N TTTTT MM MM A A G I C A A NN N T ********** M M M AAAAA G GG I C AAAAA N N N T *MAGICANT* M M A A G G I C A A N NN T ********** M M A A GGGG I CCCC A A N N T =========================================== WHAT NESS SHOULD HAVE BEFORE FIGHTING NESS'S NIGHTMARE: ATM Card Sound stone Receiver phone Franklin badge Magicant bat Sea pendant Goddess band Souvenir coin Bag of dragonite (Just throw away the Diamond band when you get the Goddess band. Likewise the Ultimate bat when you get the Magicant bat. There's nothing special about the Baseball cap that Ness gives himself. I like to keep it for sentimental value. You can just throw it away if you don't care.) STUFF TO BUY: None (Don't let the player's guide fool you about Magic pudding. It's worthless. It restores 40 PP, whereas the Brain food lunch restores 50 PP *and* 300 HP, even for Ness.) STUFF TO LOOK FOR: Goddess band, Magicant bat ***IMPORTANT NOTE*** It is possible to level Ness up to level 99 before you fight Ness's Nightmare. However, you really, really REALLY do NOT want to do this. There is a serious level-up you get after you defeat Ness's Nightmare -- we're talking about gaining 300 HP and 600 PP. You don't want to miss that level-up. ENEMIES: LOADED DICE: This enemy, not unlike France, always calls for help when it gets into fights, and it can call in an assortment of enemies. Kill it as quickly as you can. If you get the rainbow-colored background in battle, then the Loaded Dice will tend to call in deadly Care Free Bombs, which you do not want happening. If it's the dark blue background, it will start calling in Uncontrollable Spheres, which are death to Flying Men. Two bashes will usually do it for the Loaded Dice. ELECTRO SWOOSH©®™: It always attacks in this order: Sends a greeting (wasted turn), electrical shock attack, electrical shock attack, charge forward, repeat from beginning. It shouldn't get any further than its third attack. Note that if you have the Franklin badge, apparently the Flying Man gets one too, as he won't get hit with the electrical attacks. Apparently Nike®©™ hadn't yet copyrighted the word "swoosh"®©™ when the game was made... CARE FREE BOMB: One of the nastiest regular enemies in the game. 3/4 of the time it will throw a Bomb, which isn't that bad, around 100 HP damage, but 1/4 of the time it will throw a Super bomb, which is 300+ HP damage. You can heal yourself with Lifeup gamma, of course, but you can't heal the Flying man, so CFBs are death to Flying Men. If you get two (or more) at once, you may want to start breaking out the PSI Special, unless your Flying Man is already dead. I doubt I need to tell you what it leaves as a present... FRENCH KISS OF DEATH: It will always give the kiss of death (poison; it doesn't affect the Flying Man.) More of a nuisance than anything else. Sometimes it will drop a Horn of life. MR. MOLECULE: Laughable enemy. Just Auto Fight against them. Of course, if they last four rounds, then they gain the ability to use their PSI spells, and then it's a bit tougher... KRAKEN: As long as you have the Sea Pendant, you'll be fine against Kraken, so don't freak out. Bashing does the job just fine. If you don't have the Sea Pendant (or Flame pendant), you're in trouble because their fire attack will do serious damage. Contrary to what the Player's Guide and many people say, the Kraken does *NOT* have the Gutsy bat. If you have a Flying Man by the time you reach the Sea of Eden, the Krakens there will wipe him out fast. BOSS: NESS'S NIGHTMARE (**) According to most sources, this is the toughest boss in the game; that's only true if you don't have a Sea, Star or Night pendant. If you don't have protection against Flash, you're in deep, deep trouble and will need to get very lucky. If you don't have any protection at all from Flash, it's best to turn around and go all the way back to the beginning of Magicant and buy an Earth pendant, which will at least protect you 50% of the time. Anyway, provided you have flash protection, this isn't that hard of a fight. Yes, it uses PSI Special omega, which is almost always mortal, but it takes so long for Ness's HP to roll all the way off that it's an easy matter to use lifeup gamma before it runs out. Don't use PSI anything against it. It can put a power shield on itself, but don't worry about that; just bash away until you win. I promise, if you just set Auto Fight, you'll win this battle. It's a long battle, but not an overly hard one. FAQ 1. Should I buy an Earth pendant? Is it good? - No, not really. It provides 50% protection from Fire, Freeze and Flash. You're better off getting full protection from one thing or another. Especially now, Ness is best off with a Sea pendant (this is like the 9th time I've told you this!) or a Night pendant. 2. Hey, these Flying men are pretty cool. Except they always die. Any tips on keeping them alive? - Care Free Bombs and Uncontrollable Spheres (which Loaded Dice can summon) are particularly rough on them. Try not to let those enemies attack you too much. You can get up to five Flying Men (one at a time, that is,) if you feel like backtracking. 3. Is there anything special about the colors in Magicant? - Nope. *************** *SATURN VALLEY* *************** (Dr. Andonuts will send you off to Onett to fetch a piece of the meteorite there. I recommend equipping the Rain pendant on Jeff at this point. There's nothing else important to do in Saturn Valley.) ============================= OOO N N EEEEE TTTTT TTTTT O O NN N E T T *************** O O N N N EEE T T *ONETT PART II* O O N NN E T T *************** OOO N N EEEEE T T ============================= WHAT YOU SHOULD HAVE BEFORE YOU GO TO ONETT: Ness ATM Card Receiver phone Ultimate bat Sea pendant Goddess band Souvenir coin Paula Franklin badge Holy fry pan Flame pendant Cherub's band Saturn ribbon Monkey's love Jeff Slime generator Neutralizer Hungry HP-sucker Moon beam gun Pixie's bracelet Shiny coin Rain pendant Heavy Bazooka Multi bottle rocket Multi bottle rocket Multi bottle rocket Multi bottle rocket Defense shower Multi bottle rocket Poo Sword of kings Bracer of kings Diadem of kings Cloak of kings Brain food lunch Brain food lunch Brain food lunch Brain food lunch Brain food lunch (As always, you should fill Jeff full of Multi bottle rockets. These are my personal preferences for which items to equip on which characters. If you think you know a better way than what I have here, go for it.) STUFF TO BUY: None STUFF TO LOOK FOR: Ness's house, which is the only building in Onett you can enter at this point. You can get your HP and PP refilled here. It is a difficult journey to the meteorite, so you may have to return there a time or two. No items besides the Meteorite piece that you came for. ENEMIES GHOST OF STARMAN: It will always use PSI Starstorm on its first attack. As you can imagine, this is extremely irritating. It usually gets its attack in after Paula and Poo get theirs and before Ness and Jeff get theirs. So you have two basic courses of action to follow: (1) Use PSI Shield sigma with Paula's first turn, or (2) Let the starstorm hit and use Lifeup omega on Ness's second turn. I usually go with the lifeup, since it costs less PP and Ness has more PP available. After the Starstorm, it will count down from 3 before unleashing Starstorm omega; you need to kill it before this happens. It should be the first enemy to die when you get ganged up on. Freeze works ok, not great. Feel free to use Starstorm if two or three enemies attack you at once; the Brain food lunches give Poo an almost infinite supply of PP, and none of these three enemies in Onett have a psychic power shield. The Ghost of Starman will very rarely (1/128; you know that drill) drop the Goddess ribbon. Don't waste time looking for the Goddess ribbon unless you just want to brag about finding it. EVIL EYE: Annoying little pest. It uses Paralysis omega, which will paralyze everyone, and Brainshock omega, which doesn't work all that well, thankfully. It can also diamondize you, which it enjoys doing frequently. PSI Freeze is *very* effective on it. It will rarely (1/128) leave a Meteotite behind. MECHANICAL OCTOBOT: Not dangerous. Save it for last in groups and bash/shoot it. FAQ 1. Is there ANYTHING I can do in Onett besides fetch the Meteorite piece? - You can't go into any buildings in Onett besides Ness's home. Even if you bought that seaside shack, you can't get into it, which is odd, if you ask me, inasmuch as one side of the building is missing... 2. Oh man, I just barely survived the last battle and I'm about to die. This is tough. I don't think I can make it back to Ness's house. What can I do? - You can try to use Teleport beta to get out of there and to safety. If you don't have enough room for that, you're just gonna have to try to make it to an area where you do have enough room, or back to Ness's house. Try to run away from battles while you're doing this, and good luck. These enemies are not to be trifled with. As soon as you get the Meteorite piece, you should teleport out of there. ================================================= TTTTT U U N N N N EEEEE L OOO FFFFF T U U NN N NN N E L O O F T U U N N N N N N EEE L O O FFF T U U N NN N NN E L O O F T UUU N N N N EEEEE LLLLL OOO F TTTTT H H EEEEE PPPP A SSSS TTTTT T H H E P P A A S T T HHHHH EEE PPPP AAAAA SSS T T H H E P A A S T T H H EEEEE P A A SSSS T ================================================= WHAT YOU SHOULD HAVE BEFORE YOU GET IN THE PHASE DISTORTER: Ness ATM Card Receiver phone Ultimate bat Sea pendant Goddess band Souvenir coin Super plush bear Super plush bear Super plush bear Super plush bear Brain food lunch Brain food lunch Paula Franklin badge Holy fry pan Night pendant Cherub's band Saturn ribbon Monkey's love Super plush bear Super plush bear Super plush bear Super plush bear Brain food lunch Brain food lunch Jeff Slime generator Neutralizer Hungry HP-sucker Moon beam gun Pixie's bracelet Shiny coin Rain pendant Heavy Bazooka Multi bottle rocket Multi bottle rocket Multi bottle rocket Multi bottle rocket Defense shower Multi bottle rocket Poo Sword of kings Bracer of kings Diadem of kings Cloak of kings Brain food lunch Brain food lunch Brain food lunch Brain food lunch Brain food lunch Super plush bear Super plush bear Super plush bear Super plush bear Super plush bear (Once you get into the Phase Distorter, there's no going back. This is why Dr. Andonuts is so insistent in making sure you're ready to go. As you can see, I strongly recommend that you first go to Summers and majorly load up on Super plush bears. The enemies here will mow down the bears like they're going out of style, so you'll want to have plenty on hand; you should have more money than you know what to do with by this point. Once you do that, go to Dalaam and fill yourself up on Brain food lunches, as many as you can carry. You should save a couple, three or four, inventory spaces for stuff you'll find on this last trek, but fill it up otherwise. Lastly, go to Deep Darkness and fill Jeff full of Multi bottle rockets. Jeff should be carrying no food or bears or anything else unnecessary, so that he can carry as many Multi bottle rockets as possible. Also, get Paula a Night pendant, either from Escargo or from the shop in Saturn Valley. No more enemies use PSI Fire, but some do use Flash. Once you have all of this, go ahead and get in the Phase Distorter.) STUFF TO BUY: See above paragraph. STUFF TO LOOK FOR: Horn of life (In the broken phase distorter in the first step back, the green Cave of the Past,) Legendary bat (in the Tunnel of the Past, near to where Giygas is.) ENEMIES IN THE TUNNEL OF THE PAST: Co-starring: Ghost of Starman, Mechanical Octobot ULTIMATE OCTOBOT: Basically the same as the Mechanical Octobot. No threat. WILD N' WOOLY SHAMBLER: Knock this thing off quick. If you don't, it'll unleash a nasty PSI Flash attack. It sometimes leaves a nice Multi bottle rocket behind. NUCLEAR REACTOR ROBOT: Remember the Atomic Power Robot? Same thing, only stronger. If it's alone or combined with an Octobot or Shambler, I recommend just running away rather than having it blow up in your face. Like its cousin, it uses most of its turns to completely refill an enemy's HP, which is irritating. But the worst thing is when it teams up with a Ghost of Starman and/or Final Starman (see note below.) SQUATTER DEMON: No threat. Bash/shoot it. I have no jokes concerning its name. BIONIC KRAKEN: Bash/shoot it. It's more dangerous than the Squatter Demon; it's basically the same as the Kraken, actually a little weaker, but it uses the same attacks. It's a rare enemy, and you'll only see it once or twice if at all. It does carry the Gutsy bat. FINAL STARMAN: The ultimate in the Starman series. It uses PSI Starstorm alpha *and* omega, plus it can cast psychic power shields, plus it starts the battle with a psychic power shield (so you can't attack it with PSI), plus it can revive defeated allies. It's major trouble, especially if it teams up with the Ghost of Starman and/or Nuclear Reactor Robot, which it often does. *NOTE* The trio of Ghost of Starman, Final Starman and Nuclear Reactor Robot makes for a very tough fight, tougher than most bosses. It's pretty much imperative when you fight them together to have Paula put up a psychic shield on everyone; if she has enough PP to burn, she can put up a psychic power shield, which will make this an easy battle. Take out the Final Starman first, the Ghost of Starman second, and the Nuclear Reactor Robot last. It will take awhile, since that blasted Reactor Robot will keep incessantly refilling HP. BOSS: GIYGAS PHASE ONE/HEAVILY ARMED POKEY (**) Do *NOT* attack Giygas, and do not use PSI that hits all enemies. Any attack on Giygas will be reflected back at a randomly chosen character (not necessarily the attacker.) Giygas will attack with Ness's PSI Special alpha or beta. Therefore, you will want to have Paula cast PSI Shield sigma on her first turn (NOT omega; if you reflect Giygas's PSI back at him, he will reflect it back at you again.) Heavily Armed Pokey has ridiculous defense but no major attacks, just irritating ones. I recommend using Paralysis (Ness), Freeze omega (Paula), Multi bottle rockets (Jeff; they will only do a few hundred HP damage to him but it's the best Jeff has), and Freeze gamma (Poo). After Pokey takes enough punishment, he'll taunt you and turn off the devil's machine, which brings us to... GIYGAS PHASE TWO (***) Now Giygas's protective shield is gone. It's time to pull out the heavy artillery. Volley PSI Special omega at him (don't worry about Ness's PP; keep using special omega until he runs down to 100 PP or so, at which point stop since he'll need to be casting lifeup and healing regularly. Sometimes Ness's PSI Special attack fails to work on Giygas; just keep using it.) Have Paula use PSI Freeze omega, which is still her best attack. Multi bottle rockets don't work, so Jeff will have to use the Heavy bazooka. Have Poo use Brainshock on the first turn; it always works on Giygas and will be a big help. After that, hit him with Starstorm omega repeatedly. Giygas has three attacks that he uses. The first is a PSI Thunder beta attack, which will attempt twice to hit you with thunder. Nothing major there. The second is a PSI Freeze alpha attack, except against all four characters. If you have the pendants equipped that I listed above, Ness and Jeff will be unharmed by this, while Paula and Poo will take serious damage. Also, it will randomly solidify the body of our heroes (usually one or two characters will be affected by this each time Giygas uses this attack.) The third attack is a powerful PSI Flash omega attack. If you have the pendants I recommended equipped, this will not bother Ness or Paula, but it will seriously bother Jeff or Poo, probably causing them to feel strange, get paralyzed, or collapse. Have Ness heal whatever maladies they incur. This phase of Giygas has 3600 HP. You should be able to chip that away in five or six rounds of battle. Don't use straight bash or shoot attacks, as they will cure his brainshock. If his brainshock goes away, just use PSI Brainshock alpha on him again. Sooner or later, Pokey will show up again and taunt you some more, signaling the beginning of the end... GIYGAS PHASE THREE (***) Same as phase two, except that he now has infinite HP when attacked by normal means. The only way to defeat him is to use Paula's Pray command nine times. Thus, your chief aim is to keep Paula alive and keep Praying. It really doesn't matter what the other three characters do; using Defend won't help anything. You can attack him just for the fun of it, or Spy on him or whatever; just keep Ness and Poo on call to heal Paula whenever necessary. The ninth prayer will do him in, thanks to the prayers of Marky Mark and the Funky Bunch (at least that's what happened in *my* game.) FAQ 1. Is there any way to go back to Saturn Valley, or anywhere else, after I've become a robot? - Nope. Once you're in the Tunnel of the Past, you're there for good. 2. Is there ANY way to sleep or anything to get my HP and PP refilled here? - Yep! If you go back to the Phase Distorter and use it, you will be able to both replenish your HP/PP and call Dad to save the game. (I don't recommend saving in the Tunnel of the Past, since you can't return from it. You should save before you go there and make that the last save of the game. That way, you can still go anywhere you want in the game if you ever feel like it later. 3. I'm having trouble with these enemies. What level should I be at by now? - Your level doesn't matter a whole lot at this point. I guess you'd want to be at least around level 70 or so by now. I'm usually in the mid to high 70s when I finish the game, and some of that is only because of all the exp. I built up while waiting for the Sword of kings. Paula should know PSI Fire omega by now. ****************** *CONGRATULATIONS!* ****************** Congratulations on making it to the end of this document, which is probably threefold harder than making it to the end of EarthBound. You should notify the authorities immediately. ******************************************************* *LEGAL INFORMATION, WARRANTY, WARNINGS, AND OTHER INFO* ******************************************************* This document is ©®™ 2002 Justin Zeth. All rights reserved. This document may not be downloaded, uploaded, reloaded, unloaded, overloaded, altered, mutilated, opened, closed, or read without the express written consent of the Commissioner of Major League Baseball, the Dalai Lama, and no fewer than five (5) justices of the United States Supreme Court. Any violation of this will result in hordes of various lawyers holding hearings on the subject until everybody involved is dead. DO NOT REMOVE THIS TAG UNDER PENALTY OF LAW. This document is hereby warrantied against any defects, real or imaginary, until such time as this sentence is read by the consumer, at which point the warranty shall be void. Possible side effects of reading this document include, but are not limited to: Headache, upset stomach, dry mouth, fatigue, nausea, abdominal pain, swollen extremities, diarrhea, vomiting, chills, high fever, hives, flesh-eating strep infections, temporary and/or permanent blindness, bone dislocations, stroke, the condition known as "hot dog finger," liver damage, paralysis, heart disease, kidney failure, death, and possession by the Prince of Darkness. Similar side effects were experienced by patients taking sugar pill. If you wish to receive a printed copy of this document, please send $50 to: 312 Ewing Hall, State College, PA 16802. If you do not wish to receive a printed copy of this document, just send some money in a box to the above address, and I will see to it that you do not receive the document. This FAQ was written pretty much off the top of my head, which is why (a) it is largely incoherent and (b) there are lots of things missing. Since it all came out of my rather twisted mind, if you steal anything in here it will be pretty obvious. So don't be a n00b and steal my stuff. Obviously, you're not allowed to claim this, or anything in it, is your own work, and you definitely aren't allowed to sell it. Although you do deserve a gold star if you can find someone willing to PAY for it. I'll come by the slammer, where you'll be serving 8-10 years, and give you one, if you do that. I'll have "Big Bubba," as the prisoners know him, give it to you personally. ****************** *ACKNOWLEDGEMENTS* ****************** KindarSpirit (kindarspirit@starmen.net) -- Staffer in charge of the EarthBound section at www.starmen.net when this FAQ was first posted. I acknowledge her l33tness and give a thousand thanks for the speedy posting of this FAQ. May you never find rocks in your sandals. As long as you keep updating regularly. (NOTE: Since I wrote this, KindarSpirit has vanished without a trace. She still is l33t, wherever she is.) (NOTE 2: Picky is now the EB section maintainer with his sidekick Colin, as of this writing.) CJayC -- Webmaster of gamefaqs.com, who, by acclamation, is on the world leaderboard in l33t. PikaChan (flyingpinkbunnies@attbi.com) -- The first to find the MISSINGNO., and probably the world record holder for boredom level since she actually took the time to read or skim through this document. Unlike yourself. A.L. Holby -- Also found MISSINGNO., and actually read this whole thing, for which I would reward her with extra l33tness points, except she already scores 100 out of 100 on the l33tness scale. Mr. Joshua -- The second to find the MISSINGNO., and one of the few of us left remaining who have lots of spare time and probably like EarthBound a little bit too much, the result being that we undertake serious studies of things that maybe four people on earth care about. OTHERS IN THE MISSINGNO.* HALL OF FAME: Mansion_Maniac SimonBob * In case you're wondering, I hid a "MISSINGNO." amongst the enemy descriptions, just to see who would actually read this document closely enough to find it. It has been changed to PIKACHAN in honor of the first person to find it. Atma (atmaweapon15@aol.com) -- Reminded me of the easy way to survive the Desert Gold Mine thanks to magical Ketchup Packets. If you wish to have your name forever enshrined in this section, email me (jzeth7@hotmail.com) and point out something useful that I missed. -- JUSTIN ZETH Ruler, the world