EARTHBOUND ZERO / MOTHER MINI-FAQ v0.6 for the Nintendo Entertainment System by K. Megura Unpublished work Copyright 1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The EarthBound / Mother series is (c) Shigesato Itoi and (c) Nintendo of Japan, Nintendo of America. All rights reserved. This FAQ can be found at: ------------------------------------------------------------------------- Kao Megura's Home Page www.geocities.com/tokyo/pagoda/4610 GameFAQs www.gamefaqs.com -------- CONTENTS -------- - About the Game - How To Play - Basic Walkthrough - Cheats and Tricks - Psychic Power Chart - Shopping Chart - Miscellaneous ========================================================================= ABOUT THE GAME ========================================================================= This game's actual title is 'EarthBound', but for sake of clarity, most people are referring to it as 'EarthBound Zero'. There are several versions of this game on the Internet--the one I'm using includes a patch to prevent the 'illegal copy' screen that appears in various parts of the game. I'd like to thank Demi and all the others who helped to release this game for all us EB fanatics to play. Concerning this FAQ, well, it's a Mini-FAQ. I'm not going to get all the monster's stats or anything like that because frankly, it's too time-consuming. If someone wants to contribute anything, they get props, of course, but this is just sort of like a quick help guide and not some definitive walkthrough. You need to have a NES emulator (such as Nesticle), to play this game as well as the ROM file itself. You can get the ROM at Neo Demiforce (http://shell.cdc.net/~loiosh/demi/) and Nesticle at Zophar's Domain (http://zophar.malicia.com) under the NES Emulator section. If you have a FAQ question, ask away, but don't ask me to send you the EBZ file or anything like that because I won't. This FAQ has spoilers (there's no way around it), so read at your own risk. ========================================================================= ABOUT THE GAME ========================================================================= BASIC CONTROLS ________________________________________________________ Directional Pad - Move in 8 directions. A Button - Opens Command Window, accepts decisions. B Button - Closes windows, declines decisions. Hold B, D-Pad - Run in 8 directions Start Button - Opens Map (not usable in all areas) Select Button - Opens State Window. COMMAND WINDOW ________________________________________________________ Talk - Chat with people, animals, garbage cans, etc. Check - Use to examine objects. Goods - Opens Goods Window. State - Opens State Window. PSI - Opens PSI Window. Setup - Opens Setup Window. GOODS WINDOW __________________________________________________________ All items you've accquired are listed here. Each character can carry eight items apiece. While in this window, you have the following options: Use - Use an item. Eat - Eat a food item. Give - Give an item to another friend. Drop - Toss away an item you don't want. Not all items can be dropped. Look - Examine an item in your inventory. STATE WINDOW __________________________________________________________ This window shows your current statistics, as well as your amount of HP and PP. You can press A to cycle through the characters. If your character knows any Psychic Powers, press Left to highlight the PSI window, then press A, Left, or Down to cycle through your known Psychic Powers. PSI WINDOW ____________________________________________________________ This window lists all Psychic Powers you can use outside of battle. You can use a PP by selecting it with A and choosing which character to use the Power on. SETUP WINDOW __________________________________________________________ You can remap the button commands in this screen, as well as choose the speed of messages. 1 is the slowest speed, 5 is the fastest. WHILE IN BATTLE _______________________________________________________ During a battle, you have the following options: Fight - Select an enemy to attack with your currently equipped weapon. PSI - Use a Psychic Power in battle. Goods - Use an item in battle. Check - Examine your enemy. This may tell you their offensive and defensive power, as well as any Psychic Powers they may have or be immune to, not to mention any items they might use against you. Auto - This causes your characters to be controlled by the CPU. You can end Auto Battle at any time by pressing the B button. A little advice--the computer is dumb ^^; You can die really easily in Auto Battle mode. Guard - Your character will take no action and defend, reducing any damage taken by about half. Run - Your character will attempt to run away. You cannot run away from boss battles. SOME ADVICE ___________________________________________________________ - You can save your game by calling your Dad, either using a phone in a healer's house or your home, or by using a pay phone. It costs one dollar to use a pay phone. If you have a Phone Card (refer to the walkthrough), you can use a pay phone even when you're broke, and the amount will be deducted from your bank account. Note that your dad will sometimes contact you in the middle of the game and offer to save your game for you. - If you have more items than space, you can always store them in your closet at home. Talk to Minnie at your house and she'll hold onto any items you want. To get them back, just ask her to give you back an item. - If you die and continue, you lose half the money you were currently carrying on you. ========================================================================= BASIC WALKTHROUGH ========================================================================= - Once the game begins, attack the lamp when it comes after you. - Then go into your sister's room and attack the doll. Examine it afterwards to hear one of the eight songs you'll need to memorize later. - Talk to your mother, then to your father. Go outside and check your dog to get the Basement Key. Get the items from the basement. - Now spend some time building up levels, preferrably until you reach Level 3. Go to Podunk and buy the Canary Chick from the department store. Also, look for the man giving a survey--you can get a Phone Card from him. - Head northwest to the Canary Village. There's a hole in the wall behind the gray statue, so go behind it and use the chick on the talking canary, Laura. She'll sing another melody to you. Now return to town and and talk to the Mayor. Agree to help him. - Make your way to the south of town, and watch out for people who are really Pseudo Zombies. At the graveyard, look for an open crypt (it's east of the church). In the adjoining room at the bottom, open the coffin on the far left to find Pippi. - Return with Pippi to the town. If she faints, you'll have to revive her in the hospital. Then go talk to the Mayor, get the Zoo Key from Abbot, and head back to your house. - Along the way, pick up the Franklin Badge from Pippi. Save your game and return to town. Look for the path that leads north to the Zoo. - After the Singing Monkey steals your key at the Zoo gates, go inside. Head east until you reach the Superindent's building. Go inside and get all the goods. - On the top floor, enter the right-hand door first and get the Life Up Cream. Then go into the left door and examine the capsule. - Starman Jr. will appear. This battle is easier than it looks, esp. if you have the Franklin Badge, which reflects Gamma Beams. - Once Starman leaves, you may want to go and heal up back in the town. Don't forget to get another song from the Singing Monkey at the Zoo, though. Return to the upper bridge where the guards are (northeast of the Zoo), and they'll let you past. - In the cave, examine the stone and then use 'Telepathy'. You'll be warped to the land of dreams, Magicant. - One man here will give you an Ocarina, and another one will give you a Big Bag (full of Magic Herbs) if you let him borrow your Cash Card for a while. - You can withdraw (but not deposit) money by going to Mary's Fountain and using Telepathy, if you need some extra dough. - Leave the town and head northeast. To answer the man who tells riddles, use 'Telepathy' after he finishes talking. In Mary's castle, talk to everyone. One room has six chests--open one and the rest close. I suggest getting the Boomerang. - When you're done here, leave and look for the Flying Men's home. You can have one of these guys accompany you and fight for you, but if they die, you'll have to go get another one. There's a limited number of Flying Men, so don't waste 'em. If you want to build up EXP fast, look for the Grouchos and wait for them to leave. They'll usually give one character lots of EXP whereas if you beat them, you only get a few measly points. - Go to the Fountain. Heed the advice of the men there and return to the town, then go east. There are a bunch of wells here. From the well across the bridge, go south and step on the well slightly to the left of the first well you come across. - It leads into a dungeon, which is actually quite short. Keep trying the different holes and ladders until you reach the bottom floor. You can't do anything to the Dragon right now, but don't miss the hole that leads to the room with the Onyx Hook. - Take it and go find the Forgotten Man (northeast of the hole). Tell him that you'll ignore him, and he disappears. Step through the door behind him and you'll appear in a new cave. Leave, and you'll be outside. The Onyx Hook is a very valuable item. It works at any time, so if you are in a dungeon with little goods or PP left and no way to get out, you might as well use the Hook to return to Magicant (getting to the well dungeon and getting through it becomes easier as you keep playing, so it's not like it takes a long time to return to the real world). - Go north until you find a path that leads down to the ground. Then keep going north to arrive at Merryville. - The Twinkle School is nearby. Talk to the janitor and he'll open the door on the top floor. Examine the garbage can to find your second friend. - Leave and go south to the Little-Sweet Factory. Look for a ladder that leads up; it'll set you on the right path. The Bottle Rocket you need is in a garbage can. - Once you have the rocket, return to your pal and he'll join you. After he destroys the lab by accident, you should get him some weapons and armor (a Boomerang from this town, and if you have the money, a Magic Coin and Gold Ring from Magicant). You'll want to raise him _lots_ of levels, up to at least 12 or higher. When you're ready, walk to the north and head west of the train tracks, then north again. You'll find a Pass on the ground. Keep going and you'll arrive at Duncan Factory. - Show the dog your Pass, then defeat it. Inside the factory, you need to make your way to the upper-left corner of the building. You'll know when you're on the right track when you reach a long hall that goes far to the left, then diagonally down for some distance. Launch the rocket in the bay, then leave. - You can now go past the boulders to the Union Station. From here, there are a lot of places to go to--what I'm listing is what I did. - Go to Reindeer. A woman there will give you the girl's hat. Several people in this town have the flu, so be careful who you talk to. One man will also give you lots of money--but I don't know what happens if you hold onto it. Don't forget to buy the Plasma Beam from the top floor of the department store--it's the best weapon you can give to your friend. Although it breaks after only a few uses, you should keep one handy in case you get into a sticky situation. - Go to Snowman. Note that if you visit the Healer's house, the main character's Dad will want to know your (yes, _your_) name. Visit the Snowman Chateau and show the girl the hat, and she'll join you. You should raise her level to at least 10. This is very easy considering that you can sleep for free at the Chateau. At this point, I suggest using the Onyx Hook to return to Magicant, so you can get that Magic Ribbon for her from the ground-swimming cat, as well as some Magic Coins and Gold Rings for anyone who still doesn't have them. As for weapons, don't get her a Frying Pan from Snowman, get her a Boomerang from Merryville. - Now return to the Union Station and go to Spookane. This town is filled with monsters. Feel free to stay at the hotel if you want, but you'll be attacked by a Starman the day after. In the actual town (where everyone lives outdoors), one woman will give you the key to the Rosemary's house. From the room with the mouse, take the upper door, then keep taking the lower door. This will eventually lead you to the piano room. Check out the piano to learn another one of the melodies Queen Mary wanted you to find. - Now leave the house and return to the Union Station. Head east, and go up into the cliffs to get around the broken bridge. You'll end up in the Yucca Desert. Be sure to find the singing cactus (you can tell which one it is because it has a face). From the war survivor's tent (see below), head west, then north. Use 'Telepathy' on the cactus and he'll sing one of the melodies you need. - In the desert, you may run into a war survivor. If you ride his plane 10 times (or since you have 3 people, 4 times), he'll let you ride his tank (use the stubs on him). However, you can't take it beyond the desert. There's some ruins in the desert to the east of the war guy's tent--however, the ruins are guarded by a powerful robot. To defeat it, get in the tank and pilot it up into the area where the robot appears. He'll attack you, but the tank will reflect any damage taken. If you haven't already found the singing cactus, try riding Flight Plan A to see where it is. - After the robot is dead, you can explore the rest of the ruins (but the tank will break). A hole here leads down into an area where many monkeys live. At least one monkey gives you a Speed Capsule; otherwise, you can get PSI Stones from the presents scattered throughout the area. On the bottommost floor is a pink structure. If you use Telepathy, it will take you to Magicant. Note that if you leave Magicant via the well dungeon, you'll end up near Youngtown instead of south from Merrysville. - Make your way to Youngtown. Here, look for the Garrickson's house and use 'Telepathy' on the baby to learn Teleport. Then head to the east and go into the swamp area. - Keep heading northeast. After crossing a couple of bridges, you'll reach a house. Inside is Pippi, who will let you stay the night. Since you can sleep here for free, you might as well bash some monsters and raise some levels. In the trashcan outside the house is the weakling's father, who will check to make sure that you've registered your real name. - When you're ready to move on, keep heading southwest. Tougher monsters, like Crocodiles and Mooks will show up, so be careful. After a while, you'll be able to head due east, so keep doing that until you arrive at the forest. Go north from here and make your way to Ellay. - Be careful who you talk to in Ellay (get it? L.A.? Anyway....), because some of them are Bla-Bla Gang members and will attack you. Look around town if you want, then head to the northwest to the Look-Out Tower. Go to the top floor and examine the far left telescope to make a rocket land. You can take it to a small island. On the island, you can trade Strawberry Tofu with the three inhabitants to get the Words O' Love (from the scientist), the Swear Words (from Able), or some information about a robot in Mt. Itoi (from Baker). If you don't have any berry tofu, you can buy it in Reindeer for $975 per piece. - Now, go to the building where the Live Show is at. Since you need a ticket, buy one in the Department Store for $350 (there's a man outside the show building who is selling his for $1200, so ignore him). Once inside, tell the man you want to dance. When you're done, your fourth friend shows up. If you tell him you beat up his gang, he'll fight you, but call it quits after a few rounds. He'll kick out your friend (the guy who everyone thinks is a weakling), and join the party. Don't bother buying armor from Magicant for this guy as he's already plenty powerful. BTW, remember the cop who says he can hook you up with weapons? If you buy a drink from the girl in the Live Show, you'll get arrested, and your main character's item will be confiscated. You'll have to buy it back if you want it (in another words, his 'powerful weapon' is just whatever gets confiscated). - With him in your party, head east, then south, go across the river, and keep going east. There's a house in a clearing where you can heal up. North of that is a cavern. The cavern maze in itself is not very tricky; just remember what door leads where and you can find the exit fairly soon. Don't forget to get Hank's Bat for your main character, the Iron Skillet for your girlfriend, and the Katana for the new guy, as you explore the maze. - Outside, make your way to the northeast. You can climb up the long ropes hanging from the tree stumps. There's a boat to the north that you can't use, so look for a healer's house instead. He can heal and revive anyone. After saving your game, you can dance with your girlfriend in the other room. You'll be attacked by a robot that you can't defeat afterward. When you come to, talk to your pal. He's too injured to keep fighting (maybe he's dead?), so your buddy who got kicked out will join instead. NOTE: At some point you need to return to Magicant and kill the dragon in the well dungeon who's sleeping (remember him?) I don't know when you can do this (I didn't do it until later), but I think that around now, you're powerful enough to wake him up. - Go back through the cave and return to the healer's house to rest up, then go north to where the broken boat was. Your friend can fix it up and make it usable. Find the whirlpool in the middle of the ocean, and pilot it inside. - Inside the submarine, take the elevator down and head all the way to the left. Climb up the ladder you find and check the robot. It will awaken, then the submarine will explode. - Back on land, you need to head northeast. Note that you cannot use the Onyx Hook while Eve is in your party. However, she will attack first every round and do in excess of 900 points of damage, so feel free to take some time to raise levels. In any case, shortly after finding the Sea Pendant, you'll be attacked by a robot that will destroy Eve. Check Eve's body to hear another one of the eight songs, then keep heading north. There's a gravestone here that will teach you the final song. - Beyond it is a blocked cave. At this point, I returned to Magicant to fight the dragon. I honestly don't know if I could have fought it at an earlier point. Anyway, use the Onyx Hook to return to Magicant. Leave via the well dungeon, but on your way out, stop and check the dragon. It will wake up and attack you. Use PSI Block and the dragon will be hecka easy to kill. When it's dead, talk to it to get another musical note. - You should now have all eight notes. Return to Magicant (you can use the Onyx Hook even in the well dungeon). Remember the guitar player who wanted you to come visit him? When your Level is high enough, he'll tell you his secret (which, BTW, is a reminder of where all the melodies are if you missed one). Yes, this does have to do with your level (he kept telling me the same message, then my friend rose a level and he changed it), which IMHO is a little stupid because you'll have all the notes by then anyway.... - When you're ready to continue, go meet with Queen Mary. - BEFORE you talk to her, keep in mind that if you do so, you can never return to Magicant. - She'll tell you about Giegue (I'll give you one guess who that is... he may be more familiar to you SNES Earthbound players as Giygas). Then, you'll be warped back to the gravestone south of the blocked cave. Go north and you'll find that you can now get inside. - In one of the side passages is a room full of people, all of whom were kidnapped (including Erika's parents and the citizens of Youngtown). Talk to them, then leave and continue north. Go through the cave at the north end of the path, and you'll find the Mother Ship waiting for you, as well as Giegue. - I highly recommend that your main character knows LifeUp Beta, and your girlfriend knows LifeUp Pi. It'll really help. Your characters should keep guarding and healing themselves until Giegue finishes his monologue. Then, start singing. You'll need to sing lots of times (eight, maybe nine times), so make sure that you keep your life up. Having some extra LifeUp Creams and PSI Stones on hand will help if your PP levels begin to drop too low. ========================================================================= CHEATS AND TRICKS ========================================================================= ------------------------------------------------------------------------- MONEY GLITCH ------------------------------------------------------------------------- Well, apparently this isn't really a glitch. According to Zach Bertram, whatever money you get from killing monsters already appears on your card (i.e, you don't need to talk to your Dad to get it, you can just take it from an ATM). So if you spend a bunch of money, _then_ call your Dad, he tells you how much you earned, but the amount of money is actually whatever you had already spent. It looks weird, but it actually makes sense (I guess). ------------------------------------------------------------------------- HELP AVOID ATTACKS ------------------------------------------------------------------------- Every time you leave a battle, a certain amount of steps is chosen by the computer. After you walk so many steps, you'll be attacked again. However, if you open up your menu window, the number of steps is re-determined. This is great for us emulator users, as you can just save your state, take a couple of steps, and if you get attacked, reload your state, open your menu, and try again to see if you can go further without getting attacked. Although useful, remember that if you don't fight monsters, you won't earn money or be able to level-up. ------------------------------------------------------------------------- GET THE MOST OUT OF RAISING LEVELS ------------------------------------------------------------------------- Every time you see the message '(somebody) has raised a level', save your state. This is because the stats. that are raised are chosen at random each time, so if you only get minor increases in your scores, then just reload your state and see if you get something better the next time around. You can also try to 'force' a new skill by reloading your state repeatedly until your character earns a Psychic Power. ========================================================================= PSYCHIC POWER CHART ========================================================================= Psychic Powers are learned through fighting. While you learn the majority of them through level-up, you can also earn them simply by going into a battle, even if you run away from the battle. MAIN CHARACTER NAME COST DESCRIPTION ------------------------------------------------------------------------- Telepathy 1 Use to talk to certain people/things. Teleport 3 Return to any town you've ever been to. LifeUp a 3 Restores around 30 lost HPs to one character. LifeUp b 5 Restores around 70 lost HPs to one character. LifeUp r 9 Restores all missing HPs to one character. LifeUp pi 17 Restores around 60 lost HPs to all characters. Healing a 3 Heals certain status ailments. Healing b 6 Heals certain status ailments. Healing r 6 A stoned character is softened. Healing pi 6 Heals certain status ailments. SuprHealing 36 One fainted character is awakened with full HP. PSI Shield a 4 One ally takes less damage from PK attacks. PSI Shield b 9 All allies take less damage from PK attacks. PowerShield 9 Physical damage taken is reflected on one foe. OffenseUp 6 Increase one character's attack power. DefenseUp a 3 Increase one character's defensive power. DefenseUp b 8 Increase all character's defensive power. QuickUp 3 Increase one character's speed. Def.Down a 3 Decrease one enemy's defensive power. Def.Down b 9 Decreases all enemies' defensive power. 4th-D. Slip 16 Escape from any non-boss battle. Hypnosis 5 One enemy is put to sleep. THE GIRL FROM SNOWMAN Telepathy 1 Use to talk to certain people/things. Teleport 3 Return to any town you've ever been to. LifeUp b 5 Restores around 70 lost HPs to one character. LifeUp r 9 Restores all missing HPs to one character. LifeUp pi 17 Restores around 60 lost HPs to all characters. LifeUp o ?? Restors all lost HP to all characters. Healing a 3 Heals certain status ailments. Healing b 6 Heals certain status ailments. Healing r 6 A stoned character is softened. Healing pi 6 Heals certain status ailments. SuprHealing 36 One fainted character is awakened with full HP. PSIShield a 4 One ally takes less damage from PK attacks. PSIShield b 9 All allies take less damage from PK attacks. Power Shield 9 Reflect any physical damage back onto your foe. BrainShock 5 One enemy is confused and may attack itself. BrainCyclone 12 All enemies are confused a la BrainShock. Hypnosis 5 One enemy is put to sleep. Paralysis 8 One enemy cannot move. Darkness 10 One enemy is blinded and it's attacks may miss. PSI-Magnet 0 Drains PPs from a foe and gives them to you. Shield-Off 8 Erases a PSIShield, if your enemy is using one. PSI-Block 5 Prevents one enemy from using any Psychic Powers. PK Freeze a 3 Causes minor ice damage to one enemy. PK Freeze b 5 Causes major ice damage to one enemy. PK Freeze r 8 One enemy is reduced to 1 HP (critical). PK Freeze o 13 All enemies take major ice damage. PK Fire a 8 All enemies take minor fire damage. PK Fire b 12 All enemies take major fire damage. PK Fire r ?? All enemies take extreme fire damage. PK Fire o ?? All enemies take massive amounts of fire damage. PK Beam a 4 One enemy takes minor defenseless damage. PK Beam b 7 One enemy takes major defenseless damage. PK Beam r 12 One enemy is killed outright. * PK Beam o ?? All enemies take major defenseless damage. PK Thunder a 3 One enemy takes minor lightning damage. PK Thunder b 6 One enemy takes major lightning damage. PK Thunder r 12 All enemies take major lightning damage. * The Franklin Badge can deflect this attack. BTW, here's what those letters mean: a = Alpha b = Beta r = Gamma pi = Pi o = Omega I'll add more Psychic Powers as my characters learn them. ========================================================================= SHOPPING CHART ========================================================================= PODUNK _________________________________________________________________ Antidote $ 20 Asthma Spray 148 LifeUp Cream 194 Insecticide 300 Plastic Bat 80 Slingshot 120 Wooden Bat 500 Orange Juice 5 Bread 30 Sports Drink 75 MAGICANT _______________________________________________________________ (Three stores) Magic Herb $ 30 Peace Coin 260 Protect Coin 648 Magic Coin 1200 Magic Herb $ 30 Brass Ring 460 Silver Ring 825 Gold Ring 1510 Repel Ring $ 160 H2o Pendant 700 Fire Pendant 700 Earth Pendant 700 MERRYSVILLE ____________________________________________________________ Antidote $ 20 Asthma Spray 148 LifeUp Cream 194 Insecticide 300 Wooden Bat 500 Aluminum Bat 1000 Boomerang 1100 Orange Juice 5 Bread 30 Sports Drink 75 Ruler 22 Stun Gun 300 Rope 600 Repel Ring 160 REINDEER _______________________________________________________________ Antidote $ 20 Asthma Spray 148 LifeUp Cream 194 Aluminum Bat 1000 Boomerang 1100 Orange Juice 5 Bread 30 Sports Drink 75 Berry Tofu 975 Bomb 280 Laser Beam 760 Plasma Beam 1300 SNOWMAN ________________________________________________________________ (House near the Jack Hotel) Bread $ 30 Mouthwash 175 LifeUp Cream 194 Frying Pan 300 YOUNGTOWN ______________________________________________________________ (House near the Jack Hotel) Bread $ 30 LifeUp Cream 194 Nonstick Pan 700 Air Gun 1400 ELLAY __________________________________________________________________ (Burger Joint) Orange Juice $ 5 French Fries 15 Hamburger 25 (Department Store) Antidote $ 20 Asthma Spray 148 LifeUp Cream 194 Orange Juice 5 Bread 30 Sports Drink 75 Ticket 350 Butter Knife 580 Rope 600 Survival Knife 1200 ========================================================================= MISCELLANEOUS ========================================================================= Revision History _______________________________________________________ Version 0.6 (July 28, 1998) - Just a note that I lost all my EB save files :( So I don't really know if this guide will be updated any more, or at least, it won't be until I play through the game again. Version 0.5 (June 24, 1998) - Some PSI information and other stuff. I'll finish up the PK list by the next update, so don't worry about the ??'s for now. Version 0.4 (June 8, 1998) - More corrections and additions. Version 0.3 (May 12, 1998) - Added more general information. Version 0.2 (May 8, 1998) - Finished the walkthrough and added several lists. Version 0.1 (April 30, 1998) - Basic walkthrough. Special Thanks _________________________________________________________ Paul (kratkev0@naspa.net) - Information on the Ocarina. Don Harlow (don@donh.vip.best.net) - For the extra PSI information. Cranium X (craniumx@citynet.net) - For the location of the Air Gun and for telling me how to withdraw money while in Magicant. Jee Shin (gslice@sixtyfour.com) - For PSI Healing info. Toni Lahti (lahtii@sci.fi) - For telling me about how to kill the robot in the Yucca Desert. Micheal Andra (wizOwor@rdr.net) - For information on leaving Magicant via the monkey temple. Zach Bertram (grolyhail@hotmail.com) - Corrected me on the money glitch. Jim Gilsinan IV (gilsinan@fas.harvard.edu) - Corrected me on the 'help avoid attacks' trick. Questions ______________________________________________________________ - There's a store in Magicant that needs the Ocarina. You can get it from a man also in Magicant. Can you give it to the shopkeeper somehow? - Has anyone found the single mine that the war survivor buried in the Yucca Desert? What's the point of finding it? Unpublished work Copyright 1998 Kao Megura