Date: Sat, 25 Jul 1998 20:22:05 -0600 EarthBound Zero (AKA Mother in Japan) Walkthrough Version 1.11 By Ed the Moogle, the EarthBound Master. Feel free to distribute this, as long as it's not altered in any way. The latest version of this FAQ is available at www.geocities.com/Area51/Chamber/5621 Please try to ignore the P and BR tags, this was converted from HTML on my page. ***************************************************************************** History of the Game ***************************************************************************** This game was first released in Japan, under the name Mother. Nintendo was planning on releasing a translated version in North America, but for some reason the project was scrapped. I e-mailed Nintendo of America about the cancelling of the game, and they replied: "EarthBound for SNES is the original Mother game, with enhanced graphics and sound." After playing through the game, I discovered it wasn't. It had many similarities, but it was indeed different. I thought that Nintendo doesn't even remember the game. But when I mailed a second time, they answered this. "Many games are not released in the U.S. simply because projections are that the costs involved in advertising, customs, distribution, packaging, etc. will not be recovered. This game falls into that category." That helps a lot more than the previous answer. =) ***************************************************************************** Other information ***************************************************************************** The EarthBound Zero ROM is available on several emulation sites. However, emulation is by no means legal unless you own the actual game or delete it after 24 hours (although this game may be an exception, because prototypes aren't usually copyrighted). If you own a copy of this game (japanese or the actual prototype cart that was dumped into the ROM) please contact me at edthemoogle@geocities.com . I would love to hear from you. The ROM is available at Neo Demiforce. Their web page is at http://www.frognet.net/~demi/index.htm To play it you will need an emulator. The best one to use is NESticle. It's available on many emulation sites. Soon I will supply both of these on my page at http://www.geocities.com/Area51/Chamber/5621 On to the game! ***************************************************************************** General Hints ***************************************************************************** -Keep your Hit Points high. Danger lurks everywhere. -Before entering a dangerous place, bring some Bread with you and use it before you enter. That way, once you've accomplished the objective in the dungeon or are low on life/supplies, you can use the crumbs and reappear where you first used the bread. This trick has saved my butt quite a few times. -Try to save your Psychic Points for when they're absolutely nessesary, like healing when you're out of healing items and major fights. -At the main character's house, his sister can store items for you if you don't need them any more or want to save them for later without taking up limited inventory space. -When a new character joins your team, try to get them up some levels before you go wandering in dangerous territory (the Girl especially, her psychic powers rock, and she has lots of 'em!) -Use Check in battle to see an enemy's attributes, as well as strengths and weaknesses. -If you lose a battle, you'll start with half your money and all your characters dead except for your main character, who will have full HP and no PP. Get to a hospital ASAP after you lose a battle. ***************************************************************************** Controls ***************************************************************************** Control Pad- It's QUITE self-explanatory. Hold B while pressing the Control Pad to run. A- Open command window, confirm a selection. B- Close command window, cancel a selection. Start- Look at map. The map is not available in some places. It shows the location of all the towns, and the dots represent important places. You'll visit all of them during the game. Select- Opens Condition Window. ***************************************************************************** Commands in the Command Window ***************************************************************************** Talk- Talk to people, animals, friendly critters. Check- Examine an object. Goods- Use an item in your inventory or view what items you currently have. Once you select an item, you have these choices. Use- Use the item. Eat- If the item is edible, eat it. Give- Give the item to another person on your team. Drop- Get rid of the item. Important items cannot be dropped. Look- See what the item is and what it does. State- Opens the State window. This window shows your current Statistics, PSI powers, and other things. PSI- Opens the PSI window. This shows you what PSI powers you currently possess and lets you use healing and teleport powers outside of battle. Setup- Opens the setup window. This lets you change your preferences to the way you want to play the game. When you are in battle, you have these choices. Fight- Attack a single enemy with your current equipped weapon. PSI- Use a Psychic Power in battle. Goods- Use one of the items you possess in battle. Check- View your enemy's statistics and reveal their strengths and weaknesses. The bad thing is that it leaves you open to attack. Auto- The computer controls your characters for you, but the computer really sucks. Don't use this against really tough enemies. Guard- Defend from Enemy attacks. This reduces any damage taken by about 50%. Run- Your characters will try to run from battle. It may not always work and you cannot run from bosses or important battles. ***************************************************************************** Walkthrough ***************************************************************************** Part One: The first three notes ***************************************************************************** When you start the game, try to leave the room and you'll be attacked by a Lamp. Defeat the lamp and go into the next room. Fight the other lamp. Then go into the next room and fight the Doll. After defeating the Doll, check it to learn the first note. Talk to your sisters to get free Orange Juices. Then go downstairs and talk to your Mom, then call your Dad on the phone. He'll tell you about your adventure and PSI Power and blah blah blah. He'll also mention a basement key. Go outside the house and talk to the dog. Do what he says to get the Basement Key. Go back inside the house and unlock the basement door. Get the Plastic Bat, Sword, and GGF's Diary. Read the diary for a password you'll need later. Equip the Plastic Bat. Fight a few Rats in the basement to get experience. Then go outside and fight critters to get experience, preferably get up to Level 3 or 4. After that, Save your game and go south to Podunk. Talk to people and buy food at the burger store, then go to the Dept. Store's top floor. When the guy offers to sell you a Canary Chick, say Yes. When he offers the price of $85, say No and you'll get it for free. After you get the Canary Chick, head northwest to the Canary Village. Behind the discolored statue is a hole in the wall. Go through the hole in the wall and give the canary chick to Laura, the talking canary. She'll sing you the second note. Now go back to Podunk and talk to the Mayor. He'll ask you to save the girl that has been captured by Zombies. Head south to the graveyard, but beware of people which are really zombies. Go to the Healer's house (bring some money) to recover from damage and save your game. After that, head across the bridge and walk around to fight Mr. Bats and ocassionally Pseudo-Zombies or Gang Zombies if you are feeling lucky. Once you get to Level 5 or 6, you will be ready to enter the graveyard. Look around the graveyard for a hole in the ground. Step on the hole to reveal a hidden stairway. Open the caskets down here. Pippi is inside one of them. Fight your way back to town (or do the Bread trick) and talk to the mayor (if Pippi is KOed by the enemies, visit the hospital first). The Mayor will give you $100 (a good reward for suffering through all those Mr. Bats). Talk to Abbott, the Mayor's assistant, to get the key to the Zoo. Head back to your house to rest and talk to Pippi on the way (by the house across the bridge from yours). She'll give you the Franklin Badge, which you'll need when you get to the Zoo. For now, head home and rest, then head back to Podunk and arm yourself with a Wooden Bat (if you don't have enough money, fight Mr. Bats and Zombies in the graveyard). Head along the northeast path at the edge of town to reach the Zoo. Once you get to the Zoo gate, the Singing Monkey will steal your key. Check the gate to enter (the gate is a piece of crap) and beware of the strong enemies here (those Gators are nasty). Get to the Superintendent's building, and pick up the gift boxes in there. If you see a strange orb, don't check it until you've gotten the gifts. Once you've healed up, check the orb to fight Starman Jr, your first boss. Starman Jr. is a pushover. He tries to use PSI Beam Gamma to kill you in one hit, but the Franklin Badge deflects it and destroys him instead. Congrats, you've stopped the chaos in the zoo. But don't celebrate just yet. Go to the Singing Monkey's cage. He'll sing you the third note. ***************************************************************************** Part Two: Magicant and Queen Mary ***************************************************************************** Head back to your house to heal up and save your game, then head northeast of the zoo to the bridge. Talk to the guys and they'll let you pass. Follow the path to a small cave. Check the rock in there. After the voice speaks into your mind, use Telepathy. You'll read GGF's diary (if you don't have it with you, go back to your house and get it) and appear in Magicant. Once inside, talk to people. One guy will give you a Big Bag full of Magic Herbs if you let him borrow your Cash Card for a while. (Be sure to pick it up before you leave Magicant). One person will keep stuff for you, and one will allow you to save your game. There's three or four people that will let you heal up, and some guys that sell really good defensive items (Gold Rings, Magic Coins and Fire Pendants are the best in the game.) If you need money, go out of the town and head Northwest to a fountain that heals you. Use Telepathy and talk to the old guy to withdrawal money from your bank account. If you pick up the Ocarina, have the goods keeper keep it for you. You can't throw it away and it's useless (as far as I know). To enter the castle, talk to the middle guy standing in front of the gate and use Telepathy. Once you go into the castle, explore it and talk to people. There's LOTS of treasure in here! In one room, there are six boxes, but you will only be able to get one. Fill up your inventory and look in each of them, then choose the one you want. I sugguest the Boomerang, it's the best weapon you'll get for quite a while. Visit the goods keeper as nessesary. Talk to Queen Mary and she'll tell you about the 8-note song (which you've learned three parts of already). Behind the castle is a small hut with five bird guys in it. They will join you if you talk to them (but you can only have one at a time) and they will assist you in combat. This can be useful, except that they cannot leave Magicant. Note: If you meet a Groucho, keep defending until he walks away. You'll get a lot of experience. If you defeat him, you'll only get a few. Note: If you meet a Raeb Yddet (Teddy Bear spelled backwards) standing on the left side of the screen, watch out, because he can call on Sky Yddets. These critters only attack once, but they hit for about 200 damage! Be careful! Once you've stocked up on Armor and other stuff, you'll probably want to leave Magicant. To do that, head east from the exit of the town and cross the bridge. Stand one space to the left of the hole that you see and walk straight down. You'll be in a dungeon with two holes. To reach the bottom, go right, left, left, right. You'll be at the bottom of the dungeon. Get the treasures down here and watch out for enemies. If you run into the dragon, don't worry. He won't fight you. Not yet, anyway... When you reach a hole in the floor, go down it. You'll fight a Fish who guards the hole. Use PSI Defense Up, because he hits twice every round for roughly 30 damage total. If you use Defense Up, he can only do about 2 total. Defeat the fish and get the gift box. It's the Onyx Hook. This item allows you to return to Magicant any time you want. It can come in handy if you are nearly dead and out of supplies. ***************************************************************************** Part Three: Allies with the Weakling ***************************************************************************** When you reach the Forgotten Man, tell him you'll ignore him and he will vanish. Go out of the hole and you'll be outside of Magicant. Exit the cave and you'll be near Merrysville. Go north and down the ramp, then go north to reach Twinkle Elementary School. Talk to people to learn about the Weakling, then try to go up to the roof. You'll discover it's locked. Go back downstairs and talk to the Janitor (the room on the far right). Answer yes to all his questions, except the question about his wife being terrible. He'll unlock the roof and you can go up. Talk to the trash can and you'll meet the weakling, your first friend. But, he won't join you just yet. First, you'll need to go south of the school to the Little Sweets Factory and look for a trash can full of Bottle Rockets. Grab one and bring it to the weakling and he'll join you. He'll go to the science lab to try and build more bottle rockets, but he ends up blowing up the lab. Oh well. Then he sugguests that you go to the Duncan Factory later. He hears they've been making a huge rocket. Now you'll need to get him supplies. Go to the Dept. Store and buy him a boomerang (and one for yourself if you don't have one), then use the Onyx hook to return to Magicant and buy him a Gold Ring, Fire Pendant and Magic Coin. You should also buy all of this for yourself if you don't have it already. (Never had to buy any more armor besides those). Once you've gotten him some Armor and Weapons, go around and fight some enemies, and get him up to about the same level as your character. He's not so weak now! Ha ha ha ha ha! You can also talk to the Swimming Cat to get some Magic Candy that will up his abilities a little. Note: Once a Sky Yddet defeated my main character and only the weakling was left, and I went around and fought a bunch of enemies with just him and got him up a couple extra levels. You could do this if you wanted, but it's very risky. ***************************************************************************** Part Four: Clearing the Road ***************************************************************************** After you're done in Magicant, return to Merrysville. Go Northeast and follow a pathway leading up. You'll pick up a pass along the way. Go north even more and there will be a dog guarding a factory gate. Defeat the dog and enter the factory (and use some Bread if you have it). Once inside, be careful. The enemies in here are strong! I reccomend getting to about Level 22 before entering. Try to make your way to the top left corner of the building (it takes a long time). There will be a big rocket up there. Check the rocket to launch it and it will explode on the rocks blocking the train tracks. Now leave the building in any way possible (Onyx Hook, Bread Crumbs, or walk-the toughest choice). Bring some money and go to the Union Station. Go to Reindeer on the train. Talk to a person in the Union station there and you will get the Girl's hat. You'll need this later so hang on to it. Be careful who you talk to in this town, because most of the people will give you a cold if you talk to them. Go to the Department Store on the top floor and buy two or three Plasma Beams for the weakling. They are his most powerful weapon, but they break after a few uses. Use them if you get in a jam (you don't have to equip them, just use them as items). Before you leave, be sure to buy three Strawberry Tofus. You'll need them later. ***************************************************************************** Part Five: The Girl joins you ***************************************************************************** Return to the Union Station and go to Snowman. Drop by the healer's house and heal (the enemies are strong) and use the phone while you're there. Your dad will want to know your name (yes, you, the person reading this document). Go to the Chateau and show the hat to the Girl, and she will join you. Go outside and fight enemies to get her up some levels. If you are injured, return to the Chateau to heal (it's free). Once she gets up some levels, use the Onyx Hook once again. Buy her a Gold Ring, Fire Pendant, and Magic Coin. Also remember to talk to the Ground-Swimming cat to get the Magic Ribbon, which ups her abilities a little. Now make your way out again and return to the Union Station. Catch a bus to Spookane. There are monsters all over the town. Go south and follow the path to reach a small village where the citizens of Spookane are. Talk to the people in the village and they'll tell you about a haunting song that comes from the Rosemary's house. One will give you the key to the Rosemary's house. Enter the house and talk to the mouse (wow, maybe I should start my own rap group) and look the piano (I just wandered around until I stumbled upon it). But be careful, the enemies in here are dangerous. Check it to learn another bit of the song that you need to know. Now return to Magicant yet again. Heal up and save your game, because your next major battle will be very tough. Go back into the well and meet the Dragon again. Check him out and he will attack you. Use boosting Psychic Power (DefenseUp and OffenseUp) and your best attacks and keep healing in any way possible. When you beat him, talk to him to gain another part of the song. (If you absolutely can't beat him, wait until the fourth member comes in, which I'll explain in a bit). Leave Magicant, and make sure you have at least 10 empty inventory slots. Go back to the Union Station and travel to the Spookane Station again. Go east, then north to reach the Yucca Desert. Look around for a cactus with a face and use Telepathy to learn yet another bit of the song, then head Southeast to the War Survivor's tent. Keep riding his plane on any route (try them all so you know your way around the desert) until you have at least 10 ticket stubs, then use them on the War Survivor. You can ride his tank now! Cruise around the desert for a while and listen to the kickass music (but you can't leave the desert with it, which sucks). When you're done screwing around, head east of the War Survivor's tent and you'll find some ruins. If you try to enter in the tank, you'll be attacked by R7037,a big android guy who is very dangerous. You'll be able to defeat him in the tank, but your tank will fall apart after you beat him. Oh well, no major loss. Enter the ruins. Talk to the Monkeys. One will give you a Speed Capsule. Also get the presents, because they contain PSI Stones, which are very useful. There's a wierd pink thing on the bottom floor. If you use Telepathy on it, you'll be in Magicant once again. Heal up and save, then leave Magicant again. When you exit the cave, you'll be in a place that's nearby Youngtown instead of Merrysville. ***************************************************************************** Part Six: The Bla-Bla Gang ***************************************************************************** Go to Youngtown and you'll discover that every adult in the town is missing. Locate the Garrickson's house. Use Telepathy on the Baby, who is actually some psychic supergenius who teaches you Teleport, which returns you to any town you've already been to. After you're done here, head east into a swampy area. Tough enemies hang out here, so be careful. If you make your way to the middle of the swamp, you'll find a house with a trash can in front of it. Talk to the trash can. It will be the weakling's father, who will check to make sure you entered your name. Inside the house will be Pippi, your old friend. She will heal your party if you talk to her. Now is a good time to get up levels because you can go back to her and heal whenever you need to. Once your at about level 35, navigate your way southwest. When you can't go any farther southwest, go east. Go through the rest of the swamp and go north through the forest to reach Ellay. The streets of Ellay are dangerous because of the Bla-Bla Gang. If you talk to one of them, they will fight you. Head to the Department Store and buy a ticket to the Live Show. (There's a guy outside the show selling a ticket for $1200, so don't listen to him). Don't buy anything else unless you need it. Go back to the Live Show and use your ticket to get in. When your inside, go ahead and talk to people. When the girl at the table offers to buy you a drink, don't do it because you'll be arrested by the cops (but they let you out) and get your main character's weapon taken (you'll have to buy it back from the other cop). Tell the guy you want to dance. When you're done, the leader of the Bla-Bla Gang will fight your main character, but he'll call it quits after a few rounds. He will then take the weakling's place in your team. (At least the Bla-Bla gang won't trouble you as long as he is with you). Give him the Sword that you got way back at the beginning of the game. If you haven't already, return to Magicant and defeat the Dragon. Don't bother giving him the Gold Ring and all that because he is already strong. Head Northwest to the lighthouse. Check the telescope on the far left and a rocket will land (for no apparent reason). Get on the rocket and blast off. You will end up on a distant island. Give the Strawberry Tofu to each of the people to get some information and a couple items that will help in combat. Head back to Ellay and heal up and save, then head east, south, cross the river, and continue east. There's a house where you can heal up. ***************************************************************************** Part Seven: The Robots ***************************************************************************** Go north of the house to find a cavern. Don't exit the cavern until you find Hank's Bat (for your main character), the Iron Skillet (for the girl), and the Katana (for the gang leader). Exit the other end of the cave and head northeast, climbing up the ropes as you go. Stop at the healer's house to heal up, then save your game and go into the next room. After the next bit, R7038 (a palette swap of R7037) will attack your team. Try as you might, he is unbeatable. But when your entire party falls, the weakling will drive up in the newly-repaired tank and blow him to bits. Talk to the gang leader when you recover. He will be too injured to fight, so the weakling will re-join your team. Return through the cave where you found all the weapons and go back to the healer's house, which is amazingly unharmed, to heal up and save. Go north to the broken boat and the weakling will fix it up. Drive it into the whirlpool. When you're inside the undersea base, look for the big robot called EVE. It will join your team. Unfortunately, your new boat will also sink (for no apparent reason). Back on land, be sure to spend some time going up levels, because EVE will attack first every round for TONS of damage. Get to about Level 45 before heading northeast. You will be attacked by many powerful enemies, mostly robots. Go into a cave at the top of a mountain to find the Sea Pendant, a good protective item (equip it on the Weakling or the Girl). Exit the cave and go west. When you go west, you will meet another huge robot called R7038xx (a palette swap of R7038 and R7037). EVE will destroy the robot, but unfortunately, the robot will also take out EVE. Check the defeated EVE to learn another bit of the song. Keep going north to find a grave. Check the grave to learn the last bit of the song. ***************************************************************************** Part Eight: The Power of Song ***************************************************************************** At this point, use the Onyx Hook to return to Magicant. Be sure to heal and save, because you're nearly done. Go into the castle and sing the song to Queen Mary. She'll tell you about Giegue, an alien that she raised with her husband, George, and about how he hated songs. Then Magicant will dissapear and you'll be back at the tombstone. Go north into the cave. If you go into the side room, you'll find a bunch of people who were abducted by Giegue, most of which are citizens of Youngtown. Go north and you'll be just in time to find Giegue's ship, as well as Giegue. Giegue will talk about how the main character is descended from George and Mary, who he had been raised by. Because they did not know of his weakness to song and accidentally exploited it, he killed Mary and George began to study more about Giegue and his weakness to song (which is explained in the introduction). Then he'll say that he wants to destroy all humans because of this. When he is talking, cast Defense Up B and PSI Shield B to soften the damage he does to you. When he is done talking, use the SING command and keep healing when nessesary. When you've used SING eight times, Giegue will be defeated and his ship will blast off. ***********************************The~End*********************************** Wait! The psychic baby in Youngtown who teaches Teleport... Could that be Ness? Just a thought...