EarthBound Walkthrough/Strategy Guide Comments? Suggestions? E-mail me at: agima@usc.edu ******************************************************************************* UNOFFICIAL GUARANTEE: My unofficial guarantee is that, if you follow what this walkthrough says, you will never lose a single battle. I know this is a highly risky and probably foolish promise to make, but it is the quality I am striving for in my walkthrough and hopefully this guide will help you minimize the number of battles lost. If you have any suggestions on how to make this guide better, please do not hesitate to contact me. If I use information in this walkthrough given by other people, I will be sure to give credit to them. ******************************************************************************* ******************************************************************************* NOTE: This is the first draft of my walkthrough and as such may be rife with typos and possible factual errors. If you find any mistakes, please let me know (I will makes sure to give credit to anyone who helps). ******************************************************************************* Table of Contents I.Introduction II.Preliminary Stuff 1.Searching This Walkthrough 2.How to Use This Walkthrough 3.Definitions and Section Descriptions III.General Information and Strategies 1.Party Member Attributes 2.Status Attributes and What They Mean 3.PSI Information Offense a)PSI Rockin b)Flash c)Fire d)Freeze e)Thunder f)Starstorm Recover a)Lifeup b)Healing c)PSI Magnet Assist a)Shield b)PSI Shield c)Hypnosis d)Paralysis e)Offense Up f)Defense Down g)Brainshock Other a)Teleport 4.Jeff's Items 5.Status Effects 6.Leveling Up 7.Inventory Management IV.Set up V.Onett 1.The Beginning 2.The Sharks 3.First Sanctuary Location 4.The Police VI.Twoson/Happy Happy Village 1.Everdred, Apple Kid, and the Pencil Statue 2.Peaceful Rest Valley 3.Happy Happy, Blue Blue 4.Second Sanctuary Location 5.The Road to Threed VII.Threed/Winters 1.Town of Horrors 2.Winters VIII.Threed/Saturn Valley 1.The Boogey Tent and Zombie Paper 2.The Underground Passage and Grapefruit Falls 3.Saturn Valley and Belch's Base 4.Third Sanctuary Location and Leaving Threed IX.Dusty Dunes Desert/Fourside 1.Through the Desert and City 2.The Gold Mine 3.The Department Store 4.Moonside 5.The Monkey Cave 6.The Monotoli Building 7.Fourth Sanctuary Location and Going to Summers 8.Winters's New Enemies X.Summers/Dalaam/Fourside 1.Stoic Club 2.Poo's Trial 3.Fifth Sanctuary Location 4.Sixth Sanctuary Location 5.Sailing Treacherous Waters XI.Scaraba 1.The Pyramid 2.Dungeon Man XII.Deep Darkness 1.Trudging Through the Swamp XIII.Winters/Tenda Village 1.Stonehenge 2.Help the Tendas 3.Seventh Sanctuary Location XIV.Lost Underworld 1.Exploring the Underground 2.Eighth Sanctuary Location XV.Magicant 1.The Internal Struggle XVI.Saturn Valley/Onett 1.The Phase Distorter XVII.Cave of the Past 1.Through the Cave 2.The Final Battle XVIII.The Ending XIX.Cameraman Locations XX.Item Descriptions XXI.Legal Stuff ******************************************************************************* I.Introduction ******************************************************************************* Hello and welcome to my EarthBound walkthrough and strategy guide. In this guide, you will find information on what needs to be done to progress in the game and strategies on how to deal with the many challenges this game offers. It also contains information on PSI moves and other aspects of the game that may not be initially apparent without investigation. What will not be contained in this guide is basic information on how to play the game, such as controls and menu options, information that can be easily found within the game, and an outline of the storyline. I will assume that you know the basic elements of this game. If you don't, then go to the Onett Library, talk to the mole creature found in the early towns in the game, or check out the info of each PSI move contained in the "status" menu. I will also not include basic statistical information on enemies or on PSI abilities, such as Hit Points or PP costs; such info can be found at other websites or within the game itself. Hopefully this guide will help you figure out what to do when you are stuck, when you are having difficulty getting past a certain part of the game, or when you're just bored and want something to read. :) Note: Because this is a strategy guide, I give many recommendations on what to do and how to play the game throughout the guide. These recommendations are intended to make the game easier and are the strategies I use when I play the game. I have found that by using these strategies, I can go through the entire game without losing a single battle. All of these recommendations are purely my opinion, and others may disagree with what I suggest. I also give some statistical information on various aspects of the game in some parts of the guide. Although much of this quantitative information was obtained experimentally and may not be completely accurate, they should hopefully give you an idea as to how the game works. If you disagree with something I say or have a suggestion, then feel free to e-mail me. Warning: There are some minor spoilers in this walkthrough. ******************************************************************************* II.Preliminary Stuff ******************************************************************************* 1.Searching This Walkthrough To go to a particular section, use your browser's searching tool and type in the section name as it appears in the Table of Contents with the section number or letter. For example, to go to the section covering the beginning part of the game, push ctrl+f, type in "1.The Beginning," and you should be taken there. If a section name is long, then only the section number and the first part of the name can be used. For example, if you want to go to the "Everdred, Apple Kid, and the Pencil Statue" section of the walkthrough, typing just "1.Eve" in the search box should be enough. 2.How to Use This Walkthrough IF YOU ARE STUCK: Check out the Outline at the beginning of each location (e.g. V.Onett, VI.Twoson, etc.), or read the WALKTHROUGH of a particular part of the game (e.g. 1.The Beginning, 2.The Sharks, etc.) IF YOU WANT TO FIND STRATEGIES ON HOW TO DEFEAT AN ENEMY: Check out the ENEMIES section of a particular part of the game, or just search for the enemy name using your browser's search tool. IF YOU WANT TO KNOW WHAT AN ITEM DOES: Search the chapter Item Descriptions at the end of this walkthrough. 3.Definitions and Section Descriptions In order to ensure that there is no ambiguity in the meaning of what this guide says, I will include definitions of some of the more common terms I use in the guide and an explanation of some of the sections in the walkthrough. If you are unsure about what I say in the walkthrough, it may help to refer to this section. a)"party" or "party member(s)" Refers to Ness, Paula, Jeff, and/or Poo. b)"enemy," "enemies," or "normal enemies" "Enemy" refers to characters you will fight in the game. "Normal enemies" are all enemies excluding bosses. c)"character(s)" Refers to both party members and/or enemies. d)"target(s)" Refers to the character(s) that is attacked. It also refers to characters who are affected by a PSI move or has an item used on them. e)"command" Refers to the menu options you are given in the game to control your party (i.e. "bash," "PSI," "run away," "Use," etc.). Commands are usually enclosed in quotes within this walkthrough. f)"turn" A "turn" is a single move made by a character in a battle. g)"round" A single "round" in a battle refers to all the attacks/moves made by all characters in a battle between each time you input commands. A round starts when you input commands and ends when you are prompted to give commands again. h)"standard attack" A standard physical attack that almost every character in the game has. A standard attack for party members will be "bash" for Ness, Paula, and Poo and "shoot" for Jeff. An enemy's standard attack is usually indicated in the battle window as "[enemy name] is attacking!" i)"KO" or "KO'd" Stands for "knock out" or "knocked out." Refers to a defeated enemy or when one of the party member's HP reaches zero and is rendered unconscious in battle. I don't really want to say "killed" because few characters actually seem to die from fighting in this game. j)"success rate" The probability that an attack will succeed (i.e. inflict damage, cause a status effect, etc.) against a standard enemy (non-boss, no shields or special resistances). Quantitative information on success rates are very rough estimates. They were determined by attempting an attack multiple times against a variety of standard enemies and comparing the number of successes with the number of attempts based on the following formula: (no. of successes / no. of attempts) * 100% Success rates for most attacks are lower for bosses (sometimes close to 0%) and may vary depending on the enemy. k)"Outline" This is a section in the walkthrough. This section lists all the required things you need to do in order to progress in the game and a few optional tasks of particular importance. If you are stuck in the game or don't want to read a lot of stuff, this section may be the best place to look. l)"Recommended Level" The estimated minimum level at which Ness should be at in a given part of the game. The number on the left side of the slash is the level Ness should be around when you start a particular part of the game, and the number on the right should be the level Ness should be around when you finish that part of the game. This estimate becomes increasingly nebulous as the game progresses, and you'll probably still be successful at a lower level in most cases. All strategies and quantitative estimates in the walkthrough are based on the assumption that Ness is at about this level. If a recommended level refers to another party member, the party member's name will be indicated. m)"Equipment" This is a section in the walkthrough. This section lists the equipment the party should normally have at a particular part of the game. Damage values and strategies I give in the Enemy sections are based on the assumption that the party is equipped with items comparable to those listed in this section. Note that I will never list rare equipment that can only be obtained from enemies (e.g. the Sword of Kings). n)"ITEMS" This is a section in the walkthrough. This section lists the items found in all the gift boxes that can be found in a particular area of the game. It also lists items that may be particularly useful in a part of the game or deserves special note. This section does not list all the items available to the party. o)"ENEMIES" This is a section in the walkthrough. This section describes enemy moves and strategies on how to defeat enemies found in a particular part of the game. Damage values for enemy attacks are estimated, but should hopefully give you an idea as to how strong an enemy is. There is an outline at the end of each enemy description that lists suggestions on what to have each party member do. p)"WALKTHROUGH" This is the main part of the walkthrough that gives more detailed information on how to progress in the game. q)"EXTRAS" This section of the walkthrough occasionally appears after the WALKTHROUGH section and explains some of the additional things you can do in the game. Some extra things can result in a reward, though not all of them will. ******************************************************************************* III.General Information and Strategies ******************************************************************************* 1.Party Member Attributes a)Ness The main character of the game is also arguably the strongest party member. Ness's stats are overall very balanced. His Offense and Guts are especially high, making his "bash" attack very effective even in boss battles. His Vitality is also very high and he'll usually be the last one standing against more difficult enemies. His Speed is rather low, however, and he usually goes last or second to the last among your party members. In terms of PSI, I recommend that you conserve his PP for recovery and status affecting abilities. Ness's high Vitality makes him a very reliable healer and he will often be the one to save the other party members in tough battles. Only use his attack PSI when you really have to, or else you may not have enough PP when you need to heal (see below for PSI strategies). His attack PSI really isn't all that necessary for most parts of the game, and I suggest you use Ness's "bash" attack instead for offense. Give Ness all your Guts Capsules, and use Sudden Guts Pills on him when you need an extra power boost. Also, be sure to equip the Night Pendant on him; since Ness relies on quite a bit on his "bash" attack, it will not be good if he starts uncontrollably crying. Furthermore, you do not want him to be instantly KO'd, as he has the best chance of reviving or healing the other party members. b)Paula The main PSI attacker in your party. Unlike Ness, Paula's stats are not very balanced. Her Offense, Defense, and Vitality are all rather low, meaning her "bash" attack is somewhat weak and she can be easily KO'd in battle. Because of this, I recommend that you equip all your best defense items on Paula. This can boost her defense to the highest in your party, offset her low HP count, and make it much easier for you to keep her alive. Give her the Franklin Badge and the Brain Stone as well. As for her strengths, Paula's Speed and IQ are both very good. Her high PP count is crucial, and you should not be afraid to use her PSI attacks often in the game. Her PSI Freeze can be a great alternative to her "bash" attack, and her PSI Magnet can help in recovering her PP. Paula's high Speed is also useful and she often goes first in most battles. Give Paula all your Vital Capsules, as she will need the HP boost. I suggest you give her IQ Capsules and Speed Capsules as well, since she relies heavily on PSI attacks and it is very helpful if she goes first in battle when you need a PSI Shield. Equipping her with the Rabbit's Foot may also be necessary near the end of the game because of a particular enemy I will talk about in the walkthrough. She should also be equipped with pendants that confer resistance to Fire and/or Freeze attacks for most parts of the game. I suggest you give priority to protecting her from Fire, since enemies in the game attack with Fire often. Paula's special ability is the "pray" command. Only use this ability in desperate situations and as a last resort. The resulting effect is random, and can potentially harm your party and only minimally harm your enemies. The different prayer effects are as follows: Subtle light: Recovers 6% of max HP for all party members. This seems to occur the most often. Warm light: Recovers 12% of max HP for all party members. Golden light: Recovers full HP for a single party member. Mysterious light: Recovers miniscule PP for all party members. Dazzling light(type 1): Flash[alpha] on all party members and enemies. The battle window will describe this light as enveloping Ness and his friends. Dazzling light(type 2): Moderate damage to a single enemy. The battle window will describe this light as chasing an enemy. Mysterious aroma: Puts all party members and enemies to sleep; success rate is rather high. Heaven rending sound: Makes all party members and enemies feel strange; success rate is rather high. Heavy air: Slightly decreases the Defense of all party members and enemies for the duration of the battle. Rainbow colored light: Revives all unconscious party members and defeated enemies with full HP. c)Jeff Jeff's role in the party is a little bit hard to define. He can be the party's main attacker and heavy hitter, or assist the party by weakening enemies with status effects. His Offense stat is naturally low, but his gun weapons can boost his Offense to the second highest or sometimes even the highest in the party. For this reason, always make sure that he is equipped with his most powerful available weapon. Most of his good weapons are obtained from repairing broken items, and you should always keep any broken items you find in Jeff's inventory in order to ensure that you obtain Jeff's optimum weapon. When equipped properly, his "shoot" command can complement Ness's "bash," and it is useful against most normal enemies. The damage inflicted by "shoot" is not reduced by Shield and it is more accurate than the other party member's "bash" attacks, though Jeff cannot get any SMAAAASH!! hits. His other tools also provide assistance in certain situations, and I will discuss strategies on how to use his tools in a later section. In boss attles, his Big Bottle Rockets and Multi Bottle Rockets will take a huge amount of HP from most bosses, and will make tough boss battles much easier. He is usually, however, the slowest member of the party, and he will almost always go last or second to the last among the four party members. His Vitality is also the second lowest in the party, making him somewhat vulnerable against stronger enemies but still manageable compared to Paula. I recommend that you equip your second best defensive items on Jeff. Jeff's main strength is his ability to repair broken items for use in battle and his exclusive use of certain items in the game. All broken items require Jeff to have an IQ above a certain level to be fixed, and Jeff cannot repair broken items if his IQ is not high enough. If you do not know the IQ level at which Jeff will repair certain items, then always make sure to have any broken items in Jeff's inventory. This may make inventory management more of a hassle but there are ways to solve such problems (see inventory management section). Information on what IQ level is required for Jeff to repair each item is available in this walkthrough. Because there is no guarantee that Jeff will repair an item even if his IQ meets or exceeds the requirement, always go to a place where the party can rest for free (e.g. Saturn Valley) when trying to get Jeff to repair an item; you do not want to waste money staying at a hotel over and over. Many repaired or broken items cannot be thrown away, so give any unneeded items to Escargo Express (I discuss which of Jeff's items to keep or give away in a later section). Jeff's special ability is the "spy" command. In addition to revealing the target enemy's Offense and Defense stats, spying on an enemy can also reveal and automatically take an item the enemy is carrying. Spying's most useful feature, however, is to reveal any PSI attacks the target enemy is vulnerable to. Be sure to use "spy" on an enemy before using most status affecting PSI attacks (such as Hypnosis or Brainshock), as those moves are not likely to work against enemies not vulnerable to them. d)Poo Poo can be thought of as a supplement to your party, in that he enhances the offensive and defensive capabilities your party already has. His Lifeup and Healing provide an alternative option to Ness's healing abilities, and his offensive PSI provide extra firepower in addition to Paula's PSI attacks. Because of the similarities Poo shares with Ness and Paula, utilizing him in battle will often resemble the way the other two are utilized. In regular battles, rely on his "bash" attack and the occasional Freeze[alpha] or [beta] for offense and try to conserve as much of his PP for healing. Poo, in fact, has some advantages over Ness as a healer because he has a higher speed than Ness and can recover PP with PSI Magnet and continue healing your party for an extended period of time (see PSI section for PSI Magnet strategies). In boss battles, use his Freeze in conjunction with Paula's to form a double offensive front. If the boss is resistant to Freeze, then his Starstorm attack can inflict considerable damage as well. Unfortunately, Starstorm requires a lot of PP, and it is often better to conserve his PP for recovery moves if Freeze cannot be used. Poo's stats are pretty low in the beginning, though they have naturally high growth rates. His Speed will likely end up being the highest or the second highest in the party, and his Vitality is usually second only to that of Ness. His IQ is on the low side, however, and his max PP sometimes feels rather low, but this can be offset with prudent use of PSI and taking advantage of his PSI Magnet. Poo's Offense has a high growth rate, and it can end up exceeding Jeff's Offense if you level up enough. Unfortunately, up to about level 80 or 90, his Offense can actually be lower than Paula's without the Sword of Kings (which can be a chore to obtain). Consider giving Poo any Speed or IQ Capsules to increase his more helpful stats (Vital Capsules should not be necessary). Do not equip Poo with the same weapons and armor the party members use; they will decrease Poo's stats. There are only four items Poo should equip: the Sword of Kings, the Cloak of Kings, the Bracer of Kings, and the Diadem of Kings, all of which have to be obtained during your adventure from gift boxes or from enemies. Do not give Poo most food items as well, since they will only recover about 6 HP. Only valuable recovery items, such as the Cup of Lifenoodles, seem to work on Poo, and some food items, such as the Brain Food Lunch and the Bottle of Water, work better on him than for other party members. Here is a list of food items that are effective for Poo: Brain Food Lunch* : recovers about 600 HP and 100 PP Bottle of Water* : recovers about 10 PP Bottle of DXwater* : recovers about 40 PP PSI Caramel: recovers about 20 PP Magic Tart: recovers about 20 PP Magic Puddding: recovers about 40 PP Magic Truffle: recovers about 80 PP * denotes food items that are more effective for Poo Poo's special ability is "mirror." In addition to copying the abilities of the target enemy, Poo acquires the enemy's stats and you lose control over him as well. Its success rate is about 50%, though it does not work on bosses or on some normal enemies. Because it does not work on stronger enemies, I don't recommend using "mirror" that much. The only worthwhile use I have found is using "mirror" on the Atomic Power Robot or the Nuclear Reactor Robot to heal your party without having to use PP. Otherwise, most enemies vulnerable to "mirror" are weaker than Poo and copying them does not provide any significant advantages. 2.Status Attributes and What They Mean This section explains what each status attribute in EarthBound means and how they affect each of the four party member's fighting abilities. a)Offense Determines the amount of damage the character's standard attack inflicts. The higher the number, the greater the damage. Fairly straightforward. b)Defense Similar to Offense, only it determines the amount of damage taken by a character. The higher the number, the less damage a character will suffer from an attack. Note that this does not reduce the damage inflicted by PSI attacks, such as Freeze or Fire. c)Speed Determines the order of turns in battle. The higher a character's speed, the earlier he/she/it will attack. Usually the character with a higher speed will go before a character with a lower speed, though this is not always the case when speed values are close to each other. Characters with higher Speed also seem to dodge enemy attacks more often and are more resistant to Bottle Rockets. Bottle Rockets seem to inflict less damage or may not work at all on faster targets. d)Guts Determines the chance a "bash" attack will be a SMAAAASH!! hit or the chance a party member will survive a mortal blow with only 1 HP left. The higher the value, the better the chances. Note that Jeff cannot get SMAAAASH!! hits with his "shoot" command. e)Vitality Determines the amount by which a character's max HP value increases at each level up. If Vitality does not increase when a character levels up, he/she's max HP will increase only slightly or not at all. When Vitality does increase, the character's max HP will increase significantly. The relationship between Vitality increase and max HP increase is as follows: Vitality increase max HP increase ----------------- --------------- 0 0~3 1 4~20 2 20~30 3 30~40 Note that the values of HP increase may vary and are estimated. Generally speaking, max HP is about 15 times the Vitality value (e.g. if Ness has 16 vitality, he would have about 240 max HP). f)IQ Similar to vitality, only it affects max PP. The relationship between IQ increase and max PP increase is as follows: IQ increase max PP increase ----------- --------------- 0 0~2 1 3~7 2 8~20 Note that the values of PP increase may vary and are estimated. Generally speaking, max PP is about 5 times the IQ value (an exception to this rule is when Ness powers up from the Sound Stone, after which his max PP value is about 10 times his IQ). g)Luck Not exactly sure what this does. I think Luck determines the chance an enemy's attack will miss hitting a character. It apparently also determines the effect eating a Lucky Sandwich will have on a party member, though I don't know how this works. 3.PSI Information This section contains information and recommendations on how to use the PSI moves available to you in this game. If you do not want to read a longwinded discussion of each PSI move, I can sum it up for you in one sentence: the only important PSI moves in this game are Lifeup, Healing, Paralysis, Fire, Freeze, PSI Shield[sigma], PSI Magnet, and Teleport. All others are either too limited in use, cost too much PP, or are just plain useless. This does not mean, however, that you should not use those other moves. All it means is that you should give priority to the PSI moves I have listed above and use the other PSI moves only in special cases or against certain enemies. Read this section for more detailed explanations on each PSI move. Offense: a)PSI Rockin (or whatever you name as your "favorite thing") Ness's special PSI attack. This ability is undoubtedly powerful, but unfortunately it requires quite a bit of PP and it becomes significantly less useful when Paula joins the party and offers offensive PSI attacks with less of a PP cost. I recommend you don't use this attack unless you are in an emergency situation and you feel like you really need it. Conserve Ness's PP for recovery PSI instead. A notable exception to this strategy is when Paula temporarily leaves the party (see walkthrough section below). It should also be noted that this attack will periodically fail against some enemies. Counter: There are only two enemies that can use PSI Rockin. I will discuss them in the walkthrough sections below. -alpha Level Learned: Ness (8) Damage: 45~110 HP mean damage = 75 HP Success Rate: 90~100% Useful during the beginning of the game before Paula joins the party. Use it against the Titanic Ant and in Peaceful Rest Valley when a battle gets too tough and you are considerably outnumbered. -beta Level Learned: Ness (22) Damage: 110~260 HP mean damage = 185 HP Success Rate: 90~100% Most useful in the Fourside Department Store (see walkthrough section below). Not necessary to use in most other parts of the game. Use only when a battle gets too tough or you are outnumbered. -gamma Level Learned: Ness (49) Damage: 190~450 HP mean damage = 322 HP Success Rate: 90~100% This is not a very cost-effective attack, so only use it when you have to. -omega Level Learned: Ness (75) Damage: 430~920 HP mean damage = 620 HP Success Rate: 90~100% A powerful attack that takes a huge amount of PP. Luckily, by the time Ness learns this attack, his max PP should be relatively high and using this attack is not as costly as it may seem. You probably will never have to use this attack, but it can be useful in desperate situations or when you want to end a battle quickly. b)Flash A useful attack against enemies that are vulnerable to it. It randomly causes uncontrollable crying, confusion, numbness, and instant KOs. Unfortunately, like other status affecting attacks, it suffers from a low success rate against enemies that are not weak against it and takes a considerable amount of PP. Use this attack only against enemies that are weak against it and when you are having trouble against a large group of enemies. Generally speaking, it is better not to use Flash until Flash[gamma] or [omega] become available because Flash[alpha] and [beta] will most likely cause uncontrollable crying and not help too much. Counter: A PSI Shield[sigma] will usually suffice. Even if you get affected by a status ailment, it is not necessary to heal in all cases. See the section "status ailments" on how to deal with different ailments. Ness and Jeff are the most vulnerable to this attack, since they rely the most on their standard attacks. Note that enemy moves that are equivalent to Flash, such as "emit a glorious light," cannot be countered with a PSI Shield and can only be defended against with a Night Pendant or another defensive item. -alpha Level Learned: Ness (18) Success Rate: depends on target Status Effects: crying (85%) feel strange (15%) Most likely causes an enemy to uncontrollably cry. In theory it would be useful against enemies that rely mostly on physical attacks, but from my experience enemies are not hindered enough by crying to significantly help in battle. It might help when you are facing a large group of enemies that rely mostly on standard attacks, but avoid using otherwise. -beta Level Learned: Ness (38) Success Rate: depends on target Status Effects: crying (60%) feel strange (10%) numb (15%) instant KO (15%) Similar to Flash[alpha], only it has a chance of causing paralysis and instant KOs as well. Unfortunately, the odds that this attack will paralyze or KO an enemy is rather low, and it will more likely cause uncontrollable crying instead. This move is more preferable to Flash[alpha], but it is still not very useful. Avoid using. -gamma Level Learned: Ness (61) Success Rate: depends on target Status Effects: crying (45%) feel strange (15%) numb (20%) instant KO (20%) This is an occasionally useful attack. The odds of KOing an enemy or causing paralysis is somewhat higher with this attack than it is with alpha or beta, making it more useful in battles against a a large number of enemies. Use this attack against enemies that are weak against it to give you a significant advantage in battle. This move can potentially be used to instantly KO the sanctuary boss, Thunder and Storm (see walkthrough section). -omega Level Learned: Ness (67) Success Rate: depends on target Status Effects: crying (35%) feel strange (10%) numb (15%) instant KO (40%) The chances of instantly KOing a target is much greater with this attack than with any other Flash attack, making Flash[omega] potentially devastating against enemies who are vulnerable to Flash. Use this attack when you are having trouble against a group of enemies who are susceptible to Flash to try to eliminate a few enemies right off the bat. Unfortunately, most of the enemies near the end of the game are rather resistant to Flash, so this move has a limited use. c)Fire The main drawbacks to this attack are that it requires a considerable amount of PP and does less damage than PSI Freeze against most enemies. Since only Paula can use Fire in your party, this attack will usually serve as an alternative to Freeze when you are facing enemies resistant to it. Another use of Fire is to soften up a large row of normal enemies. Fire will usually not do enough damage to KO most enemies in a single hit, nor should you use this attack as a way to eliminate all enemies at once; as long as you follow up Fire with "bash" attacks by the other party members, you should be able to take out a considerable number of enemies in a single round. Some enemies are resistant to this attack and others are more vulnerable to it. Counter: A PSI Shield[sigma] will suffice. Most enemies who can use Fire appear after the middle part of the game; by that time Paula should have learned PSI Shield[sigma] and should have enough PP to use it without too heavy of a cost. Fire resistant equipment (e.g. Flame Pendant, etc.) can greatly help in protecting Paula and Jeff, who have low HP, from this attack. Note that Fire equivalent attacks, such as "breathe fire," cannot be countered with a PSI Shield but their damage can be reduced with Fire protective equipment such as the Flame Pendant. -alpha Level Learned: Paula (3) Damage: 25~40 HP mean damage = 30 HP NOTE: damage may be as high as 100 HP or as low as 4 HP depending on the target; unprotected party members will take the maximum amount of damage (~80 HP) Success Rate: 100% Good for softening up large rows of enemies but will usually not be enough to KO anything. PP cost is reasonably low, and it can be helpful in the early/middle parts of the game. Use this attack in conjunction with your other party member's "bash" attacks to finish off groups of enemies quicker. This attack is mostly useless in boss battles. -beta Level Learned: Paula (19) Damage: 50~80 HP mean damage: 65 HP NOTE: damage may be as high as 200 HP or as low as 6 HP depending on the target; unprotected party members will take the maximum amount of damage (~160 HP) Success Rate: 100% Similar to alpha in that it is useful in softening up groups of enemies. This attack, however, is helpful against some bosses, namely the ones that are resistant to Freeze (these enemies will be discussed in the walkthrough section). Among all the Fire moves, this will probably get the most use. -gamma Level Learned: Paula (37) Damage: 70~120 HP mean damage: 95 HP NOTE: damage may be as high as 290 HP or as low as 12 HP depending on the target; unprotected party members will take the maximum amount of damage (~240 HP) Success Rate: 100% Again, similar to the others in that it can soften up groups of enemies and against bosses resistant to Freeze. Useful in the mid/later half of the game. -omega Level Learned: Paula (64) Damage: 100~160 HP mean damage: 130 HP NOTE: damage may be has high as 375 HP or as low as 13 HP depending on the target; unprotected party members will take the maximum amount of damage (~320 HP) Success Rate: 100% A pretty powerful move that unfortunately is not very cost- effective. You should not have to use this attack too much. d)Freeze Quite possibly the most useful PSI attack in the game, Freeze is absolutely crucial in effectively combating bosses and useful against many normal enemies. Do not be afraid to use this attack often (especially alpha and beta); it does not take a lot of PP and inflicts a hefty amount of damage to most enemies. If you do run low on PP, PSI Magnet or a Magic Butterfly should be enough for recovery. The only drawback of this attack is that some enemies are resistant to it. Of course, do not use Freeze against these enemies. Other enemies are vulnerable to this attack and suffer higher amounts of damage than normal. Counter: There are only a few enemies in this game that you should be worried about using this attack. Although Freeze only affects one target, you should use a PSI Shield[sigma] for protection. If for some reason you do not want to use a shield, then be sure that all of your party members have a sufficient amount of HP. It's likely that a Freeze attack will be enough to KO a party member, and you want to have enough time to use Lifeup before the HP counter reaches 0. -alpha Level Learned: Paula (1) Poo (15) Damage: 55~90 HP mean damage = 65 HP NOTE: damage may be as high as 200 HP or as low as 7 HP depending on the target; unprotected party members will take the maximum amount of damage (~180 HP) Success Rate: 100% Status Effects: Solidify (40%) Not very useful against bosses, since this is quickly replaced by beta. However, its very low PP cost and its relatively high offensive power make this attack very useful against normal enemies in the early and middle parts of the game, and it can act as a good alternative for Paula and Poo's rather weak "bash" attacks. Use it when Paula or Poo's "bash" are not effective. -beta Level Learned: Paula (11) Poo (15) Damage: 110~180 HP mean damage = 145 HP NOTE: damage may be as high as 390 HP or as low as 18 HP depending on the target; unprotected party members will take the maximum amount of damage (~360 HP) Success Rate: 100% Status Effects: Solidify (40%) Useful against bosses during the early parts of the game and against a few of the stronger normal enemies. During the later half of the game, this attack can act as an alternative to Paula and Poo's "bash" attacks, since they have higher PP by then and the damage alpha inflicts no longer suffices. -gamma Level Learned: Paula (31) Poo (33) Damage: 170~250 HP mean damage = 210 HP NOTE: damage may be as high as 610 HP or as low as 25 HP depending on the target; unprotected party members will take the maximum amount of damage (~540 HP) Success Rate: 100% Status Effects: Solidify (40%) Useful against bosses during the middle parts of the game. Unlike alpha and beta, this attack is usually not a good alternative to "bash" because of its higher PP cost. Use only against the strongest of normal enemies or in dangerous situations. -omega Level Learned: Paula (46) Damage: 230~350 HP mean damage = 280 HP NOTE: damage may be as high as 860 HP or as low as 30 HP depending on the target; unprotected party members will take the maximum amount of damage (~720 HP) Success Rate: 100% Status Effects: Solidify (35%) Useful against bosses in the late parts of the game. This attack is never very economical against normal enemies. It has a pretty high PP cost, so use it against standard enemies only when you are in a dangerous or desperate situation. The chances of solidifying a target with this attack also seems to be slightly lower with this attack than with alpha, beta, and gamma, though I cannot absolutely confirm this. e)Thunder A highly risky move because the target is chosen purely by chance and has a good chance of missing when there are not that many enemies. The higher the number of enemies you are fighting, the better the chances this attack will hit something. Despite the drawbacks, however, this move has a rather low PP cost, does a pretty good amount of damage, and will eliminate any PSI Shield the the target may have (though PSI Shield[beta] and [omega] will reflect damage before being eliminated). You really never have to use this move, but it is sometimes useful when you are low on PP and are fighting a large group of enemies. The estimated probabilities that any one bolt will successfully hit a random target in relation to the number of enemies you are fighting are as follows: 1 enemy: 30% 2 enemies: 60% 3 enemies: 90% 4+ enemies: 100% I cannot confirm the accuracy of the above numbers, but they seem to suggest that a successful hit is almost guaranteed when facing three or more enemies. Also, whether an enemy is in the back row or in the front row does not seem to affect the success rates. These probabilities also likely apply when enemies use Thunder attacks against your party as well. Note: The above figures were determined by using PSI Thunder[alpha] multiple times against Fobbies, Uncontrollable Spheres, and Conducting Spirits in Lumine Hole. The success rates for any one bolt for beta, gamma, and omega seem to be the same as alpha. Counter: A lot of enemies in the game use Thunder attacks, most of them being Thunder[beta] or an equivalent. As the above figures suggest, if there are three or four characters in your party, any Thunder attack is very likely to hit somebody. PSI Shield can be used as a counter but because it is destroyed when hit by Thunder its usefulness is limited. The best counter is the Franklin Badge, so always have this on somebody (I recommend Paula for most parts of the game). Luckily, one bolt doesn't inflict too much damage, and you should be able to recover from this attack. The worst thing that can happen is if multiple bolts hit the same party member, but this does not happen too much. Note that a PSI Shield will not protect from Thunder equivalent attacks, such as an "electrical shock attack." -alpha Level Learned: Paula (8) Poo (15) Damage: 65~170 HP mean damage = 120 HP Success Rate: see above Miscellaneous Effects: eliminates PSI shields (100%) Practically useless, since it only causes one bolt. It has a very low PP count, but it is only 1 less than the PP cost of Freeze[alpha] and does less damage. Don't use this attack for the most part. -beta Level Learned: Paula (25) Poo (15) Damage: 65~170 HP mean damage = 120 HP Success Rate: see above Miscellaneous Effects: eliminates PSI shields (100%) Again, not very useful. You could use this instead of Fire[alpha] or [beta], but it's only really worth it unless you are low on PP or you are fighting enemies resistant to Fire and Freeze. -gamma Level Learned: Paula (57) Poo (41) Damage: 115~280 HP mean damage = 195 HP Success Rate: see above Miscellaneous Effects: eliminates PSI shields (100%) Gamma is where Thunder starts to become pretty powerful. Not only does this attack cause three bolts, but each bolt does more damage as well. Use this as an alternative to Fire or Starstorm against groups of enemies. -omega Level Learned: Poo (55) Damage: 115~280 HP mean damage = 195 HP Success Rate: see above Miscellaneous Effects: eliminates PSI shields (100%) This is arguably Poo's third most powerful PSI attack against a large group of enemies (with Starstorm[omega] and [alpha] being first and second respectively). Use this as an alternative to Starstorm when you want to conserve a little bit of PP. f)Starstorm Poo's counterpart of PSI Rockin is also a little better than Ness's special PSI attack because it inflicts the same damage with less of a PP cost. Unfortunately, Poo also has less PP than Ness does, so this attack is still pretty costly to use. The strategy for this attack is similar to PSI Rockin--use only in an emergency. It is usually better to conserve Poo's PP for healing in normal battles and for Freeze in boss battles. Counter: Always put up a PSI Shield[sigma] when facing an enemy that can use this attack, and be sure that Paula has a sufficient amount of speed to go before the enemy does. This attack has a good chance of KOing Paula, Jeff, and Poo if it hits so make sure that Paula is able to put up a PSI Shield quickly. If Paula does not have enough speed to consistently go before the enemy, equip her with the Rabbit's Foot that you can find in Lumine Hole; near the end of the game, Fire, Freeze, and Flash attacks should not give you too much trouble, so you can replace any pendant Paula is wearing. If you do get hit by this attack, use Lifeup[omega] or give priority to recovering Ness and Poo before their HP counters reach 0 (Ness should be able to survive this attack most of the time). Those two characters will then be able to recover Paula and Jeff -alpha Level Learned: n/a (Poo learns after beating Master Barf) Damage: 300~435 HP mean damage = 366 HP Success Rate: 100% Use when you are having a hard time in a battle. Costs a significant amount of PP, so use sparingly. -omega Level Learned: n/a (Poo learns before going to the Cave of the Past) Damage: 580~860 HP mean damage = 725 HP Success Rate: 100% This attack is learned too late in the game to be very useful. The PP cost is rather heavy, and if you are properly prepared for the Cave of the Past, you should not have to use this attack. Recover a)Lifeup This is an absolutely essential move, and how you use it can make the difference between victory and defeat in battle. This is the PSI move Ness will probably use the most, and I recommend you always save Ness and Poo's PP for this move. Always use the lowest level Lifeup move that is necessary to recover a party member to his or her maximum HP. In the early parts of the game, when Ness has comparatively less PP, you should make careful use of this move. You do not want to use Lifeup unnecessarily, but you also do not want to wait too long and increase the risk of being defeated in battle. Therefore, I recommend you think one or two rounds ahead of the current round and mentally estimate the maximum amount of damage your enemy may inflict. That means you should know the amount of damage your enemy's strongest move will inflict and the odds that Ness or the enemy will go first. Once you know this information, you can estimate the minimum HP Ness should have and use Lifeup when his HP drops below this minimum level. I will provide recommended minimum HP values in the enemy strategy sections but its good for you to estimate these values yourself, as it can vary depending on the party's level. Estimating minimum HP values, however, becomes increasingly difficult as the game progresses. In the later parts of the game, just use your common sense and don't be afraid to use Lifeup frequently. Once Poo joins the party, it is a good idea to have him use Lifeup instead of Ness, since Poo has a pretty high speed and can use PSI Magnet to recover PP. After about the middle part of the game, when the party gains a substantial amount of HP, be sure to take advantage of the rolling HP counter. Even though an enemy may have powerful attacks, it's sometimes better to try to end the battle as quickly as possible rather than using up turns trying to recover everyone. Usually the highest minimum HP value is 150; keep each party member's HP above this level and you should have enough time to recover a mortally wounded character (provided that text speed is set to "fast"). Have each party member other than Ness or Poo "defend" if you need as much time as possible to recover a party member before his or her HP counter reaches 0. It should also be noted that food items can act as an alternative to some Lifeup moves (mostly alpha and beta). Food items are helpful in the very early parts of the game when Ness has few PP, but they are mostly unnecessary in the middle and late parts of the game. If you do get any food items, sell them if you need to make space in your inventory. If you have space, then hold on to them just in case you need to recover but do not want to or cannot use PP. Counter: Don't worry about enemies using this move. Most enemies cannot use this move and even when enemies can use Lifeup, it does not cause too much difficulty. There are enemies, however, that can recover HP with other methods and some of them can cause quite an annoyance (the most annoying are the Atomic Power Robot and the Nuclear Reactor Robot). In these cases, just bear with it and concentrate your attack on a single target. -alpha Level Learned: Ness (2) Poo (15) Recovery: 80~120 HP mean recovery = 100 HP The first PSI move Ness learns is also his most useful PSI move during the early parts of the game. Estimate minimum HP values as I described above and use this move when a party member's HP falls below this value. The 5 PP cost does not sound like much, but when Ness is alone and has few PP, using Lifeup carelessly can quickly drain his PP (especially during the first Sanctuary Boss battle). Food items such as the Hamburger are also good alternatives to this move, so take advantage of them in the early parts of the game. This move is mostly useful for recovering Paula in the middle parts of the game but is not very useful after that. -beta Level Learned: Ness (20) Poo (15) Recovery: 235~365 HP mean recovery = 295 HP This move will probably get the most use out of all the available Lifeup moves. It is effective for recovering Ness and Jeff in the middle parts of the game and effective for recovering Paula, Jeff, and Poo in the late part. Unlike alpha, you do not have to be as careful in using this move because Ness and Poo have a good amount of PP by the time they learn this move and have the other party members for support. You should not have trouble in knowing when to use this move. -gamma Level Learned: Ness (39) Poo (46) Recovery: full HP This move is mostly useful for recovering Ness late in the game and sometimes for recovering Poo when he is very low on HP. In most situations, just stick with beta. -omega Level Learned: Ness (70) Recovery: 315~465 HP mean recovery = 400 HP This move is useful near the end of the game after the party has been hit by a PSI move, such as Starstorm or Fire, and you need to recover the party quickly. I also sometimes use it before touching a magic butterfly. All in all, this is a useful and convenient move. b)Healing This move will likely not be used as much as Lifeup, but it is essential nonetheless. The rule for using Healing is simple: use the move that heals an ailment with the lowest PP cost. Listed below are the ailments each version of Healing should be used to heal. Each use of Healing will also only heal one status ailment at a time. There are a few items that can act as an alternative to Healing. Some items, such as the Wet Towel and the Cold Remedy, only heal certain ailments. These items are too limited in use to be helpful, so sell them if you obtain any. Other items, such as the Cup of Lifenoodles and the Horn of Life, are alternatives to Healing[gamma] or Healing[omega] and should be held on to if Ness or Poo has not learned these higher level Healing moves. Counter: The only time Healing should give you any trouble is when enemies use Healing to revive an already defeated enemy. Fortunately, this happens very rarely and only in the late parts of the game. The best course of action is to just defeat the enemies that can use Healing first. -alpha Level Learned: Ness (10) Poo (15) Recovery: cold, sleep, sunstroke -beta Level Learned: Ness (24) Poo (15) Recovery: poison, nausea, feel strange, uncontrollable crying -gamma Level Learned: Ness (53) Poo (36) Recovery: unconscious (25% of max HP), diamondized, numb This move can be used to revive an unconscious party member with 25% of his or her max HP. This move can periodically fail to revive someone, however, so try to use it outside of battle and to save PP. -omega Level Learned: Poo (52) Recovery: unconscious (full HP) This move will recover an unconscious party member with full HP. If possible, use this move when reviving someone in battle. c)PSI Magnet This is a very helpful move if you take the time to use it repeatedly. I find that using this move in conjunction with Magic Butterflies is more useful than PP recovery food items. This move is of most help when you are going through a long dungeon and cannot go back to a hotel or some other place to recover. It is good for Paula because she relies rather heavily on PSI for offense and is good for Poo because it makes him a good character for recovery. Generally speaking, try to use this move against enemies that do not pose much of a threat (e.g. because they are paralyzed) or when Paula and Poo's "bash" attacks are ineffective. Counter: A substantial amount of enemies in the game can use this move. Luckily, few of them can use PSI Magnet[omega], but Magnet[alpha] can still prove to be quite an annoyance. There is very little that can be done to counter an enemy that uses PSI Magnet other than to defeat it quickly. -alpha Level Learned: Paula {15) Poo (21) This is useful in the early parts of the game, but it becomes completely pointless once PSI Magnet[omega] is learned. Since both moves cost 0 PP and drain the same amount, there is no reason to use this move once PSI Magnet[omega] becomes available. -omega Level Learned: Paula (24) Poo (27) As noted above, replace PSI Magnet[alpha] with this move once it is learned. This move is particularly effective when facing a large group of enemies (such as a row of Attack Slugs), and using this move just once may recover a substantial amount of PP. Assist a)Shield Not exactly an essential move, Shield in my opinion is usually a waste of PP, and I do not recommend you use this move unless you are facing an enemy you are unprepared to fight. If your party members are adequately equipped and are at high enough levels, then you should not have to use this move for most parts of the game. Each use of Shield protects from three physical attacks (up to a maximum of eight attacks). The only exception to this rule is a SMAAAASH!! attack, which will eliminate a Shield with one hit. Any damage reduced by "defend" is cumulative with any damage reduced by Shield. Shield[sigma] and [alpha] or Shield[omega] and [beta] can be used together to strengthen each other, though using different types of Shield together (such as [alpha] and [beta] or a PSI Shield) will replace the previous shield. Shield does not seem to reduce the damage inflicted by all physical attacks, although it does reflect all physical damage. Attacks such as "tore into" and Jeff's "shoot" do the same damage whether a character is shielded or not, but the same percentage of damage is reflected by Shield[beta] and Shield[omega]. Here is a list of attacks that Shield does not seem to reduce the damage of: Jeff's "shoot" Jeff's Heavy Bazooka Bottle Rockets (all types) Bombs Super Bombs "peck at your eyes" "fire a beam" "biting attack" "take a bite using its poisonous fangs" "bite you hard" "charge forward" "tear into you" "growl and lunge forward" "stomp with its huge foot" "jab with a spear" "burst into flames" (death action; no reflection) "explode into bits" (death action; no reflection) Note that the above list may not be complete. If you find that Shield does in fact reduce the damage inflicted by the above attacks please let me know, as I am not completely sure about the accuracy of the above list. I tested each attack by comparing the damage inflicted on a shielded and unshielded party member. Shield should normally reduce the damage inflicted in half, but the damage difference in the above attacks were well within the range of their random fluctuations and I observed no significant changes. The battle command "defend" also does not seem to reduce the damage inflicted by the above attacks. Counter: A few enemies in the game have Shield[alpha] or Shield[be- ta] on them from the beginning of the battle, but luckily most of these enemies appear in the later half of the game. The best counter for Shield is usually Jeff's Neutralizer, but using PSI Freeze can also be an effective counter against most enemies. A Shielded enemy can also be countered by three hits from standard attacks, although this method should only be used if you feel confident that you can easily win the battle. -alpha Level Learned: Ness (12) Poo (15) -beta Level Learned: Ness (34) Poo (16) Reflection: 50% of inflicted damage -sigma Level Learned: Poo (15) -omega Level Learned: Poo (51) Reflection: 50% of inflicted damage b)PSI Shield There is only one PSI Shield move that I find helpful in this game, and that is PSI Shield[sigma]. The other moves either do not offer enough protection or cost too much PP. Fortunately, PSI Shield[sig- ma] is enough to defend against PSI attacks in most situations and the other PSI Shield moves are only useful in special cases. Each use of PSI Shield protects from three PSI attacks; multiple uses of PSI Shield can provide additional protection from up to a maximum of eight attacks. A PSI Shield[alpha] and [sigma] can be used together to strengthen each other; likewise for [beta] and [omega]. Unlike Shield, PSI Shield absorbs all the damage inflicted by PSI, and PSI Shield[beta] and [omega] reflect 100% of the damage. It does not, however, protect against Assist or Recovery PSI attacks, such as Paralysis or PSI Magnet. It also does not protect against PSI equivalent attacks, such as "electrical shock attack" or "breathe fire." Here is a list of enemy moves that are equivalent to PSI attacks but cannot be defended against with a PSI Shield: "emit a glorious light" -- equivalent to Flash "spew out a flaming fireball" -- Fire (hits a single target only) "breathe fire" -- Fire "shoot out a spray of fire" -- Fire "crashing boom bang attack" -- Thunder[beta] "electrical shock attack" -- Thunder[beta] The damage inflicted by the above attacks can be reduced or reflected by PSI protective equipment, such as the Franklin Badge, the Night Pendant, or the Sea Pendant. Counter: PSI Shield does not cause as much trouble as Shield does because most enemies can be defeated with standard "bash" attacks. If you do want to eliminate an enemy's PSI Shield, Jeff's Neutralizer is usually the most effective counter. -alpha Level Learned: Paula (6) This may be helpful if you only want to protect a single party member, but because it is usually impossible to predict who will be targeted by a PSI attack, the use of this move is limited. It can be used if all but one of your party members are equipped with items that protect from PSI attacks or if only one character is not shielded, but these situations occur rarely. -beta Level Learned: Reflection: 100% of damage This move has the same drawback as PSI Shield[alpha], namely it only protects a single party member. The damage reflection is nice but is unnecessary. -sigma Level Learned: Paula (27) I suggest you mostly use this move to protect against PSI attacks. The PSI attacks I recommend you defend against with this move are Fire, Freeze, Flash, Starstorm, and PSI Rockin. It may be used to protect against Thunder as well, but because Thunder eliminates PSI shields and does not inflict too much damage, it is usually unnecessary. -omega Level Learned: Paula (60) Reflection: 100% of damage I don't recommend you use this move because is just costs too much PP. The damage reflection is usually unnecessary and the extra PP required does not justify this advantage. Use PSI Shield[sigma] instead for the most part. I only recommend you use this move against one enemy that appears near the end of the game. c)Hypnosis This move is useful mostly in the early parts of the game when Ness has not learned Paralysis yet. This move is most effective when facing a group of enemies. If an enemy is vulnerable to Hyponsis, putting that enemy to sleep can effectively reduce the number of enemies you have to deal with and allow you to concentrate on defeating any other enemies your are facing. As with all status affecting PSI moves, use Hypnosis only against enemies that are vulnerable to it (use Jeff's "spy" command to see an enemy's PSI vulnerabilities). If you can use Paralysis, however, I would go with that move instead of Hypnosis, especially if you are facing only a single enemy. Because an enemy can wake up if it suffers damage, Hypnosis is not very helpful in battles against a single enemy. Counter: Few enemies in the game can use Hypnosis, but a number of enemies can put party members to sleep by other methods. Sleeping is not exactly a damaging status ailment, and I don't recommend you go out of your way to heal any sleeping party members or try to prevent being Hypnotized. Plus, many items the party can equip provide protection from Hyponsis. -alpha Level Learned: Ness (4) Success Rate: depends on enemy The relatively low PP cost of this move makes Hypnosis[alpha] useful throughout the entire game. Go with this move if you are trying to Hypnotize an enemy. -omega Level Learned: Ness (27) Success Rate: depends on enemy A mostly unnecessary move because of its high PP cost. You won't often fight multiple enemies that are vulnerable to Hypnosis and putting multiple enemies to sleep is usually not necessary. Stick with Hypnosis[alpha] for the most part. d)Paralysis This is an incredibly useful move because many powerful enemies are vulnerable to it and because paralyzed enemies are essentially helpless. If you manage to get an enemy paralyzed, it is almost guaranteed you will win the battle because paralyzed enemies waste many turns doing nothing. If you are facing an unusually powerful enemy or boss, be sure to check and see if the enemy is susceptible to Paralysis. However, like all status affecting moves, only use Paralysis against enemies that are vulnerable to it (use Jeff's "spy" command to see an enemy's PSI vulnerabilities). Counter: A few enemies can use Paralysis or paralyze party members by other methods, but luckily there are items the party can equip that provide protection from Paralysis. The Travel Charm, Great Charm, and Crystal Charm all provide protection from this move and all of the above items can be obtained easily. Any paralyzed party members should usually be healed by Healing[gamma] or by an item, such as a Secret Herb, as soon as possible. -alpha Level Learned: Ness (14) Success Rate: depends on enemy This attack is definitely the one you should use if you want to paralyze an enemy. Its relatively low PP cost makes this move useful throughout the entire game. -omega Level Learned: Ness (29) Success Rate: depends on enemy Like Hypnosis[omega], this move costs too much PP to be cost effective, and I don't recommend you use it. Only use this if you are facing multiple enemies that are vulnerable to Paralysis and are in a desperate situation. e)Offense Up This is not a very useful move because the increase in Offense by using this move once barely makes a difference. The effects of this move is cumulative, and successive use of this move on a single party member can give quite a boost. However, using this move multiple times in battle can take quite a bit of time and is mostly a waste of turns. I don't recommend you use this. This move will increase the Offense of any single party member four times. The first three times will increase a party member's Offense by 6% of his or her current Offense. The value of a character's current Offense includes any increases or decreases due to PSI moves or enemy attacks. This means that the boost in Offense can increase with each successive use of Offense Up on a single party member. The exception is the last fourth time, in which the boost in Offense dips to about 4~5% (I am not sure about the accuracy of this percentage, as this value is not consistent between different Offense values). Counter: I am not sure of any enemy that can use this move, but there are enemies that can increase thier stats with special moves. All stats increasing attacks in this game do not pose a threat and can be ignored. -alpha Level Learned: Paula (21) Offense Increase: 6% of current Offense the first three times 4~5% of current Offense the last fourth time 0 for, and after, the fifth time -omega Level Learned: Paula (40) Offense Increase: 6% of current Offense the first three times 4~5% of current Offense the last fourth time 0 for, and after, the fifth time f)Defense Down I do not recommend you use this move for similar reasons as Offense Up, namely that the decrease in Defense is too small and that using this move is mostly a waste of turns. This move will decrease the Defense of any single enemy five times. The first four times will decrease an enemy's Defense by 6% of its current Defense. The value of an enemy's current Defense includes any increases or decreases due to PSI moves or enemy moves. This means that the decrease in Defense can decrease with each successive use of Defense Down on a single enemy. The decrease in Defense dips to about 4~5% in the fourth time (I am not sure about the accuracy of this percentage, as this value is not consistent between different enemies). Counter: I am not sure of any enemy that can use this move, but there are enemies that can reduce Defense and other stats with special moves. All stats reducing attacks in this game do not pose a threat and can be ignored. -alpha Level Learned: Paula (29) Success Rate: 80~100% (is lower for some enemies) Defense Decrease: 6% of current Defense the first four times 4~5% of current Defense the last fifth time 0 for, and after, the sixth time -omega Level Learned: Paula 54 Success Rate: 80~100% (is lower for some enemies) Defense Decrease: 6% of current Defense the first four times 4~5% of current Defense the last fifth time 0 for, and after, the sixth time g)Brainshock This is a slightly helpful move that can be used against a few enemies in the game, but in general I do not recommend you use this move. The most helpful thing about making an enemy feel strange is that it can deter attacks away from the party by making enemies attack themselves or a cohort instead. Unfortunately, enemies who are susceptible to Brainshock are usually not too powerful to begin with, and an enemy can easily revert back to normal if physically attacked. The only time I recommend you use this move is in the final battle against Giygas. For all other times, there are usually better alternatives available, and this move is mostly unnecessary. Counter: A few enemies can use Brainshock in this game, and it can cause quite an annoyance. Brainshock[alpha] is not too much trouble, but Brainshock[omega] can likely make two or three party members feel strange and hinder your party. There is not much you can do to prevent this attack other than to defeat the enemy that can use it. If multiple party members feel strange, try to use Healing[beta] on some of them or avoid having them use strong attacks. -alpha Level Learned: Poo (24) Success Rate: depends on enemy -omega Level Learned: Poo (44) Success Rate: depends on enemy Other a)Teleport Probably the only thing you need to know is that you can control the path the party takes when teleporting with the control pad. This can be a little tricky with Teleport[alpha] because the party is moving so fast, but adjusting the party's path can enable the party to use Teleport in places it otherwise could not. PP should not be an issue when using Teleport. -alpha Level Learned: Poo (17) (Ness learns this move by talking to the Monkey at the end of the Monkey Cave in Dusty Dunes Desert) -beta Level Learned: Poo (18) (Ness learns this move near the end of the game) 4.Jeff's Items This section lists the items Jeff can use in the game and contains general information on each item and strategies on how to utilize them. Items are listed in alphabetical order. Generally speaking, the main drawback of most of Jeff's items is a low success rate. Since most broken or repaired items cannot be discarded or sold, give unneeded items to Escargo Express. Items I recommend you have Jeff hold on to are Big/Multi Bottle Rockets, the Slime Generator, the Neutralizer, the Heavy Bazooka, and the Hungry HP-sucker. a)Bad Key Machine Obtained: Maxwell in Snow Wood Boarding House This item is not used once Jeff rescues Ness and Paula and should be given to Escargo Express as soon as possible. b)Bazooka Obtained: merchant in southern Scaraba (standing outside of Pyramid exit) Damage: 50~120 HP mean damage = 88 HP Peripheral Damage: 20~60 HP mean damage = 40 HP Not very useful because Jeff's "shoot" attack usually inflicts more damage. It's better not to buy or keep this weapon. c)Big Bottle Rocket Obtained: arms dealer in the Fourside department store, arms dealer in Scaraba hotel Very useful against bosses in the middle parts of the game, this item can make battles against powerful bosses much easier. You should not hesitate to use this item against bosses, as its price is very cheap and money is usually not an issue in this game. I recommend you always keep at least two of these in Jeff's inventory once they become available and up until Multi Bottle Rockets become available. Try to use this item only against bosses, as they are unnecessary against normal enemies and you will probably only carry a few at a time. Note that some enemies, such as the Clumsy Robot, are resistant to this item (see Bottle Rocket section). d)Bottle Rocket Obtained: arms dealer in Threed, arms dealer in Dusty Dunes Desert, Fourside Department Store, arms dealer in Scaraba hotel This item is not very useful, as it does not inflict much damage and is quickly replaced by the Big Bottle Rocket. The only parts of the game at which this item is useful are when Jeff first ventures through Winters and ends up in battle with a Cave Boy and in the battle against the Mini Barf in the underground passage in Threed. Do not purchase this item at any other part of the game and sell it if it is obtained. Damage inflicted by this item and the Big/Multi Bottle Rocket is not reduced by Shield, though damage can be reflected and inflict major damage to Jeff unless the Shield is eliminated first. The success rate of Bottle Rockets is 100% against most enemies, though some enemies have resistances that reduce damage and success rates. Some enemies, such as the Clumsy Robot, are almost completely immune to Bottle Rockets. Of course, do not use Bottle Rockets against these enemies. An enemy's resistance to Bottle Rockets seems to depend on how high the enemy's Speed is, with higher Speed levels reducing damage and success rates. I am not completely sure of this, though my observations seem to strongly suggest this is true. e)Counter-PSI Unit Obtained: repair the Broken Machine (1 IQ required), which can be found in a trash can inside of Apple Kid's house Success Rate: depends on enemy (average is about 60%) Renders a single enemy unable to use PSI for four rounds. The success rate of this weapon seems to vary significantly against different enemies, but unfortunately it does not work often against stronger enemies. It is mostly unnecessary, so give it to Escargo Express. f)Defense Shower Obtained: repair the Broken Trumpet (40 IQ required), which can be found in the third area of the Stonehenge Base Defense Increase: 6% of current defense the first three times 4~5% of current defense the last fourth time 0 for, and after, the fifth time The effect of this item is identical to Offense Up[omega], only it increases each party member's Defense. The fact that this item does not require PP makes the increase in Defense rather cost effective, but it is still mostly unnecessary because Jeff usually has better tools he can utilize in battle. It may be helpful to keep this item just in case you encounter an enemy you are not prepared to fight, though I have never been in a situation where I needed to use it. If you ever do use this item, use it multiple times and in conjunction with Shield to minimize physical damage. It is probably better, however, to just give this item to Escargo Express. g)Heavy Bazooka Obtained: repair the Broken Bazooka (45 IQ required), which can be found in a trash can in the Fourside Sewers (the Fifth Sanctuary Location) Damage: 140~400 HP mean damage: 250 HP Peripheral Damage: 70~200 HP mean damage: 140 HP This is a very useful item because it is likely to do more damage than Jeff's "shoot" command the first time it is obtained. Use this item instead of "shoot" as long as Jeff's normal offensive power is lower than the offensive power of this item. Toward the end of the game, however, Jeff's standard attack may possibly inflict more damage most of the time than the damage inflicted by this item. I suggest you give this item to Escargo Express if this occurs because I do not think the splash damage this item inflicts is a significant advantage. h)HP-sucker Obtained: trash can in Master Belch's Factory HP Drain: 10~20% of target's max HP Success Rate: depends on enemy (usually about 70~100%) Unlike some of Jeff's other items, the HP-sucker has a high enough success rate against normal enemies to make this item worthwhile. The HP drain is not that significant, however, and it's usually better to have Jeff "shoot" than use this item. Sell this item if you find that you aren't using it. i)Hungry HP-sucker Obtained: repair the Broken Tube (36 IQ required), which can be found in a gift box in the Monkey Cave in Dusty Dunes Dessert HP Drain: 10~20% of target's max HP Success Rate: depends on enemy (usually about 70~100%) This is a useful tool that can almost replace Lifeup for recovering Jeff's HP. Try to use this item rather than Lifeup for recovering Jeff when you are far away from a hotel or some other place to recover. Do not rely on this item during boss battles, however, as its success rate against bosses is low. j)Multi Bottle Rocket Obtained: merchant in southern Scaraba (standing outside of Pyramid exit), arms dealer in Deep Darkness This is the mother of all weapons. You will not find a weapon or PSI move in the game that can inflict more damage than the Multi Bottle Rocket. This item is of great help against bosses in the late parts of the game, and it can make battles against powerful bosses much easier. You should not hesitate to use this item against bosses, as its price is reasonable enough and money is usually not an issue in this game. I recommend you always keep at least two of these in Jeff's inventory once they become available. Try to use these only against bosses, as they are unnecessary against normal enemies and you will probably only carry a few at a time. Note that some enemies are resistant to this item (see Bottle Rocket section for more information). The best place to buy this item is from the arms dealer in Deep Darkness. k)Neutralizer Obtained: gift box in the Monkey Cave in the Dusty Dunes Desert Success Rate: 100% This item will reset any stat changes that have occurred due to PSI moves, such as Offense Up or Defense Down, items, such as the Defense Spray, or other special attacks. By far its most useful function, however, is to remove any shields that any enemy or party member has. Because its success rate is 100% and affects all enemies on screen, this item is more useful for removing enemy shields than the Shield Killer is. The only drawback is that it can remove any shield your party may have, but this is only a minor nuisance and can be mitigated by careful use of this item. Always keep this item in Jeff's inventory if you do not have the Shield Killer (I recommend you go with the Neutralizer). l)Shield Killer Obtained: repair the Broken Pipe (30 IQ required), which can be found in a gift box in the second floor of Dr. Andonuts's Lab Success Rate: 80% This item is mostly unnecessary because the Neutralizer is usually better at eliminating enemy shields. The main advantage the Shield Killer has over the Neutralizer is that it does not eliminate your own shield, though the fact that this item can periodically fail offsets this advantage. Keep this item if you do not like the Neutralizer and feel secure enough in using the Shield Killer against more powerful enemies, such as sanctuary bosses. Otherwise, I recommend you give this to Escargo Express. m)Slime Generator Obtained: fix the Broken Iron (10 IQ required), which can be found in a gift box in the Brick Road dungeon in Winters and in a trash can in the Fourside Sewers; it can also be bought at Burglin Park or from a dealer in northern Fourside Success Rate: depends on enemy (usually about 60~100%) This item is useful against a few enemies during the middle parts of the game. If the success rate against a certain enemy is high enough, using this item each round can essentially pin down that enemy and greatly hinder its fighting capabilities. Most enemies, however, are not that vulnerable to this item, and this strategy cannot be utilized often. This item is still worthwhile to keep and use in battles where Jeff's offense is not that effective (i.e. when his "shoot" command does not inflict much damage or when he cannot use Big/Multi Bottle Rockets). Once you obtain the Monkey's Love, sell or discard the Slime Generator. The Monkey's Love has the same effect as the Slime Generator but can be used by any party member. 5.Status Effects This section gives information on the different status effects that may hinder your party and how to deal with each. The strategies I give here only apply to the game in general and may be different when facing certain enemies. The different status effects are listed in alphabetical order. a)cold effect: inflicts 4 HP of damage each turn in battle inflicts 2 HP of damage every four seconds outside of battle This status effect is only a problem in Peaceful Rest Valley. I suggest you use Healing[alpha] outside of battle or after you have defeated any enemy that can give you a cold and use Lifeup to recover when your HP gets low. b)crying effect: reduces the success rate of a character's standard attack by 50% This status effect can cause quite an annoyance, especially if Ness and Jeff are affected by it. If you are fighting normal enemies and only one party member starts crying, it is usually unnecessary to heal and it can be ignored. However, if Ness and/or Jeff start crying and you are fighting more powerful enemies, it would be good to use Healing[beta] one or both of them. Paula and Poo can usually use their PSI as an alternative if they start crying or you can just have them "bash" with hopes that they will hit at least some of the time. Note that this status effect does not seem to reduce the success rate of enemy attacks such as "tore into" or "lunge forward," though I am not absolutely sure about this. c)diamondized effect: completely incapacitates target This status effects is equivalent to being unconscious, only HP is not depleted and using Healing[gamma] will restore the affected character with the amount of HP he or she had when initially diamondized. Use Healing[gamma] or an appropriate item to recover a diamondized party member as soon as possible. d)feel strange effect: affected character will target a random character, friend or enemy This is not much of a problem if only a single party members is affected by it. If only one party members is feeling strange, ignore it and have the affected character "defend." The problem occurs when multiple party members are feeling strange. This usually does not occur, but if it does then use Healing[beta] on one of the affected party members and defeat the enemy that caused the status effect quickly. If you are unlucky enough to have both Ness and Poo feel strange, then use Paula's most powerful PSI attacks to end the battle quickly. This status effect lasts for only the duration of the battle or until the affected character is physically attacked. e)homesick effect: makes Ness randomly waste turns Call or talk to Ness's mother as soon as possible to heal this status effect. If you are far away from a telephone, however, I do not think it is worth it to go out of your way to reach one (e.g. if you are in a middle of a large cave and Ness gets homesick, then you do not have to go all the way back outside to get to a telephone). This status effect is usually more of a nuisance than a real threat, and occurs rarely in the game. As far as I know, there are no other methods to get rid of this status effect or to prevent it from occurring. Some claim that using a Chick will get rid of homesickness, though this method has not worked for me. Some have also proposed that calling Ness's mother periodically will prevent homesickness, though this also does not seem to work. f)mushroomized effects: equivalent to feeling strange in battle affects movement control outside of battle This status effect is much more annoying than feeling strange because it persists even after a battle is over and cannot be healed by PSI or items. The best course of action is to quickly defeat any mushroom enemies before they have a chance to mushroomize a party member. If a party member does get mushroomized, then be sure to get rid of the mushroom before venturing into dangerous territory. Luckily, this status effect is only a problem at three points in the game. This status effect can be healed by the Healer found at all hospitals, by the guy in the hotel at Twoson, by the girl in Peaceful Rest Valley, or by a hot spring. g)nausea effect: inflicts 16~24 HP of damage each turn in battle inflicts 10 HP of damage every two seconds outside of battle Heal any affected party member with Healing[beta] as soon as possible. It is possible that Healing[beta] will not be available to you the first time you encounter this status effect. If this is the case, be sure to have a Refreshing Herb in your inventory or use Lifeup to restore any lost HP. h)numb/paralysis effect: renders a character unable to physically attack, use items, or defend; PSI is still usable Use Healing[gamma] on any affected party member as soon as possible. If Healing[gamma] is not available, be sure to equip an item that provides immunity to Paralysis, such as the Travel Charm or the Great Charm, before fighting an enemy that can cause this status effect. Items such as the Secret Herb can also be used to recover from this status effect. i)poison effect: inflicts 16~24 HP of damage each turn in battle inflicts 10 HP of damage every two seconds outside of battle Use Healing[beta] on any affected party member outside of battle or after the enemy that inflicts poison is defeated. j)possessed effect: a Tiny Li'l Ghost participates in every battle and attacks a party member each round There are very few enemies that can cause this status effect, and this is more of a nuisance than a real threat. The Tiny Li'l Ghost has two attacks: a standard attack that usually inflicts only 1 HP of damage and a "reach out with its icy hand" attack that can solidify a single party member. It also has a high Speed and usually attacks first in each round, even in battles near the end of the game when the party is at substantially high levels. There are only a few ways to get rid of a Tiny Li'l Ghost. The easiest way is to go to a healer, who is found in all hospitals, and select the option "purify." The price the healer charges depends on the location; the price generally is more expensive the later the location appears in the game. You can also go to the doctor in Saturn Valley and have the ghost removed for free. The ghost can also be damaged by an enemy attack and be defeated. Special attacks or PSI attacks that target the entire party, such as Starstorm or Fire, will damage the ghost and may inflict enough damage to defeat it. Be warned, however, that using PSI Shield [sigma] or [omega] will also protect the ghost. As far as I can tell, the Tiny Li'l Ghost has about 100 HP. k)sleep effect: incapacitates a character for a few rounds This status effect is nothing to worry about and can be ignored unless it is absolutely essential that the affected party member participates in battle. If this is the case, then use Healing[alpha]. For most situations, just wait until the effect wears off and have the other party members attack as usual. It is rare for multiple party members to fall asleep; if this occurs, then try to use Healing[alpha] on one of the affected characters if possible. An affected character may be woken up if physically attacked. l)solidify effect: incapacitates a character for a single turn, and rarely for multiple turns This status effect poses a minor threat and can be ignored. Solidification usually lasts for only one turn, but attacks such as the Arachnid!'s spider silk can incapacitate a target for two or more turns. Note that most attacks that immobilize a target is considered to be the equivalent of solidification and is indicated in battle by a party member's name being highlighted in blue. m)sunstroke effect: inflicts 4 HP of damage each turn in battle inflicts 2 HP of damage every four seconds outside of battle Use Healing[alpha] outside of battle. Be sure to check for this status effect before going into a battle by pressing the B button or SELECT if the party is walking around in a desert area. Note that sunstroke can only occur if you see beads of sweat spouting from the party. I do not think it is worth it to buy or keep Wet Towels for the purposes of healing sunstrokes; Healing[alpha] is sufficient. n)unable to concentrate effect: affected character cannot use PSI for four rounds Your party will rarely, if ever, become unable to concentrate. Only a few enemies can cause this status effect, and the special attacks that do disrupt concentration have very low success rates. Even if a party member is unable to concentrate, it usually does not cause much of a problem and can be ignored. 6.Leveling Up The only time you need to spend leveling up is at the beginning of the game, when Paula joins the party, when Jeff joins the party, and when Poo joins the party. As long as you do not go out of your way to avoid fighting, you should not have to spend time leveling up at any other point in the game. If you do decide to level up, then it is worthwhile to follow what I call the "rule of ten": if you need to fight ten or more battles to have a party member level up, than that party member is at a high enough level. That does not mean, however, that a party member is at too low of a level if you have to fight less than ten battles to level up that party member. The "rule of ten" serves only as a guide to help you decide when you have leveled up enough. It is important to realize that you should never try to avoid battles unless you are grossly unprepared to fight a certain enemy (there are very few points in the game at which I recommend you avoid fighting). If there is an enemy coming your way, then let it reach your party and battle it. As long as you do not avoid fighting, you should be able to maintain a high enough level. 7.Inventory Management Inventory management is one of the more annoying things about this game because each character can only carry a moderate amount of items. Luckily, it is not necessary to carry too many goods in this game and you should not be afraid to sell or discard much of the items you obtain. Here are a few general strategies that can make inventory management easier: a)Obtain the "For Sale Sign" Obtained: Burglin Park in Twoson This convenient item can allow you to quickly and easily sell unneeded items whenever you need to make room in your inventory. It's better to utilize this item rather than using the "drop" command whenever possible since you can get some extra cash. b)Use Escargo Express If an unneeded item cannot be sold or discarded, call Escargo Express and have it stored. The easiest and quickest way to learn the phone number of Escargo Express is to just call Ness's mother over the telephone. The $18 delivery charge is insignificant, so you should not let the cost prevent you from using this service. Required items that only have a one time use, such as the Backstage Pass and the Jar of Fly Honey, and many of Jeff's items should be given to Escargo Express. c)Recovery Items Most food and recovery items are not necessary in this game, though this is not always the case in the early parts of the game. In general, food and recovery items should be kept and saved just in case of an emergency and used when recovery is needed but your party is low on PP. Sell recovery items when more inventory space is needed. Recovery items that have little value, such as the cookie, should be sold as soon as they are obtained once the very beginning part of the game is cleared. More valuable items, such as the Cup of Lifenoodles, should be kept at all times if Ness or Poo has not learned Healing[gamma] or [omega]. d)What each character should carry Since each party member has different strengths and abilities, each member should carry different kinds of items. Here are a few general suggestions on how to decide what kind of items each party member should carry: Ness: Because Ness is the most likely party member to survive in battle, give him most of your valuable recovery items, such as the Cup of Lifenoodles and the Horn of Life. Even after he learns Healing [gamma] it is a good idea for him to hold on to those items. Paula: Paula should carry all required items that Ness does not have to carry, such as the Backstage Pass and the Jar of Fly Honey, and most of your food items while Poo is not in the party. She should also carry the Franklin Badge for most parts of the game. Jeff: Jeff should carry all broken items and the items that only he can use. He should also carry at least two Big or Multi Bottle Rockets at all times. These items will take up much of Jeff's inventory by the middle part of the game and allow little room for much else. If possible, he should carry one or two Cup of Lifenoodles or an equivalent. Poo: Poo should carry some food items and a few Cup of Lifenoodles or an equivalent. Even after he learns Healing[gamma] and Healing[omega], it is a good idea for him to carry one or two items that can revive someone who is unconscious. Poo should use these recovery items when he is low on PP. He should also carry offensive items that can be used in battle, such as the Snake Bag, the Rust Promoter DX, or the Monkey's Love, and use those items when his "bash" attack or offensive PSI is not that effective. ******************************************************************************* IV.Set Up ******************************************************************************* Be sure to set text speed to "fast" when starting your game. If you set text speed to a slower setting, you can select "set up" when selecting your file to change it. Setting your text speed to "fast" will help you take maximum advantage of the rolling HP counter and help you survive in battle much easier than if text speed was set to "medium" or "slow." Also, throughout the guide I will be referring to character names and "favorite thing" as the first choice offered when selecting the "don't care" option when you were prompted to give these pieces of info. These names are as follows: Main Character: Ness Girl: Paula Friend: Jeff Second Friend: Poo Pet: King Food: Steak Thing: Rockin ******************************************************************************* V.Onett ******************************************************************************* "The legends from the ancient times tell of three boys and a girl who defeat Giygas." -Buzz Buzz Cameraman Locations: in front of Ness's house, after daybreak inside the house for sale in southwestern Onett Outline Get the Cracked Bat from Tracy's room(optional) | | Leave Ness's house and walk up to the impact site | | Talk to Pokey | | Return to Ness's house, talk to Ness's mom, and go to bed | | Answer the door | | Talk to Ness's mother | | Talk to King to get his help(optional) | | Answer the phone | | Go to the impact site and talk to Picky | | Head to Pokey's house | | Defeat the Starman Jr. | | Enter Pokey's house and talk to his father | | Talk to Buzz Buzz | | Obtain the Mr. Baseball Cap(optional) | | Go to the drugstore and buy the Tee Ball Bat and the Cheap Bracelet(optional) | | Go to the arcade and defeat Frank | | Go to City Hall, talk to Mayor Pirkle, and obtain the Key to the Shack | | Open the shack in northern Onett | | Travel through the cave and record the First Sanctuary melody | | Exit the cave and talk to the police officer | | Go to the police station in southern Onett | | Defeat the police officers | | Travel south to Twoson 1.The Beginning Recommended Level: 1/4 Equipment: Ness: Cracked Bat (nothing) (nothing) (nothing) ITEMS a)Bread Roll Use: recovers about 30 HP Obtained: gift Box on the path to impact site Not all that useful. Hold on to it at least until you defeat the Starman Jr. but sell it once you reach the drugstore. b)Cookie Use: recovers 6 HP Obtained: Ness's sister Tracy, before Ness leaves the house to find Picky Spiteful Crows (100%) Only useful when Ness is lower than level 4 and for the first few battles of the game. Use cookies to recover Ness's HP after each battle or keep them to fill up Ness's inventory to have Buzz Buzz give the Sound Stone to Tracy (see Sound Stone and walkthrough sections). Sell them as soon as you reach the drugstore. c)Cracked Bat Use: weapon for Ness Obtained: gift Box in Tracy's room Be sure not to forget this item. Obtain and equip it as soon as the game starts. d)Sound Stone Use: allows you to see all the Sanctuary Locations visited and listen to the melodies recorded Obtained: from Buzz Buzz, after returning Pokey and Picky to their home This item can only be carried by Ness and cannot be removed from his inventory once it is obtained. However, if Ness's inventory is full at the time Buzz Buzz tries to give this item to Ness, it will be sent to Ness's sister, Tracy, instead. This will free up a space in Ness's inventory for most of the game. The best way to fill up Ness's inventory is to fight Spiteful Crows and obtain cookies. Aside from the time required to fill up Ness's inventory, there is no real drawback to giving Tracy the Sound Stone. Even without this item, Sanctuary melodies will be recorded and you can properly progress through the game. Sell or use up all the Cookies you obtained after the Sound Stone is sent to Tracy. ENEMIES a)Coil Snake Attacks -Biting attack Damage: 1~4 HP Comments: Make sure that Ness's HP is high enough so that he can survive two hits from this attack. -Coil Effect: solidify a single target for one turn Strategy Two or three hits from Ness and King's attacks should be enough to defeat this enemy. -Ness: "bash" recover with Lifeup[alpha] if HP falls to 8 HP or lower b)Runaway Dog Attacks -Biting attack Damage: 5~6 HP Comments: Make sure that Ness's HP is high enough so that he can survive two hits from this attack. -Loud, piercing howl Effect: none Strategy Two hits from Ness's "bash" together with two hits from King's attack should defeat this enemy. When Ness reaches level 4, only about one or two hits from his "bash" should be needed. -Ness: "bash" recover with Lifeup[alpha] if HP falls to 12 or below c)Spiteful Crow Attacks -Peck at your eyes Damage: 7~9 HP Comments: Can be rather damaging at the start of the game. Make sure that Ness's HP is high enough so that two hits from this attack will not KO him. -Try to steal something Effect: steals a random, nonessential item from your inventory Comments: Nothing too much to worry about, since it does not always work and you are most likely to lose only a food item. -Has a big grin on his face Effect: none Strategy About three or four hits of Ness and King's attack will defeat this enemy. One or two hits from Ness should be enough once he reaches level 4. This enemy always drops a Cookie, so eat it as soon as the battle is over if Ness has lost some HP (unless you are stocking up on Cookies; see Sound Stone section above). -Ness: "bash" recover with Lifeup[alpha] if HP falls to 18 or lower WALKTHROUGH a)The Impact Site The game will begin with the sound of the meteorite landing and Ness getting out of bed. Leave Ness's room, enter Tracy's room, and open the gift box to obtain the Cracked Bat and equip it. Leave Tracy's room and go downstairs. You can talk to Ness's mother and have Ness change into his regular clothes, although this is not necessary. There is nothing else to do here so leave Ness's house. Once you are outside, follow the path that initially leads southwest to go to the impact site. Nothing special will happen if you talk to people you walk by, though doing so will give you a sense of the quirkiness and the humor this game has to offer. On the way to the impact site, there is a gift box containing a Bread Roll. You can obtain it now if you want; note, however, that it may get stolen by a Spiteful Crow later on in the game if you obtain it now. Whether you obtain it now or later does not really matter. Talk to Pokey upon reaching the impact site. Return to Ness's home after doing so and talk to Ness's mother, who should be standing in front of the door. Answer "yes" when prompted; answering "no" will do nothing more than cause Ness's mother to give a short lecture on how important a good night sleep is. b)Buzz Buzz The game will continue with the sound of knocking on the front door. Go downstairs and walk toward the door to have Pokey barge in on his own. After Pokey explains his predicament, answer "yes" to his request; answering "no" will just cause Pokey to ask again. Talk to Ness's mother (who mysteriously seems to know Ness is going to go on a long adventure) and have Ness change into his regular clothes. Talk to Tracy and she will will give Ness a Cookie. The Cookie only recovers 6 HP, but it's somewhat helpful at this stage of the game so hold on to it. Talk to King and answer "yes" to gain his help. Talk to Pokey, head toward the door, and answer the phone to talk to Ness's father (who also seems to know Ness is going on a long adventure). Leave Ness's house. Once outside, start fighting the enemies in front of Ness's house and level up. Save your food items and use Lifeup[alpha] when HP gets low and talk to Ness's mother to recover when HP and PP get low. You should recover with Lifeup when Ness's HP drops down to a point where he cannot survive two hits from the enemy's strongest attack. For example, the Spiteful Crow can inflict about 9 HP of damage at most with its standard attack. Since the Spiteful Crow usually attacks before Ness, you should try to keep Ness's HP above 18 when fighting this enemy. Try to calculate minimum HP values like this when fighting enemies near the beginning of of the game, as it will help you survive in battle without wasting PP. Level up Ness to at least level 4. Once you are ready, make sure that Ness has full HP and PP by talking to Ness's mother, and start walking toward the impact site. Note: Later in the game, Buzz Buzz will give Ness the Sound Stone, an item that the game requires Ness to have in his inventory at all times. However, if Ness's inventory is full when Buzz Buzz gives Ness the Sound Stone, the Sound Stone will be sent to Tracy instead. If you want to free up a space in Ness's inventory, fight the enemies in the area and stock up on the items they drop. The best enemy to fight for this purpose is the Spiteful Crow, as they always drop a Cookie upon being defeated. Whether the extra inventory space is worth the time needed to fill Ness's inventory is up to you. Be sure not to talk to Tracy after having her hold on to the Sound Stone, as she will give Ness the item if talked to. Once you reach the impact site, King will get scared and run away. Continue walking forward and talk to Picky. Picky will then join your party. As you try to walk back to Pokey's house, Buzz Buzz will emerge from the meteorite and tell his story. Answer "yes" when you are prompted to continue; answering "no" will cause Buzz Buzz to retell his story from the beginning. After Buzz Buzz joins the party, continue on to Pokey's house. On the way you will be intercepted by the Starman Jr. The battle is easy, since Buzz Buzz does all the work. Once the Starman Jr. is defeated, enter Pokey's house and talk to Pokey's father, Aloysius Minch. At this point, Pokey, Picky, and Buzz Buzz will leave the party. Talk to Buzz Buzz and answer "yes" when prompted the first time and "no" when prompted the second time to receive the Sound Stone; answering "no" the first time and "yes" the second will cause Buzz Buzz to repeat his explanation. There is nothing else to do here so leave Pokey's house. Dawn should break once Ness is outside. EXTRAS a)Lier X. Agerate Purpose: none You will no doubt notice Lier X. Agerate's house on your way to the impact site during the beginning part of the game. Talking to him during nighttime will not cause anything, but his dialogue changes between your first and second trips to the impact site. After daybreak, go back and enter his house. He should be standing next to a giant hole. Talk to him and he will lead Ness down the hole. Follow Lier through the short cave and eventually you will reach his "treasure." The "treasure" is actually the Mani Mani Statue, an enemy that will cause trouble for Ness and his friends later on in the game. Nothing will be gained by examining the statue or talking to Lier but this is strongly connected to the storyline of the game. _______________________________________________________________________________ _______________________________________________________________________________ 2.The Sharks Recommended Level: 4/7 Equipment: Ness: Tee Ball Bat (nothing) Cheap Bracelet Mr. Baseball Cap ITEMS a)Can of Fruit Juice Use: recovers about 6 HP Obtained: trash can, next to the Arcade in southern Onett This item isn't very helpful and should either be sold or used if Ness's HP is not at max when obtained. b)Cheap Bracelet Use: armor; equip on "arms" Obtained: Onett Drugstore Buy and equip this item on Ness before battling Frank. If you cannot afford to buy both this item and the Tee Ball Bat the first time you go to the Drugstore, give priority to buying this item. c)Hamburger Use: recovers about 50 HP Obtained: the trash can next to the Burger Shop Burger Shop Pogo Punk This item can be used as an alternative to Lifeup[alpha]. If you are having trouble surviving in battle, stock up on this item and use it instead of Lifeup[alpha] to conserve PP and survive for a longer period of time in battle. This item can be a lifesaver in the boss fight against Frank, so hold on to them if you obtain any by fighting Pogo Punks. You should only need to have one or two Hamburgers at most, though you shouldn't throw any away if you obtain more. d)Map Use: pushing the X button while carrying this item will let you see the entire town you are currently at. Obtained: the librarian at Onett Library This can be a helpful item to have, so go ahead and obtain it (it's free). If you decide that you don't need it, just give it to Escargo Express. e)Mr. Baseball Cap Use: Ness's armor; equip on "other" Obtained: kid in tree house at Onett This is the best "other" armor for Ness at this point in the game, so be sure to obtain it. To enter the tree house, find the small clearing in the cluster of trees west of the Onett Library; there should be a shaggy haired kid walking next to it. Enter the clearing and walk north into the trees to reach the tree house. Talk to the kid wearing a big red cap to obtain this item. f)Tee Ball Bat Use: weapon for Ness Obtained: Onett Drugstore Buy and equip this item on Ness before battling Frank. If you cannot afford to buy both this item and the Cheap Bracelet the first time you go to the Drugstore, give priority to buying the Cheap Bracelet. ENEMIES a)Frank Recommended Level: 6 Attacks -Came out swinging Damage: 7~9 HP -Brandish a knife Damage: 18~22 HP Comments: This is Frank's most powerful attack and the one to watch out for. Always be sure that Ness can survive two hits from this attack and recover with Lifeup[alpha] or a Hamburger if his HP falls below 40. -Say something nasty Effect: lower Guts by 1~2 for the duration of the battle Comments: Nothing really to worry about, since the decrease in Ness's guts will hardly make a difference. It's basically a waste of Frank's turn and will give you a free attack. Strategy About four hits from Ness's "bash" attack will defeat this enemy. Hypnosis occasionally works against Frank, but I do not think the PP cost is worth its use. Just have Ness "bash" for offense. Be sure to have at least one Hamburger in Ness's inventory before fighting Frank. -Ness: "bash" recover with Lifeup[alpha] or a Hamburger if his HP falls to 40 or lower b)Frankystein Mark II Recommended Level: 6 Attacks -Generate a burst of steam Effect: none Comments: Frankystein does this move on the first round and every other round thereafter. -Throw a punch Damage: 12~17 HP -Tear into you Damage: 25~32 HP Comments: This is Frankystein's most powerful attack. Be sure that Ness has enough HP to survive one hit from this attack. Strategy About five or six hits from Ness's "bash" should be enough to defeat this enemy. Hypnosis works occasionally against Frankystein, but I do not think the PP cost is worth its use. If Ness's HP gets low, try to take advantage of Frankystein's wasted turns to recover. -Ness: "bash" recover with Lifeup[alpha] or a Hamburger if HP reaches 32 or lower c)Pogo Punk Recommended Level: 4 Attacks -Standard attack Damage: 1~2 HP with Cheap Bracelet 7 HP without the Cheap Bracelet -Charge forward Damage: 8~11 HP with the Cheap Bracelet 14~18 HP without the Cheap Bracelet -Fall down Effect: none Strategy About two or three hits from Ness's "bash" should defeat this enemy. Defeat this enemy last if it appears in a group. -Ness: "bash" recover with Lifeup[alpha] when HP reaches 20 or lower recover with Lifeup[alpha] when HP reaches 30 or lower if Ness does not have the Cheap Bracelet and if the enemy is fighting in a group d)Skate Punk Recommended Level: 4 Attacks -Standard attack Damage: 1 HP with the Cheap Bracelet 5 HP without the Cheap Bracelet -Shredded fiercely on a skateboard Damage: 5~7 HP with the Cheap Bracelet 11~12 HP without the Cheap Bracelet -Call for help Effect: either a Yes Man Junior or a Pogo Punk joins the battle; success rate is about 75% Strategy About two or three hits from Ness's "bash" should defeat this enemy. This is the only Shark that can call for assistance in battle. If you are at a low level (lower than 5) and do not have the Cheap Bracelet, then defeat this enemy first when it appears in a group. However, if you feel like you can handle the Sharks and are leveling up, then defeating this enemy last may increase the number of enemies you are fighting and help you level up faster. -Ness: "bash" recover with Lifeup[alpha] when HP reaches 20 or lower recover with Lifeup[alpha] when HP reaches 25 or lower if Ness does not have the Cheap Bracelet recover with Lifeup[alpha] when HP reaches 30 or lower if Ness does not have the Cheap Bracelet and if the enemy is fighting in a group e)Yes Man Junior Recommended Level: 4 Attacks -Standard attack Damage: 2 HP with the Cheap Bracelet 7 HP without the Cheap Bracelet -Swing hula hoop Damage: 9~11 HP with the Cheap Bracelet 14~18 HP without the Cheap Bracelet -Laugh hysterically Effect: none Strategy About two or three hits from Ness's "bash" should defeat this enemy. This enemy is somewhat easier to defeat than the Pogo Punk, so defeat this enemy before attacking any Pogo Punks. -Ness: "bash" recover with Lifeup[alpha] when HP reaches 20 or lower recover with Lifeup[alpha] when HP reaches 30 or lower if Ness does not have the Cheap Bracelet and if the enemy is fighting in a group WALKTHROUGH a)Preparation The path that leads south to Onett is now open, so walk south and then west to the Library. Enter the Library and talk to the Librarian near the entrance to obtain a Map, an item that lets you see the layout of all major towns in the game. Push the X button to see a map of the town you are in. If you decide that you do not need the Map, give it to Escargo Express. To obtain Escargo Express's phone number, simply call Ness's mom from a telephone. Walk west past the Library and you should find a cluster of trees to the north with a shaggy haired kid walking next to it. Enter the small opening next to the shaggy haired kid and walk north into the trees. Once you reach the small house, talk to the kid with the large, red hat and obtain the Mr. Baseball Cap. Equip this item on Ness. Next, go to the Drugstore and withdraw all your money from the ATM. Sell any Cookies or Bread Rolls you may have. Buy and equip the Tee Ball Bat and the Cheap Bracelet. If you cannot buy both, give priority to the Cheap Bracelet and battle the Sharks around the Arcade in southern Onett to accumulate enough money. If you need to recover, try to go back to Ness's house rather than staying at the hotel; money may be a little tight at this point of the game, so it's important to save as much as possible. It may also be a good idea to stock up on Hamburgers at the Burger Shop. You can get a free one inside the garbage can next to the Burger Shop, but you need to buy them or obtain them from Pogo Punks if you want any more. If Ness is at least level 5 and has the Cheap Bracelet, then you should not need to buy too many Hamburgers or any at all. However, if you obtain any by fighting the Sharks, hold on to them and save them for an upcoming boss battle. Once you have obtained the proper items, fight the Sharks around the arcade in southern Onett and level up to at least level 6. Be sure to fight the Sharks in the arcade as well; one will approach you and automatically fight you as you enter the arcade and another one is standing in front of the door leading to Frank. Recover at Ness's house when you are ready. b)Frank The fight against Frank is divided into two battles: one against Frank himself and another one against Frankystein. There is no break between the two battles, so make sure you do not use too much PP in the first fight. Conserve PP for Lifeup[alpha] and use Hamburgers if PP gets low. Recover Ness if his HP falls to about 40 or lower when fighting Frank and use "bash" for offense. The fight against Frank is the harder one, so don't worry if it feels like Ness is spending a lot of turns recovering. About four hits from Ness's "bash" will defeat Frank. The fight against Frankystein is a little easier because the Frankystein will waste every other turn to "generate a burst of steam." Take advantage of these wasted turns to recover Ness with Lifeup[alpha] or a Hamburger if Ness's HP falls to about 32 or lower. Once you defeat Frankystein, Ness should gain enough experience points to level up (don't worry if he doesn't). After Frank is done talking, enter the arcade, go through the same door, and talk to Frank again. He will allow you to rest and recover for free. EXTRAS a)House for Sale Purpose: lose $7500 read a humorous anecdote get ambushed by the Cameraman If you walk to southern Onett and west of the hospital, you will reach a house that is being sold for $7500. Do not buy or attempt to gain enough money to buy this house, as there is no point. If you do buy this house, then you can "check" the drawer near the door and read a humorous story. You can also walk near the middle of the house to have the Cameraman fly down from the sky and take a picture. There is nothing else to do in this house. b)Escargo Express Purpose: learn Escargo Express's phone number If you call Ness's mother from a phone outside of Ness's house, she will mention that Tracey is working for Escargo Express and put Ness's sister on the phone. Once this call is made, Escargo Express can be directly called from any phone outside of Ness's house, and you can request three items to be delivered to or picked up from the party. I recommend you call Ness's mother as soon as you can and learn Escargo Express's phone number, though this can be done at any point in the game. Any deliveries or pickups requested over the phone will cost $18. _______________________________________________________________________________ _______________________________________________________________________________ 3.First Sanctuary Location Recommended Level: 7/10 Equipment: Ness: Tee Ball Bat Travel Charm Cheap Bracelet Mr. Baseball Cap ITEMS a)Cold Remedy Use: Cures colds Obtained: gift box in Sanctuary Cave (located on the second floor of the cave) Shortly following this part of the game is an area full of enemies that can give Ness a cold. It can be helpful to obtain this item in preparation for this upcoming area, though it is not vital. b)Hamburger Use: recovers about 50 HP Obtained: Burger Shop gift box in the Sanctuary Cave, after the Magic Butterfly area This item can be a real lifesaver in the battle against the First Sanctuary Boss. Be sure to have about three of these in preparation for the boss fight and use it instead of Lifeup[alpha] when PP runs out. c)Key to the Shack Use: opens the shack leading to the First Sanctuary Cave in Onett Obtain this item from the mayor of Onett after defeating Frank. "Use" this item while standing next to the door to the shack in norther Onett to open it. This item has no furhter use in the game and should disappear after being used. d)Skip Sandwich Use: recovers 6 HP and increases walking speed for 10 seconds Obtained: gift box in First Sanctuary Cave, through the first cave opening from the entrance This item isn't all that useful, and you don't need to go out of your way to obtain it. e)Travel Charm Use: confers immunity to Paralysis; equip on "body" Obtained: Traveler in front of the shack, after the shack is unlocked This item is not very useful at this part of the game because not that many enemies can use paralyzing attacks. I usually obtain and equip it just in case, but this is not necessary. The only disadvantage of obtaining this item from the Traveler is that it takes up a space in Ness's inventory, but this does not cause too many problems. ENEMIES a)Attack Slug Recommended Level: 7 Attacks -Standard attack Damage: 1~2 HP -Hypnosis[alpha] Comments: Attack Slugs cannot use this PSI move for the first four rounds of a battle. Furthermore, the only other attack this enemy can use inflicts very little damage. For these reasons, this attack does not pose much of a threat and you should not worry about it. -Edge closer Effect: none Strategy Only one or two hits from Ness's "bash" attack should defeat this enemy. -Ness: "bash" recover with Lifeup[alpha] if HP falls below 2 X (the number of Attack Slugs), though you should not have to recover very often b)Black Antoid Recommended Level: 7 Attacks -Standard attack Damage: 10~13 HP Comments: Be sure that Ness has enough HP so that he can survive two hits from this attack. -Lifeup[alpha] -Call for help Effect: a Black Antoid joins the battle Strategy Black Antoids are the strongest enemies that lurk in this area, and can be very dangerous if they appear in large groups. If you are only facing one or two, then "bash" them and use Lifeup[alpha] as necessary. Hypnosis[alpha] always work on these enemies, but if you are facing only one then Hypnosis should not be used. However, if you are facing multiple Black Antoids and PP is not a problem, then it can greatly help to Hypnotize one Black Antoid and focus your attack on another. If you get really desperate, then one use of PSI Rockin[alpha] will likely defeat all Black Antoids in sight. About two hits from Ness's "bash" will defeat this enemy. Don't be afraid to use Hamburers if needed, though try to keep at least two in Ness's inventory. -Ness: "bash" recover with Lifeup[alpha] or a Hamburger if HP falls to 26 or below Hypnosis[alpha], if facing a group PSI Rockin[alpha], if facing a group c)Rowdy Mouse Recommended Level: 7 Attacks -Biting attack Damage: 1 HP 10~15 HP if SMAAAASH!! hit Comments: Make sure that Ness can survive two hits from Rowdy Mouse's SMAAAASH!! attack. Rowdy Mouse will do a SMAAAASH!! hit about 50% of the time. Other times, it will only inflict about 1 HP of damage or miss. Strategy About two hits from Ness's "bash" will defeat this enemy. If this enemy appears with a Black Antoid, either defeat the Black Antoid first or use Hypnosis[alpha] on the Antoid and attack the Rowdy Mouse. -Ness: "bash" recover with Lifeup[alpha] if HP falls to 30 or below d)Titanic Ant (Sanctuary Boss) Recommended Level: 9 Attacks -Biting attack Damage: 19~25 HP -Biting attack Damage: 25~45 HP Comments: The description of this attack in the battle dialogue window is identical to that of the Titanic Ant's weaker biting attack. -Shield[alpha] Comments: This is quite possibly the Titanic Ant's most annoying move. If it uses this move, the only thing you can do is hit it three times with Ness's "bash" to eliminate the shield. -Defense Down[alpha] Comments: Not too damaging; don't worry about it. -PSI Magnet[alpha] Comments: Not only is this move annoying, it can hurt Ness quite a bit. This move, combined with the use of PSI Rockin[alpha], can quickly drain Ness's PP. The Titanic Ant uses this move rather often, so use PSI moves in the early parts of the battle and use Hamburgers for HP recovery if Lifeup[alpha] can no longer be used. Strategy Have Ness use PSI Rockin[alpha] until his PP is drained and use "bash" thereafter. If Ness has any leftover PP, save it for Lifeup[alpha]. Once Ness cannot use PSI anymore, use Hamburgers for recovery. If Ness has at least three Hamburgers on him, he should be able to survive the battle. Hypnosis sometimes works on the Titanic Ant, but Ness's PP is tight enough as is and the advantage the move offers is negligible. -Ness: (first turn) PSI Rockin[alpha] (second turn) PSI Rockin[alpha] or "bash" (subsequent turns) "bash" recover with Lifeup[alpha] or a Hamburger if HP falls to 50 or lower WALKTHROUGH a)Preparation Two things: be sure that Ness has full HP and PP and be sure that Ness has at least three Hamburgers. The former can be taken care of by talking to Frank. The Hamburgers are in preparation for the first Sanctuary Boss battle, so be sure not to waste them; go to the Burger Shop next to the Drugstore and buy a few if needed. b)The Shack After defeating Frankystein, head to City Hall located roughly in the center of Onett. Go upstairs to the mayor's office and talk to Mayor Pirkle. Answer "yes" to his first question to obtain the Key to the Shack. If you answer "no," he will ask you another question. Answer "yes" to this second question and you will gain the Key to the Shack. Answering "no" to this second question will anger Pirkle and he will not give you the key. Just talk to him again and be his yes-man to gain the Key to the Shack. There is nothing else to do in City Hall. Exit City Hall, head north to the library, and follow the western trail at the point where the trail splits in front of the library. Eventually you should reach the shack. Walk to the door and "use" the Key to the Shack to unlock the door. Once you unlock the Shack, talk to one of the travelers and he will give Ness a Travel Charm, which will confer immunity to Paralysis to whomever it is equipped. This item is not very useful at this point of the game, but Charms are rather rare until the middle part of the game so hold on to it. c)Sanctuary Location Most of the enemies in this cave are not too strong and can be dealt with by just using "bash" attacks. The Attack Slugs here tend to attack in groups, but hardly pose much of a threat. This enemy is the best one to fight if you want to level up Ness, so stay close to the entrance of the cave while fighting them and return to Frank or Ness's mom when you need to recover. Another enemy, the Rowdy Mouse, is considerably more powerful, but it can also be defeated by just using standard attacks. Its SMAAAASH!! attack can inflict about 15 HP of damage, so try to keep Ness's HP above 30 when fighting them. The enemy to watch out for is the Black Antoid. If you face only one or two of these things, use "bash" attacks and recover with Lifeup[alpha] if HP falls to about 26 or below. If you face a group, however, things can quickly become dangerous for Ness. Hypnosis always works on the Black Antoid and it can help you decrease the number of enemies you have to deal with if you use it; use Hypnosis[alpha] on one Black Antoid and focus your attack on another. If things get really bad, use PSI Rockin[alpha] to defeat most or all Black Antoids you're facing. Be sure to touch the Magic Butterfly near the middle of the First Sanctuary Cave to recover PP (see below). Going through the cave is fairly straightforward. From the entrance, move all the way to the left side of the cave and climb the rope. From there, move to the right side of the cave and climb another rope. Finally, move to the left side of the cave and enter the opening to the north. From here, just keep moving forward and you should encounter the Titanic Ant. The first few cave openings that you see lead to small rooms with gift boxes. The first opening leads to a Skip Sandwich, the second leads to nothing, and the third leads to a Cold Remedy. The only item I recommend you obtain is the Cold Remedy in prepration for an upcoming part of the game. Your first goal is to reach the Magic Butterfly area. The cave opening on the third floor of the cave should lead you to a small area outside. A Magic Butterfly spawns frequently here, so exit and reenter the area if you do not see a Magic Butterfly. Be sure to use Lifeup[alpha] to recover Ness's HP before you touch the Butterfly. This area will be your makeshift base, so come back here and recover if Ness's HP and PP gets low. Again, if you do not see a Magic Butterfly, then repeatedly exit and reenter the area until you do. If Ness is not at least level 9, fight the enemies in the adjacent areas to level up. In the room following the Magic Butterfly area, there is a gift box containing a Hamburger. Obtain and save it for the upcoming boss battle. The next few rooms often contain Black Antoids. If Ness loses a considerable amount of PP on the way to the Titanic Ant, go back to the Magic Butterfly area and recover. Before confronting the Titanic Ant, use a Hamburger or some other food item to recover HP. Use PSI Rockin[alpha] until Ness runs out of PP and use "bash" thereafter. If Ness has any leftover PP, save it for Lifeup. Once Ness's PP reaches 4 or lower, use Hamburgers for recovery. If Ness has at least three Hamburgers, he should be able to survive the battle. Ness should reach level 10 once the Titanic Ant is defeated (don't worry if he doesn't). Go through the door and walk toward Giant Step. The first melody will then be recorded. _______________________________________________________________________________ _______________________________________________________________________________ 4.The Police Recommended Level: 11/12 Equipment: Ness: Tee Ball Bat Travel Charm Cheap Bracelet Mr. Baseball Bat ITEMS a)Exit Mouse Use: use it in dungeons, such as caves; takes the party automatically back to the entrance Obtained: in the house on the road to Twoson There is really no need to obtain one of these now, so save space in your inventory and leave them. b)Hamburger Use: recovers about 50 HP Obtained: Burger Shop Have about three of these in preparation for the fight against the Onett police force and use it as an alternative to Lifeup if PP gets low. ENEMIES a)Captain Strong Recommended Level: 11 Attacks -Came out swinging Damage: 19~30 HP -Grapple and use a submission hold Damage: 40~60 HP Comments: I recommend you keep Ness's HP above 80 because of this attack. Strong will almost always attack before Ness and you want to be able to survive at least two hits from this attack. Also, it is not unusual for Strong to hit Ness with a mortal blow and you want to have enough time to recover before the HP counter reaches 0. -Lose temper Effect: Strong's Offense increases by 1 -Guard Effect: decreases damage inflicted by Ness's "bash" by 50% for the round this move is used Strategy About five or six hits from Ness's "bash" will defeat this enemy. Be sure to have about three Hamburgers in preparation for this battle. Your attack pattern will probably be "bash," recover, "bash," recover, "bash," etc. if Strong is aggressive with his attacks. -Ness: "bash" recover with Lifeup[alpha] or a Hamburger if HP reaches 80 or lower b)Cop Recommended Level: 11 Attacks -Standard attack Damage: 11~15 HP 40~45 HP if SMAAAASH!! hit Comments: This attack is only damaging if it's a SMAAAASH!! hit. -Crushing chop Damage: 26~32 HP Comments: I recommend you keep Ness's HP above 60 because of this attack. 60 may sound rather high, but if Ness has a few Hamburgers in his inventory, he should be able to keep recovering throughout the fight with the police. Strategy About three hits from Ness's "bash" should defeat this enemy. -Ness: "bash" recover if Lifeup[alpha] if HP reaches 60 or lower c)Ramblin' Evil Mushroom Recommended Level: 11 Attacks -Standard attack Damage: 11~14 HP -Scatter spores Effect: mushroomize; make Ness feel strange in battle; alters movement control outside of battle Comments: There is no PSI move or item that can cure this move. If Ness gets mushroomized, avoid fighting as much as possible until Ness reaches the Twoson hospital and talks to the blue haired Healer. He will remove the mushroom and pay Ness $50 for it. Strategy About two hits from Ness's "bash" should defeat this enemy. Defeat this enemy first if it appears in a battle. Note that, if Ness gets mushroomized, the Healer in the Hospital will remove the mushroom and pay Ness $50 for it. -Ness: "bash" recover with Lifeup[alpha] if HP falls to 24 or lower if Ness is mushroomized, recover with Lifeup[alpha] if HP falls to 50 or lower (Ness can inflict about 40 HP of damage if he "bashes" himself) WALKTHROUGH a)Preparation This is one of the hardest parts of the game, so brace yourself. Fight the enemies in the First Sanctuary cave and level up Ness to at least level 11. Exit the cave and a police officer will approach Ness. Whether you answer "yes" or "no" will make no difference. Before going to the police station, be sure that Ness has at least three Hamburgers in his inventory and recover by talking to Frank. b)The Onett Police Force and the Road to Twoson Enter the police station in southern Onett and talk to Captain Strong, the one with the mustache. He will then lead Ness to a room in the back of the building. Four regular Cops will battle Ness one at a time, with the last one chickening out. Use "bash" attack to defeat them and recover with Lifeup[alpha] if HP reaches 60 or lower. Once they are defeated, Strong will battle Ness himself. Use Ness's "bash" attack for offense and save PP for Lifeup[alpha]. Recover with Lifeup or a Hamburger if Ness's HP reaches 80 or lower. Once Strong is defeated, he will call some of his men and order the road to Twoson be opened. Recover by talking to Frank and head south. On the way you will come across a house with some Exit Mice. There is really no need to obtain one now, so leave them; there are other places in which you can obtain one later in the game. Further down the road, there may be some Ramblin' Evil Mushrooms lurking. Try to avoid fighting these if you can because fighting them will likely cause Ness to be mushroomized. If Ness does get mushroomized, then try to reach the hospital in Twoson as quickly as possible and talk to the blue haired healer to have him remove the mushroom. The Healer will actually pay Ness $50 for the mushroom. Your control over Ness will become altered after he becomes mushroomized for awhile, but you can actually rotate your controller so that the altered controls match how you see the D-Pad. ******************************************************************************* VI.Twoson/Happy Happy Village ******************************************************************************* "Twoson--we got this name because we weren't first." -Bulletin Board Cameraman Locations: in front of the Bike Shop on the west side of Peaceful Rest Valley, past the pencil statue in front of the cabin in Peaceful Rest Valley, after rescuing Paula in front of the Chaos Theater entrance, after obtaining the Backstage Pass Outline Defeat Everdred in Burglin Park(optional) | | Give Apple Kid a food item and $200 | | Obtain the Receiver Phone from the mouse | | Go to Peaceful Rest Valley and "check" the pencil statue | | Talk to Apple Kid in Burglin Park and obtain the Pencil Eraser | | Go to Peaceful Rest Valley and use the Pencil Eraser on the pencil statue | | Proceed to Happy Happy Village | | Talk to Paula in the cabin and obtain the Franklin Badge | | Defeat Mr. Carpainter and obtain the Key to the Cabin | | Release Paula from her jail cell | | Record the Second Sanctuary Melody | | Return to Twoson and talk to Paula's parents at Polestar Preschool | | Talk to Everdred in Burglin Park and obtain the Wad of Bills | | Talk to the Runaway Five band member next to the theater and obtain the Backstage Pass | | Enter the theater and talk to the Runaway Five fan to enter the band's dressing room | | Exit the dressing room and watch the show | | Go up to the theater owner and "use" the Wad of Bills | | Ride the Runaway Five bus to Threed 1.Everdred, Apple Kid, and the Pencil Statue Recommended Level: 12/13 Equipment: Ness: Tee Ball Bat Travel Charm Copper Bracelet Mr. Baseball Bat ITEMS a)Bicycle "Oh...you don't know how to ride a bike. Me neither." -Bike Shop Clerk Use: allows Ness to move faster Obtained: Bike Shop next to the hotel; can be obtained for free This would be a convenient item if it did not become unusable so early in the game. Since it cannot be used if there are more than two people in your party and since Paula joins Ness soon after this is obtained, I do not recommend you get this item. If you do decide to get it, give it to Escargo Express as soon as Paula joins the party, as you will not be able to use it again for awhile. b)Broken Machine Use: Jeff can repair and turn this item into the Counter-PSI Unit Obtained: trash can in Apple Kid's house It's not all that necessary to obtain this item. This item turns into the Counter-PSI Unit when repaired, and that item is not all that useful to have. c)Copper Bracelet Use: armor; equip on "arms" for Ness Obtained: Burglin Park Buy and equip this item on Ness before venturing through Peaceful Rest Valley. d)For Sale Sign Use: summons a customer to buy an item; can only be used outdoors Obtained: from the shaggy haired kid in Burglin Park I recommend you obtain this item, if only for the sheer sake of convenience. There will be many instances in the game where you will obtain an item that is unnecessary or needs to be discarded. Use this item in those cases to sell that item and receive a bit of money. e)Fresh Egg Use: recovers about 80 HP; it will also turn into a Chick and then a Chicken if you wait about 1 min. 30 sec. Obtained: Burglin Park This item can be used for HP recovery, but its more useful function is to turn into a Chicken, which can be sold for $110. The Fresh Egg sells for $12, so buying an Egg and waiting until it turns into a Chicken can give you a $98 profit. This is a rather significant amount of money at this point in the game, so buy a Fresh Egg to obtain some extra money if you are low on cash. The Fresh Egg will turn into a Chick in about 1 minute, and the Chick will turn into a Chicken in about 30 or 40 seconds. This item is not useful for HP recovery, mostly because it turns into a Chick so quickly. f)Pencil Eraser Use: eliminates any pencil shaped statues Obtained: from Apple Kid in Burglin Park, after obtaining the Receiver Phone and "checking" the pencil statue in Peaceful Rest Valley This item is required to progress in the game. After obtaining it from Apple Kid in Burglin Park, go to Peaceful Rest Valley and "use" this item while standing next to the pencil statue to remove the obstacle. There are a number of other pencil statues that you will encounter later in the game, so hold on to this item. g)Receiver Phone Use: allows certain NPCs to call Ness Obtained: from the mouse in Apple Kid's house, after giving a food item and $200 to Apple Kid This item is required to be in Ness's inventory at all times. You must obtain this item in order to progress in the game. h)Skip Sandwich Use: recovers 6 HP and increases walking speed for 10 seconds Obtained: gift box in southern Twoson This item is all that you will get if you venture the long road south of Twoson. This item is hardly worth the trouble of taking the long walk, so there is really no reason to travel further south of Apple Kid's house. i)Suporma Use: nothing Obtained: talk to Orange Kid and give him an investment of $200 This item is absolutely useless. It can be sold for $25, but this hardly makes up for the $200 investment that needs to be made to obtain this item. ENEMIES a)Annoying Old Party Man Recommended Level: 12 Attacks -Standard attack Damage: 14~16 HP -Grumble about today's youth Effect: Guts decrease by about 30% for a single party member -Is wobbly Effect: none -Is reeling Effect: none Strategies About four hits from Ness's "bash" should defeat this enemy -Ness: "bash" recover with Lifeup[alpha] if HP falls to 32 or below b)Cop Recommended Level: 12 Attacks -Standard attack Damage: 5~6 HP -Crushing chop Damage: 19~25 HP Strategy About two hits from Ness's "bash" should defeat this enemy. -Ness: "bash" recover if Lifeup[alpha] if HP reaches 45 or lower c)Cranky Lady Recommended Level: 12 Attacks -Standard attack Damage: 7~9 HP -Wield a shopping bag Damage: 23~29 HP -Scowl sharply Effect: Guts decrease by about 30% for a single party member -Has a big grin on her face Effect: none Strategy About three hits from Ness's "bash" should defeat this enemy -Ness: "bash" recover with Lifeup[alpha] if HP falls to 55 or below d)Everdred Recommended Level: 12 Attacks -Standard attack Damage: 22~31 HP -Biting attack Damage: 25~30 HP -Try to steal an item Effect: steals a random, nonessential item from your inventory -Knit its brow Effect: none -Has a big grin on his face Effect: none Strategy About eight hits from Ness's "bash" should defeat this enemy. This is one of the few battles where Shield[alpha] is rather useful, so use it in the first round. Note, however, that this move will not reduce the damage inflicted by Everdred's biting attack. Be sure that Ness has the Copper Bracelet before fighting Everdred. You can also have Ness use PSI Rockin[alpha]. -Ness: (first turn) Shield[alpha] (subsequent turns) "bash" PSI Rockin[alpha] recover with Lifeup[alpha] if HP falls to 55 or lower e)New Age Retro Hippie Recommended Level: 12 Attacks -Standard attack Damage: 14~18 HP -Use a toothbrush Effect: solidify a single party member -Lose temper Effect: enemy's Offense goes up by 1 -Use a ruler Effect: gain the ability to find the length of objects (i.e. waste a turn) Strategy About two hits from Ness's "bash" should defeat this enemy. -Ness: "bash" recover with Lifeup[alpha] if HP reaches 36 or lower f)Runaway Dog You really should have no problems with this enemy at this point in the game. If you encounter these in a group, attack and defeat them last. g)Unassuming Local Guy Recommended Level: 12 Attacks -Standard Attack Damage: 14~19 HP -Become friendly and affectionate Effect: solidify a single party member Comments: The success rate against Ness is rather high at about level 12, but this move is still not much to worry about. Strategy About two hits from Ness's "bash" should defeat this enemy -Ness: "bash" recover with Lifeup[alpha] if HP falls to 35 or lower WALKTHROUGH a)Preliminaries If Ness has been mushroomized, go to the hospital in the northeast of Twoson and talk to the blue haired healer. Also, if Ness has lost a significant amount of HP or PP, go to the hotel and rest. NOTE: Within the hotel is a man wearing glasses and a suit. Talk to him seventeen times and he will give Ness $50. Go to an ATM and withdraw all of Ness's cash. Go to Burglin Park and talk to the shaggy haired kid to obtain the For Sale Sign, an item that allows you to sell items anywhere outside. Talk to the man on the kid's left, buy and equip the Copper Bracelet, and sell the Cheap Bracelet. There are many other items for sale in Burglin Park, but none of them are really necessary. b)Everdred Everdred lives in a house located within Burglin Park. If you come close enough to his house, he will jump of the roof and attack you. It is not necessary to fight him to progress in the game, but I believe it is important that you battle him. He plays a pivotal role in the storyline a couple of times in the game, and not fighting him now will make his involvement later in the game seem rather odd. Plus, he gives a good amount of experience points. Before you fight him, make sure that Ness's HP and PP are full and that he has the Copper Bracelet. Go to the west side of Burglin Park and approach the front door of Everdred's house. Everdred isn't a too powerful enemy, but his attacks can inflict quite a bit of damage. Have Ness use Shield[alpha] in the first round to defend against Everdred's standard attack and use "bash" attacks thereafter. You can also have Ness use PSI Rockin[alpha], though I think it is safer to save his PP for Lifeup. Recover if Ness's HP falls below 55. Ness should reach level 13 after this battle (don't worry if he doesn't). If Ness has lost a significant amount of PP, then go back to the hotel and recover. If not, then use Lifeup[alpha] to recover if Ness's HP is lower than 50 and move on. c)Apple Kid and the Pencil Statue Go to southern Twoson and enter Apple Kid's house (there should be a large sign that says "Apple Kid"). There is a trash can in here that contains a Broken Machine, an item that Jeff, a future party member, can repair into the Counter PSI-Unit. The Counter PSI is not a very helpful item, however, so I don't recommend you obtain the Broken Machine. Talk to Apple Kid and he will ask for some food. Give him the cheapest food item you have. If you do not have a food item, you can go to Burglin Park, buy a Ketchup Packet for $2, and give that to him. Next, he will ask for $200. You have no choice but to give it to him. If you do not have the money, there are some enemies in southern Twoson Ness can fight that aren't too hard to defeat. You can also try fighting the Ramblin' Evil Mushrooms in eastern Twoson to get Ness mushroomized. You can then go to the blue haired Healer in the Hospital to sell the mushroom growing on Ness's head for $50. Once you pay Apple Kid, the little mouse will move in front of the door. Talk to him and he will give Ness the Receiver Phone, an item that Ness is required to have in his inventory at all times. Now it is time to go to Peaceful Rest Valley, the area east of Twoson. On the way, you will likely encounter a few Ramblin' Evil Mushrooms, Mobile Sprouts, and some Li'l UFOs. As long as Ness has at least 20 PP and a few food items, he should be able to survive. Defeat any enemies you face with standard "bash" attacks. If Ness catches a cold, use Healing[alpha] after the battle is over, as using it during battle uses up a turn and the enemy may just give Ness a cold again. If you encounter any groups of enemies, be sure to defeat the Mobile Sprouts first. Their PSI Magnet [alpha] can be quite damaging, and you will be in trouble if Ness runs out of PP while far away from town. If Ness gets mushroomized, keep moving forward until you reach the Valley. There is a girl near the entrance that will remove the mushroom. Your goal is the pencil statue blocking your path in Peaceful Rest Valley. Keep moving forward until you see it and "check" it. After that, head back to Twoson. Once you exit the caves, Apple Kid will call Ness on his Receiver Phone. For some strange reason, Apple Kid will be waiting for Ness at Burglin Park, so head over there. Talk to Apple Kid and he will give Ness the Pencil Eraser. Before heading back to the pencil statue, go to the hotel and rest to recover HP and PP. EXTRAS a)Irritable Guy in Twoson Hotel Purpose: gain $50 Inside Twoson Hotel, you will find a man wearing glasses and a suit. Talk to him seventeen times and he will give Ness $50. b)Mach Pizza's Phone Number Purpose: learn Mach Pizza's phone number and be able to order delivery Pizza There is a Pizza Shop in southern Twoson between Polestar Preschool and the Bus Station. Enter the shop and talk to the clerk to learn Mach Pizza's phone number. Once the number is learned, you can call Mach Pizza and have a small or large Pizza delivered to the party (there is the option of ordering a medium Pizza, but they are all sold out throughout the game). Small Pizzas will recover about 120 HP when used and Large Pizzas recover about 240 HP for the entire party. However, there is really no need to order a Pizza. Pizzas are can be a very useful food item but they can be rather pricey. Furthermore, the 3 minute delivery time is just a little too long. You can learn the phone number if you want to, but Pizzas are nothing really special. Note that you can learn Mach Pizza's phone number at any Mach Pizza Store in any other town other than Onett. c)Paula's Parents Purpose: none If you go to Polestar Preschool, you can meet and talk to Paula's parents. There is no real reason to do this, but it is still interesting. If you talk to Paula's father, answer "no" to his question and he will go upstairs to look for Paula. If you answer "yes," he will ask Ness to leave, but you can just talk to him again and he will ask Ness the same question. Seemingly unaware of the rumors of Paula's kidnapping, Paula's father will come back downstairs and tell Ness that he cannot find Paula in the house. Paula's father will now start to get very worried. If Ness enters and exists the Twoson Hotel, you can see Paula's father running through the street and calling out Paula's name as Ness exists the hotel. He can also be found standing in front of the preschool and will start raising suspicions about Everdred's involvement in Paula's disappearance. Meanwhile, Paula's mother is as calm and happy as can be throughout the whole affair. d)Orange Kid Purpose: lose $200 or $50 obtain the Suporma, which is useless Orange Kid helps Ness in no way whatsoever and, despite his popularity, seems much more incompetent than the Apple Kid. You may invest $200 in his work, but it will serve no purpose. He will give Ness the Suporma if you give him money, but the item itself is useless and will break after one use. If you do obtain this item, you can sell it for $25. If you wait until rescuing Paula to give him money, Orange Kid will only ask for a $50 investment. Doing it this way is not any different from paying him before rescuing Paula other than the fact that you save money. _______________________________________________________________________________ _______________________________________________________________________________ 2.Peaceful Rest Valley Recommended Level: 13/15 Equipment: Ness: Tee Ball Bat Travel Charm Cheap Bracelet Mr. Baseball Bat ITEMS a)Bomb Use: inflicts 50~120 HP of damage to a target and some minor damage to adjacent targets Obtained: gift box on the south central area of Peaceful Rest Valley This item is not all that useful, so I don't recommend you go out of your way to obtain it. If you do obtain it, sell it or use it as an alternative to "bash." Be sure to use this item early, as it quickly becomes obsolete. b)Cold Remedy Use: heals colds Obtained: Twoson Department Store This item can be rather useful in this part of the game. However, I do not think you should go out of your way to actually buy any Cold Remedies. If you do have any, be sure to use them up before using Healing. They are not very useful beyond this part of the game. c)Copper Bracelet Use: armor; equip on "arms" for Ness Obtained: Burglin Park Buy and equip this item on Ness before venturing through Peaceful Rest Valley. d)Croissant Use: recovers about 60 HP Obtained: gift box on the southwest edge of the central area of Peaceful Rest Valley Obtain this item and save it just in case Ness runs out of PP and needs to recover HP. This item can be sold once Peaceful Rest Valley is cleared. e)Cup of Lifenoodles Use: revives an unconscious party member and heals many different status effects Obtained: southern tip of elevated area on the eastern side of Peaceful Rest Valley Be sure to obtain this item, as it is the only way to revive an unconscious party member in battle at this point of the game. It is just an overall useful item to have. f)Hard Hat Use: armor; equip on "other" for Ness, Paula, or Jeff Obtained: gift box in the northwest area of Peaceful Rest Valley Try to obtain this item and equip it on Ness. Sell the Mr. Baseball Cap or the previous "other" armor on Ness once this item is obtained. Once you equip this item, the damage inflicted by enemy attacks will be reduced significantly. To find this item, you must first make your way to the eastern side of Peaceful Rest Valley, and then walk west along the northern edge of the Valley. g)Luck Capsule Use: permanently increases the Luck of a single party member by 1 Obtained: gift box on the south side of the elevated area, near the center of Peaceful Rest Valley This item is not all that useful, and it is not necessary to go out of your way to get this item. If you do obtain it, then use it on Ness as soon as it is obtained or save it and use it on Paula when she joins Ness. h)Teddy Bear Use: occasionally diverts an enemy attack from a party member to itself; it has about 100 HP Obtained: gift box in Polestar Preschool Twoson Department Store You will want to have this item handy for Peaceful Rest Valley, as the enemies there are rather powerful and you want all the help you can get. It is likely that it will not survive for very long, though the Teddy Bear found in Paula's room is not really useful later in the game anyway. If you have already used up the Teddy Bear in Paula's room, then you do not necessarily have to go out of your way to buy a new one. i)Travel Charm Use: equip on "body" for Ness or Paula; confers immunity to Paralysis Obtained: gift box on the northern edge of the elevated area, near the center of the Valley It is not necessary to get this item if Ness already has this item. If you do obtain this item and Ness already has one, then sell the one obtained here. ENEMIES a)Li'l UFO Recommended Level: 13 Attacks -Fire a beam Damage: 10~14 HP about 16 HP to a Teddy Bear -Shoot a beam that causes night-time stuffiness Effect: gives a single party member a cold Comments: The success rate of this attack seems to be 100%. I recommend you use Healing[alpha] or a Cold Remedy after the battle is over if Ness catches a cold. Using Healing during the battle will use up a turn, and the Li'l UFO may just give Ness a cold again. Strategy About two hits from Ness's "bash" should defeat this enemy. This enemy occasionally appears with Spinning Robos. If this happens, attack and defeat the Li'l UFO first. The offensive power of both of these enemies are close to each other, but the Li'l UFO is somewhat easier to defeat. -Ness: "bash" recover with Lifeup[alpha] if HP reaches 28 or lower recover with Lifeup[alpha] if HP reaches 36 or lower and if Ness has a cold recover with Lifeup[alpha] if HP reaches 55 or lower and if a Li'l UFO appears with a Spinning Robo b)Mobile Sprout Recommended Level: 13 Attacks -Standard attack Damage: 8~11 HP 13~16 HP to a Teddy Bear -Lifeup[alpha] -PSI Magnet[alpha] Comments: This is a very annoying and damaging move. This move is is the reason why you want to defeat Mobile Spouts before any other enemy. The only way to recover from this attack is to touch a Magic Butterfly. A Teddy Bear is also a good way to divert this attack away from Ness. -Sow some seeds Effect: another Mobile Sprout joins the battle Comments: The success rate of this move is rather high and is another reason why you want defeat this enemy first when it appears in groups. If you leave it alone, then it is possible that it will call more Mobile Sprouts to the battle and overwhelm you. If that happens, then it may be a good idea to use PSI Rockin[alpha]. Strategy About two hits from Ness's "bash" should defeat this enemy. Defeat this enemy first when it appears in groups. If you are facing multiple Mobile Sprouts, then be sure to keep Ness's HP above 50 or so. -Ness: "bash" PSI Rockin[alpha], if overwhelmed recover with Lifeup[alpha] if HP falls to 22 or lower recover with Lifeup[alpha] if HP falls to 55 or lower if facing multiple Mobile Sprouts c)Ramblin' Evil Mushroom Recommended Level: 13 Attacks -Standard attack Damage: 5~7 HP 9~11 HP to a Teddy Bear -Scatter spores Effect: mushroomize; make Ness feel strange in battle; alters movement control outside of battle Comments: There is no PSI move or item that can cure this move. If Ness gets mushroomized, talk to the girl near the entrance of Peaceful Rest Valley and she will remove the mushroom. Strategy About one or two hits from Ness's "bash" should defeat this enemy. This enemy occasionally appears in groups with the Mobile Sprout. Defeat the Mobile Sprouts first, as they have higher Offense and their PSI Magnet can be rather damaging. -Ness: "bash" recover with Lifeup[alpha] if HP falls to 14 or lower recover with Lifeup[alpha] if HP falls to 50 or lower if Ness is mushroomized (Ness can inflict about 40 HP of damage if he bashes himself) d)Spinning Robo Recommended Level: 14 Attacks -Fire a beam Damage: 15~20 HP about 25 HP to a Teddy Bear -Shield[alpha] Comments: There is really nothing that can be done to counter this move, so just "bash" it as you normally would. -Shoot a beam that causes night-time stuffiness Effect: gives a single party member a cold Comments: The success rate of this attack seems to be 100%. I recommend you use Healing[alpha] or a Cold Remedy after the battle is over if Ness catches a cold. Using Healing during the battle will use up a turn, and the Spinning Robo may just give Ness a cold again. Strategy About three hits from Ness's "bash" should defeat this enemy. This enemy occasionally appears with Li'l UFOs. If this happens, attack and defeat the Li'l UFOs first, as they are easier to defeat. -Ness: "bash" recover with Lifeup[alpha] if HP reaches 40 or lower recover with Lifeup[alpha] if HP reaches 48 or lower and if Ness has a cold recover with Lifeup[alpha] if HP reaches 55 or lower and if a Li'l UFO appears with a Spinning Robo e)Territorial Oak Recommended Level: 14 Attacks -Standard attack Damage: 28~35 HP about 32 HP to a Teddy Bear -Brainshock[alpha] Comments: This move is really nothing to worry about. Its success rate is rather low, and one hit from a standard attack will revert Ness back to normal. Plus, there is really no practical way to heal feeling strange at this point in the game. Just keep attacking as you normally would and keep Ness's HP higher than normal if Ness feels strange. -Vacuum attack Effect: decreases Ness's Offense by 1~2 and Defense by 1~2 -Burst into flames (death action) Damage: 240~330 HP Comments: This only occurs when this enemy is defeated. Because of this move, I strongly recommend you defeat this enemy last when it appears in a group. Tap the A or L button as fast as you can to end the battle quickly and stop the HP counter from rolling down. If you are fast enough (and if text speed is set to "fast"), Ness should only sustain about 30 HP of damage. Strategy About four or five hits from Ness's "bash" should defeat this enemy. This enemy is the strongest enemy you will face in the Valley, but luckily it moves slower than Ness outside of battle. If Ness is low on PP, try to evade this enemy. -Ness: "bash" recover with Lifeup[alpha] if HP falls to 65 or lower recover with Lifeup[alpha] if HP falls to 75 or lower and if Ness is feeling strange WALKTHROUGH a)Preparation Be sure that Ness has full HP and PP. Also, go to Polestar Preschool and go upstairs into Paula's room. You will find a gift box containing a Teddy Bear. You will want to have this item for the upcoming area. If you have already used up the Teddy Bear in Paula's room, then it should not be necessary to buy a new one though it will help. Also, be sure that you have bought a Copper Bracelet in Burglin Park and have equipped it on Ness. If Ness was mushroomized on the way to Peaceful Rest Valley, you can talk to the girl near the entrance of the Valley and she will remove the mushroom. b)Making It Through the Valley There are two major difficulties in making it through this area: PP preservation and catching colds. The former problem is caused by frequent use of Lifeup and Healing and by the Mobile Sprouts' use of PSI Magnet [alpha]. The best way to address this problem is to defeat Mobile Sprouts quickly in battle and to touch any Magic Butterflies you encounter (be sure to use Lifeup[alpha] to recover any lost HP before touching the Butterfly). Luckily, there are a number of spots in the Valley at which Magic Butterflies appear. Food items can also help. The latter problem is caused by the many Li'l UFOs and Spinning Robos found in the Valley. If Ness catches a cold, be sure to use Healing[alpha] or a Cold Remedy outside of battle, as using it in battle uses up a turn and the enemy may just give Ness a cold again. Use up any Cold Remedies you may have before using Healing. The first thing you have to do is go to the pencil statue and remove it with the Pencil Eraser. Next, cross the bridge and walk all the way to the east side of the central area. Walk a little south and then west on to the elevated area. On the north side of this area is a gift box with a Travel Charm and on the south side is a gift box with a Luck Capsule. There is really no need to get either, but if you feel confident that Ness can survive this area then go ahead and obtain them. Use the Luck Capsule on Ness as soon as it is obtained, or save it and use it on Paula when she joins Ness. If Ness already has a Travel Charm, then sell the one obtained here. Walk across the elevated area toward the western bank of the central area and then walk south. Near the west bank is a gift box containing a Croissant. Obtain it and save it just in case Ness runs low on PP and HP needs to be recovered. Next, travel east and in between the two elevated areas. There is a gift box containing a bomb below the southern elevated area, but it is not necessary to obtain it. If you do obtain it, then use it against the enemies here or sell it for a minor profit. Continue traveling east and head north after crossing the bridge. If you feel confident that Ness can survive, travel all the way to the north along the edge of the river and then turn west. Continue traveling west and you will see a gift box containing a Hard Hat. Equip this on Ness and sell the previous "other" armor equipped on Ness. This item will significantly reduce the damage inflicted by enemy attacks and make things much easier. Go back east along the river and travel south on the elevated area. Travel all the way to the southern tip of this elevated area and open the gift box containing the Cup of Lifenoodles. This item is the only thing that will allow you to revive any unconscious party members in battle at this point of the game, so hold on to it. Once the Cup of Lifenoodles is obtained, go back north a little ways and then east into a cave. As far as I know, this cave only contains Coil Snakes, so there is nothing to worry about. _______________________________________________________________________________ _______________________________________________________________________________ 3.Happy Happy, Blue Blue Recommended Level: 15/18 Equipment: Ness: Sand Lot Bat Travel Charm Copper Bracelet Hard Hat ITEMS a)Franklin Badge Use: allows you to fight Mr. Carpainter; it also deflects any Thunder attacks from the party member carrying the Badge Obtained: from Paula Be sure to have this in Ness's inventory before approaching Mr. Carpainter. Once Paula joins Ness, be sure to give this item to her. This will protect Paula from any Thunder attacks and make it easier for her to survive in battle. b)Key to the Cabin Use: unlocks Paula's jail cell Obtained: by defeating Mr. Carpainter This item is required to rescue Paula and progress in the game. Go up to the jail cell door and "use" this item to open the door. c)Sand Lot Bat Use: weapon for Ness Obtained: Happy Happy Drugstore Buy and equip this weapon upon reaching Happy Happy Village. ENEMIES a)Insane Cultist Recommended Level: 15 Attacks -Paint attack Damage: 5 HP -Call for help Effect: another Insane Cultist joins the battle Comments: The success rate of this move is about 40%. Strategy About two hits from Ness's "bash" should defeat this enemy. -Ness: "bash" recover with Lifeup[alpha] if HP reaches 10 or lower recover with Lifeup[alpha] if HP reaches 20~30 or lower if this enemy appears in groups b)Mr. Carpainter Recommended Level: 17 Attacks -Paint attack Damage: 25~36 HP -Crashing boom bang attack Comments: This attack is equivalent to Thunder[beta]. It is a good thing if Carpainter uses this attack because the Franklin Badge will deflect the attack and damage him for 65~170 HP of damage. -Lifeup[alpha] -PSI Shield[alpha] Comments: Just don't use PSI Rockin[alpha] if Carpainter has uses this move. Strategy Depending on how Mr. Carpainter attacks, about eight or nine hits from Ness's "bash" will defeat this enemy. Ness: "bash" recover with Lifeup[alpha] if HP falls to 65 or lower c)Spiteful Crow Oddly enough, Spiteful Crows around the cabin in Peaceful Rest Valley do not run away from Ness, and the game does not give an instant victory when confronted with one of them. They are nothing to worry about. Defeat them last if they appear in a group, unless you have an item that you desperately do not want stolen; in that case, defeat them first. WALKTHROUGH a)Preliminaries If you are low on HP and PP, go to the house located in the southwest part of town and talk to its owner; he will allow Ness to rest for $50. Go to the Drugstore in the northeast part of town and sell any unnecessary items you may have. Buy and equip the Sand Lot Bat and sell the Tee Ball Bat. There is nothing else to do at the Drugstore at this time. b)Defeat Mr. Carpainter Enter the cave to the left of the Drugstore and walk all the way to the left. After exiting the cave, walk south and enter the cabin. Talk to Paula in the jail cell and receive the Franklin Badge. After exiting the cabin, a couple of Insane Cultists and a Spiteful Crow will battle Ness. Just use standard "bash" attacks to defeat them. Go back to Happy Happy Village and enter the large building in the center of the village. Inside, there will be a bunch of cultists blocking Ness's path. The cultists that are moving back and forth faster than the others can be talked to and will either move out of Ness's way or battle him. The cultists with an empty space adjacent to them will move out of the way, and the cultists without an empty space to move to will fight Ness. The two gift boxes in the room contain a Croissant and a Skip Sandwich, neither of which need to be obtained. There are three cultists that Ness can talk to when he first enters the door; talk to the one on the southwest. Once he moves out of the way, walk west and then walk north. Talk to the two cultists that are standing in a line with each other and both of them will move out of the way. Walk one space north, one space west, one space north, and then walk all the way west. There should be two cultists that Ness can talk to toward the south of him. Talk to the first one and he will move out of the way. Talk to the second one and he will attack Ness. Defeat this Insane Cultist and walk west all the way to the door. You can talk to the cultists walking in a circle but doing so will yield nothing (Note: The directions here are a little difficult to explain, and I apologize if the what I said above is hard to follow. Just talk to all the cultists who are moving back and forth faster than the rest and you should eventually make it through). In the next room, there is a man who has nothing to do expect scream. Walk through this room and go up the stairs. Walk up the podium and talk to Mr. Carpainter. It does not matter whether you answer "yes" or "no" when prompted. If Ness has the Franklin Badge, then Carpainter's lighting attack will be deflected and you will battle him. If Ness does not have the Franklin Badge, he will be sent outside. Mr. Carpainter is one of the easiest bosses in the game, so just keep bashing him to defeat him and use Lifeup when Ness's HP falls below about 60. Once Mr. Carpainter is defeated, Ness will likely level up and will receive the Key to the Cabin. Return to the cabin, go up to the jail cell door, and "use" the Key. Paula will then join Ness. EXTRAS a)Make a Donation Purpose: obtain a Picture Postcard or have a woman follow Ness around for awhile Near the entrance to Happy Happy Village, there is a woman wearing a yellow dress that will approach and ask Ness for a donation if Ness walks close enough to her. If you answer "yes" and donate some money, she will thank Ness and give him a Picture Postcard. The Postcard itself is useless and using it will make Ness feel "sad and empty." It cannot even be sold for a profit because it only sells for $1. If you answer "no," she will follow Ness around until he enters a building or a cave or until he talks to her again and donates something. Having her follow Ness does not have any advantages or disadvantages; it is just amusing or annoying. The woman will no longer ask for donations once Mr. Carpainter is defeated. b)Self-Service Food Stand Purpose: buy a Banana and/or a Fresh Egg at your own price fight an Unassuming Local Guy South of the Drugstore is a little food stand that allows you to buy a Banana and a Fresh Egg at a price you can determine yourself. You may even obtain them for free. A good way to make some extra money is to obtain Fresh Eggs for free, wait until they turn into Chickens, and then sell the Chickens for a $110 profit. If you buy an item at lower than the listed price, then the man standing behind the tree will attack Ness if you talk to him. The man is an Unassuming Local Guy, an enemy that should be easily defeated. Once you defeat him, he will not battle Ness again and will disappear if he goes off-screen. The food stand will no longer conduct business once Mr. Carpainter is defeated. _______________________________________________________________________________ _______________________________________________________________________________ 4.Second Sanctuary Location Recommended Level: 22/23 (Ness) 18/19 (Paula) Equipment: Ness: Sand Lot Bat Paula: Fry Pan Travel Charm Great Charm Copper Bracelet Copper Bracelet Hard Hat Ribbon ITEMS a)Copper Bracelet Use: armor; equip on "arms" for Ness and Paula Obtained: Happy Happy Drugstore Buy and equip this item on Paula as soon as she joins Ness. b)Croissant Use: recovers about 60 HP Obtained: gift box in second sanctuary cave Standard food item. Sell or discard if you need more space in the party's inventory. c)Fry Pan Use: weapon for Paula Obtained: Happy Happy Drugstore Buy and equip this weapon on Paula as soon as she joins Ness. d)Great Charm Use: armor; equip on "body" for Ness, Paula, or Jeff; increases speed and defense and confers immunity to paralysis Obtained: gift box in second sanctuary cave, south of the entrance Obtain this item and equip it on Paula. Unlike the Travel Charm, this item increases Defense and Speed in addition to conferring immunity to paralysis, making it much more helpful. e)PSI Caramel Use: recovers about 20 PP Obtained: gift box in second sanctuary cave, west of the Shining Spot This item can be rather useful in the next town Ness and Paula visit, so try to hold on to it until then. f)Ribbon Use: armor for Paula; equip as "other" Obtained: Happy Happy Drugstore Buy and equip this item on Paula as soon as she joins Ness. g)Teddy Bear Use: occasionally diverts an enemy attack from a party member to itself; it has about 100 HP Obtained: Paula has it from the beginning This item will make leveing up Paula a little easier. Paula is pretty weak when she first joins Ness, and this item can help divert attacks away from her and reduce the chances she will be mortally wounded. This item is likely to be destroyed while leveling up Paula. If you want to save this item, you can give it to Escargo Express and have it stored. Be sure to use it soon, however, as this item will become obsolete after about the middle part of the game. ENEMIES a)Mighty Bear Recommended Level: 20/22 (Ness) 14/18 (Paula) Attacks -Standard attack Damage: 18~25 HP (Ness) 18~25 HP (Paula) -Claw with its sharp nails Damage: 45~63 HP (Ness) 45~63 HP (Paula) -Biting attack Damage: 48~57 HP (Ness) 48~57 HP (Paula) Strategy One hit from Paula's Freeze[alpha] and a hit from Ness's "bash" should defeat this enemy. If this enemy appears in a group, use Freeze[beta] against it in the first round to defeat it with one attack. Be sure to keep Paula's HP at maximum when fighting this enemy. This enemy is good to fight to level up Paula after she reaches about level 14. Be sure to stay close to the central area of the cave and touch the Magic Butterflies that often spawn in the area in order to keep PP at a sufficient level. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 65 or lower recover Paula with Lifeup[alpha] if HP falls below the maximum -Paula: (first turn)Freeze[alpha] (first turn)Freeze[beta], if this enemy is part of a group (subsequent turns) "defend" b)Mole Playing Rough Recommended Level: 18/22 (Ness) 1/18 (Paula) Attacks -Scratch with its claws Damage: 8~10 HP (Ness, level 18) 6~7 (Ness, level 22) 11~14 HP (Paula, level 1) 6~7 (Paula, level 18) -Claw with sharp nails Damage: 18~34 HP (Ness, level 18) 18~31 HP (Ness, level 22) 18~35 HP (Paula, level 1) 18~31 HP (Paula, level 18) Comment: This attack is used rarely, but it can be a devastating surprise if you are not ready for it. Be sure to have Paula "defend" if she is at a low level to prevent her from being mortally wounded. -Size up the situation Effect: makes this enemy feel strange -Be absentminded Effect: none Strategy If you are leveling up Paula, then be sure to have her "defend" and use Lifeup[alpha] on her if her HP falls below the maximum. Once she reaches level 13 or so, it should be safe to start having her "bash" but be sure to keep her HP above 35. Two hits from Ness's "bash" should defeat this enemy. Once Paula reaches about level 18, one hit from Ness's "bash" and one hit from Paula's "bash" should defeat this enemy. This enemy occasionally appears with Mr. Batties. Defeat the Mr. Batties first before attacking this enemy. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 35 or lower recover Paula with Lifeup[alpha] if HP falls to 25 or lower, is lower than level 18, and is defending recover Paula with Lifeup[alpha] if HP falls to 35 or lower and she is at about level 18 -Paula: "defend" if she is lower than level 13 "bash" if she is at level 13 or higher c)Mondo Mole (Sanctuary Boss) Recommended Level: 22 (Ness) 19 (Paula) Attacks -Standard attack Damage: 33~50 HP (Ness) 33~50 HP (Paula) -Tear into you Damage: 57~95 HP (Ness) 57~95 HP (Paula) -Claw with its sharp nails Damage: 35~90 HP (Ness) 35~90 HP (Paula) -Lifeup[alpha] -PSI Shield[alpha] -Offense Up[alpha] Strategy Use Paralysis as soon as you can to incapacitate this enemy. Just use "bash" thereafter until this enemy is defeated. -Ness: (first turn) Paralysis[alpha] (subsequent turns) "bash" -Paula: (first turn) "defend" (subsequent turns) "bash" d)Mr. Batty Recommended Level: 18/22 (Ness) 10/18 (Paula) Attacks -Standard Attack Damage: 12~18 HP (Ness, level 18) 12~13 HP (Ness, level 22) 16~20 HP (Paula, level 1) 12~13 HP (Paula, level 18) -Become friendly and affectionate Effect: solidify a single party member -Size up the situation Effect: makes this enemy feel strange Strategy If Paula is being leveled up, have her "defend" while Ness uses "bash." Be sure to keep Paula's HP above 20 or so if her level is still low. If you are fighting multiple Mr. Batties, then keep Paula's HP above at least 25 or 30. If Paula is in real danger of being KO'd, then do not hesitate to use PSI Rockin[alpha]. I do not recommend you level up Paula by fighting Mr. Batties if she is at a low level. About one hit from Ness's "bash" should defeat this enemy. Once Paula reaches about level 18, two hits from her "bash" should defeat this enemy. If multiple Mr. Batties appear in battle, divide Ness and Paula's attacks and have each person attack a different target. If Paula attacks the same Mr. Batty as Ness, her attack will most likely go to waste because only one hit from Ness's "bash" is usually necessary. This enemy occasionally appears with a Mole Playing Rough. Defeat this enemy first before attacking the Mole Playing Rough. -Ness: "bash" PSI Rocking[alpha] if you are facing a rather large group of enemies and Paula is in danger of being KO'd recover Ness with Lifeup[alpha] if HP falls to 26~36 or lower recover Ness with Lifeup[alpha] if HP falls to 50 or lower and you are fighting multiple Mr. Batties recover Paula with Lifeup[alpha] if HP falls to 20 or lower and she is defending recover Paula with Lifeup[alpha] if HP falls to 30 or lower, you are fighting multiple Mr. Batties, and she is defending recover Paula with Lifeup[alpha] if HP falls to 26 or lower and she is at about level 18 recover Paula with Lifeup[alpha] if HP falls to 50 or lower, she is at about level 18, and you are facing multiple Mr. Batties -Paula: "defend" if she is at a low level "bash" WALKTHROUGH a)Training Paula First thing's first: we need to level up and properly equip Paula. Once Paula joins Ness, go to the Drugstore and withdraw all your money. Buy a Fry Pan, a Copper Bracelet, and a Ribbon for Paula. Also, take the Franklin Badge from Ness's inventory and place it in Paula's. If Ness is low on HP and PP, go to the house in the southwest part of the village and recover. The owner will now allow Ness and Paula to rest for free. Before leveling up Paula, it may be a good idea to call Escargo Express and give them the Teddy Bear. Otherwise, it will likely be destroyed while leveling up Paula. If you don't feel like you want to save it for later, you can hold on to it and use it to help Paula survive as she is being leveled up. Once everything is ready, enter the cave on the east side of the village and confront the first enemy you see. There should be an enemy just north of the entrance, and it should be a Mole Playing Rough. Have Paula "defend" and Ness "bash." If Paula's HP falls to 15 or lower, use Lifeup on her to recover. If Ness's PP gets low, then return to the house in the southwest part of the village and rest. I suggest you stay close to the entrance and only fight Mole Playing Roughs. Mr. Batties are lurking further into the cave, and while they give a substantial amount of experience points, they are also a little more dangerous. Try to avoid them until Paula is at about level 10. Once Paula reaches level 6 or so (this should happen quickly), venture a little further into the cave and travel down the first southern path you come across. Walk across to the west side of the little pond and open the gift box to obtain the Great Charm. Give this to Paula and equip it on her "body." If you encounter any Mr. Batties, be sure to have Paula "defend" and keep her HP above 25 or so. If you are facing a group of Mr. Batties and Mole Playing Roughs, then do not hesitate to use PSI Rockin in order to protect Paula. Return to the entrance of the cave once the Great Charm is obtained and continue fighting the Mole Playing Roughs. Once Paula reaches about level 14, it should be safe to venture even further into the cave and start fighting Mighty Bears. The Mighty Bears are powerful, but luckily they have low Speed and can be defeated before they get a chance to attack. When you are facing only one, have Paula use Freeze[alpha] and Ness "bash." When they are in a group, have Paula use Freeze[beta] in the first round to defeat it in one attack. Be sure to keep Paula's HP at maximum and Ness's HP above 65 when fighting this enemy. Also, try to stay close to the central area of the cave; Magic Butterflies often spawn there, and you want to be able to use them to keep PP at a sufficient level. If there are no Magic Butterflies, venture a little ways off and come back repeatedly until there is one. Once Paula reaches level 18, exit the cave and go back to the house in the southwest to recover. b)Second Sanctuary Cave Note: The second sanctuary melody does not have to be learned at this point in the game. If you wish, you may proceed with returning Paula to Twoson and learn the second melody later on. This is a rather straightforward cave, and you should have no trouble navigating through it. There are three gift boxes in this cave. The one located to the south of the entrance contains a Great Charm, a rather helpful item that I recommend you obtain and equip on Paula. The other two contain a Croissant and a PSI Caramel; the Croissant can be left alone, but the PSI Caramel can be rather useful in Threed, the next town Ness and Paula visit, so try to hold on to it until then if you obtain it. The PSI Caramel is in the gift box located to the left of the Shining Spot. If Ness or Paula become low on HP or PP while going through the cave, then be sure to take advantage of the Magic Butterfly that spawns in the center of the cave. If there are no Magic Butterflies, venture a little ways off and come back repeatedly until there is one. The battle against Mondo Mole is the easiest boss battle in the game. Use Paralysis[alpha] against it in the first round to incapacitate it and use "bash" until it is defeated. Once the battle is over, exit the cave and record the second sanctuary melody. _______________________________________________________________________________ _______________________________________________________________________________ 5.The Road to Threed Recommended Level: 23/23 Equipment: Ness: Sand Lot Bat Paula: Fry Pan Travel Charm Great Charm Copper Bracelet Copper Bracelet Hard Hat Ribbon ITEMS a)Backstage Pass Use: allows access into Chaos Theater Obtained: Runaway Five band member standing outside Chaos Theater Approach the woman blocking the entrance to the music hall and "use" this item to gain access. This item has no further use outside of Twoson but it cannot be sold or thrown away. Give it to Escargo Express once Twoson is cleared. b)Hand-Aid Use: recovers max HP Obtained: Paula's mother This item can be a potentially lifesaving item, so hold on to it. I have never had a need to use this item myself, but it is still good to have just in case of an emergency. c)Wad of Bills Use: frees the Runaway Five and allows access to Threed Obtained: Everdred, after rescuing Paula and talking to her parents After watching the Runaway Five show, go to the theater owner and "use" this item. The Runaway Five will then leave the theater and take Ness and Paula to Threed. ENEMIES You should have little problem with the enemies in Peaceful Rest Valley at this point of the game. Just use "bash" attacks and Lifeup and Healing as necessary, and you should do fine. WALKTHROUGH a)Take Paula Home and Going to Threed Once Paula is rescued, it is time to take her back to Twoson and reunite her with her parents. Going through Peaceful Rest Valley should now be much easier. Just use standard "bash" attacks against the enemies and the occasional Lifeup and Healing if necessary. The bridge that was previously broken is now fixed, allowing for a shorter path to Twoson. There is nothing new to do in the Valley. Upon reaching Twoson, go to Polestar Preschool and talk to Paula's mother. She will give Ness the Hand-Aid, an item that recovers max HP when used (it can only be used once). Go into the next room and walk toward the center of the room. Paula's father will come in through the door and talk to Ness and Paula. Once the conversation is over, go outside. Once outside, a man will approach Ness and Paula and ask them to meet Everdred. Go to Burglin Park, enter Everdred's house, and talk to Everdred to obtain the Wad of Bills. Go to Chaos Theater and talk to the Runaway Five band member standing to the right of the Theater and wearing a black hat. He will give Ness and Paula the Backstage Pass. Enter the theater, approach the woman blocking your path, and "use" the Backstage Pass to gain access. Once inside the music hall, walk to the left side of the room and talk to the girl in the pink dress. She will take Ness and Paula into the Runaway Five's dressing room. You can talk to the band members, but nothing will happen if you do. Exit the dressing room and the show will start. After watching the show, go to the manager's office and approach him from behind his desk. "Use" the Wad of Bills while standing next to him and he will let the Runaway Five go. Once all the Runaway Five members walk out, go outside and talk to the band member standing next to the bus. Answer "yes" when prompted and enter the bus to go to Threed. If you answer "no," you can walk around and go elsewhere, but you will have to talk to him again and answer "yes" in order to go to the next town. Note that, once you get on the bus to Threed, you cannot return to Onett or Twoson for quite awhile. ******************************************************************************* VII.Threed/Winters ******************************************************************************* "Zombies and ghosts are on the loose here. Welcome to Threed." -Masked Boy Cameraman Locations: north central Threed, between the two fenced graveyards and in front of the lone gravestone in the campsite north of Lake Tess in Winters, after daybreak inside Brick Road in Winters, after reading the lone sign Outline Approach the two zombies in northwest Threed | | Go to the hotel and follow the woman into her room | | Talk to Maxwell and obtain the Key to the Locker | | Attempt to open a locker by using the Key to the Locker | | Talk to Maxwell and obtain the Bad Key Machine | | Obtain the Pop Gun, the Holmes Hat, and the Broken Air Gun from the lockers | | Exit Snow Wood Boarding House | | Enter the drugstore and talk to the woman to obtain the Pak of Bubble Gum | | Talk to the monkey standing near the entrance of the drugstore | | Walk south to Lake Tess and stay overnight inside one of the tents | | Ride Tessie across the lake | | Walk through Brick Road | | Walk through the Fourth Sanctuary Cave and "use" the Pak of Bubble Gum to reach the coiled up rope | | Walk south to Dr. Andonuts's Lab | | Ride the Sky Runner to Threed | | Release Ness and Paula 1.Town of Horrors Recommended Level: 23/23 Equipment: Ness: Minor League Bat Paula: Thick Fry Pan Travel Charm Great Charm Copper Bracelet Copper Bracelet Hard Hat Ribbon ITEMS a)Insecticide Spray Use: inflicts about 100 HP of damage to all insects in battle Obtained: trash can located in the northwest graveyard This item is useful in an area that you will have to venture through after Jeff joins Ness and Paula, so try to hold on to it. The area I am talking about is Grapefruit Falls, and this item is useful against the Red Antoids that lurk there. b)Minor League Bat Use: weapon for Ness Obtained: Threed Drugstore Buy and equip this item upon reaching Threed. c)Skip Sandwich Use: recovers 6 HP and increases walking speed for 10 seconds Obtained: trash can, east of the Bakery There is no need to obtain this item. d)Teddy Bear Use: occasionally diverts an enemy attack from a party member to itself; it has about 100 HP Obtained: trash can in northeast Threed, next to the Hint Shop Do not obtain this item just yet; it should be saved for later. e)Thick Fry Pan Use: weapon for Paula Obtained: Threed Drugstore Buy and equip this item upon reaching Threed. ENEMIES a)Coil Snake I do not know why this enemy lurks in Threed, but they are nothing to worry about. b)Handsome Tom Recommended Level: 23 Attacks -Standard attack Damage: 13~17 HP (Ness) 13~17 HP (Paula) -Hypnosis[alpha] -Brainshock[alpha] -Reel Effect: none Strategy About one hit from Ness's "bash" and one hit from Paula's "bash" should defeat this enemy. This enemy often appears with a Smilin' Sam. Defeat the Smilin' Sam before attacking this enemy. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 34 or below recover Ness with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Smilin' Sam recover Paula with Lifeup[alpha] if HP falls to 34 or below recover Paula with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Smilin' Sam -Paula: "bash" c)No Good Fly Recommended Level: 23 Attacks -Standard Attack Damage: 6~9 HP (Ness) 6~9 HP (Paula) -Say something nasty Effect: reduce guts of a single party member by about 30% Strategy About one hit from Ness's "bash" or two hits from Paula's "bash" should defeat this enemy. If this enemy appears in a group, attack and defeat it last. If there are multiple No Good Flies, then try to split up Ness and Paula's attack. Since only one hit from Ness's "bash" is usually needed to defeat this enemy, having Paula attack the same No Good Fly as Ness will more likely be a waste of her turn. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 20 or lower recover Ness with Lifeup[beta] if HP falls to 30 or lower and you are facing multiple No Good Flies recover Paula with Lifeup[alpha] if HP falls to 20 or lower recover Paula with Lifeup[alpha] if HP falls to 30 or lower and you are facing multiple No Good Flies -Paula: "bash" d)Putrid Moldyman Recommended Level: 23 Attacks -Standard Attack Damage: 26~38 HP (Ness) 26~38 HP (Paula) -Scatter mold spores Effect: make a single party member uncontrollably cry Strategy About one hit from Ness's "bash" and one hit from Freeze[alpha] should defeat this enemy. If this enemy is in a group, then use Freeze[beta] as soon as you can to defeat this enemy with one attack. If this enemy appears with a Smelly Ghost, then have Paula use Freeze[beta] on this enemy and have Ness use Paralysis[alpha] on the Smelly Ghost. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 40 or lower recover Paula with Lifeup[alpha] if HP falls to 40 or lower -Paula: Freeze[alpha] Freeze[beta] e)Smelly Ghost Recommended Level: 23 Attacks -Standard attack Damage: 25~34 HP (Ness) 25~34 HP (Paula) -Lifeup[alpha] -Vent a terrible odor Effect: reduce offense of a single party member by about 6% -Has a big grin on its face Effect: none Strategy Use Paralysis[alpha] as soon as you can to incapacitate this enemy. This enemy is arguably the strongest normal enemy in Threed and requires a large number of "bash" attacks to defeat. The only attacks that are likely to be effective against this enemy are Ness's "bash" and Freeze[beta]. Using Freeze[beta] once and then having Ness "bash" twice can also be an effective strategy. However, if this enemy appears in a group, it may be better to just use Paralysis[alpha] on it and take care of the other enemies first. If you use Paralysis, then Freeze is not necessary. If this enemy appears with a Putrid Moldyman, then have Paula use Freeze[beta] on the Putrid Moldyman and have Ness use Paralysis[alpha] on this enemy. -Ness: (first turn) Paralysis[alpha] (subsequent turns) "bash" -Paula: "defend" Freeze[beta], if Paralysis is not used f)Smilin' Sam Recommended Level: 23 Attacks -Standard attack Damage: 24~35 HP (Ness) 24~35 HP (Paula) -Lifeup[alpha] -Defense Down[alpha] -Reel Effect: none Strategy About one hit from Ness's "bash" together with two hits from Paula's "bash" should defeat this enemy. This enemy often appears with a Handsome Tom. Defeat this enemy first before attacking the Handsome Tom. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 70 or below recover Ness with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Handsome Tom recover Paula with Lifeup[alpha] if HP falls to 70 or below recover Paula with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Handsome Tom -Paula: "bash" g)Trick or Trick Kid Recommended Level: 23 Attacks -Spit pumpkin seeds Damage: 17~23 HP (Ness) 17~23 HP (Paula) -Has a big grin on his face Effect: none Strategy About one hit from Ness's "bash" and two hits from Paula's "bash" should defeat this enemy. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 46 or below recover Paula with Lifeup[alpha] if HP falls to 46 or below -Paula: "bash" h)Zombie Possessor Recommended Level: 23 Attack -Standard attack Damage: 16~20 HP (Ness) 16~20 HP (Paula) -Reach out with its icy hand Effect: solidify a single party member -Possess Effect: posses a single party member with a Tiny Li'l Ghost -Call for help Effect: a Zombie Possessor joins the battle Strategy One hit from Ness's "bash" and two hits from Paula's "bash" should defeat this enemy. One hit from Freeze[beta] will also defeat this enemy. If you do not want a party member to be possessed, I recommend you use Freeze[beta] against this enemy before attacking any other. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 40 or below recover Paula with Lifeup[alpha] if HP falls to 40 or below -Paula: "bash" Freeze[beta] WALKTHROUGH a)Preliminaries First, go to the Drugstore and buy the Minor League Bat and the Thick Fry Pan and sell Ness and Paula's previous weapons. Next, call Escargo Express and store the Backstage Pass. This item will no longer be used in the game. b)Not much to do here yet... Once all that is taken care of, go to the graveyard in northwest Threed. Walk to the northwest corner of the graveyard and enter the small opening in the forest that leads east. Approach the two zombies standing in front of a ladder that leads underground. You cannot battle these zombies and there is no way at this point of the game to get them out of the way, but you need to approach them and have them notice Ness and Paula in order to progress in the game. After approaching the zombies, go back to the hotel in central Threed. You should see a strange looking woman in sunglasses standing in front of the hotel. Follower her into the hotel and enter the room she goes into. After regaining control of Ness and Paula, approach the only door leading out of this room and try to open it. EXTRAS a)Insignificant Item Purpose: obtain a Magic Truffle, a food item that recovers about 80 PP Note: This sidequest can only be completed after removing all the monsters from Threed and once the tunnel to Twoson is open later in the game. If you are the type of player that tries to talk to everyone in an RPG, then you may have heard a man in Twoson Hospital talk about an item he left in Threed Hospital. To find this item, go to the second floor of Threed Hospital and enter the room on the left. Approach the drawer and "check" it to obtain the Insignificant Item. This item will do absolutely nothing and only sells for $1. After the item is obtained and the monsters are gone from Threed, go back to Twoson Hospital and enter the room on the left on the second floor. If you talk to the man and give him the Insignificant Item, he will give the party a Magic Truffle in return. _______________________________________________________________________________ _______________________________________________________________________________ 2.Winters Recommended Level: 1/9 (Jeff) Equipment: Jeff: Pop Gun/Stun Gun (nothing) (nothing) Holmes Hat ITEMS a)Cookie Use: recovers 6 HP Obtained: in the room to the left of Jeff and Tony's room This item can be somewhat helpful to Jeff at this point of the game, so be sure to obtain them just in case. Eat a few Cookies after a battle if Jeff loses some HP. b)Bad Key Machine "The 'Machine that Opens Doors, especially when you have a slightly bad key' machine." Use: opens the lockers in Snow Wood Boarding House opens the door to Ness and Paula's underground holding cell in Threed Obtained: from Maxwell, after unsuccessfully attempting to open a locker with the Key to the Locker This item will be able to open the lockers in Snow Wood Boarding House and allow Jeff to obtain the items contained in a few of them. It will also be able to release Ness and Paula from their holding cell in Threed. Give this item to Escargo Express once Ness and Paula are released, as it will not be used in any other part of the game. c)Big Bottle Rocket Use: damages a single target in battle; can only be used by Jeff Obtained: Jeff starts with this item Try to save this item until the Third Sanctuary Boss battle. Only use this if you are in an emergency situation. d)Bottle Rocket Use: damages a single target in battle; can only be used by Jeff Obtained: gift box in the Fourth Sanctuary Cave, near the coiled up rope Unlike the other Bottle Rocket items, this one is not that useful because it does not inflict that much damage. However, be sure to obtain the one in the Fourth Sanctuary Cave. Just outside the exit to the cave, there are Cave Boys that lurk near Stonehenge. These enemies are powerful, and if you are unable to evade them and end up battling one, use this item against them as soon as possible to deal about 120 HP of damage. e)Bread Roll Use: recovers about 30 HP Obtained: from Runaway Dogs gift box in Brick Road Because food items are the only means by which Jeff can recover HP in battle, this item can be very useful at this part of the game. If you obtain any Bread Rolls, be sure to hold on to them and use them when Jeff needs to recover HP. The Bread Roll in Brick Road can also be obtained, but note that a Rowdy Mouse is usually guarding it. f)Broken Air Gun Use: can be repaired by Jeff into the Magnum Air Gun Obtained: from one of the lockers in Snow Wood Boarding House IQ Required: 12 Be sure to obtain this item before leaving Snow Wood Boarding House. g)Broken Iron Use: can be repaired by Jeff into the Slime Generator Obtained: gift box in Brick Road IQ Required: 10 Be sure to obtain this item before leaving Brick Road. Jeff should be able to repair this item once he joins Ness and Paula in Threed. h)Broken Pipe Use: can be repaired by Jeff into the Shield Killer Obtained: gift box on the second floor of Dr. Andonuts's Lab IQ Required: 30 It is not necessary to obtain this item, mostly because the Neutralizer, another one of Jeff's tools, is a better alternative to the Shield Killer. i)Cheap Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: gift box in the Fourth Sanctuary Cave, east of the Shining Spot Although it is not crucial, I still recommend that you obtain this item and equip it on Jeff. Replace this with a Copper Bracelet once Jeff joins Ness and Paula in Threed. j)Croissant Use: recovers about 60 HP Obtained: gift box in Brick Road Because food items are the only means by which Jeff can recover HP in battle, this item can be very useful at this part of the game. Be sure to obtain the Croissant located in Brick Road and try to save it until all other food items (e.g. Cookies, Boiled Egg, Bread Rolls) are used up. k)Hamburger Use: recovers about 50 HP Obtained: gift box in the Fourth Sanctuary Cave Because food items are the only means by which Jeff can recover HP in battle, this item can be very useful at this part of the game. Be sure to obtain it and try to save it until all other food items (e.g. Cookies, Boiled Egg, Bread Rolls) are used up. l)Holmes Hat Use: armor; equip as "other" for Jeff Obtained: from one of the lockers in Snow Wood Boarding House Be sure to obtain and equip this item before leaving the Snow Wood Boarding House. m)Insecticide Spray Use: inflicts about 100 HP of damage to all insects in battle Obtained: gift box in Brick Road This item is useful in an area that you will have to venture through after Jeff joins Ness and Paula, so try to hold on to it. The area I am talking about is Grapefruit Falls, and this item is useful against the Red Antoids that lurk there. n)Key to the Locker Use: nothing, but needs to be used to progress in the game Obtained: from Maxwell Although this item will not be able to open any of the lockers, the game still requires that it be used before Maxwell gives Jeff the Bad Key Machine. Just go up to one of the lockers and "use" this item once. o)Pak of Bubble Gum Use: entices the Bubble Monkey to join Jeff and allows Jeff to ride Tess to southern Winters allows Jeff to walk all the way through the Fourth Sanctuary Cave Obtained: woman in Winters Drugstore This item needs to be obtained in order to progress in the game. After obtaining this item from the woman in the drugstore, talk to the Bubble Monkey and he will join Jeff. With the Bubble Monkey, Jeff will be able to ride Tessie across the lake and reach southern Winters. This item also needs to be used in the Fourth Sanctuary Cave to allow Jeff to reach the exit of the cave. p)Pop Gun Use: weapon for Jeff Obtained: from one of the lockers in Snow Wood Boarding House This item needs to be obtained in order for Tony to help Jeff get out of the Boarding School. Equip it as soon as it is obtained. Discard or sell it once the Stun Gun is obtained in the Brick Road dungeon. q)Stun Gun Use: weapon for Jeff Obtained: gift box in Brick Road Be sure to obtain and equip this item before leaving Brick Road. ENEMIES a)Attack Slug Recommended Level: 6 (Jeff) Attacks -Standard attack Damage: 3 HP -Hypnosis[alpha] Comments: Attack Slugs cannot use this PSI move for the first four rounds of a battle. Furthermore, the only other attack this enemy can use inflicts very little damage. For these reasons, this attack does not pose much of a threat and you should not worry about it. -Edge closer Effect: none Strategy Only one hit from Jeff's "shoot" or about three hits from the Bubble Monkey's attack should defeat this enemy. Defeat this enemy last if it appears in a group. Like when Ness first encountered these enemies, Attack Slugs should be no problem for Jeff to defeat. If you want to spend time leveling up Jeff, this enemy is the best one to fight, but be sure to stay near the entrance to the cave and talk to Brick Road when Jeff needs to recover HP. -Jeff: "shoot" b)Cave Boy Recommended Level: 9 (Jeff) Attacks -Standard attack Damage: 18~23 HP Comments: This attack is powerful, but it also has a rather low success rate (about 40%). Strategy About nine hits from Jeff's "shoot" or six hits from Jeff's "shoot" and one hit from a Bottle Rocket should defeat this enemy. Try to avoid fighting this enemy at all costs. The Cave Boy moves slower than Jeff outside of battle, so he should be easy to evade. If, by misfortune, you end up battling one, then how you approach the battle will depend on a few factors: If Jeff has a Hamburger and a Croissant and has at least 40 HP at the beginning of the battle, than it may be safe to rely only on his "shoot" command. Recover HP if it falls to 40 or lower with either the Hamburger or the Croissant. If Jeff only has one Hamburger or one Croissant but has a Bottle Rocket, than use the Bottle Rocket at the earliest opportunity and use "shoot" thereafter. Recover HP if falls to 40 or lower with any any food items other than Cookies available. If Jeff has neither a Hamburger or a Croissant, then try to run away or use the Big Bottle Rocket. If Jeff is dangerously close to being KO'd, use the Big Bottle Rocket Rocket (note that this item may possibly fail to work on the Cave Boy). -Jeff: "shoot" if he has both a Hamburger and a Croissant Bottle Rocket, if he has only one food item "run away" if he has no food items or only one food item and no Bottle Rockets Big Bottle Rocket, if you are in an emergency situation recover with a Hamburger or Croissant if HP falls to 40 or lower c)Gruff Goat Attacks -Ram and trample you Damage: 4 HP -Tear into you Damage: 12~13 HP Comments: This attack is almost unfair. Because the Gruff Goat can attack before Jeff, I would normally recommend that you keep Jeff's HP high enough to be able to survive two hits from this attack. However, if Jeff is at a low level, this may be impractical. It may be better to keep Jeff's HP above 13 instead. Just be sure that Jeff has at least 26 HP before going into battle with this enemy. Strategy About three hits from Jeff's "shoot" should defeat this enemy. Although this enemy is rather powerful, don't worry. There is a tent a little south of the drugstore that will allow Jeff to recover HP, and Jeff should be able to reach it before being defeated by this enemy. Jeff will also level up rather quickly and be better able to stand up against this enemy soon. -Jeff: "shoot" recover with a food item, such as a Bread Roll or a Boiled Egg, if HP falls to 13 or lower d)Mad Duck Recommended Level: 4 (Jeff) Attacks -Peck at your eyes Damage: 8~9 HP -Make something spin around Effect: 4~11 PP -Disrupt your senses Effect: cause a party member to be unable to concentrate Comments: Normally this will cause a party member unable to use PSI for four rounds, but since Jeff cannot use PSI anyway this attack is essentially a waste of the Mad Duck's turn. -Fall down Effect: none Strategy About three hits from Jeff's "shoot" should defeat this enemy. Be sure that Jeff has at least 18 HP before battling this enemy. -Jeff: "shoot" e)Rowdy Mouse Recommended Level: 4 (Jeff) Attacks -Biting attack Damage: 1 HP 10~15 HP if SMAAAASH!! hit (success rate is about 50%) Comments: Rowdy Mouse will do a SMAAAASH!! hit about 50% of the time. Other times, it will only inflict about 1 HP of damage or miss. Strategy About two hits from Jeff's "shoot" should defeat this enemy. Be sure that Jeff has at least 26 HP before going into battle with this enemy. The ones in the Fourth Sanctuary Cave should be defeated with only one hit from Jeff's "shoot," as long as Jeff is equipped with the Stun Gun. Defeat this enemy before any Attack Slugs but after any Struttin' Evil Mushrooms it may appear with. -Jeff: "shoot" f)Runaway Dog Attacks -Biting attack Damage: 1 HP -Make a loud, piercing howl Effect: none Strategy About one hit from Jeff's "shoot" should defeat this enemy. -Jeff: "shoot" g)Spiteful Crow Attacks -Peck at your eyes Damage: 1 HP -Try to steal something Effect: steals a random, nonessential item from your inventory -Has a big grin on his face Effect: none Strategy About one hit from Jeff's "shoot" should defeat this enemy. -Jeff: "shoot" h)Struttin' Evil Mushroom Recommended Level: 7 (Jeff) Attacks -Standard attack Damage: 14~17 HP -Be absentminded Effect: none Strategy About two hits from Jeff's "shoot" should defeat this enemy. Defeat this enemy first if it appears in a group. Unlike other mushroom enemies, this one cannot mushroomize a party member. -Jeff: "shoot" recover with a food item if HP falls to 32 or lower i)Worthless Protoplasm Recommended Level: 4 (Jeff) Attacks -Standard attack Damage: 7~8 HP -Call for help Effect: a Worthless Protoplasm joins the battle -Size up the situation Effect: makes this enemy feel strange Strategy About two hits from Jeff's "shoot" should defeat this enemy. Be sure that Jeff has at least 16 HP before battling this enemy. -Jeff: "shoot" WALKTHROUGH a)The Boarding House Once you gain control of Jeff, attempt to walk out of his room and Tony, Jeff's roommate, will wake up. Once Tony joins Jeff, walk out of their room. Enter the room to the left of Jeff and Tony's room and open the presents to obtain a bunch of Cookies. Cookies only recover a minimal amount of HP, but since Jeff is at a low level right now and because he will fight some relatively powerful enemies soon, it is a good idea to have them just in case. Use this item after each battle if Jeff loses some HP. Walk downstairs to the first floor and enter the door on the left. Talk to Maxwell, the man in this room, and he will give Jeff the Key to the Locker. Exit the room and enter the room on the right. Approach one of the lockers and "use" the Key to the Locker. Although the Key will not work, it is still necessary to attempt to use it in order to progress in the game. Exit this room and go back to Maxwell. Talk to him and he will take the Key to the Locker and give Jeff the Bad Key Machine. Go back to the lockers and "use" the Bad Key Machine to open each locker one at a time (this can be rather tedious). The only item you are required to get is the Pop Gun, which is located in the right most locker in the back row. However, I recommend you check the other lockers and obtain the Holmes Hat and the Broken Air Gun as well. Equip the Pop Gun and the Holmes Hat as soon as they are obtained. Once the Pop Gun is obtained the locker, exit the Boarding House and Tony will approach the gate. Talk to him and Jeff will climb on top of Tony and jump over the gate. b)Going Through Winters Once outside of the Boarding House, walk east and enter the drugstore. Talk to the clerk and sell the Protractor, an item that has no apparent use whatsoever. The Ruler has a use later on in the game, but it can be sold as well. The items being sold at this drugstore cannot be bought right now, assuming you do not resort to laborious and impractical methods. The earliest time these items can be bought is after Ness learns Teleport[alpha], but that will not be for awhile. It is possible to accumulate money by battling the enemies in the area and selling the items they drop, but this will take a long time and it is not necessary to do. Before exiting the drugstore, talk to the woman on the left. Answer "yes" when prompted to obtain the Pak of Bubble Gum. If you answer "no," Jeff will not obtain the Pak of Bubble Gum and you will have to talk to the woman again. After obtaining the Bubble Gum, talk to the monkey standing near the entrance. He will take some bubble gum, blow a bubble, and join Jeff. The Bubble Monkey will follow Jeff around for awhile and will actually participate in battle. His Offense is low, however, and he will often waste his turns. Exit the drugstore and begin walking south. The only enemies you will encounter are Runaway Dogs, Spiteful Crows, and Gruff Goats. The first two should give you no problems. The Gruff Goat, however, can be tough. Try to keep Jeff's HP above 13 when fighting them and recover with Cookies once the battle is over. There is a tent that allows Jeff to recover HP a little south of the drugstore, and Jeff should be able to survive until he reaches the tent. Keep walking south by following the wide open paths left and right. Soon, you will reach a campsite located north of a body of water known as Lake Tess. Enter the tent at the western end of the campsite, talk to the guy inside, and answer "yes" when prompted. Jeff will then rest for awhile. After regaining control of Jeff, exit the tent and dawn will break. Walk east and then south onto the little spot of dirt on the small piece of land sticking out into the lake. The Bubble Monkey will then blow a bubble, float over the whirlpool, and land on top of Tessie's head. Tessie will then swim over to Jeff and take Jeff and the Bubble Monkey across the lake. Once you regain control of Jeff, walk south and into the cave. This is Brick Road, a simple maze where a few relatively weak enemies lurk. There are a number of food items and tools available here and I recommend you try to obtain all of them. When you first enter the maze, there are three routes available to you. The top route will lead to a Rowdy Mouse and a gift box containing a Bread Roll. I recommend you fight the Rowdy Mouse and obtain the Bread Roll if you can. If Jeff does not have any other food item, then you may need to use the Bread Roll as soon as the Rowdy Mouse is defeated, but at least Jeff will get some experience points. The middle route will lead to a Mad Duck and a gift box containing an Insecticide Spray. I recommend you fight the Mad Duck, which should be easily defeated, and obtain the Insecticide Spray. This item is useful in an area that is coming up soon, so try to hold on to it (The area I am talking about is Grapefruit Falls, a place you will have to venture through after Jeff joins Ness and Paula, and this item is useful against the Red Antoids that lurk there). The bottom route is the "correct" path to take. As you go along the bottom route, you will eventually approach a junction. The right path will take you to a gift box containing a Broken Iron. I recommend you get this item. Go back to the junction and this time follow the left path. From here, the maze should be pretty straightforward. There are two other gift boxes in this dungeon, with one containing a Croissant and the other containing a Stun Gun. Be sure to obtain both items and equip the Stun Gun once it is obtained. There is nothing else to do in Brick Road. After exiting the maze, talk to Brick Road, the guy standing outside to the exit, and answer "yes" when prompted to recover Jeff's HP. Continue walking south and enter the next cave. This is the Fourth Sanctuary Cave, a cave the party will have to return to later. The enemies here are not too difficult and should be easily defeated with a few hits from Jeff's "shoot." If you want to level up Jeff, then fight the enemies near the entrance and return to Brick Road to recover HP. Navigating the first two sections of the cave is fairly straightforward, and you should open any gift boxes and obtain food items for recovery. When you enter the third section of the cave, there should be a rope a little left of the entrance. Climb up this rope and another to reach a gift box containing a Cheap Bracelet. Further left of the entrance is an unreachable, coiled up rope and a gift box. Open the gift box to obtain a Bottle Rocket, an item you should save for later. To reach the coiled up rope, "use" the Pak of Bubble Gum and the Bubble Monkey will blow a bubble, float up to the rope, and drop it down to Jeff. Climb this rope and another to reach the Shining Spot. You can try to talk to the Shining Spot, but Jeff will not be able to battle the boss because he does not have the Sound Stone. Walk to the left and exit the cave. Once Jeff exits the cave, the Bubble Monkey will notice a female monkey and walk away with her, leaving Jeff's company. And now for a word of warning... WARNING: The Cave Boys that lurk in this area are very powerful and require many hits from Jeff's "shoot" to defeat. Avoid them at all costs. Luckily, they move slower than Jeff and are easy to evade. If, by misfortune, you end up battling one, then how you approach the battle will depend on a few factors: If Jeff has a Hamburger and a Croissant and has at least 40 HP at the beginning of the battle, than it may be safe to rely only on his "shoot" command. Recover HP if it falls to 40 or lower with either the Hamburger or the Croissant. If Jeff only has one Hamburger or one Croissant but has a Bottle Rocket, than use the Bottle Rocket at the earliest opportunity and use "shoot" thereafter. Recover HP if falls to 40 or lower with any food items other than Cookies available. If Jeff has neither a Hamburger or a Croissant, then run away. If Jeff is dangerously close to being KO'd, use the Big Bottle Rocket (note that this item may possibly fail to work on the Cave Boy). Do not go to the spot of dirt in the center of Stonehenge; the party will come back here much later in the game. Walk south past Stonehenge and eventually Jeff will reach Dr. Andonuts's lab. Enter the lab and "check" the device that looks somewhat like a heater or a furnace. This is the "Instant Revitalizing Device," and it will fully recover all party members (in this case, Jeff). There is also a gift box containing a Broken Pipe upstairs, but I don't recommend you obtain it. Next, talk to Dr. Andonuts. It does not matter whether you answer "yes" or "no" to his questions. After Dr. Andonuts is done talking, walk over to the Sky Runner on the left side of the lab and approach it from the front. Jeff should automatically get in. A rather lengthy scene will follow after which Jeff will come crashing into Ness and Paula's holding cell. Answer "yes" when prompted to have Jeff join Ness and Paula; if you answer "no" you will just be prompted again. Approach the door and "use" the Bad Key Machine to unlock it. The Bad Key Machine will no longer be used in the game, so you can call Escargo Express and have it stored. ******************************************************************************* VIII.Threed/Saturn Valley ******************************************************************************* "Could...you...help me? ...Maybe not." -Zombie stuck on the floor Cameraman Locations: in front of the waterfall in Grapefruit Falls Saturn Valley, to the right of the hot spring in front of the circus tent in central Threed, after the monsters are gone Outline Defeat the Boogey Tent in southern Threed and obtain the Jar of Fly Honey | | Receive a call from Apple Kid | | Obtain the Zombie Paper | | "Use" the Zombie Paper in the circus tent in central Threed | | Rest at the hotel | | Go to northwest Threed and climb down the ladder | | Travel through the underground passage | | Defeat the Mini Barf | | Travel through Grapefruit Falls | | Enter Saturn Valley and talk to the Mr. Saturn in the cave north of the hotel | | Walk into the waterfall in Grapefruit Falls and wait three minutes | | Travel through Belch's factory | | Defeat Master Belch | | Record the Third Sanctuary Melody | | Return to Threed and travel west to the Dusty Dunes Desert 1.The Boogey Tent and Zombie Paper Recommended Level: 23/25 (Ness) 9/19 (Jeff) Equipment: Ness: Minor League Bat Paula: Thick Fry Pan Jeff: Magnum Air Gun Travel Charm Great Charm (nothing) Copper Bracelet Copper Bracelet Copper Bracelet Hard Hat Ribbon Hard Hat ITEMS a)Copper Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: Threed Drugstore Be sure to buy this item and equip it on Jeff as soon as Jeff reaches Threed. b)Hard Hat Use: armor; equip as "other" on Ness, Paula, or Jeff Obtained: Threed Drugstore Be sure to buy this item and equip it on Jeff as soon as Jeff reaches Threed. c)Insecticide Spray Use: inflicts about 100 HP of damage to all insects in battle Obtained: trash can located in the northwest graveyard This item is useful in an area that you will have to venture through soon, so try to hold on to it. The area I am talking about is Grapefruit Falls, and this item is useful against the Red Antoids that lurk there. d)Jar of Fly Honey Use: necessary to progress in the game Obtained: trash can, after defeating the Boogey Tent Obtain this item by defeating the Boogey Tent in southern Threed. This item is needed a short time later in the game, so hold on to it. e)Magnum Air Gun Use: weapon for Jeff Obtained: repair the Broken Air Gun It is likely that Jeff will be able to repair the Broken Air Gun before the party ventures through the underground passage. Equip this on Jeff when it becomes available. If Jeff does not have the Broken Air Gun, then be sure to buy the Toy Air Gun from the Arms Dealer north of the Pizza Shop. f)Minor League Bat Use: weapon for Ness Obtained: Threed Drugstore Buy and equip this item on Ness if you have not done so already. g)Skip Sandwich Use: recovers 6 HP and increases walking speed for 10 seconds Obtained: trash can, east of the Bakery There is no need to obtain this item. h)Teddy Bear Use: occasionally diverts an enemy attack from a party member to itself; it has about 100 HP Obtained: trash can in northeast Threed, next to the Hint Shop Obtain this item right after defeating the Boogey Tent and before going through the underground passage to Grapefruit Falls. i)Thick Fry Pan Use: weapon for Paula Obtained: Threed Drugstore Buy and equip this item on Paula if you have not done so already. j)Toy Air Gun Use: weapon for Jeff Obtained: arms dealer behind the Pizza Shop If Jeff has the Broken Air Gun, then it should not be necessary to buy this item, as Jeff should be able to repair the Air Gun and obtain a better weapon soon (Note: An IQ of at least 12 is required to repair the Air Gun). k)Zombie Paper Use: allows access to the underground passage Obtained: from the Apple Kid, delivered by a Mach Pizza deliveryman after the Boogey Tent is defeated "Use" this item in the circus tent in central Threed. Stay at the hotel after doing so and the entrance to the underground passage will be made accessible. ENEMIES a)Boogey Tent Recommended Level: 25 (Ness) 19 (Jeff) Attacks -Standard attack Damage: 39~54 HP (Ness) 39~54 HP (Paula) 40~58 HP (Jeff) -Flash[alpha] -Spew "Fly Honey" out of his mouth Effect: solidify a single party member -Emit a pale green light Effect: resets any stats changes and eliminates all shields -Use a Defense Spray Effect: increase the Boogey Tent's Defense Comments: This is nothing to worry about. Not only does this hardly make a difference, the Boogey Tent will nullify its effects if it emits a pale green light. Strategy This enemy should not give you too much trouble. As long as you keep each party member's HP high enough with Lifeup, you should be able to defeat this enemy with just basic offensive tactics. Do not use Freeze against this enemy, as the Boogey Tent is resistant to it; have Paula use Fire[beta] instead. If Ness and Jeff start uncontrollably crying, it may be better not to use Healing[beta] on them. Just keep using standard attacks or PSI Rockin[beta]. -Ness: "bash" PSI Rockin[beta], if crying recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls below her max recover Jeff with Lifeup[alpha] if HP falls to 100 or lower -Paula: Fire[beta] -Jeff: "shoot" b)Coil Snake I do not know why this enemy lurks here, but they are nothing to worry about. c)Handsome Tom Recommended Level: 23 Attacks -Standard attack Damage: 13~17 HP (Ness) 13~17 HP (Paula) 19~25 HP (Jeff, level 9) -Hypnosis[alpha] -Brainshock[alpha] -Reel Effect: none Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. This enemy often appears with a Smilin' Sam. Defeat the Smilin' Sam before attacking this enemy. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 34 or below recover Ness with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Smilin' Sam recover Paula with Lifeup[alpha] if HP falls to 34 or below recover Paula with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Smilin' Sam recover Jeff with Lifeup[alpha] if HP falls to 50 or below recover Jeff with Lifeup[alpha] if HP falls below max and this enemy appears with a Smilin' Sam -Paula: "bash" -Jeff: "shoot" d)No Good Fly Recommended Level: 23 Attacks -Standard Attack Damage: 6~9 HP (Ness) 6~9 HP (Paula) 12~16 HP (Jeff, level 9) -Say something nasty Effect: reduce guts of a single party member by about 30% Strategy About one hit from Ness's "bash" or a hit from Paula's "bash" and a hit from Jeff's "shoot" should defeat this enemy. If this enemy appears in a group, attack and defeat it last. If there are multiple No Good Flies, then try to split up Ness's attack and Paula and Jeff's attack. This way, you should consistently be able to defeat two No Good Flies in one round. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 20 or lower recover Ness with Lifeup[beta] if HP falls to 30 or lower and you are facing multiple No Good Flies recover Paula with Lifeup[alpha] if HP falls to 20 or lower recover Paula with Lifeup[alpha] if HP falls to 30 or lower and you are facing multiple No Good Flies recover Jeff with Lifeup[alpha] if HP falls to 32 or lower recover Jeff with Lifeup[alpha] if HP falls to 50 or lower and you are facing multiple No Good Flies -Paula: "bash" -Jeff: "shoot" e)Putrid Moldyman Recommended Level: 23 Attacks -Standard Attack Damage: 26~38 HP (Ness) 26~38 HP (Paula) 33~46 HP (Jeff, level 9) -Scatter mold spores Effect: make a single party member uncontrollably cry Strategy About one hit from Ness's "bash" and one hit from Freeze[alpha] should defeat this enemy. If this enemy is in a group, then use Freeze[beta] as soon as you can to defeat this enemy with one attack. If this enemy appears with a Smelly Ghost, then have Paula use Freeze[beta] on this enemy and have Ness use Paralysis[alpha] on the Smelly Ghost in the first round. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 40 or lower recover Paula with Lifeup[alpha] if HP falls to 40 or lower recover Jeff with Lifeup[alpha] if HP falls below his max -Paula: Freeze[alpha] Freeze[beta] -Jeff: "defend" f)Smelly Ghost Recommended Level: 23 Attacks -Standard attack Damage: 25~34 HP (Ness) 25~34 HP (Paula) 33~43 HP (Jeff, level 9) -Lifeup[alpha] -Vent a terrible odor Effect: reduce offense of a single party member by about 6% -Has a big grin on its face Effect: none Strategy Use Paralysis[alpha] as soon as you can to incapacitate this enemy. This enemy is arguably the strongest normal enemy in Threed and requires a large number of "bash" attacks to defeat. The only attacks that are likely to be effective against this enemy are Ness's "bash" and Freeze[beta]. Using Freeze[beta] once and then having Ness "bash" twice can also be an effective strategy. However, if this enemy appears in a group, it may be better to just use Paralysis[alpha] on it and take care of the other enemies first. If you use Paralysis, then Freeze is not necessary. If this enemy appears with a Putrid Moldyman, then have Paula use Freeze[beta] on the Putrid Moldyman and have Ness use Paralysis[al- pha] on this enemy in the first round. -Ness: (first turn) Paralysis[alpha] or "bash" (subsequent turns) "bash" -Paula: "defend" Freeze[beta], if Paralysis is not used "bash" if paralyzed PSI Magnet if paralyzed and Paula does not have max PP -Jeff: "defend" "shoot" if paralyzed g)Smilin' Sam Recommended Level: 23 Attacks -Standard attack Damage: 24~35 HP (Ness) 24~35 HP (Paula) 33~43 HP (Jeff, level 9) -Lifeup[alpha] -Defense Down[alpha] -Reel Effect: none Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. This enemy often appears with a Handsome Tom. Defeat this enemy first before attacking the Handsome Tom. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 70 or below recover Ness with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Handsome Tom recover Paula with Lifeup[alpha] if HP falls to 70 or below recover Paula with Lifeup[alpha] if HP falls to 80 or below and this enemy appears with a Handsome Tom recover Jeff with Lifeup[alpha] if HP falls below his max -Paula: "bash" h)Trick or Trick Kid Recommended Level: 23 Attacks -Spit pumpkin seeds Damage: 17~23 HP (Ness) 17~23 HP (Paula) 22~33 HP (Jeff, level 9) -Has a big grin on his face Effect: none Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 46 or below recover Paula with Lifeup[alpha] if HP falls to 46 or below recover Jeff with Lifeup[alpha] if HP falls to 66 or below -Paula: "bash" -Jeff: "shoot" i)Urban Zombie "There is a well-known theory that if you are bitten by zombies, bite back and you can recover. Of course, there is no scientific evidence to support this theory." -Sign in Threed Hospital Recommended Level: 23 Attacks -Standard Attack: 19~28 HP (Ness) 19~28 HP (Paula) 26~33 HP (Jeff, level 9) -Exhale its arctic-cold breath Effect: a single party member catches a cold -Do something very mysterious Effect: ? Comments: I have no idea what this attack does. The Urban Zombie uses this attack rarely and it never seems to work. -Laugh Hysterically Effect: none Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. Be sure to heal any colds after the battle is over. -Ness: "bash" recover Ness with Lifeup[alpha] if HP reaches 56 or lower recover Paula with Lifeup[alpha] if HP reaches 56 or lower recover Jeff with Lifeup[alpha] if HP reaches 66 or lower -Paula: "bash" -Jeff: "shoot" j)Zombie Dog Recommended Level: 25 Attacks -Biting attack Damage: 31~46 HP (Ness) 31~46 HP (Paula) 37~50 HP (Jeff) -Take a bite out of its poisonous fangs Damage: 31~46 HP (Ness) 31~46 HP (Paula) 37~50 HP (Jeff) Effect: poisons target Comments: As far as I can tell, this attack inflicts the same amount of damage as the Zombie Dog's standard Biting Attack. The chance of poisoning the target is close to 100%. -Make a loud, piercing howl Effect: none Strategy If this enemy appears alone, then you should be able to defeat it within two rounds by just using each party member's standard attacks. A hit from Freeze[alpha] and a hit from Ness or Jeff's standard attack should also defeat this enemy. If this enemy appears in a group, use Freeze[beta] against it in the first round to defeat it in one hit. Be sure to heal any poisoned party members after the battle is over. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 72 or lower recover Paula with Lifeup[alpha] if HP falls to 72 or lower recover Jeff with Lifeup[alpha] if HP falls to 90 or lower -Paula: "bash" Freeze[alpha] Freeze[beta] -Jeff: "shoot" k)Zombie Possessor Recommended Level: 23 Attack -Standard attack Damage: 16~20 HP (Ness) 16~20 HP (Paula) 20~26 HP (Jeff, level 9) -Reach out with its icy hand Effect: solidify a single party member -Possess Effect: possesses the target with a Tiny Li'l Ghost -Call for help Effect: a Zombie Possessor joins the battle Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. One hit from Freeze[beta] will also defeat this enemy. If you do not want a party member to be possessed, use Freeze[beta] against this enemy in the first round. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 40 or below recover Paula with Lifeup[alpha] if HP falls to 40 or below recover Jeff with Lifeup[alpha] if HP falls to 52 or below -Paula: "bash" Freeze[beta] -Jeff: "shoot" WALKTHROUGH a)Preliminaries Once Ness and Paula leave their holding cell with Jeff, go to the drugstore and buy a Hard Hat and a Copper Bracelet for Jeff. Sell the Pop Gun and the Defense Spray if Jeff has them. It would also be a good idea to call Escargo Express and have them pick up the Bad Key Machine and the Pak of Bubble Gum, since those items will no longer be used in the game. Next, go the arms dealer behind the Pizza Shop and buy one or two Bottle Rockets so that Jeff has two of these in his inventory. If Jeff does not have the Broken Air Gun, buy the Toy Air Gun. Otherwise, wait until Jeff repairs the Broken Air Gun. b)Training Jeff It is now time to level up Jeff. Go to the graveyard in northwest Threed and fight the enemies there. If Jeff is at about level 9, then he should be able to safely participate in battle without using "defend" in every round. Exercise caution when fighting the Putrid Moldyman and the Smelly Ghost, as they can inflict a substantial amount of damage to Jeff. Use Freeze against the Putrid Moldyman or Paralysis against the Smelly Ghost to take care of them quickly. Rest at the hotel when Ness's PP gets low and is no longer able to use Lifeup, and talk to the healer at the hospital if a party member gets possessed. If Jeff has the Broken Air Gun, then it is likely that he will be able to repair it into the Magnum Air Gun while he is being leveled up. Equip it on Jeff once it becomes available. Level up Jeff until he reaches about level 19. c)The Boogey Tent Once Jeff is leveled up, rest at the hotel and go to the hospital if a party member is possessed. Walk south of the Pizza Shop and approach the the large, purple tent from the front. A monster's face should appear on the tent and will attack the party. This battle should not give you too much trouble. Have Paula use Fire[beta] in every round and have Ness and Jeff use their standard attacks. Have Ness use Lifeup if a party member's HP falls to 100 or below (or in the possible case of Paula, less than max). If a party member starts crying, it is probably better to not use Healing[beta] to recover them; just keep using standard attacks or use PSI Rockin[beta]. Once the Boogey Tent is defeated, it will disappear and reveal a trash can. Open the trash can and obtain the Jar of Fly Honey. This item is needed to progress in the game, so hold on to it. d)The Zombie Paper After defeating the Boogey Tent, walk north and past the circus tent. The Apple Kid should call Ness once the party reaches the road in front of the hotel. About 5 seconds after the phone call, a Mach Pizza deliveryman should approach Ness and give the party the Zombie Paper. Enter the tent in central Threed and "use" the Zombie Paper. Next, go back to the hotel and rest. _______________________________________________________________________________ _______________________________________________________________________________ 2.The Underground Passage and Grapefruit Falls Recommended Level: 25/27 Equipment: Ness: Minor League Bat Paula: Thick Fry Pan Jeff: Magnum Air Gun Travel Charm Great Charm (nothing) Copper Bracelet Copper Bracelet Copper Bracelet Hard Hat Ribbon Hard Hat ITEMS a)Bomb Use: inflicts 50~120 HP of damage to target and some minor damage to adjacent targets Obtained: gift box in Grapefruit Falls There is no need to obtain this item. If it is obtained, use it against the enemies in Grapefruit Falls. It can also be sold for a minor profit. b)Bottle Rocket Use: damages a single target in battle; can only be used by Jeff Obtained: gift box in the cave that leads to Saturn Valley It is not necessary to obtain this item. If you do, then save the Bottle Rocket for the Third Sanctuary boss battle, which is coming up soon. c)Skip Sandwich DX Use: recovers about 6~7 HP and increases walking speed for 20 seconds Obtained: casket in underground passage There is no need to use this item. This item can sometimes be useful if your party is extremely weak and you want to evade enemies. However, since space in the underground passage and Grapefruit Falls is limited, this item is not too helpful for that purpose here. d)Refreshing Herb Use: equivalent to Healing[beta]; heals poison, nausea, colds, sunstroke, sleep, crying, and feeling strange Obtained: Threed Drugstore Buy a few of these if Ness has not learned Healing[beta] and use it when a party member becomes poisoned in the Underground Passage. e)Silver Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: casket in underground passage Obtain this item and equip it on Paula. ENEMIES a)Armored Frog Recommended Level: 26 Attacks -Standard attack Damage: 29~42 HP (Ness) 26~34 HP (Paula) 29~42 HP (Jeff) -Make something spin around Damage: 4~11 PP Strategy Use Paula's Freeze and Ness's "bash" to defeat this enemy. If it appears alone, then use Freeze[alpha] once together with one hit from Ness's "bash." If it appears in a group, use Freeze[beta] on it in the first round to defeat it in one hit. Use Fire against this enemy only if it is a part of a long row of enemies. Defeat this enemy only after any Plain Crocodiles. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[alpha] if HP falls to 60 or lower recover Jeff with Lifeup[alpha] if HP falls to 80 or lower -Paula: Freeze[alpha] if alone Freeze[beta] if in a group Fire[beta] if part of a large row -Jeff: "defend" b)Black Antoid Another "outdated" enemy. The Black Antoid, however, can be a little annoying, in that it uses Lifeup[alpha] almost every round. It should not cause too much trouble, though, since most enemies in Grapefruit Falls can be defeated within one round and the Black Antoid almost always goes last. One hit from any party member's standard attack should defeat it. Defeat this enemy last if it appears in a group. c)Farm Zombie Attacks -Standard attack Damage: 19~27 HP (Ness) 17~19 HP (Paula) 19~27 HP (Jeff) -Exhale its arctic-cold breath Effect: a single party member catches a cold -Laugh hysterically Effect: none Strategy One hit from Ness's "bash" together with one hit from either Paula or Jeff's standard attack will defeat this enemy. Use Fire against this enemy only if it is a part of a large row of enemies. Heal any colds after the battle is over. Defeat the Farm Zombies only before Black Antoids. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[alpha] if HP falls to 40 or lower recover Jeff with Lifeup[alpha] if HP falls to 60 or lower -Paula: "bash" Fire[beta], if in a large row -Jeff: "shoot" d)Mini Barf Recommended Level: 26 Attacks -Standard attack Damage: 43~59 HP (Ness) 43~55 HP (Paula) 45~61 HP (Jeff) -Exhale a blast of stinky breath Effect: afflicts the entire party with uncontrollable crying Comments: The Mini Barf uses this attack often. It is not worth the PP cost to heal any party members who are crying, as the Mini Barf will likely use this attack again. -Spit out a sticky mucus Effect: solidify a single party member -Vent a terrible odor Effect: decrease a single party member's Offense by about 5% Strategy Do not heal a party member who is crying and do not use Freeze against the Mini Barf, as it is resistant to the attack. Have Paula use Fire [beta] instead. Use all of Jeff's Bottle Rockets (not the Big Bottle Rocket) against this enemy as well. If Jeff has the Slime Generator, then have him use it in each round. The success rate of this item against the Mini Barf is not too low, and can significantly reduce the threat the Mini Barf poses. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls below her max recover Jeff with Lifeup[alpha] if HP falls to 100 or lower -Paula: Fire[beta] -Jeff: (first turn) Bottle Rocket (second turn) Bottle Rocket (subsequent turns) "shoot" or Slime Generator e)No Good Fly Recommended Level: 25 Attacks -Standard Attack Damage: 6~7 HP (Ness) 6~7 HP (Paula) 7~8 HP (Jeff) -Say something nasty Effect: reduce a single party member's Guts by about 30% Strategy About one hit from Ness's "bash" or a hit from Paula's "bash" and a hit from Jeff's "shoot" should defeat this enemy. If this enemy appears in a group, attack and defeat it last. If there are multiple No Good Flies, then try to split up Ness's attack and Paula and Jeff's attack. This way, you should consistently be able to defeat two No Good Flies in one round. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 14 or lower recover Ness with Lifeup[beta] if HP falls to 30 or lower and you are facing multiple No Good Flies recover Paula with Lifeup[alpha] if HP falls to 14 or lower recover Paula with Lifeup[alpha] if HP falls to 30 or lower and you are facing multiple No Good Flies recover Jeff with Lifeup[alpha] if HP falls to 16 or lower recover Jeff with Lifeup[alpha] if HP falls to 30 or lower and you are facing multiple No Good Flies -Paula: "bash" -Jeff: "shoot" f)Plain Crocodile Recommended Level: 26 Attacks -Standard attack Damage: 37~48 HP (Ness) 32~39 HP (Paula) 37~48 HP (Jeff) -Swing its tail very hard Damage: 65~100 HP (Ness) 70~78 HP (Paula) 65~100 HP (Jeff) -Biting Attack Damage: 65~100 HP (Ness) 73~80 HP (Paula) 65~100 HP (Jeff) -Edge closer Effect: none Strategy A hit from Freeze[alpha] and a hit from Ness's "bash" should defeat this enemy. If this enemy appears in a group, have Paula use Freeze[be- ta] to defeat it in one hit. Hypnosis and Paralysis can occasionally work against this enemy as well, though I do not think the success rate is worth the PP cost. Defeat this enemy first in all battles. The high Offense of this enemy is a huge threat, but Shield is not a very efficient counter. In this case, a good offense is the best defense, so defeat this enemy early with Paula's Freeze in order to keep the party alive. This enemy moves slower than the party outside of battle, so it is possible to evade. If Ness and Paula are low on PP, then it may be better to avoid this enemy. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls below her max recover Jeff with Lifeup[alpha] if HP falls to 100 or lower -Paula: Freeze[alpha] if alone Freeze[beta] if in a group -Jeff: "shoot" g)Red Antoid Recommended Level: 26 Attacks -Standard attack Damage: 17~23 HP (Ness) 12~16 HP (Paula) 17~23 HP (Jeff) -Use a biting attack Damage: 38~50 HP (Ness) 37~47 HP (Paula) 38~50 HP (Jeff) -Defense Down[alpha] -Call for help Effect: a Red Antoid joins the battle Strategy One hit from Ness's "bash" or a hit from both Paula and Jeff's standard attacks should defeat this enemy. If multiple Red Antoids appear, split up Ness's attack and Paula and Jeff's attacks; this method should consistently be able to defeat two Red Antoids in one round. One hit from Paula's Fire[beta] will also defeat this enemy. Use Fire only if this enemy appears in a large row of enemies. Defeat Red Antoids after any Armored Frogs or Hard Crocodiles. If the party has any Insecticide Sprays, then use them against the Red Antoids. The Insecticide Spray does not have much of a use after this part of the game, so try use them up against the Red Antoids. One hit from an Insecticide Spray followed by a hit from any party member's standard attack should defeat this enemy. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[alpha] if HP falls to 75 or lower recover Jeff with Lifeup[alpha] if HP falls to 80 or lower -Paula: "bash" Fire[beta] -Jeff: "shoot" h)Urban Zombie Recommended Level: 25 Attacks -Standard Attack: 19~28 HP (Ness) 19~28 HP (Paula) 19~28 HP (Jeff) -Exhale its arctic-cold breath Effect: a single party member catches a cold -Do something very mysterious Effect: ? Comments: I have no idea what this attack does. The Urban Zombie uses this attack rarely and it never seems to work. -Laugh Hysterically Effect: nothing Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. Be sure to heal any colds after the battle is over. If this enemy appears in a group, attack it after defeating any Zombie Dogs or Zombie Possessors and before any No Good Flies. -Ness: "bash" recover Ness with Lifeup[beta] if HP reaches 56 or lower recover Paula with Lifeup[alpha] if HP reaches 56 or lower recover Jeff with Lifeup[alpha] if HP reaches 56 or lower -Paula: "bash" -Jeff: "shoot" i)Violent Roach Recommended Level: 26 Attacks -Standard attack Damage: 19~23 HP (Ness) 13~16 HP (Paula) 19~23 HP (Jeff) -Vent a terrible odor Effect: reduce a single party member's Offense by 5~6% -Leap forward and spread its wings Effect: solidify a single party member -Knit its brow Effect: none Strategy One hit from each party member's standard attack should defeat this enemy. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 46 or lower recover Paula with Lifeup[alpha] if HP falls to 32 or lower recover Ness with Lifeup[alpha] if HP falls to 46 or lower -Paula: "bash" -Jeff: "shoot" j)Zombie Dog Recommended Level: 25 Attacks -Biting attack Damage: 31~46 HP (Ness) 31~46 HP (Paula) 37~50 HP (Jeff) -Take a bite out of its poisonous fangs Damage: 31~46 HP (Ness) 31~46 HP (Paula) 37~50 HP (Jeff) Effect: poisons target Comments: As far as I can tell, this attack inflicts the same amount of damage as the Zombie Dog's standard Biting Attack. The chance of poisoning the target is close to 100%. -Make a loud, piercing howl Effect: none Strategy If this enemy appears alone, then you should be able to defeat it within two rounds by just using each party member's standard attacks. A hit from Freeze[alpha] and a hit from Ness or Jeff's standard attack should also defeat this enemy. If this enemy appears in a group, use Freeze[beta] against it in the first round to defeat it in one hit. Be sure to heal any poisoned party members after the battle is over with Healing[beta] or a Refreshing Herb. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 72 or lower recover Paula with Lifeup[alpha] if HP falls to 72 or lower recover Jeff with Lifeup[alpha] if HP falls to 90 or lower -Paula: "bash" Freeze[alpha] Freeze[beta] -Jeff: "shoot" k)Zombie Possessor Recommended Level: 25 Attack -Standard attack Damage: 16~20 HP (Ness) 16~20 HP (Paula) 16~20 HP (Jeff) -Reach out with its icy hand Effect: solidify a single party member -Possess Effect: posses a single party member with a Tiny Li'l Ghost -Call for help Effect: a Zombie Possessor joins the battle Strategy About one hit from Ness's "bash" together with a hit from either Paula's "bash" or Jeff's "shoot" should defeat this enemy. One hit from Freeze[beta] will also defeat this enemy. If you want to prevent a party member from being possessed, use Freeze[beta] against this enemy in the first round. -Ness: "bash" recover Ness with Lifeup[alpha] if HP falls to 40 or below recover Paula with Lifeup[alpha] if HP falls to 40 or below recover Jeff with Lifeup[alpha] if HP falls to 40 or below -Paula: "bash" Freeze[beta] -Jeff: "shoot" WALKTHROUGH a)Preliminaries Before proceeding to the underground passage, be sure that your party is properly prepared. If Ness has not learned Healing[beta], be sure to buy a few Refreshing Herbs from the Drugstore and use it when a party member becomes poisoned. If the party does not have any food items, buy about three Calorie Sticks from the Drugstore as well. If you still have the PSI Caramel from the Second Sanctuary Cave, then bring it along. Also, be sure that Jeff has two Bottle Rockets in his inventory. Buy a few from the arms dealer behind the Pizza Shop if needed. b)The Underground Passage Once the zombies are trapped in the circus tent, go to the northwest graveyard and climb down the ladder that was previously blocked by the two zombies. The passage itself is extremely linear and you should have no trouble navigating through it. The difficulty comes from the powerful enemies that lurk here and how quickly Ness and Paula's PP can be drained if you are not careful. Use the PSI Caramel on Ness if his PP gets low or use food items, such as Calorie Sticks and Croissants, as a substitute for Lifeup. If you encounter any Zombie Dogs, use Freeze[beta] against them in the first round to defeat them quickly. You should also use Freeze against Zombie Possessors if you do not want to be possessed. As you travel through the passage, you will enter a wide room with a casket. The casket contains a Skip Sandwich DX, an item that does not need to be obtained. Eventually you will come across another casket containing a Silver Bracelet. Obtain this item and equip it on Paula. At the end of the passage, the party will encounter the Mini Barf. The Mini Barf is not too difficult to defeat, but it may prove to be quite a drain on Ness and Paula's PP. Have Ness and Jeff use their standard attacks and have Paula use Fire[beta]. If Jeff has any Bottle Rockets, then use them against the Mini Barf (do not use any Big Bottle Rockets). Also, if Jeff has the Slime Generator, have him use it in each round once all of his Bottle Rockets are used up. Do not use Healing on a party member who is crying and use Lifeup if anyone's HP falls below 100 or maximum, whichever is lower. c)Grapefruit Falls The exit of the underground passage leads to Grapefruit Falls, another straightforward area where powerful enemies lurk. Standing outside the exit of the underground passage is an old man selling a few food items. Buy a Croissant or a Calorie Stick if the party does not have any food items and Ness's PP is low. A Magic Butterfly should spawn near the old man, so try to touch it to recover HP and PP. As you travel along the river you will come across two gift boxes. The first contains a Bomb, an item is not that useful. If you obtain it, use it against the enemies here. The second gift box contains a Protein Drink, a food item that recovers 80 HP. Save it and use it as a substitute for Lifeup if Ness's PP gets low. The enemies here can be very powerful. The Red Antoids and the Farm Zombies can be defeated with standard "bash" attacks, but the Plain Crocodile and the Armored Frog can pose quite a threat. Use Freeze against these two enemies to defeat them quickly. Be liberal with your use of Lifeup when fighting the Plain Crocodile and the Armored Frog and use food items if Ness's PP gets low. Continue walking north along the river and the party will eventually come across a cave. Once you enter this cave, things will get easy. Walk a little east to find an entry that leads to a gift box containing a Bottle Rocket. It is not necessary to obtain this item, but since the Violent Roaches in the cave do not pose much of a threat, go ahead and take it. Save this item for the Third Sanctuary boss battle, which is coming up soon. Continue walking east and eventually the party will enter Saturn Valley. _______________________________________________________________________________ _______________________________________________________________________________ 3.Saturn Valley and Belch's Base Obligatory Mr. Saturn Quotation: "BOinG!" Recommended Level: 27/29 Equipment: Ness: Minor League Bat Paula: Thick Fry Pan Jeff: Magnum Air Gun Great Charm Great Charm Great Charm Silver Bracelet Silver Bracelet Silver Bracelet Hard Hat Red Ribbon Hard Hat ITEMS a)Bomb Use: inflicts 50~120 HP of damage to a target and some minor damage to adjacent targets Obtained: trash can in Belch's Factory, past the door to the right of the first ladder There is no need to obtain this item. If you do obtain it, use it in Belch's Base or in the Third Sanctuary Cave. b)Broken Laser Use: Jeff can repair this item and turn it into the Laser Gun Obtained: trash can in Belch's Factory, down the second ladder IQ Required: 24 I recommend you obtain this item and give it to Jeff. He will probably not repair it in quite some time, but have him hold on to it until he does. c)Broken Spray Can Use: Jeff can repair and turn this item into the Defense Spray Obtained: trash can in cave in Saturn Valley, north of the hospital IQ Required: 1 There is not very useful to repair since the Defense Spray is not all that helpful. If you do obtain it, you can have Jeff repair it and then sell the Defense Spray for $250. d)Calorie Stick Use: recovers about 60 HP Obtained: trash can in Belch's Factory Standard food item. Sell or discard if you need more space in the party's inventory. e)Great Charm Use: armor; equip on "body" for Ness, Paula, or Jeff; increases speed and defense and confers immunity to Paralysis Obtained: Saturn Valley Drugstore Buy and equip this on any party member who doesn't have one. f)HP-Sucker Use: drains a portion of a single target's HP and gives it to the user of this item; Jeff is the only party member that can use this item Obtained: trash can in Belch's Factory, at the top of the third ladder Unlike some of Jeff's other items, the HP-sucker has a high enough success rate against normal enemies to make this item worthwhile. Try to use this item for recovering Jeff if you feel safe enough to do so, but avoid using during boss battles. If you find that you are not using this item that often or just do not like this item, go ahead and sell it for $400. Definitely sell this item once you obtain the Hungry HP-sucker. g)IQ Capsule Use: permanently increases the IQ of one party member by 1; IQ determines the max PP of Ness and Paula and allows Jeff to repair items Obtained: trash can in Belch's Factory, down the second ladder I recommend you obtain this item and use it on a party member immediately. Who you use it on is up to you. I recommend you use it on Paula, since she relies quite a bit on her PP. h)Protractor Use: nothing Obtained: trash can in cave in Saturn Valley, north of the hospital Discard this item if it is obtained. It can also be sold for $1. i)Red Ribbon Use: Paula's armor Obtained: Saturn Valley Drugstore Buy this item and equip it on Paula. j)Refreshing Herb Use: heals poison, nausea, colds, sunstroke, sleep, crying, and feeling strange Obtained: Saturn Valley Drugstore If Ness has not learned Healing[beta], it is a good idea to buy one of these in preparation for Belch's Base. Use it when a party member is inflicted with nausea. k)Rust Promoter Use: inflicts about 200 HP of damage to all robotic enemies in battle Obtained: gift box in Saturn Valley, north of the hospital There is really no need to obtain or use this item, since there are very few robotic enemies at this point of the game. Go ahead and sell it for a small profit. l)Silver Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: Saturn Valley Drugstore Buy this item and equip it on any party member who does not have it. m)Stag Beetle Use: solidifies a single, random target for a round Obtained: Saturn Valley Drugstore Similar to the Slime Generator, only this item disappears after one use. The success rate of this item is very high against normal enemies (close to 100%). However, there is really no need to use this item. n)Sudden Guts Pill Use: doubles the target's Guts for the duration of the battle Obtained: trash can in cave in Saturn Valley, north of the hospital This item can be useful to use on Ness during boss battles if you want to increase the chances of getting a SMAAAASH!! hit. Hold on to this item and use it during long, difficult battles. There is not much of a point in using this item on any party member other than Ness. This item becomes increasingly helpful as the game progresses and Ness's Guts naturally increases. o)Vital Capsule Use: permanently increases the Vitality of a party member by 1; Vitality determines the amount of max HP Obtained: trash can in Belch's Factory, at the top of the third ladder I recommend you obtain this item and use it on a party member immediately. Who you use it on is up to you. I recommend you use it on Paula, since she has the lowest max HP in the party. ENEMIES a)Farm Zombie Recommended Level: 27 Attacks -Standard attack Damage: 19~27 HP (Ness) 17~19 HP (Paula) 19~27 HP (Jeff) -Exhale its arctic-cold breath Effect: a single party member catches a cold -Laugh hysterically Effect: none Strategy One hit from Ness's "bash" together with one hit from either Paula or Jeff's standard attack will defeat this enemy. Use Fire against this enemy only if it is a part of a large row of enemies. Heal any colds after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[alpha] if HP falls to 40 or lower recover Jeff with Lifeup[alpha] if HP falls to 60 or lower -Paula: "bash" Fire[beta], if in a large row -Jeff: "shoot" b)Foppy Recommended Level: 27 Attacks -Standard attack Damage: 11~14 HP (Ness) 8~9 HP (Paula) 11~14 HP (Jeff) -PSI Magnet[alpha] Comments: Nothing too much to worry about, since the Foppy cannot use PSI for the first four rounds of a battle. -Brainshock[alpha] Comments: Nothing too much to worry about, since the Foppy cannot use PSI for the first four rounds of a battle. -Be absentminded Effect: none Strategy One hit from Ness's "bash" or a hit from Paula and Jeff's standard attacks should defeat this enemy. If multiple Foppies appear, split up Ness's attack and Paula and Jeff's attacks; this method should somewhat consistently be able to defeat two Foppies in one round. It should not be necessary to use Fire against this enemy, even if a large group of them appears. If Paula is low on PP, use PSI Magnet[alpha] or [omega] to recover a substantial amount of PP. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 45 or below and there are a large group of Foppies recover Paula with Lifeup[alpha] if HP falls to 35 or below and there are a large group of Foppies recover Jeff with Lifeup[alpha] if HP falls to 45 or below and there are a large group of Foppies -Paula: "bash" PSI Magnet[alpha] or [omega] -Jeff: "shoot" c)Master Belch Recommended Level: 28 Attacks -Burps and blows his nauseating breath at you Effect: a single party member gets inflicted with nausea Comments: Master Belch will always use this attack in the first round, even if you use the Jar of Fly Honey before it attacks. If Ness has learned Healing[beta], use it on the affected party member. Otherwise, use a Refreshing Herb or use Lifeup to keep the affected party member's HP up. This is the only attack you should worry about; Master Belch's other attacks can be countered by using the Jar of Fly Honey. Note: Master Belch has other attacks, but you do not have to worry about them if you use the Jar of Fly Honey in the first round. Strategy Use the Jar of Fly Honey in the first round. After that, use standard "bash" attacks or have Paula use Freeze[beta] to end the battle quickly. Note that, if you do not use the Jar of Fly Honey, Master Belch cannot be defeated, no matter how much damage is inflicted. -Ness: "bash" Healing[beta] on any party member who is nauseous Lifeup[alpha] if Healing[beta] or a Refreshing Herb is not available and the nauseous party member's HP falls below 48 -Paula: "bash" Freeze[beta] -Jeff: "shoot" HP-Sucker (has a lower success rate but may inflict more damage than his standard "shoot" attack) d)Mostly Bad Fly Recommended Level: 27 Attacks -Standard attack Damage: 16~19 HP (Ness) 14~16 HP (Paula) 16~19 HP (Jeff) -Say something nasty Effect: lower Guts of a single party member by about 25% Strategy A hit from Paula and Jeff's standard attack should defeat this enemy. Ness should be able to inflict just barely enough damage to defeat this enemy with a single "bash" attack. Therefore, it may be safer to have all three party members attack the same target when fighting the Mostly Bad Fly. If the party has any leftover Insecticide Sprays, use it when fighting multiple Mostly Bad Flies. This enemy occasionally appears with the Slimy Little Pile. Defeat the Slimy Little Pile before attacking this enemy. If the Slimy Little Pile is paralyzed, however, defeat the Mostly Bad Fly first. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 40 or lower recover Paula with Lifeup[alpha] if HP falls to 32 or lower recover Jeff with Lifeup[alpha] if HP falls to 40 or lower -Paula: "bash" -Jeff: "bash" e)Slimy Little Pile Recommended Level: 27 Attacks -Standard attack Damage: 32~46 HP (Ness) 32~40 HP (Paula) 32~46 HP (Jeff) -Exhale a blast of stinky breath Effect: causes the entire party to start uncontrollably crying Comments: The Slimy Little Pile uses this attack very often, so don't bother healing anybody who is crying. -Spit out sticky mucus Effect: solidifies a single target -Call for help Effect: another Slimy Little Pile joins the battle Strategy There are two options available to you to approach this enemy: Freeze or Paralysis. One hit from Freeze[alpha] and a hit from Ness and Jeff's standard attacks should defeat this enemy. Usually, one hit from Freeze [beta] will also defeat this enemy. Paralysis[alpha] is also effective, as it has a 100% success rate against this enemy. Use Fire[beta] only if this enemy appears in a large row. Whether you use Paralysis or Freeze against this enemy is up to you. If this enemy appears alone, Freeze may be slightly better because Paula can recover PP by using PSI Magnet against Foppies. If this enemy appears with another Slimy Little Pile, have Ness use Paralysis[alpha] on one and Paula use Freeze[beta] on the other. If there are three or more, Fire[beta] together with about a hit from both Ness and Jeff's standard attacks should defeat this enemy. You should not have to worry as much about a low HP count when fighting a group of this enemy, since it uses its stinky breath attack and calls for help more than it uses its standard attack. However, if you do not use Paralysis or defeat this enemy quickly with Freeze, a battle against this enemy will likely become a pain as more Slimy Little Piles are called to battle and the entire party becomes afflicted with uncontrollable crying. Defeat or paralyze this enemy first before attacking any other. -Ness: (first turn) Paralysis[alpha], if Freeze is not used (subsequent turns) "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[alpha] if HP falls to 80 or lower recover Jeff with Lifeup[alpha] if HP falls to 80 or lower -Paula: Freeze[alpha], if Paralysis is not used or if everybody is crying Freeze[beta], if Paralysis is not used Fire[beta], if there is a large row of enemies -Jeff: "shoot" WALKTHROUGH a)Saturn Valley Although this place may seem odd at first, it will eventually become the party's home away from home since the hotel and hospital services here are free. When the party first arrives here, enter the first house on the left to rest and recover. If any party members are unconscious or possessed, enter the first house on the right and the "doctor" inside will restore the entire party for free. Once that is done, enter the cave north of the hotel and talk to the Mr. Saturns. The only Mr. Saturn that the party is required to talk to is the one that tells you to wait three minutes behind the waterfall in Grapefruit Falls to gain access to Belch's Base, the party's next destination (an ominous tone should play after talking to this Mr. Saturn). If this Mr. Saturn is not talked to, waiting three minutes behind the waterfall will do nothing. Before going to Belch's Base, climb the ladder leading out of the cave and climb the second ladder outside and enter the house. This is the Saturn Valley Drugstore. The strange machine on the left side of the room is the ATM, so withdraw some money if needed (the party will need about $2000 to buy the optimum equipment being sold here). Talk to the Mr. Saturn standing south of the entrance and sell any unneeded items. Buy Great Charms, Silver Bracelets, and a Red Ribbon and equip them. Do not buy any Bionic Slingshots; this weapon has a lower accuracy than the party's standard weapons and is not very reliable. If Ness has not learned Healing[beta] yet, buy a Refreshing Herb from the other Mr. Saturn in preparation for the upcoming area. b)Belch's Base Make sure the party has full HP and PP and make sure that the party has the Jar of Fly Honey. Exit Saturn Valley and go back to Grapefruit Falls. Upon exiting the cave, walk north and into the waterfall. Walk as far west as you can (and possibly a little north) until a dialogue window pops up containing the phrase "Say the password!" If the dialogue window only says "...", then the party needs to go back to Saturn Valley and talk to the Mr. Saturn mentioned above. Wait for the dialogue window to close and then just leave the party standing there for three minutes. Do not push the directional pad while waiting; otherwise, you will probably have to start over. Pushing any other button while waiting does not seem to reset the timer. Once the dialogue window containing the phrase "Okay...you may enter." pops up, the party will enter the base. Note that once you enter the base, you do not have to wait three minutes again in order to gain access if you leave the base. Once in the base, walk east. Answer "yes" when questioned by the little pile of slime to avoid a battle. If you answer "no," the slime will attack you. If you fight this enemy, use Paralysis[alpha] on it in the first round to prevent it from making the whole party cry. Freeze[alpha] or [beta] is also effective. Walk a little more to the right and the party will come upon a ladder and a door. The door leads to a trash can containing a Bomb, an item that does not need to be obtained. If you want to obtain this item, be warned that it is likely to be guarded by three or four Farm Zombies. You can enter and reenter the room until there are no Farm Zombies, but this may take quite some time and may not happen. Fortunately, the Farm Zombies can be easily defeated with Fire[beta] and a few "bash" attacks. Climb down the ladder to continue through the base. There is likely to be a group of Foppies at the bottom. These enemies should be very easy to defeat, and require only a few hits from the party's standard attacks. If Paula is low on PP, use PSI Magnet[alpha] or [omega] to recover a substantial amount of PP. If you want to level up the party, this enemy is the best one to fight. Stay close to this first ladder, as many Foppies spawn in this area. Walk a little to the left and the party should come across a second ladder. This ladder will lead to a room containing two trash cans that are usually guarded by three or four Farm Zombies. The trash cans contain an IQ Capsule and the Broken Laser. I recommend you obtain both. The Farm Zombies should be easily defeated with a few "bash" attacks and one use of Fire[beta]. Give the Broken Laser to Jeff. The IQ Capsule should be used immediately, but who you give it to is up to you. I recommend Paula, since she relies on her PP quite a bit (IQ determines the amount of max PP Ness and Paula have). Walk west past the second ladder and the party will come upon a conveyer belt with a couple of Mr. Saturns and Slimy Little Piles. You can talk to them, but nothing special will happen if you do. The Slimy Little Piles will not attack the party, so don't worry about them. Continue walking west and the party will come across a third ladder. This ladder leads up to a room containing three trash cans that are usually guarded by two or three Mostly Bad Flies and possibly a Slimy Little Pile. The trash cans contain a Vital Capsule, an HP-Sucker, and a Calorie Stick. I recommend you obtain the first two. The Vital Capsule should be used immediately, and I suggest you give it to Paula, who has the lowest HP in the party (Vitality determines the max HP of Ness, Paula, and Jeff). The HP-Sucker is a tool for Jeff that drains a portion of an enemy's HP and gives it to Jeff. It is not a terribly helpful item, but I use it once in awhile. If you find that you are not using it, then go ahead and sell it for $400. Walk past the third ladder and the party should come across a door. Go through the door to enter the Magic Butterfly room. Be sure to use Lifeup on each party member before touching the Magic Butterfly. Exit and reenter the room and repeatedly touch the Magic Butterfly until all HP and PP are recovered. If no Magic Butterfly appears, exit and reenter the room until one does. If you want to level up your party, return to this room to recover when HP and PP get low. Continue walking west and eventually another Slimy Little Pile will talk to the party. This time, the Slime will automatically attack the party. Use Paralysis[alpha] or Freeze[beta] to defeat it. Once the battle is over, enter the doorway to the north and walk west. The party will eventually come across Master Belch, the large pile of slime blocking a doorway. Talk to Master Belch and a battle will begin. Master Belch is one of the easiest bosses in the game. Use the Jar of Fly Honey in the first round and Master Belch will be unable to attack in subsequent rounds. Note that Master Belch will use his nauseating breath attack in the first round even if the Jar of Fly Honey is used before it attacks. Have Ness use Healing[beta] on the affected character. If Healing[beta] is not available, use a Refreshing Herb or use Lifeup to keep the affected character's HP up. Once the Jar of Fly Honey is used, have each character use their standard "bash" attacks to defeat Master Belch. Have Paula use Freeze[beta] to end the battle quicker. Once Master Belch is defeated, enter the doorway it was blocking and walk through the cave. It is not necessary to talk to the Mr. Saturns, but they do say some humorous things. The exit of the cave will lead into the part of Saturn Valley that was previously inaccessible. The hot spring will be able to cure all party members of any status effect, but it will not recover any HP or PP. If a party member is nauseous, enter the hot spring and walk around in it until a dialogue window pops up indicating that the party is cleansed. Go to the hotel to rest and recover. EXTRAS a)Coffee Break Purpose: read some text that talks about the party's adventure; can only be done after defeating Master Belch Standing next to the hot spring is a Mr. Saturn that will offer the party some coffee. If you answer "yes" to its offer, a funky background will fill the entire screen and some scrolling text will appear. The text itself has a colloquial tone, and the speaker sounds as though he is talking to Ness. It begins by briefly summarizing Ness's adventure up to this point of the game and then warns of the difficulties to come and advises Ness to keep up his courage and have faith in his goal. There is no need to read this speech of sorts, but it is interesting nonetheless. The only thing bad about this is that it is rather long and you are required to sit through the whole thing if you decide to read it. _______________________________________________________________________________ _______________________________________________________________________________ 4.Third Sanctuary Location and Leaving Threed Recommended Level: 29/30 Equipment: Ness: Minor League Bat Paula: Thick Fry Pan Jeff: Magnum Air Gun Great Charm Great Charm Great Charm Silver Bracelet Silver Bracelet Silver Bracelet Hard Hat Mr. Saturn Coin Hard Hat ITEMS a)Coin of Slumber Use: armor; equip as "other" on Ness, Paula, or Jeff Obtained: gift box in the Third Sanctuary Cave, just before the Shining Spot Obtain this item and equip it on Jeff. b)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: Mr. Saturn, in the cave below the Saturn Valley Drugstore Be sure to obtain this item once Master Belch is defeated. c)Mr. Saturn Coin Use: armor; equip as "other" for Ness, Paula, or Jeff Obtained: Mr. Saturn, in the cave below the Saturn Valley Drugstore Be sure to obtain this item once Master Belch is defeated. I recommend you equip this item on Paula. d)Secret Herb Use: may or may not revive an unconscious party member with 25% of max HP; heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: Saturn Valley Drugstore Buy two of these in preparation for the third sanctuary boss battle. Have two party members carry one each and use it when a party member becomes diamondized or paralyzed. e)Stag Beetle Use: solidifies a single, random target for a round Obtained: Mr. Saturn, in the cave below the Saturn Valley Drugstore This item will be obtained, along with the Cup of Lifenoodles and the Mr. Saturn Coin, from the Mr. Saturn in the cave underneath the Saturn Valley Drugstore after Master Belch is defeated. This item is not all that useful. Whether you want to sell it or not is up to you (I would sell it). ENEMIES a)Ranboob Recommended Level: 29 Attacks -Standard attack Damage: 28~42 HP (Ness) 9~10 HP (Paula) 28~42 HP (Jeff) -Shield[alpha] Comments: Combined with this enemy's high HP, a Shielded Ranboob can be a pain to defeat. Use Paula's Freeze to counter a Shield. -Sprinkle around some wonderful-smelling powder Effect: make a single party member fall asleep Strategy If this enemy appears alone, a few hits from each party member's standard attacks should defeat this enemy within two rounds. If this enemy is part of a group, use Freeze[beta]; one hit from Paula's Freeze [beta] and Ness and Jeff's standard attacks should defeat this enemy. Also, use Freeze if this enemy is Shielded. Defeat this enemy last if it appears in a group. Paula should use PSI Magnet[omega] against this enemy if her PP is low. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 70 or lower recover Paula with Lifeup[alpha] if HP falls to 20 or lower recover Jeff with Lifeup[alpha] if HP falls to 70 or lower -Paula: "bash" Freeze[beta] Fire[beta], if facing a large row PSI Magnet[omega] or [alpha] if PP is low -Jeff: "shoot" b)Struttin' Evil Mushroom Recommended Level: 29 Attacks -Standard attack Damage: 10~13 HP (Ness) 1 HP (Paula) 10~13 HP (Jeff) -Scatter some spores Effect: mushroomize a single party member -Scatter some spores Effect: poison a single party member Strategy A hit from any two party member's standard attacks should defeat this enemy. One hit from Fire[beta] and a hit from any party member's standard attack should also defeat this enemy. One hit from Freeze[alpha] should also defeat this enemy. Defeat this enemy first if it appears in a group. Heal any poisoned party members after the battle is over. This enemy is quite possibly the most dangerous enemy in this area, if only because of its ability to mushroomize the party. Thus, you should not hesitate to resort to using Fire[beta] or Freeze[alpha] in order to defeat this enemy quickly. If this enemy manages to mushroomize two or more party members, it may be a good idea to return to Saturn Valley and recover. -Ness: "bash" recover Ness and Jeff with Lifeup[beta] if HP falls to 25 or lower -Paula: "bash" Freeze[alpha] Fire[beta], if facing a large row -Jeff: "shoot" c)Tough Mobile Sprout Recommended Level: 29 Attacks -Standard attack Damage: 16~19 HP (Ness) 1 HP (Paula) 16~19 HP (Jeff) -Lifeup[alpha] -PSI Magnet[alpha] -Sow some seeds around itself Effect: a Tough Mobile Sprout joins the battle Strategy A hit from any two party member's standard attacks should defeat this enemy. Use Fire[beta] against this enemy only if it appears in a large group. Defeat this enemy after any Struttin' Evil Mushrooms and before any Ranboobs. Paula should use PSI Magnet[omega] against this enemy if her PP is low. -Ness: "bash" recover Ness and Jeff with Lifeup[beta] if HP falls to 36 or lower -Paula: "bash" Fire[beta] PSI Magnet[omega] or [alpha] if PP is low -Jeff: "shoot" d)Trillionage Sprout (Sanctuary Boss) Recommended Level: 29 Attacks -Standard attack Damage: 56~62 HP (Ness) 35~37 HP (Paula) 39~50 HP (Jeff) -Flash[alpha] -PSI Shield[alpha] -Paralysis[alpha] Comments: Note that a PSI Shield will not counter this attack. Use a Secret Herb to cure any paralyzed party members. -Glare with its eerie eyes Effect: diamondize a single party member Comments: Use a Secret Herb on a party member who gets diamondized to revive him or her. Strategy Have Paula use Fire[beta] in the first round and Ness use PSI Rockin [beta] to take care of the two Tough Mobile Sprouts. Have Jeff use a Big Bottle Rocket and any Bottle Rockets against the Trillionage Sprout if he has any. Have Paula use Fire[beta] in subsequent turns and Ness and Jeff use their standard attacks. Freeze[beta] is also somewhat effective against the Trillionage Sprout, though it inflicts about 30~50 HP less damage than Fire[beta]. If you want to conserve PP, go ahead and use Freeze instead of Fire once the Tough Mobile Sprouts are defeated. If a party member is mushroomized, then you may want to change the way that character fights, depending on how willing you are to risk being attacked by your own party. If Ness is mushroomized, then have him only use Lifeup when necessary and use "defend" in all other rounds. If Paula is mushroomized, have her "defend"; use a Sudden Guts Pill on Ness and have him use PSI Rockin[beta] and [alpha] to take care of the Tough Mobile Sprouts and use "bash" in subsequent turns. If Jeff is mushroomized, do not have him use a Big Bottle Rocket and just have him use the HP-Sucker or "defend." All in all, the worst character to be to be mushroomized is Paula, since she is able to provide most of the offensive power in this fight. If two or more characters are mushroomized, it will be too costly to have all mushroomized party members stay out of the fight. Either have each character use their standard attacks and hope for the best or return to Saturn Valley and recover. -Ness: (first turn) PSI Rockin[beta] (subsequent turns) "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[alpha] if HP falls to 80 or lower recover Ness with Lifeup[beta] if HP falls to 100 or lower "defend" or Lifeup, if mushroomized -Paula: Fire[beta] "defend", if mushroomized -Jeff: (first turn) Big Bottle Rocket (subsequent turns) "shoot" or Bottle Rocket, if available HP-Sucker, if mushroomized "defend", if mushroomized WALKTHROUGH a)Preparation This is probably the hardest sanctuary location to complete if the party tries to get the third melody at this point of the game, so prepare yourself. If you find that the enemies in the Third Sanctuary Cave are too hard, the party can just leave the third melody for now and come back at a later point in the game. Be sure that the party has full HP and PP. Go to the drugstore and buy two Secret Herbs; have two different party members carry one each. This item can be a lifesaver in the battle against the third sanctuary boss, so hold on to it until then. Also, call Escargo Express and have them pick up the Jar of Fly Honey. This item will no longer be used in the game. One more thing: enter the cave below the Drugstore and talk to one of the Mr. Saturns. It will give the party a Cup of Lifenoodles, a Mr. Saturn Coin, and a Stag Beetle. I recommend you equip the Mr. Saturn Coin on Paula and give the Cup of Lifenoodles to Ness. The Stag Beetle is not too useful and you can sell it if you want. b)Third Sanctuary Cave This cave is pretty short and is easy to navigate, but the enemies here can cause quite a bit of difficulty. There are two main problems: the Struttin' Evil Mushrooms can mushroomize the party, and the enemies here tend to attack in large groups. The latter problem can be addressed by using Fire[beta], but there is little that can be done about a mushroomized party member. If a party member gets mushroomized close to the entrance, you can go back to the hot spring and recover. If two party members get mushroomized, it may be a good idea to go back to Saturn Valley no matter how close to the Shining Spot you are. Keep in mind that it is very likely that one party member will get mushroomized. It is rare, however, for two party members to get mushroomized if you fight effectively. If a party member gets mushroomized, have that character "defend" for the most part. The key to fighting the enemies here is a good offense. Be liberal in your use of Freeze and Fire and defeat the enemies quickly. If Paula gets low on PP, use PSI Magnet[omega] against Ranboobs and Tough Mobile Sprouts to recover (only use PSI Magnet once all Struttin' Evil Mushrooms are defeated). A Magic Butterfly may also be found in the open area after the first cave as well. Be sure to use Fire[beta] if multiple Struttin' Evil Mushrooms appear in a battle. One hit should be enough, but be warned that one more hit from Ness or Jeff's standard attack may also be necessary. If a Struttin' Evil Mushroom appears alone, use Freeze[alpha] on it. The Tough Mobile Sprouts and the Ranboobs can be taken care of with standard "bash" attacks, though it may be a good idea to use Fire [beta] if a large group of them appears. Try to defeat any Tough Mobile Sprouts before attacking any Ranboobs, as Tough Mobile Sprouts can drain much needed PP from Ness and Paula with their PSI Magnet[alpha]. As mentioned above, this area is short and straightforward. The first part of this area is the hardest, as a large group of enemies is likely to be found here. If a party member gets mushroomized in this cave, it may be a good idea to return to the hot spring and recover. Exit the cave and walk south through the open area. There is likely to be a Magic Butterfly here, so be on the lookout. If there is none, then don't worry about it. Continue walking south, turn east at the bend, and enter the cave. The gift box in this cave contains a Coin of Slumber. This item does not give as much of a defense boost as the Mr. Saturn Coin, so equip it on Jeff. Walk east and the party will eventually come upon the Shining Spot. If no party member is mushroomized when the party gets to the Shining Spot, the battle against the Trillionage Sprout should be fairly easy. Have Paula use Fire[beta] and Ness use PSI Rockin[beta] in the first round to take care of the Tough Mobile Sprouts. Have Paula use Fire[beta] in subsequent turns and Ness use "bash" and Lifeup as necessary. Have Jeff use a Big Bottle Rocket and any Bottle Rockets against the Trillionage Sprout if possible and have him "shoot" in subsequent turns. If a party member becomes diamondized or paralyzed, use a Secret Herb. If Ness is mushroomized, then have him only use Lifeup when necessary and use "defend" in all other rounds. If Paula is mushroomized, have her "defend"; use a Sudden Guts Pill on Ness and have him use PSI Rockin [beta] and [alpha] to take care of the Tough Mobile Sprouts and use "bash" in subsequent turns. If Jeff is mushroomized, do not have him use a Big Bottle Rocket and just have him use the HP-Sucker or "defend." All in all, the worst character to be mushroomized is Paula, since she is able to provide most of the offensive power in this fight. If two or more party members are mushroomized, you can either go back to Saturn Valley and recover (it may be too late for that once the party reaches the Shining Spot), or you can just take the risk and go for it. Once the Trillionage Sprout is defeated, record the third melody. b)Out of Threed and Into the Desert Once Master Belch is defeated, Threed will return to normal and the tunnel leading out of town will no longer be infested by ghosts. Return to Threed and take the bus going east out of town (you may also want to do the Insignificant Item sidequest now for a Magic Truffle; see the "Extras" section below). If you don't want to take the bus, you can also just walk through the tunnel leading east out of town. As far as I know, there is nothing all that important to do in Threed once it has returned to normal. EXTRAS a)Insignificant Item Purpose: obtain a Magic Truffle If you are the type of player that tries to talk to everyone in an RPG, then you may have heard a man in Twoson Hospital talk about an item he left in Threed Hospital. To find this item, go to the second floor of Threed Hospital and enter the room on the left. Approach the drawer and "check" it to obtain the Insignificant Item. This item will do absolutely nothing and only sells for $1. After the item is obtained and the monsters are gone from Threed, go back to Twoson Hospital and enter the room on the left on the second floor. If you talk to the man and give him the Insignificant Item, he will give the party a Magic Truffle, an item that recovers about 80 PP. ******************************************************************************* IX.Dusty Dunes Desert/Fourside ******************************************************************************* "Jeff wets his bed sometimes. But other than that, he's a good boy." -Dr. Andonuts Cameraman Locations: by the Black Sesame Seed in Dusty Dunes Desert, after "talking" to it in front of the mine in Dusty Dunes Desert, after the five moles are defeated in the Fourside Museum, in front of the Dinosaur Bones in front of the Toys Shop in the Fourside Department Store, after the Dept. Store Spook is defeated in the middle of Stonehenge in Winters Outline Give the miner in Dusty Dunes Desert a food item | | Talk to the theater owner in Fourside | | Return to the mine and defeat the five moles inside | | Talk to the miner, take the bus from Dusty Dunes Desert to Fourside, and obtain the Diamond | | Give the Diamond to the theater owner and watch the final Runaway Five show | | Go to the Department Store and have Paula kidnapped | | Go the top floor office in the Department Store and defeat the Dept. Store Spook | | Go to the Cafe and talk to the patrons | | Go outside and give one of the bystanders a nonessential item | | Talk to Everdred | | Enter the Cafe and "check" the cabinet behind the counter | | Talk to the man standing on the east side of the Monotoli Building | | Warp around Moonside until the party ends up inside an isolated room | | Talk to the Invisible Man and answer "no" when prompted; talk to the other man to leave the isolated room | | Talk to the man standing on the east side of the Monotoli Building | | Defeat the Mani Mani Statue | | Talk to the Monkey in Fourside | | Go to the Monkey Cave in the Dusty Dunes Desert | | Talk to Talah Rama and receive the Yogurt Dispenser | | Talk to the monkey next to Talah Rama and have Ness learn Teleport[alpha] | | Go to the 48th floor of the Monotoli Building | | Defeat the Clumsy Robot | | Talk to Mr. Monotoli and have Paula rejoin the party | | Go to the Helipad | | Ride the Runaway Five bus to Threed and ride the Sky Runner to Winters | | Record the Fourth Sanctuary Melody | | Ride the Sky Runner to Summers 1.Through the Desert and City Recommended Level: 30/31 Equipment: Ness: Mr. Baseball Bat Paula: Deluxe Fry Pan Jeff: Laser Gun/Zip Gun Great Charm Great Charm Great Charm Silver Bracelet Silver Bracelet Silver Bracelet Coin of Slumber Mr. Saturn Coin Coin of Slumber ITEMS a)Big Bottle Rocket Use: damages a single target in battle; can only be used by Jeff Obtained: gift box in southern area of Dusty Dunes Desert Be sure to pick this item up. Not only is it a useful item, but it's also located in a convenient place. The gift box is located just north of the rocks lining the southern edge of the desert. The party should come across this item on their way to the miner's shack, assuming you do not wander to other areas of the desert. b)Broken Gadget Use: can be repaired by Jeff into the Double Beam Obtained: dealer in northern Fourside IQ Required: 34 Be sure to buy this item for Jeff from the dealer in northern Fourside, past the Monotoli Building and the Department Store. It is not necessary to buy this item now, since Jeff will likely not be able to repair it yet, but be sure not to forget about it. c)Coin of Slumber Use: armor; equip as "other" for Ness, Paula, or Jeff Obtained: Dusty Dunes Desert Drugstore Buy and equip this weapon on whomever needs it. d)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box in the northern end of the desert This can be a very useful item, but it is not necessarily worth the effort to search for. If your party does not have any Cup of Lifenoodles or Horns of Life, then I recommend you try to obtain this item. Otherwise, you can take it or leave it. e)Deluxe Fry Pan Use: weapon for Paula Obtained: Dusty Dunes Desert Drugstore Buy and equip this weapon on Paula upon reaching Dusty Dunes Desert. f)Double Burger Use: recovers about 90 HP Obtained: gift box in the northwest corner of the desert gift box in the northeast corner of the desert Can be used as an alternative to Lifeup[alpha], though this item is not worth the trouble of obtaining. g)Mr. Baseball Bat Use: weapon for Ness Obtained: Dusty Dunes Desert Drugstore Buy and equip this weapon on Ness upon reaching Dusty Dunes Desert. h)PSI Caramel Use: recovers about 20 PP Obtained: gift box in the northeast corner of the desert I don't recommend you go out of your way to obtain this item. i)Show Ticket Use: allows the party to enter the music hall in Topolla Theater Obtained: front desk in Topolla Theater This item needs to be purchased in order for the party to enter Topolla Theater and watch the Runaway Five Show. j)Skip Sandwich DX Use: recovers about 6~7 HP and increases walking speed for 20 seconds Obtained: gift box next to the oasis I don't recommend you go out of your way to obtain this item. If you already have this item upon reaching the desert, it may come in handy here if you want to evade enemies. k)Sudden Guts Pill Use: doubles the target's Guts for the duration of the battle Obtained: gift box in the eastern edge of the desert Compared to the other gift boxes in the desert, this one is not located in too remote of an area. It is not essential to obtain, but if you want it, just walk north of the tunnel leading east out of the desert. l)Wet Towel Use: Heals sunstroke Obtained: Dusty Dunes Desert Drugstore Though sunstroke is a common problem in the desert, I do not think it is necessary to buy this item; Healing[alpha] is sufficient. m)Zip Gun Use: weapon for Jeff Obtained: arms dealer behind the Dusty Dunes Drugstore Buy this weapon for Jeff if he does not have the Laser Gun. ENEMIES (Dusty Dunes Desert) a)Bad Buffalo Recommended Level: 30 Attacks -Ram and trample you Damage: 56~79 HP (Ness) 45~63 HP (Paula) 56~79 HP (Jeff) -Tear into you Damage: 117~143 HP (Ness) 99~125 HP (Paula) 117~143 HP (Jeff) -Knit its brow Effect: none Strategy Have Ness use Paralysis[alpha] against this enemy in the first round, whether it appears in a group or alone. Once it is paralyzed, the party should focus its attack on any other enemy the Bad Buffalo appears with. This enemy should be defeated only before any Smilin' Spheres and after any other enemy. -Ness: Paralysis[alpha], in the first round "bash" recover the party with Lifeup[alpha] or [beta] before the start of the battle if Ness's HP is below 150 or Paula and Jeff's HP are less than their maximum -Paula: "bash" -Jeff: "shoot" b)Crested Booka Recommended Level: 30 Attacks -Standard attack Damage: 37~49 HP (Ness) 33~34 HP (Paula) 37~49 HP (Jeff) -Shriek a war cry Effect: reduce a single target's Offense and Defense by about 6% -Has a big grin on his face Effect: none Strategy Using just standard attacks should defeat this enemy within two rounds. If this enemy appears in a group, attack it after defeating any Desert Wolves or Skelpions. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[alpha] if HP falls to 40 or lower recover Jeff with Lifeup[beta] if HP falls to 60 or lower -Paula: "bash -Jeff: "shoot" c)Criminal Caterpillar If you see this enemy, always chase after it. A victory against this enemy will yield a very large amount of experience points and will almost always level up a party member. This enemy looks like a small green worm outside of battle. This enemy appears very rarely and always runs away from the party, allowing you to almost always approach this enemy from behind and get an instant victory. It is rare to actually have to fight this enemy in battle, but if you do, be sure to have Paula use PSI Shield[sigma] in the first round to counter its Fire. This enemy has a very high Speed and will likely attack first each round, so be sure that each party member has a sufficient amount of HP to survive a hit from Fire[alpha]. d)Cute Li'l UFO Recommended Level: 30 Attacks -Fire a beam Damage: 30~42 HP (Ness) 23~25 HP (Paula) 30~42 HP (Jeff) -Lifeup[alpha] Strategy A hit from any two party member's standard attack should defeat this enemy. This enemy should be defeated only before any paralyzed Bad Buffalos and Smilin' Spheres. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 50 or lower recover Paula with Lifeup[alpha] if HP falls to 30 or lower recover Jeff with Lifeup[beta] if HP falls to 50 or lower -Paula: "bash" -Jeff: "shoot" e)Desert Wolf Recommended Level: 30 Attacks -Biting attack Damage: 50~60 HP (Ness) 37~48 HP (Paula) 50~60 HP (Jeff) -Take a bite using its poisonous fangs Damage: 50~60 HP (Ness) 37~48 HP (Paula) 50~60 HP (Jeff) Effect: poison a single target -Make a loud, piercing howl Effect: nothing Strategy A hit from all three party member's standard attacks should defeat this enemy. If this enemy appears in a group, defeat it with Freeze[beta] in one hit. Defeat this enemy before attacking any other and heal any poisoned party members after this enemy is defeated. Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[alpha] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 60 or lower Paula: "bash" Freeze[beta], if facing a group Jeff: "shoot" f)Skelpion Recommended Level: 30 Attacks -Standard attack: 18~19 HP (Ness) 8~10 HP (Paula) 18~19 HP (Jeff) -Thunder[alpha] -Sting with its poison stinger Effect: poison a single target -Edge closer Effect: none Strategy About one hit from Ness or Jeff's standard attack should defeat this enemy. One hit from Freeze[alpha] will also defeat this enemy. If this enemy appears in a group, use Freeze[alpha] to defeat it in one hit. I recommend that Paula have the Franklin Badge in her inventory in order to protect her from Thunder[alpha]. If this enemy appears in a group, attack it after defeating any Desert Wolves and before attacking any other. Heal any poisoned party member after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 50 or lower recover Paula with Lifeup[alpha] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 50 or lower -Paula: "bash" Freeze[alpha], if facing a group -Jeff: "shoot" g)Smilin' Sphere Recommended Level: 30 Attacks -Standard attack Damage: 33~38 HP (Ness) 22~24 HP (Paula) 33~38 HP (Jeff) -Fire[alpha] Comments: Have Paula use PSI Shield[sigma] to counter this attack -Explode into bits (death action) Damage: 200~300 HP Comments: If you defeat this enemy last and scroll through the battle text as quickly as you can, this attack should only inflict about 50 HP of damage at most before the battle ends. Strategy Have Paula use PSI Shield[sigma] against this enemy in the first round to counter its Fire[alpha]. A hit from each party member's standard attack should defeat this enemy. Always defeat this enemy last in order to minimize the damage inflicted by its exploding attack. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[alpha] if HP falls to 60 or lower recover Jeff with Lifeup[beta] if HP falls to 60 or lower -Paula: (first turn) PSI Shield[sigma] (subsequent turns) "bash" -Jeff: "shoot" ENEMIES (Fourside) a)Annoying Reveler Recommended Level: 30 Attacks -Standard attack Damage: 45~58 HP (Ness) 35~46 HP (Paula) 45~58 HP (Jeff) -Grumble about today's youth Effect: lower a single target's Guts by about 25% -Start lecturing you Effect: lower a single target's Guts by about 25% -Is wobbly Effect: none Strategy A hit from each party member's standard attack should defeat this enemy within two rounds. With only one attack that inflicts damage, this enemy should not give you too much trouble. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[alpha] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 60 or lower -Paula: "bash: -Jeff: "shoot" b)Crazed Sign Recommended Level: 30 Attacks -Standard attack Damage: 57~70 HP (Ness) 48~59 HP (Paula) 57~70 HP (Jeff) -Hypnosis[alpha] -Paralysis[alpha] Strategy A hit from each party member's standard attack should defeat this enemy within two or three rounds. This enemy is vulnerable to Hypnosis, so have Ness use Hypnosis[alpha] if you are having trouble. Freeze[beta] is also effective. If this enemy appears with a Mad Taxi, paralyze the Mad Taxi first, then defeat the Crazed Sign. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[alpha] if HP falls to 60 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower -Paula: "bash -Jeff: "shoot" c)Extra Cranky Lady Recommended Level: 30 Attacks -Wield a shopping bag Damage: 76~91 HP (Ness) 57~71 HP (Paula) 76~91 HP (Jeff) -Start a continuous attack Damage: 28~39 HP (Ness) 19~23 HP (Paula) 28~39 HP (Jeff) Comments: This enemy will attack twice in one round when using this attack. The above damage estimates are for only one of the two attacks. -Scowl sharply Effect: lower a single target's Guts by about 25% -Say something really scary Effect: solidify a single target Strategy A hit from each party member's standard attacks should defeat this enemy within two rounds. The relatively high Offense of this enemy can be countered with Hypnosis[alpha], Paralysis[alpha], or Freeze[beta]. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" d)Mad Taxi Recommended Level: 30 Attacks -Rev and accelerate Damage: 90~112 HP (Ness) 81~100 HP (Paula) 90~112 HP (Jeff) -Spew exhaust fumes Effect: makes a single target uncontrollably cry Comments: The Mad Taxi uses this attack often and it can hinder the party's offensive capabilities greatly. Have Ness use Paralysis[alpha] in the first round to counter this attack. Strategy Have Ness use Paralysis[alpha] in the first round and have the party use their standard attacks thereafter. If this enemy appears with a Crazed Sign, paralyze the Mad Taxi, then defeat the Crazed Sign. -Ness: (first turn) Paralysis[alpha] (subsequent turns) "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls to 100 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" WALKTHROUGH a)Preliminaries Upon reaching Dusty Dunes Desert, go to the Drugstore and buy new equipment for the party. By the Mr. Baseball Bat for Ness and the Deluxe Fry Pan for Paula. Also, if your party is optimally equipped, buy one Coin of Slumber and equip it on whomever needs it. If your party is not optimally equipped, it may be necessary to buy two or three. If Jeff does not have the Laser Gun or the Broken Laser, it may be a good idea to buy a Zip Gun from the Arms Dealer standing north of the Drugstore. Also, if the party does not have at least one food item, be sure to buy a Can of Fruit Juice or another cheap food item. The party should need at least about $2000 to buy all they need. b)Trekking Through the Desert With heavy traffic blocking the road, the party will have no choice but to walk through the desert. The only thing the party is required to do here is talk to the miner located at the southern region of the desert and give him a food item. Just have the party walk along the rocks lining the southern edge of the desert and you should eventually see him. If you follow this path, the party should also come across a gift box containing a Big Bottle Rocket; obtain it and give it to Jeff. The man inside the shack will also allow the party to rest for free, so do so if you want to. Also, be sure to watch for a red flash; if the screen starts flashing red, check your party's status and use Healing[alpha] on any party member who has sunstroke. The enemies here should not give you too much trouble. Use Freeze to defeat Skelpions and Desert Wolves quickly and Paralysis on Bad Buffalos to make them much easier to manage. Also be sure to defeat any Smilin' Spheres last in battle, as they will explode when defeated and can inflict major damage. If you want to counter the Smilin' Sphere's Fire, have Paula use PSI Shield[sigma] in the first round. If you want to explore a bit, then there are a few things the party can do here. There are a few gift boxes scattered about the desert, though most of them don't contain any important or very helpful items. There are also some interesting characters that can be found here, including a couple sunbathing and a few desert monkeys. The party can also talk to a black sesame seed and a white sesame seed and try to repair their troubled relationship, though the party will receive nothing for doing so. The party can also search for a contact lens someone lost in the desert and return it to the owner in Fourside for a Pair of Dirty Socks (see Extras section below for detailed info). All in all, however, there is not a whole lot in the desert that is worth your time, so you should just give the miner a food item and proceed to Fourside. c)To the City and Back To get to Fourside, just have the party go through the tunnel at the southeast corner of the desert. By the time the party reaches this tunnel, the traffic will have cleared up and the road through the desert will be passable. There is not a whole lot to do for the party on the first visit to Fourside. It may be a good idea to talk to the dealer in northern Fourside and buy a Broken Gadget for Jeff. Jeff will likely not be able to repair this item now, but it's good to hold on to it. There are a few other things the party can do, such as visit Pokey in the Monotoli Building, but nothing that is very helpful. The only thing the party needs to do is go to Topolla Theater in central Fourside and talk to the owner of the theater. Enter the theater, buy a Show Ticket for $30, and use it to gain access to the owner's office. Talk to the owner and then return to the miner's shack in Dusty Dunes Desert. You can watch the Runaway Five show if you want, but it is a little long and is not necessary. EXTRAS a)Contact Lenses Purpose: Obtain a Pair of Dirty Socks, an item that solidifies a random enemy in battle; can only be used once Northwest of the miner's shack, there is a sign posted that offers a reward for finding and returning a pair of contact lenses that was lost in the desert. Finding the contact lenses is not as hard as you might think; just look for something shining on the ground a little bit northeast of the sign. Obtain the lenses and take them to the man residing in the second floor of the Bakery in Fourside (the Bakery is near the eastern edge of the city). The man will give the party a Pair of Dirty Socks in return. This item can solidify an enemy when used in battle but can only be used once. _______________________________________________________________________________ _______________________________________________________________________________ 2.The Gold Mine Recommended Level: 31/34 Equipment: Ness: Mr. Baseball Bat Paula: Deluxe Fry Pan Jeff: Laser Gun Great Charm Great Charm Great Charm Silver Bracelet Silver Bracelet Silver Bracelet Coin of Slumber Mr. Saturn Coin Coin of Slumber ITEMS a)Big Bottle Rocket Use: damages a single target in battle; can only be used by Jeff Obtained: gift box in mine, southeast of the center of the mine The party should come across this gift box on their way to the center of the mine. Be sure to obtain it and give it to Jeff. b)Bomb Use: inflicts 50~120 HP of damage to a target and some minor damage to adjacent targets Obtained: gift box in mine, south the of center of the mine This item isn't all that useful at this point of the game. Sell or discard. c)Calorie Stick Use: recovers about 60 HP Obtained: gift box in mine This item is located west of the gift box containing the Coin of Defense. d)Coin of Defense Use: armor; equip as "other" for Ness, Paula, or Jeff Obtained: gift box in mine, behind one of the moles This item is located behind one of the five moles, so you can't miss it. Once it is obtained, equip this item on either Jeff or Paula if she does not have the Mr. Saturn Coin. e)Croissant Use: recovers about 60 HP Obtained: gift box in the center of the mine This gift box is next to the Exit Mouse in the center of the mine. f)Diamond Use: frees the Runaway Five Obtained: from one of the miners after the five moles are defeated To obtain this item, take a bus to Fourside after defeating the five moles in the gold mine. Show the Diamond to the theater owner to free the Runaway Five. g)Guts Capsule Use: permanently increases the Guts of one party member by 1; Guts determines the chance of getting a SMAAAASH!! hit and the chance of surviving a mortal blow Obtained: gift box in mine, behind one of the five moles I recommend you use this item on Ness as soon as it is obtained. h)IQ Capsule Use: permanently increases the IQ of one party member by 1; IQ determines the max PP of Ness and Paula and allows Jeff to repair items Obtained: gift box in mine, down the ladder north of the entrance The gift box containing this item is behind one of the five moles, so you can't miss it. Use it as soon as it is obtained; I recommend either Paula or Jeff. i)Luck Capsule Use: permanently increases the luck of a single party member by 1 Obtained: gift box in mine, behind one of the moles Use this item on whoever has the lowest Luck stat in the party. j)Picnic Lunch Use: recovers about 80 HP Obtained: gift box in the center of the mine This gift box is next to the Exit Mouse in the center of the mine. k)Platinum Band Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: gift box in mine, behind one of the moles Obtain and equip this item on Jeff once it is obtained. Normally, I would recommend Paula, but since Paula will temporarily leave the party soon, I think it's best to equip this item on Jeff or Ness. l)PSI Caramel Use: recovers about 20 PP Obtained: gift box in mine, behind one of the moles This item is not that useful at this point of the game and it does not need to be obtained. Sell or discard. m)Secret Herb Use: may or may not revive an unconscious party member with 25% of max HP; heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box in mine, north of the center of the mine This item can be useful, so be sure to obtain it. It is not too difficult to find; just follow the north passage from the center of the mine and turn right at the first junction. This item should be used on a party member who has been paralyzed or diamondized. n)Super Bomb Use: inflicts about 250 HP of damage to its target and about 150 HP of damage to adjacent enemies Obtained: gift box in mine, southwest of the center of the cave The Super Bomb inflicts a pretty good amount of damage, so it can be somewhat useful. Give it to either Ness or Jeff and use it when you are in trouble or in boss battles. This item becomes less helpful after the middle part of the game, so try to use it as early as you can. o)Teddy Bear Use: occasionally diverts an enemy attack from a party member to itself; it has about 100 HP Obtained: gift box in mine, northwest of the center of the mine This item can be pretty useful here, so obtain it if you can. It probably won't last too long, however. ENEMIES a)Gigantic Ant Recommended Level: 31 Attacks -Biting attack Damage: 35~45 HP (Ness) 30~40 HP (Paula) 35~45 HP (Jeff) -Sting with its poisonous stinger Effect: poison a single target -Paralysis[alpha] Comments: This attack should not affect you if the party is equipped with Great Charms. -PSI Magnet[alpha] -Call for help Effect: a Gigantic Ant joins the battle -Flash a menacing smile Effect: none Strategy A hit from each party member's standard attack should defeat this enemy within three rounds. Also, a hit from Freeze[alpha] and Ness and Jeff's standard attacks should defeat this enemy within one round. This enemy can also be used to recover Paula's PP. Have Ness paralyze this enemy and have Paula use PSI Magnet in each turn until her PP has recovered enough. Only use this tactic until after all other enemies are defeated. If this enemy appears in a group, have Ness use Paralysis [alpha] to paralyze it and defeat any other enemy first. Heal any poisoned party member after the battle is over. -Ness: (first turn) Paralysis[alpha], if facing a group or you want to recover Paula's PP (subsequent turns) "bash" recover Ness with Lifeup[beta] if HP falls to 90 or lower recover Paula with Lifeup[alpha] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 90 or lower -Paula: "bash" Freeze[alpha] PSI Magnet[omega], if you want to recover her PP -Jeff: "shoot" b)Guardian Digger Recommended Level: 31 Attacks -Standard attack Damage: 50~60 HP (Ness) 50~55 HP (Paula) 50~60 HP (Jeff) -Claw with his sharp nails Damage: 95~135 HP (Ness) 85~125 HP (Paula) 95~135 HP (Jeff) -Tear into you Damage: 90~130 HP (Ness) 85~120 HP (Paula) 90~130 HP (Jeff) -Lifeup[alpha] -Shield[beta] Comments: This enemy has a Shield up from the beginning of the battle. There is not much you can do about this and I do not recommend you attack him over and over to eliminate his Shield. Just rely on Paula's Freeze. Strategy Because this enemy has a Shield up from the beginning of the battle, I suggest you do not use standard attacks at all. Instead have Paula use her strongest Freeze attack. About two hits from Freeze[beta] or one hit from Freeze[gamma] should defeat this enemy. Have Ness use Lifeup to recover anyone whose HP is less than 100 and have Jeff use the Slime Generator in each turn if he has it; otherwise, have him defend. -Ness: "defend" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower -Paula: Freeze[beta] or [gamma] -Jeff: "defend" Slime Generator c)Mad Duck These guys are only a minor nuisance. They do not inflict much damage, but their PP affecting attacks can be annoying. Nevertheless, attack them only after defeating any other enemies the Mad Duck may appear with. One hit from a party member's standard attack should defeat them. d)Noose Man Recommended Level: 31 Attacks -Standard attack Damage: 25~40 HP (Ness) 19~21 HP (Paula) 25~40 HP (Jeff) -Employ a binding attack Effect: solidify a single target Strategy A hit from Ness and Jeff's standard attacks should defeat this enemy. If they appear in a large group, a hit from Paula's Fire[beta] followed by a hit from a party member's standard attack should defeat this enemy. Only attack this enemy after defeating anything other than a Mad Duck. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[beta] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower -Paula: "bash" Fire[beta], if facing a large row -Jeff: "shoot" e)Thirsty Coil Snake Recommended Level: 31 Attacks -Biting attack Damage: 35~50 HP (Ness) 25~35 HP (Paula) 35~50 HP (Jeff) -Took a bite using its poisonous fangs Damage: 35~50 HP (Ness) 25~35 HP (Paula) 35~50 HP (Jeff) Comments: This attack will almost always poisons its target. As far as I can tell, it inflicts the same damage as this enemy's biting attack. -Coil around you and attack Effect: solidify a single target Strategy A hit from each party member's standard attack should defeat this enemy within two rounds. One hit from Paula's Freeze[beta] will also defeat this enemy. Be sure to heal any poisoned party member after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 70 or lower recover Paula with Lifeup[alpha] if HP falls to 60 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower -Paula: "bash" Freeze[beta] -Jeff: "shoot" WALKTHROUGH a)The Five Moles Upon reaching the mine, you should notice that the hole has gotten much bigger. If it is not, give the miner a food item and/or return to Fourside and talk to the theater owner in Topolla theater. Before entering the mine, be sure that the party has max HP and PP. Also, if you obtained an Exit Mouse previously in the game and gave it to Escargo Express, have it delivered to the party and hold on to it while going through the mine. The main objective here is to defeat five moles located in various parts of the mine. You do not have to fight them in any order and despite what they tell you, they are all of the same strength. The main problem with navigating this mine is PP preservation. If Ness's PP becomes low, return to the mine exit or obtain an Exit Mouse from the mice in the center of the mine and use it. If Paula's PP gets low, try to enter a battle with a Gigantic Ant, paralyze it and, use PSI Magnet repeatedly against it. Gigantic Ants are usually more common in the interior parts of the mine (a good place seems to be the southwest area). My walkthrough here will give a suggestion on how to navigate this mine, though you do not have to follow it by any means. Upon entering the mine, walk all the way north until the party comes upon a ladder. Go down this ladder, walk west and fight the first mole. These moles have high offensive power, but should not be too difficult. They have a Shield up from the beginning of the battle, so do not use any standard attacks. Instead, have Paula use her strongest Freeze attack. Ness should use Lifeup to keep everyone's HP above 100 and have Jeff use his Slime Generator in each round if it is available. You should be able to defeat these moles within two rounds. Once this first mole is defeated, obtain the IQ Capsule located behind it and use it on Paula or Jeff (I recommend Paula). Go up the ladder to the west and walk as far south as you can. The path should then bend up northwest. Follow this path and the party should come across a gift box containing a Big Bottle Rocket; obtain it and give it to Jeff. Continue walking as far north as you can and the party should eventually come across a ladder. Go down this ladder and fight the second mole located here. Once this mole is defeated, obtain the Coin of Defense contained in the gift box behind the mole and equip it on Jeff or Paula if she does not have the Mr. Saturn Coin. Walk west and go up the ladder. Follow the path south and the party should come across a junction; the path leading east is a short one and leads to a gift box containing a Teddy Bear. This item can be useful here so obtain it. Follow the junction south and eventually the party will reach the center of the mine. If Ness's PP is low at this point, obtain an Exit Mouse and return to the miner's shack outside to rest. Return to this location once you have done so (from the entrance, turn west at the first junction and then south at the next junction). From the center of the mine, follow the north path and the party will eventually reach the third mole. Defeat this mole and obtain the Guts Capsule located behind it. Use the capsule on Ness. Also be sure to obtain the Secret Herb located in this area. Return to the center of the mine and this time follow the south passage. On the way, the party will come across a gift box containing a Bomb. This item is not all that useful at this point of the game, so go ahead and leave it. Continue following the path and eventually the party will reach the fourth mole. Once this mole is defeated, obtain the Luck Capsule and the Platinum Band. Use the Luck Capsule on the party member with the lowest luck and equip the Platinum Band on Jeff or Ness (normally I would recommend Paula, but she will temporarily leave the party soon). Return to the center of the mine and this time go through the southwest passage. On the way the party will come across a ladder leading down to a gift box containing a Super Bomb. It is not a really helpful item, but it inflicts pretty good damage, so go ahead an obtain it if you want to. Continue following the passage west and the party will encounter the final mole. Once this mole is defeated, the music in the mine should change to that of the Dusty Dunes Desert. The gift box behind this mole is a PSI Caramel, which I do not think is worth obtaining. b)Free the Runaway Five After defeating the five moles, return to the surface and talk to the miner. Head back toward the bus stop near the Dusty Dunes Desert Drugstore and take a bus to Fourside. On the way, one of the miners should drive up behind the bus and give the party a Diamond. Once in Fourside, go the theater owner in Topolla Theater and "use" the Diamond while standing next to her. The Runaway Five will enter the room expressing their happiness and go off to do their last show. Enter the music hall to watch this last performance and then leave the theater. _______________________________________________________________________________ _______________________________________________________________________________ 3.The Department Store Recommended Level: 34/35 Equipment: Ness: Mr. Baseball Bat Paula: Deluxe Fry Pan Jeff: Hyper Beam Great Charm Great Charm Great Charm Gold Bracelet Silver Bracelet Platinum Band Coin of Defense (nothing) Mr. Saturn Coin ITEMS a)Gold Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: Tools shop on the third floor of the Fourside Department Store Buy this item for Ness or Jeff. b)Hyper Beam Use: weapon for Jeff Obtained: arms dealer in the Fourside Department Store Be sure to buy and equip this weapon on Jeff the first time the party enters the Dept. Store. The arms dealer can be found on the second floor of the Dept. Store in a small storage room. ENEMIES a)Dept. Store Spook Recommended Level: 34 Attacks -Freeze[alpha] -Fire[alpha] -Lifeup[alpha] -Magnet[omega] -Brainshock[alpha] Strategy The key to this fight is speed. Have Ness use PSI Rockin[beta] and have Jeff use a Big Bottle Rocket, and you should be able to win this battle in one round. Just make sure that Ness and Jeff are at max HP before the battle starts. If the Dept. Store Spook survives, finish it off with standard attacks. If a Big Bottle Rocket is not available, it may be a good idea to reset the game and buy a Big Bottle Rocket from the arms dealer before Paula is kidnapped. If you saved after Paula was kidnapped or saved too long ago, conserve Ness's PP for Lifeup and have Ness and Jeff use their standard attacks. -Ness: (first turn) PSI Rockin[beta] (subsequent turns) "bash", if battle is not over in one round -Jeff: (first turn) Big Bottle Rocket (subsequent turns) "shoot", if battle is not over in one round b)Musica Recommended Level: 34 Attacks -Standard attack Damage: 50~55 HP (Ness) 30~35 HP (Jeff) -Electrical shock attack Comments: equivalent to Thunder[beta] -Play a haunting melody Effect: causes multiple targets to fall asleep Strategy As long as Ness or Jeff has the Franklin Badge, using only standard attacks against this enemy should be enough. However, if this enemy appears in a group, do not hesitate to use PSI Rockin[beta]. If neither Ness nor Jeff has the Franklin Badge, do not hesitate to use PSI Rockin [beta] if you get into trouble. Attack this enemy only after defeating any Mystical Records and Scalding Coffee Cups. -Ness: "bash" PSI Rockin[beta], if facing a group recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower if he has the Franklin Badge -Jeff: "shoot" c)Mystical Record Recommended Level: 34 Attacks -Standard attack Damage: 30~45 HP (Ness) 15~25 HP (Jeff) -Charge forward Damage: 75~120 HP (Ness) 60~95 HP (Jeff) -Lifeup[alpha] Strategy Do not hesitate to use PSI Rocking[beta] against this enemy. If this enemy appears in a group of two or more, definitely use PSI Rockin. Give priority to using Lifeup, however, since this enemy can inflict large amounts of damage. Be sure that Ness and Jeff's HP is at max before entering into battle. Attack any Mystical Records after defeating any Scalding Coffee Cups. -Ness: "bash" PSI Rockin[beta] recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls below max -Jeff: "shoot" d)Scalding Coffee Cup Recommended Level: 34 Attacks -Spill some scalding hot espresso Comments: equivalent to Fire[alpha] Strategy A hit from Ness and Jeff's standard attacks should defeat this enemy. Use PSI Rockin[alpha] if this enemy appears in a group. Defeat this enemy first before focusing your attack on any other. -Ness: "bash" PSI Rockin[alpha], if facing a group recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls below max -Jeff: "shoot" WALKTHROUGH a)Preliminaries Before going any further, I strongly suggest you transfer some of Paula's goods to Ness or Jeff's inventory. In particular, you should make sure that the Mr. Saturn Coin, the Platinum Band and the Franklin Badge are in Ness or Jeff's possession. It is probably better to give Jeff the best equipment so as to help him survive--give him the Franklin Badge, the Mr. Saturn Coin and the Platinum Band and have Ness equip the Coin of Defense. Try not to sell anything unless you are absolutely sure you will not need it later on, however, since this is only a temporary setup. b)Dept. Store Woes Once the Runaway Five is free, the Fourside Dept. Store will be open. Before going to the store, however, be sure that the party is at max HP and PP and that you have given Paula's more important goods to Ness or Jeff. There are a few things you should buy in the Department Store. First, go to the arms dealer on the second floor of the store and buy a Hyper Beam for Jeff. If Jeff does not have at least two Big Bottle Rockets in his inventory, buy one or two of those as well. Next, go to the Tool Shop on the third floor and buy whatever armor you may need for Ness and Jeff (most likely a Gold Bracelet for Ness). I recommend you don't buy anything for Paula. Altogether, you will need at least about $3600 to buy what you need. After that is taken care of, walk back to the entrance of the Store. Once the lights go out, head to the fourth floor of the building. On the way the party will encounter some powerful enemies that can be difficult to handle if you did not properly prepare Ness and Jeff. Luckily, these enemies can be evaded; the gift boxes only move in a straight line and can be avoided by moving Ness and Jeff out of their line of movement. After that, you can try to encounter them from the back to get a surprise opening attack or continue on your way. Keep in mind that if you get a green swirl, you are guaranteed to be successful if you choose the "Run Away" command in the first round. If you choose to or are forced to fight, make sure that Ness and Jeff's HP are at max before going into battle. If you are facing a group of two or more enemies, do not hesitate to use PSI Rocking[beta]. Otherwise, use your standard attacks and Lifeup for recovery. Always defeat any Scalding Coffee Cups first, and Mystical Records second. Once in the fourth floor office, make sure that Ness and Jeff's HP are at max before starting the battle. Defeating the Dept. Store Spook should be quick. Have Ness use PSI Rockin[beta] and Jeff use a Big Bottle Rocket and the battle should be over within one round. If the boss survives, use standard attacks to finish it off. If a Big Bottle Rocket is not available, it may be a good idea to reset the game and buy a Big Bottle Rocket from the arms dealer before Paula is kidnapped. If you don't want to do this, save Ness's PP for Lifeup and have Ness and Jeff use their standard attacks. After the Department Store returns to normal, go back to the arms dealer to buy a Big Bottle Rocket to replace the one you used. At this point, you will probably want to go to the hotel and rest. Do so before moving on in the game. _______________________________________________________________________________ _______________________________________________________________________________ 4.Moonside Recommended Level: 35/36 Equipment: Ness: Mr. Baseball Bat Jeff: Hyper Beam Great Charm Great Charm Gold Bracelet Platinum Band Coin of Defense Mr. Saturn Coin ITEMS a)Handbag Strap Use: inflicts minor damage to and solidifies a single target Obtained: gift box in Moonside This item is not a very helpful one; sell or discard if you obtain it. b)Night Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; confers immunity to Flash Obtained: gift box in Moonside You won't miss this item since Ness and Jeff will pass by it on their way to the isolated room in Moonside. Once it is obtained, I recommend you equip it on Ness. c)Protein Drink Use: recovers about 80 HP Obtained: gift box in Moonside To be able to reach this item, talk to the blond haired guy wearing sunglasses in front of the Cafe in Moonside. d)Secret Herb Use: may or may not revive an unconscious party member with 25% of max HP; heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box in Moonside This gift box is located near the black haired man who warps the party to the isolated room in Moonside. If you do not have one of these, be sure to obtain it and save it for when a party member is paralyzed or diamondized. ENEMIES a)Abstract Art Recommended Level: 35 Attacks -Standard attack Damage: 35~55 HP (Ness) 20~30 HP (Jeff) -Hypnosis[alpha] Strategy Using Ness and Jeff's standard attacks should be able to defeat this enemy within two rounds. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Jeff with Lifeup[beta] if HP falls to 60 or lower b)Dali's Clock Recommended Level: 35 Attacks -Freeze you in time Effect: the Dali's Clock will be able to attack one, two, or three times in a round -Standard attack Damage: 35~45 HP (Ness) 20~25 HP (Jeff) Comments: The Dali's Clock will likely attack two or three times; the above damage estimates are for one attack only. -Say "tick-tock" Effect: none Strategy Using Ness and Jeff's standard attacks should be able to defeat this enemy within two rounds. Be sure to have a sufficient amount of HP before entering into battle with this enemy. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower -Jeff: "shoot" c)Enraged Fire Plug Recommended Level: 35 Attacks -Standard attack Damage: 30~45 HP (Ness) 10~20 HP (Jeff) -Spray a gigantic blast of water Damage: 75~110 HP (Ness) 55~90 HP (Jeff) Strategy Using Ness and Jeff's standard attacks should defeat this enemy within three rounds. Try to take advantage of the rolling HP counter when facing this enemy. If your party takes mortal damage, but you feel like you can end the battle before the HP counter reaches 0, continue using standard attacks rather than recovering with Lifeup. If this enemy appears in a group, defeat it first. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls below max -Jeff: "shoot" d)Evil Mani-Mani Recommended Level: 35 Attacks -Standard attack Damage: 60~80 HP (Ness) 55~75 HP (Jeff) -PSI Magnet[alpha] -Paralysis[alpha] -Emit a glorious light Effect: causes uncontrollable crying, feeling strange, numbness, or an instant KO -Emit a pale green light Effect: resets any stats changes and removes all shields Strategy Before entering the battle, be sure that Ness is equipped with the Night Pendant. Have Ness use PSI Rockin[beta] and Jeff use a Big Bottle Rocket in the first round to inflict major damage. Have Ness use PSI Rockin[beta] and Jeff "shoot" in subsequent rounds and the Mani-Mani Statue should be defeated within two more rounds. If a party member is paralyzed, use a Secret Herb after the battle to cure him or, in the case of Ness, use PSI Rockin[beta]. If Jeff does not have a Big Bottle Rocket available, save Ness's PP for Lifeup and have Ness and Jeff use their standard attacks. Use a Secret Herb on a Paralyzed party member as soon as possible. Do not hesitate to use a Cup of Lifenoodles or a Horn of Life to revive an unconscious party member. -Ness: PSI Rockin[beta] recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower -Jeff: (first turn) Big Bottle Rocket (subsequent turns) "shoot" e)Robo-Pump Recommended Level: 35 Attacks -Whisper "3..." Effect: none -Murmur "2..." Effect: none -Mutter "1..." Effect: none -Throw the bomb Effect: inflicts 50~120 HP of damage to a target and some minor damage to adjacent targets -Replenish a fuel supply Effect: recover max HP -Say "tick-tock" Effect: none Comments: The Robo-Pump will always attack in the above order and start the pattern over again after the sixth round. Strategy Using Ness and Jeff's standard attacks should defeat this enemy within three rounds, just before the Robo-Pump attacks in the fourth round. Be sure that Ness and Jeff have about 100 HP before battling this enemy just in case it manages to throw a Bomb. -Ness: "bash" -Jeff: "shoot" WALKTHROUGH a)The Cafe Your next destination is the Cafe in the northwest corner of Fourside. Note that, in the Japanese version of the game, the Cafe is actually a Bar. Inside the Cafe, talk to the woman standing along the right wall of the room. If you go back outside, you should see a group of people crowded around Everdred lying on the ground. Talk to the Shaggy haired kid on the right end of the line of people and answer "yes" when prompted. Give him a nonessential item--a simple food item will suffice--and he will move out of the way for Ness and Jeff. Talk to Everdred and answer "no" when prompted; answering "yes" will just cause him to tell his story again. After he leaves, enter the Cafe again and "check" the cabinet behind the counter. The party should be taken to a strange new place... b)Moonside Talk to the people around this place and pretty soon you will realize that "no" means "yes" and "yes" means "no." You may also notice some blonde haired men walking around outside. If you talk to one of these characters, Ness and Jeff will be teleported to another part of Moonside. You will need to utilize these warping men pretty soon, so keep them in mind. The only thing Ness and Jeff need to do here is get out. First, talk to the man standing to the right of the Monotoli Building in southern Moonside. Next, talk to the blond haired main walking around in front of the Hospital in northern Moonside and the party should be warped to southern Moonside near a gift box and another blond haired man. Open the gift box to obtain a Night Pendant and equip it on Ness. Talk to the blond haired man and the party should be warped to another part of Moonside next to another gift box and another blond haired man. The gift box contains a Handbag Strap, which is not a really helpful item. Talk to the blond haired man again to warp to another part of Moonside. The gift box in this area contains a Secret Herb. If the party does not already have at least one, be sure to obtain this item. Finally, talk to the black haired man wearing glasses and answer "no" when prompted to warp to an isolated room. Inside this isolated room, you should be able to see a black silhouette of a person walking around. Talk to this person and answer "no" when prompted; Ness and Jeff will not be able to leave the room until you answer "no" to this person's question. Once that is done, talk to the other man in this room and the party should be warped to the hotel. Leave the hotel and again talk to the person standing next to the Monotoli Building. This time, the man will move out of the party's way and let Ness and Jeff pass. Before proceeding, be sure that Ness is equipped with the Night Pendant and that Ness and Jeff are close to their max HP and PP. Walk to the entrance of the Monotoli Building and talk to the man standing in front of it. After he disappears, "check" the statue and you will enter a boss battle against the Mani-Mani Statue. Have Ness use PSI Rockin[beta] and Jeff use a Big Bottle Rocket in the first round to take away most of the Statue's HP. Have Ness use PSI Rockin[beta] and Jeff "shoot" in in subsequent rounds and the battle should be over within two more rounds. (If a Big Bottle Rocket is not available, save Ness's PP for Lifeup and have Ness and Jeff use their standard attacks). If a party member becomes paralyzed, use a Secret Herb on him. If a party member is rendered unconscious, do not hesitate to use a Cup of Lifenoodles or a Horn of Life to revive him. After getting out of Moonside, leave the Cafe and talk to the Monkey that runs into the wall. Two other people should also approach Ness and Jeff, including the guy that was supposed to deliver Apple Kid's invention. Once everyone has finished talking to the party, go to the Fourside Dept. Store and buy a Big Bottle Rocket to replace the one you used. Go to Dusty Dunes Desert and enter the Monkey cave located north of the Drugstore. _______________________________________________________________________________ _______________________________________________________________________________ 5.The Monkey Cave Recommended Level: 36 ITEMS a)Bag of Dragonite Use: inflicts damage on all enemies in battle; gone after one use Obtained: basket, in the Monkey Cave This item will inflict about 250~400 HP of damage to most enemies. The damage inflicted can vary, however, to over 700 HP to some and as low as 30~40 HP to others. This item is mostly useful when you are in an emergency situation. b)Brain Food Lunch Use: recovers about 300 HP and 50 PP Obtained: basket, at the end of the Monkey Cave A very useful item, though it should not be necessary to use them that often. I usually save these in case I get into a tight situation, such as when Ness's PP gets low and the party is far from a place to rest. c)Broken Tube Use: can be repaired by Jeff into the Hungry HP-Sucker Obtained: basket, in the Monkey Cave IQ Required: 36 The Hungry HP-Sucker can be a pretty useful item, so I recommend you try to obtain this item. Unfortunately, the Hungry HP-Sucker will probably not be available for quite some time. d)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: basket, at the end of the Monkey Cave If your party does not have at least one of this item or a Horn of Life, be sure to pick this item up. e)Flame Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage inflicted by Fire or equivalents Obtained: basket, in the Monkey Cave Try to obtain this item and equip it on Jeff. Equip it on Paula once she joins the party again later on in the game. f)King Banana Use: needed to reach Talah Rama Obtained: from a monkey in the Monkey Cave This item needs to be given to one of the monkeys in the Monkey Cave in order for the party to reach Talah Rama. g)Neutralizer Use: resets any stats changes and removes all shields Obtained: gift box in the Monkey Cave in the Dusty Dunes Desert This item will reset any stat changes that have occurred due to PSI moves, such as Offense Up or Defense Down, or items, such as the Defense Spray. By far its most useful function, however, is to remove any shields that any enemy or party member has. Because its success rate is 100% and affects all enemies on screen, this item is more useful for removing enemy shields than the Shield Killer is. The only drawback is that it can remove any shields your party may have, but this is only a minor nuisance and can be mitigated by careful use of this item. Always keep this item in Jeff's inventory if you do not have the Shield Killer (I recommend you go with the Neutralizer). h)Pencil Eraser Use: eliminates any pencil shaped statues Make sure the party has this item before entering the Monkey Cave. i)Yogurt Dispenser Use: allows access to the 48th floor of the Monotoli Building in Fourside Obtained: from Talah Rama, at the end of the Monkey Cave Give this item to the Maid standing in front of the Monotoli Building to gain access to the 48th floor of the building. ENEMIES The enemies in the Monkey Cave should give you no problems. WALKTHROUGH a)Introduction In order to progress in the Monkey Cave, the party will need to give a number of different Monkey's various items. You can actually buy or obtain many of the items before going into the cave in order to speed things up a bit, but almost all of the items you will need can be obtained within the cave itself. For the sake of simplicity, the walkthrough below will assume that you will be buying a minimal amount of items before entering the cave and the party does not have any of the items beforehand. This walkthrough will be divided into two sections--one that explains how to just get to the end of the cave and another section explaining how to get to the end of the cave while obtaining some of the more helpful items found in the cave, including the Neutralizer (a very helpful item), a Bag of Dragonite, a Flame Pendant (another helpful item), and the Broken Tube. Read whichever section you prefer. It may be more helpful for you, however, to refer to a map of the Monkey Cave rather than read this section. A map may be found online at starmen.net. NOTE: When I say "go back" in the walkthrough below, I mean to walk towards the entrance of the cave. b)Monkey Cave: how to get to the end Before entering the cave, buy a Skip Sandwich and a Picnic Lunch from the Dusty Dunes Drugstore if the party does not have those items and make sure you have the Pencil Eraser. Enter the cave and walk west until you see two monkeys. Give the monkey on the right a Skip Sandwich. Enter the passage way and obtain the Wet Towel contained in the basket in this room. Return to the previous room and give the monkey on the left a Picnic Lunch. Enter the passage and obtain the Pizza in this room. Walk west and give the monkey on the right a Wet Towel. Obtain the Ruler in the next room. Go back three rooms and enter the passage on the right (the one you first opened by giving the monkey a Skip Sandwich). Walk west until you see two more monkeys. Give the monkey on the left a Pizza and obtain the Protein Drink in the next room. Go back to the previous room and give the monkey on the right the Protein Drink. Keep going until you see two more monkeys. Give the monkey on the left a Ruler and obtain the King Banana from the monkey in the next room. Go back three rooms and enter the passage on the left (the one opened by giving the monkey a Pizza). Keep going until you see two more monkeys. Give the monkey on the right the King Banana, keep going forward, erase the Pencil, and you have reached the end of the cave. Talk to Talah Rama, the man floating in the air, and obtain the Yogurt Dispenser. Next, talk to the monkey walking around in the room to have Ness learn Teleport[alpha]. You do not have to do so in order to progress in the game, but I strongly recommend you do. c)Monkey Cave: how to get to the end and obtain some good stuff Before entering the cave, buy a Picnic Lunch and a Skip Sandwich from the Dusty Dunes Drugstore if the party does not have those items and make sure you have the Pencil Eraser. THE NEUTRALIZER: Enter the cave and walk west until you see two monkeys. Give the monkey on the left a Picnic Lunch. Enter the passage and obtain the Pizza in this room. Walk west until you see two more monkeys. Give the monkey on the left a Pizza and obtain the Pizza in the next room. Walk west and obtain the Fresh Egg from the monkey. NOTE: The Fresh Egg will turn into a Chick in about 1 minute, so you must hurry the next part. Go back four rooms and give the monkey on the right a Skip Sandwich. Obtain the Wet Towel in the basket. Walk west until you see two more monkeys. Give the monkey on the left a Pizza and obtain the Protein Drink in the next room. Return to the previous room and give the monkey on the right a Protein Drink. Obtain the Hamburger in the basket. Walk west until you see two more monkeys. Give the monkey on the right a Fresh Egg and obtain the Neutralizer in the next room. THE FLAME PENDANT AND THE BROKEN TUBE: Go back five rooms and enter the passage on the left (the one opened by giving the monkey a Picnic Lunch at the beginning). Keep going forward until you see two monkeys. Give the monkey on the right a Wet Towel and obtain the Ruler and the Hamburger in the next room. Walk west and give the monkey on the left and the right a Hamburger. Enter each passage to obtain the Flame Pendant and the Broken Tube. For now, I suggest you equip the Flame Pendant on Jeff, though you should equip it on Paula once she returns to the party. THE BAG OF DRAGONITE and THE END OF THE CAVE: Go back five rooms and enter the passage on the right (the one opened by giving the monkey a Skip Sandwich). Walk west until you see two passages and enter the one on the right. Walk west until you see two more monkeys and give the one on the left a Ruler. Enter the passage and obtain the King Banana from the monkey. Go back three rooms and enter the passage on the left. Walk west until you see two more monkeys. Give the one on the right the King Banana. If you keep going forward from here, you will reach the end of the cave. If you want the Bag of Dragonite, you can obtain the Hamburger in the next room, go back one room and give the Hamburger to the monkey on the left. Talk to Talah Rama, the man floating in the air, and obtain the Yogurt Dispenser. Next, talk to the monkey walking around in the room to have Ness learn Teleport[alpha]. d)A note about teleporting If Ness learned Teleport[alpha] (as he should), it will be possible for the party to teleport to Winters to buy some of the equipment there. I do not recommend you buy those items, however, since you should not need the stats increase those items provide. Also, you should try to save the party's money for now, since money will probably become tight in an upcoming part of the game. _______________________________________________________________________________ _______________________________________________________________________________ 6.The Monotoli Building Recommended Level: 36/37 Equipment: Ness: Mr. Baseball Bat Jeff: Hyper Beam Night Pendant Flame Pendant Gold Bracelet Platinum Band Coin of Defense Mr. Saturn Coin ITEMS a)Sudden Guts Pill Use: doubles the target's Guts for the duration of the battle Obtained: gift box on the 48th floor of the Monotoli Building If the party does not have at least one of this item, it may be a good idea to obtain it here. It is guarded by one Sentry Robot, but you can wait until after Paula rejoins the party to obtain this item to avoid fighting the Robot. b)Trout Yogurt Use: recovers about 30 HP Obtained: from the maid on the 48th floor of the Monotoli Building This item is useless at this point of the game. If you obtain it, discard it or sell it for $24. c)Vital Capsule Use: permanently increases the Vitality of a party member by 1; Vitality determines the max HP of Ness, Paula, Jeff, and Poo Obtained: gift box on the 48th floor of the Monotoli Building Try to obtain this item and use it on Paula once she returns to the party. ENEMIES a)Clumsy Robot Recommended Level: 36 Attacks -Fire a missile, making itself dizzy Damage: 150~350 HP (Ness) 150~350 HP (Jeff) Peripheral Damage: 90~170 HP -Stumble, but fire a strange beam Effect: solidify a single target -Eat a bologne sandwich Effect: none Comments: The battle dialogue window says that the Clumsy Robot recovers full HP after eating the sandwich, but from my experience it does not seem to do so. Maybe its HP does fully recover but it does not seem to delay the appearance of the Runaway Five at the end of the battle, though I can't absolutely confirm this. -Clean the area Effect: none -Is reeling Effect: none -Is wobbly Effect: none -Lose a gear and some bolts Effect: none -Re-apply a bandage Effect: none -Want to go and get a battery Effect: none Strategy Have Ness use Paralysis[alpha] in each round until the Clumsy Robot is paralyzed, while using Lifeup to keep the party's HP up. Once the Clumsy Robot is paralyzed, use standard attacks to finish it off. When recovering HP, be sure to wait until the HP counter stops moving upwards before attacking again (provided that nobody is seriously wounded). Avoid using Big Bottle Rockets against this boss, as it rarely (if ever) inflicts any damage. -Ness: Paralysis[alpha], until successful "bash" recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls to 150 or lower -Jeff: "shoot" b)Sentry Robot Recommended Level: 36 Attacks -Fire a beam Damage: 40~60 HP (Ness) 30~50 HP (Jeff) -Fire a Bottle Rocket Damage: 100~150 HP (Ness) 100~150 HP (Jeff) -Call for help Effect a Sentry Robot joins the battle -Say "tick-tock" Effect: none Strategy Using Ness and Jeff's standard attacks should be able to defeat this enemy within three rounds. You should try to save Ness's PP for Lifeup, but if you get overwhelmed with multiple Sentry Robots use PSI Rockin [beta]. -Ness: "bash" PSI Rockin[beta] recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls to 120 or lower -Jeff: "shoot" WALKTHROUGH a)The 48th Floor Return to Fourside after receiving the Yogurt Dispenser from Talah Rama in the Monkey Cave. Our destination is the Monotoli Building, but before going there, make sure that Jeff has at least two Big Bottle Rockets in his inventory and buy a few at the Department Store if he does not. Go to the Monotoli Building in northern Fourside and talk to the maid standing outside. Then, enter the building, take the elevator to the 47th floor, and enter the other elevator to go to the 48th floor. The 48th floor is guarded by Sentry Robots patrolling different areas. There is no "secret code" you can tell them to let Ness and Jeff pass and you will have to fight them if they approach the party. Use Ness and Jeff's standard attacks and you should be able to defeat this enemy within three rounds. Use Ness's PSI Rockin[beta] if you are overwhelmed by multiple Sentry Robots and recover with Lifeup if Ness or Jeff's HP falls below 120. Once off the elevator, walk west through the door and fight the two Sentry Robots in the hallway. Enter one of the two doors at the left end of the hallway. If you enter through the leftmost door, it is possible to avoid the Sentry Robot in the next room by squeezing through the desk and the wall in the upper left-hand corner of the room. I recommend you fight the Sentry Robot, however, since they are not too hard and give a decent amount of experience points. Enter the door to the north of this room to proceed. The door to the north of the next room will lead to a gift box containing a Sudden Guts Pill guarded by a Sentry Robot. If you do not have at least one of these, it may be a good idea to obtain it here. If you really don't want to fight the Sentry Robot, you can wait until after Paula rejoins the party and all the Sentry Robots are gone. Enter the other door to the west to proceed. The Sentry Robot in this next room can be evaded by quickly entering the right-hand door to the north. The left-hand door, however, leads to a gift box containing a Vital Capsule, and I recommend you obtain this and save it for Paula when she returns to the party. Again, you can wait until after Paula rejoins the party to obtain this item. The right-hand door will lead to another room with a door to the north and a door to the west. The door to the north will lead to the maid's room, but all she will give the party is a Trout Yogurt, a food item that recovers a paltry 30 HP. Before proceeding, be sure that Ness and Jeff are at max HP and Ness has a good amount of PP. Enter the door to the west and the party will encounter the Clumsy Robot. The Clumsy Robot is a powerful enemy than can inflict major damage. But like the Mondo Mole, this powerful enemy can be rendered helpless with Paralysis[alpha]. This move is not guaranteed to work, however, so have Ness keep using it until successful. Use Lifeup to recover the party's HP as needed. Once the Clumsy Robot is paralyzed, just use Ness and Jeff's standard attacks and the battle will be over in no time. Enter the door to the west after the battle is over and talk to Monotoli. Answer "no" when prompted to proceed. When Paula rejoins the party, give her your best defense items and the Franklin Badge. I recommend you equip Paula with a Flame Pendant, a Platinum Band, and a Mr. Saturn Coin; Equip Jeff with a Great Charm, a Gold Bracelet, and a Coin of Defense; equip Ness with a Night Pendant, a Silver Bracelet, and a Coin of Defense. If you do not have some of these items, you can obtain a Gold Bracelet from the Tool Shop in the Fourside Department Store, a Coin of Defense from the Toy Shop in the Fourside Department Store, and the Mr. Saturn Coin from one of the Mr. Saturns in Saturn Valley. The other items are in gift boxes that you cannot or don't really have to go back and get. Enter the door to the west and walk to the end of the hallway. Approach the helicopter, watch the little scene, and return to the entrance of the Monotoli Building. The party will now be taken to Threed. Return to the cell Ness and Paula were held earlier in the game and the Sky Runner should be fixed. "Check" the Sky Runner and the party will be taken to Winters. Note that after taking the Sky Runner to Winters, you should not teleport anywhere else until after you have reached Summers, an upcoming area the party will go to. Otherwise, when you teleport back to Winters, the party will be taken to Snow Wood Boarding House. You will then have to walk all the way south to Dr. Andonuts's Lab and face much tougher enemies than the first time Jeff traveled through Winters. _______________________________________________________________________________ _______________________________________________________________________________ 7.Fourth Sanctuary Location and Going to Summers Recommended Level: 37/38 Equipment: Ness: Mr. Baseball Bat Paula: Deluxe Fry Pan Jeff: Hyper Beam Night Pendant Flame Pendant Great Charm Gold Bracelet Platinum Band Gold Bracelet Coin of Defense Mr. Saturn Coin Coin of Defense ITEMS None really, unless you didn't open some gift boxes when Jeff first came through the cave. ENEMIES a)Arachnid! Recommended Level: 37 Attacks -Standard attack Damage: 15~20 HP (Ness) 8~10 HP (Paula 25~35 HP (Jeff) -Sting with its poison stinger Effect: poison a single target -Shoot spider silk out of its body Effect: solidify (sometimes for multiple rounds) a single target Strategy A hit from any two party member's standard attack should defeat this enemy. Be sure to use Healing[beta] to heal a poisoned party member after the battle is over. -Ness, Paula, Jeff: "bash/shoot" b)Cave Boy Recommended Level: 37 Attacks -Swing a club Damage: 1 HP (Ness) 1 HP (Paula) 1 HP (Jeff) -Shout in a loud voice Effect: reduce a single target's Offense and Defense by about 6% Strategy Using standard attacks should be able to defeat this enemy within two rounds. Always defeat this enemy last if it appears in a group. -Ness, Paula, Jeff: "bash/shoot" c)Elder Batty Recommended Level: 37 Attacks -Standard attack Damage: 20~30 HP (Ness) 15~25 HP (Paula) 30~50 HP (Jeff) -Biting attack Damage: 80~110 HP (Ness) 80~90 HP (Paula) 100~125 HP (Jeff) -Become friendly and affectionate Effect: solidify a single target -Size up the situation Effect: enemy feels strange Strategy A hit from each party member's standard attack should defeat this enemy. Defeat this enemy after any Strong Crocodiles if it appears in a group. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[alpha] if HP falls to 100 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls to 130 or lower -Paula: "bash" -Jeff: "shoot" d)Mighty Bear Seven Recommended Level: 37 Attacks -Standard attack Damage: 55~80 HP (Ness) 45~65 HP (Paula) 60~95 HP (Jeff) -Claw with its sharp nails Damage: 120~160 HP (Ness) 120~150 HP (Paula) 140~170 HP (Jeff) -Biting Attack Damage: 135~150 HP (Ness) 135~145 HP (Paula) 155~160 HP (Jeff) Strategy A hit from Freeze[beta] followed by a hit from Ness or Jeff's standard attack should defeat this enemy. Be sure that the party has a sufficient amount of HP before fighting this enemy. Always defeat this enemy first if it appears in a group. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[alpha] or [beta] if HP falls below max recover Jeff with Lifeup[alpha] or [beta] if HP falls to 150 or lower -Paula: Freeze[beta] -Jeff: "shoot" e)Shrooom! (Sanctuary Boss) Recommended Level: 37 Attacks -Standard attack Damage: 75~95 HP (Ness) 70~90 HP (Paula 90~100 HP (Jeff) -Lifeup[alpha] -Scatter some spores Effect: mushroomize a target -Scatter some spores Effect: poison a target -Disrupt your senses Effect: a target becomes unable to use PSI for four rounds Comments: The success rate of this attack is very low and hardly poses a threat. Strategy Like most boss battles, the best strategy here is to have a good offense that defeats the enemy quickly. This is particularly true for this boss because it will mushroomize most of your party if the battle lasts too long. If Jeff has Big Bottle Rockets, have him use them all up if he is not mushroomized, have Ness use PSI Rockin[beta], and have Paula use Freeze [gamma]. Have Jeff "shoot" after he runs out of Big Bottle Rockets, and have Ness use Lifeup as necessary while continuing to use PSI Rockin [beta]. Shrooom! should be defeated in just a few rounds with this all out offensive attack. If Jeff does not have any Big Bottle Rockets, do NOT Teleport to Fourside to buy any. Instead, have Ness "bash" and save PP for Lifeup and Healing[beta] to cure any poisoned party members. Have Paula use Freeze[gamma] and Jeff use the Slime Generator in each round. If you have one, then it may also help to use a Sudden Guts Pill on Ness. If Ness becomes mushroomized, have him "defend" in each round and only use Lifeup or Healing[beta] as necessary. If Jeff cannot use any Big Bottle Rockets, however, you may want Ness to "bash" even if he is mushroomized. If Paula is mushroomized, have her "defend" or use PSI moves such as Defense Down[alpha] or Offense Up[alpha]. Use Freeze [gamma] if you feel confident that you can recover a mortally wounded party member in time with Lifeup. If Jeff becomes mushroomized, do not have him use Big Bottle Rockets and have him "defend." -Ness: PSI Rockin[beta] "bash" "defend," if mushroomized recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] if HP falls to 100 or lower recover Jeff with Lifeup[alpha] if HP falls to 100 or lower Healing[beta] on any poisoned party member -Paula: Freeze[gamma] "defend," if mushroomized Offense Up[alpha] or Defense Down[alpha], if mushroomized -Jeff: (first few turns) Big Bottle Rocket (subsequent turns) Slime Generator "defend," if mushroomized f)Strong Crocodile Recommended Level: 37 Attacks -Standard attack Damage: 50~75 HP (Ness) 50~65 HP (Paula) 60~85 HP (Jeff) -Swing its tail very hard Damage: 120~170 HP (Ness) 115~170 HP (Paula) 125~180 HP (Jeff) -Biting attack Damage: 120~170 HP (Ness) 110~160 HP (Paula) 140~190 HP (Jeff) -Edge closer Effect: none Strategy Have Paula use Freeze[beta] in the first round and use standard attacks afterwards. Using Freeze[beta] will allow you to defeat this enemy within two rounds. If you want to defeat it in one round, use Freeze [gamma] together with Ness and Jeff's standard attacks. Always defeat this enemy first when it appears in a group. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[alpha] or [beta] if HP falls below max recover Jeff with Lifeup[alpha] or [beta] if HP falls to 150 or lower -Paula: (first turn) Freeze[beta] (subsequent turns) "bash" -Jeff: "shoot" WALKTHROUGH a)Fourth Sanctuary Location Upon reaching Winters, "check" the Instant Revitalizing Device if the party's HP and PP are not at max (the Device is the machine that resembles a furnace in the northern part of the lab). Remember the Shining Spot Jeff passed by when he first traveled through here? That is our destination. Be warned, however, that new, more powerful enemies are lurking in the area. The Cave Boys are still around, but they hardly pose a threat anymore. The Mighty Bear Sevens, however, are very powerful, but can be defeated with a hit from Freeze[beta] and Ness and Jeff's standard attacks. They can also be evaded, since they move slower than the party. There are new enemies inside the cave as well, though you probably will not fight too many of them since the Shining Spot is so close to the entrance. If you do get into a fight and lose a large amount of HP or PP, return to the lab and recover. The sanctuary boss here is one of the most annoying bosses in the game. Like most boss battles, the best strategy is to have a good offense that defeats the enemy quickly. This is particularly true for this boss because it will mushroomize most of your party if the battle lasts too long. If Jeff has Big Bottle Rockets, have him use them all up if he is not mushroomized, have Ness use PSI Rockin[beta], and have Paula use Freeze [gamma]. Have Jeff "shoot" after he runs out of Big Bottle Rockets, and have Ness use Lifeup as necessary while continuing to use PSI Rockin [beta]. If Jeff does not have any Big Bottle Rockets, do NOT teleport to Fourside to buy any. Instead, have Ness "bash" and save PP for Lifeup and Healing [beta] to cure any poisoned party members. Have Paula use Freeze[gamma] and Jeff use the Slime Generator in each round. If you have one, then it may also help to use a Sudden Guts Pill on Ness. If Ness becomes mushroomized, have him "defend" in each round and only use Lifeup or Healing[beta] as necessary. If Jeff cannot use any Big Bottle Rockets, however, you may want Ness to "bash" even if he is mushroomized. If Paula is mushroomized, have her "defend" or use PSI moves such as Defense Down[alpha] or Offense Up[alpha]. Use Freeze[gamma] if you feel confident that you can recover a mortally wounded party member in time with Lifeup. If Jeff becomes mushroomized, do not have him use Big Bottle Rockets and have him "defend" for the most part. After defeating Shrooom!, record the Fourth Sanctuary melody, return to the lab, and ride the Sky Runner to Summers. _______________________________________________________________________________ _______________________________________________________________________________ 8.Winters's New Enemies This section is for those who may have teleported outside of Winters after taking the Sky Runner there and before going to Summers. If you saved after doing this or saved too long ago in the game, you will have no choice but to walk from Snow Wood Boarding House all the way south to Dr. Andonuts's Lab. This section mostly contains suggestions on how to deal with the new enemies lurking in Winters. NOTE: It may help to have the Pencil Eraser with you, as there is a pencil statue on the way that the party can erase and shorten the distance they have to travel. The enemies you will have to deal with are the Lesser Mook, the Wooly Shambler, and the Whirling Robo. These enemies are not too tough and can be dealt with. Do not be afraid to make liberal use of Paula's PSI moves. The party can recover in one of the tents in northern Winters or have Paula use PSI Magnet[omega] if her PP gets low. As always, save Ness's PP for Lifeup. You should also note that Brick Road is no longer in Southern Winters, so you will not be able to recover HP and PP after crossing the lake with Tessie until the party reaches Dr. Andonuts's Lab. If you face a Lesser Mook, you will need to watch out for its Freeze attacks. Have Paula use PSI Shield[sigma] in the first round and have Ness and Jeff use their standard attacks. If you want to inflict more damage, use Paula's Fire[beta] rather than Freeze, an attack the Lesser Mook is resistant to. This enemy can also diamondize a party member, but there is not much you can do about this other than to have Secret Herbs on hand and defeat this enemy quickly. If you do not have enough Secret Herbs, you can buy a few at Saturn Valley or recover at Dr. Andonuts's Lab by "checking" the Instant Revitalizing Device. Always defeat any Lesser Mooks before any other enemy. If you face a Wooly Shambler, relying only on standard attacks should suffice. Be warned that it can use Flash[alpha] and hinder your party if Ness or Jeff start crying. Have Paula use PSI Shield[sigma] to counter this. Freeze will also inflict a large amount of damage to this enemy, but don't use it if the Wooly Shambler is protected by a PSI Shield. Defeat this enemy after any Lesser Mooks and before any Whirling Robos. If you face a Whirling Robo, using only standard attacks should suffice. Use Freeze[gamma] if you want to defeat this enemy in one attack. If this enemy puts up a Shield, use Jeff's Neutralizer after any Lesser Mooks are defeated. Defeat this enemy last if it appears in a group. ******************************************************************************* X.Summers/Dalaam/Fouside ******************************************************************************* "Baby!! Venus! Just sing, and I can die a happy man!... Baby!!... I wanna hold you tight!... Venus!... Baby!... "Boo, hoo, hoo* ...Venus!... *sob* *sob*" -Creepy Announcer in Topolla Theater Cameraman Locations: in front of the Hotel in Summers inside the Restaurant in Summers, in the northwest area of the building the beach in Summers, in front of the man selling the Gelato de Resort in Toto, to the left of one of the sailors outside the Fourside Museum entrance, after recording the Fifth Sanctuary Melody in front of the Palace in Dalaam inside the Palace in Dalaam, in front of the throne Outline Obtain Stoic Club's phone number from a man in Toto | | Call the Stoic Club | | Talk to the man with the mustache in the Stoic Club who mentions Magic Cake | | Talk to the woman in the pink dress in the Stoic Club and ask her for Magic Cake | | Talk to the woman outside and eat some Magic Cake | | Go to the "Place of Emptiness" in southeastern Dalaam | | Meditate at the "Place of Emptiness" and do not leave the place until a Spirit appears | | Return to the Palace and talk to the old man | | Talk to the man on the second floor of the Museum in Summers | | "Check" the Hieroglyphs and obtain the Hieroglyph Copy | | Answer the phone on the first floor of the Museum in Summers | | Go to Fourside and talk to the man in the Museum | | Go to Topolla Theater and talk to Venus to obtain the Signed Banana | | Talk to the man in the Museum and give him the Signed Banana | | Record the Fifth Sanctuary Melody and obtain the Carrot Key | | Go to Dalaam and "use" the Carrot Key on the three rabbits blocking the southwest cave | | Record the Sixth Sanctuary Melody | | Go to Summers, talk to the sailor in Toto, and set sail for Scaraba | | Defeat the Kraken and sail to Scaraba 1.Stoic Club Recommended Level: 38/38 Equipment: Ness: Big League Bat Paula: Non-Stick Frypan Night Pendant Flame Pendant Diamond Band/Gold Bracelet Diamond Band/Platinum Band Lucky Coin/Coin of Silence Lucky Coin/Mr. Saturn Coin Jeff: Hyper Beam Great Charm Diamond Band/Gold Bracelet Lucky Coin/Coin of Silence ITEMS a)Big League Bat Use: weapon for Ness Obtained: Summers Drugstore Try to buy and equip this weapon on Ness upon reaching Summers. A cheaper one ($1380) will be available later on in the game, but try to obtain it now if you can. b)Coin of Silence Use: armor; equip as "other" for Ness, Paula, or Jeff Obtained: Winters Drugstore Buy this item as an alternative to the Lucky Coin if you cannot afford it. c)Diamond Band Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: Summers Drugstore Try to buy and equip this weapon on each party member upon reaching Summers. If you cannot afford it, you don't have to go out of your way to buy it if the party already has Gold Bracelets and a Platinum Bracelet. A cheaper one ($5198) will be available later on in the game. The defensive protection provided by this item is the same as the Lucky Coin. d)Lucky Coin Use: armor; equip as "other" for Ness, Paula, or Jeff Obtained: Summers Drugstore Try to buy and equip this weapon on each party member upon reaching Summers. If you cannot afford it, try to buy a Coin of Silence as an alternative from the Winters Drugstore. Note that a cheaper equivalent item ($3000) will be available much later in the game. The defensive protection provided by this item is the same as the Diamond Band. e)Non-Stick Frypan Use: weapon for Paula Obtained: Winters Drugstore Be sure to buy this weapon for Paula rather than the Chef's Fry Pan at Summers. ENEMIES a)Crazed Sign Recommended Level: 38 Attacks -Standard attack Damage: 3~5 HP (Ness) 3~5 HP (Paula) 3~5 HP (Jeff) -Hypnosis[alpha] -Paralysis[alpha] Strategy A hit from each party member's standard attack should defeat this enemy. You will probably not need to use Hypnosis on this enemy, though it is vulnerable to it. If this enemy appears with a Mad Taxi, defeat this enemy first. -Ness: "bash" Hypnosis[alpha] -Paula: "bash -Jeff: "shoot" b)Mad Taxi Recommended Level: 38 Attacks -Rev and accelerate Damage: 30~40 HP (Ness) 30~40 HP (Paula) 30~40 HP (Jeff) -Spew exhaust fumes Effect: makes a single target uncontrollably cry Comments: The Mad Taxi uses this attack often and it can hinder the party's offensive capabilities greatly. Have Ness use Paralysis[alpha] in the first round to counter this attack. Strategy A hit from Ness and Jeff's standard attacks should defeat this enemy. You probably will not need to use Paralysis on this enemy, though it is vulnerable to it. Defeat this enemy after any Crazed Signs. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[alpha] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower -Paula: "bash" -Jeff: "shoot" c)Mole Playing Rough You should be able to get an instant victory against this enemy. d)Over Zealous Cop Recommended Level: 38 Attacks -Come out swinging Damage: 15~25 HP (Ness) 15~25 HP (Paula) 15~25 HP (Jeff) -Grapple and use his submission hold Damage: 70~120 HP (Ness) 70~120 HP (Paula) 70~120 HP (Jeff) -Lose his temper Effect: increases enemy's offense by about 6% (or about 4 points) -Guard Effect: damage inflicted by "bash" attacks is reduced by 50% Comments: Damage inflicted by Jeff's "shoot" will not be reduced by this move. Strategy Using standard attacks should be able to defeat this enemy in one or two rounds. Defeat this enemy first if it appears with a Tough Guy. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[alpha] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" e)Tough Guy Recommended Level: 38 Attacks -Come out swinging Damage: 15~25 HP (Ness) 15~25 HP (Paula) 15~25 HP (Jeff) -Lose his temper Effect: increases enemy's Offense by about 6% (or about 4 points) Strategy A hit from each party member's standard attack should be able to defeat this enemy in one or two rounds. Defeat this enemy after any Over Zealous Cops. -Ness, Paula, Jeff: "bash" WALKTHROUGH a)Preliminaries Upon reaching Summers, it's time to buy some new equipment. Go to the store in Summers and buy a Big League Bat for Ness. Don't buy the Chef's Fry Pan for Paula if you can afford an extra $292 for a better weapon (see below). The Lucky Coin and Diamond Band should also be bought, but if you can't afford it all, give priority to equipping Paula. Note that the Lucky Coin is cheaper but provides the same defensive protection as the Diamond Band. If you have the Mr. Saturn Coin, you do not have to buy a Lucky Coin to replace it, since the Lucky Coin only provides 3 more points in defensive protection. If you can't afford a Lucky Coin, you can also buy a Coin of Silence in Winters for $2500 and only sacrifice 5 points of defensive protection and 4 points of Luck. The Diamond Band, on the other hand, provides 10 more points of defensive protection over the Platinum Band and 20 more over the Gold Bracelet. Make your purchases depending on what your party is equipped with and your how much money you have. Cheaper versions of the Diamond Band and the Big League Bat will be available later on in the game, but try to obtain these items now if you can. After making your purchases in Summers, teleport to Winters and go to the Drugstore there. Buy a Non-Stick Fry Pan for Paula and a Coin of Silence if you could not afford a Lucky Coin. It will cost about $50,000 to buy the optimum equipment available. Also, if you still have any money left, teleport to Fourside and buy one or two Big Bottle Rockets for Jeff if he does not have any. Don't worry if you don't have enough money, since no big battles are coming up and the party will be returning to Fourside a little later in the game anyway. b)Magic Cake You can explore Summers a bit if you want, but there is not much to do here. You can go to the second floor of the museum and meet the fellow the party will have to deal with a little later in the game, but there is no real point in that. There are also a few food items the party can buy in the Restaurant but the only worthwhile item on sale is the Kraken Soup, which recovers full HP. The party's destination is Toto, the town east of Summers. There is a Store here as well, but it does not sell anything very useful. Enter the fourth door the party comes across and talk to the man inside. He should give the party the phone number to the Stoic Club, a building in Summers. Upon exiting the building, the party should get a call from Tony, Jeff's roommate back in Snow Wood. He will ask you to enter your name (the players's name, not Ness or a party member). I suggest you do so since the game uses your name for an interesting effect a couple of times at the end of the game. Of course, you can also put in a joke name, like "poop" or something; it's up to you. Next, go to a phone and call the Stoic Club (the nearest one is in the Toto Shop). After doing so, enter the club in Summers and talk to the mustached man standing next to the left-hand table. He should mention Magic Cake. Talk to the woman wearing the pink dress near the entrance and answer "yes" when prompted; the party will have to talk to her again if you answer "no." Once the woman leaves the building, exit and walk to the cart located southwest of the club. Talk to her, and the game should take you to Dalaam where you will meet Poo. _______________________________________________________________________________ _______________________________________________________________________________ 2.Poo's Trial ITEMS a)Bottle of Water Use: recovers 1 PP for Ness or Paula; recovers 10 PP for Poo Obtained: Poo starts off with this item chest in one of the houses in Dalaam chest in Dalaam Restaurant Dalaam Restaurant The small PP recovery of this item make it pretty useless. Sell or discard. b)Bowl of Rice Gruel Use: recovers about 200 HP Obtained: chest in Dalaam Restaurant Dalaam Restaurant Standard food item. Hold on to it if you obtain it but sell or discard if you need more space in the party's inventory. c)Brain Food Lunch Use: recovers about 300 HP and 50 PP Obtained: chest in Dalaam Palace A very useful item, though it should not be necessary to use them that often. I usually save these in case I get into a tight situation, such as when Ness and Poo's PP gets low and the party is far from a place to rest. If you want more of them, you can purchase some from Dalaam for $800 each. d)Brain Stone Use: prevents the party from being unable to concentrate Obtained: chest in Dalaam Palace This item does not seem to help all that much, so I recommend you give it to Escargo Express. If you want to keep it, it may be best to give it to Paula. e)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: chest in Dalaam Palace Be sure to obtain this item if the party does not have any. f)Jar of Delisauce Use: condiment; when used in conjunction with a food item, this will increase the amount of HP and/or PP recovered by about 50~100%. Obtained: chest in one of the houses in Dalaam Dalaam Store Probably the only worthwhile condiment to hold on to, since it works well with any food item. Sell or discard if you don't need it. g)Tiny Ruby Use: allows access to the second floor of the Museum in Summers Obtained: Poo starts off with this item Give this item to the man in the second floor of the Museum in Summers once Poo joins the party. WALKTHROUGH a)Mu Once you gain control of Poo, you can explore Dalaam and obtain a few good items. Right away in the Palace, Poo can obtain a Brain Food Lunch, a Cup of Lifenoodles, and a Brain Stone. Exit the Palace and enter some of the houses to obtain more food items. Make your way to southeast Dalaam and talk to the man waiting for Poo. Once the man leaves, climb the rope to the top and begin meditating. While meditating, a girl will talk to Poo and implore him to stop his training. Do not touch the control pad once she leaves. If you do, Poo will stop meditating and you will have to talk to the old man back in the Palace and start all over again. If Poo continues to meditate, a spirit will eventually appear and test Poo. Answer "yes" to all of its questions to complete the trial. If you answer "no" to any of them, you will have talk to the old man back in the Palace and start all over again. The spirit will inflict damage on Poo, but this is of no concern. Once the trial is over, return to the Palace and talk to the old man. Poo will then gain a few levels and teleport to Summers to join Ness. _______________________________________________________________________________ _______________________________________________________________________________ 3.Fifth Sanctuary Location Recommended Level: 38/50 40/43 (Poo) Equipment: Ness: Big League Bat Paula: Non-Stick Frypan Night Pendant Flame Pendant Diamond Band/Gold Bracelet Diamond Band/Platinum Band Lucky Coin/Coin of Silence Lucky Coin/Mr. Saturn Coin Jeff: Double Beam Poo: nothing Great Charm Diamond Band/Gold Bracelet Lucky Coin/Coin of Silence ITEMS a)Broken Bazooka Use: Jeff can repair this item into the Heavy Bazooka IQ required: 45 Obtained: trash can in the third part of the Fourside Sewers, inside a room a little bit west of the Shining Spot Be sure to obtain this item and give it to Jeff. The Heavy Bazooka is a powerful item that can inflict a good amount of damage, and it can practically replace Jeff's "shoot" command for quite awhile in the game. b)Broken Iron Use: can be repaired by Jeff into the Slime Generator IQ required: 10 Obtained: trash can in the Fourside Sewers If Jeff does not have the Slime Generator, then it may be worthwhile to obtain this item. It is inside a room just right of the entrance to the sewers. c)Broken Spray Can Use: Jeff can repair and turn this item into the Defense Spray IQ required: 1 Obtained: trash can in the Fourside Sewers There should be no need to obtain this item. c)Carrot Key Use: allows access to the Sixth Sanctuary Cave in Dalaam Obtained: chest near the Fifth Sanctuary Spot Be sure to obtain this item after recording the fifth sanctuary melody. d)Croissant Use: recovers about 60 HP Obtained: trash can in the Fourside Sewers There should be no need to obtain this item. e)Hieroglyph Copy Use: repeats what was written on the Hieroglyphs in the Museum in Summers Obtained: the man on the second floor of the Museum This item contains information that is helpful at a later part of the game, so hold on to this item until then. f)Rust Promoter DX Use: inflicts about 400 HP of damage to all metallic enemies in battle Obtained: trash can in the second part of the Fourside Sewers The amount of robotic enemies the party encounters will increase quite a bit later on in the game, so hold on to this item if you obtain it. Use it when you are in a dangerous situation or if you just want to end a battle quickly. It's probably not worthwhile to use this unless you are facing two or more metallic enemies. g)Signed Banana Use: allows access to the Fifth Sanctuary Location Obtained: Venus in Topolla Theater, after talking to Mr. Spoon in the Fourside Museum Obtain this item from Venus and "use" it next to Mr. Spoon to gain access to the sewers underneath Fourside. h)Tiny Ruby Use: allows access to the second floor of the Museum in Summers Obtained: Poo starts off with this item Give this item to the man on the second floor of the Museum in Summers. ENEMIES a)Deadly Mouse Recommended Level: 38 Attacks -Biting attack Damage: 110~120 HP (Ness, SMAAAASH!! hit) 120~130 HP (Paula, SMAAAASH!! hit) 120~130 HP (Jeff, SMAAAASH!! hit) 80 HP (Poo, level ~20, non-smash) 210~220 HP (Poo, level ~20, SMAAAASH!! hit) 40~60 HP (Poo, level ~40, non-smash) 170~180 HP (Poo, level ~40, SMAAAASH!! hit) Comments: Deadly Mouse will do a SMAAAASH!! hit about 50% of the time. Other times, it will either miss or inflict about 1~2 HP of damage to Ness, Paula, and Jeff. Poo can suffer up to about 80 HP of damage depending on how low his level is. -Take a bite using its poisonous fangs Damage: 110~130 HP (Ness, SMAAAASH!! hit) 120~130 HP (Paula, SMAAAASH!! hit) 120~130 HP (Jeff, SMAAAASH!! hit) 80 HP (Poo, level ~20, non-smash) 210~220 HP (Poo, level ~20, SMAAAASH!! hit) 40~60 HP (Poo, level ~40, non-smash) 170~180 HP (Poo, level ~40, SMAAAASH!! hit) Effect: poisons target Comments: The chance that this attack will poison its target seems to be much lower (possibly 0%) when it hits with a SMAAAASH!!. Strategy If Poo is at a low level when you face this enemy, have Paula use Freeze[gamma] and follow it up with a standard attack from Ness or Jeff. Once Poo is leveled up, using only standard attacks should suffice. Defeat this enemy first when it appears in a group. -Ness: "bash recover Ness with Lifeup[beta] if HP falls to 130 or lower recover Paula with Lifeup[beta] if HP falls to 130 or lower recover Jeff with Lifeup[beta] if HP falls to 130 or lower recover Poo with Lifeup[beta] if HP falls below max -Paula: "bash" Freeze[beta] Freeze[gamma], when leveling up Poo -Jeff: "shoot" -Poo: "bash" "mirror", for some extra attack power Freeze[alpha], if at a low level Freeze[beta], if at a low level recover Ness with Lifeup[beta] if HP falls to 130 or lower recover Paula with Lifeup[beta] if HP falls to 130 or lower recover Jeff with Lifeup[beta] if HP falls to 130 or lower recover Poo with Lifeup[beta] if HP falls below max b)Filthy Attack Roach Recommended Level: 38 Attacks -Standard attack Damage: 25~40 HP (Ness) 35~55 HP (Paula) 35~55 HP (Jeff) 120~140 HP (Poo, level ~20) 90~100 HP (Poo, level ~40) -Start a continuous attack Damage: 25~40 HP (Ness) 30~50 HP (Paula) 30~50 HP (Jeff) 110~140 HP (Poo, level ~20) 80~100 HP (Poo, level ~40) Comments: The Filthy Attack Roach will attack twice when it uses this move. The above damage estimates are for one attack only. -Leap forward and spread its wings Effect: solidify a single target -Knit its brow Effect: none Strategy A hit from Ness, Paula, and Jeff's standard attacks should defeat this enemy. Be warned, however, that this enemy can dodge the party's attacks often. A hit from Freeze[beta] followed by a hit from any party member's standard attack should also defeat this enemy. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls below max -Paula: "bash" Freeze[alpha], for increased accuracy Freeze[beta], if facing a group -Jeff: "shoot" -Poo: "bash" "defend", if at a low level recover Ness with Lifeup[beta] if HP falls to 80 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls below max c)Plague Rat of Doom (Sanctuary Boss) Recommended Level: 49 (Ness) 40 (Poo) Attacks -Standard attack Damage: 140~150 HP (Ness, SMAAAASH!! hit) 150~160 HP (Paula, SMAAAASH!! hit) 150~160 HP (Jeff, SMAAAASH!! hit) 200~220 HP (Poo, SMAAAASH!! hit) Comments: The Plague Rat of Doom will do a SMAAAASH!! hit about 70% of the time. Other times, it will inflict only about 1~15 HP of damage to Ness, Paula, and Jeff, or about 50~80 HP to Poo. -Biting attack Damage: 60~80 HP (Ness, non-smash) 140~150 HP (Ness, SMAAAASH!! hit) 70~80 HP (Paula, non-smash) 150~160 HP (Paula, SMAAAASH!! hit) 70~80 HP (Jeff, non-smash) 150~160 HP (Jeff, SMAAAASH!! hit) 110~150 HP (Poo, non-smash) 200~220 HP (Poo, SMAAAASH!! hit) Comments: This attack inflicts a considerable amount of damage even when it does not hit with a SMAAAASH!!. -Took a bite using its poisonous fangs Damage: 140~150 HP (Ness, SMAAAASH!! hit) 150~160 HP (Paula, SMAAAASH!! hit) 150~160 HP (Jeff, SMAAAASH!! hit) 200~220 HP (Poo, SMAAAASH!! hit) Effect: poisons target Comments: The chance that this attack will poison its target seems to be much lower (possibly 0%) when it hits with a SMAAAASH!!. -Has a big grin on its face Effect: none Strategy Before starting the battle, make sure that each party member has at least 150 HP. Keeping each party member's HP above 150 should give you enough time to recover a mortally wounded character before the HP counter reaches 0. Have Paula and Poo use their highest level Freeze attack and Jeff use up any Big Bottle Rockets he may have. Follow this approach and the Plague Rat of Doom will be defeated in no time. -Ness: "bash" recover Ness with Lifeup[beta] or [gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower -Paula: Freeze[omega] -Jeff: (first few turns) Big Bottle Rocket (subsequent turns) "shoot" -Poo: Freeze[gamma] recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower d)Stinky Ghost Recommended Level: 38 Attacks -Standard attack Damage: 40~55 HP (Ness) 40~65 HP (Paula) 40~65 HP (Jeff) 120~165 HP (Poo, level ~20) 90~110 HP (Poo, level ~40) -Possess Effect: possesses the target with a Tiny Li'l Ghost -Vent a terrible odor Effect: reduces the target's Offense by about 6% -Has a big grin on his face Effect: none Strategy Use Paralysis[alpha] on this enemy in the first round. This enemy has a very high Defense and a substantial amount of HP, and it will take a few rounds to defeat. Freeze is also effective against this enemy, though it is easier and probably more cost effective to use Paralysis. If this enemy appears in a group, Paralyze it in the first round and defeat all other enemies first. -Ness: (first turn) Paralysis[alpha] (subsequent turns) "bash" -Paula: "bash" Freeze[beta], if not paralyzed -Jeff: "shoot" -Poo: "defend" "bash" e)Shattered Man Recommended Level: 38 Attacks -Standard attack Damage: 65~90 HP (Ness) 65~90 HP (Paula) 65~90 HP (Jeff) 180~190 HP (Poo) -Growl and lunge forward Damage: 160~200 HP (Ness) 170~215 HP (Paula) 170~215 HP (Jeff) 250~315 HP (Poo) -Give you a great big hug Effect: solidify a single target -Reach out with its icy hand Effect: solidify a single target Strategy Have Ness and Jeff use their standard attacks, Paula use Freeze[gamma], and Poo use Freeze[beta]. If the battle does not end within one round, finish this enemy off with standard attacks. Make sure that each party member, particularly Poo, has enough HP to give you enough time to heal a mortally wounded character before the HP counter reaches 0. If you want to play it safe, have Ness use Paralysis[alpha] to paralyze this enemy and use standard attacks to finish it off. -Ness: "bash" Paralysis[alpha] recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls below max -Paula: (first round) Freeze[gamma] (subsequent rounds) "bash" -Jeff: "shoot" -Poo: (first round) Freeze[beta] (subsequent rounds) "defend" recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls below max WALKTHROUGH a)The Fourth Party Member There are a few things you should know about Poo before taking him into battle. First, most food items affect him differently than they affect the other party members. Most food items only recover about 6 HP for Poo, making them ineffective for him. A few food items, however, work better for Poo. The Brain Food Lunch, for example, recovers 600 HP and 100 PP when used on Poo, and the Bottle of Water and the Bottle of DXwater recover 10 and 40 PP for Poo respectively. PP recovery items, such as the PSI Caramel, have the same effect on Poo as everyone else. Second, Poo should not equip the same defensive items the other party members use. Those items will actually decrease Poo's stats when equipped on him. The only items Poo should equip are found in gift boxes or are dropped by enemies that appear later in the game. These items are: Weapon: Sword of Kings (dropped by Starman Supers; can be hard to obtain) Body: Cloak of Kings (gift box; found much later in the game) Arms: Bracer of Kings (gift box; found in the Sixth Sanctuary Cave) Other: Diadem of Kings (gift box; found in the Seventh Sanctuary Cave) b)The Two Museums Now that Poo has joined the party, you will probably want to level him up. Let's put that on the back burner for now, however, and do a few other things first. Go to the Museum in Summers and pay the $18 admission fee. Walk up to the second floor and talk to the man standing in front of the door. Whether you answer "yes" or "no" to his request, the party will give him the Tiny Ruby and gain access to the room behind him. There are two enemies here, so be prepared for that (they aren't too hard). Defeat them with standard attacks and Freeze[gamma] and [beta]. "Check" the sign in front of the Hieroglyphs and attempt to leave the room. The man will stop the party and give them the Hieroglyph Copy, an item that repeats everything written on the Hieroglyphs when "used." Keep it for future reference. As the party attempts to leave the museum, the phone on the reception desk should start ringing. Answer the phone and listen to "Mr. Spoon" from the Fourside Museum exclaim his "extraordinary," "fantastic," and "outrageous" find. Curiosity killed the cat, but in this case we have to investigate so teleport to Fourside. Before going to the Museum, however, be sure that Jeff has at least two Big Bottle Rockets in his inventory and buy a few at the Dept. Store if he does not have any. Enter the Museum, pay the $20 admission fee, and talk to the man standing in front of the door on the left side of the Museum. He explains that he will show the party his "extraordinary" thing in exchange for the autograph of the singer Venus. Go to Topolla Theater, buy a Show Ticket, and enter the music hall to see Venus's performance (it's about 2 and a half minutes long). Once the performance ends, enter the dressing room on the other side of the music hall and talk to Venus to obtain the Signed Banana. Return to Mr. Spoon in the Museum, "use" the Signed Banana, and the party will gain access to the sewers underneath Fourside. c)Fifth Sanctuary Sewer NOTE: The fifth and sixth sanctuary melodies do not have to be obtained now. If you want, the party can talk to the sailor in Toto and set sail for Scaraba as soon as Poo joins the party. You can return to record the melodies at a later time. If have not done so already, now is the time to level Poo up. Stay close to the entrance to the sewer and rest at the Fourside Hotel or at Saturn Valley as needed. The enemies here will probably be too much for Poo to handle, so have him "defend" while his level is still low and keep his HP up. Try to end each battle as quickly as you can and do not skimp on offensive PSI, particularly Freeze. Level Poo up to at least level 40. Any lower and you may find him to be too weak to be much help. Once you are ready, venture through the sewers. To the right of the entrance, there is a room that contains a Broken Iron. Unless Jeff doesn't have the Slime Generator, you won't need that. Instead, go left from the entrance, go down the ladder into the water and walk all the way east. Walk east into the second part of the sewer and continue forward. Near the middle of the second part of the sewer, there is a magic butterfly room. If the party is running low on PP, get out of the water at the end of the second part of the sewer, walk west, and enter the door. There should be a magic butterfly inside this room (if there isn't, walk out the door and go back in repeatedly until one appears). Be sure to use Lifeup to heal any party members before touching the butterfly, and repeatedly exit and reenter the room to recover as much PP as you want. There is also a trash can located west of the butterfly room containing a Rust Promoter DX; it's a good item, but there's really no need to obtain it. Walk east and enter the third and final part of the sewer. Before heading toward the Shining Spot, get out of the water and enter the door just ahead. Inside, there should be a trash can that contains the Broken Bazooka, an item that Jeff can repair into the Heavy Bazooka (45 IQ required). Leave the room, enter the water, and walk to the eastern area of the sewer. Get out of the water and approach the Shining Spot. Before talking to it, however, make sure that each party member has at least 150 HP. Like all mouse enemies in this game, the Plague Rat of Doom has a high rate of SMAAAASH!! hits. Keeping each party member's HP above 150 should give you enough time to recover a mortally wounded character before the HP counter reaches 0. Have Paula and Poo use their highest level Freeze attack and Jeff use up any Big Bottle Rockets he may have. You should hopefully be able to defeat this enemy in just a couple of rounds. Once the Plague Rat of Doom is defeated, walk up the ladder and record the fifth sanctuary melody. The nearby chest contains a Carrot Key, an item needed to reach the sixth sanctuary location in Dalaam. Obtain it and head back to the entrance of the museum (the party can't teleport near the sanctuary spot). Before teleporting, be sure to replenish Jeff's supply of Big Bottle Rockets at the Fourside Dept. Store. _______________________________________________________________________________ _______________________________________________________________________________ 4.Sixth Sanctuary Location Recommended Level: 50/51 Equipment: Ness: Big League Bat Paula: Non-Stick Frypan Night Pendant Flame Pendant Diamond Band/Gold Bracelet Diamond Band/Platinum Band Lucky Coin/Coin of Silence Lucky Coin/Mr. Saturn Coin Jeff: Double Beam Poo: nothing Great Charm Diamond Band/Gold Bracelet Lucky Coin/Coin of Silence ITEMS a)Bracer of Kings Use: armor; equip on "arms" for Poo Obtained: gift box in the Seventh Sanctuary Cave You should probably obtain this item after recording the sixth sanctuary melody. This item is obtainable before fighting the sanctuary boss, but it's more convenient to just obtain it on your way out of the cave. This is the only item Poo should equip on his arms for the entire game. b)Carrot Key Use: allows access to the Sixth Sanctuary Cave in Dalaam Obtained: chest near the Fifth Sanctuary Spot "Use" this item while standing next to the Rabbit Statues blocking the Sixth Sanctuary Cave to gain access. This item will disappear along with the rabbit statues. c)Rock Candy Use: increases Speed, Guts, Vitality, IQ, or Luck by one (or two, with a condiment) Obtained: gift box in the Sixth Sanctuary Location Obtain this item on your way to the Shining Spot. I recommend you use it on Paula or Poo. Note that using a condiment such as the Jar of Delisauce or the Sugar Packet with this item will boost the stat increase to two. NOTE: There is a bug in the game that you can exploit that allows you to use this item an infinite number of times. A detailed explanation on how to take advantage of this bug can be found at starmen.net. d)Sudden Guts Pill Use: doubles the target's Guts for the duration of the battle Obtained: gift box in the Sixth Sanctuary Cave This item may be a good one to hold on to if the party does not have any. ENEMIES a)Conducting Menace Recommended Level: 50 Attacks -Flash[alpha] -Flash[beta] -Thunder[alpha] -Thunder[beta] Strategy A hit from each party member's standard attacks should defeat this enemy. If this enemy appears in a group, using Freeze[beta] may be worthwhile to inflict some extra damage. Defeat this enemy before attacking any other. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" Freeze[alpha], if crying Freeze[beta], if facing a group -Jeff: "shoot" -Poo: "bash" Freeze[alpha], if crying recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower b)Kiss of Death Recommended Level: 50 Attacks -Standard attack Damage: 30~50 HP (Ness) 45~60 HP (Paula) 45~60 HP (Jeff) 90~110 HP (Poo) -Give the kiss of death Effect: poison a single target Strategy A hit from any three party member's standard attacks should be able to defeat this enemy. If this enemy appears in a group, defeat it last. Heal any poisoned party members after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 60 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower c)Tangoo Recommended Level: 50 Attacks -Standard attack Damage: 45~65 HP (Ness) 50~80 HP (Paula) 50~80 HP (Jeff) 100~130 HP (Poo) -Breath in through his flute Effect: puts one target to sleep -Play a flute with his poisonous breath Effect: poisons a single target Strategy A hit from Ness, Paula, and Jeff's standard attacks should be able to defeat this enemy. If this enemy appears in a group, attack this enemy after defeating any Thunder Mites or Conducting Menaces. Heal any poisoned party member after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 70 or lower recover Paula with Lifeup[beta] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower recover Poo with Lifeup[beta] if HP falls to 130 or lower -Paula: "bash" -Jeff: "shoot" -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 70 or lower recover Paula with Lifeup[beta] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower recover Poo with Lifeup[beta] if HP falls to 130 or lower d)Thunder and Storm (Sanctuary Boss) Recommended Level: 50 Attacks -Standard attack Damage: 60~100 HP (Ness) 70~100 HP (Paula) 70~100 HP (Jeff) 110~160 HP (Poo) -Rush in, and intertwine with you Damage: 270~360 HP (Ness) 280~400 HP (Paula) 280~400 HP (Jeff) 300~450 HP (Poo) -Crashing boom bang attack Effect: equivalent to Thunder[beta] -Summon a storm Effect: causes uncontrollable crying, feeling strange, paralysis, or an instant KO -Is taking deep breaths for the next assault Effect: none Strategy Before the battle begins, make sure that each party member has at least 150 HP and that Paula (or another party member) is carrying the Franklin Badge. Have Paula and Poo use their strongest Freeze attack and have Jeff use up any Big Bottle Rockets he may have. You should hopefully be able to win this battle in about two rounds. If Ness has learned Flash[gamma] or [omega], have him use those attacks instead of "bash." Thunder and Storm is vulnerable to Flash, and those attacks have a pretty good chance of instantly KOing this enemy. -Ness: "bash" Flash[gamma] or [omega], if available recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower -Paula: Freeze[omega] -Jeff: (first few turns) Big Bottle Rocket (subsequent turns) "shoot" -Poo: Freeze[gamma] recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower e)Thunder Mite Recommended Level: 50 Attacks -Thunder[alpha] -Thunder[beta] Strategy A hit from any three party member's standard attacks should defeat this enemy. If this enemy appears in a group, defeat it with Freeze[beta] and a hit from one standard attack in the first round. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" Freeze[beta], if facing a group -Jeff: "shoot -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower WALKTHROUGH a)Sixth Sanctuary Cave NOTE: The sixth sanctuary melody does not have to be obtained now. If you want, the party can talk to the sailor in Toto and set sail for Scaraba instead. Before going to Dalaam, buy a couple of Big Bottle Rockets at Fourside for Jeff if he does not have any. Also, be sure that the Franklin Badge is in the party's inventory (I recommend you give it to Paula). Once in Dalaam, talk to the old man in the Palace to rest if needed and head toward the cave in the southwest. "Use" the Carrot Key while standing next to the rabbit statues and they should all disappear. Enter the cave and climb up the first couple of ropes you see and walk west until you see a hole. Enter the hole and open the gift box to obtain a Sudden Guts Pill. Enter the leftmost hole on this level. If you enter one of the other two holes, you will have to return to the entrance and start all over again. After falling through the hole, open the gift box to obtain the Rock Candy, an item that randomly increases its user's Speed, Guts, Vitality, IQ, or Luck by one. Don't use this item just yet, unless you have a Jar of Delisauce or a Sugar Packet. Using this item with either condiment will boost the stat increase to two. I recommend you use this item on Paula or Poo. Enter the hole next to the gift box to proceed. Walk west from here and the party will soon approach the Shining Spot. The sanctuary boss, Thunder and Storm, has some pretty powerful attacks that can give you some trouble. Its "summon a storm" attack can instantly KO a few party members and its "intertwine" attack can inflict up to 400 HP of damage to a single target. Therefore, it is important that you end this battle quickly. Before the battle begins, make sure that each party member has at least 150 HP so that you don't spend the first few rounds recovering. Have Paula and Poo use their strongest Freeze attack and have Jeff use up any Big Bottle Rockets he may have. You should hopefully be able to win this battle in two rounds (If Ness has learned Flash[gamma] or [omega], have him use those attacks instead of "bash." Thunder and Storm are vulnerable to Flash, and those two attacks have a pretty good chance of KOing this enemy). After defeating Thunder and Storm, record the Sixth Sanctuary Melody, walk back into the cave and enter the first hole the party comes across. Open the gift box to obtain the Bracer of Kings and equip this on Poo's arms (Poo should equip this item on his arms for the rest of the game). Continue moving forward and the party will eventually reach the entrance. Rest at the Palace if you need to and teleport to Summers. _______________________________________________________________________________ _______________________________________________________________________________ 5.Sailing Treacherous Waters Recommended Level: 50/51 Equipment: Ness: Big League Bat Paula: Non-Stick Frypan Night Pendant Flame Pendant Diamond Band/Gold Bracelet Diamond Band/Platinum Band Lucky Coin/Coin of Silence Lucky Coin/Mr. Saturn Coin Jeff: Double Beam Poo: (nothing) Great Charm (nothing) Diamond Band/Gold Bracelet Bracer of Kings Lucky Coin/Coin of Silence (nothing) ENEMY a)Kraken Recommended Level: 50 Attacks -Generate a tornado Damage: 130~190 HP (Ness) 170~210 HP (Paula) 170~210 HP (Jeff) 190~250 HP (Poo) Comments: This attack will damage the entire party. -Breathe fire Damage: 150~250 HP, to everyone -Crashing boom bang attack Effect: equivalent to Thunder[beta] -Flash[beta] -Emit a pale green light Effect: resets any stats changes and removes all shields Strategy Try to defeat this enemy in one round (the Kraken has about 1000 HP). Have Paula and Poo use their strongest Freeze attack and Jeff use a Big Bottle Rocket. Have Ness either "bash" or use his strongest PSI Rockin attack. If the Kraken is not defeated in one round, repeat the process. The Kraken's fire and tornado attacks inflict major damage to the entire party, making recovery very difficult. Instead of trying to keep the entire party's HP up, concentrate on ending the battle as quickly as possible and don't let up on the offense. The battle should last two rounds at most. There is a chance that Paula and Poo's Freeze will solidify Kraken and prevent it from attacking, making the battle much easier. Do not take your time in this battle, as you do not want anyone's HP counter to reach 0 if they are mortally wounded. -Ness: "bash" PSI Rockin[gamma] -Paula: Freeze[omega] -Jeff: (first turn) Big Bottle Rocket (second turn) "shoot" or Big Bottle Rocket -Poo: Freeze[gamma] WALKTHROUGH a)Sailing to Scaraba Once Poo has joined the party, you can talk to a sailor in Toto and set sail for Scaraba. If you have not obtained the fifth and sixth sanctuary melodies, be sure to level up Poo to at least level 40 before proceeding. Also, make sure that your party has max HP and PP and that Jeff has at least one Big Bottle Rocket in his inventory. Go to Toto and talk to the sailor wearing the blue and white striped shirt. One of them (the one on the right) is the husband of the Magic Cake vendor, and will offer the party passage to Scaraba for $20/person. Answer "yes" when prompted when you are ready. During the voyage, the party will be attacked by the Kraken. Try to end this battle as quickly as possible. The Kraken's attacks can inflict major damage to the entire party, making recovery difficult. Instead of trying to keep the party's HP up, concentrate on your offense. Have Paula and Poo use their strongest Freeze attack and Jeff use a Big Bottle Rocket. Have Ness either "bash" or use his strongest PSI Rockin. You should be able to defeat the Kraken within two rounds (any longer and you may end up with unconscious party members). If you're lucky, Paula and Poo's Freeze will solidify the Kraken and prevent it from attacking. After defeating the Kraken, the boat will continue to sail to Scaraba without further incident. ******************************************************************************* XI.Scaraba ******************************************************************************* "(Pokey's stink still hangs in the air...)" Cameraman Locations: next to the marketplace in Scaraba in front of the Pyramid entrance Outline Open the Pyramid entrance by following the instructions on the Hieroglyphs found in the Museum in Summers | | Obtain the Hawk Eye in the Pyramid and exit into Southern Scaraba | | Obtain the Key to the Tower from the native standing outside the Pyramid exit | | "Use" the Key to the Tower and enter Dungeon Man | | Talk to Brick Road at the top of Dungeon Man | | Walk to the southern end of Scaraba and get Dungeon Man stuck between the trees | | Talk to the tribal native at the southern end of Scaraba and answer "yes" when prompted | | Go to the top floor inside Dungeon Man and fall through the "Goodbye Exit" | | "Check" the Submarine and leave Scaraba 1.The Pyramid Recommended Level: 51/53 Equipment: Ness: Big League Bat Paula: Non-Stick Frypan Night Pendant Flame Pendant Diamond Band Diamond Band Lucky Coin Lucky Coin Jeff: Spectrum Beam Poo: (nothing) Crystal Charm (nothing) Diamond Band Bracer of Kings Lucky Coin (nothing) ITEMS a)Bag of Dragonite Use: inflicts damage on all enemies in battle; gone after one use Obtained: casket, in the Pyramid This item will inflict about 250~600 HP of damage to most enemies. The damage inflicted can vary, however, to over 700 HP to some and as low as 30~40 HP to others. This item is mostly useful when you are in an emergency situation. b)Broken Cannon Use: can be repaired by Jeff into the Heavy Bazooka, a tool for Jeff IQ required: 45 Obtained: merchant in Scaraba marketplace Be sure to buy this item if Jeff does not have the Heavy Bazooka. If Jeff does have the Heavy Bazooka, you probably won't need the Broken Cannon. c)Crystal Charm Use: defense item; equip on "body" for Ness, Paula, or Jeff; increases speed and provides protection from Paralysis Obtained: merchant in Scaraba marketplace Be sure to buy and equip this item on Jeff or any other party member it may benefit. This is probably the most practical item to use in the game if you want protection from Paralysis. d)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: casket, in the Pyramid Be sure to obtain this item if the party does not have any. The party will have to walk by the casket containing this item, making it easy to obtain. e)Diamond Band Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: casket, in the Pyramid Give this item to Paula or anyone it may benefit. If Ness, Paula, and Jeff are already equipped with the Diamond Band, hold on to this item and sell it once the party has gone through the Pyramid. f)Exit Mouse Use: use it in dungeons, such as caves; takes the party automatically back to the entrance Obtained: house in southern Onett or inside the mine in Dusty Dunes Desert The Pyramid is a pretty long place and Ness and Poo may run low on PP if they have to use Lifeup and Healing too much. Give an Exit Mouse to the party before entering the Pyramid and use it if the party needs to go back to a hotel and recover. g)Hawk Eye Use: makes things visible in Deep Darkness Obtained: inside the Pyramid Be sure to obtain this item before leaving the Pyramid. This item needs to be used in Deep Darkness, the next area the party will travel through. h)Hungry HP-Sucker Use: drains a portion of all enemies' HP and gives it to the user of this item; Jeff is the only party member that can use this item Obtained: repair the Broken Tube, which can be found in a trash can in the sewers under Fourside It may be a good idea to give this to Jeff and have him use it for recovery in order to conserve Ness and Poo's PP. i)Piggy Nose Use: helps you pinpoint the location of Magic Truffles in Deep Darkness Obtained: merchant in Scaraba marketplace You probably won't need to purchase this item until the party finishes traveling through Scaraba and reaches Deep Darkness. "Use" this item while walking in the swamp in Deep Darkness to help you locate Magic Truffles. The closer the party is to a Magic Truffle, the more exact the directions this item will give in pinpointing its location. It can be a little frustrating to use, but is almost essential if you want to find a Truffle. j)Rain Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage inflicted by Freeze by about 96% Obtained: casket in Pyramid, in the room behind the Guardian General I suggest you equip this item on Jeff or whomever it may benefit. If this item replaces a Crystal Charm, it may be a good idea to hold on to the Crystal Charm for when you want protection from Paralysis. k)Snake Bag Use: inflicts 1~4 HP of damage and has a roughly 50% chance of poisoning its target; can be used an infinite number of times; the target of this item is automatically determined Obtained: merchant in Scaraba marketplace The merchant who sells this item will reduce the price of this item from $290 to $98 if you actually buy it. Not a great item, but it can be useful since you can use it as many times as you like. I sometimes give it to Jeff or Poo and have them use it to try to poison an enemy when their standard attacks are not that effective. l)Slime Generator Use: solidifies a single, random target Obtained: from the Broken Iron, after Jeff repairs it (10 IQ required) This item seems to be pretty effective against a mini-boss inside the Pyramid, so bring it with you. m)Speed Capsule Use: permanently increase its user's Speed by one Obtained: casket in Pyramid Be sure to obtain this item and use it right away. I usually give these to Paula or Poo. The party will have to walk by the casket containing this item, making it easy to obtain. n)Viper Use: poisons target; gone after one use; the target of this item is automatically determined Obtained: casket in Pyramid, the closest one to the entrance Use this item against bosses or strong normal enemies to inflict some extra damage. The success rate of this item is 100%, even against bosses. ENEMIES (Outside the Pyramid) a)Beautiful UFO Recommended Level: 51 Attacks -Fire a beam Damage: 25~35 HP (Ness) 30~50 HP (Paula) 30~50 HP (Jeff) 50~60 HP (Poo) -Lifeup[alpha] Strategy You should be able to defeat this enemy in one round by using the party's standard attacks. If this enemy appears with a High Class UFO, defeat this enemy first; the Beautiful UFO's offense is comparable to that of the High Class UFO, but the Beautiful UFO is easier to defeat. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 35 or lower recover Paula with Lifeup[beta] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 50 or lower recover Poo with Lifeup[beta] if HP falls to 60 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 35 or lower recover Paula with Lifeup[beta] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 50 or lower recover Poo with Lifeup[beta] if HP falls to 60 or lower b)Dread Skelpion Recommended Level: 51 Attacks -Standard attack Damage: 20~45 HP (Ness) 25~50 HP (Paula) 25~50 HP (Jeff) 50~60 HP (Poo) -Thunder[alpha] -Thunder[beta] -Sting with its poisonous stinger Effect: poison a single target Strategy Two or three hits from any party member's standard attack should defeat this enemy. If this enemy appears with a Great Crested Booka, defeat this enemy first. You can also use Freeze[alpha] to take away 80~100% of its HP. Heal any poisoned party members after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" Freeze[alpha] Freeze[beta] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower c)Great Crested Booka Recommended Level: 51 Attacks -Standard attack Damage: 55~95 HP (Ness) 55~100 HP (Paula) 55~100 HP (Jeff) 75~120 HP (Poo) -Charge forward Damage: 160~200 HP (Ness) 160~200 HP (Paula) 160~200 HP (Jeff) 200~240 HP (Poo) -Shriek a war cry Effect: reduces a single target's Offense and Defense by about 6% -Has a big grin on his face Effect: none Strategy A hit from each party member's standard attacks should defeat this enemy. If this enemy appears with a Dread Skelpion, defeat the Dread Skelpion first. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] or [beta] if HP falls to 100 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[alpha] or [beta] if HP falls to 100 or lower recover Jeff with Lifeup[alpha] or [beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower d)High-Class UFO Recommended Level: 51 Attacks -Fire a beam Damage: 35~50 HP (Ness) 45~65 HP (Paula) 45~65 HP (Jeff) 60~90 HP (Poo) -PSI Shield[alpha] -Disrupt your sense Effect: render a single target unable to use PSI for four rounds Comments: This attack has a pretty low success rate and is nothing to worry about. Strategy The High-Class UFO always has a Shield up from the beginning of the battle, but you should be safe just using the party's standard attacks to defeat this enemy. If you want to get rid of its Shield, use the Neutralizer or the Shield Killer. Freeze and Fire are effective against this enemy, but I don't think they'll be worth using in most situations. If this enemy appears with a Beautiful UFO, defeat that enemy before attacking the High-Class UFO; the Beautiful UFO's offense is comparable to that of the High-Class UFO, but the Beautiful UFO is easier to defeat. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka Neutralizer Shield Killer -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower e)Master Criminal Worm If you see this enemy, always chase after it. A victory against this enemy will yield a very large amount of experience points and will almost always level up a party member. This enemy looks like a small red worm outside of battle. This enemy appears very rarely and always runs away from the party, allowing you to easily approach this enemy from behind and get an instant victory. It is rare to actually have to fight this enemy in battle, but if you do, be sure to have Paula use PSI Shield[sigma] in the first round to counter its Fire. This enemy has a very high speed and will likely attack first each round, so be sure that each party member has a sufficient amount of HP to survive a hit from Fire[beta]. ENEMIES (Inside the Pyramid) a)Arachnid!!! Recommended Level: 51 Attacks -Standard attack Damage: 20~40 HP (Ness) 30~50 HP (Paula) 30~50 HP (Jeff) 50~70 HP (Poo) -Sting with its poisonous stinger Effect: poison a single target -Shoot spider silk out of its body Effect: solidify a single target Strategy You should be able to defeat this enemy within one round by just using standard attacks. Freeze[beta] will take away about 80~100% of this enemy's HP, but it should not be necessary to use. Defeat this enemy last if it appears in a group. Heal any poisoned party members after the battle is over. -Ness: "bash" recover Poo with Lifeup[beta] if HP falls to 70 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Poo with Lifeup[beta] if HP falls to 70 or lower b)Fierce Shattered Man Recommended Level: 51 Attacks -Standard attack Damage: 45~75 HP (Ness) 65~80 HP (Paula) 65~80 HP (Jeff) 90~110 HP (Poo) -Start a continuous attack Damage: 40~70 HP (Ness) 55~75 HP (Paula) 55~75 HP (Jeff) 70~105 HP (Poo) Comments: The Fierce Shattered Man will attack twice when it uses this move. The above damage estimates are for one attack only. -Give you a great big hug Effect: solidify a single target -Reach out with its icy hand Effect: solidify a single target Strategy You should be able to defeat this enemy in one or two rounds by just using standard attacks. Use Freeze or Paralysis against this enemy if you are having trouble. Defeat this enemy only after defeating any Guardian Hieroglyphs and before any Petrified Royal Guards. -Ness: "bash" Paralysis[alpha] recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower -Paula: "bash" Freeze[beta] or [gamma] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower c)Guardian Hieroglyph Recommended Level: 51 Attacks -Thunder[alpha] -Thunder[beta] -Flash[alpha] -Let loose with a hacking cough Effect: give a single target a cold Strategy You should be able to defeat this enemy in one or two rounds by just using standard attacks. It is probably not worth it to use PSI Shield to defend against this enemy's PSI attacks. Just defeat this enemy first in any battle. Heal any sick party members after the battle is over. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" Freeze[alpha], if crying PSI Magnet, if low on PP -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower PSI Magnet, if low on PP d)Guardian General Recommended Level: 52 Attacks -Standard attack Damage: 70~100 HP (Ness) 70~110 HP (Paula) 70~110 HP (Jeff) 80~130 HP (Poo) -Come out swinging Damage: 70~100 HP (Ness) 70~110 HP (Paula) 70~110 HP (Jeff) 80~130 HP (Poo) -Charge forward Damage: 150~220 HP (Ness) 160~220 HP (Paula) 160~220 HP (Jeff) 180~240 HP (Poo) -Make something spin around Damage: 4~11 PP -Shriek a wary cry Effect: reduce a single target's Offense and Defense by about 6% Strategy If Paula has a sufficient amount of PP, have her use Freeze[omega] or Freeze[gamma]. Meanwhile, have Jeff use the Slime Generator in each round; the Slime Generator seems to have a high success rate against this enemy and can greatly hinder its offensive capabilities. Have Ness "bash" and Poo either "bash" or use the Snake Bag. You should hopefully be able to win this battle in about three rounds. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" Freeze[gamma] Freeze[omega] -Jeff: Slime Generator -Poo: Snake Bag recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower e)Lethal Asp Hieroglyph Recommended Level: 51 Attacks -Use a biting attack Damage: 30~45 HP (Ness) 40~55 HP (Paula) 40~55 HP (Jeff) 60~70 HP (Poo) -Use a biting attack Damage: 100~130 HP (Ness) 110~165 HP (Paula) 110~165 HP (Jeff) 130~185 HP (Poo) Comments: The description of this attack in the battle dialogue window is identical to that of this enemy's weaker biting attack. -Coil around you and attack Effect: solidify a single target Strategy You should be able to defeat this enemy in one or two rounds by just using standard attacks. Use Freeze against this enemy if you are having trouble. If this enemy appears with a Petrified Royal Guard, Paralyze the Royal Guard and defeat the Asp first. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 130 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower -Paula: "bash" Freeze[beta] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 130 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower f)Petrified Royal Guard Recommended Level: 51 Attacks -Come out swinging Damage: 60~85 HP (Ness) 70~90 HP (Paula) 70~90 HP (Jeff) 90~125 HP (Poo) -Charge forward Damage: 160~200 HP (Ness) 160~200 HP (Paula) 160~200 HP (Jeff) 188~220 HP (Poo) -Shriek a war cry Effect: reduces a single target's offense and defense by 6% Strategy Have Ness use Paralysis[alpha] on this enemy in the first round and use standard attacks thereafter. If you don't want to use Paralysis, Jeff's Slime Generator is also effective in pinning down this enemy. If this enemy appears in a group, use Paralysis[alpha] on it and defeat all other enemies first. -Ness: (first turn) Paralysis[alpha] (subsequent turns) "bash" -Paula: "bash" -Jeff: "shoot" Heavy Bazooka Slime Generator, if enemy is not paralyzed Hungry HP-Sucker, if enemy is paralyzed -Poo: "bash" Snake Bag, to poison the enemy WALKTHROUGH a)Shopping Around in Scaraba "Why don't you buy something? I've got a family to feed!" -Scaraba Merchant (Hassan's Shop) The main point of interest in Scaraba is the marketplace located in the southeast area of the town. This will be the last major marketplace the party will come across in the game, so be sure to check it out. The first shop you might want to visit is the tool shop located at the southwest corner of the market. If you did not buy any Platinum Bands or a Big League Bat in Summers, you can buy them here at a cheaper price. You may also want to buy a Crystal Charm, as they are a good defensive item to use if you want protection against paralysis. The Broken Cannon can be repaired by Jeff into the Spectrum Beam (32 IQ required), a weapon for Jeff. The item will probably inflict less damage than the Heavy Bazooka, however, so only buy the Broken Cannon if you do not have the Heavy Bazooka yet. Another item for sale is the Piggy Nose. This item can only be used in a place called Deep Darkness, a swamp area that the party will travel through after they clear Scaraba. Throughout Deep Darkness, the party can find Magic Truffles, a food item that recovers about 80 PP. The Piggy Nose is almost essential if you want to find any Truffles, but it might be better to wait until the party reaches Deep Darkness before returning to buy a Piggy Nose. Most of the other merchants around here sell food items or miscellaneous items, such as the Wet Towel or Vial of Serum. There are a couple of merchants, however, that sell serpents that can let you poison enemies. Standard Snakes aren't too useful, but the Viper has a 100% chance of poisoning most enemies. One vendor will also sell the party a Snake Bag, an item that allows you to use Snakes an infinite number of times, for $98 (the merchant initially offers it for $290, but will reduce the price to $98 when you actually buy it). The Snake Bag isn't a great item, but I sometimes give it to Jeff or Poo have them use it when their standard attacks aren't too effective. b)Going Through the Pyramid The Pyramid is a pretty long area with lots of enemies, so make sure the party is adequately prepared before entering. Make sure each party member is at max HP and PP and are equipped with the optimum available items. It may also be good for Jeff to have the Hungry HP-Sucker, as this will help conserve Ness and Poo's PP for Lifeup. Just in case, it may be a good idea to take an Exit Mouse along with you into the Pyramid. NOTE: Poo will leave for awhile after the party finishes traveling through the Pyramid, so make sure he's not carrying anything you might need later on. Leave Scaraba through its south gate and walk southeast. Remember, if the screen starts flashing red check the party's status for sunstroke and use Healing[alpha] on the affected party member. The party will probably face a few enemies on their way to the Pyramid but they aren't too hard. Once you reach the front of the Pyramid, stand on the top circle. To open the Pyramid, the party must step on each circular switch in a particular order. . The top . denotes the top circle, and is the switch the party must step on first and last. The numbers 4 3 represent the other switches and denote the order in which the party must step on them. 2 5 If you step on a wrong switch, you must start the process over from the beginning. Enter the Pyramid once the entrance is opened. In the first room, you will probably notice a Hieroglyph figure on the wall. This particular figure will not come to life, but almost all figures deeper inside the Pyramid are enemies and will attack the party. These enemies can mostly be defeated with standard attacks. You will likely have the most trouble with the Fierce Shattered Man and the Petrified Royal Guard, as they are capable of inflicting the most damage. The Petrified Royal Guard can be immobilized by Paralysis[alpha] or repeated use of the Slime Generator and beaten rather easily that way. The Fierce Shattered Man can also be immobilized with Paralysis[alpha], though these enemies are not as dangerous and can be dealt with by just using standard attacks. Freeze[beta] or [gamma] is also pretty effective against this enemy. Keep moving forward into the Pyramid until the party enters a room with a sarcophagus in the center. The top door on the left will lead to a casket containing a Bag of Dragonite. Whether the item is worth the enemies the party will face on the way to the casket is up to you (the item is two rooms away). The door on the right is the one to enter to proceed. Continue forward into the Pyramid and the party should enter a room with two caskets. Be sure to open both caskets and obtain the Speed Capsule and the Cup of Lifenoodles inside. Use the Speed Capsule right away on a party member (I usually give it to Paula or Poo). Enter the door on the right and walk down the long flight of stairs. At the bottom of the stairs, the party should come upon a casket. Approach the casket and "check" it to start a battle with the Guardian General. The most effective weapon against the Guardian General seems to be the Slime Generator. Have Jeff use it in each round and the Guardian General will likely waste almost all of his turns doing nothing. If Paula has a sufficient amount of PP, have her use Freeze[gamma] or [omega] while Ness uses his "bash" attack. Have Poo either "bash" or use a Snake Bag. Once the Guardian General is defeated, enter the next room and step on the tile with the bold outline. Open the casket in this room to obtain the Rain Pendant. Equip this on Jeff or whomever it may benefit. If the Rain Pendant replaces a Crystal Charm, it may be a good idea to hold on to the Crystal Charm for when you want protection from Paralysis. After stepping on the switch, return to the room with the sarcophagus in the center. The sarcophagus should have disappeared and a hole should be seen in its place. Approach the hole and fall through. The party should land near an altar with the Hawk Eye sitting on top. Approach the altar and "check" the Hawk Eye to obtain it. Go through the door on the right, walk up the stairs, and enter the next room. The casket here contains a Diamond Band. Equip this item on whomever it may benefit or hold on to it and sell it once the party has gone through the Pyramid. Fall through the hole to proceed. This is the last stretch of the Pyramid before the exit. Enter the door on the right and walk through the hallway. Walk up the stairs and enter door to leave the Pyramid. The party will now be in Southern Scaraba. Attempt to walk forward out into the desert and the old man from Dalaam will appear in front of the party. He will heal the party and ask Poo to come with him. Poo will comply and will leave the party for awhile. He will not return until the party is in Deep Darkness, the next area the party will venture through. NOTE: If Poo was carrying the Hawk Eye when he left the party, you should get a phone call from Escargo Express telling you that they have the Hawk Eye. To get the Hawk Eye, simply call Escargo Express and have it delivered to the party. _______________________________________________________________________________ _______________________________________________________________________________ 2.Dungeon Man Recommended Level: 53/55 Equipment: Ness: Big League Bat Paula: French Fry Pan Night Pendant Flame Pendant Diamond Band Diamond Band Lucky Coin Lucky Coin Jeff: Spectrum Beam Rain Pendant Diamond Band Lucky Coin ITEMS a)French Fry Pan Use: weapon for Paula Obtained: merchant standing outside the Pyramid exit Be sure to buy this weapon and equip it on Paula. b)Key to the Tower Use: allows access into Dungeon Man Obtained: tribal native standing outside the Pyramid exit This item is required to get inside of Dungeon Man and progress in the game. Give this item to Escargo Express once the party leaves Scaraba. c)Multi Bottle Rocket Use: inflicts about 500~1500+ HP of damage to a single target; gone after one use Obtained: merchant standing outside the Pyramid exit Make sure that Jeff has at least two of these in his inventory. If you did not buy these from the merchant outside the Pyramid exit, you can wait until the party reaches the next location, Deep Darkness, before buying this item from an arms dealer there. d)Gift Boxes Inside Dungeon Man Here are the items that can be obtained from gift boxes inside Dungeon Man: $5 $10 Cup of Lifenoodles: recovers status effects and revives an unconscious party member IQ Capsule: increases target's IQ by one Molokheiya Soup: recovers about 80 HP Pizza: recovers about 120 HP PSI Caramel: recovers about 20 PP Snake: inflicts 1~4 HP of damage; 50% chance of poison Sudden Guts Pill: doubles target's Guts for one battle Super Plush Bear: diverts enemy attacks to itself; has about 500 HP Talisman Ribbon: armor for Paula; obtain after getting Dungeon Man stuck among the trees Wet Towel: cures sunstroke ENEMIES a)Beautiful UFO Recommended Level: 51 Attacks -Fire a beam Damage: 25~35 HP (Ness) 30~50 HP (Paula) 30~50 HP (Jeff) -Lifeup[alpha] Strategy You should be able to defeat this enemy in one round by using the party's standard attacks. If this enemy appears with a High Class UFO, defeat this enemy first; the Beautiful UFO's offense is comparable to that of the High Class UFO, but the Beautiful UFO is easier to defeat. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 35 or lower recover Paula with Lifeup[beta] if HP falls to 50 or lower recover Jeff with Lifeup[beta] if HP falls to 50 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka b)High-Class UFO Recommended Level: 51 Attacks -Fire a beam Damage: 35~50 HP (Ness) 45~65 HP (Paula) 45~65 HP (Jeff) -PSI Shield[alpha] -Disrupt your sense Effect: render a single target unable to use PSI for four rounds Comments: This attack has a pretty low success rate and is nothing to worry about. Strategy The High-Class UFO always has a Shield up from the beginning of the battle, but you should be safe just using the party's standard attacks to defeat this enemy. If you want to get rid of its Shield, use the Neutralizer or the Shield Killer. Freeze and Fire are effective against this enemy, but I don't think they'll be worth using in most situations. If this enemy appears with a Beautiful UFO, defeat that enemy before attacking the High-Class UFO; the Beautiful UFO's offense is comparable to that of the High-Class UFO, but the Beautiful UFO is easier to defeat. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka Neutralizer Shield Killer c)Lesser Mook Recommended Level: 53 Attacks -Freeze[alpha] -Freeze[beta] -Hypnosis[alpha] -Glare with its eerie eyes Effect: diamondize a single target Strategy Have Paula use PSI Shield[sigma] in the first round. Just use standard attacks after that. You actually might not need to use a PSI Shield if your party is strong enough to defeat this enemy in one round. -Ness: "bash" -Paula: "bash" PSI Shield[sigma] -Jeff: "shoot" Heavy Bazooka d)Marauder Octobot Recommended Level: 53 Attacks -Fire a beam Damage: 40~65 HP (Ness) 55~75 HP (Paula) 40~65 HP (Jeff) -Coil around you and attack Effect: solidify a single target -Try to steal something Effect: steal a random, nonessential item from the party's inventory Comments: This move has a pretty low success rate, so it's nothing to worry about. It's more of a nuisance than a real threat. Strategy You should be able to defeat this enemy within two rounds by just using standard attacks. Defeat this enemy first if it appears in a group. -Ness: "bash" recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka e)Master Criminal Worm If you see this enemy, always chase after it. A victory against this enemy will yield a very large amount of experience points and will almost always level up a party member. This enemy appears very rarely and always runs away from the party, allowing you to easily approach this enemy from behind and get an instant victory. It is rare to actually have to fight this enemy in battle, but if you do, be sure to have Paula use PSI Shield[sigma] in the first round to counter its Fire. This enemy has a very high speed and will likely attack first each round, so be sure that each party member has a sufficient amount of HP to survive a hit from Fire[beta]. f)Mystical Record, Scalding Cup of Coffee, Worthless Protoplasm, Cute Li'l UFO These enemies can be dealt with by just using standard attacks. Defeat the Scalding Cup of Coffee first and the Mystical Record second if these enemies appear in a group. WALKTHROUGH a)Preliminaries NOTE: If Poo was carrying the Hawk Eye when he left the party, you should get a phone call from Escargo Express telling you that they have the Hawk Eye. To get the Hawk Eye, simply call Escargo Express and have it delivered to the party. Talk to the native standing next to the Pyramid exit and he will give the party the Key to the Tower, the item that will give party access into "Dungeon Man." Next, talk to the merchant standing a little to the north. Buy a French Fry Pan for Paula and sell whatever her previous weapon was. If Jeff has the Heavy Bazooka or the Spectrum Beam, you will probably not need to buy the Crusher Beam. However, be sure to buy at least two Multi Bottle Rockets for Jeff. This powerful weapon can inflict more than 1000 HP of damage to a single enemy, making it the best boss killer from this point of the game onward. If you can't buy this item from the merchant because you don't have enough money (or for some other reason), you can wait until the party reaches the next location, Deep Darkness, before buying this item. b)Through the Tower From the Pyramid exit, walk northwest. Eventually, the party should come upon a large statue that resembles a person. This is Dungeon Man, a giant...uh, robot...or something...that is inactive at the moment. Approach the front of Dungeon Man and "use" the Key to the Tower to enter. There are some enemies inside Dungeon Man, but most of them are weak and can be defeated with just standard attacks. Go a little into Dungeon Man and you should see a telephone and a bench. "Check" the bench to rest and recover the party; if Jeff has any broken items, he will be able to repair them while the party rests on the bench. To the left is a hospital that can provide you with all the services a normal hospital provides. Inside Dungeon Man, you can find a bunch of signs posted here and there. None of them say anything really important but they can be fun to read. There are also many gift boxes scattered all over the place, but most of them contain items of little help. From the telephone and bench in front of the entrance, walk east and then a little north. The party should come upon a three-way junction. The right path leads to a gift box containing a Molokheiya Soup (a food item that recovers about 80 HP), and the middle path leads to a gift box containing a Cup of Lifenoodles. Take the left path to proceed. Walk forward and the party should eventually reach another junction. The path on the right leads to gift boxes containing a Snake and a Super Plush Bear, an item that can divert about 500 HP worth of damage from party members. Take the path on the left to proceed. When the party reaches four ropes, climb up the third one from the left. The other ropes lead to nothing but dead ends and signs that say strange things. The second floor is a little bit more dangerous than the first because Lesser Mooks lurk here. Just have Paula use PSI Shield[sigma] to defend against its Freeze attack and use standard attacks to defeat it. Walk south from where the party climbed up the rope and you should come across another junction. The path going west will lead to a gift box containing $10 and a bench. Take the path leading south to proceed. From here on out, it should be pretty easy to make your way to the top of the tower. Once at the top, the party will encounter none other than Brick Road, the guy Jeff met in Winters previously in the game. After talking to him, walk south and fall through the "Return Hole" and a few other holes to return to the first floor (be sure to open the gift box on the way down to obtain an IQ Capsule and use in on Paula or any other party member). Exit Dungeon Man. c)Leaving Scaraba Dungeon Man will now be a part of your party. His standard attack can inflict up to 400 HP of damage and his "great big hug" attack can solidify an enemy. While Dungeon Man makes a great ally, we need to leave it behind in order to progress in the game. Walk to the southern end of Scaraba and walk past the trees growing on a narrow strip of land. Dungeon Man will get stuck among the trees and the party will go on without him. Walk to the eastern end of this narrow strip of land and you should see a tribal native standing there. Talk to him and answer "yes" when prompted; if you answer "no," you will have to talk to him again and answer "yes" in order to progress in the game. Return to Dungeon Man and talk to it. The party will enter and will have to go to the top floor again. Once there walk south and fall through the "Goodbye Exit," the hole that was previously blocked by a sign. Fall through a couple more holes and the party will end up in a previously unreachable area on the first floor. There is a gift box here containing a Talisman Ribbon; obtain it and equip it on Paula. Walk to the northwest corner of the first floor and "check" the yellow submarine. The party will take it outside and leave for Deep Darkness. ******************************************************************************* XII.Deep Darkness ******************************************************************************* "Drown to death in puke! Don't you think that's an incredibly masculine taunt to throw at you?" -Master Barf Cameraman Locations: next to the Myna Bird, southwest of the gift box containing a Beef Jerky Outline "Use" the Hawk Eye in the dark portion of the swamp to make things visible | | Defeat Master Barf | | Enter Tenda Village | | Talk to the Tenda Chief (optional) | | Exit Tenda Village and get a call from Apple Kid | | Teleport to Winters 1.Trudging Through the Swamp Recommended Level: 55/57 Equipment: Ness: Big League Bat Paula: French Fry Pan Night Pendant Flame Pendant Diamond Band Diamond Band Lucky Coin Talisman Ribbon Jeff: Spectrum Beam Rain Pendant Diamond Band Lucky Coin ITEMS a)Banana Use: recovers about 25 HP Obtained: gift box, south of the arms dealer There is no need to obtain this item. Sell or discard. b)Beef Jerky Use: recovers about 150 HP Obtained: gift box Standard food item. Sell or discard if you need more space in the party's inventory. c)Casey Bat Use: weapon for Ness Obtained: from defeating Master Barf This weapon provides the largest boost in Offense for Ness in the game, but it has a huge drawback--this weapon has an accuracy of only 25%. That means Ness's "bash" attacks will miss his target about 75% of the time while equipped with this weapon. Add to that the effects of uncontrollable crying or high evasion rates of certain enemies and you have one highly unreliable weapon. I recommend you sell this item (for $19) or discard it. d)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box, next to the crashed helicopter Be sure to obtain this item if the party does not have any. e)Death Ray Use: weapon for Jeff Obtained: trash can in Tenda Village Be sure to obtain this weapon and equip it on Jeff if he does not have the Heavy Bazooka. Otherwise, you can take it or leave it. f)Hawk Eye Use: allows you to see in Deep Darkness Obtained: inside the Pyramid in Scaraba "Use" this item when the party reaches the dark region of the swamp to make things visible. If Poo had this item when he left the party, you should be able to get it back by calling Escargo Express. If you forgot to obtain this item, you will probably have to go back to the Pyramid and get it. g)IQ Capsule Use: permanently increases the IQ of one party member by 1; IQ determines the max PP of Ness, Paula, and Poo and allows Jeff to repair items Obtained: gift box, next to the Myna Bird Be sure to obtain this item and use it on Paula or save it for Poo (who will return to the party shortly). You should obtain this item before coming across the crashed helicopter, so if you see the copter before obtaining this item, go back the way you came a little bit and then walk to the west. h)Magic Truffle Use: recovers about 80 PP Obtained: scattered throughout Deep Darkness There are four Magic Truffles hidden throughout Deep Darkness inside the water. In order to find one, you will need to "use" the Piggy Nose to pinpoint its location and "check" the area to obtain it. I will give rough directions to each Magic Truffle in this section. i)Monkey's Love Use: solidifies a single, random target in battle; can be used many times Obtained: the monkey in Deep Darkness, after teaching it how to teleport This item can be obtained by talking to one of the monkeys located on the grassy area at the beginning of the swamp. Go ahead and obtain this item and replace the Slime Generator with it. Unlike the Slime Generator, this item can be used by any party member. I usually give this item to Poo and have him use it when his "bash" is not very effective. j)Piggy Nose Use: helps you pinpoint the location of Magic Truffles in Deep Darkness Obtained: merchant in Scaraba If you want to find the Magic Truffles hidden in Deep Darkness, it is almost essential that you have this item. "Use" this item while walking in the swamp in Deep Darkness to help you locate Magic Truffles. The closer the party is to a Magic Truffle, the more exact the directions this item will give in pinpointing its location. k)Rock Candy Use: increases Speed, Guts, Vitality, IQ, or Luck by one (or two, with a condiment) Obtained: gift box, in the area just before where Master Barf is Be sure to obtain this item, but don't use it unless you have a Sugar Packet or a Jar of Delisauce. Using this item in conjunction with either condiment will increase the stat boost to two. I recommend you use this item on Paula or Poo. l)Souvenir Coin Use: armor; equip as "other" for Ness, Paula, or Jeff; increases Defense and Luck Obtained: gift box, all the way west of the crashed helicopter Be sure to obtain this item and equip it on Paula or Jeff. ENEMIES a)Big Pile of Puke Recommended Level: 55 Attacks -Standard attack Damage: 80~110 HP (Ness) 80~110 HP (Paula) 80~110 HP (Jeff) -Exhale a blast of stinky breath Effect: make the entire party uncontrollably cry -Burp and blow his nauseating breath at you Effect: make a single target nauseous -Spit out a sticky mucus Effect: solidify a single target Strategy You should be able to defeat this enemy in two or three rounds by using standard attacks. If the party starts crying, have Paula use Freeze [beta] and have Ness keep using his standard attack. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" Freeze[beta], if crying -Jeff: "shoot" Heavy Bazooka b)Demonic Petunia Recommended Level: 55 Attacks -Dispense an extinguishing blast Damage: 150~250 HP to everyone -Scatter its pollen around Effect: paralyze a single target -Edge closer Effect: none Strategy You should be able to defeat this enemy in one round by using standard attacks. If you are having trouble with this enemy, use either the Monkey's Love or the Slime Generator to pin it down. I recommend Paula have the Flame Pendant equipped when facing this enemy. Try to defeat this enemy as quickly as possible, since recovery against this enemy can be difficult. This enemy doesn't seem to appear in a group that often but if it does, defeat it first. -Ness: "bash" -Paula: "bash" Monkey's Love -Jeff: "shoot" Heavy Bazooka Slime Generator Monkey's Love c)Even Slimier Little Pile Recommended Level: 55 Attacks -Standard attack Damage: 55~70 HP (Ness) 55~70 HP (Paula) 55~70 HP (Jeff) -Exhale a blast of stinky breath Effect: make the entire party uncontrollably cry -Spit out a sticky mucus Effect: solidify a single target -Call for help Effect: an Even Slimier Little Pile joins the battle Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Defeat this enemy only before any Manly Fishes. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 70 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka d)Hard Crocodile Recommended Level: 55 Attacks -Standard attack Damage: 60~90 HP (Ness) 60~90 HP (Paula) 60~90 HP (Jeff) -Biting attack Damage: 150~200 HP (Ness) 150~200 HP (Paula) 150~200 HP (Jeff) -Swing his tail very hard Damage: 150~200 HP (Ness) 150~200 HP (Paula) 150~200 HP (Jeff) Strategy You should be able to defeat this enemy within two rounds by just using standard attacks. If you are having trouble with this enemy, use the Monkey's Love or the Slime Generator to pin it down. Freeze[beta] is also pretty effective against this enemy, though it's not that great. Attack this enemy only after defeating any Zap Eels. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower -Paula: "bash" Freeze[beta] Monkey's Love -Jeff: "shoot" Heavy Bazooka Slime Generator Monkey's Love e)Hostile Elder Oak Recommended Level: 55 Attacks -Standard attack Damage: 100~140 HP (Ness) 100~140 HP (Paula) 100~140 HP (Jeff) -Brainshock[alpha] -PSI Magnet[alpha] -Burst into flames (death action) Damage: 240~330 HP Peripheral Damage: 120~170 HP Comments: This only occurs when this enemy is defeated. Because of this move, I strongly recommend you defeat this enemy last when it appears in a group. Tap the A or L button as fast as you can to end the battle quickly and stop the HP counter from rolling down. If you are fast enough (and if text speed is set to "fast"), a party member should only sustain about 50 HP of damage at most. Strategy You should be able to defeat this enemy within two rounds by using standard attacks. Use the Monkey's Love or the Slime Generator to pin down this enemy to prevent it from attacking. Defeat this enemy last if it appears in a group. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" Monkey's Love -Jeff: "shoot" Slime Generator Monkey's Love f)Manly Fish Recommended Level: 55 Attacks -Jab with a spear Damage: 15~30 HP (Ness) 15~30 HP (Paula) 15~30 HP (Jeff) Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Defeat this enemy last if it appears in a group. -Ness: "bash" -Paula: "bash" -Jeff: "shoot" Heavy Bazooka g)Manly Fish's Brother Recommended Level: 55 Attacks -Freeze[beta] -Healing[omega] Comments: Healing[omega] is only a problem when this enemy appears in a group and revives an enemy you previously defeated. Prevent this from happening by defeating this enemy first when it appears in a group. -Hypnosis[alpha] -Paralysis[alpha] Strategy You should be able to defeat this enemy within two rounds by using standard attacks. It should not be necessary to use a PSI Shield to defend against Freeze[beta] as long as each party member has at least 120~150 HP. Defeat this enemy first if it appears in a group. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka h)Master Barf Recommended Level: 57 Attacks -Continuous attack Damage: 100~150 HP (Ness) 100~150 HP (Paula) 100~150 HP (Jeff) Comments: Master Barf will attack twice when it uses this attack. The above damage estimates are for one attack only. -Exhale a blast of stinky breath Effect: make the entire party uncontrollably cry -Burp and blow his nauseating breath at you Effect: make a single target feel nauseous -Call for help Effect: an Even Slimier Little Pile joins the battle Strategy If Paula has a good amount of PP, have her use Freeze[omega]. Have Ness use his standard attack and save PP for Lifeup, and Jeff use either his standard attack or the Heavy Bazooka. Even if the party starts crying, it should not be a problem as long as Paula uses Freeze or Jeff has the Heavy Bazooka. If you want to end this battle quickly, just have Jeff use a Multi Bottle Rocket. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower -Paula: Freeze[omega] Freeze[gamma] -Jeff: "shoot" Heavy Bazooka Multi Bottle Rocket i)Mole Playing Rough This is actually a much stronger version of Mole Playing Rough that can inflict up to 400 HP of damage with its standard attack and give 15,000 experience po...nah, I'm just kidding. It's the same Mole Playing Rough from the Second Sanctuary Cave. Don't bother with it. j)Pit Bull Slug Recommended Level: 55 Attacks -Standard attack Damage: 10~20 HP (Ness) 10~20 HP (Paula) 10~20 HP (Jeff) -Hypnosis[alpha] Comments: The Pit Bull Slug cannot use PSI for the first four rounds of every battle. -Vacuum attack Effect: reduce a single target's Offense and Defense by about 6% Strategy One or two hits from any party member's standard attack should defeat this enemy. Defeat this enemy last if it appears in a group. This is probably the best enemy to fight if you want to level up, but they mostly appear in the interior areas of the swamp or near the end of the swamp. -Ness: "bash" -Paula: "bash" -Jeff: "shoot" k)Zap Eel Recommended Level: 55 Attacks -Electrical shock attack Effect: equivalent to Thunder[beta] Strategy You should be able to defeat this enemy within one round by using just standard attacks. One hit from Freeze[beta] and a hit from another party member's standard attack should also defeat this enemy. I recommend you have Paula carry the Franklin Badge when facing this enemy. Attack this enemy only before defeating any Manly Fish's Brothers if it appears in a group. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" Freeze[beta] -Jeff: "shoot" Heavy Bazooka WALKTHROUGH a)Preliminaries NOTE1 : If Poo was carrying the Hawk Eye when he left the party, you should get a phone call from Escargo Express telling you that they have the Hawk Eye. To get the Hawk Eye, simply call Escargo Express and have it delivered to the party. NOTE2: The party will take damage while walking through the deepest portions of the swamp, but it is not as damaging as the frequency of the red flashes suggests. Each party member will take 2 HP of damage about every 5 seconds. If you see red flashes at a faster frequency than this, it is because each party member is taking damage at different times. NOTE3: There are Magic Truffles hidden throughout Deep Darkness inside the water growing at the bases of trees. In order to find them, you must be somewhat close to one and "use" the Piggy Nose, an item that can be bought in Scaraba, to pinpoint its location. Once the party is close enough to a Magic Truffle, "check" the location and you should obtain the Truffle. I will give rough directions on how to find each Magic Truffle in the walkthrough below. As far as I know, there are four Magic Truffles the party can find in Deep Darkness. If your party needs to recover, talk to the first monkey you see and it will allow the party to rest for free. Walk into the swamp and go a little to the east. There is a Magic Truffle to the left and a little bit down of the lone tree growing out of the water. "Use" the Piggy Nose to the left of this tree to find its exact location and "check" the area to obtain it. Walk all the way to the east and walk onto the elevated area of grassy land where all the monkeys are. Talk to the monkey on the right and answer "yes" to its request and it will give the party the Monkey's Love, an item that can solidify a single, random target in battle. This item can be used by any party member, so go ahead and obtain the Monkey's Love and sell or store the Slime Generator. I usually give this item to Poo and have him use it when his "bash" is not very effective. Walk a little to the left and you will see a businessman and a doctor standing near each other. Talk to the businessman and he will offer to sell you either some items or the services of the doctor (if you talk directly to the doctor, he will not do anything for you). The businessman is not selling anything that great, though if you did not buy the Lucky Coin from Summers you should buy the Charm Coin here. The doctor can heal any status effect the party may have but you do not actually have to pay him. When the businessman tells you about the $500 fee, answer "yes" when prompted and then answer "let him pay" when prompted again to avoid paying the fee. If Jeff does not have at least two Multi Bottle Rockets in his inventory, be sure to talk to the arms dealer and buy one or two before venturing into the swamp. This is probably the most convenient place to buy Multi Bottle Rockets in the game, so come back here whenever you need more. Begin walking south into the swamp and the party will eventually come across a snorkel coming out of the water. This is Deep Darkness's "ATM Machine." Try not to withdraw money from this man, however, as he will charge a handling fee equal to the amount you withdraw. b)Through the Swamp The party basically just has to walk through Deep Darkness and reach the other side of the swamp. The enemies here aren't too hard, but some of them can be annoying and powerful. One thing to keep in mind, however, is that a lot of enemies here seem to be susceptible to the Monkey's Love and the Slime Generator, so you can use those items to pin down some enemies you are having trouble against. Walk south into the swamp and "use" the Hawk Eye once the party is in the darkness. The swamp will then become visible and the Hawk Eye will disappear from the party's inventory. Keep walking south and then turn northwest. The party should enter into a pretty wide area. Walk to the northwest and you should see a gift box. The gift box contains a Beef Jerky, a food item that recovers about 150 HP. A little further northwest of the gift box is a Magic Truffle hidden amongst the trees. From the gift box, walk northwest and then a little to the left along the edge of the trees. When the edge of the trees goes down a bit, "use" the Piggy Nose to locate the Magic Truffle and "check" the area to obtain it. From the gift box containing the Beef Jerky, walk to the west and you should see a bird talking about Tenda Village. Open the gift box here to obtain an IQ Capsule and either use it on Paula or save it for Poo, who will be returning to the party shortly. Go back a little to the east and then turn south. The party should eventually come across a crashed helicopter, likely the one Pokey took off in back in Fourside. There is nothing you can do with it, however, because "there's no engine." Open the gift box here to obtain a Cup of Lifenoodles. Walk to the west and the party should be in a deep area of the swamp with two lone trees growing out of the water. To the northwest of the left-hand tree is a Magic Truffle. Continue walking west and onto the area of dry land. There is a gift box here containing a Souvenir Coin, so obtain it and equip it on either Paula or Jeff. To the north is another gift box containing a Rock Candy, an item I recommend you don't use unless the party has a Sugar Packet or a Jar of Delisauce to use it with. Use the Rock Candy on Paula or Poo with either condiment to increase a random stat by two. From the gift box containing the Rock Candy, walk a little south, east, and then north into a narrow path of deep water. At the end of this narrow path should be a character that resembles the Big Pile of Puke and Master Belch back in Grapefruit Falls. "Talk" to it to start a mini-boss battle against Master Barf. Although Master Barf is the same character as Master Belch, the Jar of Fly Honey no longer works to distract it. Have Ness use his standard attack and save PP for Lifeup while Paula uses Freeze[omega] or Freeze [gamma]. Have Jeff use his standard attack or the Heavy Bazooka. This battle should not be too hard, but if you want to end it quickly just have Jeff use a Multi Bottle Rocket to defeat Master Barf in one hit. At the end of the battle, Poo should join the party and finish off Master Barf. The party should obtain the Casey Bat once the battle is over. This weapon is the strongest weapon available to Ness in the game, but it has a very low accuracy and often misses. It is a very unreliable weapon, so I recommend you sell it (for $19) or discard it. Walk north and the party should reach another wide area of the swamp. There is one last Magic Truffle in this area but it's a bit hard to explain where it is. There should be two floating logs in this area. From the top log, walk directly north to the edge of the trees. There should be a Magic Truffle a bit to the left from this spot (it is behind a tree). "Use" the Piggy Nose to help you locate it. From this last wide area of the swamp, walk all the way to the west and onto dry land. At the northwest corner, you should see a cave opening. Enter the cave to enter Tenda Village. c)Crisis in Winters None of the "Tendas" here have much to say yet, but the party can rest at the inn for free or use the hot springs to heal any status effects. South of the entrance is a trash can and a telephone, among other "weird junk." Open the trash can to obtain the Death Ray, a weapon for Jeff. If you talk to the village chief, the Tenda with the horns, it will talk about a book that can help the Tendas overcome their shyness problem. Keep this book in mind and exit the village. Upon exiting the village, the party should get a phone call from Apple Kid, talking about an Eraser Eraser Machine. During the phone call, an incident should occur suggesting that the Apple Kid was attacked. We now need to go and help Apple Kid, so Teleport to Winters. ******************************************************************************* XIII.Winters/Tenda Village ******************************************************************************* "Where are you, my friend? They came and took you away. Come back, Sebastian. Hey, that's a Haiku poem!" -Tessie Watch Club Member, lamenting a missing comrade Cameraman Locations: next to the leader of Tenda Village, after curing the Tendas of their shyness Outline Walk south to Dr. Andonuts's Lab | | Talk to the Mouse and obtain the Eraser Eraser | | Go the Stonehenge and "Use" the Eraser Eraser to eliminate the eraser statue | | Go through the Stonehenge Base and defeat the Starman Deluxe | | Talk to Apple Kid about the Overcoming Shyness Book | | Go to Onett Library and "check" the bookshelves to obtain the Overcoming Shyness Book | | Teleport to Tenda Village and give the Shyness Book to the Tenda Chief | | Talk to the Tenda next to the giant rock in Tenda Village to gain access to the Seventh Sanctuary Cave | | Record the Seventh Sanctuary Melody 1.Stonehenge Recommended Level: 57/62 Equipment: Ness: Big League Bat Paula: French Fry Pan Night Pendant Flame Pendant Diamond Band Diamond Band Lucky Coin Souvenir Coin Jeff: Death Ray Poo: (nothing) Rain Pendant (nothing) Diamond Band Bracer of Kings Lucky Coin (nothing) ITEMS a)Broken Harmonica Use: Jeff can repair this item into the Baddest Beam, a weapon for Jeff IQ Required: 55 Obtained: gift box in Stonehenge, found in the "hi-tech" area of the base If Jeff has the Heavy Bazooka, it may not be necessary to obtain this item. b)Broken Trumpet Use: Jeff can repair this item into the Defense Shower, a tool for Jeff IQ Required: 40 Obtained: gift box in Stonehenge, found in the "hi-tech" area of the base The Defense Shower is the best item to use if you want to increase the party's Defense, but I have never felt the need to use it. You can give this item to Escargo Express if obtained. c)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box in Stonehenge, found in the fifth area Be sure to obtain this item if the party does not have any. d)Eraser Eraser Use: eliminates the eraser statue blocking the way into Stonehenge Obtained: the Mouse in Dr. Andonuts's Lab Obtain this item and "use" it on the eraser statue inside Stonehenge to proceed into the alien base. This item will no longer be used in the game and can be given to Escargo Express after it has served its purpose. e)Guts Capsule Use: permanently increases the Guts of one party member by 1; Guts determines the chance of getting a SMAAAASH!! hit and the chance of surviving a mortal blow Obtained: gift box in Stonehenge, found in the fourth area I recommend you use this item on Ness if it is obtained. f)Pixie's Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff; increases Defense and Luck Obtained: gift box in Stonehenge, found in the "hi-tech" area I recommend you obtain this item and equip it on Paula. g)PSI Caramel Use: recovers about 20 PP Obtained: gift box in Stonehenge, found in the "hi-tech" part of the base If your party is low on PP, obtain this item and use it on whomever it may help (this food item is effective for Poo as well). The party will pass by this gift box, so it should be easy to reach. h)Saturn Ribbon Use: armor; equip as "other" on Paula; increases Defense and Luck Obtained: Mr. Saturn inside Stonehenge, after the Starman Deluxe is defeated Be sure to talk to the rescued Mr. Saturn and obtain this item after defeating the Starman Deluxe. i)Speed Capsule Use: permanently increases its user's Speed by one Obtained: gift box in Stonehenge, found in the "hi-tech" part of the base Obtain this item and use it on either Paula or Poo. i)Spicy Jerky Use: recovers about 250 HP Obtained: gift box in Stonehenge, found in the third area Standard food item. Sell or discard if you need more space in the party's inventory. j)Sword of Kings Use: weapon for Poo; increases his Offense by 30 Obtained: defeat the Starman Super The Starman Super has a 1/128 chance of carrying the Sword of Kings, the only effective weapon for Poo in the game. The Sword increases Poo's Offense by 30, but requires a lot of luck or a lot of patience to obtain (the first time I obtained this weapon, I had to defeat more than 100 Starman Supers; the next time, I fought only 3). Be warned, however, that all enemies in Stonehenge will disappear once the boss at the end of this area is defeated, and the Sword of Kings cannot be found in any other part of the game. ENEMIES (Stonehenge) a)Atomic Power Robot Recommended Level: 57 Attacks -Fire a beam Damage: 70~110 HP (Ness) 65~90 HP (Paula) 70~110 HP (Jeff) 80~125 HP (Poo) -Replenish a fuel supply Effect: recovers max HP for a single target -Explode into bits (death action) Damage: 150~300 HP Peripheral Damage: 50~200 HP Comments: If you defeat this enemy last and end the battle as quickly as possible, this move should only inflict about 50 HP of damage at most. Strategy If this enemy does not recover its HP, you should be able to defeat it in one round by just using standard attacks. If this enemy appears in a group, concentrate the party's attack on a single target and defeat this enemy last. Freeze is very effective against this enemy, though it should not be necessary to use. The Monkey's Love and the Slime Generator also seem to be effective against this enemy, so use those items if you want to prevent it from recovering HP. It should be noted that Poo's "mirror" can sometimes work against this enemy and be used to recover your party without using PP. This method requires some patience to use, but it can be a cost-effective way of recovering the party. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka Slime Generator -Poo: "bash" Monkey's Love recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower b)Military Octobot Recommended Level: 59 Attacks -Fire a beam Damage: 100~150 HP (Ness) 80~140 HP (Paula) 100~150 HP (Jeff) 130~190 HP (Poo) -Coil around you and attack Effect: solidify a single target -Try to steal something Effect: steal a random, nonessential item from the party's inventory Comments: This move has a pretty low success rate, so it's nothing to worry about. It's more of a nuisance than a real threat. Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Attack this enemy after defeating any Starman Supers. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower c)Mook Senior Recommended Level: 57 Attacks -Fire[alpha] -Freeze[beta] -Lifeup[alpha] -Glare with its eerie eyes Effect: diamondize a single target Strategy You should be able to defeat this enemy in one round by just using standard attacks. It probably will not be necessary to use a PSI Shield if you only face one since it can be defeated quickly, but use PSI Shield[sigma] if you face two of them. Defeat this enemy first if it appears in a group. Make sure that each party member has at least 120~ 150 HP before engaging this enemy to make sure a mortal blow from its Freeze attack won't KO a party member before the battle is over. -Ness: "bash" Healing[gamma], if a party member is diamondized recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" PSI Shield[sigma], if facing more than one -Jeff: "shoot" Heavy Bazooka -Poo: "bash" Healing[gamma], if a party member is diamondized recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower d)Starman Recommended Level: 57 Attacks -Fire a beam Damage: 50~70 HP (Ness) 30~60 HP (Paula) 50~70 HP (Jeff) 70~100 HP (Poo) -PSI Magnet[alpha] -Shield[alpha] -Guard Effect: reduce the damage inflicted by "bash" attacks by 50% for the round this move is used -Use a Sudden Guts Pill Effect: doubles target's Guts Comments: I don't think the Starman's beam attack can hit with a SMAAAASH!!, so I'm not sure what the point of this move is. It may help the Starman survive a mortal blow, but I don't think this can occur for enemies. Strategy You should be able to defeat this enemy in one or two rounds with standard attacks, provided it does not "guard." Defeat this enemy only before any Atomic Power Robots. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 70 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower -Paula: "bash" PSI Magnet[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" PSI Magnet[omega] recover Ness with Lifeup[beta] if HP falls to 70 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower e)Starman Deluxe Recommended Level: 62 Attacks -Fire a beam Damage: 110~160 HP (Ness) 100~140 HP (Paula) 110~160 HP (Jeff) 150~200 HP (Poo) -Starstorm[alpha] Comments: Have Paula use PSI Shield[sigma] in the first round to counter this attack. -PSI Shield[beta] Comments: Avoid using PSI against the Starman Deluxe, as it has a PSI Power Shield up from the beginning of the battle. -Call for help Effect: either a Starman or a Starman Super joins the battle Strategy Make sure each party member's HP is above 150 before starting the battle. If Jeff has a Multi Bottle Rocket, you should be able to win this battle in one or two rounds. Have Paula use a PSI Shield[sigma] just in case the Starman Deluxe is able to use Starstorm, and have Ness and Poo use their standard attacks. The Monkey's Love occasionally works against this enemy, so have Poo use it if you want to play a little more defensively. Avoid using PSI attacks such as Freeze because this boss is Shielded from the beginning of the battle. If Jeff does not have any Bottle Rockets, have him use a Shield Killer in the first round if he has it (don't use a Neutralizer). Otherwise, just have him "shoot" or use the Heavy Bazooka. Have Paula use PSI Shield[sigma] and her strongest Freeze attack if Jeff's Shield Killer is successful; have her "bash" if the Starman Deluxe is still shielded. Have Poo use the Monkey's Love in each turn, as the item has a rather fair success rate against the Starman Deluxe and can make it waste about 25~50% of its turns. Have Ness "bash" and recover the party as necessary; it may also help to use a Sudden Guts Pill on him. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower -Paula: (first turn) PSI Shield[sigma] "bash" Freeze[omega], if the Starman Deluxe is unshielded -Jeff: (first turn) Multi Bottle Rocket (first turn) Shield Killer, if a Bottle Rocket is not available "shoot" Heavy Bazooka -Poo: "bash" Monkey's Love Freeze[gamma], if the Starman Deluxe is unshielded recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower f)Starman Super Recommended Level: 59 Attacks -Fire a beam Damage: 60~90 HP (Ness) 30~70 HP (Paula) 60~90 HP (Jeff) 70~120 HP (Poo) -Healing[omega] -PSI Shield[beta] -Guard Effect: reduce the damage inflicted by "bash" attacks by 50% for the round this move is used -Call for help Effect: a Starman joins the battle Strategy You should be able to defeat this enemy in one or two rounds by just using standard attacks, provided it does not guard. Defeat this enemy first if it appears in a group. Avoid using PSI against this enemy, as it is protected by a PSI Power Shield from the beginning of the battle. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower -Paula: "bash" PSI Magnet[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" PSI Magnet[omega] recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower WALKTHROUGH a)Traveling South After teleporting to Winters, the party should end up in front of Snow Wood Boarding House. Our destination is Dr. Andonuts's Lab, however, so we need to walk all the way south. NOTE: Be sure that the party has the Pencil Eraser on them in order to eliminate a pencil statue on the way to Dr. Andonuts's Lab. This should be last pencil statue the party encounters in the game. The new enemies in Winters aren't too tough and you should do all right by just using standard attacks. If you end up fighting a group, give priority to defeating the Lesser Mook first and use PSI Shield[sigma] to defend against its Freeze attacks if you have to. If the party gets seriously injured, there are a couple of tents along the way where the party can rest for free. Once the party reaches the lake, talk to the Bubble Monkey to ride Tessie to the other side. Walk south and "use" the Pencil Eraser on the pencil statue to create a shortcut. If the party does not have the Pencil Eraser, you will have to walk through Brick Road again. From here, it should be a walk in the park to Dr. Andonuts's Lab. b)The Stonehenge Base The Stonehenge Base is a pretty long area with lots of enemies, but you should not need to make special preparations. PP may become low near the end, but Magic Butterflies can be found within Stonehenge and using PSI Magnet should be good enough for recovery. Any Magic Truffles the party obtained in Deep Darkness can definitely help here, but it is not absolutely crucial for you to have them. Have Poo instead of Ness use Lifeup and Healing for the most part, as Poo can use his PSI Magnet [omega] to recover PP. It may also help to have Jeff use the Hungry-HP Sucker whenever you have the opportunity to help conserve Ness and Poo's PP. Talk to the Mouse inside Dr. Andonuts's Lab to obtain the Eraser Eraser. "Check" the Instant Revitalizing Device to make sure your party is at max HP and PP and proceed to Stonehenge. "Use" the Eraser Eraser on the eraser statue to eliminate it. The Eraser Eraser will no longer be used in the game, so you can give it to Escargo Express after this. The first part of Stonehenge is a maze-like cave full of Mook Seniors, Starmen, and Atomic Power Robots. These enemies aren't too hard and can be mostly dealt with by using just standard attacks. If you face more than one Mook Senior, however, have Paula use PSI Shield[sigma] to defend against their PSI attacks and use Healing[gamma] on any diamondized party member. Defeat any Mook Seniors first if they appear in a group. Also, be sure to defeat the Atomic Power Robot last in any battle, as it will explode upon being defeated and inflict major damage. From the eraser statue walk south and through the cave opening. Walk a little into the second area and you should see two paths available to you. Both paths lead to the same place, but the right path may be a little shorter. Take either path and go to the next area. Open the gift box in the third area to obtain a Spicy Jerky, a food item that recovers about 250 HP. Walk east and into the next area. There should be two paths available to you in the fourth area. The right path leads to a gift box containing a Guts Capsule, an item I recommend you use on Ness as soon as it is obtained. Take the southern path to proceed. Another two paths should be available to the party a little way into the fifth area. The top path leads to a gift box containing a Cup of Lifenoodles and the right path leads to the next part of the base. The party should now be in the second part of Stonehenge. There are no more Mook Seniors here, although there are Starman Supers. This enemy can be dealt with by just using standard attacks. Be sure to defeat any Starman Supers first in battle, as they can revive defeated cohorts with their Healing[omega]. NOTE: The Starman Super has a 1/128 chance of carrying the Sword of Kings, the only effective weapon for Poo in the game. The Sword increases Poo's Offense by 30, but requires a lot of luck or a lot of patience to obtain (the first time I obtained this weapon, I had to defeat more than 100 Starman Supers; the next time, I fought only 3). Be warned, however, that all enemies in Stonehenge will disappear once the boss at the end of this area is defeated, and the Sword of Kings cannot be found in any other part of the game. Walk to the left from where the party enters to reach a gift box containing a Broken Harmonica, an item Jeff can repair into the Baddest Beam (55 IQ required). If Jeff has the Heavy Bazooka, however, it may not be necessary to obtain this item. Walk down the ladder in front of the entrance to proceed. Walk to the east and open the gift box to obtain a PSI Caramel. Use this item on a party member who is low on PP. Continue walking to the east to reach a room with an Exit Mouse. If the party needs to recover, obtain an Exit Mouse here and "use" it to go back outside. Otherwise, continue walking east into the next area. There is a new enemy lurking in this maze-like area, but it can be taken care of with standard attacks. All the way to the right of the entrance and a little to the north is a gift box containing a Broken Trumpet. Jeff Jeff can repair this item into the Defense Shower, an item that can temporarily increase the entire party's Defense by about 6% in battle. This is the best item to use if you want to increase the party's Defense in battle, but I have never felt the need to use it. You can leave it behind if you want to. Walk north from the entrance and follow the path to the northeast. At the end of this path, there should be two gift boxes containing a Pixie's Bracelet and a Speed Capsule. I recommend you equip the Pixie's Bracelet on Paula and use the Speed Capsule on either Paula or Poo. Enter the door to the east. The party should be in a room with tubes filled with abducted people, including the Apple Kid. Go into the next room to encounter the Starman Deluxe, the boss of this area. Make sure each party member's HP is above 150 and "talk" to it to start the battle. If Jeff has a Multi Bottle Rocket, you should be able to win this battle in one or two rounds. Have Paula use a PSI Shield[sigma] just in case the Starman Deluxe is able to use Starstorm and have Ness and Poo use their standard attacks. If Jeff does not have a Bottle Rocket, have him use the the Shield Killer in the first round to remove the Starman Deluxe's shield and have Paula and Poo use their strongest Freeze attack in subsequent rounds. If Jeff does not have a Shield Killer (don't use the Neutralizer) have him "shoot" or use the Heavy Bazooka. Have Paula "bash" and Poo use the Monkey's Love in each turn. Have Ness "bash" and recover the party as necessary. The base will shut down after the Starman Deluxe is defeated and all enemies will disappear from the area. Go into the previous room and talk to the Mr. Saturn. It will give the party the Saturn Ribbon, an item that should be equipped on Paula. If Paula had the Souvenir Coin, equip that on Jeff or Ness. Next, talk to the Apple Kid about the Overcoming Shyness Book and head back toward the entrance to the base after doing so. Obtain and "use" an Exit Mouse on the way to make things quicker, unless there were some gift boxes you did not obtain on the way to the Starman Deluxe. _______________________________________________________________________________ _______________________________________________________________________________ 2.Help the Tendas WALKTHROUGH a)The Shyness Book After defeating the Starman Deluxe and talking to Apple Kid, teleport to Onett and go to the Library. The party now needs to "check" the bookshelves on the first floor of the Library for the Shyness Book. Each bookshelf has three separate sections the party should "check." It is possible that the book is located in a random part of the bookshelf, but I found the book on the left-most section of the bookshelf in the eastern room. Teleport to Tenda Village and "use" the Shyness Book while standing next to the Chief. The Chief will then read the book to everyone in the village and give the party the Tendakraut, an item that will help you later in the game. A voice will also take over and start talking to you, the player. Just like Tony did previously in the game this voice will ask for, or rather confirm, your name. I recommend you give your real name, as the game uses your name for an interesting effect a couple of times at the end of the game. EXTRAS a)Stuff to Do in Tenda Village Purpose: read some text that talks about the party's adventure trade Horns of Life for other items Now that the Tendas are no longer shy, you can do a few new things here. Standing near the village chief is a Tenda that will offer the party some tea. Answer "yes" to its request and a funky background will fill the screen and some scrolling text will appear talking about the party's adventure (this is very similar to what happens when you drink coffee in Saturn Valley). The text is somewhat long, however, so read it only if you are really curious (it doesn't say anything important). There is also a Tenda in the northwest corner of the Village offering to trade items for Horns of Life. Each time the party gives the Tenda a Horn of Life, the Tenda will give the party whatever item is at the top of the list. Here is a list of what each item does: Plain Roll: recovers about 80 HP Pain Yogurt: recovers about 160 HP Plain Roll: recovers about 80 HP Spicy Jerky: recovers about 250 HP Bag of Dragonite: inflicts about 250~400 HP on all enemies; gone after one use Talisman Coin: armor; equip as "other" for Ness, Paula, or Jeff; increases Defense and Luck Hall of Fame Bat: weapon for Ness Horns of Life can be bought at Saturn Valley for $1780 each. I do not recommend you trade with the Tenda, however, as the two most helpful items on the list, the Talisman Coin and the Hall of Fame Bat, will be quickly replaced by items that can be bought in the next village. _______________________________________________________________________________ _______________________________________________________________________________ 3.Seventh Sanctuary Location Recommended Level: 62/64 Equipment: Ness: Big League Bat Paula: French Fry Pan Night Pendant Flame Pendant Diamond Band Pixie's Bracelet Lucky Coin Saturn Ribbon Jeff: Death Ray Poo: (nothing) Rain Pendant (nothing) Diamond Band Bracer of Kings Souvenir Coin (nothing) ITEMS a)Bottle of DXwater Use: recovers 1 PP for Ness or Paula; recovers about 40 PP for Poo Obtained: gift box This item can be helpful if Poo runs low on PP, but it's not an essential item to have. b)Broken Antenna Use: can be repaired by Jeff into the Gaia Beam, a weapon for Jeff IQ Required: 65 Obtained: Uncontrollable Sphere The Uncontrollable Sphere has a 1/128 chance of carrying this item. The Gaia Beam is the most powerful weapon available for Jeff in the game. c)Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box Be sure to obtain this item if the party does not have one (see walkthrough below for information on how to find it). d)Diadem of Kings Use: armor; equip as "other" for Poo; increases Defense and Luck Obtained: gift box, down the ladder located all the way west of the entrance to the Seventh Sanctuary Cave Be sure to obtain this item and equip it on Poo. This item should be equipped on Poo as "other" for the rest of the game. e)IQ Capsule Use: permanently increases the IQ of one party member by 1; IQ determines the max PP of Ness, Paula, and Poo and allows Jeff to repair items Obtained: gift box, down the ladder located all the way west of the entrance to the Seventh Sanctuary Cave Be sure to obtain this item. I recommend you use it on Paula or Poo. f)Luck Capsule Use: permanently increases the Luck of a single party member by 1 Obtained: gift box, north of the entrance to the Seventh Sanctuary Cave This item is not hard to obtain, but it's not all that helpful. Use it on whomever you want. g)Luxury Jerky Use: recovers about 300 HP Obtained: gift box Standard food item. Sell or discard if you need more space in the party's inventory. h)Rabbit's Foot Use: armor; equip on "body" for Ness, Paula, or Jeff; increase Defense by 3 and Speed by 40 Obtained: gift box, near the Shining Spot Be sure to obtain this item before talking to the Shining Spot. This item can be helpful against an enemy that appears near the end of the game, so have Paula hold on to it until then. i)Rock Candy Use: increases Speed, Guts, Vitality, IQ, or Luck by one (or two, with a condiment) Obtained: gift box, found in the lower level of the Seventh Sanctuary Cave This item is easy to obtain, but do not use it unless the party has a Sugar Packet or a Jar of Delisauce. I recommend you use this on Paula or Poo if you have either condiment (condiments can be bought in Twoson or Scaraba). j)Super Bomb Use: inflicts about 250 HP of damage to its target and about 150 HP of damage to adjacent enemies; gone after one use Obtained: gift box in the Seventh Sanctuary Cave, down the ladder a little west of the entrance Sell this item or use it against the Fobbies in this area. ENEMIES a)Conducting Spirit Recommended Level: 62 Attacks -Flash[alpha] -Flash[beta] -Thunder[beta] -Thunder[gamma] Strategy You should be able to defeat this enemy in one or two rounds by just using standard attacks. You can also have Paula use Freeze[gamma] and and follow it up with standard attacks from the other party members to defeat this enemy before it can cause serious damage. If this enemy appears with an Uncontrollable Sphere, have Paula use PSI Shield[sigma] and Poo use Freeze[beta] or [gamma]. Defeat this enemy first if it appears in a group. -Ness: "bash" recover any party member who does not have the Franklin badge with Lifeup if HP falls to 120 or lower -Paula: "bash" Freeze[beta] or Freeze[gamma] PSI Shield[sigma], if facing an Uncontrollable Sphere also -Jeff: "shoot" Heavy Bazooka -Poo: "bash" Freeze[beta] or Freeze[gamma] recover any party member who does not have the Franklin badge with Lifeup if HP falls to 120 or lower b)Electro Specter (Sanctuary Boss) Recommended Level: 64 Attacks -Electrical shock attack Effect: equivalent to Thunder[beta] -Hungry HP-Sucker Effect: drains about 10~20% of all enemies' HP and gives it to the user of this item -Neutralizer Effect: reset stat changes and removes shields; affects all enemies and party members -Shield Killer Effect: removes any shield protecting a single target Strategy With only one attack that inflicts a significant amount of damage, the Electro Specter is one of the easiest Sanctuary Bosses in the game. It is protected by a PSI Power Shield from the beginning of the battle, so have Jeff use the Neutralizer or the Shield Killer to eliminate it. Thereafter, have Paula and Poo use their strongest Freeze attack. You can have Jeff use a Multi Bottle Rocket, though it probably won't be necessary. If you decide not to use it, have Jeff use his standard attack or the Heavy Bazooka. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower -Paula: "bash" Freeze[omega], if unshielded -Jeff: (first turn) Neutralizer or Shield Killer "shoot" Heavy Bazooka Multi Bottle Rocket -Poo: "bash" Freeze[gamma], if unshielded recover Ness with Lifeup[beta] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[beta] if HP falls to 150 or lower c)Fobby Recommended Level: 62 Attacks -Standard attack Damage: 40~60 HP (Ness) 10~20 HP (Paula) 10~20 HP (Jeff) 60~80 HP (Poo) -PSI Magnet[alpha] -Brainshock[alpha] Comments: The Fobby can't use PSI for the first four rounds of every battle, so this attack and PSI Magnet[alpha] are nothing to worry about. -HP-Sucker Effect: drains 10~20% of a single target's max HP and gives it to the user of this item Comments: This attack has a pretty low success rate and is nothing to worry about. Strategy About one hit from Ness's "bash" or two hits from any other party member's standard attack should defeat this enemy. Try to divide up Ness's attack and Paula and Jeff's attack to defeat two Fobbies in one round. Have Poo attack the same target as Ness just in case Ness fails to defeat a Fobby in one hit. Use Lifeup to recover a party member whose HP is lower than 100 if facing a large group of Fobbies. Have Paula or Poo use PSI Magnet[omega] if they are low on PP to recover quite a bit. This enemy is the best to fight if you want to level up at this point of the game. Defeat this enemy last if it appears in a group. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 100 or lower -Paula: "bash" PSI Magnet[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" PSI Magnet[omega] recover Ness with Lifeup[beta] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[beta] if HP falls to 100 or lower d)Hyper Spinning Robo Recommended Level: 62 Attacks -Fire a beam Damage: 80~110 HP (Ness) 50~80 HP (Paula) 50~80 HP (Jeff) 90~130 HP (Poo) -Shield[beta] -Disrupt your senses Effect: render a single target unable to use PSI for four rounds Comments: This attack has a pretty low success rate and is nothing to worry about. Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. If this enemy uses Shield[beta], have Jeff use the Neutralizer or the Shield Killer, or have Paula and Poo use Freeze [beta]. Attack this enemy after defeating any Conducting Spirits. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower -Paula: "bash" Freeze[beta], if Shielded -Jeff: "shoot" Heavy Bazooka Neutralizer or Shield Killer, if Shielded -Poo: "bash" Freeze[beta], if Shielded recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 80 or lower recover Jeff with Lifeup[beta] if HP falls to 80 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower e)Uncontrollable Sphere Recommended Level: 62 Attacks -Standard attack Damage: 70~100 HP (Ness) 40~60 HP (Paula) 40~60 HP (Jeff) 90~130 HP (Poo) -Fire[alpha] -Fire[beta] -Start laughing maniacally Effect: make a single target feel strange -Explode into bits (death action) Damage: 150~400 HP Peripheral Damage: 50~200 HP Comments: If you defeat this enemy last and end the battle as quickly as possible, this move should only inflict about 50 HP of damage at most. Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Have Paula use PSI Shield[sigma] if you want to defend against this enemy's Fire. If this enemy appears with a Conducting Spirit, have Paula use PSI Shield[sigma], Poo use Freeze [beta] or [gamma] against the Conducting Spirit, and Ness and Jeff use their standard attacks to finish it off. Defeat the Uncontrollable Sphere last if it appears in a group. This enemy has a 1/128 chance of carrying the Broken Antenna, an item that Jeff can repair into the Gaia Beam. The Gaia Beam is the most powerful weapon in the game available to Jeff, but requires a lot of luck or a lot of patience to obtain. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower -Paula: "bash" PSI Shield[sigma] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[beta] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[beta] if HP falls to 120 or lower WALKTHROUGH a)Lumine Hole Before entering the Seventh Sanctuary Cave, make sure that Jeff has at least two Multi Bottle Rockets. Teleport to the beginning of Deep Darkness and buy a few from the arms dealer there if Jeff does not have any. After curing the Tendas of their shyness, talk to the Tenda standing next to a big rock in the southwest corner of Tenda Village. This Tenda is very strong and will lift the rock up for the party, revealing a hole that leads into the Seventh Sanctuary Cave. At the bottom of this hole is a rock that looks like it has a face on it. The party can "talk" to this rock and a few other rocks located here and there in the Seventh Sanctuary Cave, but none of them say anything really important. The party has to talk to the first rock, however, as it does not let the party into the Sanctuary Cave until it's talked to. The enemies found in the Seventh Sanctuary Cave are the Fobby, the Uncontrollable Sphere, the Hyper Spinning Robo, and the Conducting Spirit. The Fobbies tend to attack in large groups, and are the best enemies to fight if you want to level the party up. Just one or two hits from a standard attack should defeat a Fobby. The Uncontrollably Sphere and the Conducting Spirit are found in the lower level of the Sanctuary Cave and can use pretty powerful PSI attacks. Have Paula use PSI Shield [sigma] if you want to defend against their PSI and use standard attacks to defeat them. If you are having trouble against the Conducting Spirit, Freeze[beta] or [gamma] can be used to inflict a large amount of damage and take care of it quicker. Defeat the Uncontrollable Sphere last in any battle, as it explodes upon being defeated. Hyper Spinning Robos can be dealt with by just using standard attacks or Freeze if it uses Shield [beta]. NOTE: The Uncontrollable Sphere has a 1/128 chance of carrying the Broken Antenna, an item Jeff can repair into his most powerful weapon in the game. Walk west into the cave and the party should soon come upon a ladder goind down. The ladder leads to a gift box containing a Super Bomb, an item that does not need to be obtained. After the first ladder, the party should soon come upon another choice of different paths: a hole and a ladder to the west and a path leading north. The hole leads to a gift box containing a Super Bomb (the same one mentioned above) and the ladder leads to two gift boxes containing an IQ Capsule and the Diadem of Kings, an item that can be equipped on Poo. I recommend you obtain the two items and use them as soon as they are obtained. Follow the path leading north to proceed. At the end of this path is a gift box containing a Luck Capsule. Use it on whomever you want. Climb down the ladder near the gift box to move on. Follow the lower level passage and the party should come across a gift box containing a Rock Candy. Do not use this item unless the party has a Sugar Packet or a Jar of Delisauce, as using the Rock Candy with either item will increase the stat boost to two (condiments can be bought in Twoson or Scaraba). I recommend you use this item on Paula or Poo if the party does have either condiment. Continue following the path and the party should come across a ladder. Whether you want to go up the ladder or continue following the path depends on what items you want. Going up the ladder will lead to two gift boxes containing a Cup of Lifenoodles and a Luxury Jerky, a food item that recovers about 300 HP. Staying on the same path will lead to a gift box containing a Bottle of DXwater, an item that recovers about 40 PP for Poo but only 1 PP for Ness and Paula. Both paths lead to the Shining Spot, though continuing on the passage is a little shorter. Before talking to the Shining Spot, be sure to open the gift box near it to obtain the Rabbit's Foot. This item can be very helpful against an enemy that appears near the end of the game, so have Paula hold on to it until then. The Seventh Sanctuary Boss is the Electro Specter. With only one attack that inflicts a significant amount of damage, the Electro Specter is one of the easiest Sanctuary Bosses in the game. It is protected by a PSI Power Shield from the beginning of the battle, so have Jeff use the Neutralizer or the Shield Killer to eliminate it. Thereafter, have Paula and Poo use their strongest Freeze attack. You can have Jeff use a Multi Bottle Rocket, though it's probably not necessary. If you decide not to use it, have Jeff use his standard attack or the Heavy Bazooka. Have Ness use his "bash" attack and use Lifeup to recover any party member whose HP falls to 150 or lower. After defeating the Sanctuary Boss, fall into the hole behind the Shining Spot. Record the Seventh Sanctuary Melody and fall into another hole to reach a new area, the Lost Underworld. ******************************************************************************* XIV.Lost Underworld ******************************************************************************* "We made a cage for dinosaurs and locked them up...That's what my brother tells me. But I don't believe it...He's just spewing out of his cake hole." -Tenda in the Lost Underworld Cameraman Locations: none Outline Enter the Tenda settlement and talk to the talking rock (optional) | | Record the Eighth Sanctuary Melody 1.Exploring the Underground Recommended Level: 64/65 Equipment: Ness: Big League Bat Paula: French Fry Pan Night Pendant Flame Pendant Diamond Band Pixie's Bracelet Lucky Coin Saturn Ribbon Jeff: Death Ray Poo: (nothing) Rain Pendant (nothing) Diamond Band Bracer of Kings Souvenir Coin Diadem of Kings ITEMS a)Brain Food Lunch Use: recovers about 300 HP and 50 PP Obtained: gift box To obtain this item, teleport to the Underworld. The gift box containing this item should be to the west of where the party teleports to. b)Cloak of Kings Use: armor; equip on "body" for Poo; increases Defense and Speed Obtained: gift box, northeast of the Eighth Sanctuary Cave This item can be obtained on the way to the Eighth Sanctuary Cave. Poo will likely end up having the highest Speed in the party after equipping this item. c)Holy Fry Pan Use: weapon for Paula; increases Guts by 10 Obtained: shop in the Tenda settlement Be sure to buy and equip this weapon on Paula before heading to the Eighth Sanctuary Cave. d)Horn of Life Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box To find this item, teleport to the Underworld. The gift box containing this item should be directly to the east. Walk along the north side of the rock wall heading east to help you find it. e)Guts Capsule Use: permanently increases the Guts of one party member by 1; Guts determines the chances of getting a SMAAAASH!! hit and the chances of surviving a mortal blow Obtained: gift box This item is located west from the gift box containing the Sea Pendant. Alternatively, you can teleport to the Underworld and walk directly north to find this item. I recommend you use this on Ness if you obtain it. f)Sea Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense and provides protection from Fire, Freeze, and Flash Obtained: gift box, in the northeast corner of the Underworld Be sure to obtain this item and equip in on Paula. If Paula was equipped with the Flame Pendant, I recommend you equip it on Jeff. g)Shiny Coin Use: armor; equip as "other" for Ness, Paula, or Jeff; increases Defense and Luck Obtained: shop in the Tenda settlement Be sure to buy and equip this weapon on whomever it may benefit before heading to the Eighth Sanctuary Cave. h)Ultimate Bat Use: weapon for Ness Obtained: shop in the Tenda settlement Be sure to buy and equip this weapon on Ness before heading to the Eighth Sanctuary Cave. ENEMIES a)Chomposaur Recommended Level: 64 Attacks -Stomp with its huge foot Damage: 90~140 HP (Ness) 70~120 HP (Paula) 70~120 HP (Jeff) 90~140 HP (Poo) -Swing its tail very hard Damage: 210~300 HP (Ness) 200~280 HP (Paula) 200~280 HP (Jeff) 210~300 HP (Poo) -Fire[alpha] -Fire[beta] -Fire[gamma] Strategy You should be able to defeat this enemy in about four rounds by just using standard attacks. If you want to use PSI against this enemy, use Freeze[gamma] or [omega]. Be sure to have Paula use PSI Shield[sigma] in the first round to counter this enemy's Fire. This enemy is protected by a Power Shield from the beginning of the battle, but it may be better to not use the Neutralizer in order to protect the party from being hit by Fire (use a Shield Killer instead if you can); just use three standard attacks to eliminate the shield. The Slime Generator and the Monkey's Love are also relatively effective against this enemy, so use one of the those items in each round to try to pin this enemy down. The Chomosaur has a 1/128 chance of carrying the Magic Fry Pan, a weapon for Paula that increases Offense by 50 and Guts by 100. The Offense increase is small and I don't recommend you go out of your way to obtain this weapon, but it can be used to increase the chances that Paula gets a SMAAAASH!! hit. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower -Paula: (first turn) PSI Shield[sigma] "bash" Freeze[gamma] or [omega] -Jeff: (first turn) Shield Killer "shoot" Heavy Bazooka Slime Generator -Poo: "bash" Freeze[gamma] Monkey's Love recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower b)Ego Orb Recommended Level: 64 Attacks -Standard attack Damage: 80~110 HP (Ness) 50~90 HP (Paula) 50~90 HP (Jeff) 80~110 HP (Poo) -Growl and lunge forward Damage: 190~260 HP (Ness) 160~220 HP (Paula) 160~220 HP (Jeff) 190~260 HP (Poo) -Tear into you Damage: 190~260 HP (Ness) 160~220 HP (Paula) 160~220 HP (Jeff) 190~260 HP (Poo) Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Use Freeze[beta] to inflict 300~400 HP of damage if you want to use PSI. Freeze[gamma] will probably defeat this enemy in one hit, but it should not be necessary to use. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower -Paula: "bash" Freeze[beta] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" Freeze[beta] recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower c)Wetnosaur Recommended Level: 64 Attacks -Stomp with its huge foot Damage: 80~120 HP (Ness) 50~90 HP (Paula) 50~90 HP (Jeff) 80~120 HP (Poo) -Swing its tail very hard Damage: 170~260 HP (Ness) 160~220 HP (Paula) 160~220 HP (Jeff) 170~260 HP (Poo) -Biting attack Damage: 200~250 HP (Ness) 170~230 HP (Paula) 170~230 HP (Jeff) 200~250 HP (Poo) -Make a loud rumble Effect: solidify a single target Strategy You should be able to defeat this enemy in about three rounds by using standard attacks. If you want to use PSI against this enemy, use Freeze [gamma] or [omega]. The Monkey's Love and the Slime Generator also seem to have a pretty good success rate against this enemy, so use one of those items in each round to try to pin down this enemy. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower -Paula: "bash" Freeze[gamma] or [omega] -Jeff: "shoot" Heavy Bazooka Slime Generator -Poo: "bash" Freeze[gamma] Monkey's Love recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower WALKTHROUGH a)General Features of the Underworld Located in three spots in the Underworld are Hot Springs that periodically erupt. There are Blue Hot Springs located in the southeast and southwest areas of the Underworld and a Red Hot Spring directly north of the Tenda settlement. The Blue ones completely recover HP and PP, and the Red ones heal all status effects. To recover at a Hot Spring, simply have Ness stand on top of one and wait for it to erupt. The enemies that can be found here are the Chomposaur, the Wetnosaur, and the Ego Orb. The Chomposaur is the one to worry about, as it can use Fire and powerful physical attacks. If you face one, have Paula use PSI Shield [sigma] in the first round, and use Freeze[gamma] or [omega] if necessary. The Monkey's Love and the Slime Generator also work relatively well against the Chomposaur, so use those items in each round to try to pin down the large dinosaur and prevent it from attacking. The Chomposaur is also protected from a Power Shield from the beginning of the battle, but only use a Shield Killer if you want to remove it; otherwise, use three standard attacks to eliminate it. The Wetnosaur and the Ego Orb can generally be dealt with by using standard attacks. Try to keep each party member's HP above 150 when facing these enemies. NOTE: The Chomosaur has a 1/128 chance of carrying the Magic Fry Pan, a weapon for Paula that increases Offense by 50 and Guts by 100. The Offense increase is small and I don't recommend you go out of your way to obtain this weapon, but it can be used to increase the chances that Paula gets a SMAAAASH!! hit. One of the things you may find annoying about the Underworld is how slowly the party walks here. A somewhat crude way to speed up the party is to use Teleport[alpha] to travel over more wide open areas (you can use the control pad to change the direction the party is moving while using Teleport). There are many trees and other obstacles the party can bump into in the Underworld to prevent the party from teleporting off to another town. b)Items in the Underworld Immediately upon falling into the Underworld from the Seventh Sanctuary Location, walk a little to the south into the area with less tress and use Teleport[beta]. Select the "Underworld" and the party should end up in a little more convenient area of this large place. To the left should be a small fenced in area with two Tendas (it's a little hard to make them out, but they are Tendas) and a bird that acts as a telephone. From this fenced in area you should be able to see a tiny, white box with a red ribbon on the other side of the rock wall to west. The white box is a gift box containing a Brain Food Lunch. Walk to the other side of the wall if you want to obtain it. Directly to the east is a gift box containing a Horn of Life, an item equivalent to the Cup of Lifenoodles. Walk along the northern side of the rock wall heading east and the gift box should be near the eastern edge of the Underworld. In the northeast corner of the Underworld there is a gift box containing the Sea Pendant, an item that protects from Fire, Freeze, and Flash. Be sure to obtain it and equip it on Paula. If Paula had the Flame Pendant equipped, give that to Jeff and equip it on him. Directly west of the gift box containing the Sea Pendant is a gift box containing a Guts Capsule. If you obtain it, I recommend you use it on Ness. There is one more item that can be found in the Underworld, but you can save it for later. The item I am talking about is the Cloak of Kings, an armor item for Poo. This item can be obtained on the way to the Eighth Sanctuary Location in the southwest corner of the Underworld. c)The Tenda Settlement Near the center of the Underworld is a second village of Tendas. Approach the gate to this village and the Tendas should let the party in, taking the Tendakraut in the process. There is a talking rock in this village that talks about the Eight Sanctuary Spots in the game. The rock basically summarizes the objective of Ness's quest, but it is not necessary to talk to. There is a Tenda here that sells some pretty good items. Buy the Ultimate Bat and the Holy Fry Pan for Ness and Paula and a Shiny Coin for whomever needs it. Altogether, the party will need about $9778 to buy what they will need. There is a Tenda here that acts like a ATM Machine, but it will charge a handling fee if you withdraw money from it. EXTRAS a)The Cave of the Past Purpose: none Directly west of the Tenda settlement is a cave that seemingly has no purpose. This is the Cave of the Past, a location the party will go to near the end of the game. There is nothing to do here now except get a glimpse of what is to come. _______________________________________________________________________________ _______________________________________________________________________________ 2.Eighth Sanctuary Location Recommended Level: 65/67 Equipment: Ness: Ultimate Bat Paula: Holy Fry Pan Night Pendant Sea Pendant Diamond Band Pixie's Bracelet Shiny Coin Saturn Ribbon Jeff: Death Ray Poo: (nothing) Flame Pendant Cloak of Kings Diamond Band Bracer of Kings Souvenir Coin Diadem of Kings ITEMS a)Bag of Dragonite Use: inflicts about 250~400 HP of damage on all enemies in battle; gone after one use Obtained: gift box, in the Eighth Sanctuary Cave To obtain this item, climb the first couple of ropes from the entrance and follow the path. b)Cherub's Band Use: armor; equip on "arms" for Ness, Paula, or Jeff; increases Defense and Luck; provides protection from Hypnosis Obtained: gift box in Sanctuary Cave, all the way to the east on the lowest level To obtain this item, walk all the way to the eastern edge of the cave. I recommend you equip this on Paula. If Paula was equipped with the Pixie's Bracelet, equip that on Jeff. c)Cloak of Kings Use: armor; equip on "body" for Poo; increases Defense and Speed Obtained: gift box, northeast of the Eighth Sanctuary Cave This item can be obtained on the way to the Eighth Sanctuary Cave. Poo will likely end up having the highest Speed in the party after equipping this item. d)Horn of Life Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: gift box in Sanctuary Cave, above the Magic Butterfly room Be sure to obtain this item if the party does not have any Cup of Lifenoodles or another Horn of Life. e)Moon Beam Gun Use: weapon for Jeff Obtained: gift box in the Sanctuary Cave Be sure to obtain this item and equip it on Jeff if he does not have the Broken Antenna or the Gaia Beam. f)Speed Capsule Use: permanently increases its user's Speed by one Obtained: gift box in the Sanctuary Cave, through the first cave door from the entrance Be sure to obtain this item. I recommend you use it on Paula or Poo. ENEMIES a)Carbon Dog/Diamond Dog (Sanctuary Boss) Recommended Level: 66 Attacks (Carbon Dog) -Biting attack Damage: 110~180 HP (Ness) 90~150 HP (Paula) 90~150 HP (Jeff) 110~180 HP (Poo) -Charge forward Damage: 290~320 HP (Ness) 230~300 HP (Paula) 230~300 HP (Jeff) 290~320 HP (Poo) -Spew out a flaming fireball Damage: 200~400 HP -Shoot out a spray of fire Damage: 200~400 HP to everyone -Make a loud, piercing howl Effect: none Attacks (Diamond Dog) -Biting attack Damage: 160~190 HP (Ness) 120~160 HP (Paula) 120~160 HP (Jeff) 160~190 HP (Poo) -Biting attack Damage: 290~400 HP (Ness) 250~340 HP (Paula) 250~340 HP (Jeff) 390~400 HP (Poo) Comments: The description of this attack in the battle dialogue window is identical to the biting attack above, but this attack inflicts much more damage. -Bite you hard Damage: 120~190 HP (Ness) 110~160 HP (Paula) 110~160 HP (Jeff) 120~190 HP (Poo) -Emit a glorious light Effect: causes uncontrollable crying, feeling strange, numbness, or an instant KO -Shield[beta] -Make a loud, piercing howl Effect: none Strategy This battle is divided between the Carbon Dog first and the Diamond Dog second, with no break in-between. How you fight the Carbon Dog depends on how much PP Paula and Poo have. If they have a sufficient amount of PP (at least 150 PP for Paula and 100 PP for Poo), have them use their strongest Freeze attacks. Otherwise, have them use their standard attacks. Have Ness and Jeff use their standard attacks or the Heavy Bazooka for Jeff. Have Ness (or Poo) use Lifeup to recover any party member whose HP falls below 150. The Diamond Dog is protected from a Power Shield from the beginning of its appearance, so have Jeff use the Neutralizer or the Shield Killer the first time you face this enemy. Thereafter, have Jeff use any Multi Bottle Rockets he may have. Have Paula and Poo use their strongest Freeze attacks and Ness use his standard attack. Have Ness (or Poo, if necessary) use Lifeup to recover any party member whose HP falls to 150 or lower. ALTERNATIVE STRATEGY 1: Instead of Freeze[gamma], you can have Poo use Starstorm[alpha]. However, although Starstorm[alpha] inflicts more damage, using it doesn't seem to shorten this battle by any significant amount. Furthermore, Freeze can solidify the enemy, giving you a slight advantage. ALTERNATIVE STRATEGY 2: Instead of using the Shield Killer or the Neutralizer, you can just go ahead and have Jeff use a Multi Bottle Rocket against the shielded Diamond Dog. Just be sure that he has at least 150 HP and have Ness use Lifeup[beta] on him in the same or next round. Note that, though the Diamond Dog's Shield will not reduce the damage inflicted by the Bottle Rocket, the Shield will become weakened by one and reflect 50% of the damage. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower -Paula: "bash" Freeze[omega] -Jeff: "shoot" Heavy Bazooka (first turn against Diamond Dog) Neutralizer or Shield Killer Multi Bottle Rocket, against the Diamond Dog -Poo: "bash" Freeze[gamma] Starstorm[alpha] recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower b)Evil Elemental Recommended Level: 65 Attacks -Standard attack Damage: 50~80 HP (Ness) 40~65 HP (Paula) 45~70 HP (Jeff) 50~80 HP (Poo) -Possess you in a frightening manner Effect: possess a single party member with a Tiny Li'l Ghost -Disrupt your senses Effect: render a single target unable to use PSI for four rounds Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Defeat this enemy before any Psychic Psychos. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 80 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower recover Poo with Lifeup[gamma] if HP falls to 80 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 80 or lower recover Paula with Lifeup[beta] if HP falls to 70 or lower recover Jeff with Lifeup[beta] if HP falls to 70 or lower recover Poo with Lifeup[gamma] if HP falls to 80 or lower c)Major Psychic Psycho Recommended Level: 65 Attacks -Fire[beta] -Fire[gamma] -PSI Shield[omega] -Paralysis[alpha] Strategy Have Paula use PSI Shield[sigma] in the first round and have the other party members use their standard attacks. If Paula or Poo is low on PP, have them use PSI Magnet[omega]. Have Ness or Poo use Healing[gamma] on a paralyzed party member as soon as possible. Attack this enemy after defeating any Soul Consuming Flames. Make sure that any party member unprotected from Fire has at least 150 HP before facing this enemy. The Major Psychic Psycho has a 1/128 chance of carrying the Star Pendant, the best "body" armor in the game. In addition to increasing Defense, this item provides protection from Fire, Freeze, Flash, and Paralysis, but requires a lot of luck or a lot of patience to obtain. -Ness: "bash" Healing[gamma] -Paula: (first turn) PSI Shield[sigma] "bash" PSI Magnet[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" Healing[gamma], on any paralyzed party member PSI Magnet[omega] d)Psychic Psycho Recommended Level: 65 Attacks -Fire[alpha] -Fire[beta] Strategy Have Paula use PSI Shield[sigma] in the first round and have the other party members use their standard attacks. If Paula or Poo is low on PP, have them use PSI Magnet[omega]. Defeat this enemy last if it appears in a group. Make sure that any party member unprotected from Fire has at least 150 HP before facing this enemy. -Ness: "bash" -Paula: (first turn) PSI Shield[sigma] "bash" PSI Magnet[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" PSI Magnet[omega] e)Soul Consuming Flame Recommended Level: 65 Attacks -Spew out a flaming fireball Damage: 200~400 HP -Breathe fire Damage: 150~250 HP to everyone -Shoot out a spray of fire Damage: 200~400 HP to everyone Comments: The damage inflicted by all of the above attacks can be reduced to 10~20 HP by the Flame Pendant, the Sea Pendant, or the Star Pendant. -Edge closer Effect: none Strategy You should be able to defeat this enemy in one round by using standard attacks. One hit from Freeze[gamma] and a hit from any party member's standard attack can also defeat this enemy. Defeat this enemy first in any battle. Make sure that any party member unprotected from Fire has at least 150 HP before facing this enemy. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower -Paula: "bash" Freeze[gamma] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower WALKTHROUGH a)Preliminaries Check Jeff's inventory to make sure he has at least two Multi Bottle Rockets. Otherwise, teleport to Deep Darkness and buy a couple from the arms dealer there. Also make sure that he has the Neutralizer or the Shield Killer on hand. Be sure that you have bought the optimal equipment from the shop in the Tenda settlement and have obtained the Sea Pendant in the northeast corner of the Underworld. The Eighth Sanctuary Cave is located in the southwest corner of the Underworld. To get there, walk all the way west from the Tenda settlement and then turn south. There is a gift box containing the Cloak of Kings in this area, so be sure to obtain it and equip it on Poo. There is a blue hot spring near the Eighth Sanctuary Cave that the party can use the recover HP and PP. If you need to recover, stand on top of the hot spring and wait for it to erupt. There is also a telephone here where the party can save. Enter the cave when the party is ready. b)Eighth Sanctuary Cave This place may seem confusing at first, but it's essentially divided into two main paths. The first path leads to a gift box containing a Bag of Dragonite, an item that really doesn't have to be obtained. If you want it, climb up the first couple of ropes you see and follow the path to obtain it. The second path leads to the Shining Spot and a few gift boxes on the way. The Sanctuary Boss here can be a little tough, so you'll want to be somewhat conservative in how you manage the party's PP here. Try to rely mostly on the party's standard attacks for offense and save PP for mostly defensive and recovery purposes. Defeat the Soul Consuming Flame first in any battle, as it can inflict major amounts of damage, and use PSI Shield [sigma] whenever facing the (Major) Psychic Psycho. Thankfully, there is a Magic Butterfly room near the middle of the area. You can also have Paula or Poo use PSI Magnet[omega] when facing the Psychic Psychos to recover some PP. Try to make sure that any party member not protected from Fire has at least 150 HP while traveling through this area. NOTE: The Major Psychic Psycho has a 1/128 chance of carrying the Star Pendant, the best "body" armor in the game. In addition to increasing Defense, this item provides protection from Fire, Freeze, Flash, and Paralysis, but requires a lot of luck or a lot of patience to obtain. From the entrance of the cave, walk into the first cave door you see to reach a gift box containing a Speed Capsule. I recommend you use it on Paula or Poo. Exit this room. Walk to the east until a puddle of lava blocks the party's path and enter the second cave door. Go through this small room and walk all the way to the eastern end of the Sanctuary Cave. There should be a gift box here containing a Cherub's Band. Obtain it and equip it on Paula. If Paula was equipped with the Pixie's Bracelet, I recommend you equip it on Jeff. Go back a little ways and climb up the rope. From here, there should be three paths available to the party: two cave openings and a rope. The cave opening on the left leads to the Magic Butterfly room. If there is no Magic Butterfly, exit and reenter the room until one appears. Recover HP with Lifeup and PP as needed. The rope leads to a Horn of Life, an item equivalent to the Cup of Lifenoodles. Enter the cave opening on the right to proceed. The next junction you should come across will be between two cave openings. Enter the cave opening on the right to find a gift box containing a Moon Beam Gun, a weapon for Jeff. I recommend you obtain this item and equip it on Jeff if he does not have the Broken Antenna or the Gaia Beam. Enter the cave opening on the left to proceed. From here, it should be pretty straightforward to the Shining Spot. Before facing the Sanctuary Boss, make sure that each party member has at least 150 HP. This battle is divided between the Carbon Dog first and the Diamond Dog second, with no break in-between. How you fight the Carbon Dog depends on how much PP Paula and Poo have. If they have a sufficient amount of PP (at least 150 PP for Paula and 100 PP for Poo), have them use their strongest Freeze attacks. Otherwise, have them use their standard attacks. Have Ness and Jeff use their standard attacks or the Heavy Bazooka for Jeff. Have Ness (or Poo) use Lifeup to recover any party member whose HP falls below 150. The Diamond Dog is protected from a Power Shield from the beginning of its appearance, so have Jeff use the Neutralizer or the Shield Killer the first time you face this enemy. Thereafter, have Jeff use any Multi Bottle Rockets he may have. Have Paula and Poo use their strongest Freeze attacks and Ness use his standard attack. Have Ness (or Poo, if necessary) use Lifeup to recover any party member whose HP falls to 150 or lower. IMPORTANT: If this is the last melody the party has to record, give Ness all your best defensive items and the Franklin Badge once the battle is over. The defensive items should be the Sea Pendant and the Souvenir Coin (the Cherub's Band is not necessary since a better item can be obtained soon). It may also help for him to have one Brain Food Lunch or a Magic Truffle. Also, make sure he has about two empty spaces in his inventory; give away Cups of Lifenoodles or other items to other party members if necessary. Ness will be adventuring alone for awhile after recording all eight melodies, and he should be optimally equipped. After defeating the final sanctuary boss, enter the cave opening and record the eighth melody. Ness will now go to Magicant. ******************************************************************************* XV.Magicant ******************************************************************************* "Let's be friends forever, all right?" -Pokey Cameraman Locations: none Outline Defeat Ness's Nightmare 1.The Internal Struggle Recommended Level: 67/70 Equipment: Ness: Ultimate Bat Night Pendant/Sea Pendant Diamond Band/Cherub's Band Lucky Coin/Souvenir Coin ITEMS a)Bag of Dragonite Use: inflicts about 250~400 HP of damage to all enemies; gone after one use Obtained: gift box To obtain this item, walk all the way east from the Flying Man house. b)Baseball Cap Use: armor; equip as "other" for Ness Obtained: Ness To obtain this item, talk to Ness. Ness can be found all the way east of the Flying Man house, next to the gift box containing the Bag of Dragonite. The Baseball Cap is an unhelpful item, however, so discard it if obtained. c)Earth Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense and provides 50% protection from Fire, Freeze, and Flash Obtained: shop in Magicant Buy and equip this item on Ness if he does not have the Night Pendant, the Sea Pendant, or the Star Pendant. d)Goddess Band Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtained: gift box To obtain this item, walk to the area where monsters are lurking. Take the northern path at the first junction and the northern path again at the second junction. Equip this item on Ness while in Magicant, but equip it on Paula once Ness returns to the outside world. e)Magicant Bat Use: weapon for Ness Obtained: gift box Ness will walk by the gift box containing this item. Obtain it and equip it on Ness as soon as it is obtained. f)Magic Pudding Use: recovers about 40 PP Obtained: shop in Magicant Buy one or two of this item if Ness does not have a Brain Food Lunch or a Magic Truffle. ENEMIES a)Care Free Bomb Recommended Level: 67 Attacks -Bomb Damage: 50~130 HP -Super Bomb Damage: 140~400 HP Strategy If you face one of these things, have Ness use his standard attack and recover when his HP falls to 150 or lower. If you face multiple Care Free Bombs, you'll have to be a little more careful in how you take advantage of the rolling HP counter. Recover with Lifeup[gamma] if HP falls to 150 or lower, but wait until the HP counter stops rolling up. Once that occurs, starting "bashing" as quickly as you can. Even if Ness becomes mortally wounded, don't use Lifeup[gamma] until the HP counter rolls down to about 150~200. If you're fast (and lucky) enough, Ness should only have to use Lifeup once. The Care Free Bomb is also vulnerable to Paralysis and Flash, but only use those moves as a last ditch effort, as they are not guaranteed to work. -Ness: "bash" Paralysis[alpha], if facing more than one Flash[omega], if facing more than one recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Ness with Lifeup[gamma] if he is mortally wounded and HP rolls down to 200 b)Electro Swoosh Recommended Level: 67 Attacks -Send a greeting Effect: none -Electrical shock attack Effect: equivalent to Thunder[beta] -Electrical shock attack Effect: equivalent to Thunder[beta] -Charge forward Damage: 190~260 HP Comments: The Electro Swoosh will always attack in the above order, starting the pattern over again in the fifth round. Strategy About three hits from Ness's "bash" should defeat this enemy. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower c)French Kiss of Death Recommended Level: 67 Attacks -Give the kiss of death Effect: poison a single target Strategy About three hits from Ness's "bash" attack should defeat this enemy. Use Healing[beta] to recover poison after the battle is over. Defeat this enemy only before attacking any Mr. Molecules. -Ness: "bash" d)Kraken Recommended Level: 68 Attacks -Generate a tornado Damage: 100~130 HP -Flash[beta] -Breathe fire Damage: 150~250 HP Comments: If Ness has the Sea Pendant, this attack will only inflict about 10~20 HP of damage. -Crashing boom bang attack Effect: equivalent to Thunder[beta] -Emit a pale green light Effect: reset any stats changes and eliminates all shields Strategy About five hits from Ness's "bash" should defeat this enemy. If Ness starts uncontrollably crying, use Healing[beta]. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to about 120~150 or lower e)Loaded Dice Recommended Level: 67 Attacks -Call for help Effect: a Beautiful UFO, Care Free Bomb, Electro Swoosh, Fobby, High- Class UFO, or an Uncontrollable Sphere joins the battle Comments: If a Care Free Bomb joins the battle, defeat it first after defeating the Loaded Dice. Strategy This enemy should be defeated by one or two hits from Ness's standard attack. Defeat this enemy first in any battle. Like all gift box enemies, this one can be evaded and easily approached from behind outside of battle because it can only move in a straight line. If you successfully approach this enemy from behind, you can either take him on or "run away" with a 100% chance of success. Try to use PSI Rockin only when things get really bad. -Ness: "bash" f)Mr. Molecule Recommended Level: 67 Attacks -Flash[alpha] -Fire[alpha] -Freeze[alpha] -Thunder[alpha] Comments: The Mr. Molecule cannot use PSI moves for the first four rounds of every battle. Strategy One or two hits from Ness's "bash" attack should defeat this enemy. If Ness has the Sea Pendant or the Star Pendant and the Franklin Badge, this enemy poses no threat whatsoever. Otherwise, recover Ness if his HP falls to 150 or lower after the fourth round. Defeat this enemy last if it appears in a group. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower and he does not have the Sea Pendant or the Star Pendant g)Ness's Nightmare Recommended Level: 70 Attacks -PSI Rockin[alpha] Comments: There is a small chance this attack will not work on Ness. -PSI Rockin[omega] Comments: There is a small chance this attack will not work on Ness. -Lifeup[beta] -Shield[beta] -Emit a glorious light Effect: causes uncontrollable crying, feeling strange, numbness, or an instant KO Comments: If Ness has the Night Pendant, the Sea Pendant, or the Star Pendant, this attack should not affect him. If he does not have any of those items, buy an Earth Pendant from the store in Magicant to reduce the chances that this attack will affect Ness. Without immunity to Flash, you will need some luck to win this fight. Strategy This battle is a lesson on managing the rolling HP counter. Even if Ness gets mortally wounded in this battle, it may be better to wait one or two rounds before using Lifeup. Recover Ness with Lifeup[gamma] if his HP rolls down to about 200 or lower and use "bash" attacks for offense, even if Ness's Nightmare is shielded. When recovering, be sure to wait until Ness's HP counter rolls up to about 400 HP or so before attacking again. A Sudden Guts Pill may help in this battle, but it is not necessary. Ness may use as little as 40 PP or as much as 100 PP in this battle, depending on how often the Ness's Nightmare uses Shield[beta]. Use a Brain Food Lunch, a Magic Truffle, or a Magic Pudding if PP gets low. -Ness: "bash" recover Ness with Lifeup[gamma] if HP rolls down to about 200 or lower WALKTHROUGH a)Preliminaries To the right of Ness's starting place is Ness's mom and Tracy. Talk to Tracy if you want to store any items and talk to Ness's mom to rest. Walk south and you should see two buildings. The building on the right is a store and the building on the left contains an ATM Machine and a telephone. If Ness does not have a Brain Food Lunch or a Magic Truffle, enter the store and buy one or two Magic Puddings. Also, if Ness does not have the Night Pendant, the Sea Pendant, or the Star Pendant, buy an Earth Pendant and equip it on him. The Earth Pendant only provides 50% protection from Fire, Freeze, and Flash, but it can help in an upcoming boss battle. Not much else to do here except to explore on your own. b)Monsters in Ness's mind Ness can enlist the help of "Flying Men" in the house near Buzz Buzz's grave. Talk to one of them to get a little help in this area. The Flying Man can inflict about 100 HP of damage with its attacks, but because you cannot recover its HP it likely won't make it to the end of Magicant. As far as I can tell, the Flying Man has about 300~400 HP. The monsters in Magicant can be fairly tough, so make sure that Ness has at least one PP recovery item. The Loaded Dice can enlist the aid of many different enemies and should be defeated first in any battle. Because it is a gift box enemy, the Loaded Dice can be fairly easily evaded and approached from behind; try to do so if you have enough room to maneuver. The other enemy that can cause trouble is the Care Free Bomb. If you face one of these things in battle, have Ness use his "bash" attack and recover with Lifeup[gamma] if HP falls to 150 or lower. If you face two or more, take advantage of the rolling HP counter and recover with Lifeup [gamma] only when the HP counter rolls down to about 150~200. When recovering, be sure to wait until the HP counter stops rolling up before attacking again. Most other enemies in Magicant can be dealt with by using "bash." Once Ness is in the area with monsters (the music should change when this occurs), you can either walk north or east. The east path leads to a gift box containing a Bag of Dragonite and another Ness. Talk to Ness and he will give you a Baseball Cap, a pretty unhelpful item at this point of the game. Take the north path to proceed. Ness should quickly approach another junction. Take the north path to go to a gift box containing a Goddess Band, an item that should be equipped once obtained. I recommend you equip this on Paula after returning to the outside world. Take the path leading east to proceed. From here, it should be fairly straightforward. Ness should eventually come across a gift box containing a Magicant Bat, an item that should be equipped once it is obtained. He should come across another gift box containing a Magic Tart, a food item that recovers about 20 PP. Only obtain this item if Ness is already running low on PP or he has extra space in his inventory. Continue following the path and Ness should approach a strange object. "Check" this object to teleport to the next area, the Sea of Eden. There are three Krakens lurking in the Sea of Eden. The Kraken should be much easier than the last time you fought this enemy and can be defeated by just using standard attacks. Recover Ness with Lifeup[gamma] when his HP drops to 150 or lower, especially if he does not have a fire protective item equipped. Before checking the statue in the center of the Sea, make sure that Ness has at least 150 HP; recover with Lifeup[gamma] if necessary. "Check" the the statue to start the fight against Ness's Nightmare. The Ness's Nightmare's two most threatening moves are Shield[beta] and PSI Rockin [omega] (if Ness has already learned this move, you probably know how damaging this move is). Take advantage of the rolling HP counter and recover with Lifeup[gamma] only when the HP counter rolls down to about 200, even if Ness is mortally wounded, and wait for the HP counter to stop rolling up when recovering. Have Ness "bash" for offense and ignore any power shields the statue may be protected with. If Ness's PP becomes low, recover with a Brain Food Lunch, a Magic Truffle, or a Magic Pudding. Ness will likely take quite a beating in this battle, but he can take it. After defeating Ness's Nightmare, Ness will power up from the Sound Stone and gain a significant stat boost. ******************************************************************************* XVI.Saturn Valley/Onett ******************************************************************************* "ZOOM!" -Mr. Saturn Cameraman Locations: none Outline Test the Phase Distorter | | Obtain a Meteorite Piece in Onett | | Use the Phase Distorter to go to the Lost Underworld | | Talk to the Apple Kid and Dr. Andonuts | | Use the Phase Distorter to go into the past 1.The Phase Distorter Recommended Level: 70/71 Equipment: Ness: Magicant Bat Paula: Holy Fry Pan Night Pendant Sea Pendant/Rabbit's Foot Pixie's Bracelet Goddess Band Shiny Coin Saturn Ribbon Jeff: Moon Beam Gun Poo: (nothing) Night Pendant/Flame Pendant Cloak of Kings Cherub's Band Bracer of Kings Souvenir Coin Diadem of Kings ITEMS a)Horn of Life Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization Obtained: broken Phase Distorter After teleporting to the cave in the Lost Underworld with the Phase Distorter, "check" the rubble near where a Mr. Saturn is standing to obtain this item. b)Meteorite Piece Use: completes the Phase Distorter Obtained: meteorite in Onett, after testing the Phase Distorter Obtain this item by "checking" the meteorite in Onett after first testing the Phase Distorter and give it to Dr. Andonuts to proceed to the last area in the game. ENEMIES a)Evil Eye Recommended Level: 70 Attacks -Standard attack Damage: 80~120 HP (Ness) 60~100 HP (Paula) 60~100 HP (Jeff) 80~120 HP (Poo) -Paralysis[omega] -Brainshock[omega] -Glare with its eerie eyes Effect: diamondize a single target Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. A hit from Freeze[gamma] or [omega] followed by one or two hits from a standard attack should also defeat this enemy. If this enemy appears in a group, defeat it first with Freeze[gamma] or [omega] and standard attacks. Use Healing[beta] on any party members feeling strange and Healing[gamma] on paralyzed party members if you need to. Use Healing[gamma] on any diamondized party member as soon as possible. -Ness: "bash" Healing[beta] or [gamma], as needed -Paula: "bash" Freeze[gamma] Freeze[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" Healing[beta] or [gamma], as needed Freeze[gamma] b)Ghost of Starman Recommended Level: 70 Attacks -Starstorm[alpha] -Flash a menacing smile Effect: none; possibly piss you off -Whisper "3..." Effect: none -Murmur "2..." Effect: none -Mutter "1..." Effect: none -Starstorm[omega] Comments: The Ghost of Starman will always attacks in the above order, starting the pattern over again in the seventh round. Strategy Have Paula use PSI Shield[sigma] in the first round to counter this enemy's Starstorm. If Paula is not consistently able to go before this enemy attacks, try equipping her with the Rabbit's Foot, an item that is found in the seventh sanctuary cave. Alternatively, you can have Ness use Lifeup[omega] to recover the entire party after being damaged; just be sure that each party member has at least 200~250 HP before going into battle. Defeat this enemy last if Paula was able to put up a PSI Shield. Otherwise, defeat it after any Evil Eyes. -Ness: "bash" recover with Lifeup[omega] if the party was hit with Starstorm -Paula: (first turn) PSI Shield[sigma] "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" c)Mechanical Octobot Recommended Level: 70 Attacks -Fire a beam Damage: 100~140 HP (Ness) 70~100 HP (Paula) 70~100 HP (Jeff) 100~140 HP (Poo) -Generate a mysterious electrical field Effect: paralyze a single target Comments: This attack should have a very low success rate and is nothing to worry about. The only way I got this attack to work was by using "mirror" and having Poo use this attack on the Mechanical Octobot. -Try to steal something Effect: steal a random, nonessential item from the party's inventory Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Attack this enemy after defeating any Evil Eyes. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 140 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 140 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" WALKTHROUGH a)The Meteorite Piece NOTE 1: If there is anything you want to do in Onett, do it now. All buildings other than Ness's house will become inaccessible soon and will stay that way until the very end of the game. NOTE 2: There are new items being sold in the Saturn Valley Store. If the party does not have at least three items that protect from Flash (i.e. the Night Pendant, the Sea Pendant, or the Star Pendant), be sure to buy as many Night Pendants from the store as needed and equip one on whomever needs it. Protection from Flash can be helpful in the final fight of the game. Fire protective items may also come in handy, so don't sell any you may have. Talk to Dr. Andonuts in Saturn Valley and attempt to enter the Phase Distorter after doing so. The Phase Distorter will shake a bit and the party will come back out charred. Dr. Andonuts will explain that a meteorite piece is needed to complete the device and ask if you have seen a meteorite lately. Answer "yes" when prompted; answering "no" will just result in Dr. Andonuts asking again. Teleport to Onett after finishing the conversation. The party's destination is the impact site of the meteorite that hit Onett at the beginning of the game. There are powerful enemies lurking in northern Onett, however, and things may get a little tough. The enemies here are the Evil Eye, the Ghost of Starman, and the Mechanical Octobot. The Mechanical Octobot is not much of a threat and can be dealt with by just using standard attacks. The Evil Eye and the Ghost of Starman are a different story. The Evil Eye's status affecting attacks can be potentially devastating, so defeat it first in any battle. It is vulnerable to Hypnosis and Freeze, but because Hypnosis is not guaranteed to work, I recommend you use Freeze[gamma] or [omega] and standard attacks to defeat it. The Ghost of Starman's Starstorm is likely to mortally wound most of the party, so have Paula use PSI Shield[sigma] in the first round. If she is not able to go consistently before the Ghost of Starman attacks, try equipping her with the Rabbit's Foot found in the Seventh Sanctuary Cave. Alternatively, you can have Ness use Lifeup [omega] after being hit by Starstorm; just be sure that each party member has at least 200 HP before going into battle. If you want to recover the party, you can go to Ness's house and rest there for free. Upon reaching the impact site, "check" the meteorite and answer "yes" when prompted. After obtaining the Meteorite Piece teleport to Saturn Valley. "Use" the Meteorite Piece while standing next to Dr. Andonuts and rest at the house to the southwest (or any other place). Talk to Dr. Andonuts and he will ask the party if they are ready. Whether you answer "yes" or "no," he will tell the party to make sure they are absolutely ready. The final area has many enemies the party will have to face, but only minor preparations should be needed. As mentioned above, make sure that the party has at least three items that protect from Flash (i.e. the Night Pendant, the Sea Pendant, or the Star Pendant) and equip one each on Ness, Paula, and Jeff. It may also help to have a few Brain Food Lunches or PP recovery items, but they are not necessary. Talk to Dr. Andonuts again and answer "yes" when he asks if the party is ready. Approach the front of the Phase Distorter and the party will be teleported to the cave in the Lost Underworld. NOTE: If you save after using the Phase Distorter, you will not be able to return to any other area in the game. It is farily easy to make it through the last area of the game without losing a battle, so don't save unless you really want to. b)Cave of the Past Walk east and the party will be approached by the old man from Dalaam. He will recover the party and teach Poo Starstorm[omega]. Continue walking east and the party should eventually approach a destroyed Phase Distorter, likely the prototype Dr. Andonuts mentioned was stolen from a "pig" in clothing. "Check" the rubble to find a Horn of Life. Walk a little north and west past the strange silver object. Walk to the end of the path and go back; Dr. Andonuts, Apple Kid, and a Mr. Saturn should appear from another Phase Distorter. Talk to Apple Kid and then Dr. Andonuts again. Dr. Andonuts should walk away from the party. Follow him and talk to him again. Answer "yes" when prompted both times to proceed to the final area of the game; answering "no" will just result in Dr. Andonuts stating the disturbing obvious in a humorously nonchalant sort of way. ******************************************************************************* XVII.Cave of the Past ******************************************************************************* "I feel...g...o...o...d..." -Giygas Cameraman Locations: none Outline Make your way through the Cave of the Past | | Defeat Giygas 1.Through the Cave Recommended Level: 71/73 Equipment: Ness: Magicant Bat Paula: Holy Fry Pan Night Pendant Sea Pendant/Rabbit's Foot Pixie's Bracelet Goddess Band Shiny Coin Saturn Ribbon Jeff: Moon Beam Gun Poo: (nothing) Night Pendant/Flame Pendant Cloak of Kings Cherub's Band Bracer of Kings Souvenir Coin Diadem of Kings ITEMS a)Gutsy Bat Use: weapon for Ness Obtained: Bionic Kraken This is the best weapon available for Ness in the game. Not only is the Offense increase comparable to that of the Legendary Bat, this weapon also increases Ness's Guts by 127. This weapon requires a lot of luck or a lot of patience to obtain, however, as the Bionic Kraken only has a 1/128 chance of carrying it. The Bionic Kraken is a pretty rare enemy, but it seems to appear the most on the island after the first teleporting sphere and just before the cave leading to Giygas. b)Legendary Bat Use: weapon for Ness Obtained: gift box This is the only gift box item in the Cave of the Past and is easy to find. ENEMIES a)Bionic Kraken Recommended Level: 71 Attacks -Generate a tornado Damage: 200~350 HP to everyone -Breathe fire Damage: 150~300 HP to everyone Comments: The damage inflicted by this attack can be reduced to 10~20 HP by a Flame Pendant, a Sea Pendant, or a Star Pendant. If a party member has a fire protective item but is not equipped with it, select "goods" while in battle and select the item to equip it. -Crashing boom bang attack Effect: equivalent to Thunder[beta] -Emit a pale green light Effect: resets any stats changes and eliminates all shields Strategy You should be able to defeat this enemy in two or three rounds by using standard attacks. Have Ness use Lifeup[omega] when needed to recover. Freeze is also effective against this enemy, though it should not be necessary to use for the most part. -Ness: "bash" recover with Lifeup[omega], as necessary -Paula: "bash" Freeze[gamma] Freeze[omega] -Jeff: "shoot" Heavy Bazooka -Poo: "bash" Freeze[gamma] b)Final Starman Recommended Level: 71 Attacks -Starstorm[alpha] -Starstorm[omega] -Healing[omega] Comments: This move is only a problem if it is used to revive a defeated enemy. -Shield[beta] -Brainshock[omega] -Flash a menacing smile Effect: none Strategy This is one of the few times I recommend you use PSI Shield[omega]. The Final Starman has a good chance of using Shield[beta], making it somewhat difficult to use standard attacks against this enemy. If you use PSI Shield[omega], I recommend you have Paula and Poo use PSI Magnet[omega] while Ness and Jeff "defend;" the psychic power shield is enough to defeat the Final Starman and the Ghost of Starman, making it unnecessary to use any other attack. Alternatively, you can ignore the Final Starman's power shield and just use standard attacks, though this method may be difficult if this enemy appears with a Ghost of Starman and the Nuclear Reactor Robot. Use Healing[beta] on any party member feeling strange if needed. Try to defeat this enemy first in any battle. This enemy is protected from PSI Shield[beta] from the beginning of the battle; the psychic shield is replaced if this enemy uses Shield[beta]. -Ness: "defend", if protected by PSI Shield[omega] "bash", if unprotected by PSI Shield[omega] Lifeup[omega], if hit by Starstorm -Paula: (first turn) PSI Shield[omega] (first turn) PSI Shield[sigma] PSI Magnet[omega], if protected by PSI Shield[omega] "bash", if unprotected by PSI Shield[omega] -Jeff: "defend", if protected by PSI Shield[omega] "shoot", if unprotected by PSI Shield[omega] Heavy Bazooka, if unprotected by PSI Shield[omega] -Poo: PSI Magnet[omega], if protected by PSI Shield[omega] "bash", if unprotected by PSI Shield[omega] c)Ghost of Starman Recommended Level: 71 Attacks -Starstorm[alpha] -Flash a menacing smile Effect: none; possibly piss you off -Whisper "3..." Effect: none -Murmur "2..." Effect: none -Mutter "1..." Effect: none -Starstorm[omega] Comments: The Ghost of Starman will always attacks in the above order, starting the pattern over again in the seventh round. Strategy Have Paula use PSI Shield[sigma] in the first round to counter this enemy's Starstorm. If Paula is not consistently able to go before this enemy attacks, try equipping her with the Rabbit's Foot, an item that is found in the seventh sanctuary cave. Alternatively, you can have Ness use Lifeup[omega] to recover the entire party after being damaged; just be sure that each party member has at least 200~250 HP before going into battle. Defeat this enemy only before any Nuclear Reactor Robots. -Ness: "bash" recover with Lifeup[omega] if the party was hit with Starstorm -Paula: (first turn) PSI Shield[sigma] "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" d)Nuclear Reactor Robot Recommended Level: 71 Attacks -Fire a beam Damage: 80~100 HP (Ness) 60~90 HP (Paula) 60~90 HP (Jeff) 80~100 HP (Poo) -Replenish a fuel supply Effect: recover max HP for a single target -Explode into bits (death action) Damage: 150~300 HP Peripheral Damage: 50~200 HP Comments: If you defeat this enemy last and end the battle as quickly as possible, this move should only inflict about 50 HP of damage at most. Strategy If this enemy does not replenish a fuel supply, you should be able to defeat it in one or two rounds by using standard attacks. If this enemy appears in a group, be sure to focus your attack on a single target. Defeat this enemy last if it appears in a group. It should be noted that Poo's "mirror" can sometimes work against this enemy and be used to recover your party without using PP. This method requires some patience to use, but it can be a cost-effective way of recovering the party. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 100 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 100 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 100 or lower e)Squatter Demon Recommended Level: 71 Attacks -Bite you hard Damage: 100~160 HP (Ness) 80~140 HP (Paula) 80~140 HP (Jeff) 100~160 HP (Poo) -Take a bite using its poisonous fangs Damage: 100~160 HP (Ness) 80~140 HP (Paula) 80~140 HP (Jeff) 100~160 HP (Poo) Effect: poison target -Hypnosis[alpha] -Shield Killer Effect: eliminates any shield protecting a single target Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. Be sure to heal any poisoned party members after the battle is over. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower f)Ultimate Octobot Recommended Level: 71 Attacks -Fire a beam Damage: 100~160 HP (Ness) 100~130 HP (Paula) 100~130 HP (Jeff) 100~160 HP (Poo) -Generate a mysterious electric field Effect: paralyze a single target Comments: This attack should have a very low success rate and is nothing to worry about. -Try to steal something Effect: steal a random, nonessential item from the party's inventory Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 120 or lower recover Jeff with Lifeup[beta] if HP falls to 120 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower g)Wild 'n Wooly Shambler Recommended Level: 71 Attacks -Fire a beam Damage: 90~120 HP (Ness) 60~90 HP (Paula) 60~90 HP (Jeff) 90~120 HP (Poo) -Flash[beta] -PSI Shield[beta] Strategy You should be able to defeat this enemy in one or two rounds by using standard attacks. -Ness: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower -Paula: "bash" -Jeff: "shoot" Heavy Bazooka -Poo: "bash" recover Ness with Lifeup[gamma] if HP falls to 120 or lower recover Paula with Lifeup[beta] if HP falls to 100 or lower recover Jeff with Lifeup[beta] if HP falls to 100 or lower recover Poo with Lifeup[gamma] if HP falls to 120 or lower WALKTHROUGH a)The Final Trek The Cave of the Past is a very straightforward area and there should be no trouble traveling to the end. There are many enemies here, however, and some of them can cause some trouble. When facing the Ghost of Starman, have Paula use PSI Shield[sigma] in the first round to counter its Starstorm. If Paula does not go consistently before the Ghost of Starman, consider equipping her with the Rabbit's Foot. Alternatively, you can have Ness use Lifeup[omega] to recover the party, but make sure that each party member has at least 200 HP before going into battle. When facing the Final Starman, it may be best to have Paula use PSI Shield[omega]. This move will be enough to defeat the Final Starman and any Ghost of Starmans it appears with, making any other attack unnecessary. Have Paula and Poo use PSI Magnet[omega] when protected from the psychic power shield to recover some PP and have Ness and Jeff "defend." If the Nuclear Reactor Robot appears in battle, attack it after defeating any other enemies. Most other enemies in this area can be dealt with by using just standard attacks. Recover with Lifeup as needed. The only gift box item found in the Cave of the Past is the Legendary Bat. The gift box is very easy to find. The Gutsy Bat can also be found in this area. This is Ness's best weapon in the game but requires a lot of luck or a lot of patience to obtain, as the Bionic Kraken has only a 1/128 chance of carrying this weapon. The Bionic Kraken is a pretty rare enemy to begin with, but seems to appear the most on the island after the first teleporting sphere and just before the cave leading to Giygas. Eventually, the party should enter a large cave opening and end up in a room full of tubes. This is where Giygas is located. Before proceeding, make sure that each party member has at least 200 HP and that Ness, Paula, and Jeff are equipped with items that protect from Flash. Make sure that Paula has the Franklin Badge and the Sea or Star Pendant, if available. _______________________________________________________________________________ _______________________________________________________________________________ 2.The Final Battle Recommended Level: 73 Equipment: Ness: Legendary Bat Paula: Holy Fry Pan Night Pendant Sea Pendant Pixie's Bracelet Goddess Band Shiny Coin Saturn Ribbon Jeff: Moon Beam Gun Poo: (nothing) Night Pendant Cloak of Kings Cherub's Band Bracer of Kings Souvenir Coin Diadem of Kings ENEMIES/WALKTHROUGH a)Heavily Armed Pokey Attacks -Charge forward Damage: 180~300 HP (Ness) 150~260 HP (Paula) 150~260 HP (Jeff) 180~300 HP (Poo) -Tear into you Damage: 180~300 HP (Ness) 150~260 HP (Paula) 150~260 HP (Jeff) 180~300 HP (Poo) -Discharge a very stinky gas Effect: reduces all party members' Offense by about 6% Strategy The first part of the final battle will be against Giygas and Heavily Armed Pokey. Pokey is the target the party needs to focus on in the first part, but have Paula use PSI Shield[sigma] in the first round to counter Giygas's PSI Rockin (do not use PSI Shield[omega] or [beta]). Thereafter, have her use PSI Shield[sigma] whenever the shield starts to weaken (each use of shield protects from three attacks, up to a maximum of eight attacks). That should be enough to take care of Giygas. Pokey is somewhat vulnerable to Paralysis, so have Ness use Paralysis [alpha] in each turn until successful. Once paralyzed, Pokey will be essentially helpless and will pose no threat to the party. Have Paula and Poo use their strongest Freeze attack to inflict the most damage and have Jeff use the Heavy Bazooka or his standard attack. You can have Jeff use a Multi Bottle Rocket as well, but it will likely inflict only about 100~600 HP of damage. Have Ness use his standard attack after successfully using Paralysis and use Lifeup as necessary. If Paula or Poo run low on PP, have them use PSI Magnet[omega] to take some PP from both Giygas and Pokey. You'll hopefully be able to defeat Pokey in about three rounds. -Ness: Paralysis[alpha], until successful "bash" recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower recover with Lifeup[omega] if hit by PSI Rockin -Paula: (first turn) PSI Shield[sigma] Freeze[omega] PSI Magnet[omega] -Jeff: "shoot" Heavy Bazooka Multi Bottle Rocket -Poo: Freeze[gamma] PSI Magnet[omega] recover Ness with Lifeup[gamma] if HP falls to 150 or lower recover Paula with Lifeup[beta] if HP falls to 150 or lower recover Jeff with Lifeup[beta] if HP falls to 150 or lower recover Poo with Lifeup[gamma] if HP falls to 150 or lower b)Giygas (Form 1: The Devil's Machine) Attacks -PSI Rockin[alpha] -PSI Rockin[beta] Strategy Have Paula use PSI Shield[sigma] in the first round to defend against PSI Rockin (do not use PSI Shield[omega] or [beta]). Thereafter, have Paula use PSI Shield[sigma] again whenever the shield starts to weaken (each use of shield protects from three attacks, up to a maximum of eight attacks). If the party is hit with PSI Rockin, have Ness use Lifeup[omega] to recover. All damage inflicted on Giygas will reflect off of him (it?) and damage the party. This includes any attack reflected off of a party's power shield or any attack Giygas does on himself (this can occur if Poo uses Brainshock on Giygas and makes him feel strange). The only attacks that affect Giygas are attacks such as PSI Magnet, Hypnosis, Paralysis, Brainshock, the Slime Generator, or the Monkey's Love. You can take advantage of this by having Paula or Poo use PSI Magnet[omega] whenever PP gets low. -Ness: recover with Lifeup[omega] as needed -Paula: PSI Shield[sigma] c)Giygas (Form 2) Attacks -Attack 1 Effect: damage the entire party Damage: 100~210 HP Status Effect: chance of solidification Comments: Freeze protective items, such as the Rain Pendant, will reduce the damage inflicted by this attack to about ~10 HP. I recommend you give priority to Flash protection, however, as Giygas's Flash equivalent attack has a pretty good chance of instantly KOing a party member. Have Ness use Lifeup[omega] to recover from this attack. -Attack 2 Effect: equivalent to Thunder[beta] -Attack 3 Effect: causes uncontrollable crying, feeling strange, paralysis, or an instant KO Comment: Flash protective items, such as the Night Pendant, will prevent this attack from working. -Waste a turn Strategy To defeat Giygas's second form, the party will have to inflict roughly 2000 HP worth of damage. Have Ness use PSI Rockin[omega], Paula use Freeze[omega], and Jeff use the Heavy Bazooka or his standard attack (the Multi Bottle Rocket never seems to work against Giygas, so avoid using it). If Poo as a good amount of PP, have him use Starstorm[alpha] or [omega]; otherwise, have him use Brainshock[alpha] to make Giygas feel strange and either save the rest of his PP for Lifeup and Healing or use Freeze[gamma]. Have Ness and Poo use Lifeup or Healing as necessary. NOTE: Occasionally Ness's PSI Rockin fails to work on Giygas, but it should not be too bad if this happens. -Ness: PSI Rockin[omega] recover with Lifeup[beta], [gamma], or [omega] as necessary -Paula: Freeze[omega] -Jeff: "shoot" Heavy Bazooka -Poo: Starstorm[alpha] Starstorm[omega] Freeze[gamma] Brainshock[alpha] recover with Lifeup[beta] or [gamma] as necessary d)Giygas (Final Forms) Attacks -Attack 1 Effect: damage the entire party Damage: 100~210 HP Status Effect: chance of solidification Comments: Freeze protective items, such as the Rain Pendant, will reduce the damage inflicted by this attack to about ~10 HP. I recommend you give priority to Flash protection, however, as Giygas's Flash equivalent attack has a pretty good chance of instantly KOing a party member. Have Ness use Lifeup[omega] to recover from this attack. -Attack 2 Effect: equivalent to Thunder[beta] -Attack 3 Effect: causes uncontrollable crying, feeling strange, paralysis, or an instant KO Comments: Flash protective items, such as the Night Pendant, will prevent this attack from working. -Waste a turn Strategy From this point onwards, the role of all party members except for Paula should be relegated towards defensive purposes. Have Poo use Brainshock [alpha] in the first round if Giygas is not feelings strange and use it again if Giygas reverts back to normal. Have Ness and Poo use Lifeup or Healing as necessary. Jeff probably won't be able to do anything against Giygas anymore, so have him "defend." The only way to defeat Giygas is to have Paula "pray" nine times. By praying, Paula will telepathically contact people the party has met throughout their adventure and draw upon their strength to gradually damage and eventually defeat Giygas. If Paula has the Franklin Badge and the Sea or Star Pendant, she should have no trouble surviving. Otherwise, have Ness or Poo use Lifeup to recover her HP if it falls below 150 or use Healing or a recovery item if she is KO'd. -Ness: "defend" Lifeup[beta], [gamma], or [omega], as necessary -Paula: "pray" -Jeff: "defend" Slime Generator or the Monkey's Love (I have never seen either items work on Giygas, but Jeff really has nothing better to do in this stage of the battle) -Poo: Brainshock[alpha], if Giygas is not feeling strange "defend" Lifeup[beta], [gamma], or [omega] as necessary ******************************************************************************* XVIII.The Ending ******************************************************************************* The ending in Earthbound is unique in that there is only a minimal amount of cutscenes or predetermined occurrences. Rather, the ending allows you to explore the world of EarthBound free of monsters and Giygas's evil influence and see what many of the people you met in your adventure are now up to. Many people say something different from the normal course of the game and some significant characters can be found in different locations. A few changes that you may notice are that Frank in Onett now works in the Burger Shop, Geldegarde Monotoli in Fourside is now an elevator man, and the Stoic Club in Summers is now a truck stop. Explore on your own to see some other changes. To finish exploring and watch the ending credits, talk to Ness's mom and agree to look at the photo album with her. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------Appendices and Indexes----------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ******************************************************************************* XIX.Cameraman Locations ******************************************************************************* ONETT 1.In front of Ness's house, after daybreak 2.Inside the house for sale in southwestern Onett TWOSON 1.In front of the Bike Shop 2.On the west edge of Peaceful Rest Valley, past the pencil statue 3.In front of the cabin in Peaceful Rest Valley, after Paula joins the party 4.In front of the Chaos Theater entrance, after obtaining the Backstage Pass THREED 1.North central Threed, between the two fenced graveyards and in front of the lone gravestone 2.In front of the circus tent in central Threed, after the monsters are gone WINTERS 1.In the campsite north of Lake Tess, after daybreak 2.Inside Brick Road, after reading the sign 3.Stonehenge, inside the circular rock formation GRAPEFRUIT FALLS 1.In front of the waterfall SATURN VALLEY 1.To the right of the hot spring DUSTY DUNES DESERT 1.By the Black Sesame Seed, after "talking" to it 2.In front of the gold mine in Dusty Dunes Desert, after the five moles are defeated FOURSIDE 1.Inside the Fourside Museum, in front of the Dinosaur Bones 2.In front of the Toys Shop in the Fourside Department Store, after the Dept. Store Spook is defeated 3.Outside the Fourside Museum entrance, after recording the Fifth Sanctuary Melody SUMMERS/TOTO 1.In front of the Hotel in Summers 2.Inside the Restaurant in Summers, in the northwest area of the building 3.The beach in Summers, in front of the man selling the Gelato de Resort 4.To the left of one of the sailors in Toto DALAAM 1.In front of the Palace 2.Inside the Palace, in front of the throne SCARABA 1.Next to the marketplace 2.In front of the Pyramid entrance DEEP DARKNESS 1.Next to the Myna Bird, southwest of the gift box containing the Beef Jerky TENDA VILLAGE 1.Next to the Tenda chief, after giving it the Shyness Book ******************************************************************************* XX.Item Descriptions ******************************************************************************* This section lists the items that can be found in this game and contains information on the purpose of each item and strategies on how to use them. The strategies contained here pertain more to the game as a whole, as opposed to the more specific strategies contained in the walkthrough sections above. Many of the items contained in this list are not found in the walkthrough section. Items are listed in alphabetical order. Note: There is no specific information for each condiment item contained in this section. The only time I recommend you actually use condiments is when using a Rock Candy. The Rock Candy increase a random stat by one, but using the item with a Sugar Packet or a Jar of Delisauce will boost the stat increase to two. Condiments aren't too important otherwise. Condiments are automatically used by the game. Place the condiment and the food item in the inventory of the same party member and the condiment is used when the food item is used. If the condiment goes well with the food item, it will provide a 50~100% boost in HP and/or PP recovery. If the condiment does not go well with the food item, there will be no boost and the condiment is wasted. Different condiments go well with different food items. The Jar of Delisauce is the only condiment that goes well with all food items. Using the condiment alone will recover only 5~7 HP. Note that some food items, such as the Bottle of Water, cannot be used with a condiment. Condiment items in this game are: Ketchup Packet Sugar Packet Tin of Cocoa Carton of Cream Sprig of Parsley Jar of Hot Sauce Salt Packet Jar of Delisauce (works with all approriate food items) ATM Card Use: Allows the use of the ATM The game requires this item to be in Ness's inventory at all times. It cannot be discarded or given to any other party member. However, even if Ness is unconscious, the ATM can still be used. Backstage Pass Use: allows access into Chaos Theater Approach the woman blocking the entrance to the music hall and "use" this item to gain access. This item has no further use outside of Twoson but it cannot be sold or thrown away. Give it to Escargo Express once Twoson is cleared. Baddest Beam Use: weapon for Jeff This item is obtained by fixing the Broken Harmonica, which can be found in a gift box in the Stonehenge Base. Give this item to Escargo Express once a better weapon for Jeff becomes available. Bad Key Machine Use: opens the lockers in Snow Wood Boarding House opens the door to Ness and Paula's underground holding cell in Threed This item will be able to open the lockers in Snow Wood Boarding House and allow Jeff to obtain the items contained in a few of them. It will also be able to release Ness and Paula from their holding cell in Threed. Give this item to Escargo Express once Ness and Paula are released, as it will not be used in any other part of the game. Bag of Dragonite Use: inflicts damage on all enemies in battle; gone after one use This item will inflict about 250~400 HP of damage to most enemies. The damage inflicted can vary, however, to over 700 HP to some and as low as 30~40 HP to others. This item is mostly useful when you are in an emergency situation. Bag of Fries Use: recovers about 24 HP There is no need to use this item. Sell or discard if you ever obtain it. Banana Use: recovers about 25 HP There is no need to use this item. Sell or discard if you ever obtain it. Baseball Cap Use: Ness's armor; equip as "other" I don't recommend you buy this item because the Mr. Baseball Cap is the better alternative. Bazooka Use: inflicts about 50~120 HP of damage to its target, and 25~60 HP of damage to surrounding targets You can buy this item from the merchant standing outside the Pyrmaid exit in Southern Scaraba. I don't recommed you obtain this item, however, as it will likely inflict less damage than Jeff's "shoot" attack and the Heavy Bazooka is a much better alternative to this item. Bean Croquette Use: recovers about 40 HP Sell or discard if obtained. Beef Jerky Use: recovers about 150 HP Standard food item. Hold on to it and use is as an alternative to Lifeup when needed, but sell or discard it when you need more space in the the party's inventory. Bicycle Use: allows Ness to move faster This would be a convenient item if it did not become unusable so early in the game. Since it cannot be used if there are more than two people in your party and since Paula joins Ness soon after this is obtained, I do not recommend you get this item. If you do decide to get it, give it to Escargo Express as soon as Paula joins the party, as you will not be able to use it for a while. Big Bottle Rocket Use: damages a single target; can only be used by Jeff; gone after one use Equivalent to a Bottle Rocket, only it inflicts more damage. Use this item against bosses to make battles much easier. The damage this item inflicts depends on the target, but is usually about 500 HP. Always try to carry at least two of these in Jeff's inventory until the Multi Bottle Rocket becomes available. You can buy this item either from the arms dealer in the Fourside Department Store or from the arms dealer in Scaraba Hotel. Bionic Slingshot Use: weapon for Ness, Paula, Jeff, and Poo I do not recommend you use any Slingshot weapon, mostly because they have a accuracy compared to each party member's standard weapons. Boiled Egg Use: recovers about 40 HP This item is only helpful when Jeff first ventures through Winters. This item can be sold if obtained at any other part of the game. Bomb Use: inflicts 50~130 HP of damage to a target and some minor damage to adjacent targets There is no need to use this item. If you do obtain it, sell it or use it as an alternative to a party member's "bash" if his or her offense is low. This item becomes obsolete rather early in the game. Bottle of DXwater Use: recovers 1 PP for Ness or Paula; recovers about 40 PP for Poo Consider buying this item if you find conserving Poo's PP too difficult at certain points in the game. Bottle of Water Use: recovers 1 PP for Ness or Paula; recovers about 10 PP for Poo Not that useful of an item. The only advantage this item has over the DXwater is that the cost per PP recovery for Poo is cheaper with this item ($.40 per PP for the water as opposed to $4.95 per PP for the DXwater). This shouldn't be all that important since money usually isn't an issue in this game. Bottle Rocket Use: damages a single target in battle; can only be used by Jeff; gone after one use This item is not very useful, as it is quickly replaced by the Big Bottle Rocket. The only parts of the game this item is useful are when Jeff first ventures through Winters and ends up in battle with a Cave Boy and against the Mini Barf in the underground passage in Threed. Do not purchase this item at any other part of the game and sell it if it is obtained. The damage this item inflicts varies with the target, but usually inflicts about 150 HP of damage. Damage inflicted by this and other Bottle Rockets are not reduced by Shield, though damage can be reflected and can inflict major damage to Jeff unless the shield is eliminated first. The success rate of Bottle Rockets is 100% against most enemies, though some enemies have resistances that reduce damage and success rates. Some enemies, such as the Clumsy Robot, are almost completely immune to Bottle Rockets. Of course, do not use Bottle Rockets against these enemies. These rules apply to Big and Multi Bottle Rockets as well. Bowl of Rice Gruel Use: recovers about 200 HP Standard food item. Hold on to it if you obtain it but sell or discard if you need more space in the party's inventory. Bracer of Kings Use: armor; equip on "arms" for Poo This item can be found in the Sixth Sanctuary Cave. This is the only item Poo should equip on his arms for the entire game. You should probably obtain this item after recording the sixth sanctuary melody. This item is obtainable before fighting the sanctuary boss, but it's more convenient to just obtain it on your way out of the cave. Brain Food Lunch Use: recovers about 300 HP and 50 PP A very useful item, though it should not be necessary to use them that often. I usually save these in case I get into a tight situation, such as when Ness and Poo's PP gets low and the party is far from a place to rest. If you want more of them, you can purchase some from Dalaam for $800 each. Bread Roll Use: recovers about 30 HP Not all that useful. Hold on to it for at least the very beginning part of the game, but sell it if you need to make more space in your inventory. This item is near useless after Ness reaches Twoson, so sell it once it is obtained. The only other time this item is helpful is when Jeff first ventures through Winters. Broken Air Gun Use: can be repaired by Jeff into the Magnum Air Gun, a weapon for Jeff IQ required: 12 Be sure to obtain this item before leaving Snow Wood Boarding House. Jeff should be able to repair this item soon after he joins Ness and Paula in Threed. Broken Antenna Use: can be repaired by Jeff into the Gaia Beam, a weapon for Jeff IQ Required: 65 The Uncontrollable Sphere in the Seventh Sanctuary Cave has a 1/128 chance of carrying this item. The Gaia Beam is the most powerful weapon available for Jeff in the game. Broken Bazooka Use: can be repaired by Jeff into the Heavy Bazooka, a tool for Jeff IQ required: 45 Be sure to obtain this item and give it to Jeff when going through the sewers in Fourside. The Heavy Bazooka is a powerful item that can inflict a good amount of damage, and it can practically replace Jeff's "shoot" command for quite awhile in the game. Broken Cannon Use: can be repaired by Jeff into the Spectrum Beam, a weapon for Jeff IQ required: 32 Be sure to buy this item from the marketplace in Scaraba if Jeff does not have the Heavy Bazooka. If he does have the Heavy Bazooka, you probably won't need the Broken Cannon. Broken Gadget Use: can be repaired by Jeff into the Double Beam, a weapon for Jeff IQ Required: 34 This item can be bought from the dealer in northern Fourside, past the Monotoli Building and the Department Store. Jeff will likely not be able to repair this item when it is first available, though it is a good idea to buy it as soon as you can. Jeff will likely be able to repair this item at around the same time Poo joins the party. Broken Harmonica Use: Jeff can repair this item into the Baddest Beam, a weapon for Jeff IQ Required: 55 This item can be found in a gift box in the Stonehengd Base. If Jeff has the Heavy Bazooka, it may not be ncessary to obtain this item. Broken Iron Use: can be repaired by Jeff into the Slime Generator, a tool for Jeff IQ required: 10 Be sure to obtain this item before leaving Brick Road. Jeff should be able to repair this item once he joins Ness and Paula in Threed Broken Laser Use: Jeff can repair this item into the Laser Gun, a weapon for Jeff IQ required: 24 I recommend you obtain this item and give it to Jeff. He will probably be able to repair it after Master Belch is defeated. Broken Spray Can Use: Jeff can repair this item into the Defense Spray IQ required: 1 There is not very useful to repair since the Defense Spray is not all that helpful. If you do obtain it, you can have Jeff repair it and then sell the Defense Spray for $250. Jeff can repair this item at any level. Broken Tube Use: can be repaired by Jeff into the Hungry HP-Sucker, a tool for Jeff IQ Required: 36 The Hungry HP-Sucker can be a pretty useful item, so I recommend you try to obtain this item in the Monkey Cave. Jeff will likely be able to repair this item by the time the party records the fifth or sixth sancutary melody. Broken Machine Use: Jeff can repair this item into the Counter-PSI Unit, a tool for Jeff IQ Required: 1 Obtain this item in the trash can in Apple Kid's house. Jeff can repair this item at any level. The Counter-PSI Unit isn't a very helpful item, however, so you can abandon the Broken Machine or give it to Escargo Express if you want to. Calorie Stick Use: recovers about 60 HP This item is somewhat useful when venturing to Saturn Valley for the first time. Buy about three of these before going through the underground passage at the Threed Drugstore if the party has no food items. Can of Fruit Juice Use: recovers 6 HP Not useful during any part of the game. Sell or discard as soon as possible. Carrot Key Use: allows access to the Sixth Sanctuary Cave in Dalaam Be sure to obtain this item after recording the fifth sanctuary melody. Casey Bat Use: weapon for Ness This item is obtained after defeating Master Barf in Deep Darkness. This weapon provides the largest boost in Offense for Ness in the game, but it has a huge drawback--this weapon has an accuracy of only 25%. That means Ness's "bash" attack will miss its target about 75% of the time while Ness is equipped with this weapon. Add to that the effects of uncontrollable crying or high evasion rates of certain enemies and you have one highly unreliable weapon. I recommend you sell this item (for $19) or discard it. Charm Coin Use: armor; equip as "other" for Ness, Paula, or Jeff This item can be bought from the businessman in Deep Darkness. If you did not buy the Lucky Coin in Summers, buy the Charm Coin. The Charm Coin offers the same boost in Defense and Luck as the Lucky Coin but is half the price. Cheap Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Buy and equip this item on Ness before battling Frank. Sell it after buying the Copper Bracelet in Twoson's Burglin Park. Chef's Fry Pan Use: weapon for Paula This is one weapon I don't recommend you buy for Paula, since she will leave the party soon after this weapon becomes available. Chef's Special Use: recovers about 200 HP Standard food item. Hold on to it if you obtain it but discard if you need more space in the party's inventory. Cherub's Band Use: armor; equip on "arms" for Ness, Paula, or Jeff; increases Defense and Luck; confers protection from Hypnosis To obtain this item, walk all the way to the eastern edge of the Eighth Sanctuary Cave on the lowest level. Chick Use: none The Chick will turn into a Chicken in about 30 or 40 seconds. This item will be lost if it is used at any time, so try not to accidentally select the "use" command with this item. Some have claimed that using a Chick can get rid of homesickness, though this has not worked for me. Chicken Use: can be sold for $110; runs away The best use for the Chicken is to raise it from a Fresh Egg and sell it for a $98 profit. This is rather useful in the early part of the game to garner some extra money, but it becomes unhelpful in the second half of the game because $98 is no longer a significant amount of money. Using this item will cause the Chicken to run away, so try not to accidentally select the "use" command with this item. Cloak of Kings Use: armor; equip on "body" for Poo; increases Defense and Speed This item can be found in a gift box located northeast of the Eighth Sanctuary Location in the Lost Underworld. Be sure to obtain this and equip in on Poo. Coin of Defense Use: armor; equip as "other" for Ness, Paula, or Jeff Obtain this item in the gold mine in Dusty Dunes Desert and at the Fourside Department Store once it opens. Coin of Silence Use: armor; equip as "other" for Ness, Paula, or Jeff Buy this item by going to the Winters Drugstore once Ness learns Teleport [alpha]. Coin of Slumber Use: armor; equip as "other" on Ness, Paula, or Jeff Obtain this item and equip it on Jeff when venturing through the Third Sanctuary Cave. Buy another one for Ness upon reaching Dusty Dunes Desert at the Drugstore (note that Paula should be equipped with the Mr. Saturn Coin instead of this item). Cold Remedy Use: heals a cold This has some use in Peaceful Rest Valley, but becomes obsolete in subsequent parts of the game. Sell any you may have once Peaceful Rest Valley is cleared. Combat Yo-Yo Use: weapon for Ness, Paula, or Jeff I do not recommend you use any Yo-yo weapon, mostly because they have a lower accuracy compared to each party member's standard weapons. Contact Lens Use: return this to its owner to receive a Pair of Dirty Socks This item can be found northwest of the miner's shack in the Dusty Dunes Desert. Return it to the main in the second floor of the Bakery in Fourside to receive a Pair of Dirty Socks. Cookie Use: recovers 6 HP This item can be used for minor recovery at the very beginning of the game, but sell or discard them as soon as you can for most other parts of the game. This item may also be somewhat helpful to Jeff when you first gain control of him in Winters. Copper Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Buy and equip this item on Ness before venturing through Peaceful Rest Valley. Buy and equip this item on Paula and Jeff as soon as each joins Ness. Sell these once the Silver Bracelet becomes available in Saturn Valley. Counter-PSI Unit Use: renders a single enemey unbale to use PSI for four rounds The success rate of this weapon varies significantly against different enemies, but unfortunately it does not work often against stronger enemies. It is mostly unnecessary, so give it to Escargo Express. Cracked Bat Use: weapon for Ness Be sure not to forget this item. Obtain and equip it as soon as the game starts. Sell it once you obtain the Tee Ball Bat at the Onett drugstore. Croissant Use: recovers about 60 HP This item can be somewhat useful as an emergency item in Peaceful Rest Valley and in Winters when Jeff is on his own. It can also be useful in if Ness runs low on PP in Grapefruit Falls. It has no real use after that. Crystal Charm Use: defense item; equip on "body" for Ness, Paula, or Jeff; increases speed and confers protection from Paralysis The party can buy this item from a merchant in Scaraba. This is a good item to use if you want protection from Paralysis. There are two other defensive items that you can use for protection from Paralysis, but they are not as practical as this item. One of them (the Star Pendant) is pretty difficult to obtain, and only one of the othet item (the Rabbit's Foot) can be obtained in the game. Cup of Coffee Use: recovers about 12 HP There is no need to use this item. Sell or discard if you ever obtain it. Cup of Lifenoodles Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization This item is a potential lifesaver, so be sure to hold on to these. Always have these in Ness's inventory if Healing[gamma] or [omega] is not available. As far as I know, this item is not sold anywhere and only a limited amount is available in the game. However, the Horn of Life, which is sold in Saturn Valley, can be used as an alternative to this item. Cup of Noodles Use: recovers about 40 HP Not a helpful food item. Sell or discard if obtained. Death Ray Use: weapon for Jeff This item can be obtained from a trash can in Tenda Village. Be sure to obtain this weapon upon reaching Tenda Village if Jeff does not have the Heavy Bazooka. Defense Ribbon Use: armor; equip as "other" on Paula I don't recommend you buy this item for Paula, since she will leave the party soon after this becomes available. Defense Shower Use: increases the entire party's Defense by 6% up to four times; can be used an infinite number of times The effect of this item is identical to Offense Up[omega], only it increases each party member's Defense. The fact that this item does not require PP makes the increase in Defense rather cost-effective, but it is still mostly unnecessary because Jeff usually has better tools he can utilize in battle. It may be helpful to keep this item just in case you encounter an enemy you are not prepared to fight, though I have never been in a situation where I needed to use it. If you ever do use this item, use it multiple times to maximize the party's Defense. It is probably better, however, to just give this item to Excargo Express. Defense Spray Use: increases the defense of a single party member by about 6% of the target's defense; gone after one use There is no need to use this item. Sell or discard if you ever obtain it. Deluxe Fry Pan Use: weapon for Paula Buy and equip this weapon on Paula upon reaching Dusty Dunes Desert. Diadem of Kings Use: armor; equip as "other" for Poo Be sure to obtain this item while going through the Seventh Sanctuary Cave. This item can be found by walking all the way west from the entrance to the cave and climing down the ladder. This should be the only "other" item Poo should equip in the game. Diamond Use: frees the Runaway Five To obtain this item, take a bus to Fourside after defeating the five moles in the gold mine. "Use" the Diamond while standing next to the Topolla Theater's owner to free the Runaway Five. Diamond Band Use: armor; equip on "arms" for Ness, Paula, or Jeff The first time this item becomes available in Summers, it is likely that you will not be able to afford to buy one for Ness, Paula, and Jeff. Luckily, this item will be on sale at a cheaper price in Scaraba, so buy this item there if you could not afford to equip your party in Summers. Double Beam Use: weapon for Jeff Jeff obtains this item by repairing the Broken Gadget. Sell this item once a better weapon becomes available for Jeff. Double Burger Use: recovers about 90 HP Can be used as an alternative to Lifeup[alpha]. Sell or discard if you need to make space in the party's inventory. Earth Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense and provides 50% protection from Fire, Freeze, and Flash Buy this item in Magicant and equip it on Ness if he does not have the Night Pendant, the Sea Pendant, or the Star Pendant. Eraser Eraser Use: eliminates the eraser statue blocking the way into Stonehenge Obtain this item from the Mouse inside Dr. Andonuts's Lab after getting a call from Apple Kid in Deep Darkness. "Use" this item on the eraser statue to eliminate it. This item will only be used in Stonehenge and can be given to Escargo Express once it is used. Exit Mouse Use: use it in dungeons, such as caves; takes the party automatically back to the entrance This is an item that should be used in emergencies or for convenience. The only places in which I have found this item useful is the Dusty Dunes Desert mine, the Monkey Cave, and the Stonehenge Base. You can only carry one of these at a time. Flame Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage inflicted by Fire or equivalents by about 96% I recommend you equip this item on Paula until the Sea Pendant becomes available in the Lost Underworld. This item also reduces the damage inflicted by Fire equivalent attacks, such as "Breathe Fire." For Sale Sign Use: summons a customer to buy an item; can only be used outdoors I recommend you obtain this item, if only for the sheer sake of convenience. There will be many instances in the game where you will obtain an item that is unnecessary or needs to be discarded. Use this item in those cases to sell that item and receive a bit of money. Franklin Badge Use: allows you to fight Mr. Carpainter; it also deflects any Thunder attacks from the party member carrying the Badge Be sure to have this in Ness's inventory before approaching Mr. Carpainter. Once Paula joins Ness, be sure to give this item to her. This will protect Paula from any Thunder attacks and make it easier for her to survive in battle. There are only two other points in the game at which Paula should not be carrying this item: when Paula gets kidnapped in Fourside and when Ness goes to Magicant. During the former, give this item to Jeff. During the latter, give it to Ness. This attack also deflects Thunder equivalent attacks, such as "Crashing Boom Attack" and "Electrical Shock Attack." French Fry Pan Use: weapon for Paula Be sure to buy this weapon and equip it on Paula from the merchant standing outside the Pyramid exit before entering Dungeon Man. Fresh Egg Use: recovers about 80 HP; it will also turn into a Chick in about 1 min. and then a Chicken if you wait another 30~40 sec. This item can be used for HP recovery, but its most useful function is to turn into a Chicken, which can be sold for $110. The Fresh Egg sells for $12, so buying an Egg and waiting until it turns into a Chicken can give you a $98 profit. This is useful in the early part of the game where 98$ is a significant amount of money. However, this amount becomes insignificant later in the game, so don't go out of your way to use the Fresh Egg as a way to garner more money after the second half of the game. The Fresh Egg will turn into a Chick in about 1 minute, and the Chick will turn into a Chicken in about 30 or 40 seconds. This item is not useful for HP recovery, mostly because it turns into a Chick so quickly. Fry Pan Use: weapon for Paula Be sure to buy this weapon at the Happy Happy Village Drugstore once Paula joins Ness. Sell it once the Thick Fry Pan is available in Threed. Gaia Beam Use: weapon for Jeff This item can be obtained by repairing the Broken Antenna, an item that can only be obtained from Uncontrollable Spheres in the Seventh Sanctuary Cave. The Uncontrollable Sphere has a 1/128 chance of carrying the Broken Antenna, an item that requires a lot of luck or a lot of patience to obtain. The Gaia Beam is the most powerful weapon available to Jeff in the game. Gelato de Resort Use: recovers about 30 HP Do not buy this item from the man in Summers. It is a rip-off. Goddess Band Use: armor; equip on "arms" for Ness, Paula, or Jeff Be sure to obtain this item from a gift box in Magicant. I recommend you equip this item on Paula after Ness has cleared Magicant. Gold Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Buy this item for whichever party member it will benefit once it becomes available in the Fourside Department Store. Great Charm Use: armor; equip on "body" for Ness, Paula, or Jeff; increases speed and defense and confers immunity to Paralysis Unlike the Travel Charm, this item increases Defense and Speed in addition to conferring immunity to Paralysis. Be sure to obtain this item from the gift box in the second sanctuary cave and equip it on Paula. Buy and equip them on Ness and Jeff at Saturn Valley. Gutsy Bat Use: weapon for Ness The Bionic Kraken in the Cave of the Past has a 1/128 chance of carrying this weapon. This is arguably the best weapon available for Ness in the game. Not only is the Offense increase comparable to that of the Legendary Bat, this weapon also increases Ness's Guts by 127. Guts Capsule Use: permanently increases the Guts of one party member by 1; Guts determines the chance of getting a SMAAAASH!! hit and the chance of surviving a mortal blow I recommend you give all Guts Capsules to Ness. Ness will likely benefit most from a high Guts stat because he will probably use his "bash" attack more frequently than the other party members and you want him to survive as much as possible in most battles. It may also be a good idea to give a Guts Capsule to Poo since he has a low Guts stat, but I don't recommend it. Hall of Fame Bat Use: weapon for Ness This item can be obtained by trading seven Horns of Life with the Tenda in Tenda Village. I don't recommend you obtain this item, however, as it is quickly replaced by the Ultimate Bat in the Lost Underworld. Hamburger Use: recovers about 50 HP This item can be used as an alternative to Lifeup[alpha] in Onett. If you are having trouble surviving in battle, stock up on this item and use it instead of Lifeup[alpha] to conserve PP and survive for a longer period of time in battle. Hand-Aid Use: recovers max HP This item can be a potentially lifesaving item, so hold on to it. I have never had a need to use this item myself, but it is still good to have just in case of an emergency. Handbag Strap Use: inflicts minor damage and solidifies a single target This item is not a very helpful one; sell or discard if you obtain it. Hard Hat Use: armor; equip as "other" on Ness, Paula, or Jeff The earliest area in which this item can be obtained is Peaceful Rest Valley; try to obtain it there and equip it on Ness. Once Jeff joins the party, buy one at Threed Drugstore and equip it on him. Hawk Eye Use: allows you to see in Deep Darkness Be sure not to forget to obtain this item from the Pyramid in Scaraba. "Use" this item once the party reaches the dark region in Deep Darkness to make things visible. If Poo was carrying this item when he left the party, you should be able to get it back by calling Escargo Express. Heavy Bazooka Use: inflicts about 140~400 HP of damage to its target, and 70~200 HP of damage to surrounding targets This is a very useful item because it is likely to do more damage than Jeff's "shoot" command the first time it is obtained. Use this item instead of "shoot" as long as Jeff's normal offensive power is lower than the offensive power of this item. Toward the end of the game, however, Jeff's offense will likely exceed that of this item. I suggest you give this item to Escargo Express once this occurs because I do not think the splash damage this item inflicts is a significant advantage. Hieroglyph Copy Use: repeats what was written on the Hieroglyphs in the Museum in Summers It will be helpful to keep this item with the party until the Pyramid is cleared in Scaraba. There is no real use for this item after that, so give it to Escargo Express once it is no longer needed. Holmes Hat Use: armor; equip as "other" for Ness, Paula, or Jeff Obtain this item from one of the lockers in Snow Wood Boarding House and equip on Jeff before venturing through Winters. Sell it once the Hard Hat becomes available in Threed Drugstore. Holy Fry Pan Use: weapon for Paula; increases Guts by 10 Be sure to buy this weapon from the shop in the Lost Underworld and equip it on Paula before heading to the Eighth Sanctuary Cave. Horn of Life Use: revives any unconscious party members and heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization The effect of this item is identical to the effect of the Cup of Lifenoodles. This item, however, is sold at the Saturn Valley Drugstore, meaning that you can buy as many as you can afford. Hold on to this item if obtained, especially if Ness or Poo has not learned Healing[gamma] or [omega]. HP-Sucker Use: drains a portion of a single target's HP and gives it to the user of this item; Jeff is the only party member that can use this item Unlike some of Jeff's other items, the HP-sucker has a high enough success rate against normal enemies to make this item worthwhile. Try to use this item for recovering Jeff if you feel safe enough to do so, but avoid using during boss battles. If you find that you are not using this item that often or just do not like this item, go ahead and sell it for $400. Definitely sell this once you obtain the Hungry HP-sucker. Hungry HP-sucker Use: drains a portion of all enemies' HP and gives it to the user of this item; Jeff is the only party member that can use this item This is a useful tool that can almost replace Lifeup for recovering Jeff's HP. Try to use this item rather than Lifeup for recovering Jeff, especially when you are fighting multiple normal enemies and are far away from a hotel or some other place to recover. Do not rely on this item during boss battles, however, as its success rate against bosses is low. Insecticide Spray Use: inflicts about 100 HP of damage to all insects in battle This item is powerful against insects, but most insect enemies are not that strong and should not require extra items to defeat. This item is cheap, but it is not necessary to buy. The only area in which this item is helpful is Grapefruit Falls, but you should only need the Insecticide Sprays found in the trash can in Threed and in the gift box in Brick Road. Insignificant Item Use: none; trade it for a Magic Truffle This item can be found in one of the rooms on the second story of Threed Hospital. Enter the room on the left and "check" the drawer to obtain this item. As its name suggests, the Insignificant Item does absolutely nothing and only sells for $1. However, if you go to the second story of Twoson Hospital and enter one of the rooms, you will find a man that will trade this item for a Magic Truffle. IQ Capsule Use: permanently increases the IQ of one party member by 1; IQ determines the max PP of Ness, Paula, and Poo and allows Jeff to repair items I recommend you use this item as soon as it is obtained. Who you use it on is up to you. I usually go with Paula, since she relies quite a bit on PP, and sometimes Poo. You may want to use this item on Jeff in order to have him repair broken items sooner, but I do not think that's a good idea in most cases. Jar of Fly Honey Use: needed to defeat Master Belch This item needs to be used in the battle against Master Belch in order for the battle to be won. Otherwise, Master Belch cannot be defeated, no matter how much damage the party inflicts. This item is not used after the battle with Master Belch, and should be given to Escargo Express once it has served its purpose. Kabob Use: recovers about 120 HP Standard food item. Sell or discard if you need more space in the party's inventory. Key to the Cabin Use: unlocks Paula's jail cell This item is required to rescue Paula and progress in the game. Go up to the jail cell door and "use" this item to open the door. Key to the Locker Use: nothing, but needs to be used to progress in the game Although this item will not be able to open any of the lockers, the game still requires that it be used before Maxwell gives Jeff the Bad Key Machine. Just go up to one of the lockers and "use" this item once. Key to the Shack Use: opens the shack leading to the First Sanctuary Cave in Onett Obtain this item from the mayor of Onett after defeating Frank. "Use" this item while standing next to the door to the shack in norther Onett to open it. This item has no furhter use in the game and should disappear after being used. Key to the Tower Use: allows access into Dungeon Man Obtain this item by talking to the tribal native standing outside the Pyramid exit in Southern Scaraba. This item is required to get inside of Dungeon Man and progress in the game. Give this item to Escargo Express once the party leaves Scaraba. King Banana Use: needed to reach Talah Rama This item needs to be given to one of the monkeys in the Monkey Cave in order for the party to reach Talah Rama. Kraken Soup Use: recovers max HP A food item worth holding on to but not necessarily worth buying. If you do buy it or obtain it, use it is as an alternative to Lifeup[gamma]. Large Pizza Use: recovers about 240 HP for the entire party Even though this is a very good food item, there is really no need to go out of your way to obtain one. You can have it delivered to the party for $238 if you have Mach Pizza's phone number but this should not necessary. Laser Gun Use: weapon for Jeff Jeff should be able to use this weapon after Master Belch is defeated. Give this item to Escargo Express once a stronger weapon becomes available. Legendary Bat Use: weapon for Ness This is the only gift box item in the Cave of the Past and is easy to find. Luck Capsule Use: permanently increases the Luck of a single party member by 1 Out of all the stats increasing items in this game, I find this one the least useful. None of the party members in the game is really deficient in luck and there are many equippable items that increase Luck. Furthermore, I have never felt that an increase of 1 in luck helped me out in the game. You can obtain these if you want, but don't take any major risks to do so. Lucky Coin Use: armor; equip as "other" for Ness, Paula, or Jeff It is possible that you will not be able to buy enough of this item to equip Ness, Paula, and Jeff the first time it is available in Summers. A cheaper equivalent item (the Charm Coin) will be available in Deep Deep Darkness, but it is better to buy the Lucky Coin in Summers rather than waiting for the Charm Coin in Deep Darkness. Lucky Sandwich Use: recovers HP and PP; quantity recovered depends on luck The amount of HP and PP recovered by using this item seems to be random. As one may expect from an item such as this, the result of using a Lucky Sandwich can sometimes be very good or not helpful at all; this item can recover full HP and PP or very little of either. It's not an essential item, so I don't recommend you go out of your way to obtain it. Luxury Jerky Use: recovers about 300 HP Standard food item. Sell or discard if you need more space in the party's inventory. Magicant Bat Use: weapon for Ness Be sure to obtain this item from a gift box in Magicant. It should be easy to find. Magic Tart Use: recovers about 20 PP This item can be bought from the Magic Cake lady in Summers, though there should be no need to purchase this item. Magic Fry Pan Use: weapon for Paula; increases Offense by 50 and Guts by 100 The Chomosaur has a 1/128 chance of carrying the Magic Fry Pan, a weapon for Paula that increases Offense by 50 and Guts by 100. The Offense increase is small and I don't recommend you go out of your way to obtain this weapon, but it can be used to increase the chances that Paula gets a SMAAAASH!! hit. Magic Pudding Use: recovers about 40 PP Buy one or two of this item in Magicant if Ness does not have a Brain Food Lunch or a Magic Truffle. Magic Truffle Use: recovers about 80 PP A pretty useful item, though there is only a limited amount available in the game. One way to obtain this this item is by giving the Insignificant Item to a man in Twoson. To obtain the Insignificant Item, go to the second floor of Threed Hospital and "check" the drawer in one of the rooms. Go to the second floor of the hospital in Twoson and give the item to a man in one of the rooms. He will give the party a Magic Truffle in return. Another way to obtain this item is by searching in the swamp in Deep Darkness. Five Magic Truffles can be found scattered around in the water in Deep Darkness, though they are almost impossible to find without the Piggy Nose. Use the Piggy Nose to pinpoint the location of a Truffle and "check" the area to obtain it. I give more detailed locations of the Magic Truffles in the Deep Darkness section of the walkthrough. Magnum Air Gun Use: weapon for Jeff This weapon is obtained by repairing the Broken Air Gun. Jeff should be able use this item before the party ventures through the underground passage in Threed. Give this item to Escargo Express once a better weapon for Jeff becomes available. Mammoth Burger Use: recovers about 200 HP Standard food item. Sell or discard if you need more space in the party's inventory. Map Use: pushing the X button while carrying this item will let you see the entire town you are currently at. This can be a helpful item to have, so go ahead and obtain it (it's free). If you decide that you don't need it, just give it to Escargo Express. Meteorite Piece Use: completes the Phase Distorter Obtain this item by "checking" the meteorite in Onett after first testing the Phase Distorter and give it to Dr. Andonuts to proceed to the last area in the game. Meteornium Use: nothing This rare item can only be obtained from certain enemies. Sell it for a good amount of cash if obtained. Meteotite Use: nothing This rare item can only be obtained from certain enemies. Sell it for a good amount of cash if obtained. Minor League Bat Use: weapon for Ness Buy and equip this item upon reaching Threed. Sell this weapon when the Mr. Baseball Bat is obtained in Dusty Dunes Desert Molokheiya Soup Use: recovers about 80 HP Sell or discard if obtained. Monkey's Love Use: solidifies a single, random target in batte; can be used many times This item can be obtained by talking to one of the monkeys located on the grassy area at the beginning of the swamp and teaching it how to teleport. Go ahead and obtain this item and replace the Slime Generator with it. This item seems to have a slightly higher success rate than the Slime Generator against most enemies and cay be used by any party member. I usually give this to Poo and have him use it when his "bash" attack isn't very effective. Moon Beam Gun Use: weapon for Jeff This item can be obtained from a gift box in the Eighth Sanctuary Cave. Be sure to obtain this item and equip it on Jeff if he does not have the Broken Antenna or the Gaia Beam. Mr. Baseball Cap Use: Ness's armor; equip on "other" This is the best "other" armor for Ness during the beginning part of the game, so be sure to obtain it. To enter the tree house, find the small clearing in the cluster of trees west of the Onett Library; there should be a shaggy haired kid walking next to it. Enter the clearing and walk north into the trees to reach the tree house. Sell this item once you obtain a stronger item. Mr. Saturn Coin Use: armor; equip as "other" for Ness, Paula, or Jeff Talk to one of the Mr. Saturns in the cave underneath the Saturn Valley Drugstore after Master Belch is defeated to obtain this item. I recommend you equip this item on Paula. Multi Bottle Rocket Use: inflicts major damage to a single enemy; can only be used by Jeff; gone after one use The damage this item inflicts varies with the target, but it usually inflicts 500~1500 HP of damage. Be sure the Jeff has at least two of these in his inventory at all times once they become available. Use them against bosses in the late parts of the game to make things easier. The best place to buy this item is from the arms dealer in Deep Darkness. Mummy Wrap Use: inflicts about 200~350 HP of damage and solidifies a single target; gone after one use The damage inflicted by this item is pretty substantial, but it does not always work. Use it if you feel like it, but don't go out of your way to save it. It can also be sold for $64. Neutralizer Obtained: reset stat changes and removes shields; affects all enemies and party members; can be used many times This item will reset any stat changes that have occurred due to PSI moves, such as Offense Up or Defense Down, or items, such as the Defense Spray. By far its most useful function, however, is to remove any shields that any enemy or party member has. Because its success rate is 100% and affects all enemies on screen, this item is more useful for removing enemy shields than the Shield Killer is. The only drawback is that it can remove any shields your party may have, but this is only a minor nuisance and can be mitigated by careful use of this item. Always keep this item in Jeff's inventory if you do not have the Shield Killer (I recommend you go with the Neutralizer). Night Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; confers immunity to Flash I recommend you equip Ness with a Night Pendant, since he relies quite a bit on his "bash" attack and you do not want him to get instantly KO'd by Flash[gamma], [omega], or an equivalent. This item also protects from Flash equivalent attacks, such as "Emit a Glorious Light." Non-Stick Frypan Use: weapon for Paula Buy this item by going to the Winters Drugstore once Ness learns Teleport [alpha]. Pair of Dirty Socks Use: solidifies an enemy Obtain this item by returning the Contact Lens to the man in the second floor of the Bakery in Fourside. Use this item in battle to solidify an enemy. Pak of Bubble Gum Use: entices the Bubble Monkey to join Jeff and allows Jeff to ride Tess to southern Winters allows Jeff to walk all the way through the Fourth Sanctuary Cave This item needs to be obtained in order to progress in the game. After obtaining this item from the woman in the drugstore, talk to the Bubble Monkey and he will join Jeff. With the Bubble Monkey, Jeff will be able to ride Tessie across the lake and reach southern Winters. This item also needs to be used in the Fourth Sanctuary Cave to allow Jeff to reach the exit of the cave. Give this item to Escargo Express once Jeff joins Ness and Paula in Threed. Pasta di Summers Use: recovers about 110 HP Standard food item. Hold on to it if you obtain it but discard if you need more space in the party's inventory. Peanut Cheese Bar Use: recovers about 100 HP Standard food item; there is no need to buy it, but if it is obtained, save it in case Ness or Poo get low on PP and cannot use Lifeup. This item can be used as an alternative to Lifeup[alpha]. Pencil Eraser Use: eliminates any pencil shaped statues This item is required to progress in the game. There are a number of pencil statues in the game, so I recommend you hold on to this item until you eliminate the last one. The last statue you are likely to erase is the one in Winters. Picnic Lunch Use: recovers about 80 HP Can be used as an alternative to Lifeup[alpha]. Sell or discard if you need more space in the party's inventory. Picture Postcard Use: none There is no need to use this item. Sell or discard if you ever obtain it. Piggy Jelly Use: recovers about 300 HP Standard food item. Sell or discard if you need more space in the party's inventory. Piggy Nose Use: helps you pinpoint the location of Magic Truffles in Deep Darkness The party can purchase this item from a merchant in Scaraba. "Use" this item while walking in the swamp in Deep Darkness to help you locate Magic Truffles. The closer the party is to a Magic Truffle, the more exact the directions this item will give in pinpointing its location. This can be a little frustrating to use, but is almost essential if you want to find a Truffle. Pixie's Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff; increases Defense and Luck This item can be found in a gift box in Stonehenge. I recommend you equip this on Paula when it is obtained. Pizza Use: recovers about 120 HP Standard food item. You can have it delivered to the party for $48 if you have Mach Pizza's phone number but this is not necessary. Plain Roll Use: recovers about 80 HP Standard food item. Sell or discard if you need more space in the party's inventory. Plain Yogurt Use: recovers about 160 HP Standard food item. Sell or discard if you need more space in the party's inventory. Platinum Band Use: armor; equip on "arms" for Ness, Paula, or Jeff This item can first be obtained in the gold mine in the Dusty Dunes Desert. I recommend equipping this on Jeff or Ness when it is first obtained, since Paula will not be in the party soon after that part of the game. Pop Gun Use: weapon for Jeff This item needs to be obtained in order for Tony to help Jeff get out of the Boarding School. Equip it as soon as it is obtained. Sell it once the Stun Gun is obtained in Brick Road. Protein Drink Use: recovers about 80 HP Standard food item. Somewhat helpful in the first half of the game. Protractor Use: I do not think there is any use for this item. There is no need to use this item. Sell or discard if you ever obtain it. PSI Caramel Use: recovers about 20 PP This item is somewhat useful to have during the trek from Threed to Saturn Valley, but other than that, it is not very useful. I recommend you sell this item if it is obtained after Threed is cleared. Rabbit's Foot Use: armor; equip on "body" for Ness, Paula, or Jeff; increase Defense by 3 and Speed by 40 This item can be obtained in the Seventh Sanctuary Cave near where the Shining Spot is located. This item can be useful against the Ghost of Starman if Paula's Speed is not high enough for her to go consistently early enough to put up a PSI Shield. I recommend you hold on to this item when obtained. Rain Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage inflicted by Freeze by about 96% I recommend you equip this item on Jeff until the party obtains the Sea Pendant. At that point, equip the Sea Pendant on Paula and equip the Flame Pendant on Jeff. Receiver Phone Use: allows certain NPCs to call Ness This item is required to be in Ness's inventory at all times. Red Ribbon Use: Paula's armor; equip as "other" Buy this and equip it on Paula upon reaching Saturn Valley. Refreshing Herb Use: equivalent to Healing[beta]; heals poison, nausea, colds, sunstroke, sleep, crying, and feeling strange Buy this item at Saturn Valley in preparation for Belch's Base if Ness has not learned Healing[beta]. Use it to cure any party member who is nauseous or poisoned. Once Ness learns Healing[beta], it is not necessary to buy this item. Ribbon Use: armor for Paula; equip as "other" Be sure to buy this weapon at the Happy Happy Village Drugstore once Paula joins the party. Sell this once the Red Ribbon becomes available in Saturn Valley. Rock Candy Use: increases Speed, Guts, Vitality, IQ, or Luck by one (or two, with a condiment) I recommend you use this item on Paula or Poo if you obtain it. This item can be found in gift boxes in the Sixth and Seventh Sanctuary Caves and in Deep Darkness. Note that using a condiment such as the Jar of Delisauce or the Sugar Packet with this item will boost the stat increase to two. The party can buy a Sugar Packet in Twoson or Scaraba. NOTE: There is a bug in the game that you can exploit that allows you to use this item an infinite number of times. A detailed explanation on how to take advantage of this bug can be found at starmen.net. Royal Iced Tea Use: recovers about 60 HP Not worth buying or holding on to, really. Sell or discard if obtained. Ruler Use: give one to the monkey in the monkey cave and it will let you pass; I am not sure if there are any other uses for this item (I'm guessing there is none) This item is only used in the Monkey Cave in the Dusty Dunes Desert. Jeff starts off with this item but sell it as soon as you can; a free one can be obtained in a gift box within the Monkey Cave, so there is no need for Jeff to hold on to this item. Rust Promoter Use: inflicts about 200 HP of damage to all metallic enemies in battle A somewhat useful item that can be used to inflict a significant amount of damage in the early and middle parts of the game. It is not necessary to go out of your way to buy this item, but hold on to it if you do obtain one. Be sure to use it quickly, as it becomes rather unhelpful after the middle part of the game. Rust Promoter DX Use: inflicts about 400 HP of damage to all metallic enemies in battle Toward the later half the game, the number of robotic enemies the party will face increases by quite a bit, making this item a helpful item to hold on to. Use this when you are in a dangerous situation or want to end a battle quickly. It's probably not wortwhile to use this unless you are facing two or more metallic enemies. Note that, though Starmen seem metallic, this item will not work on them (this includes all Starman type enemies). Sand Lot Bat Use: weapon for Ness Buy and equip this weapon upon reaching Happy Happy Village. Sell it once the Minor League bat is available in Threed. Saturn Ribbon Use: armor; equip as "other" on Paula; increases Defense and Luck Be sure to talk to the rescued Mr. Saturn and obtain this item after defeating the Starman Deluxe. Sea Pendant Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense and provides protection from Fire, Freeze, and Flash attacks Be sure to obtain this item in the northeast corner of the Lost Underworld. This item also protecs from PSI equivalent attacks, such as "Electrical Shock Attack" and "Breathe Fire." Secret Herb Use: may or may not revive an unconscious party member with 25% of max HP; heals poison, nausea, colds, sunstroke, sleep, crying, feeling strange, paralysis, and diamondization The only difference between this item and the Cup of Lifenoodles and the Horn of Life is that it can periodically fail to revive an unconscious party member and does not recover full HP when successful. Hold on to this item if obtained and use it to cure a party member who is diamondized or paralyzed. The only time this item should actually be bought is in preparation for the Third Sanctuary Boss battle. Shield Killer Use: eliminates any shields the target may have This item is mostly unnecessary because the Neutralizer is usually better at eliminating enemy shields. The main advantage the Shield Killer has over the Neutralizer is that it does not eliminate your own shield, though the fact that this item can periodically fail offsets this advantage. Keep this item if you do not like the Neutralizer and feel secure enough in using the Shield Killer against more powerful enemies, such as sanctuary bosses. Otherwise, I recommend you give this to Escargo Express. Shiny Coin Use: armor; equip as "other" for Ness, Paula, or Jeff; increases Defense and Luck Be sure to buy this item from the shop in the Lost Underworld and equip it on whomever it may benefit before heading to the Eighth Sanctuary Cave. Show Ticket Use: allows the party to enter the music hall in Topolla Theater Obtained: front desk in Topolla Theater This item needs to be purchased in order for the party to enter Topolla Theater and watch the Runaway Five Show. This is also needed to watch Venus's show and obtain her autograph for the man in the Fourside Museum. Shyness Book Use: allows access into the Seventh Sanactuary Cave Obtained: Bookshelves in the Onett Library, after the Starman Deluxe is defeated Give this book to the Chief of Tenda Village in order to cure the Tendas of their shyness. Silver Bracelet Use: armor; equip on "arms" for Ness, Paula, or Jeff Obtain this item in the underground passage in Threed and equip it on Paula. Buy this and equip it on Ness and Jeff upon reaching Saturn Valley. Skip Sandwich Use: recovers 6 HP and increases walking speed for 10 seconds The HP recovery this item offers is useless, but the increase in walking speed can make things a little more convenient. It may also be used to dodge enemies in a few situations, though I don't recommend you do this unless the party is too weak to fight. Use it in wide open areas where the party has to walk a lot. Skip Sandwich DX Use: recovers about 6~7 HP and increases walking speed for 20 seconds This item can be helpful when your party is weak and you want to evade enemies. Pretty much the same thing as the regular Skip Sandwich. Slime Generator Use: solidfies a single, random target This item is useful against a few enemies during the middle parts of the game. If the success rate against a certain enemy is high enough, using this item each round can essentially pin down that enemy and greatly hinder its fighting capabilities. Most enemies, however, are not that vulnerable to this item, and this strategy can only be utilized rarely. This item is still worthwhile to keep and use in battles where Jeff's offense is not that effective (i.e. when his "shoot" command does not inflict much damage or when he cannot use Big/Multi Bottle Rockets). Once you obtain the Monkey's Love, sell or discard the Slime Generator. The Monkey's Love has the same effect as the Slime Generator but has a slightly higher success rate and can be used by any party member. Slingshot Use: weapon for Ness, Paula, Jeff, or Poo I do not recommend you use any Slingshot weapon, mostly because they have a lower accuracy compared to each party member's standard weapons. Snake Use: inflicts 1~4 HP of damage and has a roughly 50% chance of poisoning its target; gone after one use; the target of this item is automatically determined There should be no need to use this item. Sell or discard if obtained. Snake Bag Use: inflicts 1~4 HP of damage and has a roughly 50% chance of poisoning its target; can be used an infinite number of times; the target of this item is automatically determined Not a great item, but it can be useful since you can use it as many times as you like. I sometimes give it to Jeff or Poo and have them use it to try to poison an enemy when their standard attacks are not that effective. Sound Stone Use: allows you to see all the Sanctuary Locations visited and listen to the melodies learned This item can only be carried by Ness and cannot be removed from his inventory once it is obtained. However, if Ness's inventory is full at the time Buzz Buzz tries to give this item to Ness, it will be sent to Ness's sister, Tracy, instead. This will free up a space in Ness's inventory for most of the game. The best way to fill up Ness's inventory is to fight Spiteful Crows and obtain cookies. Aside from the time required to fill up Ness's inventory, there is no real drawback to giving Tracy the Sound Stone. Even without this item, Sanctuary melodies will be recorded and you you can properly progress through the game. Sell or use up all the Cookies you obtained after the Sound Stone is sent to Tracy. Spectrum Beam Use: weapon for Jeff Jeff obtains this weapon by repairing the Broken Cannon. Sell this item once a better weapon becomes available for Jeff. Speed Capsule Use: permanently increases its user's Speed by one Be sure to use this item right away after obtaining it. I usually give these to Paula or Poo. Spicy Jerky Use: recovers about 250 HP Standard food item. Sell or discard if you need more space in the party's inventory. Stag Beetle Use: solidifies a single, random target for a round; gone after one use Similar to the Slime Generator and the Monkey's Love, only this item disappears after one use. The success rate of this item is very high (close to 100% against normal enemies), though there is really no need to use this item. If you do use it, the best way it can help is to buy about five or so and use it every round in a battle to pin down an enemy. Star Pendant Use: defense item; equip on "body" for Ness, Paula, or Jeff; provides protection from Fire, Freeze, Flash, and Paralysis You have a 1/128 chance in obtaining this item from a Major Psychic Psycho in the Eighth Sanctuary Cave. This is arguably the strongest "body" defense item in the game, though you likely won't obtain this item unless you are extremely lucky or fight a lot of Major Psychic Psychos. Stun Gun Use: weapon for Jeff Be sure to obtain and equip this item before leaving Brick Road. Sell it once the Toy Air Gun is bought from the arms dealer in Threed behind the Pizza store. Sudden Guts Pill Use: doubles the target's Guts for the duration of the battle This item can be useful to use on Ness during boss battles if you want to increase the chances of getting a SMAAAASH!! hit. Hold on to this item and use it during long, difficult battles. There is not much of a point in using this item on any party member other than Ness. This item becomes increasingly effective as the game progresses and Ness's guts increase. Super Bomb Use: inflicts about 140~400 HP of damage to its target and about 70~200 HP of damage to adjacent targets; gone after one use The Super Bomb inflicts a pretty good amount of damage, so it can be somewhat useful. Give it to either Jeff or Poo and use it when you are in trouble or in boss battles. This item becomes less useful after the middle part of the game, so try to use it as early as you can. Super Plush Bear Use: often diverts an enemy attack from a party member to itself; it has about 500 HP While this item is in a party member's inventory, enemies will often attack the Bear instead of the party. This item can be very useful, but I do not recommend you go out of your way to buy this item for the most part. Suporma Use: nothing This item is absolutely useless. It can be sold for $25, but this hardly makes up for the $200 or $50 investment that needs to be made to obtain this item. Sword of Kings Use: weapon for Poo; increases his Offense by 30 The Starman Super has a 1/128 chace of carrying the Sword of Kings, the only effective weapon for Poo in the game. The Sword increases Poo's Offense by 30, but requires a lot of luck or a lot of patience to obtain (the first time I obtained this weapon, I had to defeat more than 100 Starman Supers; the next time, I fought only 3). Be warned, however, that all enemies in Stonehenge will dissappear once the boss at the end of this area is defeated, and the Sword of Kings cannot be found in any other part of the game. T-Rex's Bat Use: weapon for Ness There is really no need to obtain this item. You can teleport to Winters and buy this item as soon as Ness learns Teleport[alpha], but I do not recommend you do this because a better weapon will be available for Ness a short time later in the game. Talisman Coin Use: armor; equip on "other" for Ness, Paula, or Jeff; increases Defense and Luck This item can be obtained by trading six Horns of Life with a Tenda in Tenda villge. I don't recommend you obtain this item, however, as it is quickly replaced by the Shiny Coin sold in the Lost Underworld. Talisman Ribbon Use: armor; equip as "other" for Paula Be sure to obtain this item before leaving Dungeon Man with the Submarine. Tee Ball Bat Use: weapon for Ness Buy and equip this item before battling Frank. Sell it once the Sand Lot Bat is obtained in Happy Happy Village. Teddy Bear Use: often diverts an enemy attack from a party member to itself; it has about 100 HP This item is useful to use in Twoson and Threed. While this item is in a party member's inventory, enemies will often attack the Teddy Bear instead of the party. This item can be very useful, but I do not recommend you go out of your way to buy this item; just use the ones that can be found in gift boxes. This item becomes rather useless after the middle part of the game. Tendakraut Use: gives access into the Tenda village in the Lost Underworld Obtain this item from the leader of Tenda Village after helping the Tendas overcome their shyness. Have this item in the party's inventory to gain access into the Tenda village in the Lost Underworld (you can't give this item to Escargo Express). Thick Fry Pan Use: weapon for Paula Buy and equip this item upon reaching Threed. Sell this weapon once the Deluxe Fry Pan is obtained in Dusty Dunes Desert. Tiny Ruby Use: allows access to the second floor of the Museum in Summers Give this item to the man in the second floor of the Museum in Summers once Poo joins Ness. Toothbrush Use: solidifies a single, random enemy There is no need to use this item. This item does not always work, and items such as the Slime Generator and the Monkey's Love serve the same purpose as this item but can be used indefinitely. Toy Air Gun Use: weapon for Jeff If Jeff has the Broken Air Gun when he reaches Threed, it should not be necessary to buy this item, as Jeff should be able to obtain the Magnum Air Gun soon. If he does not have the Broken Air Gun, you should probably buy and equip this weapon from the arms dealer located north of the Pizza Shop in Threed. Travel Charm Use: confers immunity to paralysis; equip on "body" for Ness, Paula, or Jeff This item is not very useful at the time it is obtained because not that many enemies in the early part of the game can use paralyzing attacks. I usually obtain and equip it just in case, but this is not necessary. Sell this once the Great Charm becomes available in the Saturn Valley Drugstore. Trick Yo-yo Use: weapon for Ness, Paula, Jeff, or Poo I do not recommend you use any Yo-yo weapon, mostly because they have a lower accuracy compared to each party member's standard weapons. Trout Yogurt Use: recovers about 30 HP This item can be obtained from the maid on the 48th floor of the Monotoli Building. If you obtain it, discard it or sell it for $24. Vial of Serum Use: cures poison There is no need to use this item. Healing[beta] is sufficient for countering poison and this item should be sold if obtained. Ultimate Bat Use: weapon for Ness Be sure to buy this weapon from the shop in the Lost Underworld and equip it on Ness before heading to the Eighth Sanctuary Cave. Viper Use: poisons target; gone after one use; the target of this item is automatically determined Use this item against bosses or strong normal enemies to inflict some extra damage. The success rate of this item is 100%. Vital Capsule Use: permanently increases the Vitality of a party member by 1; Vitality determines the max HP of Ness, Paula, Jeff, and Poo I recommend you use this item as soon as it is obtained. It is probably best to use this item on Paula, since she normally has the lowest HP in the party. Wad of Bills Use: frees the Runaway Five and allows access to Threed After watching the Runaway Five show, go to the theater owner and "use" this item. The Runaway Five will then leave the theater and take Ness and Paula to Threed. Wet Towel Use: Heals sunstroke Though sunstroke is a common problem in the desert, I do not think it is necessary to buy this item; Healing[alpha] is sufficient. If this item is obtained, sell it or use it at the earliest opportunity. Yogurt Dispenser Use: allows access to the 48th floor of the Monotoli Building in Fourside Give this item to the Maid standing in front of the Monotoli Building to gain access to the 48th floor of the building. Yo-yo Use: weapon for Ness, Paula, Jeff, or Poo I do not recommend you use any Yo-yo weapon, mostly because they have a lower accuracy compared to each party member's standard weapons. Zip Gun Use: weapon for Jeff Buy this weapon from the arms dealer behind the Dusty Dunes Desert Drug Store if Jeff does not have the Laser Gun. Zombie Paper Use: allows access to the underground passage in Threed "Use" this item in the circus tent in central Threed. Stay at the hotel after doing so and the entrance to the underground passage will be made accessible. ******************************************************************************* XXI.Legal Stuff ******************************************************************************* Copyr...ah, who cares.