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EarthBound

Walkthrough/Strategy Guide

Table of Contents

I.Introduction
II.Preliminary Stuff
1.Searching This Walkthrough
2.How to Use This Walkthrough
III.General Information and Strategies
1.Party Members
2.Status Attributes and What They Mean
3.Status Effects
4.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
5.Jeff's Items
6.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.Second City
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 (North)
3.Winters (South)
VIII.Threed/Saturn Valley
1.The Boogey Tent and Zombie Paper
2.The Underground Passage and Grapefruit Falls
3.Saturn Valley and Belch's Factory
4.Third Sanctuary Location and Leaving Threed
IX.Dusty Dunes Desert/Fourside
1.Through the Desert
2.City Guide
3.The Gold Mine
4.The Department Store
5.Moonside
6.The Monkey Cave
7.The Monotoli Building
8.Fourth Sanctuary Location
9.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.Gift Box Index
XXI.Shopping Guide
XXII.Item Descriptions

XXIII.Contact Info

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I.Introduction
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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 through
the game and strategies on how to deal with the 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, you can 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, or
when you are having difficulty getting past a certain part of the game.

Warning: There are some minor spoilers in this walkthrough.

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II.Preliminary Stuff
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1.Searching This Walkthrough

To go to a particular section, use your browser's search tool and type in


the section name (or a portion of it) 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 (for most
browsers), type in "1.The Beginning," and you should be taken there.

2.How to Use This Walkthrough

IF YOU ARE STUCK: Check out the Outline at the beginning of each location
(i.e. V.Onett, VI.Twoson, etc.), or read the WALKTHROUGH of a particular
part of the game (i.e. 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 section "XXII.Item
Descriptions" at the end of this walkthrough.

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III.General Information and Strategies
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1.Party Members

a)Ness

The main character of the game is also arguably the strongest party
member. His Offense and Guts are especially high, making his "bash"
attack effective even in boss battles. His Vitality is also very good,
making him the most likely to stay alive in battles against strong
enemies. His Speed is rather low, however, and he usually attacks last
or second to the last among the party members.

In terms of PSI, I recommend you conserve his PP for recovery and status
affecting PSI moves. Ness's high Vitality makes him a 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 recover. His attack PSI
shouldn't be necessary for most parts of the game, and I suggest you
rely on Ness's "bash" attack instead when fighting.

Give Ness all your Guts Capsules to increase the likelihood of getting
SMAAAASH!! hits, and use Sudden Guts Pills on him when you need an extra
power boost in longer fights. Be sure to equip the Night Pendant on him
as well if you obtain it; given the effectiveness of Ness's "bash"
attack, it will significantly hinder your party if he starts
uncontrollably crying. Furthermore, you do not want him to be instantly
defeated, as he has the best chance of reviving or healing the other
party members.

b)Paula

Paula is the main PSI attacker in your party, and unlike Ness her stats
are not very balanced. Her Offense, Defense, and Vitality are all low,
making her more vulnerable in battle and limiting the effectiveness of
her "bash" attack. Therefore, I recommend you equip Paula with your best
defensive items, which will boost her Defense to the highest in your
party and offset her low HP count. This will make it much easier for you
to keep Paula alive and allow you to utilize her strengths against
powerful enemies.

Paula's strong points are her Speed and IQ. 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 by recovering her PP with PSI Magnet you can have Puala use
her PSI attacks for as long as you need in most situations. Paula's high
Speed is also very useful, and she will often attack first in most
battles.

Use all of your Vital Capsules on Paula, 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 will be helpful if she goes first
in battle when you need a PSI Shield. She should also be equipped with
pendants that provide resistance to Fire and/or Freeze attacks for most
parts of the game. Give her the Franklin Badge as well. Take these
protective measures and you should have practically no problems keeping
Paula alive.

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 minuscule PP for all party members.

Dazzling light(type 1): Flash[alpha] on all party members and enemies.


The battle dialogue window will describe this
light as enveloping Ness and his friends.

Dazzling light(type 2): Moderate damage to a single enemy. The battle


dialogue window will describe this light as
chasing an enemy.

Mysterious aroma: Puts all party members and enemies to sleep--success


rate is high.

Heaven rending sound: Makes all party members and enemies feel
strange--success rate is 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 bit hard to define. He can be the party's
main attacker and heavy hitter, or assist the party by debilitating
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, you should always place
any broken items you find in Jeff's inventory to ensure you obtain his
optimum weapon as soon as possible. The damage inflicted by Jeff's
"shoot" attack is not reduced by shields and it is more accurate than
the other party member's "bash" attacks, though it cannot get any
SMAAAASH!! hits.

In boss battles, his Big Bottle Rockets and Multi Bottle Rockets will
usually take the place of his "shoot" attack, as they can often inflict
huge amounts of damage and will make tough boss battles much easier. His
other tools also provide assistance in certain situations, and I will
discuss strategies on how to use them in the section "4.Jeff's Items."

Jeff's main weakness is Speed, 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
you equip Jeff with your second best defensive items.
Jeff also cannot use PSI, but this is compensated by his ability to
repair broken items 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 will automatically repair a broken item if he can when
the party rests. Information on what IQ level is required for Jeff to
repair each item is available in the 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 when trying to get Jeff to repair an item; you
do not want to waste money repeatedly staying at a hotel. Many repaired
or broken items cannot be thrown away, so give any unneeded items to
Escargo Express.

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
reveal and automatically take any item the enemy is carrying. Spying's
most useful function, however, is to reveal any PSI attacks the target
is susceptible to. Use "spy" on an enemy before using status affecting
PSI attacks such as Hypnosis or Brainshock, as those moves are unlikely
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 alternative options 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. In boss battles, use his Freeze in conjunction with
Paula's to form a double offensive front.

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 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, but his Offense can be lower than Paula's for most parts of the
game. For that reason, give any offensive items not exclusive to Jeff
to Poo.

Do not equip Poo with the same weapons and armor the other party members
use; they will actually 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. Only the Sword of Kings can be difficult
to get; the others are found in gift boxes.

Do not give Poo most food items, since they will only recover about 6
HP. All medicinal items, such as the Cup of Lifenoodles, and PP recovery
items work on Poo, and only a few food items, such as the Brain Food
Lunch and the Bottle of Water, work better for him than for the other
party members. Here is a list of food items that are more 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

Poo's special ability is "mirror," which allows Poo to acquire the


enemy's stats and moves. Its success rate is about 50%, though it does
not work on bosses and on stronger enemies. I don't recommend using
"mirror" that often, since it is not effective against many enemies and
you lose control over him when successful. 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 anyway and
copying their abilities does not provide any significant advantages.

2.Status Attributes and What They Mean

This section explains what each status attribute in the game means and how
they affect a character's fighting abilities.

a)Offense

Determines the amount of damage the character's standard attack


inflicts. The higher the number, the greater the damage.

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 slower character, 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 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

The above values may vary and are estimated. Generally speaking, max HP
is about 15 times the Vitality value (e.g. if Ness has 10 vitality, he
would have about 150 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

The above values may vary and are estimated. Generally speaking, max PP
is about 5 times the IQ value (an exception to this rule is for Ness
near the end of the game, during which his max PP is about 10 times his
IQ).

g)Luck

I'm not exactly sure what this does. I think Luck determines the chance
an enemy's attack will miss hitting a character. Apparently, it also
determines the effect eating a Lucky Sandwich will have on a party
member, though I do not know how this works.

3.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 change in some situations. The
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
Catching a cold is only a problem in Peaceful Rest Valley. Use Healing
[alpha] outside of battle or after you have defeated any enemy that can
give you a cold to cure this status effect. Cold Remedies can also be
useful.

b)crying

Effect: reduces the accuracy of a character's standard attack by 50%

Ness and Jeff are hindered the most by crying. If you are fighting
normal enemies and only one party member starts crying, it is usually
unnecessary to heal. However, if Ness and/or Jeff start crying and you
are fighting more powerful enemies, use Healing[beta] on one or both of
them (have Jeff use the Heavy Bazooka if he has it when crying).

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 accuracy of enemy attacks such as "tore into" or "lunge
forward."

c)diamondize

Effect: completely incapacitates a target

Diamondization 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 diamondized. Use Healing
[gamma], a Secret Herb, or a Cup of Lifenoodles to recover a diamondized
party member as soon as possible.

d)feel strange

Effect: affected character will target a random character, friend or


enemy

Feeling strange is not much of a problem if only a single party member


is affected by it. If only one party member is feeling strange, ignore
it and have the affected character "defend."

In the late parts of game, try to defeat any enemy that can cause
multiple party members to feel strange as quickly as possible. If you
are unlucky enough to have both Ness and Poo feel strange, use Paula's
most powerful PSI attack to end the battle quickly or try to run away.
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 cure homesickness.


If you are far away from a telephone, however, I do not think it is
worthwhile to go out of your way to reach one. This status effect is
mostly a nuisance and occurs rarely in the game.

As far as I know, there are no other methods of getting rid of


homesickness and no way to prevent it from occurring. Some claim that
using a Chick will get rid of homesickness, though this method has not
worked for me. Calling Ness's mother periodically does not seem to
prevent homesickness either.

f)mushroomize

Effects: -equivalent to feeling strange in battle


-affects movement control outside of battle

Mushroomization is much worse than feeling strange because it persists


outside of battle 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 someone. Luckily, this status effect is only a
problem at three points in the game. It can be healed by the Healer
found at all hospitals, by a man in Twoson Hotel, by the girl in
Peaceful Rest Valley, or by a hot spring.

If a party member becomes mushroomized, get rid of the mushroom before


venturing into dangerous territory if possible or avoid having the
affected character use strong attacks.

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 nauseous party member with Healing[beta] or a Refreshing Herb


outside of battle or after the enemy that causes nausea is defeated.

h)numb/paralysis

Effect: renders a character unable to physically attack, use items, or


defend; PSI is still usable

Use Healing[gamma] or a Secret Herb on any paralyzed party member as


soon as possible. Equipping items such as the Travel Charm or the Great
Charm can provide immunity to Paralysis (but not numbness caused by
Flash).

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] or a Refreshing Herb on any affected party member


outside of battle or after the enemy that inflicts poison is defeated.

j)possess
Effect: a Tiny Li'l Ghost participates in every battle and attacks a
party member each round

There are very few enemies that can possess a party member, and it's
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 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 selecting
the "purify" option. The price the healer charges depends on the
location; the later a location appears in the game, the higher the cost
of the healer's services. 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 moves that target the entire party, such as
Starstorm or Fire, will damage the ghost and may defeat it. Using PSI
Shield[sigma] or [omega], however, will also protect the ghost. The Tiny
Li'l Ghost has about 100 HP.

k)sleep

Effect: incapacitates a character for a few rounds

Sleep is usually nothing to worry about and can be ignored unless it is


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,


try to use Healing[alpha] on one of the affected characters if possible.
A sleeping character may wake up if physically attacked.

l)solidify

Effect: incapacitates a character for a single turn (occasionally more)

Solidification poses a minor threat and can be ignored. It usually lasts


for only one turn, but attacks such as the Arachnid!'s spider silk can
incapacitate a target for two or more turns. There is no way to heal
solidification.

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. Check for sunstroke periodically


by pressing the B button or SELECT if the party is in a desert.
Sunstroke can only occur if you see beads of sweat spouting from the
party. I do not think it is worthwhile to buy or keep Wet Towels for
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.

4.PSI Information

OFFENSE

a)PSI Rockin (or whatever you name as your "favorite thing")

PSI Rockin is Ness's special PSI attack. It is undoubtedly powerful, but


it costs a lot of PP, and it becomes significantly less useful when
Paula joins the party and offers more cost-effective PSI attacks. Don't
use PSI Rockin unless you are in an emergency situation and you feel
like you really need it. Conserve Ness's PP for recovery PSI instead for
the most part. This attack will periodically fail to work 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
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 heavily outnumbered.

-beta

Level Learned: Ness (22)


Damage: 110~260 HP
Success Rate: 90~100%

Most useful in the Fourside Department Store. Not necessary to use in


most other parts of the game. Use only when a battle gets too tough.

-gamma

Level Learned: Ness (49)


Damage: 190~450 HP
Success Rate: 90~100%

-omega

Level Learned: Ness (75)


Damage: 430~920 HP
Success Rate: 90~100%

b)Flash

Flash is a useful attack against enemies that are vulnerable to it. It


randomly causes uncontrollable crying, feeling strange, numbness, or
instant defeat, and one use of this move can potentially eliminate or
seriously debilitate some enemies right off the bat. Unfortunately, like
other status affecting attacks, Flash suffers from a low success rate
against enemies that are not susceptible to it and costs a considerable
amount of PP.

Counter: PSI Shield[sigma] will usually suffice. Even if you are


affected by a status ailment, it is not necessary to heal in
all cases. Ness and Jeff are the most vulnerable to Flash,
since they rely the most on their standard attacks. Equipping
the Night Pendant will provide immunity to Flash, but since
you can only get one before the last part of the game I
recommend you equip it on Ness. Note that enemy moves that are
equivalent to Flash, such as "emit a glorious light," can only
be defended against with Flash protective items and not a PSI
Shield.

-alpha

Level Learned: Ness (18)


Success Rate: depends on target
Status Effects: crying (~85%)
feel strange (~15%)

Flash[alpha] will most likely cause an enemy to start uncontrollably


crying. 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 for this move to help that much in battle.

-beta

Level Learned: Ness (38)


Success Rate: depends on target
Status Effects: crying (~60%)
feel strange (~10%)
numb (~15%)
instant defeat (~15%)

-gamma

Level Learned: Ness (61)


Success Rate: depends on target
Status Effects: crying (~45%)
feel strange (~15%)
numb (~20%)
instant defeat (~20%)

-omega

Level Learned: Ness (67)


Success Rate: depends on target
Status Effects: crying (~35%)
feel strange (~10%)
numb (~15%)
instant defeat (~40%)

c)Fire

Use Fire when you want to soften up a large row of normal enemies.
Follow that up with "bash" attacks to take out multiple enemies in a
single round. It can also be used as an alternative PSI attack against
enemies resistant to Freeze, though its PP cost may make you reconsider
in some cases. Note that some enemies are resistant to Fire while others
are more vulnerable to it.

Counter: PSI Shield[sigma] will suffice. Most enemies that can use Fire
appear after the middle part of the game, and Paula should have
learned PSI Shield[sigma] by then. Fire resistant equipment
(e.g. the 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
defended against with a PSI Shield, but their damage can be
reduced with Fire protective items.

-alpha

Level Learned: Paula (3)


Damage: 25~40 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%

-beta

Level Learned: Paula (19)


Damage: 50~80 HP
NOTE: damage may be as high as 200 HP or as low as 6 HP
depending on the target; ~160 HP to party
Success Rate: 100%

-gamma

Level Learned: Paula (37)


Damage: 70~120 HP
NOTE: damage may be as high as 290 HP or as low as 12 HP
depending on the target; ~240 HP to party
Success Rate: 100%

-omega

Level Learned: Paula (64)


Damage: 100~160 HP
NOTE: damage may be has high as 375 HP or as low as 13 HP
depending on the target; ~320 HP to party
Success Rate: 100%

d)Freeze

Quite possibly the most useful PSI attack in the game, Freeze is crucial
in effectively combating bosses and useful against many normal enemies.
Do not be afraid to use Freeze often (especially alpha and beta) as its
damage and cost-effectiveness make it a good alternative to Paula and
Poo's "bash" attacks. The only drawback to this attack is that some
enemies are resistant to it. Of course, do not use Freeze against these
enemies. Other enemies are vulnerable to Freeze and suffer higher
amounts of damage.

Counter: This move is a threat in only a few parts in the game. Use a
PSI Shield[sigma] for protection or defeat the enemy as quickly
as possible.

-alpha

Level Learned: Paula (1)


Poo (15)
Damage: 55~90 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 Freeze[alpha] is quickly


superseded by Freeze[beta]. However, the low PP cost and relatively
high offensive power of Freeze[alpha] make it effective against normal
enemies in the early and middle parts of the game. Use it when Paula or
Poo's "bash" are not effective.

-beta

Level Learned: Paula (11)


Poo (15)
Damage: 110~180 HP
NOTE: damage may be as high as 390 HP or as low as 18 HP
depending on the target; ~360 HP to party
Success Rate: 100%
Status Effects: Solidify (~40%)

-gamma

Level Learned: Paula (31)


Poo (33)
Damage: 170~250 HP
NOTE: damage may be as high as 610 HP or as low as 25 HP
depending on the target; ~540 HP to party
Success Rate: 100%
Status Effects: Solidify (~40%)
-omega

Level Learned: Paula (46)


Damage: 230~350 HP
NOTE: damage may be as high as 860 HP or as low as 30 HP
depending on the target; ~720 HP to party
Success Rate: 100%
Status Effects: Solidify (~40%)

e)Thunder

Thunder can be a risky move because the target is chosen randomly, and
it has a good chance of missing when you are facing only a few enemies.
It has a low PP cost for the amount of damage it inflicts, however, and
it will eliminate any PSI shield the target may be protected with
(though PSI Shield[beta] and [omega] will reflect damage before being
eliminated). As such, Thunder can sometimes be a useful alternative to
attacks such as Fire or Rockin when you want to conserve PP and are
fighting a large group of enemies.

The estimated probability 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%

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 almost guaranteed to hit somebody. PSI
Shield can be used as a counter, but its usefulness is limited
because any PSI shield is destroyed when hit by Thunder. The
best defense 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. 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
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)

-beta

Level Learned: Paula (25)


Poo (15)
Damage: 65~170 HP
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)
-gamma

Level Learned: Paula (57)


Poo (41)
Damage: 115~280 HP
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)

Thunder[gamma] is where Thunder starts to become pretty powerful. Not


only does this attack summon three bolts, but each bolt inflicts 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
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)

f)Starstorm

Poo's counterpart of PSI Rockin is also a little better than Ness's


special PSI attack because Starstorm inflicts comparable 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 Starstorm
is similar to that of PSI Rockin--use only in an emergency. It is
usually better to conserve Poo's PP for recovery in normal battles and
for Freeze in boss battles.

Counter: Always put up a PSI Shield[sigma] when facing an enemy that can
use Starstorm, and be sure that Paula has a sufficient amount
of Speed to go before the enemy does. If Paula does not have
enough Speed to consistently put up a shield before the enemy
attacks, equip her with the Rabbit's Foot found in the Seventh
Sanctuary Cave. If you do get hit with Starstorm, 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 can then recover
Paula and Jeff.

-alpha

Level Learned: n/a (Poo learns at a certain point in the game)


Damage: 300~435 HP
Success Rate: 100%

-omega

Level Learned: n/a (ditto)


Damage: 580~860 HP
Success Rate: 100%

RECOVER
a)Lifeup

Lifeup is an absolutely essential move, and how you use it can make the
difference between victory and defeat in battle. Always save Ness and
Poo's PP for Lifeup.

In the early parts of the game, you'll need to conserve PP to avoid


being left stranded in dangerous territory without enough PP for Lifeup.
Therefore, you should try to think one or two rounds ahead in battle and
estimate the maximum amount of damage your enemy may inflict, taking
into account the likelihood that Ness or the enemy will attack first.
You can then 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 it's good for you
to estimate these values yourself.

In later parts of the game, when estimating minimum HP values becomes


impractical, just use your common sense and don't be afraid to use
Lifeup often. Once Poo joins the party, have him use Lifeup instead of
Ness when possible, since Poo has a pretty high Speed and can use PSI
Magnet to recover PP.

Be sure to take advantage of the rolling HP counter after about the


middle part of the game, when the party gains a substantial amount of
HP. 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 little PP, but they are
mostly unnecessary in the middle and late parts of the game. If you do
get any food items, hold on to them just in case you start running low
on PP, but sell them if you need to make space in your inventory.

Counter: Don't worry about enemies using Lifeup. Most enemies cannot use
Lifeup, and even when enemies do use this move, it does not
cause too much difficulty. There are enemies, however, that can
recover HP by other means, and some of them can be very
annoying (the worst enemies are the Atomic Power Robot and the
Nuclear Reactor Robot). In those cases, concentrate your
attacks on a single target.

-alpha

Level Learned: Ness (2)


Poo (15)
Recovery: 80~120 HP

Food items such as the Hamburger are good alternatives to Lifeup[alpha]


in the early parts of the game. Always keep a few of them for those
long walks into enemy territory.
-beta

Level Learned: Ness (20)


Poo (15)
Recovery: 235~365 HP

-gamma

Level Learned: Ness (39)


Poo (46)
Recovery: max HP

-omega

Level Learned: Ness (70)


Recovery: 315~465 HP

Lifeup[omega] is useful when the entire party has been hit by a PSI
move, such as Starstorm or Fire, and you need to recover the party
quickly.

b)Healing

Healing 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
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 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, feeling strange, uncontrollable crying

-gamma
Level Learned: Ness (53)
Poo (36)
Recovery: unconscious (25% of max HP), diamondized, numb

Healing[gamma] can be used to revive an unconscious party member with


25% of max HP. This move can periodically fail to revive someone,
however, so try to use it only outside of battle.

-omega

Level Learned: Poo (52)


Recovery: unconscious (full HP)

Healing[gamma] will recover an unconscious party member with full HP.


Use this move when reviving someone in battle.

c)PSI Magnet

Use PSI Magnet against enemies that do not pose much of a threat (e.g.
paralyzed enemies) or when Paula and Poo's "bash" attacks are
ineffective. I find that using this move and Magic Butterflies for
recovering PP is more effective than using PP recovery food items.

Counter: A substantial number of enemies in the game can use PSI Magnet.
Luckily, few of them can use PSI Magnet[omega], but Magnet
[alpha] can still be an annoyance. There is very little that
can be done to defend against PSI Magnet other then to defeat
any enemies who use this move quickly.

-alpha

Level Learned: Paula (15)


Poo (21)

PSI Magnet[alpha] becomes completely pointless once PSI Magnet[omega]


is learned, since both moves cost 0 PP and drain the same amount.

-omega

Level Learned: Paula (24)


Poo (27)

PSI Magnet[omega] can be very effective when facing a large group of


PSI using enemies.

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, you should not have to use Shield 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 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. Using different types of
shields (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 [beta] and [omega] always reflect physical damage.
Attacks such as "tear into" and Jeff's "shoot" inflict the same damage
whether a character is shielded or not, but the same percentage of
damage is reflected by Shield[beta] and [omega]. Here is a list of
attacks that Shield does not affect:

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)

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 [beta] on them


from the beginning of battle, but 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 way to bypass a shield.

-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[sigma] is
sufficient 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 damage inflicted by PSI, and PSI
Shield[beta] and [omega] reflect 100% of 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
"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 items, 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 ever want to eliminate an enemy's PSI Shield,
Jeff's Neutralizer is usually the most effective method.

-alpha

Level Learned: Paula (6)

PSI Shield[alpha] might 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 this situation occurs rarely.

-beta

Level Learned: Paula (51)


Reflection: 100% of damage

-sigma
Level Learned: Paula (27)

I suggest you mostly use PSI Shield[sigma] to defend against PSI


attacks.

-omega

Level Learned: Paula (60)


Reflection: 100% of damage

I don't recommend you use PSI Shield[omega] because it costs too much
PP. The damage reflection is mostly unnecessary and does not justify
the PP cost in most cases. Use PSI Shield[sigma] instead.

c)Hypnosis

Hypnosis can be helpful when facing a group of enemies. If an enemy is


vulnerable to Hypnosis, 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). 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. You
usually shouldn't have to heal any sleeping party members if
only one person is affected.

-alpha

Level Learned: Ness (4)


Success Rate: depends on enemy

The relatively low PP cost of Hypnosis [alpha] makes it useful


throughout the entire game. Use 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

Paralysis is a very potent move that can render even the most powerful
enemies helpless. If you manage to get an enemy paralyzed, it is almost
guaranteed you will win the battle since paralyzed enemies waste most
turns doing nothing. If you are facing an unusually powerful enemy or
boss, check and see if the enemy is susceptible to Paralysis by using
Jeff's "spy" command.

Counter: A few enemies can use Paralysis or paralyze party members by


other methods, but the Travel Charm, Great Charm, and Crystal
Charm can be equipped for protection. Any paralyzed party
members should usually be healed with Healing[gamma] or an
item, such as a Secret Herb, as soon as possible.

-alpha

Level Learned: Ness (14)


Success Rate: depends on enemy

The relatively low PP cost of Paralysis[alpha] makes it useful


throughout the entire game.

-omega

Level Learned: Ness (29)


Success Rate: depends on enemy

Like Hypnosis[omega], Paralysis[omega] consumes 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 you are in
a desperate situation.

e)Offense Up

Offense Up will increase the Offense of a target. The increase in


Offense is cumulative with each successive use of this move, though it
will only have an effect on the first four times it is used on any
single target. The first three uses will increase a party member's
Offense by 6% of his or her current Offense. The boost dips to about
4~5% for the final fourth use.

Offense Up is not a very useful move because the increase in Offense it


provides does not make much of a difference. Repeated use of this move
is mostly just a waste of turns.

Counter: I am not sure of any enemy that can use Offense Up, but there
are enemies that can increase their stats by other means. All
stats increasing moves 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

Defense Down will decrease the Defense of any single target five times.
The first four times will decrease a target's Defense by 6% of its
current Defense. The decrease in Defense dips to about 4~5% for the
fifth time and drops to 0% thereafter.

The problem with Defense Down is similar to those of Offense Up, namely
that the decrease in Defense is too small and that using this move is
mostly a waste of turns.

Counter: 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

Brainshock is only effective against a few enemies in the game and isn't
very helpful for the most part. Enemies that are susceptible to
Brainshock are usually not too powerful to begin with, and an enemy can
easily revert back to normal if physically attacked. This move is
worthwhile to use in only a few places.

Counter: There is not much you can do to prevent Brainshock other than
to quickly defeat the enemy that can use this move or an
equivalent attack. Whether or not you want to heal an affected
party depends on the situation, though in general you will want
to have at least Ness or Paula participate unhindered in major
fights.

-alpha

Level Learned: Poo (24)


Success Rate: depends on enemy

-omega

Level Learned: Poo (44)


Success Rate: depends on enemy
OTHER

a)Teleport

Note that you can control the path the party travels when teleporting
with the control pad. This can be a little tricky with Teleport[alpha]
because the party moves so quickly, but adjusting the party's path can
allow the party to use Teleport in places it otherwise could not.

-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)

5.Jeff's Items

This section lists the items only usable by Jeff. Here you can find
general information on each item and strategies on how to use them. Items
are listed in alphabetical order.

Generally speaking, the main drawback of most of Jeff's weapons is a low


success rate. Since most broken or repaired items cannot be discarded or
sold, give things you don't need 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

The Bad Key Machine is not used once Jeff rescues Ness and Paula. Give
it to Escargo Express as soon as possible.

b)Bazooka

Obtained: merchant in southern Scaraba (standing outside of the Pyramid


exit)
Damage: 50~120 HP
Peripheral Damage: 20~60 HP

The Bazooka is not very useful since 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

The Big Bottle Rocket can make boss battles in the middle part of the
game much easier. You should not hesitate to use this item against
bosses, as its price is very cheap considering the damage it inflicts.
Always keep at least two of these in Jeff's inventory once they become
available and up until you are able to buy Multi Bottle Rockets. Note
that enemies with high Speed are resistant to this item (see Bottle
Rocket section below).

d)Bottle Rocket

Obtained: -arms dealer in Threed


-arms dealer in Dusty Dunes Desert
-Fourside Department Store
-arms dealer in Scaraba Hotel

The Bottle Rocket is only useful in a couple of mini-boss fights in the


game. You should not have to buy more than one or two before Big Bottle
Rockets become available.

Damage inflicted by this item and the Big/Multi Bottle Rocket is not
reduced by Shield, though damage can be reflected and inflict mortal
damage to Jeff unless the Shield is eliminated first. The effectiveness
of Bottle Rockets seems to depend on the target's Speed, with faster
enemies receiving less damage or even avoiding damage altogether. The
success rate against most enemies, however, is near 100%.

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%)

The Counter-PSI Unit renders a single enemy unable to use PSI for four
rounds. Its success rate seems to vary significantly depending on the
enemy, and it does not work often against bosses or powerful PSI users.
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 the Defense Shower is identical to Offense Up[omega], only


it increases each party member's Defense. 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. Give it to Escargo Express if you don't need it.
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
Peripheral Damage: 70~200 HP

The Heavy Bazooka is a very useful item because it is likely to inflict


more damage than Jeff's "shoot" the first time it is obtained. Use the
Heavy Bazooka instead of "shoot" as long as Jeff's normal offensive
power is lower than that of this item. If Jeff's standard attack is able
to inflict more damage, use the Heavy Bazooka when Jeff starts crying.

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%)

The HP drain of the HP-sucker is not significant, and it's usually


better to have Jeff "shoot" instead of using this item. You can sell it
to earn some money.

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%)

Use the Hungry HP-sucker rather than Lifeup for recovering Jeff when
facing multiple normal enemies. Do not use 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 can make fights against powerful bosses seem like a
cakewalk, and it has a very reasonable price to boot. It's only weakness
is it's ineffectiveness against enemies with high Speed, though most
bosses do not have this characteristic.

Always keep at least two Multi Bottle Rockets in Jeff's inventory once
they become available. The best place to buy them 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%

The Neutralizer 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 protecting enemies or party members. Because its success
rate is 100% and affects all enemies on screen, this item is usually
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 usually not a big problem. Always keep this item in Jeff's
inventory if you do not have the Shield Killer.

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%

The Shield Killer 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 the Shield Killer does
not eliminate your own shields, though the fact that it 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, give it 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%)

The success rate of the Slime Generator is high enough against some
enemies to allow you to pin them down by using the Slime Generator each
round. The Slime Generator can also be used as an alternative to
"defend" if Jeff has nothing else to do.

You can sell or discard the Slime Generator once the Monkey's Love is
obtained in Deep Darkness. The Monkey's Love has the same effect as the
Slime Generator but can be used by any party member. I usually keep
both, though.

6.Inventory Management

Inventory management is one of the more annoying things about this game
because each character can only carry a limited number of items. Luckily,
it is not necessary to carry too many goods, and you should not hesitate
to sell or discard much of the items you obtain. Here are a few general
strategies that can make inventory management easier:

a)Get the "For Sale Sign"

Obtained: Burglin Park in Twoson

This convenient item can allow you to quickly and easily sell unneeded
goods whenever you need to make room in your inventory. Customers will
only approach the party outside of caves and buildings.

b)Use Escargo Express

If an unneeded item cannot be sold or discarded, call Escargo Express


and have it stored. The quickest and easiest way to learn Escargo
Express's phone number is to call Ness's mother over any telephone
outside of Ness's house. The $18 delivery charge is insignificant, so
you should not let the cost prevent you from using this service.
Required items that are only used once, such as the Backstage Pass and
the Jar of Fly Honey, and many of Jeff's items should be given to
Escargo Express.

c)Sell food items when you need more space

In most parts of the game, it is unnecessary to hold on to food items.


Get rid of them when you need inventory space.

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: In the early parts of the game, have Ness carry most of the
party's food items and use them when his PP runs low. After about
the middle part of the game, give priority to items that can
revive unconscious party members, such as the Cup of Lifenoodles
and the Horn of Life. Use those items instead of Healing[gamma] to
revive unconscious party members in battle if Poo cannot use
Healing[omega].

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.
She should also carry the Franklin Badge for most parts of the
game.

Jeff: Jeff should carry all items only he can use or repair. 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. Give him
food and medicinal items if he has space.

Poo: Give Poo any offensive items, such as the Snake Bag, the Rust
Promoter DX, and the Monkey's Love, and use them when his "bash"
attack and PSI are not effective.

*******************************************************************************
IV.Set Up
*******************************************************************************

Set text speed to "fast" when starting your game. If you set text speed to a
slower setting, you can select "set up" when opening your file to change it. A
faster text speed will allow you take better advantage of the rolling HP
counter and make it easier to survive in battles.

Also, throughout the guide I will refer to party members and your "favorite
thing" as the first suggestion offered when selecting the "don't care" option
of the naming screen. 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 southwest 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 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
|
|
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)Cracked Bat

Use: weapon for Ness


Obtained: gift Box in Tracy's room

Don't forget the Cracked Bat. Obtain and equip it as soon as the game
starts.

b)Sound Stone

Use: required item; allows you to see which Sanctuary Locations were
visited and listen to the melodies recorded
Obtained: from Buzz Buzz, after returning Pokey and Picky to their home

The Sound Stone 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 collect the Cookies they drop. Even without the Sound
Stone, Sanctuary melodies will be recorded and you can properly progress
through the game.

GIFT BOXES
_________________________________________________________________________
|1.Cracked Bat | weapon for Ness | Tracy's Room in Ness's house |
|_____________________|____________________|______________________________|
|2.Bread Roll | recovers 30 HP | northern Onett, |
| | | path to impact site |
|_____________________|____________________|______________________________|

ENEMIES

a)Coil Snake

Attacks

-Biting attack
Damage: 1~4 HP

-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 the Coil Snake.

-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 8 HP or lower

b)Runaway Dog

Vulnerable: Fire, Freeze, Flash, Paralysis, Hypnosis

Attacks

-Biting attack
Damage: 5~6 HP

-Loud, piercing howl


Effect: none

Strategy

Two hits from Ness's "bash" together with two hits from King's attack
should defeat the Runaway Dog. When Ness reaches level 4, only about one
or two hits from his "bash" attack should be needed. This enemy
sometimes drops a Bread Roll when defeated.

-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 12 or below

c)Spiteful Crow

Vulnerable: Fire, Freeze, Flash, Paralysis

Attacks

-Peck at your eyes


Damage: 6~9 HP
Comments: This attack can be very damaging when Ness is at a low level.
Make sure Ness has enough HP to survive two hits from this
attack.

-Try to steal something


Effect: steals a random, nonessential item from your inventory

-Has a big grin on his face


Effect: none

Strategy

About three or four hits from Ness and King's attacks will defeat the
Spiteful Crow. One or two hits from Ness's "bash" attack should suffice
once he reaches level 4. This enemy always drops a Cookie when defeated.

-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 a meteorite landing and Ness getting
out of bed. Leave Ness's room and enter the next door in the hall into
Tracy's room. Open the gift box to obtain the Cracked Bat, Ness's first
weapon in the game. Equip it and go downstairs.

You can talk to Ness's mother and have Ness change into his regular
clothes if you want, but I personally prefer walking around in his
jammies. 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 the people
on the way, though they can give you a sense of the quirkiness and humor
this game has to offer. There is a gift box on the way to the impact site
that contains a Bread Roll. Don't obtain it just yet, since there is a
chance it will get stolen by an enemy that will apear soon.

Talk to Pokey (the chubby kid) 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 cause Ness's mother to give a short lecture on the importance of a
good night's sleep.

b)Buzz Buzz

When Ness wakes up again, go downstairs and walk toward the door. Pokey
will barge in on his own and explain 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 about to go


on a long adventure) and have Ness change into his regular clothes.

Talk to Tracy and she will give Ness a Cookie. The Cookie only recovers 6
HP, but it's somewhat helpful at this stage of the game for recovering
Ness after battles.

You can also talk to Ness's dog, King, to temporarily gain his help. He
has moderate Offense and will be of considerable help in battle.

The phone will suddenly ring when you try to leave the house with Pokey.
Answer the phone and 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 to level
up. Save your food items and use Lifeup[alpha] when low on HP, and talk to
Ness's mother to recover as needed. 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 estimate minimum HP values like this when
fighting enemies near the beginning of the game, as it will help you
survive battles without wasting PP and food items.

Note: Later in the game, Ness will obtain an item called the Sound Stone,
which will be required to stay in Ness's inventory at all times.
However, if Ness's inventory is full at the time he is given this
item, the Sound Stone will be sent to Ness's sister 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 is the Spiteful Crow, since it always drops a Cookie
when 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 she gets the Sound Stone, as she will give Ness the item
if you do so.

Level up Ness to at least level 4. Once you are ready, make sure that Ness
has full HP and PP, and start walking toward the impact site.

Upon reaching the impact site, King will get scared and run away. Continue
walking forward and talk to Picky, the boy sleeping under the tree. Picky
will agree to return home with Ness and 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.

Start heading towards Pokey's house. On the way, you will be ambushed by
the Starman Jr. The battle is easy, since Buzz Buzz does all the work.

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; otherwise, Buzz
Buzz will repeat his explanation.

Dawn will break once you leave Pokey's house.

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 the
night will not do anything, but his dialogue changes between your first
and second trips to the impact site.

After daybreak, go back to his house and you'll see him standing next to a
giant hole. Talk to him and he will lead Ness down the hole and through a
short cave, at the end of which will be Lier's "treasure." Nothing will be
gained by examining the statue or talking to Lier, but the treasure itself
plays a significant role in the storyline later in the game.

_______________________________________________________________________________
_______________________________________________________________________________

2.The Sharks
Recommended Level: 4 -> 7

Equipment:

Ness: Tee Ball Bat


(nothing)
Cheap Bracelet
Mr. Baseball Cap

ITEMS

a)Map

Use: push the X button to see a map of the town you are currently in
Obtained: librarian at Onett Library

The Map is free and can be helpful. If you decide you don't need it, give
it to Tracy or Escargo Express (call Ness's mom to obtain their phone
number).

b)Mr. Baseball Cap

Use: armor for Ness; equip as "other"


Obtained: kid in tree house at Onett

This is the best "other" armor for Ness at this point in the game. To
obtain it, find a small recess in the edge of the grove north of the Onett
Library; there should be a shaggy haired kid walking next to it. Enter the
recess and walk north into the trees to enter a tree house. Talk to one of
the kids inside and he'll give you the Mr. Baseball Cap.

SHOPPING LIST
_________
|Drugstore|
|_________|_________________________________
|1.Cheap Bracelet | $98 | armor |
|_________________|______|__________________|
|2.Tee Ball Bat | 48 | weapon for Ness |
|_________________|______|__________________|

GIFT BOXES
______________________________________________________________________
|1.Hamburger | trash can next to Burger Shop | recovers 50 HP |
|_____________________|_______________________________|________________|
|2.Can of Fruit Juice | trash can next to Arcade | recovers 6 HP |
|_____________________|_______________________________|________________|

ENEMIES

a)Frank

Recommended Level: 6

Attacks
-Come out swinging
Damage: 7~9 HP

-Brandish a knife
Damage: 18~23 HP
Comments: Make sure Ness can survive two hits from this attack by
recovering 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

Strategy

About four hits from Ness's "bash" attack should defeat Frank. 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 45
or lower

b)Frankystein Mark II

Recommended Level: 6

Attacks

-Generate a burst of steam


Effect: none
Comments: Frankystein uses 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: Be sure that Ness has enough HP to survive a hit from this
attack.

Strategy

About five or six hits from Ness's "bash" should be enough to defeat
the Frankystein. This battle should be easier than the first fight
against Frank, since the Frankystein wastes every other turn by
"generating a burst of steam." Take advantage of these wasted turns by
recovering with Lifeup or a Hamburger when Ness's HP reaches a point
where he cannot survive a hit from Frankystein's "tear into you" attack.

-Ness: "bash"
recover with Lifeup[alpha] or a Hamburger if HP reaches 32 or
lower

c)Pogo Punk
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 the Pogo Punk.
Defeat this enemy last if it appears in a group. The Pogo Punk will
sometimes drop a Hamburger.

-Ness: "bash"
recover with Lifeup[alpha] when HP reaches 20~30 or lower

d)Skate Punk

Attacks

-Standard attack
Damage: 1 HP with the Cheap Bracelet
5 HP without the Cheap Bracelet

-Shred 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 the Skate Punk.
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,
defeat this enemy first when it appears in a group. If you feel like you
can handle the Sharks and are leveling up, defeat this enemy last to
help you level up faster.

-Ness: "bash"
recover with Lifeup[alpha] when HP reaches 20~30 or lower

e)Yes Man Junior

Attacks

-Standard attack
Damage: 1~2 HP with the Cheap Bracelet
7 HP without the Cheap Bracelet

-Swing his hula hoop


Damage: 8~11 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 the Yes Man
Junior. This enemy is somewhat weaker than the Pogo Punk, so defeat the
Yes Man Junior 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 don't need the map, give it to Tracy or
Escargo Express. To obtain Escargo Express's phone number, simply call
Ness's mom from a telephone.

To the north of the library should be a kid with shaggy hair. Enter the
small recess in the cluster of trees next to the kid and walk north to
enter the nearby tree house. Talk to the kid wearing the large red cap to
obtain the Mr. Baseball Cap and equip it on Ness.

When you reach the main part of town, examine the trash can next to the
Burger Shop to obtain a Hamburger. Next, go to the Drugstore and withdraw
all of your money from the ATM. Sell any Cookies or Bread Rolls you may
have and buy the Tee Ball Bat and the Cheap Bracelet. If you cannot buy
both items, give priority to the Cheap Bracelet and battle the Sharks
around the Arcade in southern Onett to accumulate more 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.

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 can be
found guarding the door leading to Frank. Be liberal in your use of Lifeup
to help you survive in battle, and be sure to keep any Hamburgers you
obtain.

b)Frank
Make sure you have at least one Hamburger in your inventory before
approaching Frank. If you don't have any, go to the Burger Shop and buy
one.

The fight against Frank is divided into two battles: one against Frank by
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 by limiting your PSI use to Lifeup[alpha].

Recover Ness if his HP falls to about 45 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, Frank will change his ways and become your
friend. After Frank is done talking, enter the Arcade, reenter the same
area, and talk to Frank again. He will allow you to rest and recover for
free.

EXTRAS

a)Escargo Express

Purpose: learn Escargo Express's phone number

Escargo Express is a company that will store any unneeded items for you in
a separate storage area. They are extremely useful when you want to get
rid of an item that you cannot throw away.

Simply call Ness's mom to learn Escargo Express's phone number. You can
call Escargo Express to have up to three items delivered to or picked up
from the party. Any deliveries or pickups requested over the phone will
cost $18. Going to Ness's house and talking to his sister will allow you
to store or pick up items for free.

b)House for Sale

Purpose: -lose $7500


-read a humorous story
-get ambushed by the Cameraman

If you go to southern Onett and walk west past 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. $7500 will become
much more affordable later in the game, and you can always come back later
if you want.

If you buy the house, you can "check" the drawer near the door to read a
slightly amusing story. You can also get your picture taken by the
cameraman near the middle of the house.

_______________________________________________________________________________
_______________________________________________________________________________

3.First Sanctuary Location

Recommended Level: 7 -> 10

Equipment:

Ness: Tee Ball Bat


(nothing)
Cheap Bracelet
Mr. Baseball Cap

ITEMS

a)Hamburger

Use: recovers about 50 HP


Obtained: -Burger Shop
-gift box in First Sanctuary Cave

Have at least three Hamburgers before heading to the First Sanctuary Cave.

b)Travel Charm

Use: provides immunity to Paralysis; equip on "body"


Obtained: Traveler in front of the shack, after the shack is unlocked

The Travel Charm is useless at this point in the game because no enemies
can use Paralysis. You can obtain it for free, however, so sell it to make
some money.

GIFT BOXES
________________________________________________________________
|1.Skip Sandwich | increases walking | First Sanctuary Cave, |
| | speed for 10 sec. | first level |
|________________|_______________________|_______________________|
|2.Cold Remedy | cures colds | First Sanctuary Cave, |
| | (useful in next town) | second level |
|________________|_______________________|_______________________|
|3.Hamburger | recovers 50 HP | First Sanctuary Cave, |
| | | third level |
|________________|_______________________|_______________________|

ENEMIES

a)Attack Slug

Vulnerable: Fire, Freeze, Paralysis, Brainshock

Attacks

-Standard attack
Damage: 1~3 HP
-Hypnosis[alpha]
Comments: Attack Slugs cannot use PSI for the first four rounds of
battle.

-Edge closer
Effect: none

Strategy

Only one or two hits from Ness's "bash" attack should defeat the Attack
Slug. This enemy sometimes drops a Bomb when defeated.

-Ness: "bash"
recover with Lifeup[alpha], as needed

b)Black Antoid

Vulnerable: Fire, Freeze, Paralysis, Hypnosis

Attacks

-Standard attack
Damage: 10~13 HP

-Lifeup[alpha]
Effect: recovers about 60 HP

-Call for help


Effect: a Black Antoid may join the battle

Strategy

Black Antoids are the strongest enemies that lurk in this area, and they
can be very dangerous if they appear in groups. If you are facing only
one or two, "bash" them and recover with Lifeup[alpha] as necessary. If
you end up facing more Black Antoids, it can help to use Hypnosis to
put one to sleep and focus on attacking its cohorts. 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 Hamburgers if needed, but try to leave at least two in
Ness's inventory for the upcoming boss battle.

-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

Vulnerable: Fire, Freeze

Attacks
-Biting attack
Damage: 1 HP
10~15 HP if SMAAAASH!! hit
Comments: The Rowdy Mouse will get 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 the Rowdy Mouse. 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]
Effect: reduces damage inflicted by physical attacks by 50%
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 the
shield three times with Ness's "bash" to eliminate it.

-Defense Down[alpha]
Effect: reduces Ness's Defense by about 6%

-PSI Magnet[alpha]
Effect: drains PP from its target
Comments: This move makes conserving PP almost impossible in this fight.
Use PSI moves early in 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. Save any leftover PP for Lifeup[alpha]. Once Ness cannot use
PSI anymore, use Hamburgers for recovery. You should be able to survive
the battle with at least three Hamburgers.

-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 60 or
lower

WALKTHROUGH

a)Preparation

Recover at Frank's hideout or at Ness's house if needed and be sure that


Ness has at least three Hamburgers. The Hamburgers are in preparation for
the First Sanctuary Boss battle, so try to hold on to them until then; go
to the Burger Shop and buy a few if you need to.

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 questions to obtain the Key to the Shack. If
you answer "no," he will get angry and not give you the Key. Just talk to
him again and be his yes-man to gain the Key to the Shack.

Exit City Hall, head north to the Library, and turn left at the fork in
the path. When you reach the shack, walk to the door and "use" the Key to
the Shack to unlock it.

Talk to one of the travelers and he will give Ness a Travel Charm, an item
that provides immunity to Paralysis on whomever it is equipped. No enemies
at this point in the game can use Paralysis, however, so sell the Travel
Charm to make some money.

c)Sanctuary Cave

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 a threat. The Slugs are the best enemies 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.

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 this enemy, use "bash" attacks and recover with Lifeup[alpha] if HP
falls to about 26 or below. If you face a group, consider using Hypnosis
to put one to sleep while you focus on defeating the others. If things get
really bad, use PSI Rockin[alpha] to defeat most or all Black Antoids
you're facing. If you run low on PP, you can find a Magic Butterfly
outside the third level of the cave.

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 worth
obtaining is the Cold Remedy in preparation for an upcoming part of the
game.

Your first goal is to reach the Magic Butterfly area. The cave opening on
the third level of the cave should lead you to a small area outside. A
Magic Butterfly frequently spawns here, so exit and reenter the area if
you do not see a Magic Butterfly. You can come back here to recover with
Lifeup as needed and use the Butterfly to restore Ness's PP. If Ness is
not at least level 9, fight the enemies in the adjacent areas to level up.

There is a gift box containing a Hamburger in the room following the Magic
Butterfly area. Obtain and save it for the upcoming boss battle.

Before talking to the Shining Spot, use a Hamburger or some other food
item to recover HP. Use PSI Rockin[alpha] against the Sanctuary Boss until
Ness runs out of PP and use "bash" thereafter in the battle. 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 fight.

_______________________________________________________________________________
_______________________________________________________________________________

4.The Police

Recommended Level: 11 -> 12

Equipment:

Ness: Tee Ball Bat


(nothing)
Cheap Bracelet
Mr. Baseball Cap

ITEMS

a)Hamburger

Use: recovers about 50 HP


Obtained: -Burger Shop
-gift box, on the road to Twoson

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 runs low.

b)Exit Mouse

Use: takes the party automatically back to the entrance of a cave or


dungeon
Obtained: in the house on the road to Twoson

There is no need to obtain one of these now, so leave them to save space
in your inventory.

GIFT BOXES
__________________________________________________________
|1.Hamburger | recovers 50 HP | south of Onett, on |
| | | the road to Twoson |
|________________|___________________|_____________________|
ENEMIES

a)Captain Strong

Recommended Level: 11

Attacks

-Come out swinging


Damage: 19~30 HP

-Grapple and use a submission hold


Damage: 40~60 HP

-Lose temper
Effect: Strong's Offense increases by 1

-Guard
Effect: decreases damage inflicted by Ness's "bash" by 50% for a single
round

Strategy

About five or six hits from Ness's "bash" will defeat Capt. Strong.

Have about three Hamburgers in preparation for this battle. You will
probably have to recover in every other round if Strong is aggressive
with his attacks.

-Ness: "bash"
recover with Lifeup[alpha] or a Hamburger if HP reaches 80 or
lower

b)Cop

Attacks

-Standard attack
Damage: 11~15 HP

-Crushing chop
Damage: 26~32 HP

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

Attacks

-Standard attack
Damage: 11~14 HP
-Scatter spores
Effect: make Ness feel strange in battle; alters movement control
outside of battle
Comments: There is no PSI move or item that can cure mushroomization.
If Ness gets mushroomized, avoid fighting as much as possible
until Ness reaches 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 the Ramblin' Evil
Mushroom. Defeat this enemy first if it appears in a group.

-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 to
himself)

WALKTHROUGH

a)Preparation

Fight the enemies in the First Sanctuary cave and level up 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, buy some Hamburgers if Ness has less than three and
recover by talking to Frank.

b)The Onett Police Force

Enter the police station in southern Onett and talk to Captain Strong, the
one with the mustache. He will 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. Attack with Ness's "bash" and use Lifeup[alpha] when HP
falls to 60 or below.

Once the regular Cops are defeated, Strong himself will battle Ness. 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. You may have
to spend every other round recovering if Strong is aggressive with his
attacks.

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 no need to
obtain one now, so leave them; you can get one in more convenient places
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 gets mushroomized, he will be
confused in battle and his movement controls will be altered on the field.
If affected, avoid fighting as much as possible and go to the Hospital in
Twoson as quickly as you can. The Healer there will pay Ness $50 for the
mushroom and remove it from his head.

*******************************************************************************
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.Second City

Recommended Level: 12 -> 13

Equipment:

Ness: Tee Ball Bat


(nothing)
Copper Bracelet
Mr. Baseball Cap

ITEMS

a)For Sale Sign

Use: summons a customer to buy an item from you; can only be used outdoors
Obtained: from the shaggy haired kid in Burglin Park

There will be many instances in the game where you will have an item that
is unnecessary or needs to be discarded. Use the For Sale Sign in those
cases to sell those unneeded items and earn some money.

b)Fresh Egg

Use: recovers about 80 HP; turns into a Chicken in 1 min. 30 sec.


Obtained: Burglin Park

Leave this item in your inventory for a little while and it will turn
into a Chicken, an item that can be sold for $110. The Fresh Egg can be
bought from the blonde dude in Burglin Park for $12, so buying an Egg and
waiting until it turns into a Chicken can net you $98.
c)Bicycle

Use: allows Ness to move faster


Obtained: Bike Shop next to the Hotel; can be obtained for free

The Bicycle would be convenient if it did not become unusable so early in


the game. The Bicycle cannot be used if there are more than two people in
your party, and another party member will be joining Ness soon, so don't
bother getting it. If you do obtain it, give it to Escargo Express once
Paula joins Ness.

d)Broken Machine

Use: repaired into Counter-PSI Unit by the third party member


Obtained: Apple Kid's House

The Broken Machine can be repaired by a party member that will join Ness
in the next major town. The Counter-PSI Unit is a tool that can render an
enemy unable to use PSI for four rounds. It doesn't always work and it's
not very useful, so you can leave the Broken Machine behind.

SHOPPING LIST
_______________________________
|Burglin Park (Guy With Braids) |
|_______________________________|______________________________
|1.Copper Bracelet | $349 | armor |
|__________________|_______|___________________________________|

_________________________________
|Burglin Park (Shaggy Haired Kid) |
|_________________________________|____________________________
|2.For Sale Sign | $98 | summons a customer to buy an item |
|__________________|_______|___________________________________|

GIFT BOXES
______________________________________________________________
|1.Broken Machine | repaired into | trash can in Apple |
| | Counter-PSI Unit by | Kid's House |
| | future party member | |
| | (Jeff) | |
| | (leave this behind) | |
|________________ |_______________________|____________________|
|2.Teddy Bear | diverts enemy attacks | Polestar Preschool |
| | away from the party; | |
| | has about 100 HP | |
| | (obtain later) | |
|_________________|_______________________|____________________|
|3.Skip Sandwich | increases walking | all the way south |
| | speed for 10 sec. | of Twoson |
|_________________|_______________________|____________________|

ENEMIES

a)Annoying Old Party Man


Attacks

-Standard attack
Damage: 14~16 HP

-Grumble about today's youth


Effect: decreases Guts by about 30%

-Is wobbly
Effect: none

-Is reeling
Effect: none

Strategies

About four hits from Ness's "bash" should defeat the Annoying Old Party
Man.

-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 32 or below

b)Cop

Attacks

-Standard attack
Damage: 5~6 HP

-Crushing chop
Damage: 19~25 HP

Strategy

About two hits from Ness's "bash" should defeat the Cop.

-Ness: "bash"
recover if Lifeup[alpha] if HP reaches 45 or lower

c)Cranky Lady

Attacks

-Standard attack
Damage: 7~9 HP

-Wield a shopping bag


Damage: 23~29 HP

-Scowl sharply
Effect: decreases Guts by about 30%

-Has a big grin on her face


Effect: none

Strategy
About three hits from Ness's "bash" should defeat the Cranky Lady.

-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 Everdred. This is
one of the few battles where Shield[alpha] can be useful, though Shield
will not reduce the damage inflicted by Everdred's biting attack. Buy
the Copper Bracelet in Burglin Park before fighting Everdred. Use PSI
Rockin[alpha] if you want to inflict extra damage.

-Ness: (first turn) Shield[alpha]


(subsequent turns) "bash"
PSI Rockin[alpha]
recover with Lifeup[alpha] if HP falls to 55~60 or lower

e)New Age Retro Hippie

Attacks

-Standard attack
Damage: 14~18 HP

-Use a toothbrush
Effect: solidify a single party member

-Lose temper
Effect: increase Offense by 1

-Use a ruler
Effect: gain the ability to find the length of objects (i.e. none)
Strategy

About two hits from Ness's "bash" should defeat the Hippie.

-Ness: "bash"
recover with Lifeup[alpha] if HP reaches 36 or lower

f)Runaway Dog

You should have no problems with the Runaway Dog. If you encounter this
enemy in a group, attack and defeat it last.

g)Unassuming Local Guy

Attacks

-Standard Attack
Damage: 14~19 HP

-Become friendly and affectionate


Effect: solidify a single party member

Strategy

About two hits from Ness's "bash" should defeat the Local Guy.

-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 part of


Twoson and talk to the blue haired healer. You should also go to the Hotel
and recover if necessary.

NOTE: Inside the Hotel is a man wearing glasses and a suit. Talk to him
seventeen times and he will give Ness $50.

Withdraw money from an ATM so you have about $400. 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.

b)Everdred

Everdred lives in a house located inside Burglin Park. If you come close
enough to his house, he will jump off of his roof and attack you. It is
not necessary to fight him to progress in the game, but he plays an
important role in the game's storyline a couple of times later on, and
this fight will serve as an introduction to him. Plus, he gives a good
amount of experience points.

If you fight Everdred, 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
55~60.

c)Apple Kid and the Pencil Statue

Go to southern Twoson and enter Apple Kid's house. 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 you can leave the Broken Machine behind.

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, 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, you can buy some Fresh Eggs in Burglin Park
from a blonde haired dude for $12, wait until the Eggs mature into
Chickens, and sell the Chickens for $110 each.

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.

Next, go to Peaceful Rest Valley, the area east of Twoson. On the way,
you will likely encounter some Ramblin' Evil Mushrooms, Mobile Sprouts,
and 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. If you face a group of enemies, defeat the Mobile Sprouts
first. Their PSI Magnet[alpha] can be very damaging, and you will be in
trouble if Ness runs out of PP while away from town. If Ness gets
mushroomized, there is a girl near the entrance to the Valley who will
remove the mushroom from Ness's head.

Your goal is the pencil statue blocking your path in Peaceful Rest Valley.
Keep moving forward until you reach it and "check" it. Head back to
Twoson.

Apple Kid will call Ness on his Receiver Phone upon reaching Twoson. For
some reason, Apple Kid will be waiting for Ness at Burglin Park instead of
his home. 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)Mach Pizza's Phone Number

Purpose: learn Mach Pizza's phone number 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.
You can now 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 will
be sold out throughout the game). Small Pizzas recover about 120 HP when
used, and Large Pizzas recover about 240 HP for the entire party. When you
order a pizza, it will take about 3 minutes for it to be delivered.

b)Paula's Parents

Purpose: none

If you go to Polestar Preschool, you can meet and talk to Paula's


parents. Talk to Paula's father and answer "no" to his question to have
have him 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 her in the house.

Paula's father will start to get very worried. If Ness enters and exists
the Hotel, you will see Paula's father running through the street and
calling for Paula. He can also be found 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 as she goes


about her business.

c)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 can 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 talk to him after rescuing Paula, Orange Kid will only ask for a
$50 investment. Doing it this way is no different from paying him before
rescuing Paula other than the fact that you lose less money.

_______________________________________________________________________________
_______________________________________________________________________________

2.Peaceful Rest Valley

Recommended Level: 13 -> 15

Equipment:

Ness: Tee Ball Bat


(nothing)
Copper Bracelet
Mr. Baseball Cap
GIFT BOXES
__________________________________________________________________________
|1.Teddy Bear | diverts enemy attacks | Polestar Preschool |
| | away from the party; | |
| | has about 100 HP | |
|_______________|___________________________|______________________________|
|2.Travel Charm | protects from Paralysis | central area of the Valley |
| | (sell for money) | |
|_______________|___________________________|______________________________|
|3.Luck Capsule | increases Luck by 1 | central area of the Valley |
|_______________|___________________________|______________________________|
|4.Croissant | recovers 60 HP | south-central area of Valley |
|_______________|___________________________|______________________________|
|5.Bomb | 50~120 HP of damage to a | south-central area of Valley |
| | target; minor damage to | |
| | adjacent targets | |
|_______________|___________________________|______________________________|
|6.Hard hat | armor | northwest corner of Valley |
|_______________|___________________________|______________________________|
|7.Cup of | heals almost all status | eastern edge of Valley |
| Lifenoodles | effects; revives | |
| | unconscious party members | |
| | with max HP | |
|_______________|___________________________|______________________________|

ENEMIES

a)Li'l UFO

Vulnerable: Fire, Brainshock

Attacks

-Fire a beam
Damage: 10~14 HP

-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%. Use Healing
[alpha] or a Cold Remedy after the battle is over if Ness
catches a cold. Using Healing during battle will cost a turn,
and the Li'l UFO may just give Ness a cold again.

Strategy

About two hits from Ness's "bash" should defeat the Li'l UFO. Defeat the
Li'l UFO before attacking any Spinning Robos.

-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

b)Mobile Sprout

Vulnerable: Fire, Freeze, Paralysis, Brainshock


Attacks

-Standard attack
Damage: 8~11 HP

-Lifeup[alpha]

-PSI Magnet[alpha]
Comments: Defeat the Mobile Sprouts before any other enemy to prevent
Ness from losing too much PP to this move. A Teddy Bear can be
a good way to divert this attack away from Ness.

-Sow some seeds


Effect: another Mobile Sprout may join the battle
Comments: The success rate of this move is rather high and is another
reason why you should defeat this enemy first when it appears
in a group. If the Mobile Sprouts start to overwhelm you, use
PSI Rockin[alpha].

Strategy

About two hits from Ness's "bash" should defeat the Mobile Sprout.
Defeat this enemy first when it appears in a group. Keep Ness's HP above
50 or so when facing a large group.

-Ness: "bash"
PSI Rockin[alpha], if overwhelmed
recover with Lifeup[alpha] if HP falls to 22 or lower

c)Ramblin' Evil Mushroom

Attacks

-Standard attack
Damage: 5~7 HP

-Scatter spores
Effect: mushroomize; makes Ness feel strange in battle; alters movement
control outside of battle
Comments: There is no PSI move or item that can cure mushroomization.
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 the Ramblin' Evil
Mushroom. This enemy occasionally appears with Mobile Sprouts. Defeat
the Mobile Sprouts first, as they have higher Offense and their PSI
Magnet can be 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

Vulnerable: Freeze
Resistant: Fire

Attacks

-Fire a beam
Damage: 15~20 HP

-Shield[alpha]

-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%. Use Healing
[alpha] or a Cold Remedy after the battle is over if Ness
catches a cold. Using Healing during battle will cost a turn,
and the Li'l UFO may just give Ness a cold again.

Strategy

About three hits from Ness's "bash" should defeat the Spinning Robo.
This enemy occasionally appears with Li'l UFOs. If this happens, defeat
the Li'l UFOs first.

-Ness: "bash"
recover with Lifeup[alpha] if HP reaches 40 or lower

e)Territorial Oak

Vulnerable: Fire

Attacks

-Standard attack
Damage: 28~35 HP

-Brainshock[alpha]
Comments: There is 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 usual 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: Defeat this enemy last in any fight and tap the A or L button
as fast as you can to end the battle. If you are fast enough
(and if text speed is set to "fast"), Ness should only suffer
about 30 HP of damage.

Strategy

About four or five hits from Ness's "bash" should defeat the Territorial
Oak. This enemy is the strongest foe lurking in the Valley, but it moves
slower than Ness on the field. If Ness is low on PP, try to avoid this
enemy.

-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 65 or lower

WALKTHROUGH

a)Preparation

Go to Polestar Preschool and walk upstairs into Paula's room. There, you
will find a gift box containing a Teddy Bear, a very helpful item for the
upcoming area. If you have already used up the Teddy Bear in Paula's room,
you can buy another one ($178) at the Department Store if you wish. Also,
if you have not done so already, buy a Copper Bracelet in Burglin Park and
equip it on Ness.

If Ness is mushroomized on the way to Peaceful Rest Valley, talk to the


girl near the entrance to 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 Sprout's PSI Magnet[alpha].
The best way to address this problem is to defeat Mobile Sprouts first in
battle and to touch any Magic Butterflies you encounter (use Lifeup[alpha]
to recover any lost HP before touching a Butterfly). Luckily, there are a
number of spots in the Valley where Magic Butterflies appear. Also, if you
have any food items, use those up before resorting to Lifeup.

Colds are caused by the many Li'l UFOs and Spinning Robos found in the
Valley. Use Healing[alpha] or a Cold Remedy after battles when Ness
catches a cold, since healing during battle uses up a turn and the enemy
may just give Ness a cold again. Use up any Cold Remedies you have before
using Healing[alpha].

The first thing you have to do is remove the pencil statue with the Pencil
Eraser. Next, cross the bridge and walk all the way to the east side of
the central area and walk a little south 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. Neither item is very useful and
can be sold to earn some money.

From this point on, you may encounter some Territorial Oaks, which look
like moving trees on the field. Always defeat them last in battle, as it
will burst into flames upon defeat and inflict over 250 HP of damage to
Ness. Luckily, it moves slower than Ness can walk and can be avoided.

Walk west from the central elevated area and then south along the stream
to find a gift box containing a Croissant.

Next, walk east 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, use it against the enemies
here or sell it for a moderate profit. Continue traveling east and head
north after crossing the bridge.
If you are in relatively good condition, travel all the way to the north
along the edge of the stream and then turn west. Continue traveling west
and you will see a gift box containing a Hard Hat. Equip this on Ness and
sell your previous "other" armor. The Hard Hat will significantly reduce
any damage inflicted by enemy attacks and make battles here much easier.
Go back east along the stream and travel south on to the elevated ridge.

Travel all the way to the southern tip of the ridge and open the gift box
to obtain the Cup of Lifenoodles, an item that can revive unconscious
party members and cure almost any status effect.

Enter the cave to the east to exit the Valley. Only Coil Snakes are found
in this cave.

_______________________________________________________________________________
_______________________________________________________________________________

3.Happy Happy, Blue Blue

Recommended Level: 15 -> 18

Equipment:

Ness: Sand Lot Bat


(nothing)
Copper Bracelet
Hard Hat

ITEMS

a)Franklin Badge

Use: allows you to fight Mr. Carpainter; it reflects Thunder attacks from
the party member carrying the Badge
Obtained: from Paula

Give the Franklin Badge to Paula once she joins Ness. It will protect
Paula from any Thunder attacks and make it easier for her to survive in
battle.

SHOPPING LIST
_________
|Drugstore|
|_________|_________________________________
|1.Sand Lot Bat | $98 | weapon for Ness |
|_________________|______|__________________|

GIFT BOXES
______________________________________________________________________
|1.Croissant | recovers 60 HP | inside cultists' building |
|________________|_________________________|___________________________|
|2.Skip Sandwich | increases walking speed | inside cultists' building |
| | speed for 10 sec. | |
|________________|_________________________|___________________________|
ENEMIES

a)Insane Cultist

Attacks

-Paint attack
Damage: 5 HP

-Call for help


Effect: another Insane Cultist may join the battle

Strategy

About two hits from Ness's "bash" should defeat the Insane Cultist.

-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]. The Franklin
Badge will reflect this attack and damage Mr. Carpainter for
65~170 HP of damage.

-Lifeup[alpha]

-PSI Shield[alpha]

Strategy

Depending on how Mr. Carpainter attacks, about eight or nine hits from
Ness's "bash" should defeat this enemy.

Ness: "bash"
recover with Lifeup[alpha] if HP falls to 65 or lower

c)Spiteful Crow

Spiteful Crows lurk outside the cabin in which Paula is held. There is no
difference between these enemies and the ones you faced at the beginning
of the game.
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.

b)Mr. Carpainter

Enter the cave to the left of the Drugstore and keep walking until you
reach the cabin. Go inside and talk to Paula in the jail cell to receive
the Franklin Badge, an item that reflects all PSI Thunder and equivalent
attacks from its wearer.

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 swaying 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;
the other cultists will fight Ness). The two gift boxes in the room
contain a Croissant and a Skip Sandwich, neither of which need to be
obtained. Go to the second floor of the building.

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,
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 use standard
"bash" attacks and use Lifeup when Ness's HP falls below about 60.

Once Mr. Carpainter is defeated, Ness 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 Ness and ask him for a donation.

If you answer "yes" and donate some money, she will thank Ness and give
him a Picture Postcard. The Postcard serves no practical purpose and using
it will make Ness feel "sad and empty." It cannot be sold for a profit,
since it only sells for $1.

If you answer "no," she will follow Ness around until he enters a building
or a cave or talks to her again and donates something. Nothing of
importance will happen while she follows Ness; it's just for your
amusement (or annoyance).

The woman will no longer ask for donations once Mr. Carpainter is
defeated.

b)Self-Service Food Stand

Purpose: -buy a Banana 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 can even
obtain them for free. A good way to make money is to "buy" Fresh Eggs for
$0, wait until they turn into Chickens, and sell the Chickens for a $110
profit.

If you buy an item at a cost lower than the listed price, 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.

The food stand will close permanently 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


(nothing) Great Charm
Copper Bracelet Copper Bracelet
Hard Hat Ribbon

ITEMS

a)Teddy Bear

Use: occasionally diverts an enemy attack from a party member to itself;


has about 100 HP
Obtained: Paula starts with this item

The Teddy Bear will make leveling up Paula a little easier. Paula is
pretty vulnerable when she first joins Ness, and this item can help divert
attacks away from her and reduce the chances she will be mortally wounded.

The Teddy Bear 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. Use it soon, however, as it will become obsolete after about the
middle part of the game.
SHOPPING LIST
_________
|Drugstore|
|_________|___________________________________
|1.Copper Bracelet | $98 | armor (for Paula) |
|__________________|______|___________________|
|2.Ribbon | 89 | armor for Paula |
|__________________|______|___________________|
|3.Fry Pan | 56 | weapon for Paula |
|__________________|______|___________________|

GIFT BOXES
__________________________________________________________________
|1.Great Charm | armor; provides | Second Sanctuary Cave, |
| | immunity to paralysis | south of entrance |
| | (equip on Paula) | |
|________________|_______________________ |________________________|
|2.Croissant | recovers 60 HP | Second Sanctuary Cave, |
| | | east of entrance |
|________________|________________________|________________________|
|3.PSI Caramel | recovers 20 PP | Second Sanctuary Cave, |
| | | west of Shining Spot |
|________________|________________________|________________________|

ENEMIES

a)Mighty Bear

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 the Mighty Bear. 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.

The Mighty Bear is good for leveling up Paula after she reaches about
level 14. Stay close to the central area of the cave and touch the Magic
Butterflies that often spawn in the area 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 maximum

-Paula: (first turn)Freeze[alpha]


(first turn)Freeze[beta], if facing a group
(subsequent turns) "defend"

b)Mole Playing Rough

Vulnerable: Flash, Paralysis

Attacks

-Scratch with its claws


Damage: 6~10 HP (Ness)
6~14 HP (Paula)

-Claw with sharp nails


Damage: 18~34 HP (Ness)
18~35 HP (Paula)
Comment: This attack is used rarely, but it can be a devastating
surprise if you are not ready for it. 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 Paula is at a low level, have her "defend" and use Lifeup[alpha] on


her if her HP falls below maximum.

Two hits from Ness's "bash" should defeat the Mole Playing Rough. Once
Paula reaches about level 18, one hit from Ness's "bash" and one hit
from Paula's "bash" should defeat it.

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 35 or lower

-Paula: "defend" if at a low level


"bash"

c)Mondo Mole (Sanctuary Boss)

Recommended Level: 22 (Ness)


19 (Paula)

Vulnerable: Paralysis
Resistant: Freeze
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 the Mondo Mole. Use
"bash" thereafter until it is defeated.

-Ness: (first turn) Paralysis[alpha]


(subsequent turns) "bash"

-Paula: (first turn) "defend"


(subsequent turns) "bash"

d)Mr. Batty

Vulnerable: Paralysis, Brainshock

Attacks

-Standard Attack
Damage: 12~18 HP (Ness)
12~20 HP (Paula)

-Become friendly and affectionate


Effect: solidify a single party member

-Size up the situation


Effect: makes this enemy feel strange

Strategy

If you are leveling up Paula, have her "defend" while Ness uses "bash."
Keep Paula's HP above 20~30 or so if her level is still low. If Paula is
in danger of being KO'd, use PSI Rockin[alpha].

About one hit from Ness's "bash" should defeat the Mr. Batty. 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
since only one hit from Ness's "bash" is usually necessary.

If the Mr. Batty appears with the Mole Playing Rough, defeat the Mr.
Batty first.

-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 25~35 or lower
recover Paula with Lifeup[alpha] if HP falls to 30~40 or lower

-Paula: "defend" if she is at a low level


"bash"

WALKTHROUGH

a)Second Sanctuary Cave

Note: The second sanctuary melody does not have to be learned at this
point in the game. If you wish, you can proceed with returning Paula
to Twoson and learn the second melody later on.

Before moving on, you should spend some time leveling up and properly
equipping Paula. Go to the Drugstore and withdraw about $500 to 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 allow Ness and Paula to rest for free.

When everything is ready, enter the cave on the east side of the village.
Stay relatively close to the entrance and fight the enemies inside to
level up Paula. For the first few fights, have Paula "defend" and use
Lifeup on her if her HP falls to 15 or lower.

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 it 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. If you are facing a group of Mr. Batties and
Mole Playing Roughs, do not hesitate to use PSI Rockin in order to protect
Paula.

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 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 you see no Magic Butterflies, walk a little ways off
and come back until there is one.
Make your way to the Shining Spot once Paula reaches level 18.

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


(nothing) Great Charm
Copper Bracelet Copper Bracelet
Hard Hat Ribbon

ITEMS

a)Hand-Aid

Use: recovers max HP


Obtained: Paula's mother

WALKTHROUGH

a)Getting to Threed

Once you rescue Paula, walk back to Twoson and reunite her with her
parents. Going through Peaceful Rest Valley should now be much easier.
Just use standard "bash" attacks 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.

In 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 talk to Paula's father, and
leave once the conversation is over.

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.

Head to Chaos Theater and talk to the Runaway Five band member standing to
the right of the Theater. 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 admission.

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 watch the show.

Next, 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 leave.

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. Once you get on
the bus to Threed, you will not be able to return to Onett or Twoson for
some time.

*******************************************************************************
VII.Threed/Winters
*******************************************************************************

"Zombies and ghosts are on the loose here. Welcome to Threed."


-Masked Boy

Cameraman Locations: -north central Threed, in front of the lone gravestone


between the two fenced graveyards
-in the campsite north of Lake Tess in Winters, after
daybreak
-inside Brick Road in Winters, after reading one of the
signs
-in the middle of Stonehenge in Winters

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
|
|
Walk south to Lake Tess and
rest 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
|
|
Free Ness and Paula

1.Town of Horrors

Recommended Level: 23 -> 23

Equipment:

Ness: Minor League Bat Paula: Thick Fry Pan


(nothing) Great Charm
Copper Bracelet Copper Bracelet
Hard Hat Ribbon

SHOPPING LIST
_________
|Drugstore|
|_________|___________________________________
|1.Minor League Bat | $399 | weapon for Ness |
|___________________|______|__________________|
|2.Thick Fry Pan | 198 | weapon for Paula |
|___________________|______|__________________|

GIFT BOXES
___________________________________________________________________
|1.Skip Sandwich | increases walking | trash can, east of |
| | speed for 10 sec. | Bakery |
|____________________|________________________|_____________________|
|2.Insecticide Spray | inflicts 100 HP to all | trash can, |
| | insects in battle; | northwest graveyard |
| | can only be used once | |
|____________________|________________________|_____________________|
|2.Teddy Bear | diverts enemy attacks | trash can, |
| | away from the party; | northeast Threed |
| | has about 100 HP | next to Hint Shop |
| | (obtain later) | |
|____________________|________________________|_____________________|

ENEMIES

a)Coil Snake

I don't know why this enemy lurks in Threed, but they are nothing to worry
about.

b)Handsome Tom

Vulnerable: Fire, Flash, Brainshock

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 the Handsome Tom. If this enemy appears with a Smilin' Sam,
defeat the Smilin' Sam first.

-Ness: "bash"
recover Ness with Lifeup[alpha] if HP falls to 35 or below
recover Paula with Lifeup[alpha] if HP falls to 35 or below

-Paula: "bash"

c)No Good Fly

Vulnerable: Fire, Freeze, Paralysis, Brainshock

Attacks

-Standard Attack
Damage: 6~9 HP (Ness)
6~9 HP (Paula)

-Say something nasty


Effect: reduce a single party member's Guts by about 30%

Strategy

About one hit from Ness's "bash" or two hits from Paula's "bash" should
defeat the No Good Fly.

If the No Good Fly appears with other enemies, attack and defeat it
last. If there are multiple No Good Flies, 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 Paula with Lifeup[alpha] if HP falls to 20 or lower

-Paula: "bash"

d)Putrid Moldyman

Vulnerable: Freeze, Hypnosis

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 the Putrid Moldyman. If this enemy is in a group, use Freeze
[beta] as soon as you can to defeat it with one attack.

-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

Vulnerable: Fire, Flash, Paralysis, Hypnosis

Attacks

-Standard attack
Damage: 25~34 HP (Ness)
25~34 HP (Paula)

-Lifeup[alpha]

-Vent a terrible odor


Effect: reduce a single party member's Offense 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.


Using Freeze[beta] once and having Ness "bash" twice can also be an
effective strategy. If the Smelly Ghost appears in a group, use
Paralysis[alpha] on it and defeat the other enemies first.

-Ness: (first turn) Paralysis[alpha]


(subsequent turns) "bash"

-Paula: "defend"
Freeze[beta], if Paralysis is not used

f)Smilin' Sam

Vulnerable: Fire, Flash

Attacks

-Standard attack
Damage: 24~35 HP (Ness)
24~35 HP (Paula)

-Lifeup[alpha]

-Defense Down[alpha]
Effect: decreases a single party member's Defense by about 6%

-Reel
Effect: none

Strategy

About one hit from Ness's "bash" together with two hits from Paula's
"bash" should defeat the Smilin' Sam. Defeat this enemy first if it
appears with a Handsome Tom.

-Ness: "bash"
recover Ness with Lifeup[alpha] if HP falls to 70 or below
recover Paula with Lifeup[alpha] if HP falls to 70 or below

-Paula: "bash"

g)Trick or Trick Kid

Vulnerable: Fire, Freeze, Flash, Hypnosis


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 the Trick or Trick Kid.

-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

Vulnerable: Freeze, Flash


Resistant: Fire

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 the Zombie Possessor. One hit from Freeze[beta] will also defeat
this enemy.

This is one of the few enemies in the game that can possess a party
member with a Tiny Li'l Ghost, an enemy that can attack to inflict 1 HP
of damage or solidify a single party member. Possession can be cured by
talking to the blue haired healer at the Hospital and selecting the
"purify" option.

-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; 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...

Go to the graveyard in northwest Threed. Walk to the northwest corner of


the graveyard and enter the small opening in the forest. Approach the two
zombies standing in front of a ladder that leads underground. You cannot
battle these zombies and there is no way to get them out of the way right
now, but you need to approach them and have them notice Ness and Paula in
order to progress.

After approaching the zombies, go to the Hotel in central Threed. You


should see a strange looking woman in sunglasses standing in front of the
Hotel. Follower her inside and go into the room she enters.

After regaining control of Ness and Paula, approach the door 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.

If you're the type of player that likes to talk to everyone in an RPG,


then you may have noticed a man in the hospital in Twoson talking about an
item he left in the Hospital in Threed. To find this item, go to the
second floor of the Hospital in Threed and enter the room on the left.
Approach the drawer and "check" it to obtain the Insignificant Item. This
item does 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 (North)
Recommended Level: 1 -> 3 (Jeff)

Equipment:

Jeff: Pop Gun


(nothing)
(nothing)
Holmes Hat

ITEMS

a)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 the Big Bottle Rocket for the Third Sanctuary Boss. Only use
it if you are in an emergency situation.

b)Pak of Bubble Gum

Use: -entices the Bubble Monkey to join Jeff and allows Jeff to ride
Tess to southern Winters
-allows Jeff to make it through the Fourth Sanctuary Cave
Obtained: woman in Winters Drugstore

"Use" the Pak of Bubble Gum below the coiled up rope in the Fourth
Sanctuary Cave to proceed. Give it to Escargo Express once Jeff joins Ness
and Paula.

c)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

Give the Bad Key Machine to Escargo Express once Jeff joins Ness and
Paula.

GIFT BOXES
_____________________________________________________________________
|1.Cookie x7 | recovers 6 HP | Snow Wood Boarding House, |
| | (use after battle) | left of Jeff and Tony's room |
|_________________|____________________|______________________________|
|2.Pop Gun | weapon for Jeff | locker in Snow Wood Boarding |
| | | House |
|_________________|____________________|______________________________|
|3.Holmes Hat | armor | locker |
|_________________|____________________|______________________________|
|4.Broken Air Gun | repaired into | locker |
| | weapon for Jeff | |
| | (12 IQ needed) | |
|_________________|____________________|______________________________|
ENEMIES

a)Gruff Goat

Vulnerable: Fire, Freeze, Hypnosis

Attacks

-Ram and trample you


Damage: 4 HP

-Tear into you


Damage: 12~13 HP
Comments: Recover HP with a food item if Jeff's HP falls to 13 or lower.
Be sure that Jeff has at least 26 HP before engaging this
enemy. You will likely spend a lot of turns recovering HP lost
from this attack.

Strategy

About three hits from Jeff's "shoot" should defeat the Gruff Goat.

Although the Gruff Goat is powerful, there is a tent a little south of


the Drugstore that will allow Jeff to recover HP for free. Jeff should
be able to reach it before being defeated by this enemy if you head
south as quickly as possible.

-Jeff: "shoot"
recover with a food item, such as a Bread Roll or a Boiled Egg,
if HP falls to 13 or lower

b)Runaway Dog

Vulnerable: Fire, Freeze, Flash, Paralysis, Hypnosis

Attacks

-Biting attack
Damage: 1 HP

-Make a loud, piercing howl


Effect: none

Strategy

About one hit from Jeff's "shoot" should defeat the Runaway Dog.

-Jeff: "shoot"

c)Spiteful Crow

Vulnerable: Fire, Freeze, Flash, Paralysis

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 the Spiteful Crow.

-Jeff: "shoot"

WALKTHROUGH

a)The Boarding House

Once you gain control of Jeff, attempt to walk out of his room. Tony,
Jeff's roommate, will wake up and join you.

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 6 HP, but they can be
useful while Jeff is at a low level. Use this item after a 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's
necessary to attempt to use it in order to progress in the game. Exit this
room and go back to Maxwell.

Maxwell will exchange the Key to the Locker for the Bad Key Machine. Go
back to the lockers and "use" the Bad Key Machine to open them and obtain
some items. The only item you are required to get is the Pop Gun, which is
located in the rightmost locker of the back row. You should also check the
leftmost locker of the front row and the leftmost locker of the back row
to obtain the Holmes Hat and the Broken Air Gun. Equip the Pop Gun and the
Holmes Hat before leaving the Boarding House.

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 practical
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 methods. The earliest
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 I don't think the
rewards are worth the effort.

Before exiting the Drugstore, talk to the woman to the left. Answer "yes"
when prompted to obtain the Pak of Bubble Gum.
Next, talk to the monkey standing near the entrance and he will join Jeff.
The Bubble Monkey will follow Jeff around for awhile and will participate
a little in battle. His Offense is low, however, and he will often waste
his turns, but you need him to make it through Winters.

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, but the Gruff Goat can be tough. Try to keep
Jeff's HP above 13 when fighting them and recover with as many Cookies
as you need once the battle is over; save your more effective food items
for recovery during battle. There is a tent a little south of the
Drugstore where Jeff can rest to recover HP. 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 next to 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 to rest.

When Jeff wakes up, exit the tent and walk east to the spot of dirt on the
small peninsula sticking out into the lake.

_______________________________________________________________________________
_______________________________________________________________________________

3.Winters (South)

Recommended Level: 3 -> 9 (Jeff)

Equipment:

Jeff: Pop Gun/Stun Gun


(nothing)
(nothing)
Holmes Hat

ITEMS

a)Broken Iron

Use: can be repaired by Jeff into the Slime Generator


Obtained: gift box in Brick Road
IQ Required: 10

The Slime Generator is an item that will solidify a random target in


battle for one turn. It can be used an infinite number of times. It's
usefulness is limited, but it's still good to have. Jeff should be able
repair the Broken Iron once he joins Ness and Paula in Threed.

b)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

The Shield Killer can remove any shield protecting a single target. It can
periodically fail to work.

An alternative to the Shield Killer is the Neutralizer, another one of


Jeff's tools that can be found later in the game. The Neutralizer always
works but removes everyone's shields, including those protecting party
members. I usually carry the Neutralizer and leave the Shield Killer.

GIFT BOXES
______________________________________________________________________
|1.Bread Roll | recovers 30 HP | Brick Road, near the |
| | | entrance |
|____________________|________________________|________________________|
|2.Insecticide Spray | inflicts 100 HP to all | Brick Road, near the |
| | insects in battle; | entrance |
| | can only be used once | |
|____________________|________________________|________________________|
|3.Broken Iron | repaired into | Brick Road, near the |
| | Slime Generator | entrance |
| | (10 IQ needed) | |
|____________________|________________________|________________________|
|4.Croissant | recovers 60 HP | Brick Road, near the |
| | | middle |
|____________________|________________________|________________________|
|5.Stun Gun | weapon for Jeff | Brick Road, near the |
| | | exit |
|____________________|________________________|________________________|
|6.Hamburger | recovers 50 HP | Fourth Sanctuary Cave |
|____________________|________________________|________________________|
|7.Cheap Bracelet | armor | Fourth Sanctuary Cave, |
| | | up the first rope |
| | | |
|____________________|________________________|________________________|
|8.Bottle Rocket | damages a single | Fourth Sanctuary Cave, |
| | target | bottom of coiled rope |
|____________________|________________________|________________________|
|9.Broken Pipe | repaired into Shield | Dr. Andonuts's Lab |
| | Killer (30 IQ needed) | |
|____________________|________________________|________________________|

ENEMIES

a)Attack Slug

Vulnerable: Fire, Freeze, Paralysis, Brainshock

Attacks

-Standard attack
Damage: 3 HP

-Hypnosis[alpha]
Comments: Attack Slugs cannot use PSI for the first four rounds of
battle.

-Edge closer
Effect: none
Strategy

Only one hit from Jeff's "shoot" or about three hits from the Bubble
Monkey should defeat the Attack Slug. Defeat this enemy last if it
appears in a group.

If you want to level up Jeff, the Attack Slug is the best enemy to
fight. Stay near the entrance to the Fourth Sanctuary Cave and talk to
Brick Road when Jeff needs to recover HP.

-Jeff: "shoot"

b)Cave Boy

Vulnerable: Fire
Resistant: Freeze

Attacks

-Standard attack
Damage: 18~23 HP
Comments: This attack is powerful, but it also has a pretty low accuracy
(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 the Cave Boy.

Try to avoid fighting the Cave Boy at all costs. The Cave Boy moves
slower than Jeff outside of battle, so he should be easy to evade. If
you end up battling one, you should be able to win with just standard
attacks and possibly a Bottle Rocket if you have a Hamburger or a
Croissant. If you don't have either food item, try to run away or use a
Big Bottle Rocket.

-Jeff: "shoot," if you have both a Hamburger and a Croissant Bottle


Rocket
"run away," if you have no food items
Big Bottle Rocket, if you have no food items
recover with a Hamburger or Croissant if HP falls to 40 or lower

c)Mad Duck

Vulnerable: Fire, Freeze

Attacks

-Peck at your eyes


Damage: 8~9 HP

-Make something spin around


Effect: lose 4~11 PP

-Disrupt your senses


Effect: renders a party member unable to use PSI
Comments: Since Jeff can't use PSI, this is a waste of the Mad Duck's
turn.

-Fall down
Effect: none

Strategy

About three hits from Jeff's "shoot" should defeat the Mad Duck.

-Jeff: "shoot"

d)Rowdy Mouse

Vulnerable: Fire, Freeze

Attacks

-Biting attack
Damage: 1 HP
10~15 HP if SMAAAASH!! hit (success rate is about 50%)
Comments: Rowdy Mouse will get 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 the Rowdy Mouse. Be
sure that Jeff has at least 26 HP before engaging this enemy. Once you
obtain the Stun Gun at the end of Brick Road, only one hit from Jeff's
"shoot" should defeat this enemy. Defeat the Rowdy Mouse before any
Attack Slugs but after any Struttin' Evil Mushrooms it may appear with.

-Jeff: "shoot"

e)Struttin' Evil Mushroom

Vulnerable: Fire, Freeze, Brainshock

Attacks

-Standard attack
Damage: 14~17 HP

-Be absentminded
Effect: none

Strategy

About two hits from Jeff's "shoot" should defeat the Struttin' Evil
Mushroom. 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

f)Worthless Protoplasm

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 the Worthless
Protopalsm.

-Jeff: "shoot"

WALKTHROUGH

a)Brick Road

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
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. Fight the Rowdy Mouse and obtain the Bread Roll if you can. If Jeff
does not have any other food item, you may need to use the Bread Roll as
soon as the Rowdy Mouse is defeated, but at least Jeff will earn some
experience points.

The middle route will lead to a Mad Duck and a gift box containing an
Insecticide Spray. This item is useful against Red Antoids, an enemy that
you will encounter a little later in the game.

The bottom route is the "correct" path to take and will take you to
another fork. The path to the right will lead to a gift box containing a
Broken Iron, an item that can be fixed by Jeff into the Slime Generator.
The Slime Generator can solidify a target and be used an unlimited number
of times. It's usefulness is limited, but it's still good to have.

Go back to the junction and follow the left path. From here, the maze
should be pretty straightforward. There are two other gift boxes in this
dungeon, one containing a Croissant and the other containing a Stun Gun.
Obtain both and equip the Stun Gun.
After exiting the maze, talk to Brick Road and answer "yes" when prompted
to recover Jeff's HP. You can return to him at any time to rest.

b)Fourth Sanctuary Cave

Continue walking south and enter the next cave. This is the Fourth
Sanctuary Cave, a place 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, fight the
enemies near the entrance and return to Brick Road to recover.

Navigating the first two sections of the cave is fairly straightforward,


since there are no multiple paths to take.

When you enter the third section of the cave, climb up the first rope you
see to find 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 continue forward, "use" the Pak of Bubble Gum to have the
Bubble Monkey float up to the rope and drop it down. Climb this rope and
another to reach the Shining Spot. You can talk to the Shining Spot, but
Jeff will not be able to fight the boss because he does not have the
ability to absorb the power of this place. Walk to the left and exit the
cave.

Outside, 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, use the Bottle
Rocket to inflict extra damage and finish it off with standard
attacks. If you don't have enough food items to keep Jeff alive,
use a Big Bottle Rocket to win in one attack.

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 to reach
Dr. Andonuts's lab.

Inside the lab, "check" the device that looks somewhat like a heater or a
furnace. This is the "Instant Revitalizing Device," a machine that will
fully recover all party members.

There is also a gift box upstairs containing a Broken Pipe, which can be
repaired into the Shield Killer (30 IQ needed). The Shield Killer can
remove any shield protecting a single enemy, but it periodically fails to
work. You can find another tool for Jeff later in the game that removes
everyone's shields, including any protecting the party, but always works.
I usually use the other tool and leave the Shield Killer.

Next, talk to Dr. Andonuts. It does not matter whether you answer "yes" or
"no" to his questions. After he is done talking, walk over to the Sky
Runner in the west side of the lab and approach it from the front. Jeff
should automatically get in.
After the lengthy scene, 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 and the Pak of Bubble Gum will no longer be used in
the game, so call Escargo Express and have them 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
|
|
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
|
|
Defeat Master Belch
|
|
Record the Third Sanctuary Melody
|
|
Return to Threed and travel east 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
(nothing) Great Charm (nothing)
Copper Bracelet Copper Bracelet Copper Bracelet
Hard Hat Ribbon Hard Hat

SHOPPING LIST
_________
|Drugstore|
|_________|______________________________________________
|1.Copper Bracelet | $349 | armor (for Jeff) |
|___________________|______|_____________________________|
|2.Hard Hat | 298 | armor (for Jeff) |
|___________________|______|_____________________________|

___________
|Arms Dealer|
|___________|_____________________________________________
|3.Toy Air Gun | $215 | weapon for Jeff (buy if he |
| | | doesn't have Broken Air Gun) |
|___________________|______|______________________________|
|4.Bottle Rocket | 29 | inflicts damage (have Jeff |
| | | carry at least two) |
|___________________|______|______________________________|

GIFT BOXES
_____________________________________________________________________
|1.Skip Sandwich | increases walking | trash can, east of |
| | speed for 10 sec. | Bakery |
|____________________|________________________|_______________________|
|2.Insecticide Spray | inflicts 100 HP to all | trash can, |
| | insects in battle; | northwest graveyard |
| | can only be used once | |
|____________________|________________________|_______________________|
|3.Teddy Bear | diverts enemy attacks | trash can, |
| | away from the party; | northeast Threed |
| | has about 100 HP | next to Hint Shop |
| | (obtain later) | |
|____________________|________________________|_______________________|
|4.Jar of Fly Honey | required item | trash can, after |
| | | defeating Boogey Tent |
|____________________|________________________|_______________________|

ENEMIES

a)Boogey Tent

Recommended Level: 25 (Ness)


19 (Jeff)

Vulnerable: Fire
Resistant: Freeze

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

Strategy

Do not use Freeze against the Boogey Tent; have Paula use Fire[beta]
instead. If Ness starts uncontrollably crying, use Healing[beta] on him
and continue to use standard attacks or resort to using PSI Rockin
[beta].

-Ness: "bash"
PSI Rockin[beta] or Healing[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 don't know why this enemy lurks in Threed, but they are nothing to worry
about.
c)Handsome Tom

Vulnerable: Fire, Flash, Brainshock

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" together with a hit from either Paula
or Jeff should defeat the Handsome Tom. Defeat any Smilin' Sams before
attacking the Handsome Tom.

-Ness: "bash"
recover Ness with Lifeup[alpha] if HP falls to 35 or below
recover Paula with Lifeup[alpha] if HP falls to 35 or below
recover Jeff with Lifeup[alpha] if HP falls to 50 or below

-Paula: "bash"

-Jeff: "shoot"

d)No Good Fly

Vulnerable: Fire, Freeze, Paralysis, Brainshock

Attacks

-Standard Attack
Damage: 6~9 HP (Ness)
6~9 HP (Paula)

-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 and Jeff should
defeat the No Good Fly.

If the No Good Fly appears in a group, attack and defeat it last. If


there are multiple No Good Flies, split up Ness's attack and Paula and
Jeff's attacks to defeat multiple targets in one round.

-Ness: "bash"
recover Ness with Lifeup[beta] if HP falls to 20 or lower
recover Paula with Lifeup[alpha] if HP falls to 20 or lower
-Paula: "bash"

-Jeff: "shoot"

e)Putrid Moldyman

Vulnerable: Freeze, Hypnosis

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 the Putrid Moldyman. If this enemy appears in a group, use Freeze
[beta] as soon as you can to defeat this enemy with one attack.

-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 max

-Paula: Freeze[alpha]
Freeze[beta]

-Jeff: "shoot"

f)Smelly Ghost

Vulnerable: Fire, Flash, Paralysis, Hypnosis

Attacks

-Standard attack
Damage: 25~34 HP (Ness)
25~34 HP (Paula)

-Lifeup[alpha]

-Vent a terrible odor


Effect: reduce a single party member's Offense by about 6%

-Has a big grin on its face


Effect: none

Strategy

Use Paralysis[alpha] to incapacitate this enemy and use any attack


thereafter to defeat it. The Smelly Ghost is arguably the strongest
normal enemy in Threed, and only Ness's "bash" and Freeze[beta] are
likely to inflict significant damage.

If the Smelly Ghost appears in a group, use Paralysis[alpha] on it and


take care of the other enemies first. Use PSI Magnet while this enemy is
paralyzed if you want to recover some of Paula's PP.

-Ness: (first turn) Paralysis[alpha]


(subsequent turns) "bash"

-Paula: "defend"
Freeze[beta], if Paralysis is not used
PSI Magnet

-Jeff: "shoot"

g)Smilin' Sam

Vulnerable: Fire, Flash

Attacks

-Standard attack
Damage: 24~35 HP (Ness)
24~35 HP (Paula)

-Lifeup[alpha]

-Defense Down[alpha]
Effect: decreases a single party member's Defense by about 6%

-Reel
Effect: none

Strategy

About one hit from Ness's "bash" together with a hit from either Paula
or Jeff should defeat the Smilin' Sam. Defeat the Smilin' Sam before any
Handsome Toms.

-Ness: "bash"
recover Ness with Lifeup[alpha] if HP falls to 70 or below
recover Paula with Lifeup[alpha] if HP falls to 70 or below
recover Jeff with Lifeup[alpha] if HP falls below max

-Paula: "bash"

-Jeff: "shoot"

h)Trick or Trick Kid

Vulnerable: Fire, Freeze, Flash, Hypnosis

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" together with a hit from either Paula
or Jeff should defeat the Trick or Trick Kid.

-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

Vulnerable: Fire, Flash


Resistant: Freeze

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
or Jeff should defeat the Urban Zombie. 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

Vulnerable: Fire, Freeze, Flash, Hypnosis

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: 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 the Zombie Dog appears alone, you should be able to defeat it within
two rounds by just using each party member's standard attack. A hit from
Freeze[alpha] and a hit from Ness or Jeff's standard attack should also
defeat this enemy.

If the Zombie Dog appears in a group, use Freeze[beta] in the first


round to defeat it in one hit. 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

Vulnerable: Freeze, Flash


Resistant: Fire

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" together with a hit from either Paula or Jeff
should defeat the Zombie Possessor. One hit from Freeze[beta] will also
defeat this enemy.

This is one of the few enemies in the game that can possess a party
member with a Tiny Li'l Ghost, an enemy that can attack to inflict 1 HP
of damage or solidify a single party member. Possession can be cured by
talking to the blue haired healer at the Hospital and selecting the
"purify" option.

-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 the party leaves the holding cell, 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. Call Escargo Express and have them pick up the Bad Key
Machine and the Pak of Bubble Gum if you have not already done so.

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. Buy the Toy Air
Gun only if Jeff does not have the Broken Air Gun.

b)Training Jeff

Spend some time to level up Jeff. Go to the graveyard in northwest Threed


and fight the enemies there. If Jeff is at about level 9, 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 he is no longer able to use Lifeup, and talk to the healer at the
Hospital if a party member becomes possessed (select the "purify" option).

If Jeff has the Broken Air Gun, he will likely 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 large, purple tent from the
front. A monster's face should appear on the tent and 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.
Use Lifeup if a party member's HP falls to 100 or below (or in the
possible case of Paula, less than max). If Ness starts crying, either use
Healing[beta] on him 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. 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
(nothing) Great Charm (nothing)
Copper Bracelet Copper Bracelet Copper Bracelet
Hard Hat Ribbon Hard Hat

ITEMS

a)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 the Teddy Bear if you want some extra protection in the Underground
Passage and Grapefruit Falls.
SHOPPING LIST
_________
|Drugstore|
|_________|___________________________________________________
|1.Refreshing Herb | $80 | cures poison and nausea; buy if |
| | | Ness has not learned Healing[beta] |
|__________________|_____|____________________________________|

GIFT BOXES
______________________________________________________________________
|1.Teddy Bear | diverts enemy attacks | trash can, northeast |
| | away from the party; | Threed next to Hint |
| | has about 100 HP | Shop |
|___________________|__________________________|_______________________|
|2.Skip Sandwich DX | increases walking | casket in Underground |
| | speed for 20 sec. | Passage |
|___________________|__________________________|_______________________|
|3.Silver Bracelet | armor (equip on Paula) | casket in Underground |
| | | Passage |
|___________________|__________________________|_______________________|
|4.Bomb | 50~120 HP of damage to a | Grapefruit Falls |
| | target; minor damage to | |
| | adjacent targets | |
|___________________|__________________________|_______________________|
|5.Bottle Rocket | damages a single target | cave to Saturn Valley |
|___________________|__________________________|_______________________|

ENEMIES

a)Armored Frog

Vulnerable: Fire, Freeze

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

If the Armored Frog appears alone, use Freeze[alpha] together with one
hit from Ness's "bash." If it appears in a group, use Freeze[beta] in
the first round to defeat it in one hit. Use Fire against this enemy
only if it is part of a long row. Defeat the Armored Frog 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

Defeat this enemy last if it appears in a group.

c)Farm Zombie

Vulnerable: Fire, Flash


Resistant: Freeze

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 should defeat the Farm Zombie. Use Fire against
this enemy only if it's part of a large row. Heal any colds after the
battle is over. Defeat any 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

Vulnerable: Fire
Resistant: Freeze

Attacks
-Standard attack
Damage: 43~59 HP (Ness)
43~55 HP (Paula)
45~61 HP (Jeff)

-Exhale a blast of stinky breath


Effect: makes the entire party uncontrollably cry
Comments: The Mini Barf uses this attack often, and it is not worth
healing any party members who are crying.

-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, and use all of Jeff's Bottle Rockets (not the Big Bottle
Rocket).

If Jeff has the Slime Generator, have him use it each turn once all
Bottle Rockets are used up. The success rate of this item against the
Mini Barf is high enough to give you a good number of free rounds.

-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 few turns) Bottle Rocket


(subsequent turns) "shoot" or Slime Generator

e)No Good Fly

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 and Jeff's standard
attacks should defeat the No Good Fly. Try to split up Ness's attack and
Paula and Jeff's attacks when facing multiple No Good Flies to defeat two
targets in one round.

Defeat this enemy last if it appears in a group.

-Ness: "bash"
recover Ness with Lifeup[beta] if HP falls to 14 or lower
recover Paula with Lifeup[alpha] if HP falls to 14 or lower
recover Jeff with Lifeup[alpha] if HP falls to 16 or lower

-Paula: "bash"

-Jeff: "shoot"

f)Plain Crocodile

Vulnerable: Freeze

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 the
Plain Crocodile. If this enemy appears in a group, have Paula use Freeze
[beta] to defeat it in one hit. Defeat this enemy first in all battles.

The Plain Crocodile moves slower than the party outside of battle, so it
is possible to evade it. If Ness and Paula are low on PP, 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

Vulnerable: Fire, Freeze, Paralysis, Hypnosis

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]
Effect: reduce a single party member's Defense by about 5%

-Call for help


Effect: a Red Antoid may join the battle

Strategy

One hit from Ness's "bash" or a hit from both Paula and Jeff's standard
attacks should defeat the Red Antoid. If multiple Red Antoids appear,
split up Ness's attack and Paula and Jeff's attacks in order to defeat
two targets in one round.

One hit from Paula's Fire[beta] will also defeat the Red Antoid, though
you should only use Fire when facing a large row of enemies. Defeat Red
Antoids after any Armored Frogs or Hard Crocodiles.

The Insecticide Spray can also be an effective way of inflicting damage


to all Red Antoids you're facing. It does not inflict enough damage to
defeat a Red Antoid in one hit, but it should weaken them enough so that
one hit from any party member's standard attack will finish them off.
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.

-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

Vulnerable: Fire, Flash


Resistant: Freeze

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
or Jeff's standard attack should defeat the Urban Zombie. 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
attacking 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

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 the
Violent Roach.
-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

Vulnerable: Fire, Freeze, Flash, Hypnosis

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 its target is close to 100%.

-Make a loud, piercing howl


Effect: none

Strategy

If the Zombie Dog appears alone, you should be able to defeat it within
two rounds by just using each party member's standard attack. A hit from
Freeze[alpha] and a hit from Ness or Jeff's standard attack should also
defeat this enemy.

If the Zombie Dog appears in a group, use Freeze[beta] in the first


round to defeat it in one hit. 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
Vulnerable: Freeze, Flash
Resistant: Fire

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
or Jeff's standard attack should defeat the Zombie Possessor. One hit
from Freeze[beta] will also defeat this enemy.

-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

If Ness has not learned Healing[beta], 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.

It will also be helpful for Jeff to bring along at least two Bottle
Rockets. Buy a few from the arms dealer behind the Pizza Shop if you need
any more. There is also a Teddy Bear contained in a trash can in the
northeast area of town, so obtain it if you want some extra protection for
the rough trip ahead.

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 very 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 a PSI Caramel on Ness if you have any when his PP runs
low or use food items, such as Calorie Sticks and Croissants, as a
substitute for Lifeup. If you encounter any Zombie Dogs, use Freeze[alpha]
or [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.

You will come across a couple of caskets as you travel through the
passage. The first casket contains a Skip Sandwich DX, an item that
recovers 6~7 HP and increases walking speed for about 20 seconds. The
second casket contains 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 you may use up much of Ness
and Paula's PP during the battle. Have Ness and Jeff use their standard
attacks and have Paula use Fire[beta]. If Jeff has any Bottle Rockets, 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.

A Magic Butterfly should spawn near the old man, so exit and reenter the
are if you do not see one. 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, which recovers 80 HP.

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. Walk a little east into the cave 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 here are easy to defeat,
go ahead and take it. Save this item for the Third Sanctuary boss battle,
which is coming up soon. Continue walking east and the party will enter
Saturn Valley.

_______________________________________________________________________________
_______________________________________________________________________________
3.Saturn Valley and Belch's Factory

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

SHOPPING LIST
_____
|Store|
|_____|______________________________________________________________
|1.Silver Bracelet | $599 | armor |
|_____________________|______|_______________________________________|
|2.Great Charm | 400 | armor; provides immunity to Paralysis |
|_____________________|______|_______________________________________|
|3.Red Ribbon | 179 | armor for Paula |
|_____________________|______|_______________________________________|

GIFT BOXES
_____________
|Saturn Valley|
|_____________|____________________________________________________________
|1.Rust Promoter | inflicts 200 HP of damage | north of Hospital |
| | to all robotic enemies in | |
| | battle | |
|___________________|_____________________________|________________________|
|2.Sudden Guts Pill | doubles Guts for one battle | cave north of Hospital |
|___________________|_____________________________|________________________|
|3.Broken Spray Can | repaired into Defense Spray | cave north of Hospital |
| | (1 IQ needed) | |
|___________________|_____________________________|________________________|
|4.Protractor | does nothing (sells for $1) | cave north of Hospital |
|___________________|_____________________________|________________________|

____________
|Belch's Base|
|____________|________________________________________________________
|1.Bomb | 50~120 HP of damage to a | right of entrance |
| | target; minor damage to | |
| | adjacent targets | |
|________________|______________________________|_____________________|
|2.IQ Capsule | increases IQ by 1 (use on | down second ladder |
| | Paula) | |
|________________|______________________________|_____________________|
|3.Broken Laser | repaired into weapon for | down second ladder |
| | Jeff (24 IQ needed) | |
|________________|______________________________|_____________________|
|4.Vital Capsule | increases Vitality by 1 | top of third ladder |
| | (use on Paula) | |
|________________|______________________________|_____________________|
|5.HP-sucker | tool for Jeff; drains 10~20% | top of third ladder |
| | of single target's max HP | |
| | (better to sell) | |
|________________|______________________________|_____________________|
|6.Calorie Stick | recovers 60 HP | top of third ladder |
|________________|______________________________|_____________________|

ENEMIES

a)Farm Zombie

Vulnerable: Fire, Flash


Resistant: Freeze

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 the Farm Zombie. Use Fire against
this enemy only if it appears with a large row of foes. 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

Vulnerable: Fire, Freeze, Paralysis, Brainshock

Attacks

-Standard attack
Damage: 11~14 HP (Ness)
8~9 HP (Paula)
11~14 HP (Jeff)

-PSI Magnet[alpha]
Comments: The Foppy cannot use PSI for the first four rounds of battle.
-Brainshock[alpha]

-Be absentminded
Effect: none

Strategy

One hit from Ness's "bash" or a hit from Paula and Jeff's standard
attacks should defeat the Foppy. If multiple Foppies appear, split up
Ness's attack and Paula and Jeff's attacks to defeat two targets in one
round.

If Paula is low on PP, use PSI Magnet[alpha] or [omega] to recover.

-Ness: "bash"
recover Ness with Lifeup[beta] if HP falls to 45 or below when
facing a large group
recover Paula with Lifeup[beta] if HP falls to 45 or below when
facing a large group
recover Jeff with Lifeup[beta] if HP falls to 45 or below when
facing a large group

-Paula: "bash"
PSI Magnet[alpha] or [omega]

-Jeff: "shoot"

c)Master Belch

Recommended Level: 28

Vulnerable: Hypnosis

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 first. 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.

Strategy

Use the Jar of Fly Honey in the first round. Use standard attacks
thereafter or have Paula use Freeze[beta] to end the battle quickly.
Master Belch cannot be defeated unless you use the Jar of Fly Honey.

-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"

d)Mostly Bad Fly

Vulnerable: Fire, Freeze, Paralysis

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 the Mostly Bad
Fly. Ness should be able to inflict just barely enough damage to defeat
this enemy with a single "bash" attack. 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. Paralyze or
defeat the Slimy Little Pile before attacking the Mostly Bad Fly.

-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

Vulnerable: Paralysis

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

If the Slimy Little Pile appears alone, use Paralysis[alpha] or Freeze


[alpha] to win easily.

If this enemy appears with another Slimy Little Pile, use Paralysis
[alpha] on one and Freeze[beta] on the other. When facing three or
more Slimy Little Piles, use Fire[beta] together with about a hit from
both Ness and Jeff's standard attacks to defeat one in each round.

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 arrives here, enter the first house on the left
to rest and recover. If any party members are unconscious or possessed,
enter the house on the right and the "doctor" inside will restore the
entire party for free.

Enter the cave north of the hotel and talk to the Mr. Saturn that tells
you to wait three minutes behind the waterfall in Grapefruit Falls (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 leaving the village, climb the ladder leading out of the cave and
climb the next ladder outside to 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 at least $1755
to buy the optimum equipment being sold here). Talk to the Mr. Saturn
standing south of the entrance and sell any unneeded items and old
equipment. 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 Factory
Be sure to take the Jar of Fly Honey with you (it's needed to defeat the
upcoming boss). Exit Saturn Valley and go back to Grapefruit Falls.

When you reach the waterfall, walk west behind the water and press up on
the d-pad. An unknown voice should tell you to "Say the password!" If the
dialogue window only says "...", the party needs to go back to Saturn
Valley and talk to the Mr. Saturn mentioned above. Leave the party
standing there for three minutes without pushing the d-pad while waiting;
otherwise, you will probably have to start over. Pushing any other button
should not reset the timer.

Once the unknown voice says, "Okay...you may enter," the party will go
inside the base. Note that you do not have to wait three minutes again in
order to reenter the base if you leave.

Inside the base, a Slimly Little Pile will ask you if the party has
brought any Fly Honey. Answer "yes" to avoid a battle. If you answer "no"
and fight this enemy, use Paralysis[alpha] on it in the first round to
prevent it from making the party cry. Freeze[alpha] or [beta] is also
effective.

Walk a little more to the right and the party will come across a ladder
and a door. The door leads to a trash can containing a Bomb, an item that
is not very helpful. If you want to obtain this item, you will likely have
to fight three or four Farm Zombies.

Climb down the ladder to continue through the base. There is likely to be
a swarm of Foppies at the bottom, but these enemies should be easy to
defeat with 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 the first
ladder, as many Foppies spawn in this area.

Walk a little to the left to find a second ladder, at the bottom of which
are two trash cans that are usually guarded by three or four Farm Zombies.
The trash cans contain an IQ Capsule and the Broken Laser. Try to obtain
both. Give the Broken Laser to Jeff and use the IQ Capsule immediately on
Ness or Paula (to increase their max PP) or Jeff (to help him repair
items). I suggest Paula, since she relies the most on PSI attacks.

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. If you get the Vital Capsule, use it immediately to increase a
party member's max HP (I suggest you give it to Paula). 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, since the amount of HP it drains
is small, but it can be sold for $400.

To the left of the ladder is a door leading to a Magic Butterfly room.


Use Lifeup on each party member before touching the Butterfly. You can
exit and reenter the room and repeatedly touch the Butterfly until all HP
and PP are recovered.

Continue walking west and another Slimy Little Pile will talk
to and attack the party. Use Paralysis[alpha] or Freeze[beta] to defeat
it.

Master Belch will be waiting in the next room. Talk to it to start the
battle, and use the Jar of Fly Honey in the first round to render it
unable to attack in subsequent rounds. Unfortunately, Master Belch will
use his nauseating breath attack at least once even if the Jar of Fly
Honey is used before it attacks. Have Ness use Healing[beta] to cure the
affected character. If Ness has not learned Healing[beta] yet, use a
Refreshing Herb or use Lifeup to keep the affected character alive. Use
standard attacks or Freeze to win the fight.

Once Master Belch is defeated, enter the doorway it was blocking and
walk through the cave. The party will end up on the upper area of Saturn
Valley near a hot spring. The hot spring will be able to cure all party
members of any status effect but will not recover any HP or PP. If a
party member is nauseous, enter the hot spring and walk around in it
until the game tells you 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 screen and some scrolling text will appear. The text 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 warns of the difficulties to come, advising 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. Unfortunately, it is rather
long and you'll have 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)Mr. Saturn Coin

Use: armor; equip as "other" for Ness, Paula, or Jeff


Obtained: Mr. Saturn, in the cave below the Saturn Valley Drugstore

Obtain the Mr. Saturn Coin after defeating Master Belch. Equip it on
Paula.

b)Cup of Lifenoodles

Use: revives an unconscious party member and heals almost all status
effects
Obtained: Mr. Saturn, in the cave below the Saturn Valley Drugstore

c)Stag Beetle

Use: solidifies a single, random target for a round


Obtained: Mr. Saturn, in the cave below the Saturn Valley Drugstore

The Stag Beetle is not that useful and can be sold.

SHOPPING LIST
_____
|Store|
|_____|___________________________________________________
|1.Secret Herb x2 | $380 | heals diamondization (have two |
| | | party members carry one each) |
|_________________|______|________________________________|

GIFT BOXES
_________________________________________________________________
|1.Coin of Slumber | armor (equip on Jeff) | Third Sanctuary Cave |
|__________________|_______________________|______________________|

ENEMIES

a)Ranboob

Vulnerable: Fire

Attacks

-Standard attack
Damage: 28~42 HP (Ness)
9~10 HP (Paula)
28~42 HP (Jeff)

-Shield[alpha]
Comments: Use Paula's Freeze or Fire to bypass a Shield.

-Sprinkle around some wonderful-smelling powder


Effect: make a single party member fall asleep

Strategy

If the Ranboob appears alone, a few hits from each party member's
standard attack should defeat it within two rounds. If appears in a
group, one hit from Paula's Freeze[beta] along with a hit from Ness and
Jeff's standard attacks should defeat this enemy. Defeat the Ranboob
last in all battles. Use PSI Magnet[omega] if Paula's 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

Vulnerable: Fire, Freeze, Brainshock

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 or one use of Freeze
[alpha] should defeat the Struttin' Evil Mushroom. One hit from Fire
[beta] along with a hit from any party member's standard attack should
also suffice. Defeat this enemy first if it appears in a group. Heal any
poisoned party members after the battle is over.

The Struttin' Evil Mushroom is probably the most dangerous enemy in this
area, if only because of its ability to mushroomize the party. Don't
hesitate to use Fire[beta] or Freeze[alpha] in order to defeat it
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 in the hot
spring.

-Ness: "bash"
recover Ness and Jeff with Lifeup[beta] if HP falls to 25 or
lower

-Paula: "bash"
Freeze[alpha]
Fire[beta], if facing large row

-Jeff: "shoot"
c)Tough Mobile Sprout

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 may join the battle

Strategy

A hit from any two party member's standard attacks should defeat the
Tough Mobile Sprout. Use Fire[beta] only if it appears in a large group.
Defeat this enemy after any Struttin' Evil Mushrooms and before any
Ranboobs. Use PSI Magnet[omega] if Paula's 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

Vulnerable: Fire

Attacks

-Standard attack
Damage: 56~62 HP (Ness)
35~37 HP (Paula)
39~50 HP (Jeff)

-Flash[alpha]

-PSI Shield[alpha]

-Paralysis[alpha]
Comments: This attack should not affect you if the party is equipped
with Great Charms.
-Glare with its eerie eyes
Effect: diamondize a single party member
Comments: Use a Secret Herb on a diamondized party member to revive him
or her.

Strategy

Have Ness use PSI Rockin[beta] in the first round to take care of the
two Tough Mobile Sprouts, and have Jeff use a Big Bottle Rocket and any
Bottle Rockets if he has any. Paula should use Fire[beta] as much as
possible while Ness and Jeff use their standard attacks in subsequent
rounds. Freeze[beta] is also somewhat effective against the Trillionage
Sprout, though it inflicts about 30~50 HP less damage than Fire[beta].

If a party member is mushroomized, 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, have him only
use Lifeup when necessary and use "defend" in all other rounds. If
Paula is mushroomized, have her "defend"; use PSI Rockin[beta] and
[alpha] to take care of the Tough Mobile Sprouts and a Sudden Guts Pill
on Ness while he "bashes" in subsequent turns. If Jeff is mushroomized,
do not 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 affected party members stay out of the fight. Either have
each character use their standard attacks and use Lifeup or food items
to keep HP up 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 in the game. If you find that
the enemies in the Third Sanctuary Cave are too hard, the party can leave
the third melody for now and come back at a later point in the game.

Go to the Drugstore and buy two Secret Herbs in preparation for the
sanctuary boss; have two different party members carry one each. Also,
call Escargo Express and have them pick up the Jar of Fly Honey, as it
will no longer be used in the game (you might have to be in the lower area
of Saturn Valley for the Escargo Express deliveryman to reach the party).

Next, 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 very useful
and you can sell it if you want.

b)Third Sanctuary Area

The Third Sanctuary Cave is located near the hot spring to the right of
the exit from Belch's Factory. The cave is pretty short and is easy to
navigate, but the enemies there are pretty powerful and tend to fight in
groups. Luckily, most of these plant-like creatures are vulnerable to Fire
and always arrange themselves in a single row.

The biggest threat is the Struttin' Evil Mushroom's ability to mushroomize


the party. If a party member is mushroomized close to the entrance, you
can go back to the hot spring and recover. If two party members are
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 affected if you fight
effectively. Have any mushroomized 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 runs
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.

Always defeat any Struttin' Evil Mushrooms first in any battle they appear
in. One hit from Fire[beta] is usually enough to defeat one, but have
another party member target it with a standard attack just in case; one
hit from Freeze[alpha] or a hit from any two party member's standard
attacks should defeat it as well.

The Tough Mobile Sprouts and the Ranboobs can be taken care of with
standard "bash" attacks, though you should 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] and spawn more Tough Mobile
Sprouts by sowing its seeds.

As mentioned above, the path to the Third Sanctuary Location is short and
straightforward. The first 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.

Outside the end of the cave is an open area. Magic Butterflys often spawn
here, so be on the lookout. Continue walking south, turn east at the bend,
and enter the last cave.

The gift box here contains a Coin of Slumber. This item does not provide
as much of a defense boost as the Mr. Saturn Coin, so equip it on Jeff.
Walk east to find 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. Use any
Big Bottle Rockets and Bottle Rockets as soon as possible and have Jeff
"shoot" thereafter. If a party member becomes diamondized, use a Secret
Herb.

If Ness is mushroomized, have him only use Lifeup when necessary and use
"defend" in all other rounds. If Paula is mushroomized, have her "defend";
use PSI Rockin[beta] and [alpha] to take care of the Tough
Mobile Sprouts and a Sudden Guts Pill on Ness while he "bashes" in
subsequent rounds. If Jeff is mushroomized, don't 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, or you
can just risk the fight and rely mostly on standard attacks. Once the
Trillionage Sprout is defeated, record the third melody.

b)Out of Threed and Into the Desert

With Master Belch defeated, Threed is now back to normal and the tunnels
leading out of town are 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 to the east. As far as I know, there is nothing
important to do in Threed once it has returned to normal.

EXTRAS

a)Insignificant Item

Purpose: obtain a Magic Truffle (recovers 80 PP)

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 the
Hospital in Threed and enter the room on the left. Approach the drawer and
"check" it to obtain the Insignificant Item. This item does absolutely
nothing and sells for only $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
-on the bridge to Fourside
-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
-between the two trees standing between the Monotoli
Building and the Dept. Store
-in front of the Toys Shop in the Fourside Department
Store, after the Dept. Store Spook is defeated

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 a 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 get
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

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

SHOPPING LIST
_________
|Drugstore|
|_________|_____________________________________________
|1.Mr. Baseball Bat | $498 | weapon for Ness |
|___________________|_______|___________________________|
|2.Coin of Slumber | 1500 | armor |
|___________________|_______|___________________________|
|3.Deluxe Fry Pan | 598 | weapon for Paula |
|___________________|_______|___________________________|

___________
|Arms Dealer|
|___________|___________________________________________
|4.Zip Gun | $425 | weapon for Jeff (buy if |
| | | you don't have Laser Gun) |
|___________________|_______|___________________________|

GIFT BOXES
______________________________________________________________________
|1.Big Bottle Rocket | inflicts heavy | south central area, north |
| | damage | of the wall of rocks |
|_____________________|____________________|___________________________|
|2.Double Burger | recovers 90 HP | northwest and |
| | | north central area |
|_____________________|____________________|___________________________|
|3.Cup of Lifenoodles | medicine | north-northwest area |
|_____________________|____________________|___________________________|
|4.Skip Sandwich DX | increases walking | next to oasis near the |
| | speed for 20 sec. | middle of the desert |
|_____________________|____________________|___________________________|
|5.PSI Caramel | recovers 20 PP | northeast corner |
|_____________________|____________________|___________________________|
|6.Sudden Guts Pill | doubles Guts for | eastern edge |
| | duration of a | |
| | battle | |
|_____________________|____________________|___________________________|

ENEMIES

a)Bad Buffalo

Vulnerable: Fire, Paralysis

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] in the first round whenever possible.


Once the Bad Buffalo is paralyzed, focus your attacks on all other
enemies except the Smilin' Sphere, which should always be defeated last.

-Ness: (first turn) Paralysis[alpha]


"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 max

-Paula: "bash"

-Jeff: "shoot"

b)Crested Booka

Vulnerable: Hypnosis
Resistant: Fire

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 be enough to defeat the Crested


Booka within two rounds. If this enemy appears in a group, attack it
after defeating any Desert Wolves and 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 the
Criminal Caterpillar will yield a very large amount of experience points
and will almost always level up a party member. It looks like a small
green worm outside of battle.

The Criminal Caterpillar appears rarely and always runs away from the
party, allowing you to easily approach it from behind and get an instant
victory. You will likely never have to face this enemy in battle, though
if you do, have Paula use PSI Shield[sigma] to defend against its Fire.

d)Cute Li'l UFO

Vulnerable: Brainshock

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 the Cute
Li'l UFO. Defeat it 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

Vulnerable: Fire, Freeze

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 the
Desert Wolf. If this enemy appears in a group, defeat it in one hit
with Freeze[beta] in the first round. 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[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)Mole Playing Rough

This little guy will tend to bother you behind the Drugstore.

g)Skelpion

Vulnerable: Fire, Freeze, Hypnosis

Attacks

-Standard attack
Damage: 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 or one use of Freeze
[alpha] should defeat the Skelpion. I recommend you keep the Franklin
Badge in Paula's inventory 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]

-Jeff: "shoot"

h)Smilin' Sphere

Vulnerable: Fire, Hypnosis


Resistant: Freeze

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 defend against this
attack.

-Laugh maniacally
Effect: makes a single target feel strange

-Explode into bits (death action)


Damage: 200~300 HP
Peripheral Damage: 50~200 HP
Comments: This attack should inflict only about 50 HP of damage if you
defeat the Smilin' Sphere last and scroll through the battle
text as quickly as you can.

Strategy

Have Paula use PSI Shield[sigma] in the first round to defend against
the Smilin' Sphere's Fire[alpha]. A hit from each party member's
standard attack should yield victory. Always defeat the Smilin' Sphere
last in order to minimize damage when it explodes.

-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"

WALKTHROUGH
a)Preliminaries

When you reach Dusty Dunes Desert, go to the Drugstore and buy new
equipment for the party. Get the Mr. Baseball Bat for Ness, the Deluxe
Fry Pan for Paula, and the Coin of Slumber for whomever needs it. 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 (if
Jeff was equipped with the Magnum Air Gun, call Escargo Express and have
them pick it up). The party should need about $2600 to be optimally
equipped.

As you walk through the desert, you may notice the screen periodically
flashing red. This is an indication that somebody in your party is
suffering from sunstroke, which causes the ailing character to suffer 2
HP of damage every 4 seconds outside of battle and 4 HP of damage per
turn in battle. The Wet Towel sold at the Drugstore can cure a single
case of sunstroke, though Healing[alpha] can cure sunstroke as well and
there is a shack in the desert where the party can rest and recover HP and
PP.

b)Trudging Through the Desert

With heavy traffic blocking the road, the party will have no choice but
to walk through the desert. The only thing you'll have to do here is talk
to the miner located in the southern region of the desert and give him a
food item. Just follow the rocks lining the southern edge of the desert
and you should come across him and his shack. If you follow this path,
the party should also find a gift box containing a Big Bottle Rocket;
obtain it and give it to Jeff. The man inside the shack will allow the
party to rest for free.

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 incapacitate them. Also, be sure to defeat any Smilin' Spheres last in
battle, as they will explode when defeated and can inflict heavy damage.
Use Paula's PSI Shield[sigma] to defend against the Smilin' Sphere's Fire.

NOTE: The Criminal Caterpillar is another enemy that can be found in the
desert. It appears rarely and always runs away from the party, but
defeating it will usually provide enough experience points to level
up somebody. The Criminal Caterpillar looks like a small green worm
outside of battle, and since it's easy to approach from behind
you'll likely get an instant victory if you catch it.

If you want to explore a bit, there are a few extra things the party can
do here. There are some gift boxes scattered about the desert, though
most of them don't contain any important or very helpful items. There are
some interesting characters the party can meet, including a sunbathing
couple, a few monkeys, and a black sesame seed and a white sesame seed
with a troubled relationship. The party can also search for a contact
lens someone lost in the desert and return it to its owner in Fourside
for a Pair of Dirty Socks (see Extras section below for details). 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.

The tunnel to Fourside is at the end of the road through the desert in
the southeast corner of the area.

EXTRAS

a)Contact Lens

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 someone 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 a random enemy when used in battle but can
only be used once.

_______________________________________________________________________________
_______________________________________________________________________________

2.City Guide

Recommended Level: 31

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)Broken Gadget

Use: can be repaired by Jeff into the Double Beam


Obtained: dealer in northern Fourside
IQ Required: 34

Buy this item ($109) for Jeff from the dealer in northern Fourside, past
the Monotoli Building and the Department Store.

ENEMIES

a)Annoying Reveler

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 character's Guts by about 25%

-Start lecturing you


Effect: lower a single character's Guts by about 25%

-Is wobbly
Effect: none

Strategy

A hit from each party member's standard attack should be enough to


defeat the Annoying Reveler in two rounds.

-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

Vulnerable: Hypnosis

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 be enough to


defeat the Crazed Sign in two or three rounds. Use Hypnosis against
this enemy only when facing a group in order to concentrate your attacks
on the other enemies. If this enemy appears with a Mad Taxi, paralyze
the Mad Taxi before defeating 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

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 attack hits its target twice. The above damage estimates
are for one hit only.

-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 attack should defeat the Extra
Cranky Lady within two rounds.

-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

Vulnerable: Paralysis

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, hindering the offensive
capabilities of your party greatly. Have Ness use Paralysis
[alpha] in the first round before multiple party members start
crying.

Strategy

Have Ness use Paralysis[alpha] in the first round and use standard
attacks thereafter. If the Mad Taxi appears with a Crazed Sign, paralyze
the Mad Taxi and defeat the Crazed Sign first.

According to Starmen.net, this enemy has a 1/128 chance of dropping the


Xterminator Spray, an item that inflicts about 200 HP of damage to all
insects. The in-game description states the spray can be used "many
times," suggesting that the item can be used indefinitely (Thanks to:
C.V. Reynolds).

-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)To the City and Back

There is not a whole lot for the party to do on their first visit to
Fourside. It might be a good idea to talk to the dealer in the northern
part of town and buy a Broken Gadget ($109) for Jeff. Jeff will likely not
be able to repair this item now, but you may want to hold on to it until
he can. You can also visit Pokey in the Monotoli Building, but you'll get
nothing for doing so.

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 go into the owner's office on the left side of
the building. Talk to the owner and then return to the miner's shack in
Dusty Dunes Desert. You can watch the Runaway Five's performance if you
want, but the show is a little long and you don't have to watch it.

_______________________________________________________________________________
_______________________________________________________________________________

3.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)Diamond
Use: frees the Runaway Five
Obtained: from one of the miners after the five moles are defeated

Take a bus to Fourside after defeating the five moles in the gold mine to
obtain the Diamond. Show the Diamond to the theater owner to free the
Runaway Five.

GIFT BOXES

NOTE: The enemies in the gold mine will disappear once all five moles are
defeated, making it easier to open any gift boxes you missed.
__________________________________________________________________________
|1.IQ Capsule | increases IQ by 1 | down ladder, |
| | | north of entrance |
|____________________|_____________________|_______________________________|
|2.Croissant | recovers 60 HP | center of the mine |
|____________________|_____________________|_______________________________|
|3.Picnic Lunch | recovers 80 HP | center of the mine |
|____________________|_____________________|_______________________________|
|4.Big Bottle Rocket | inflicts heavy | southeast from center of the |
| | damage | mine |
|____________________|_____________________|_______________________________|
|5.Secret Herb | medicine | north from center of the mine |
|____________________|_____________________|_______________________________|
|6.Teddy Bear | diverts enemy | northwest from center of the |
| | attacks | mine |
|____________________|_____________________|_______________________________|
|7.Super Bomb | inflicts 140~400 HP | southwest from center of the |
| | of damage | mine |
|____________________|_____________________|_______________________________|
|8.Bomb | inflicts 50~120 HP | south from center of the mine |
| | of damage | |
|____________________|_____________________|_______________________________|
|9.Calorie Stick | recovers 60 HP | behind one of the five moles |
|____________________|_____________________|_______________________________|
|10.Coin of Defense | armor | behind one of the five moles |
|____________________|_____________________|_______________________________|
|11.Guts Capsule | increases Guts by 1 | behind one of the five moles |
|____________________|_____________________|_______________________________|
|12.Luck Capsule | increases Luck by 1 | behind one of the five moles |
|____________________|_____________________|_______________________________|
|13.Platinum Band | armor | behind one of the five moles |
|____________________|_____________________|_______________________________|
|14.PSI Caramel | recovers 20 PP | behind one of the five moles |
|____________________|_____________________|_______________________________|

ENEMIES

a)Gigantic Ant

Vulnerable: Fire, Freeze

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 the
Gigantic Ant within three rounds. You can win within one round with a
hit from Freeze[alpha] and Ness and Jeff's standard attacks.

If Paula runs low on PP while in the mine, use Paula's PSI Magnet
against the Titanic Ant to recover her PP. Have Ness paralyze the
Gigantic Ant or have Jeff use the Slime Generator in each round while
Paula uses PSI Magnet until she has recovered enough PP.

-Ness: "bash"
Paralysis[alpha], if you want to recover Paula's PP
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 PP

-Jeff: "shoot"
Slime Generator

b)Guardian Digger

Vulnerable: Flash

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.
Avoid using standard attacks and rely on Freeze instead.

Strategy

About two hits from Freeze[beta] or one hit from Freeze[gamma] should
defeat the Guardian Digger. 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. Don't use standard attacks.

-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. Attack them only after
defeating any other enemies the Mad Duck may appear with.

d)Noose Man

Vulnerable: Fire, Brainshock

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 the Noose Man.
If a group of these enemies appear, one use of 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 group

-Jeff: "shoot"

e)Thirsty Coil Snake

Vulnerable: Freeze, Paralysis

Attacks

-Biting attack
Damage: 35~50 HP (Ness)
25~35 HP (Paula)
35~50 HP (Jeff)

-Take 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 standard
biting attack.

-Coil around you and attack


Effect: solidify a single target

Strategy

A hit from each party member's standard attack should defeat the Thirsty
Coil Snake 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 (you can rest
in the shack for free). 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. If you do not have an Exit
Mouse available, one can be obtained in the center of 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 say, they are all of the same strength. The main problem with
navigating this mine is PP preservation. If you have any extra food items
in your inventory, use those instead of Lifeup, and return to the shack
outside with an Exit Mouse if Ness's PP runs low. Have Paula use PSI
Magnet against Gigantic Ants and the moles if you ever get the chance. If
Ness has enough PP, you can try paralyzing a Gigantic Ant and using PSI
Magnet repeatedly until enough PP is recovered.

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 reaches 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 found in the gift
box 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 go down the ladder to find the second
mole.

Defeat the mole and obtain the Coin of Defense from the gift box; 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). Go down 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 third mole. Obtain the
Luck Capsule and the Platinum Band after the battle, and equip the
Platinum Band on Paula.

Go back to the center of the mine and enter the north path to reach the
fourth mole. Defeat this mole and obtain the Guts Capsule located behind
it. Use the capsule on Ness. Take the Secret Herb located in this area as
well.

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. When all the moles are 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. Go to 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.

_______________________________________________________________________________
_______________________________________________________________________________

4.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 (nothing) Platinum Band
Coin of Defense (nothing) Mr. Saturn Coin

SHOPPING LIST

NOTE: Don't buy anything for Paula, as she will be gone from the party for
awhile.
___________
|Arms Dealer|
|___________|___________________________________________________________
|1.Hyper Beam | $850 | weapon for Jeff |
|____________________|_______|__________________________________________|
|2.Big Bottle Rocket | 139 | inflicts heavy damage to a single target |
| | | (buy enough so that Jeff has two) |
|____________________|_______|__________________________________________|

_____
|Tools|
|_____|_________________________________________________________________
|3.Gold Bracelet | $2799 | armor (for Ness and Jeff) |
|____________________|_______|__________________________________________|
ENEMIES

a)Dept. Store Spook

Recommended Level: 34

Attacks

-Freeze[alpha]

-Fire[alpha]

-Lifeup[alpha]

-PSI Magnet[omega]

-Brainshock[alpha]

Strategy

The key to this fight is speed. Have Ness use PSI Rockin[beta] and Jeff
use a Big Bottle Rocket to win this battle in one round. Just make sure
that Ness and Jeff are at max HP before the battle starts.

If you don't have a Big Bottle Rocket available, 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

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 the Musica should suffice. Don't hesitate to use PSI
Rockin[beta] if you're facing a group or otherwise get into trouble.
Attack this enemy only after defeating any Mystical Records and Scalding
Coffee Cups.

If you're having trouble with the Musica, try avoiding fighting it


altogether (see WALKTHROUGH section below).

-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

Vulnerable: Fire, Brainshock

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

Use PSI Rocking[beta] if the Mystical Record appears in a group of two


or more enemies. Be sure that Ness and Jeff's HP is at max before
entering into battle and try to approach this enemy from behind
(shouldn't be too hard; see WALKTHROUGH section below). 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

Vulnerable: Freeze

Attacks

-Spill some scalding hot espresso


Damage: 60~100 HP to all party members

Strategy

A hit from Ness and Jeff's standard attacks should defeat the Scalding
Coffee Cup. Use PSI Rockin[alpha] or [beta] if this enemy appears in a
group. Defeat this enemy first before focusing your attack on any other.
-Ness: "bash"
PSI Rockin[alpha] or [beta], 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)Preparation

Before going any further, I strongly suggest you transfer some of Paula's
goods to Ness or Jeff's inventory. In particular, you should give the Mr.
Saturn Coin, the Platinum Band, and the Franklin Badge to Ness or Jeff.
It is probably better to give Jeff the best equipment 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 you might need later, however, since this is only a temporary
setup.

b)Mook Spook

The Fourside Dept. Store will open once the Runaway Five is free. Make
sure that the party is at max HP and PP and enter the store.

There are a few things you should buy in the Dept. Store. First, go to the
arms dealer on the second floor and get 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). Don't buy anything for Paula. Altogether, you will need about
about $3600 to buy what you need. 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 can 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.

Always keep Ness and Jeff's HP at or near max while going up the Dept.
Store. If you face a group of two or more enemies, do not hesitate to use
PSI Rocking[beta]. Otherwise, use standard attacks and Lifeup for
recovery. Always defeat any Scalding Coffee Cups first and Mystical
Records second.

Once in the fourth floor office, talk to the creature behind the desk to
start the battle. Try to defeat the Dept. Store Spook as quickly as
possible. One use of PSI Rockin[beta] and a Big Bottle Rocket should be
enough to win in one round. If the boss survives, use standard attacks to
finish it off.

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.

_______________________________________________________________________________
_______________________________________________________________________________

5.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

GIFT BOXES
________________________________________________________________
|1.Night Pendant | armor; provides immunity | southwestern area |
| | to Flash (equip on Ness) | |
|________________|___________________________|___________________|
|2.Handbag Strap | inflicts damage and | southeastern area |
| | solidifies target | |
|________________|___________________________|___________________|
|3.Secret Herb | medicine; heals paralysis | southwestern area |
| | and diamondization | |
|________________|___________________________|___________________|
|4.Protein Drink | recovers 80 HP |
|________________|___________________________|

ENEMIES

a)Abstract Art

Vulnerable: Paralysis

Attacks

-Standard attack
Damage: 35~55 HP (Ness)
20~30 HP (Jeff)

-Hypnosis[alpha]

Strategy

You should be able to win within two rounds using Ness and Jeff's
standard attacks.

-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

Vulnerable: Hypnosis

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

You should be able to win within two rounds using Ness and Jeff's
standard attacks. Be sure Ness and Jeff have at least 90 or so HP before
engaging the Dali's Clock.

-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

Vulnerable: Freeze, Brainshock

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

You should be able to win within three rounds using Ness and Jeff's
standard attacks. Try to take advantage of the rolling HP counter when
facing the Enraged Fire Plug. 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 instead of 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

Equip Ness with the Night Pendant before fighting the Mani-Mani Statue.
Have Ness use PSI Rockin[beta] and Jeff use a Big Bottle Rocket in the
first round. Use PSI Rockin[beta] and Jeff's "shoot" thereafter to win
in about two more rounds. If Jeff becomes paralyzed, use a Secret Herb
after the battle to cure him.

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

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 in the seventh round.

Strategy

You should be able to win within three rounds using Ness and Jeff's
standard attacks, just before the Robo-Pump attacks in the fourth round.
Be sure that Ness and Jeff have about 100 HP before battling the Robo-
Pump 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 (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.

b)Moonside

Talk to the people around this place and pretty soon you will realize "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 the
help of these warping men to return to Fourside.

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 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 will be warped near 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 man again to warp
to a gift box containing a Secret Herb, an item that cures all status
effects (potentially handy for an upcoming battle). Finally, talk to the
man wearing glasses and answer "no" when prompted to warp to an 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 will
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. Use PSI Rockin[beta] and Jeff's "shoot" thereafter to win in
about two more rounds. (If you don't have a Big Bottle Rocket, save Ness's
PP for Lifeup and and have Ness and Jeff use their standard attacks). If
Jeff becomes paralyzed, use a Secret Herb on him.

After getting out of Moonside, leave the Cafe and go to the Fourside Dept.
Store to 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.

_______________________________________________________________________________
_______________________________________________________________________________

6.The Monkey Cave

Recommended Level: 36

ITEMS

a)Pencil Eraser

Use: eliminates any pencil shaped statues

You will need the Pencil Eraser to get through the Monkey Cave.

b)Flame Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage
inflicted by Fire or equivalent attacks
Obtained: basket, in the Monkey Cave
Equip the Flame Pendant on Paula when she rejoins the party. This item
will come in handy against Fire using enemies that appear later in the
game.

c)Neutralizer

Use: resets any stats changes and removes any shields from all enemies and
allies
Obtained: gift box in the Monkey Cave in the Dusty Dunes Desert

The Neutralizer will remove all shields protecting both enemies and party
members. I find it a little more useful than the Shield Killer because
the Neutralizer always works. Find the Neutralizer if you don't have the
Shield Killer or the Broken Pipe.

d)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 drains 10~20% of all enemies' max HP and gives it to
Jeff. The success rate is good enough for the Hungry HP-Sucker to be
useful against groups of enemies when Jeff needs to recover, but it almost
never works against bosses (although it can be pretty damaging when it
does).

GIFT BOXES
___________________________________________
|1.Bag of Dragonite | inflicts 250~400 HP |
| | of damage to all |
| | enemies |
|_____________________|_____________________|
|2.Broken Tube | repaired into |
| | Hungry HP-Sucker |
| | (36 IQ needed) |
|_____________________|_____________________|
|3.Flame Pendant | armor; protects |
| | from Fire |
|_____________________|_____________________|
|4.Neutralizer | tool for Jeff |
|_____________________|_____________________|____________________
|5.Brain Food Lunch | recovers 300 HP and | end of Monkey Cave |
| | 50 PP | |
|_____________________|_____________________|____________________|
|6.Cup of Lifenoodles | medicine | end of Monkey Cave |
|_____________________|_____________________|____________________|

GIFT BOXES (Tradable Items)


__________________________________
|1.Hamburger x3 | recovers 50 HP |
|________________|_________________|
|2.Picnic Lunch | recovers 80 HP |
|________________|_________________|
|3.Pizza x2 | recovers 120 HP |
|________________|_________________|
|4.Protein Drink | recovers 60 HP |
|________________|_________________|
|5.Ruler | does nothing |
|________________|_________________|
|6.Wet Towel | cures sunstroke |
|________________|_________________|

ENEMIES

The enemies in the Monkey Cave should give you no problems.

WALKTHROUGH

a)Introduction

In order to progress through the Monkey Cave, the party will need to give
various items to a number of Monkeys. You can actually buy or obtain most
of the items you will need before going into the cave in order to speed
things up a bit, but almost all of the necessary items can be obtained
within the cave itself. To keep this walkthrough simple, I 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 needed 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 the Neutralizer (a very useful
item), a Bag of Dragonite, a Flame Pendant (another useful item), and the
Broken Tube. Read whichever section you prefer.

It may be easier, however, to refer to a map of the Monkey Cave rather


than read this section. A map can 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. Usually this means you should
walk towards the east.

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.

NOTE: If Paula was carrying the Pencil Eraser when she was kidnapped, call
Escargo Express and they will deliver it to the party
(thanks to: G. Pilon).

A. Enter the cave and walk west until you see two monkeys. Give the monkey
on the right a Skip Sandwich. Enter the passageway and obtain the Wet
Towel contained in the basket in this room.

B. 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.

C. Walk west and give the monkey on the right a Wet Towel. Obtain the
Ruler in the next room.
D. Go back three rooms and enter the passage on the right (the one you
first opened by giving the monkey a Skip Sandwich).

E. 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.

F. Go back to the previous room and give the monkey on the right the
Protein Drink.

G. 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.

H. Go back three rooms and enter the passage on the left (the one opened
by giving the monkey a Pizza).

I. Keep going until you see two more monkeys. Give the monkey on the right
the King Banana. Erase the Pencil a couple rooms down to reach 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.

NOTE: If Paula was carrying the Pencil Eraser when she was kidnapped, call
Escargo Express and they will deliver it to the party
(thanks to: G. Pilon).

THE NEUTRALIZER:

A. 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
the next room.

B. 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. If you do not give the Fresh Egg away in time,
another one can be obtained from the same monkey.

C. Go back four rooms and give the monkey on the right a Skip Sandwich.
Obtain the Wet Towel in the basket.

D. 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.

E. Return to the previous room and give the monkey on the right a Protein
Drink. Obtain the Hamburger in the basket.

F. 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:

G. Go back five rooms and enter the passage on the left (the one opened by
giving the monkey a Picnic Lunch at the beginning).

H. 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.

I. Walk west and give both monkeys 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
when she rejoins the party.

THE BAG OF DRAGONITE and THE END OF THE CAVE:

J. Go back five rooms and enter the passage on the right (the one opened
by giving the monkey a Skip Sandwich).

K. Walk west until you see two passages and enter the one on the right.

L. 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.

M. Go back three rooms and enter the passage on the left.

N. 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

With Teleport[alpha], you can go to Winters to buy some of the equipment


there. You shouldn't do this, however, since better equipment will become
available soon, and you will need to save as much money as you can to buy
the best items.

_______________________________________________________________________________
_______________________________________________________________________________

7.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

GIFT BOXES

NOTE: The enemies on the 48th floor will disappear once you talk to
Monotoli, making it easier to find any gift boxes you missed.
___________________________________________________
|1.Sudden Guts Pill | doubles Guts for | 48th floor |
| | duration of a | |
| | battle | |
|___________________|__________________|____________|
|2.Vital Capsule | increases | 48th floor |
| | Vitality by 1 | |
| | (save for Paula) | |
|___________________|__________________|____________|

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 this
move does not seem to delay the end of the battle.

-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 enemy, 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

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

You should be able to defeat the Sentry Robot within three rounds using
standard attacks. Use PSI Rockin[beta] if you get overwhelmed by
multiple Sentry Robots.

-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. Go to the Monotoli Building in northern Fourside and
talk to the maid standing outside. 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 the Sentries to let Ness and Jeff
pass, and you will have to fight them if they approach the party. You
should be able to defeat this enemy within three rounds with Ness and
Jeff's standard attacks. Use 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
hall. 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 decent 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 heavy damage, but
like the Mondo Mole, this powerful enemy can be rendered helpless with
Paralysis[alpha]. Paralysis is not guaranteed to work, however, though you
should eventually be successful if you keep using it in each round. Use
Lifeup to recover the party's HP as needed. Once the Clumsy Robot is
paralyzed, just use Ness and Jeff's standard attacks to finish the battle.

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 to 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.

Return to the cell where Ness and Paula were held earlier in Threed 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.
Otherwise, when you teleport back to Winters, the party will be taken to
Snow Wood Boarding House, and you will have to walk all the way south to
Dr. Andonuts's Lab while facing much stronger enemies than the first time
Jeff traveled through Winters.

_______________________________________________________________________________
_______________________________________________________________________________

8.Fourth Sanctuary Location

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

ENEMIES

a)Arachnid!

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 the
Arachnid!. Use Healing[beta] to heal any poisoned party members after
the battle is over.

-Ness, Paula, Jeff: "bash/shoot"


b)Cave Boy

Vulnerable: Fire
Resistant: Freeze

Attacks

-Swing a club
Damage: 1 HP

-Shout in a loud voice


Effect: reduce a single target's Offense and Defense by about 6%

Strategy

You should be able to defeat the Cave Boy within two rounds with
standard attacks.

-Ness, Paula, Jeff: "bash/shoot"

c)Elder Batty

Vulnerable: Paralysis, Brainshock

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 the Elder
Batty. 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

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 the Mighty Bear Seven. 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

Vulnerable: Fire

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 against
Shrooom! because it will mushroomize most of your party if the battle
lasts too long.

Assuming nobody is mushroomized, have Ness use PSI Rockin[beta], Paula


use Freeze[gamma], and Jeff use up any Big Bottle Rockets he has. Use
Lifeup if someone's HP falls to 100 or lower.

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. It may
also help to use a Sudden Guts Pill on Ness if you have one.

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

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
thereafter to defeat the Strong Crocodile within two rounds. If you want
to defeat this enemy in one round, use Freeze[gamma] together with Ness
and Jeff's standard attacks. Always defeat the Strong Crocodile 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, on the other hand,
are very powerful, but can be defeated quickly with a hit from Freeze[beta]
and Ness and Jeff's standard attacks. They can also be avoided, since they
move slower than the party.

There are new enemies inside the cave as well, though you will probably
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.

Like most boss battles, the best strategy here is to have a good offense
that defeats the enemy quickly. This is particularly true against
Shrooom! because it will mushroomize most of your party if the battle
lasts too long.

Assuming nobody is mushroomized, have Ness use PSI Rockin[beta], Paula


use Freeze[gamma], and Jeff use up any Big Bottle Rockets he has. Use
Lifeup if someone's HP falls to 100 or lower.

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. It may
also help to use a Sudden Guts Pill on Ness if you have one.

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."

After defeating Shrooom!, record the Fourth Sanctuary melody, return to


the lab, and ride the Sky Runner to Summers.

_______________________________________________________________________________
_______________________________________________________________________________

9.Winters's New Enemies

This section is for those who may have teleported from 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
found 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 runs low. As usual, 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, which 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 any Secret Herbs, you can buy some at Saturn
Valley or wait until reaching Dr. Andonut's Lab and recovering with 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 defend against
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/Fourside
*******************************************************************************

"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*"
-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

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

SHOPPING LIST
____________
|Summers Shop|
|____________|__________________________________________
|1.Big League Bat | $3080 | weapon for Ness |
|___________________|_______|___________________________|
|2.Lucky Coin | 6000 | armor |
|___________________|_______|___________________________|
|3.Diamond Band | 9998 | armor |
|___________________|_______|___________________________|

_________________
|Winters Drugstore|
|_________________|_____________________________________
|4.Coin of Silence | $2500 | armor (buy as alternative |
| | | to Lucky Coin) |
|___________________|_______|___________________________|
|5.Non-Stick Frypan | 1490 | weapon for Paula |
|___________________|_______|___________________________|

ENEMIES

a)Crazed Sign

Vulnerable: Hypnosis

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 the Crazed
Sign. If this enemy appears with a Mad Taxi, defeat the Crazed Sign
first.

-Ness: "bash"
Hypnosis[alpha]

-Paula: "bash

-Jeff: "shoot"

b)Mad Taxi

Vulnerable: Paralysis

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

Strategy

A hit from Ness and Jeff's standard attacks should defeat the Mad Taxi.
You probably will not need to use Paralysis on this enemy at this point
in the game. Defeat this enemy after any Crazed Signs.

According to Starmen.net, the Mad Taxi has a 1/128 chance of dropping


the Xterminator Spray, an item that inflicts about 200 HP of damage to
all insects. The in-game description states the spray can be used "many
times," suggesting that the item can be used indefinitely (Thanks to:
C.V. Reynolds).

-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

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

You should be able to defeat the Over Zealous Cop in one or two rounds
using standard attacks. 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

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

You should be able to defeat the Tough Guy in one or two rounds using
standard attacks. Defeat this enemy after any Over Zealous Cops.

-Ness, Paula, Jeff: "bash"

WALKTHROUGH

a)Preliminaries

Buy some new equipment upon reaching Summers. 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. The
Diamond Band and the Big League Bat can be bought at a cheaper price
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.

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 place 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
player'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 just 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 phone 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.

_______________________________________________________________________________
_______________________________________________________________________________

2.Poo's Trial

ITEMS
a)Brain Stone

Use: prevents its holder from being unable to concentrate


Obtained: chest in Dalaam Palace

The Brain Stone does not help 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.

b)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 Restaurant

Hold on to the Jar of Delisauce and use it with any Rock Candies you find.

GIFT BOXES
___________________________________________________________________
|1.Brain Food Lunch | recovers 300 HP | Dalaam Palace |
| | and 50 PP | |
|_____________________|__________________|__________________________|
|2.Brain Stone | | Dalaam Palace |
|_____________________|__________________|__________________________|
|3.Cup of Lifenoodles | medicine | Dalaam Palace |
|_____________________|__________________|__________________________|
|4.Bottle of Water x2 | recovers 10 PP | Dalaam Restaurant; |
| | for Poo | inside one of the houses |
|_____________________|__________________|__________________________|
|5.Bowl of Rice Gruel | recovers 200 HP | Dalaam Restaurant |
|_____________________|__________________|__________________________|
|6.Jar of Delisauce | condiment; works | inside one of the houses |
| | well with almost | |
| | all food items | |
|_____________________|__________________|__________________________|

WALKTHROUGH

a)Mu

Open the chests in the Palace to obtain a Brain Food Lunch and a Cup of
Lifenoodles. The Brain Stone is also found here, but I don't find the item
to be that useful; give it to Escargo Express if you get it, or put it in
Paula's inventory when Poo joins the party.

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. Don't
touch the control pad while sitting. Poo will stop his training if you do,
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 to talk to the old man back in
the Palace and start again. The spirit will inflict damage to Poo, but
this is of no concern.

With the training complete, 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

Obtain the Broken Bazooka and give it to Jeff. The Heavy Bazooka is a
powerful item that can inflict more damage than Jeff's "shoot" for almost
the rest of the game. Plus, it can never miss, making Jeff practically
immune to crying.

GIFT BOXES
_______________________________________________________________
|1.Broken Iron | repaired into the | east of entrance |
| | Slime Generator | |
| | (10 IQ needed) | |
|___________________|______________________|____________________|
|2.Croissant | recovers 60 HP | west of entrance |
|___________________|______________________|____________________|
|3.Broken Spray Can | repaired into | middle of |
| | Defense Spray | first area |
| | (1 IQ needed) | |
|___________________|______________________|____________________|
|4.Rust Promoter DX | inflicts 400 HP of | second area |
| | damage to all | |
| | robotic enemies | |
|___________________|______________________|____________________|
|5.Broken Bazooka | repaired into the | third area, west |
| | Heavy Bazooka | of Shining Spot |
| | (45 IQ needed) | |
|___________________|______________________|____________________|
|6.Carrot Key | required item; opens | Sanctuary Location |
| | Sixth Sanctuary Cave | |
|___________________|______________________|____________________|

ENEMIES

a)Deadly Mouse

Vulnerable: Fire

Attacks

-Biting attack (SMAAAASH!! hit)


Damage: 110~120 HP (Ness)
120~130 HP (Paula)
120~130 HP (Jeff)
210~220 HP (Poo, level ~20)
170~180 HP (Poo, level ~40)
Comments: The Deadly Mouse will get 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 (SMAAAASH!! hit)


Damage: 110~130 HP (Ness)
120~130 HP (Paula)
120~130 HP (Jeff)
210~220 HP (Poo, level ~20)
170~180 HP (Poo, level ~40)
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 the Deadly Mouse, 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

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 the
Filthy Attack Roach, although this enemy has a good chance of dodging
your attacks. 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 (SMAAAASH!! hit)


Damage: 140~150 HP (Ness)
150~160 HP (Paula)
150~160 HP (Jeff)
200~220 HP (Poo)
Comments: The Plague Rat of Doom will get 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 (SMAAAASH!! hit)


Damage: 140~150 HP (Ness)
150~160 HP (Paula)
150~160 HP (Jeff)
200~220 HP (Poo)

-Take a bite using its poisonous fangs (SMAAAASH!! hit)


Damage: 140~150 HP (Ness)
150~160 HP (Paula)
150~160 HP (Jeff)
200~220 HP (Poo)
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 should be defeated quickly.

-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

Vulnerable: Fire, Flash, Paralysis, Hypnosis

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 the Stinky Ghost in the first round. Freeze is


also effective against this enemy, though it is easier and probably more
cost-effective to use Paralysis. If the Stinky Ghost 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

Vulnerable: Paralysis
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].

-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: Freeze[beta]
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 are ineffective for him, as they only
recover about 6 of Poo's HP. Only medicinal items, such as the Cup of
Lifenoodles, and PP recovery items are effective, and a few food items are
better for Poo than for the other party members. These items are:
Brain Food Lunch: recovers 600 HP and 100 PP
Bottle of Water: recovers 10 PP
Bottle of DXwater: recovers 40 PP

Second, Poo should not equip the same armor and weapons the other party
members use; those items will actually decrease Poo's stats. All of Poo's
equipment is either found in gift boxes or dropped by enemies. These items
are:

Weapon: Sword of Kings (dropped by Starman Supers; can be hard to get)


Body: Cloak of Kings (gift box; found in front of Eighth Sanctuary Cave)
Arms: Bracer of Kings (gift box; found in Sixth Sanctuary Cave)
Other: Diadem of Kings (gift box; found in Seventh Sanctuary Cave)

b)The Two Museums

NOTE: You can go record the fifth and sixth sanctuary melodies once Poo
joined the party. Alternatively, you can talk to the sailor in Toto
and set sail for Scaraba, the next town, and record the melodies at
a later time. The walkthrough below will cover the fifth and sixth
sanctuary locations first.

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 $12 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 Freeze
[gamma] and [beta] or Paralysis[alpha].

"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 talk about his "extraordinary," "fantastic," and
"outrageous" find. Teleport to Fourside.

Before going to the Museum, 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 and "use" the Signed Banana to gain access to the
sewers underneath Fourside.

c)Fifth Sanctuary Sewer

If have not done so already, spend some time to level Poo up. Stay close
to the entrance of 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 area of the sewer and continue forward.

Near the middle of the second area 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 this area, walk west, and enter the door. There should be a
magic butterfly inside this room (if there isn't, reenter this room
repeatedly until one appears). Be sure to use Lifeup to heal any party
members before touching the butterfly. There is also a trash can located
west of the butterfly room containing a Rust Promoter DX; it can be useful
later in the game, 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 very useful 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

Obtain the Bracer of Kings on your way back to the entrance after
recording the sixth sanctuary melody. This is the only item Poo should
equip on his arms for the entire game.

b)Rock Candy

Use: increases Speed, Guts, Vitality, IQ, or Luck by 1 (or 2, with a


condiment)
Obtained: gift box in the Sixth Sanctuary Location

Obtain the Rock Candy on your way to the Shining Spot. Use it with a Sugar
Packet or a Jar of Delisauce to boost the stat increase to 2. I recommend
you use this item on Paula or Poo.

NOTE: There is a bug in the game that allows you to use the Rock Candy an
infinite number of times. A detailed explanation on how to take
advantage of this bug can be found at starmen.net.

GIFT BOXES
________________________________________________________________________
|1.Sudden Guts Pill | doubles Guts for | at the bottom of the first hole |
| | duration of a | |
| | battle | |
|___________________|__________________|_________________________________|
|2.Bracer of Kings | armor for Poo | at the bottom of the hole east |
| | | of the Shining Spot |
|___________________|__________________|_________________________________|
|3.Rock Candy | increases random | at the bottom of one of the |
| | stat by 1 | holes |
|___________________|__________________|_________________________________|

ENEMIES

a)Conducting Menace
Attacks

-Flash[alpha]

-Flash[beta]

-Thunder[alpha]

-Thunder[beta]

Strategy

A hit from each party member's standard attack should defeat the
Conducting Menace. 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

Vulnerable: Hypnosis

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 defeat the
Kiss of Death. Defeat this enemy last when facing a group. 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

Vulnerable: Flash

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 defeat the
Tangoo. If this enemy appears in a group, attack the Tangoo 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

Vulnerable: Flash

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 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, which has
a pretty good chance of instantly defeating this boss. There is some
chance that Flash[beta] will also yield an instant win, but the odds are
a little too low for me to recommend its use.

-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

Vulnerable: Fire, Freeze

Attacks

-Thunder[alpha]

-Thunder[beta]

Strategy

A hit from any three party member's standard attacks should defeat the
Thunder Mite. 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, has a pretty good chance of defeating 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 keep 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.

NOTE: (G. Pilon sent the following tip) An easy way to level up the party
is to exit and reenter the Sixth Sanctuary Cave and defeat the lone
enemy that appears in front of the entrance. The enemy will run
away from the party if you have already defeated the Sanctuary
Boss, allowing you to easily approach it from behind and get an
instant victory to gain 2700 or 3600 exp. points.

_______________________________________________________________________________
_______________________________________________________________________________

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 the Kraken in one round (it 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 heavy damage to the entire
party, making recovery very difficult. Instead of trying to keep the
entire party's HP up, use the rolling HP counter by concentrating on
ending the battle as quickly as possible. The battle should last two
rounds at most. There is a chance that Paula and Poo's Freeze will
solidify the Kraken and prevent it from attacking, making the battle
much easier.

-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
heavy 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
-near a small oasis south of Brick Road's original
location (Thanks to: C.V. Reynolds)

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)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

Fewer enemies use Freeze than Fire or Flash, so the Rain Pendant is not as
useful as the Night or Flame Pendant. Equip this on Jeff.

b)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 randomly determined
Obtained: merchant in Scaraba marketplace

The merchant who sells the Snake Bag will reduce the price from $290 to
$98 when you buy it. I sometimes have Jeff or Poo use this item when they
have nothing else to do.

SHOPPING LIST
____________
|Tools Vendor|
|____________|____________________________________________
|1.Crystal Charm | $600 | provides immunity to Paralysis |
|________________|______|_________________________________|
|2.Broken Cannon | 218 | repaired into weapon for Jeff |
| | | (32 IQ needed; buy if Jeff |
| | | doesn't have the Heavy Bazooka) |
|________________|______|_________________________________|

GIFT BOXES (Pyramid)


_____________________________________________________________________
|1.Viper | poisons target | east of entrance |
|_____________________|_____________________|_________________________|
|2.Bag of Dragonite | inflicts damage to | northwest of room with |
| | all enemies | sarcophagus |
|_____________________|_____________________|_________________________|
|3.Speed Capsule | increases Speed by | east of room with |
| | one | sarcophagus |
|_____________________|_____________________|_________________________|
|4.Cup of Lifenoodles | medicine | east of room |
| | | with sarcophagus |
|_____________________|_____________________|_________________________|
|5.Rain Pendant | armor; protects | room with floor switch |
| | from Freeze attacks | |
| | (equip on Jeff) | |
|_____________________|_____________________|_________________________|
|6.Diamond Band | armor | east of room containing |
| | | the Hawk Eye |
|_____________________|_____________________|_________________________|

ENEMIES (Outside the Pyramid)

a)Beautiful UFO

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 the Beautiful UFO in one round by using
standard attacks. If this enemy appears with a High Class UFO, defeat
the Beautiful UFO first.

-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

Vulnerable: Fire, Freeze, Hypnosis

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
the Dread Skelpion. If this enemy appears with a Great Crested Booka,
defeat the Dread Skelpion 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

Vulnerable: Hypnosis
Resistant: Fire

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 attack should defeat the Great
Crested Booka. 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

Vulnerable: Fire, Brainshock


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 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

The High-Class UFO always has a Shield up from the beginning of the
battle, but using standard attacks should be enough to defeat this
enemy. If you want to get rid of its Shield, use the Neutralizer or the
Shield Killer.

If this enemy appears with a Beautiful UFO, defeat the Beautiful UFO
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 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

Always chase after this enemy if you see it. A victory against the Master
Criminal Worm 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.

The Master Criminal Worm appears very rarely and always runs away from the
party, allowing you to easily approach it from behind and get an instant
victory. It is rare to actually have to fight this enemy in battle, but if
you do, have Paula use PSI Shield[sigma] in the first round to protect the
party from Fire. This enemy has a very high Speed and will likely attack
first each round.

ENEMIES (Inside the Pyramid)

a)Arachnid!!!

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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 the Arachnid!!! within one round by just
using standard attacks. 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

Vulnerable: Paralysis

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 the Fierce Shattered Man in one or two
rounds by using standard attacks. Use Freeze or Paralysis 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

Vulnerable: Fire, Hypnosis

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 the Guardian Hieroglyph in one or two


rounds by using standard attacks. It is probably not worth using PSI
Shield to defend against this enemy's PSI attacks. Just defeat the
Guardian Hieroglyph 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 the
Guardian General and can give you several free rounds. Have Ness "bash"
and Poo either "bash" or use the Snake Bag. You should hopefully be able
to win 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

Vulnerable: Freeze, Paralysis, Hypnosis

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 the Lethal Asp Hieroglyph in one or two
rounds by 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

Vulnerable: Paralysis

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] in the first round and use standard
attacks thereafter. If you don't want to use Paralysis, Jeff's Slime
Generator can be an effective alternative. If the Petrified Royal Guard
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

The main point of interest in Scaraba is the marketplace located in the


southeast area of the town.

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. Take an Exit Mouse with you
just in case you need to escape; an Exit Mouse can still be obtained south
of Onett or in the Gold Mine in Dusty Dunes Desert. It may also be good
idea for Jeff to have the Hungry HP-Sucker, as this will help conserve
Ness and Poo's PP for Lifeup. Take the Slime Generator along as well, as
it can be effective against some of the enemies in the Pyramid.

NOTE: Poo will leave for awhile after the party travels 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
NOTE: If a dialogue window containing "....." pops
up when stepping on a switch, you must return
to Summers, go to the second floor of the
Museum, and examine the Hieroglyph piece.

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 likely 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. 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.

Open both caskets in this room to obtain a Speed Capsule and a Cup of
Lifenoodles. 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.
"Check" the casket at the bottom of the stairs 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 its 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 to 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 major area.

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)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

Have Jeff carry at least two Multi Bottle Rockets in his inventory at all
times. If you can't afford to buy this item when leaving the Pyramid, you
can buy some from an arms dealer at the next location.

SHOPPING LIST
_________________________
|Southern Scaraba Merchant|
|_________________________|___________________________________________
|1.French Fry Pan | $1790 | weapon for Paula |
|______________________|_______|______________________________________|
|2.Crusher Beam | 1150 | weapon for Jeff (buy if he doesn't |
| | | have Spectrum Beam or Heavy Bazooka) |
|______________________|_______|______________________________________|
|3.Multi Bottle Rocket | 2139 | inflicts very heavy damage |
|______________________|_______|______________________________________|

GIFT BOXES (Inside Dungeon Man)


_____________________
|1.$5 |
|_____________________|
|2.$10 |
|_____________________|______________________
|3.Cup of Lifenoodles | medicine |
|_____________________|______________________|
|4.IQ Capsule | increases IQ by 1 |
|_____________________|______________________|
|5.Molokheiya Soup | recovers 80 HP |
|_____________________|______________________|
|6.Pizza | recovers 120 HP |
|_____________________|______________________|
|7.PSI Caramel | recovers 20 PP |
|_____________________|______________________|
|8.Snake | inflicts damage and |
| | may poison target |
|_____________________|______________________|
|9.Sudden Guts Pill | doubles Guts for |
| | the duration of a |
| | battle |
|_____________________|______________________|
|10.Super Plush Bear | diverts enemy |
| | attacks; has ~500 HP |
|_____________________|______________________|
|11.Talisman Ribbon | armor for Paula |
|_____________________|______________________|
|12.Wet Towel | cures sunstrokes |
|_____________________|______________________|

ENEMIES

a)Beautiful UFO

Vulnerable: Brainshock

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 the Beautiful UFO in one round by using
standard attacks. If this enemy appears with a High Class UFO, defeat
the Beautiful UFO first; the two enemies have about the same Offense,
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

Vulnerable: Fire, Brainshock

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 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.

Defeat any Beautiful UFOs before attacking the High-Class UFO; the two
enemies have about the same Offense, 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

Vulnerable: Fire, Hypnosis


Resistant: Freeze

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; use standard
attacks thereafter. You might not need to use a PSI Shield if your party
is strong enough to defeat the Lesser Mook in one round.

-Ness: "bash"

-Paula: "bash"
PSI Shield[sigma]

-Jeff: "shoot"
Heavy Bazooka

d)Marauder Octobot

Vulnerable: Fire

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

Strategy

You should be able to defeat the Marauder Octobot within two rounds by
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

Always chase after this enemy if you see it. A victory against the Master
Criminal Worm 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.

The Master Criminal Worm appears very rarely and always runs away from the
party, allowing you to easily approach it from behind and get an instant
victory. It is rare to actually have to fight this enemy in battle, but if
you do, have Paula use PSI Shield[sigma] in the first round to protect the
party from Fire. This enemy has a very high speed and will likely attack
first each round.

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 it.
Simply call Escargo Express and have it delivered to the party when
needed.

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, but be sure to buy at least two Multi Bottle Rockets and
keep them in Jeff's inventory. This powerful weapon can inflict more than
1000 HP of damage to a single enemy, making it an effective boss killer.
If you can't afford any, you can wait until the party reaches Deep
Darkness, an upcoming area, before buying some.

b)Through the Tower

Walk northwest from the Pyramid exit. The party should eventually come
across what looks like a large statue of a person. This is Dungeon Man, a
giant...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
until you 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 all the services a normal Hospital provides.

From the bench, walk east and then a little north. The party should come
across 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 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 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 (open the gift box on the way
down to obtain an IQ Capsule; I recommend you use it on Paula). 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. Go to the southern end of Scaraba and walk
between 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 talk to the
tribal native standing there. Answer "yes" when prompted.

Return to Dungeon Man and talk to it. The party will enter and will have
to go to the top floor again.

From Brick Road, 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 depart
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)Monkey's Love

Use: solidifies a single, random target in battle; can be used an


unlimited number of times
Obtained: the monkey in Deep Darkness, after teaching it how to teleport

The Monkey's Love can be obtained by teaching Teleport to one of the


monkeys found on the grassy area at the beginning of the swamp. This item
is equivalent to the Slime Generator but can be used by any party member.
It can be useful in some situations. I usually give it to Poo.

b)Magic Truffle

Use: recovers about 80 PP


Obtained: scattered throughout Deep Darkness

There are five Magic Truffles hidden throughout Deep Darkness. In order to
find one, you will likely need to "use" the Piggy Nose to pinpoint its
location and "check" the area to obtain it. The Piggy Nose can be bought
in the marketplace in Scaraba. I will give rough directions to each Magic
Truffle in the walkthrough.

c)Casey Bat

Use: weapon for Ness


Obtained: by defeating Master Barf

The Casey Bat provides the largest boost in Offense for Ness in the game
but has an accuracy of only 25%. Considering the effects of uncontrollable
crying and the high evasion rates of some enemies, the low accuracy of the
Casey Bat is enough for me to recommend you get rid of this item.

GIFT BOXES
______________________________________________________________________
|1.Banana | recovers 25 HP | south of arms dealer |
|_____________________|___________________|____________________________|
|2.Beef Jerky | recovers 150 HP | west of ATM |
|_____________________|___________________|____________________________|
|3.IQ Capsule | increases IQ by 1 | west of Beef Jerky |
|_____________________|___________________|____________________________|
|4.Cup of Lifenoodles | medicine | next to crashed helicopter |
|_____________________|___________________|____________________________|
|5.Souvenir Coin | armor (equip | west of crashed helicopter |
| | on Paula) | |
|_____________________|___________________|____________________________|
|6.Rock Candy | increases random | area before Master Barf |
| | stat by 1 | |
|_____________________|___________________|____________________________|
|7.Death Ray | weapon for Jeff | Tenda Village |
|_____________________|___________________|____________________________|

ENEMIES
a)Big Pile of Puke

Attacks

-Standard attack
Damage: 80~110 HP (Ness)
80~110 HP (Paula)
80~110 HP (Jeff)

-Exhale a blast of stinky breath


Effect: makes the entire party uncontrollably cry

-Burp and blow his nauseating breath at you


Effect: makes a single target nauseous

-Spit out a sticky mucus


Effect: solidify a single target

Strategy

You should be able to defeat the Big Pile of Puke in two or three rounds
by using standard attacks. If the party starts crying, have Paula use
Freeze[beta].

-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

Vulnerable: Fire
Resistant: Freeze

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 the Demonic Petunia 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. Keeping the
party healthy while facing this enemy can be difficult, so recover the
party before engaging if needed.

Defeat the Demonic Petunia first if it appears in a group.

-Ness: "bash"

-Paula: "bash"
Monkey's Love

-Jeff: "shoot"
Heavy Bazooka
Slime Generator
Monkey's Love

c)Even Slimier Little Pile

Vulnerable: Paralysis

Attacks

-Standard attack
Damage: 55~70 HP (Ness)
55~70 HP (Paula)
55~70 HP (Jeff)

-Exhale a blast of stinky breath


Effect: makes 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

Vulnerable: Fire

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 the Hard Crocodile within two rounds by
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]
will also work, though not very well.

Attack the Hard Crocodile 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

Vulnerable: Fire

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: A party member should only suffer about 50 HP of damage at
most if you defeat this enemy last and end the battle quickly.

Strategy

You should be able to defeat the Hostile Elder Oak 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

Resistant: Fire

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 the Manly Fish 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

Attacks

-Freeze[beta]

-Healing[omega]
Comments: Healing[omega] is only a problem when it's used to revive a
previously defeated enemy. Prevent this from happening by
defeating this enemy before attacking any other.

-Hypnosis[alpha]
-Paralysis[alpha]

Strategy

You should be able to defeat the Manly Fish's Brother 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, while Jeff either shoots
or uses the Heavy Bazooka.

Use a Multi Bottle Rocket if you want to end this battle quickly. Note
that the Jar of Fly Honey will do nothing to Master Barf.

-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

I guess it's supposed to be a recurring joke.

j)Pit Bull Slug

Vulnerable: Fire, Freeze, Paralysis, Brainshock

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
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
the Pit Bull Slug. 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 near the end of the swamp.

-Ness: "bash"

-Paula: "bash"

-Jeff: "shoot"

k)Zap Eel

Vulnerable: Fire

Attacks

-Electrical shock attack


Effect: equivalent to Thunder[beta]

Strategy

You should be able to defeat the Zap Eel within one round by using
standard attacks. One hit from Freeze[beta] and a hit from another party
member's standard attack should also defeat this enemy. Attack the Zap
Eel 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 it. To get the Hawk Eye back, 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
rate than this, it is because each party member is taking damage at
different times.

NOTE3: There are five Magic Truffles (recovers 80 PP) hidden throughout
Deep Darkness growing at the base of trees. To help you find them,
buy the Piggy Nose at the Scaraba marketplace, and use it when
you're somewhat close to a Truffle to pinpoint its location.
"Check" the location to obtain the Truffle. I will give rough
directions on how to find each Magic Truffle in the walkthrough
below.

If your party needs to recover, talk to the first monkey you see 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 check behind the lone tree growing in the
dirt to obtain another Magic Truffle (thanks to: J. Pampalon).

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 sell or store the Slime Generator if you want. 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,
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." Avoid withdrawing money from this man, however, as he will
charge a handling fee equal to the amount you withdraw.

b)Through the Swamp

The party 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. A lot of enemies here seem to be susceptible to the
Monkey's Love and the Slime Generator, so you can try to use those items
to pin down some enemies you are having trouble against.

Walk south into the swamp and "use" the Hawk Eye when the party is in the
darkness. The swamp will 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. There is a gift box to the northwest that contains Beef
Jerky, a food item that recovers about 150 HP.

A little further northwest of the gift box is a Magic Truffle hidden among
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 soon.

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. 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. Open the gift box to
obtain a Souvenir Coin and equip it on either Paula or Jeff.

To the north is another gift box containing a Rock Candy, an item that
should be used with a Sugar Packet or a Jar of Delisauce. 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. At the
end of the battle, Poo should join the party and finish off Master Barf.

Master Barf will drop the Casey Bat when defeated. 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. The Magic
Truffle is a bit to the left from this spot (it is behind a tree). "Use"
the Piggy Nose to help you locate it.

Walk all the way to the west and onto dry land. Enter the cave in the
northwest corner to reach 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. Keep this
book in mind and exit the village.

Outside, the party should get a phone call from Apple Kid, talking about
an Eraser Eraser Machine. 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)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 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 anywhere else.

b)Saturn Ribbon

Use: armor; equip as "other" on Paula; increases Defense and Luck


Obtained: Mr. Saturn inside Stonehenge, after the Starman Deluxe is
defeated

Talk to the rescued Mr. Saturn after defeating the Starman Deluxe to
obtain the Saturn Ribbon.

c)Broken Trumpet

Use: repaired into Defense Shower, a tool for Jeff


Obtained: gift box in Stonehenge, found in the "hi-tech" area of the base
IQ Required: 40

The Defense Shower increases the entire party's Defense by 6% each time
it's used. It's mostly unnecessary, so give it to Escargo Express.

GIFT BOXES

NOTE: The enemies in the Stonehenge base will disappear once the boss of
this area is defeated, making it easier to open any gift boxes you
missed.
_________________________________________________________________________
|1.Spicy Jerky | recovers 250 HP | maze-like area of the base |
|_____________________|______________________|____________________________|
|2.Guts Capsule | increases Guts by 1 | maze-like area of the base |
|_____________________|______________________|____________________________|
|3.Cup of Lifenoodles | medicine | maze-like area of the base |
|_____________________|______________________|____________________________|
|4.Broken Harmonica | repaired into | hi-tech area of the base |
| | Baddest Beam | |
| | (55 IQ needed) | |
|_____________________|______________________|____________________________|
|5.PSI Caramel | recovers 20 PP | hi-tech area of the base |
|_____________________|______________________|____________________________|
|6.Broken Trumpet | repaired into the | hi-tech area of the base |
| | Defense Shower | |
| | (40 IQ needed) | |
|_____________________|______________________|____________________________|
|7.Pixie's Bracelet | armor | hi-tech area of the base |
| | (equip on Paula) | |
|_____________________|______________________|____________________________|
|8.Speed Capsule | increases Speed by 1 | hi-tech area of the base |
|_____________________|______________________|____________________________|

ENEMIES (Stonehenge)

a)Atomic Power Robot

Vulnerable: Freeze
Resistant: Fire

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: A party member should only suffer about 50 HP of damage at
most if you defeat this enemy last and end the battle quickly.

Strategy

You should be able to defeat the Atomic Power Robot in one round with
standard attacks if it does not recover its HP. When facing a group of
enemies, concentrate the party's attack on a another target and defeat
the Atomic Power Robot last.

The Monkey's Love and the Slime Generator seem to be effective against
this enemy, so use those items if you want to prevent it from
replenishing a fuel supply.

Poo's "mirror" can be used on the Atomic Power Robot to recover your
party without using PP. This method requires some patience to use, but
it can be a cost-effective way of recovering.

-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

Vulnerable: Fire

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

Strategy

You should be able to defeat the Military Octobot 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

Vulnerable: Fire, Hypnosis


Resistant: Freeze

Attacks
-Fire[alpha]

-Freeze[beta]

-Lifeup[alpha]

-Glare with its eerie eyes


Effect: diamondize a single target
Comments: Use Healing[gamma] or an appropriate item to heal a
diamondized party member.

Strategy

You should be able to defeat the Mook Senior in one round by using
standard attacks. Use PSI Shield[sigma] if you face more than one Mook
Senior. Defeat this enemy first if it appears in a group.

Keep everyone's HP above 120~150 HP before engaging this enemy to give


you enough time to use Lifeup on a mortally wounded party member.

-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

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 damage inflicted by "bash" by 50% for a single round
-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!!, and I don't think enemies can survive a mortal
blow, so I'm not sure what the point of this move is.

Strategy

You should be able to defeat the Starman 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 defend
against 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 uses 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
has a PSI Power Shield up from the beginning of the battle.

If Jeff does not have any Bottle Rockets, have him use a Shield Killer
until it works (don't use a Neutralizer). If he doesn't have the Shield
Killer, just have him "shoot" or use the Heavy Bazooka. Have Paula use
PSI Shield[sigma] and her strongest Freeze attack if Jeff successfully
removes the shield; otherwise, have her "bash" while the Starman Deluxe
is shielded. Have Poo use the Monkey's Love in each turn, as the item
works about 25 to 50% of the time. Ness should "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

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" by 50% for one round
-Call for help
Effect: a Starman joins the battle

Strategy

You should be able to defeat the Starman Super in one or two rounds by
using standard attacks, provided it does not guard. Defeat this enemy
first if it appears in a group. Avoid using PSI attacks, as this enemy
is protected by a PSI Power Shield from the beginning of the battle.

The Starman Super has a 1/128 chance of dropping the Sword of Kings, the
only effective weapon for Poo in the game.

-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

If Jeff doesn't have at least two Multi Bottle Rockets, teleport to Deep
Darkness and buy a couple from the arms dealer.

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: Take the Pencil Eraser along with you to eliminate a pencil statue
on the way to Dr. Andonuts's Lab. This should be last pencil statue
seen 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.

At 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. From here, it should be easy to get to Dr. Andonuts's Lab.
Talk to the Mouse inside Dr. Andonuts's Lab to obtain the Eraser Eraser.
"Check" the Instant Revitalizing Device to recover before going 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 give it to Escargo Express
after this.

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 you can use
PSI Magnet to recover PP. Any Magic Truffles the party obtained in Deep
Darkness can help here as well, but it is not critical you have them. Have
Poo use Lifeup and Healing instead of Ness for the most part, as Poo can
use PSI Magnet. 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.

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 dealt with by using just standard attacks. If you face more than one
Mook Senior, use Paula's 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. Defeat the Atomic Power
Robot last, as it will explode when defeated.

From the eraser statue walk south and through the cave opening into the
second area. A little bit into this area, 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 Stonehendge.

There are no more Mook Seniors here, but you will start encountering
Starman Supers. This enemy can be dealt with by just using standard
attacks, but always defeat them 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 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 right 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, you
probably won't need 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 east to reach a room where some Exit Mouse live. You can
use them to go back outside if necessary. 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
can repair this item into the Defense Shower, an item that can
temporarily increase the entire party's Defense by about 6% in battle.
I've never felt a need to use this item, so you can leave it behind if you
want.

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
Shield Killer until it works 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 while the Straman Deluxe is shielded. Have Ness "bash" and
use Lifeup 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 for
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 outside. Obtain and "use" an Exit Mouse 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. The book seems to always be located 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 read the book to everyone in the village and
afterwards give the party the Tendakraut, an item that will help you later
in the game.

A voice will then take over and start talking to you, the player. Just as
Tony did previously in the game, this voice will ask for your name. I
recommend you give your real name, as the game uses it for an interesting
effect at the end of the game.

EXTRAS

a)Stuff to Do in Tenda Village

Purpose: -obtain a Bag of Dragonite


-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.
First, you can talk to the Tenda chief and it will give you a Bag of
Dragnoite, an item that inflicts about 250~400 HP of damage to all enemies
(Thanks to: C.V. Reynolds).

Next, talk to the villager near the Chief and answer "yes" to its offer.
A funky background will fill the screen and some scrolling text will talk
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 that will
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 its
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
superseded by equipment sold at 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) or Sword of Kings


Rain Pendant (nothing)
Diamond Band Bracer of Kings
Souvenir Coin (nothing)

ITEMS

a)Broken Antenna

Use: repaired into the Gaia Beam, a weapon for Jeff


Obtained: Uncontrollable Sphere
IQ Required: 65

The Uncontrollable Sphere has a 1/128 chance of carrying the Broken


Antenna. The Gaia Beam is the most powerful weapon available for Jeff in
the game.

b)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

Obtain the Rabbit's Foot 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.

c)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

The Diadem of Kings should be equipped on Poo for the rest of the game.

GIFT BOXES
_____________________________________________________________________
|1.Super Bomb | inflicts 140~400 HP| down the first ladder |
| | of damage | |
|_____________________|____________________|__________________________|
|2.IQ Capsule | increases IQ by 1 | down the ladder all the |
| | | way west of the entrance |
|_____________________|____________________|__________________________|
|3.Diadem of Kings | armor for Poo | down the ladder all the |
| | | way west of the entrance |
|_____________________|____________________|__________________________|
|4.Luck Capsule | increases Luck by 1| north of entrance |
|_____________________|____________________|__________________________|
|5.Rock Candy | increases a random | lower level |
| | stat by 1 | |
|_____________________|____________________|__________________________|
|6.Bottle of DXwater | recovers 40 PP for | down ladder east of |
| | Poo | Shining Spot |
|_____________________|____________________|__________________________|
|7.Cup of Lifenoodles | medicine | upper level |
|_____________________|____________________|__________________________|
|8.Luxury Jerky | recovers 300 HP | down ladder east of |
| | | Shining Spot |
|_____________________|____________________|__________________________|
|9.Rabbit's Foot | armor; increases | south of Shining Spot |
| | Speed | |
| | (give to Paula) | |
|_____________________|____________________|__________________________|

ENEMIES

a)Conducting Spirit

Attacks

-Flash[alpha]

-Flash[beta]

-Thunder[beta]

-Thunder[gamma]

Strategy

You should be able to defeat the Conducting Spirit in one or two rounds
by using standard attacks. You can also have Paula use Freeze[gamma] and
follow it up with standard attacks from the other party members to
defeat this enemy before it can cause serious damage. If the Conducting
Spirit 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 party members' HP and gives it to the
Electro Specter

-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.

-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

Vulnerable: Fire, Freeze, Paralysis, Brainshock

Attacks

-Standard attack
Damage: 40~60 HP (Ness)
10~20 HP (Paula)
10~20 HP (Jeff)
60~80 HP (Poo)

-PSI Magnet[alpha]
Comments: The Fobby can't use PSI for the first four rounds of every
battle.

-Brainshock[alpha]

-HP-Sucker
Effect: drains 10~20% of a single target's max HP and gives it to the
user
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 the Fobby. 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.

You can use PSI Magnet[omega] on a group of Fobbies to recover a lot of


PP. This enemy is also the best to fight if you want to level up. Defeat
the Fobby last if it appears with anything else.

-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

Vulnerable: Freeze
Resistant: Fire

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: renders 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 the Hyper Spinning Robo 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

Vulnerable: Fire, Hypnosis


Resistant: Freeze
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: makes a single target feel strange

-Explode into bits (death action)


Damage: 150~400 HP
Peripheral Damage: 50~200 HP
Comments: A party member should only suffer about 50 HP of damage at
most if you defeat this enemy last and end the battle quickly.

Strategy

You should be able to defeat the Uncontrollable Sphere in one or two


rounds by using standard attacks. Have Paula use PSI Shield[sigma] if
you want to defend against Fire. If this enemy appears with a Conducting
Spirit, have Paula use PSI Shield[sigma] while Poo uses Freeze [beta] or
[gamma] and Ness and Jeff use their standard attacks to defeat the
Conducting Spirit. 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 Deep Darkness and buy a few
from the arms dealer 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 with a face. 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 will 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, use Freeze
[beta] or [gamma]. Defeat the Uncontrollable Sphere last in any battle, as
it explodes upon defeat. 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 across a ladder
going 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 come across 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.

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, 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. Have Ness use his
"bash" attack and use Lifeup to recover any party member whose HP falls to
150 or lower.

*******************************************************************************
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) or Sword of Kings


Rain Pendant (nothing)
Diamond Band Bracer of Kings
Souvenir Coin Diadem of Kings

ITEMS
a)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

Obtain the Sea Pendant and equip it on Paula. If Paula was equipped with
the Flame Pendant, give that to Jeff.

b)Cloak of Kings

Use: armor; equip on "body" for Poo; increases Defense and Speed
Obtained: gift box, northeast of the Eighth Sanctuary Cave

The Cloak of Kings 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)Magic Fry Pan

Use: weapon for Paula; increases Offense by 50 and Guts by 100


Obtained: Chomposaur

The Chomposaur has a 1/128 chance of carrying the Magic Fry Pan. 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 or survive a mortal blow.

SHOPPING LIST
________________
|Tenda Settlement|
|________________|_________________________
|1.Ultimate Bat | $2298 | weapon for Ness |
|_______________|_______|__________________|
|2.Shiny Coin | 4000 | armor |
|_______________|_______|__________________|
|3.Holy Fry Pan | 3480 | weapon for Paula |
|_______________|_______|__________________|

GIFT BOXES
__________________________________________________________________________
|1.Brain Food Lunch | recovers 300 HP and | central area |
| | 100 PP | |
|___________________|_____________________|________________________________|
|2.Horn of Life | cures status | eastern edge of the Underworld |
| | effects | |
|___________________|_____________________|________________________________|
|3.Sea Pendant | armor; protects | northeast corner of the |
| | from Fire, Freeze | Underworld |
| | and Flash | |
| | (equip on Paula) | |
|___________________|_____________________|________________________________|
|4.Guts Capsule | increases Guts by 1 | northern edge of the |
| | | Underworld |
|___________________|_____________________|________________________________|
|5.Cloak of Kings | armor for Poo | northeast of the Eighth |
| | | Sanctuary Cave |
|___________________|_____________________|________________________________|

ENEMIES

a)Chomposaur

Resistant: Fire

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 the Chomposaur in about four rounds with
standard attacks. Have Paula use PSI Shield[sigma] in the first round to
defend against Fire. Use Freeze[gamma] or [omega] to inflict extra
damage.

The Chomposaur 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 or use
Freeze. The Slime Generator and the Monkey's Love are also relatively
effective against the Chomposaur, so use one of the those items in each
round to try to pin this enemy down.

The Chomposaur 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 and survive a mortal blow.

-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

Vulnerable: Freeze

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 the Ego Orb 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"
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

Vulnerable: Fire

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 the Wetnosaur in about three rounds using
standard attacks. Use Freeze[gamma] or [omega] to inflict extra damage.
The Monkey's Love and the Slime Generator seem to be somewhat effective
against the Wetnosaur, 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 erupt
periodically. There are Blue Hot Springs located in the southeast and
southwest areas of the Underworld and a Red Hot Spring directly north of a
Tenda settlement. The Blue ones completely recover HP and PP, and the Red
one heals 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 this large dinosaur and prevent it from attacking. The Chomposaur is
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 the shield. 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 Chomposaur 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 or survive a mortal blow.

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.
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, a
piece of armor for Poo. It 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.

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, but it will charge
a handling fee if you withdraw money from it.

_______________________________________________________________________________
_______________________________________________________________________________

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) or Sword of Kings


Flame Pendant Cloak of Kings
Diamond Band Bracer of Kings
Souvenir Coin Diadem of Kings
ITEMS

a)Star Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; protects from Fire,
Freeze, Flash, and Paralysis
Obtained: Major Psychic Psycho

The Major Psychic Psycho has a 1/128 chance of carrying the Star Pendant,
the best "body" armor in the game.

b)Cloak of Kings

Use: armor; equip on "body" for Poo; increases Defense and Speed
Obtained: gift box, northeast of the Eighth Sanctuary Cave

The Cloak of Kings 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.

GIFT BOXES
________________________________________________________________________
|1.Speed Capsule | increases | through the first cave door |
| | Speed by 1 | from the entrance |
|___________________|__________________|_________________________________|
|2.Bag of Dragonite | inflicts damage | up the first couple of ropes |
| | to all enemies | from the entrance |
|___________________|__________________|_________________________________|
|3.Cherub's Band | armor | southeast corner of the cave |
| | (equip on Paula) | |
|___________________|__________________|_________________________________|
|4.Horn of Life | cures status | above the Magic Butterfly room |
| | effects | |
|___________________|__________________|_________________________________|
|5.Moon Beam Gun | weapon for Jeff | central area of the cave |
|___________________|__________________|_________________________________|

ENEMIES

a)Carbon Dog/Diamond Dog (Sanctuary Boss)

Recommended Level: 66

Resistant: Fire (Carbon Dog)

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 at
the first opportunity. 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: 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 Jeff has at
least 150 HP and have Ness or Poo 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 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]
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

Vulnerable: Fire, Flash, Hypnosis


Resistant: Freeze

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 the Evil Elemental 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

Resistant: Fire

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,
use PSI Magnet[omega]. 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 the Major Psychic Psycho.

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], on any paralyzed party member

-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

Vulnerable: Brainshock
Resistant: Fire

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. Use PSI Manget[omega] if Paula
or Poo is low on PP. Defeat the Psychic Psycho 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

Vulnerable: Freeze
Resistant: Fire

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 the Soul Consuming Flame 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 the
Soul Consuming Flame first in any battle. Make sure that any party
member unprotected from Fire has at least 150 HP before engaging.

-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

If Jeff doesn't have at least two Multi Bottle Rockets, teleport to Deep
Darkness and buy a couple from the arms dealer there. He should also have
the Neutralizer or the Shield Killer on hand.

You should also have found the Sea Pendant in the northeast corner of the
Underworld and equipped it on Paula.

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 on the way; 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. Just 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. 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 a lot 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.
If any party member is unprotected from Fire, keep their HP above 150 when
travelling through the cave.

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
find 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 that on Jeff. Go
back a little 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 two cave openings. Enter
the cave opening on the right to find a gift box containing a Moon Beam
Gun, a weapon for Jeff. 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, use their standard attacks.
Have Ness and Jeff use their standard attacks or the Heavy Bazooka. Use
Lifeup on 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 it appears. Thereafter, use any Multi Bottle Rockets Jeff has.
Have Paula and Poo use their strongest Freeze attacks and Ness use his
standard attack. Recover any party member whose HP falls to 150 or lower.

IMPORTANT: Ness will be adventuring alone for awhile after recording all
melodies. In preparation, equip your best defensive items on
him and give him the Franklin Badge once the battle is over
(leave whatever is equipped on his "arms"; a better bracelet
can be obtained soon). It may also help for him to have a Brain
Food Lunch or a Magic Truffle. Leave at least two empty spaces
in his inventory; give away Cups of Lifenoodles or other items
to other party members if necessary.

After defeating the final sanctuary boss, enter the cave opening and
record the eighth melody.

*******************************************************************************
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

SHOPPING LIST
____
|Shop|
|____|_________________________________________________________________
|1.Earth Pendant | $4000 | armor; provides 50% protection from Fire, |
| | | Freeze, and Flash |
| | | (buy if Ness doesn't have Night, Sea, or |
| | | Star Pendant) |
|________________|_______|_____________________________________________|
|2.Magic Pudding | 680 | recovers 40 PP |
| | | (buy if Ness doesn't have PP recovery item) |
|________________|_______|_____________________________________________|

GIFT BOXES
_______________________________________________________________________
|1.Bag of Dragonite | inflicts damage to | east of the Flying Man house |
| | all enemies | |
|___________________|____________________|______________________________|
|2.Goddess Band | armor (equip on |
| | Paula when Ness |
| | wakes up) |
|___________________|____________________|
|3.Magicant Bat | weapon for Ness |
|___________________|____________________|
|4.Magic Tart | recovers 20 PP |
|___________________|____________________|

ENEMIES

a)Care Free Bomb

Attacks

-Bomb
Damage: 50~130 HP

-Super Bomb
Damage: 140~400 HP

Strategy

If you face only one of these things, have Ness "bash" 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 manage the rolling HP
counter. Recover with Lifeup[gamma] if HP falls to 150 or lower, but
wait until the HP counter reaches its maximum before attacking with
standard attacks again. Even if Ness is 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
in most battles against this enemy.

-Ness: "bash"
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

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 the Electro Swoosh.

-Ness: "bash"
recover Ness with Lifeup[gamma] if HP falls to 150 or lower

c)French Kiss of Death

Attacks

-Give the kiss of death


Effect: poisons a single target

Strategy

About three hits from Ness's "bash" should defeat the French Kiss of
Death. Use Healing[beta] to cure Ness after the battle is over. Defeat
this enemy only before any Mr. Molecules.

-Ness: "bash"

d)Kraken

Attacks

-Generate a tornado
Damage: 100~130 HP

-Flash[beta]

-Breathe fire
Damage: 150~250 HP
Comments: If Ness has Fire protective equipment, 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 the Kraken. 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

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. Defeat any Uncontrollable Spheres
last.

Strategy

The Loaded Dice 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 the Loaded Dice from behind, you can "run away"
with a 100% chance of success.

-Ness: "bash"

f)Mr. Molecule

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 the Mr.
Molecule. If Ness has the Sea or Star Pendant and the Franklin Badge,
this enemy will pose no threat whatsoever. Otherwise, recover Ness if
his HP falls to 150 or lower after the fourth round. Defeat the Mr.
Molecule 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 or 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: Ditto.

-Lifeup[beta]
-Shield[beta]

-Emit a glorious light


Effect: causes uncontrollable crying, feeling strange, paralysis, or an
instant defeat
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 this attack will instantly
defeat 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, 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 runs 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.

To the south are two buildings. The building on the right is a store and
the building on the left contains an ATM 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 find
a gift box containing a Goddess Band. Equip this on Paula when Ness
returns to the outside world. Take the path leading east to proceed.

From here, it should be fairly straightforward. There are two other gift
boxes that contain a Magicant Bat, a weapon for Ness, and a Magic Tart, an
item that recovers 20 PP.

You should find a strange object at the end of this area. "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 protection from
fire.

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]. 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 after
recovering before attacking. Have Ness "bash" for offense and ignore any
power shields the statue may be protected with. If Ness's PP runs low, use
a Brain Food Lunch, a Magic Truffle, or a Magic Pudding. Ness will likely
take 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
*******************************************************************************

"The Ghost of Starman flashed a menacing smile!"


-Battle dialogue window
Cameraman Locations: none

Outline

Test the Phase Distorter


|
|
Obtain a Meteorite Piece in Onett
|
|
Use the Phase Distorter
|
|
Talk to the Apple Kid and Dr. Andonuts
|
|
Use the Phase Distorter again

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) or Sword of Kings


Night Pendant/Flame Pendant Cloak of Kings
Cherub's Band Bracer of Kings
Souvenir Coin Diadem of Kings

ITEMS

a)Goddess Ribbon

Use: "other" armor for Paula


Obtained: Ghost of Starman

The Ghost of Starman has a 1/128 chance of dropping the Goddess Ribbon,
the best "other" armor for Paula in the game (Thanks to: C.V. Reynolds).

b)Horn of Life

Use: revives an unconscious party member and heals almost all status
effects
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 find
a Horn of Life.
SHOPPING LIST
__________________
|Saturn Valley Shop|
|__________________|__________________________________________
|1.Night Pendant | $3000 | armor; provides immunity to Flash |
| | | (buy if you have less than 3 Flash |
| | | protective items) |
|________________|_______|____________________________________|

ENEMIES

a)Evil Eye

Vulnerable: Freeze
Resistant: Fire

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 the Evil Eye 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
the Evil Eye 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

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 defend against
the Ghost of Starman's Starstorm. If Paula is not consistently able to
go before this enemy attacks, try equipping her with the Rabbit's Foot,
an item 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 the Ghost of Starman last if Paula is able to put up
a PSI Shield. Otherwise, defeat it after any Evil Eyes.

The Ghost of Starman has a 1/128 chance of dropping the Goddess Ribbon,
the best "other" armor for Paula in the game (Thanks to: C.V. Reynolds).
As far as I know, it has no special effects other than to increase
Paula's Defense.

-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

Vulnerable: Fire

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 the Mechanical Octobot 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.
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 have.

Talk to Dr. Andonuts in Saturn Valley and attempt to enter the Phase
Distorter after doing so.

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 200~250 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.

There are many enemies in the final area of the game, 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) for Ness, Paula, and Jeff.
Place the Franklin Badge in Paula's inventory, along with a Sea or Star
Pendant if you have one. 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 fairly 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 you will find a destroyed Phase Distorter,
likely the prototype Dr. Andonuts claimed 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. Answer "yes" when prompted both
times to proceed to the final area of the game; answering "no" will just
make Dr. Andonuts state 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's first few forms
|
|
Pray nine times to defeat Giygas's final forms

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) or Sword of Kings


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, the Gutsy Bat
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 in front of the cave leading to Giygas.

b)Goddess Ribbon

Use: "other" armor for Paula


Obtained: Ghost of Starman

The Ghost of Starman has a 1/128 chance of dropping the Goddess Ribbon,
the best "other" armor for Paula in the game (Thanks to: C.V. Reynolds).

GIFT BOXES
__________________________________________
|1.Legendary Bat | weapon for Ness |
|_____________________|____________________|

ENEMIES

a)Bionic Kraken

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 the Bionic Kraken 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.

The Bionic Kraken has a 1/128 chance of dropping the Gutsy Bat, arguably
the best weapon for Ness in the game. The increase in Offense provided
by this weapon is comparable to that of the Legendary Bat, and it also
increases Ness's Guts by 127.

-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

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] and Brainshock
[omega], making it somewhat difficult to use standard attacks against
this enemy in some cases. With PSI Shield[omega], you can have Paula and
Poo use PSI Magnet[omega] while Ness and Jeff just "defend" to defeat
the Final Starman and the Ghost of Starman. 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. Try to defeat this enemy first
in any battle.

The Final Starman is protected with PSI Shield[beta] from the beginning
of the battle; the psychic shield is replaced if this enemy uses Shield
[beta].

-Ness: "bash"
Lifeup[omega], if hit by Starstorm

-Paula: (first turn) PSI Shield[simga] or [omega]


"bash"
PSI Magnet[omega], if protected by PSI Shield[omega]

-Jeff: "shoot"
Heavy Bazooka
-Poo: "bash"
PSI Magnet[omega], if protected by PSI Shield[omega]

c)Ghost of Starman

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 attack 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 defend against
the Ghost of Starman's Starstorm. If Paula is not consistently able to
go before this enemy attacks, try equipping her with the Rabbit's Foot,
an item 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.

The Ghost of Starman has a 1/128 chance of dropping the Goddess Ribbon,
the best "other" armor for Paula in the game (Thanks to: C.V. Reynolds).
As far as I know, it has no special effects other than to increase
Paula's Defense.

-Ness: "bash"
recover with Lifeup[omega] if the party is hit with Starstorm

-Paula: (first turn) PSI Shield[sigma]


"bash"

-Jeff: "shoot"
Heavy Bazooka

-Poo: "bash"

d)Nuclear Reactor Robot

Resistant: Fire

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: A party member should only suffer about 50 HP of damage at
most if you defeat this enemy last and end the battle quickly.

Strategy

You should be able to defeat the Nuclear Reactor Robot in one or two
rounds by using standard attacks if it does not recover its HP. If this
enemy appears in a group, focus your attacks on a single target. Always
defeat this enemy last.

You can use Poo's "mirror" on the Nuclear Reactor Robot to recover your
party without using PP. This method requires some patience to use, but
it can be a cost-effective way of recovering HP.

-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

Vulnerable: Fire
Resistant: Freeze

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: poisons target

-Hypnosis[alpha]

-Shield Killer
Effect: eliminates any shield protecting a single target

Strategy

You should be able to defeat the Squatter Demon in one or two rounds by
using standard attacks. 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

Vulnerable: Fire

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 the Ultimate Octobot 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

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 the Wild 'n Wooly Shambler 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 defend against 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 they are feeling strange. Most other enemies in this area can
be dealt with by using just standard attacks. Always defeat any Nuclear
Reactor Robots last.

The only gift box item found in the Cave of the Past is the Legendary
Bat, a weapon for Ness. 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. Give
Paula the Franklin Badge and equip her with 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) or Sword of Kings


Night Pendant Cloak of Kings
Cherub's Band Bracer of Kings
Souvenir Coin Diadem of Kings
ENEMIES/WALKTHROUGH

a)Heavily Armed Pokey

Vulnerable: Brainshock

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, but use
PSI Shield[sigma] in the first round to defend against Giygas's PSI
Rockin (do not use PSI Shield[omega] or [beta]). 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 nullify all of Giygas's attacks.

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 try
using 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)

Vulnerable: Brainshock

Attacks

-PSI Rockin[alpha]

-PSI Rockin[beta]

Strategy

Use PSI Shield[sigma] in the first round to defend against PSI Rockin
(do not use PSI Shield[omega] or [beta]). 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).

All damage inflicted on Giygas will reflect off of him and damage the
party. This includes any attack reflected off of a party's power shield
or any attack Giygas targets himself with (this can occur if Poo uses
Brainshock on Giygas and makes him feel strange). The only attacks that
affect Giygas are "assist" or "recover" type PSI attacks or status
affecting items such as the Slime Generator and the Monkey's Love. You
can take advantage of this by having Paula or Poo use PSI Magnet[omega]
to recover PP.

-Ness: recover with Lifeup[omega] as needed

-Paula: PSI Shield[sigma]

c)Giygas (Form 2)

Vulnerable: Brainshock

Attacks

-Attack 1
Damage: 100~210 HP to the entire party
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 suggest
you give priority to Flash protection, however, as Giygas's
Flash equivalent attack has a pretty good chance of rendering
a party member unconscious. 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 has 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].

Occasionally Ness's PSI Rockin fails to work on Giygas. Use his standard
attack if you want to avoid this risk.

-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)

Vulnerable: Brainshock

Attacks

-Attack 1
Damage: 100~210 HP to the entire party
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 suggest
you give priority to Flash protection, however, as Giygas's
Flash equivalent attack has a pretty good chance of rendering
a party member unconscious. 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

From this point forward, the role of all party members except for
Paula's 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 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 falls unconscious.

-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
item work on Giygas, but Jeff really has nothing better to do
at this point in 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 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've 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.
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.On the bridge to Fourside, before the second tunnel


2.Inside the Fourside Museum, in front of the Dinosaur Bones
3.Between the two trees standing between the Monotoli Building and the Dept.
Store
4.In front of the Toy Shop in the Fourside Department Store, after the Dept.
Store Spook is defeated
5.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
3.Near a small oasis south of Brick Road's original location (Thanks to: C.V.
Reynolds)

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.Gift Box Index
*******************************************************************************
"Gift Box" refers to all item carrying containers, including trash cans,
baskets, and coffins. Special items that are somewhat easy to miss may also be
listed here.

ONETT
____________________________________________________________________________
|1.Cracked Bat | weapon for Ness | Tracy's Room in Ness's house |
|_____________________|____________________|_________________________________|
|2.Bread Roll | recovers 30 HP | northern Onett, path to impact |
| | | site |
|_____________________|____________________|_________________________________|
|3.Mr. Baseball Cap | armor for Ness | kid in tree house, northwest of |
| | | Library |
|_____________________|____________________|_________________________________|
|4.Hamburger | recovers 50 HP | next to Burger Shop |
|_____________________|____________________|_________________________________|
|5.Can of Fruit Juice | recovers 6 HP | next to Arcade |
|_____________________|____________________|_________________________________|
|6.Travel Charm | provides immunity | man in northern Onett, after |
| | to Paralysis | opening the Shack |
|_____________________|____________________|_________________________________|
|7.Skip Sandwich | increases walking | First Sanctuary Cave |
| | speed for 10 sec.| |
|_____________________|____________________|_________________________________|
|8.Cold Remedy | cures colds | First Sanctuary Cave |
|_____________________|____________________|_________________________________|
|9.Hamburger | recovers 50 HP | First Sanctuary Cave |
|_____________________|____________________|_________________________________|
|10.Hamburger | recovers 50 HP | southern Onett, on the road to |
| | | Twoson |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

TWOSON
____________________________________________________________________________
|1.$50 | money; very useful | man in Hotel, after talking to |
| | | him 17 times |
|_____________________|____________________|_________________________________|
|2.Broken Machine | repaired into the | Apple Kid's house |
| | Counter-PSI Unit | |
|_____________________|____________________|_________________________________|
|3.Skip Sandwich | increases walking | southern Twoson, all the way |
| | speed for 10 sec.| south of Apple Kid's house |
|_____________________|____________________|_________________________________|
|4.Teddy Bear | diverts enemy | Paula's house |
| | attacks | |
|_____________________|____________________|_________________________________|
|5.Magic Truffle | recovers 80 PP | man in Hospital, after giving |
| | | him the Insignificant Item |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

PEACEFUL REST VALLEY


____________________________________________________________________________
|1.Travel Charm | provides immunity | central area |
| | to Paralysis | |
|_____________________|____________________|_________________________________|
|2.Luck Capsule | increases Luck by 1| central area |
|_____________________|____________________|_________________________________|
|3.Croissant | recovers 60 HP | south-central area |
|_____________________|____________________|_________________________________|
|4.Bomb | inflicts 50~150 HP | south-central area |
| | of damage | |
|_____________________|____________________|_________________________________|
|5.Hard Hat | armor | northwest corner |
|_____________________|____________________|_________________________________|
|6.Cup of Lifenoodles | medicine | eastern area |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

HAPPY HAPPY VILLAGE


____________________________________________________________________________
|1.Croissant | recovers 60 HP | Blue Blue temple |
|_____________________|____________________|_________________________________|
|2.Skip Sandwich | increases walking | Blue Blue temple |
| | speed for 10 sec.| |
|_____________________|____________________|_________________________________|
|3.Great Charm | armor | Second Sanctuary Cave |
|_____________________|____________________|_________________________________|
|4.Croissant | recovers 60 HP | Second Sanctuary Cave |
|_____________________|____________________|_________________________________|
|5.PSI Caramel | recovers 20 PP | Second Sanctuary Cave |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

THREED
____________________________________________________________________________
|1.Teddy Bear | diverts enemy | northeast Threed |
| | attacks | |
|_____________________|____________________|_________________________________|
|2.Insecticide Spray | inflicts 100 HP of | northwest Threed |
| | damage to all | |
| | enemy insects | |
|_____________________|____________________|_________________________________|
|3.Skip Sandwich | increases walking | east of Bakery |
| | speed for 10 sec.| |
|_____________________|____________________|_________________________________|
|4.Jar of Fly Honey | required item | southern Threed, after defeating|
| | | the Boogey Tent |
|_____________________|____________________|_________________________________|
|5.Insignificant Item | see "Magic Truffle"| drawer in second story of the |
| | above | Hospital |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________
WINTERS
____________________________________________________________________________
|1.Cookie x7 | recovers 6 HP | Snow Wood Boarding House, left |
| | | of Jeff and Tony's room |
|_____________________|____________________|_________________________________|
|2.Pop Gun | weapon for Jeff | locker in Snow Wood |
|_____________________|____________________|_________________________________|
|3.Holmes Hat | armor | locker in Snow Wood |
|_____________________|____________________|_________________________________|
|4.Broken Air Gun | repaired into | locker in Snow Wood |
| | weapon for Jeff | |
|_____________________|____________________|_________________________________|
|5.Bread Roll | recovers 30 HP | Brick Road Dungeon |
|_____________________|____________________|_________________________________|
|6.Croissant | recovers 60 HP | Brick Road Dungeon |
|_____________________|____________________|_________________________________|
|7.Insecticide Spray | inflicts 100 HP of | Brick Road Dungeon |
| | damage to all | |
| | enemy insects | |
|_____________________|____________________|_________________________________|
|8.Broken Iron | repaired into Slime| Brick Road Dungeon |
| | Generator | |
|_____________________|____________________|_________________________________|
|9.Stun Gun | weapon for Jeff | Brick Road Dungeon |
|_____________________|____________________|_________________________________|
|10.Hamburger | recovers 60 HP | Fourth Sanctuary Cave |
|_____________________|____________________|_________________________________|
|11.Cheap Bracelet | armor | Fourth Sanctuary Cave |
|_____________________|____________________|_________________________________|
|12.Bottle Rocket | inflicts damage | Fourth Sanctuary Cave |
|_____________________|____________________|_________________________________|
|13.Broken Pipe | repaired into | second floor of Dr. Andonuts's |
| | Shield Killer | Lab |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

UNDERGROUND PASSAGE/GRAPEFRUIT FALLS


____________________________________________________________________________
|1.Silver Bracelet | armor | Underground Passage |
|_____________________|____________________|_________________________________|
|2.Skip Sandwich DX | increases walking | Underground Passage |
| | speed for 20 sec.| |
|_____________________|____________________|_________________________________|
|3.Bomb | inflicts 50~120 HP | Grapefruit Falls |
| | of damage | |
|_____________________|____________________|_________________________________|
|4.Protein Drink | recovers 80 HP | Grapefruit Falls |
|_____________________|____________________|_________________________________|
|5.Bottle Rocket | inflicts damage | cave leading to Saturn Valley |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

SATURN VALLEY
____________________________________________________________________________
|1.Rust Promoter | inflicts 200 HP of | north of Hospital |
| | damage to all | |
| | robotic enemies | |
|_____________________|____________________|_________________________________|
|2.Sudden Guts Pill | doubles Guts for | cave north of Hospital |
| | duration of a | |
| | battle | |
|_____________________|____________________|_________________________________|
|3.Broken Spray Can | repaired into | cave north of Hospital |
| | Defense Spray | |
|_____________________|____________________|_________________________________|
|4.Protractor | | cave north of Hospital |
|_____________________|____________________|_________________________________|
|5.Cup of Lifenoodles | medicine | Mr. Saturn, inside cave north of|
| | | Hotel after defeating Master |
| | | Belch |
|_____________________|____________________| |
|6.Mr. Saturn Coin | armor | " |
|_____________________|____________________| |
|7.Stag Beetle | solidifies an enemy| " |
|_____________________|____________________|_________________________________|
|8.Coin of Slumber | armor | Third Sanctuary Cave |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

BELCH'S BASE
____________________________________________________________________________
|1.Bomb | inflicts 50~120 HP | room east of first ladder |
| | of damage | |
|_____________________|____________________|_________________________________|
|2.Broken Laser | repaired into | room down second ladder |
| | weapon for Jeff | |
|_____________________|____________________|_________________________________|
|3.IQ Capsule | increases IQ by 1 | room down second ladder |
|_____________________|____________________|_________________________________|
|4.Vital Capsule | increases Vitality | room up third ladder |
| | by 1 | |
|_____________________|____________________|_________________________________|
|5.HP-Sucker | tool for Jeff | room up third ladder |
|_____________________|____________________|_________________________________|
|6.Calorie Stick | recovers 60 HP | room up third ladder |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

DUSTY DUNES DESERT

____________________________________________________________________________
|1.Big Bottle Rocket | inflicts heavy | south central area, north of the|
| | damage | wall of rocks |
|_____________________|____________________|_________________________________|
|2.Double Burger | recovers 90 HP | northwest and north-central area|
|_____________________|____________________|_________________________________|
|3.Cup of Lifenoodles | medicine | north-northwest area |
|_____________________|____________________|_________________________________|
|4.Skip Sandwich DX | increases walking | next to oasis |
| | speed for 20 sec.| |
|_____________________|____________________|_________________________________|
|5.PSI Caramel | recovers 20 PP | northeast corner |
|_____________________|____________________|_________________________________|
|6.Sudden Guts Pill | doubles Guts for | eastern edge |
| | duration of a | |
| | battle | |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

GOLD MINE
____________________________________________________________________________
|1.IQ Capsule | increases IQ by 1 | down ladder, north of entrance |
|_____________________|____________________|_________________________________|
|2.Croissant | recovers 60 HP | center of the mine |
|_____________________|____________________|_________________________________|
|3.Picnic Lunch | recovers 80 HP | center of the mine |
|_____________________|____________________|_________________________________|
|4.Big Bottle Rocket | inflicts heavy | southeast from center of the |
| | damage | mine |
|_____________________|____________________|_________________________________|
|5.Secret Herb | medicine | north from center of the mine |
|_____________________|____________________|_________________________________|
|6.Teddy Bear | diverts enemy | northwest from center of the |
| | attacks | mine |
|_____________________|____________________|_________________________________|
|7.Super Bomb | inflicts 140~400 HP| southwest from center of the |
| | of damage | mine |
|_____________________|____________________|_________________________________|
|8.Bomb | inflicts 50~120 HP | south from center of the mine |
| | of damage | |
|_____________________|____________________|_________________________________|
|9.Calorie Stick | recovers 60 HP | behind one of the five moles |
|_____________________|____________________|_________________________________|
|10.Coin of Defense | armor | behind one of the five moles |
|_____________________|____________________|_________________________________|
|11.Guts Capsule | increases Guts by 1| behind one of the five moles |
|_____________________|____________________|_________________________________|
|12.Luck Capsule | increases Luck by 1| behind one of the five moles |
|_____________________|____________________|_________________________________|
|13.Platinum Band | armor | behind one of the five moles |
|_____________________|____________________|_________________________________|
|14.PSI Caramel | recovers 20 PP | behind one of the five moles |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

MOONSIDE
____________________________________________________________________________
|1.Night Pendant | armor; provides | southwestern area |
| | immunity to Flash| |
|_____________________|____________________|_________________________________|
|2.Handbag Strap | inflicts damage and| southeastern area |
| | solidifies target| |
|_____________________|____________________|_________________________________|
|3.Secret Herb | medicine | southwestern area |
|_____________________|____________________|_________________________________|
|4.Protein Drink | recovers 80 HP |
|_____________________|____________________|

_______________________________________________________________________________
_______________________________________________________________________________

MONKEY CAVE
__________________________________________
|1.Bag of Dragonite | inflicts 250~400 HP|
| | of damage to all |
| | enemies |
|_____________________|____________________|
|2.Broken Tube | repaired into |
| | Hungry HP-Sucker |
|_____________________|____________________|
|3.Flame Pendant | armor; protects |
| | from Fire |
|_____________________|____________________|
|4.Neutralizer | tool for Jeff |
|_____________________|____________________|_________________________________
|5.Brain Food Lunch | recovers 300 HP and| end of Monkey Cave |
| | 50 PP | |
|_____________________|____________________|_________________________________|
|6.Cup of Lifenoodles | medicine | end of Monkey Cave |
|_____________________|____________________|_________________________________|
|7.Hamburger x3 | recovers 50 HP |
|_____________________|____________________|
|8.Picnic Lunch | recovers 80 HP |
|_____________________|____________________|
|9.Pizza x2 | recovers 120 HP |
|_____________________|____________________|
|10.Protein Drink | recovers 60 HP |
|_____________________|____________________|
|11.Ruler |
|_____________________|____________________
|12.Wet Towel | cures sunstroke |
|_____________________|____________________|

_______________________________________________________________________________
_______________________________________________________________________________

MONOTOLI BUILDING
____________________________________________________________________________
|1.Sudden Guts Pill | doubles Guts for | 48th floor |
| | duration of a | |
| | battle | |
|_____________________|____________________|_________________________________|
|2.Vital Capsule | increases Vitality | 48th floor |
| | by 1 | |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

DALAAM
____________________________________________________________________________
|1.Brain Food Lunch | recovers 300 HP | Dalaam Palace |
| | and 50 PP | |
|_____________________|____________________|_________________________________|
|2.Brain Stone | | Dalaam Palace |
|_____________________|____________________|_________________________________|
|3.Cup of Lifenoodles | medicine | Dalaam Palace |
|_____________________|____________________|_________________________________|
|4.Bottle of Water | recovers 10 PP for | Dalaam Restaurant; |
| | Poo | inside one of the houses |
|_____________________|____________________|_________________________________|
|5.Bowl of Rice Gruel | recovers 200 HP | Dalaam Restaurant |
|_____________________|____________________|_________________________________|
|6.Jar of Delisauce | condiment | inside one of the houses |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

FIFTH SANCTUARY SEWER


____________________________________________________________________________
|1.Broken Iron | repaired into the | east of entrance |
| | Slime Generator | |
|_____________________|____________________|_________________________________|
|2.Croissant | recovers 60 HP | west of entrance |
|_____________________|____________________|_________________________________|
|3.Broken Spray Can | repaired into | middle of first area |
| | Defense Spray | |
|_____________________|____________________|_________________________________|
|4.Rust Promoter DX | inflicts 400 HP of | second area |
| | damage to all | |
| | robotic enemies | |
|_____________________|____________________|_________________________________|
|5.Broken Bazooka | repaired into the | third area, west of Shining Spot|
| | Heavy Bazooka | |
|_____________________|____________________|_________________________________|
|6.Carrot Key | required item | Sanctuary Location |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

SIXTH SANCTUARY LOCATION


____________________________________________________________________________
|1.Sudden Guts Pill | doubles Guts for | at the bottom of the first hole |
| | duration of a | |
| | battle | |
|_____________________|____________________|_________________________________|
|2.Bracer of Kings | armor for Poo | at the bottom of the hole east |
| | | of the Shining Spot |
|_____________________|____________________|_________________________________|
|3.Rock Candy | increases random | at the bottom of one of the |
| | stat by 1 | holes |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________
SCARABA PYRAMID
____________________________________________________________________________
|1.Viper | poisons target | east of entrance |
|_____________________|____________________|_________________________________|
|2.Bag of Dragonite | inflicts damage to | northwest of room with |
| | all enemies | sarcophagus |
|_____________________|____________________|_________________________________|
|3.Speed Capsule | increases Speed by | east of room with sarcophagus |
| | one | |
|_____________________|____________________|_________________________________|
|4.Cup of Lifenoodles | medicine | east of room with sarcophagus |
|_____________________|____________________|_________________________________|
|5.Rain Pendant | armor; protects | room with floor switch |
| | Freeze attacks | |
|_____________________|____________________|_________________________________|
|6.Diamond Band | armor | east of room containing the Hawk|
| | | Eye |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

DUNGEON MAN
_____________________
|1.$5 |
|_____________________|
|2.$10 |
|_____________________|____________________
|3.Cup of Lifenoodles | medicine |
|_____________________|____________________|
|4.IQ Capsule | increases IQ by 1 |
|_____________________|____________________|
|5.Molokheiya Soup | recovers 80 HP |
|_____________________|____________________|
|6.Pizza | recovers 120 HP |
|_____________________|____________________|
|7.PSI Caramel | recovers 20 PP |
|_____________________|____________________|
|8.Snake | inflicts damage and|
| | may poison target|
|_____________________|____________________|
|9.Sudden Guts Pill | doubles Guts for |
| | the duration of a|
| | battle |
|_____________________|____________________|
|10.Super Plush Bear | diverts enemy |
| | attacks |
|_____________________|____________________|
|11.Talisman Ribbon | armor for Paula |
|_____________________|____________________|
|12.Wet Towel | cures sunstrokes |
|_____________________|____________________|

_______________________________________________________________________________
_______________________________________________________________________________

DEEP DARKNES
____________________________________________________________________________
|1.Monkey's Love | solidifies random | monkey near the beginning of the|
| | enemy | swamp |
|_____________________|____________________|_________________________________|
|2.Banana | recovers 25 HP | south of arms dealer |
|_____________________|____________________|_________________________________|
|3.Beef Jerky | recovers 150 HP |
|_____________________|____________________|
|4.IQ Capsule | increases IQ by 1 |
|_____________________|____________________|_________________________________
|5.Cup of Lifenoodles | medicine | next to crashed helicopter |
|_____________________|____________________|_________________________________|
|6.Souvenir Coin | armor | west of crashed helicopter |
|_____________________|____________________|_________________________________|
|7.Rock Candy | increases random | area before Master Barf |
| | stat by 1 | |
|_____________________|____________________|_________________________________|
|8.Death Ray | weapon for Jeff | Tenda Village |
|_____________________|____________________|_________________________________|
|9.Magic Truffle x5 | recovers 80 PP | scattered throughout swamp |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

STONEHENGE
____________________________________________________________________________
|1.Spicy Jerky | recovers 250 HP | maze-like area of the base |
|_____________________|____________________|_________________________________|
|2.Guts Capsule | increases Guts by 1| maze-like area of the base |
|_____________________|____________________|_________________________________|
|3.Cup of Lifenoodles | medicine | maze-like area of the base |
|_____________________|____________________|_________________________________|
|4.Broken Harmonica | repaired into | hi-tech area of the base |
| | Baddest Beam | |
|_____________________|____________________|_________________________________|
|5.PSI Caramel | recovers 20 PP | hi-tech area of the base |
|_____________________|____________________|_________________________________|
|6.Broken Trumpet | repaired into the | hi-tech area of the base |
| | Defense Shower | |
|_____________________|____________________|_________________________________|
|7.Pixie's Bracelet | armor | hi-tech area of the base |
|_____________________|____________________|_________________________________|
|8.Speed Capsule | increases Speed by | hi-tech area of the base |
| | one | |
|_____________________|____________________|_________________________________|
|9.Sword of Kings | weapon for Poo | Starman Super (1/128 chance) |
|_____________________|____________________|_________________________________|
|10.Saturn Ribbon | armor for Paula | captured Mr. Saturn |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

SEVENTH SANCTUARY LOCATION


____________________________________________________________________________
|1.Super Bomb | inflicts 140~400 HP| down the first ladder |
| | of damage | |
|_____________________|____________________|_________________________________|
|2.IQ Capsule | increases IQ by 1 | down the ladder all the way west|
| | | of the entrance |
|_____________________|____________________|_________________________________|
|3.Diadem of Kings | armor for Poo | down the ladder all the way west|
| | | of the entrance |
|_____________________|____________________|_________________________________|
|4.Luck Capsule | increases Luck by 1| north of entrance |
|_____________________|____________________|_________________________________|
|5.Rock Candy | increases a random | lower level |
| | stat by 1 | |
|_____________________|____________________|_________________________________|
|6.Bottle of DXwater | recovers 40 PP for | down ladder east of Shining Spot|
| | Poo | |
|_____________________|____________________|_________________________________|
|7.Cup of Lifenoodles | medicine | upper level |
|_____________________|____________________|_________________________________|
|8.Luxury Jerky | recovers 300 HP | down ladder east of Shining Spot|
|_____________________|____________________|_________________________________|
|9.Rabbit's Foot | armor; increases | south of Shining Spot |
| | Speed | |
|_____________________|____________________|_________________________________|
|10.Broken Antenna | repaired into Gaia| Uncontrollable Sphere |
| | Beam | (1/128 chance) |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

LOST UNDERWORLD
____________________________________________________________________________
|1.Brain Food Lunch | recovers 300 HP and| central area |
| | 100 PP | |
|_____________________|____________________|_________________________________|
|2.Horn of Life | cures status | eastern edge of the Underworld |
| | effects | |
|_____________________|____________________|_________________________________|
|3.Sea Pendant | armor; protects | northeast corner of the |
| | from Fire, Freeze| Underworld |
| | and Flash | |
|_____________________|____________________|_________________________________|
|4.Guts Capsule | increases Guts by 1| northern edge of the Underworld |
|_____________________|____________________|_________________________________|
|5.Cloak of Kings | armor for Poo | northeast of the Eighth |
| | | Sanctuary Cave |
|_____________________|____________________|_________________________________|
|6.Magic Fry Pan | weapon for Paula | Chomposaur (1/128 chance) |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

EIGHTH SANCTUARY CAVE


____________________________________________________________________________
|1.Speed Capsule | increases Speed by | through the first cave door from|
| | one | the entrance |
|_____________________|____________________|_________________________________|
|2.Bag of Dragonite | inflicts damage to | up the first couple of ropes |
| | all enemies | from the entrance |
|_____________________|____________________|_________________________________|
|3.Cherub's Band | armor | southeast corner of the cave |
|_____________________|____________________|_________________________________|
|4.Horn of Life | cures status | above the Magic Butterfly room |
| | effects | |
|_____________________|____________________|_________________________________|
|5.Moon Beam Gun | weapon for Jeff | central area of the cave |
|_____________________|____________________|_________________________________|
|6.Star Pendant | armor; protects | Major Psychic Psycho |
| | from Fire, | (1/128 chance) |
| | Freeze, Flash, | |
| | and Paralysis | |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

MAGICANT
____________________________________________________________________________
|1.Bag of Dragonite | inflicts damage to | east of the Flying Man house |
| | all enemies | |
|_____________________|____________________|_________________________________|
|2.Goddess Band | armor |
|_____________________|____________________|
|3.Magicant Bat | weapon for Ness |
|_____________________|____________________|
|4.Magic Tart | recovers 20 PP |
|_____________________|____________________|

_______________________________________________________________________________
_______________________________________________________________________________

CAVE OF THE PAST


___________________________________________________________________________
|1.Legendary Bat | weapon for Ness | the only gift box in the area |
|_____________________|____________________|________________________________|
|2.Gutsy Bat | weapon for Ness | Bionic Kraken (1/128 chance) |
|_____________________|____________________|________________________________|
|3.Goddess Ribbon | armor for Paula | Ghost of Starman (1/128 chance)|
| | | (Thanks to: C.V. Reynolds) |
|_____________________|____________________|________________________________|

*******************************************************************************
XXI.Shopping Guide
*******************************************************************************

ONETT
_________
|Drugstore|
|_________|__________________________________________________________________
|1.Cracked Bat | $18 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Tee Ball Bat | 48 | weapon for Ness |
|_____________________|____________________|_________________________________|
|3.Yo-yo | 29 | weapon |
|_____________________|____________________|_________________________________|
|4.Baseball Cap | 19 | armor |
|_____________________|____________________|_________________________________|
|5.Cheap Bracelet | 98 | armor |
|_____________________|____________________|_________________________________|
|6.Cold Remedy | 22 | cures colds |
|_____________________|____________________|_________________________________|

___________
|Burger Shop|
|___________|________________________________________________________________
|1.Can of Fruit Juice | $4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
|3.Bag of Fries | 8 | recovers about 24 HP |
|_____________________|____________________|_________________________________|
|4.Hamburger | 14 | recovers about 50 HP |
|_____________________|____________________|_________________________________|

______
|Bakery|
|______|_____________________________________________________________________
|1.Cookie | $7 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Bread Roll | 12 | recovers about 30 HP |
|_____________________|____________________|_________________________________|
|3.Skip Sandwich | 38 | increases walking speed for 10 |
| | | sec. |
|_____________________|____________________|_________________________________|
|4.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

TWOSON
____________________
|Dept. Store (Burger)|
|____________________|_______________________________________________________
|1.Can of Fruit Juice | $4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
|3.Bag of Fries | 8 | recovers about 24 HP |
|_____________________|____________________|_________________________________|
|4.Hamburger | 14 | recovers about 50 HP |
|_____________________|____________________|_________________________________|
____________________
|Dept. Store (Bakery)|
|____________________|_______________________________________________________
|1.Cookie | $7 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Bread Roll | 12 | recovers about 30 HP |
|_____________________|____________________|_________________________________|
|3.Skip Sandwich | 38 | increases walking speed for 10 |
| | | sec. |
|_____________________|____________________|_________________________________|
|4.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
__________________
|Dept. Store (Shop)|
|__________________|_________________________________________________________
|1.Tee Ball Bat | $48 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Fry Pan | 56 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Slingshot | 89 | weapon |
|_____________________|____________________|_________________________________|
|4.Cheap Bracelet | 98 | armor |
|_____________________|____________________|_________________________________|
|5.Baseball Cap | 19 | armor |
|_____________________|____________________|_________________________________|
|6.Ribbon | 89 | armor for Paula |
|_____________________|____________________|_________________________________|
|7.Cold Remedy | 22 | cures colds |
|_____________________|____________________|_________________________________|
|8.Teddy Bear | 178 | diverts enemy attacks to itself |
|_____________________|____________________|_________________________________|

_____________________
|Burglin Park (Hippie)|
|_____________________|______________________________________________________
|1.Kethup Packet | $2 | condiment; use with a food item |
|_____________________|____________________| to increase its effectiveness |
|2.Sugar Packet | 3 | " |
|_____________________|____________________| |
|3.Tin of Cocoa | 4 | " |
|_____________________|____________________| |
|4.Carton of Cream | 4 | " |
|_____________________|____________________| |
|5.Sprig of Parsley | 2 | " |
|_____________________|____________________| |
|6.Jar of Hot Sauce | 3 | " |
|_____________________|____________________| |
|7.Salt Packet | 2 | " |
|_____________________|____________________|_________________________________|
__________________________
|Burglin Park (Blonde Dude)|
|__________________________|_________________________________________________
|1.Fresh Egg | $12 | recovers 80 HP; also turns into |
| | | a Chicken in about 1 min. |
| | | 30 sec. |
|_____________________|____________________|_________________________________|
______________________________
|Burglin Park (Guy With Braids)|
|______________________________|_____________________________________________
|1.Defense Spray | $500 | increases Defense by 6% |
|_____________________|____________________|_________________________________|
|2.Rust Promoter | 89 | inflicts 200 HP of damage to all|
| | | robotic enemies |
|_____________________|____________________|_________________________________|
|3.Travel Charm | 60 | provides immunity to Paralysis |
|_____________________|____________________|_________________________________|
|4.Copper Bracelet | 349 | armor |
|_____________________|____________________|_________________________________|
|5.Broken Spray Can | 189 | repaired into the Defense Spray |
|_____________________|____________________|_________________________________|
|6.Broken Iron | 149 | repaired into Slime Generator |
|_____________________|____________________|_________________________________|
________________________________
|Burglin Park (Shaggy Haired Kid)|
|________________________________|___________________________________________
|1.For Sale Sign | $98 | summons a customer to buy your |
| | | items |
|_____________________|____________________|_________________________________|
____________________
|Burglin Park (Baker)|
|____________________|_______________________________________________________
|1.Cookie | $7 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Bread Roll | 12 | recovers about 30 HP |
|_____________________|____________________|_________________________________|
|3.Skip Sandwich | 38 | increases walking speed for 10 |
| | | sec. |
|_____________________|____________________|_________________________________|
|4.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
|5.Can of Fruit Juice | 4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|6.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
_________________________
|Burglin Park (Masked Kid)|
|_________________________|________________
|1.Ruler | $2 |
|_____________________|____________________|
_______________________
|Burglin Park (Old Lady)|
|_______________________|____________________________________________________
|1.Banana | $5 | recovers about 25 HP |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

HAPPY HAPPY VILLAGE


_________
|Drugstore|
|_________|__________________________________________________________________
|1.Sand Lot Bat | $98 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Fry Pan | 56 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Copper Bracelet | 349 | armor |
|_____________________|____________________|_________________________________|
|4.Holmes Hat | 59 | armor |
|_____________________|____________________|_________________________________|
|5.Ribbon | 89 | armor for Paula |
|_____________________|____________________|_________________________________|
|6.Cold Remedy | 22 | cures colds |
|_____________________|____________________|_________________________________|
|7.Refreshing Herb | 80 | equivalent to Healing[beta] |
|_____________________|____________________|_________________________________|
|8.Croissant | 18 | recovers about 60 HP |
|_____________________|____________________|_________________________________|
|9.Skip Sandwich | 38 | increases walking speed for 10 |
| | | sec. |
|_____________________|____________________|_________________________________|
|10.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
|11.Can of Fruit Juice| 4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|12.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|

__________________
|Self-Service Stand|
|__________________|_________________________________________________________
|1.Banana | price is up to you | recovers about 25 HP |
|_____________________|____________________|_________________________________|
|2.Fresh Egg | price is up to you | recovers 80 HP; also turns into |
| | | a Chicken in about 1 min. |
| | | 30 sec. |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

THREED
_________
|Drugstore|
|_________|__________________________________________________________________
|1.Minor League Bat | $399 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Thick Fry Pan | 198 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Hard Hat | 298 | armor |
|_____________________|____________________|_________________________________|
|4.Insecticide Spray | 19 | inflicts 100 HP of damage to all|
| | | insect enemies |
|_____________________|____________________|_________________________________|
|5.Copper Bracelet | 349 | armor |
|_____________________|____________________|_________________________________|
|6.Cold Remedy | 22 | cures colds |
|_____________________|____________________|_________________________________|
|7.Vial of Serum | 58 | cures poison |
|_____________________|____________________|_________________________________|
|8.Refreshing Herb | 80 | equivalent to Healing[beta] |
|_____________________|____________________|_________________________________|
|9.Toothbrush | 3 | solidifies an enemy |
|_____________________|____________________|_________________________________|
|10.Calorie Stick | 18 | recovers about 60 HP |
|_____________________|____________________|_________________________________|

___________
|Arms Dealer|
|___________|________________________________________________________________
|1.Toy Air Gun | $215 | weapon for Jeff |
|_____________________|____________________|_________________________________|
|2.Bomb | 149 | inflicts about 120 HP of damage |
|_____________________|____________________|_________________________________|
|3.Bottle Rocket | 29 | inflicts damage |
|_____________________|____________________|_________________________________|
|4.Rust Promoter | 89 | inflicts 200 HP of damage to all|
| | | robotic enemies |
|_____________________|____________________|_________________________________|

______
|Bakery|
|______|_____________________________________________________________________
|1.Cookie | $7 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Bread Roll | 12 | recovers about 30 HP |
|_____________________|____________________|_________________________________|
|3.Croissant | 18 | recovers about 60 HP |
|_____________________|____________________|_________________________________|
|4.Skip Sandwich | 38 | increases walking speed for 10 |
| | | sec. |
|_____________________|____________________|_________________________________|
|5.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
|6.Can of Fruit Juice | 4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|7.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

SATURN VALLEY
_____
|Store|
|_____|______________________________________________________________________
|1.Bionic Slingshot | $499 | weapon |
|_____________________|____________________|_________________________________|
|2.Travel Charm | 60 | provides immunity to Paralysis |
|_____________________|____________________|_________________________________|
|3.Great Charm | 400 | provides immunity to Paralysis |
|_____________________|____________________|_________________________________|
|4.Silver Bracelet | 599 | armor |
|_____________________|____________________|_________________________________|
|5.Red Ribbon | 179 | armor for Paula |
|_____________________|____________________|_________________________________|
|6.Insecticide Spray | 19 | inflicts 100 HP of damage to all|
| | | insect enemies |
|_____________________|____________________|_________________________________|
|7.Stag Beetle | 8 | solidifies an enemy |
|_____________________|____________________|_________________________________|
|8.Refreshing Herb | 80 | equivalent to Healing[beta] |
|_____________________|____________________|_________________________________|
|9.Peanut Cheese Bar | 22 | recovers about 100 HP |
|_____________________|____________________|_________________________________|
|10.Horn of Life | 1780 | heals almost all status effects |
|_____________________|____________________|_________________________________|
|11.Secret Herb | 380 | equivalent to Healing[gamma] |
|_____________________|____________________|_________________________________|
|12.Picture Postcard | 2 | makes you feel sad and empty |
|_____________________|____________________|_________________________________|
_______________________________
|Store (after clearing Magicant)|
|_______________________________|____________________________________________
|1.Flame Pendant | $3000 | protects from Fire attacks |
|_____________________|____________________|_________________________________|
|2.Rain Pendant | 3000 | protects from Freeze attacks |
|_____________________|____________________|_________________________________|
|3.Night Pendant | 3000 | protects from Flash attacks |
|_____________________|____________________|_________________________________|
|4.Piggy Jelly | 222 | recovers about 300 HP |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

DUSTY DUNES DESERT


_________
|Drugstore|
|_________|__________________________________________________________________
|1.Mr. Baseball Bat | $498 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Thick Fry Pan | 198 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Deluxe Fry Pan | 598 | weapon for Paula |
|_____________________|____________________|_________________________________|
|4.Silver Bracelet | 599 | armor |
|_____________________|____________________|_________________________________|
|5.Coin of Slumber | 1500 | armor |
|_____________________|____________________|_________________________________|
|6.Wet Towel | 24 | cures sunstroke |
|_____________________|____________________|_________________________________|
|7.Refreshing Herb | 80 | equivalent to Healing[beta] |
|_____________________|____________________|_________________________________|
|8.Calorie Stick | 18 | recovers about 60 HP |
|_____________________|____________________|_________________________________|
|9.Skip Sandwich | 38 | increases walking speed for 10 |
| | | sec. |
|_____________________|____________________|_________________________________|
|10.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
|11.Can of Fruit Juice| 4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|12.Picnic Lunch | 24 | recovers about 80 HP |
|_____________________|____________________|_________________________________|

___________
|Arms Dealer|
|___________|________________________________________________________________
|1.Zip Gun | $425 | weapon for Jeff |
|_____________________|____________________|_________________________________|
|2.Bomb | 149 | inflicts about 120 HP of damage |
|_____________________|____________________|_________________________________|
|3.Bottle Rocket | 29 | inflicts damage |
|_____________________|____________________|_________________________________|
|4.Rust Promoter | 89 | inflicts 200 HP of damage to all|
| | | robotic enemies |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

FOURSIDE
_____________________________________
|Dude with Mohawk in Northern Fourside|
|_____________________________________|______________________________________
|1.Broken Gadget | $109 | repaired into the Double Beam |
|_____________________|____________________|_________________________________|
|2.Broken Iron | 149 | repaired into Slime Generator |
|_____________________|____________________|_________________________________|
|3.Defense Spray | 500 | increases Defense by 6% |
|_____________________|____________________|_________________________________|
|4.Rust Promoter | 89 | inflicts 200 HP of damage to all|
| | | robotic enemies |
|_____________________|____________________|_________________________________|

_________________________
|Dept. Store (Arms Dealer)|
|_________________________|__________________________________________________
|1.Hyper Beam | $850 | weapon for Jeff |
|_____________________|____________________|_________________________________|
|2.Bomb | 149 | inflicts about 120 HP of damage |
|_____________________|____________________|_________________________________|
|3.Super Bomb | 399 | inflicts about 250 HP of damage |
|_____________________|____________________|_________________________________|
|4.Bottle Rocket | 29 | inflicts damage |
|_____________________|____________________|_________________________________|
|5.Big Bottle Rocket | 139 | inflicts heavy damage |
|_____________________|____________________|_________________________________|
____________________
|Dept. Store (Burger)|
|____________________|_______________________________________________________
|1.Can of Fruit Juice | $4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|2.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
|3.Bag of Fries | 8 | recovers about 24 HP |
|_____________________|____________________|_________________________________|
|4.Hamburger | 14 | recovers about 50 HP |
|_____________________|____________________|_________________________________|
|5.Double Burger | 24 | recovers about 90 HP |
|_____________________|____________________|_________________________________|
__________________
|Dept. Store (Food)|
|__________________|_________________________________________________________
|1.Boiled Egg | $9 | recovers about 40 HP |
|_____________________|____________________|_________________________________|
|2.Bread Roll | 12 | recovers about 30 HP |
|_____________________|____________________|_________________________________|
|3.Croissant | 18 | recovers about 60 HP |
|_____________________|____________________|_________________________________|
|4.Banana | 5 | recovers about 25 HP |
|_____________________|____________________|_________________________________|
|5.Picnic Lunch | 24 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
__________________
|Dept. Store (Shop)|
|__________________|_________________________________________________________
|1.Cold Remedy | $22 | cures colds |
|_____________________|____________________|_________________________________|
|2.Refreshing Herb | 80 | equivalent to Healing[beta] |
|_____________________|____________________|_________________________________|
|3.Protein Drink | 38 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
|4.Calorie Stick | 18 | recovers about 60 HP |
|_____________________|____________________|_________________________________|
___________________
|Dept. Store (Tools)|
|___________________|________________________________________________________
|1.Deluxe Fry Pan | $598 | weapon for Paula |
|_____________________|____________________|_________________________________|
|2.Chef's Fry Pan | 1198 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Silver Bracelet | 599 | armor |
|_____________________|____________________|_________________________________|
|4.Gold Bracelet | 2799 | armor |
|_____________________|____________________|_________________________________|
|5.Insecticide Spray | 19 | inflicts 100 HP of damage to all|
| | | insect enemies |
|_____________________|____________________|_________________________________|
|6.Toothbrush | 3 | solidifies an enemy |
|_____________________|____________________|_________________________________|
|7.Protractor | 2 |
|_____________________|____________________|
____________________
|Dept. Store (Sports)|
|____________________|_______________________________________________________
|1.Sand Lot Bat | $98 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Minor League Bat | 399 | weapon for Ness |
|_____________________|____________________|_________________________________|
|3.Mr. Baseball Bat | 498 | weapon for Ness |
|_____________________|____________________|_________________________________|
|4.Baseball Cap | 19 | armor |
|_____________________|____________________|_________________________________|
__________________
|Dept. Store (Toys)|
|__________________|_________________________________________________________
|1.Trick Yo-Yo | $998 | weapon |
|_____________________|____________________|_________________________________|
|2.Coin of Slumber | 1500 | armor |
|_____________________|____________________|_________________________________|
|3.Coin of Defense | 2000 | armor |
|_____________________|____________________|_________________________________|
|4.Red Ribbon | 179 | armor for Paula |
|_____________________|____________________|_________________________________|
|5.Defense Ribbon | 389 | armor for Paula |
|_____________________|____________________|_________________________________|
|6.Teddy Bear | 178 | diverts enemy attacks to itself |
|_____________________|____________________|_________________________________|
_______________________________________________________________________________
_______________________________________________________________________________

WINTERS
_________
|Drugstore|
|_________|__________________________________________________________________
|1.T-Rex's Bat | $698 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Non-Stick Frypan | 1490 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Coin of Silence | 2500 | armor |
|_____________________|____________________|_________________________________|
|4.Picnic Lunch | 24 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
|5.Skip Sandwich DX | 98 | increases walking speed for 20 |
| | | sec. |
|_____________________|____________________|_________________________________|
|6.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
|7.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|

_______
|Caveboy|
|_______|____________________________________________________________________
|1.Double Burger | $24 | recovers about 90 HP |
|_____________________|____________________|_________________________________|
|2.Picnic Lunch | 24 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
|3.Fresh Egg | 12 | recovers 80 HP; also turns into |
| | | a Chicken in about 1 min. |
| | | 30 sec. |
|_____________________|____________________|_________________________________|
|4.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
|5.Secret Herb | 380 | equivalent to Healing[gamma] |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

SUMMERS/TOTO
____
|Shop|
|____|_______________________________________________________________________
|1.Big League Bat | $3080 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Chef's Fry Pan | 1198 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Lucky Coin | 6000 | armor |
|_____________________|____________________|_________________________________|
|4.Gold Bracelet | 2799 | armor |
|_____________________|____________________|_________________________________|
|5.Platinum Band | 6899 | armor |
|_____________________|____________________|_________________________________|
|6.Diamond Band | 9998 | armor |
|_____________________|____________________|_________________________________|
|7.Super Plush Bear | 1198 | diverts enemy attacks to itself |
|_____________________|____________________|_________________________________|

__________
|Restaurant|
|__________|_________________________________________________________________
|1.Chef's Special | $298 | recovers about 200 HP |
|_____________________|____________________|_________________________________|
|2.Pasta di Summers | 128 | recovers about 110 HP |
|_____________________|____________________|_________________________________|
|3.Kraken Soup | 648 | recovers max HP |
|_____________________|____________________|_________________________________|
|4.Royal Iced Tea | 78 | recovers about 60 HP |
|_____________________|____________________|_________________________________|
|5.Can of Fruit Juice | 4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|
|6.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|

_________________
|Magic Cake Vendor|
|_________________|__________________________________________________________
|1.Magic Tart | $480 | recovers about 20 PP |
|_____________________|____________________|_________________________________|

____________
|Beach Vendor|
|____________|_______________________________________________________________
|1.Gelato de Resort | $49 | recovers about 30 HP |
|_____________________|____________________|_________________________________|

_________
|Toto Shop|
|_________|__________________________________________________________________
|1.Coin of Defense | $2000 | armor |
|_____________________|____________________|_________________________________|
|2.Bottle of Water | 4 | recovers about 10 PP for Poo |
|_____________________|____________________|_________________________________|
|3.Secret Herb | 380 | equivalent to Healing[gamma] |
|_____________________|____________________|_________________________________|
|4.Skip Sandwich DX | 98 | increases walking speed for 20 |
| | | sec. |
|_____________________|____________________|_________________________________|
|5.Lucky Sandwich | 128 | recovers HP or PP |
|_____________________|____________________|_________________________________|
|6.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
|7.Can of Fruit Juice | 4 | recovers about 6 HP |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

DALAAM
__________
|Restaurant|
|__________|_________________________________________________________________
|1.Bottle of Water | $4 | recovers about 10 PP for Poo |
|_____________________|____________________|_________________________________|
|2.Bowl of Rice Gruel | 88 | recovers about 200 HP |
|_____________________|____________________|_________________________________|
|3.Jar of Delisauce | 300 | condiment; works well with all |
| | | appropriate food items |
|_____________________|____________________|_________________________________|
|4.Brain Food Lunch | 800 | recovers about 300 HP and 50 PP |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

SCARABA
_________________
|Hotel Arms Dealer|
|_________________|__________________________________________________________
|1.Bomb | $149 | inflicts about 120 HP |
|_____________________|____________________|_________________________________|
|2.Super Bomb | 399 | inflicts about 250 HP |
|_____________________|____________________|_________________________________|
|3.Bottle Rocket | 29 | inflicts damage |
|_____________________|____________________|_________________________________|
|4.Big Bottle Rocket | 139 | inflicts heavy damage |
|_____________________|____________________|_________________________________|

_____________
|Hassan's Shop|
|_____________|______________________________________________________________
|1.Wet Towel | $24 | cures sunstroke |
|_____________________|____________________|_________________________________|
|2.Vial of Serum | 58 | cures poison |
|_____________________|____________________|_________________________________|
|3.Secret Herb | 380 | equivalent to Healing[gamma] |
|_____________________|____________________|_________________________________|
|4.Sudden Guts Pill | 500 | doubles Guts for duration of a |
| | | battle |
|_____________________|____________________|_________________________________|
|5.Protein Drink | 38 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
|6.Banana | 5 | recovers about 25 HP |
|_____________________|____________________|_________________________________|

____________
|Snake Vendor|
|____________|_______________________________________________________________
|1.Snake | $220 | 50% chance of poisoning a target|
|_____________________|____________________|_________________________________|
|2.Viper | 550 | 100% chance of poisoning target |
|_____________________|____________________|_________________________________|
|3.Vial of Serum | 58 | cures poison |
|_____________________|____________________|_________________________________|

_________________
|Condiments Vendor|
|_________________|__________________________________________________________
|1.Kethup Packet | $2 | condiment; use with a food item |
|_____________________|____________________| to increase its effectiveness |
|2.Sugar Packet | 3 | " |
|_____________________|____________________| |
|3.Tin of Cocoa | 4 | " |
|_____________________|____________________| |
|4.Carton of Cream | 4 | " |
|_____________________|____________________| |
|5.Sprig of Parsley | 2 | " |
|_____________________|____________________| |
|6.Jar of Hot Sauce | 3 | " |
|_____________________|____________________| |
|7.Salt Packet | 2 | " |
|_____________________|____________________|_________________________________|

___________
|Food Vendor|
|___________|________________________________________________________________
|1.Bean Croquette | $12 | recovers about 40 HP |
|_____________________|____________________|_________________________________|
|2.Molokheiya Soup | 20 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
|3.Kabob | 54 | recovers about 120 HP |
|_____________________|____________________|_________________________________|
|4.Boiled Egg | 9 | recovers about 40 HP |
|_____________________|____________________|_________________________________|
|5.Fresh Egg | 12 | recovers 80 HP; also turns into |
| | | a Chicken in about 1 min. |
| | | 30 sec. |
|_____________________|____________________|_________________________________|
|6.Cup of Coffee | 6 | recovers about 12 HP |
|_____________________|____________________|_________________________________|
|7.Bottle of Water | 4 | recovers about 10 PP for Poo |
|_____________________|____________________|_________________________________|

____________
|Tools Vendor|
|____________|_______________________________________________________________
|1.Big League Bat | $1380 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Platinum Band | 3899 | armor |
|_____________________|____________________|_________________________________|
|3.Defense Spray | 500 | increases Defense by 6% |
|_____________________|____________________|_________________________________|
|4.Crystal Charm | 600 | provides immunity to Paralysis |
|_____________________|____________________|_________________________________|
|5.Broken Cannon | 218 | repaired into Spectrum Beam |
|_____________________|____________________|_________________________________|
|6.Piggy Nose | 300 | helps find Magic Truffles in |
| | | Deep Darkness |
|_____________________|____________________|_________________________________|

________________
|Snake Bag Vendor|
|________________|___________________________________________________________
|1.Snake Bag | $98 | contains infinite number of |
| | | Snakes |
|_____________________|____________________|_________________________________|

________________
|Pyramid Merchant|
|________________|___________________________________________________________
|1.Bottle of DXwater | $198 | recovers about 40 PP for Poo |
|_____________________|____________________|_________________________________|

_________________________
|Southern Scaraba Merchant|
|_________________________|__________________________________________________
|1.French Fry Pan | $1790 | weapon for Paula |
|_____________________|____________________|_________________________________|
|2.Crusher Beam | 1150 | weapon for Jeff |
|_____________________|____________________|_________________________________|
|3.Multi Bottle Rocket| 2139 | inflicts very heavy damage |
|_____________________|____________________|_________________________________|
|4.Bazooka | 950 | inflicts about 120 HP of damage |
|_____________________|____________________|_________________________________|
|5.Bottle of DXwater | 198 | recovers about 40 PP for Poo |
|_____________________|____________________|_________________________________|
|6.Beef Jerky | 70 | recovers about 150 HP |
|_____________________|____________________|_________________________________|
|7.Secret Herb | 380 | equivalent to Healing[gamma] |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

DEEP DARKNESS
___________
|Arms Dealer|
|___________|________________________________________________________________
|1.Combat Yo-Yo | $1148 | weapon |
|_____________________|____________________|_________________________________|
|2.Super Bomb | 399 | inflicts about 250 HP of damage |
|_____________________|____________________|_________________________________|
|3.Multi Bottle Rocket| 2139 | inflicts very heavy damage |
|_____________________|____________________|_________________________________|
|4.Rust Promoter DX | 289 | inflicts about 400 HP of damage |
| | | to all metallic enemies |
|_____________________|____________________|_________________________________|

___________
|Businessman|
|___________|________________________________________________________________
|1.Diamond Band | $5198 | armor |
|_____________________|____________________|_________________________________|
|2.Charm Coin | 3000 | armor |
|_____________________|____________________|_________________________________|
|3.Secret Herb | 380 | equivalent to Healing[gamma] |
|_____________________|____________________|_________________________________|
|4.Beef Jerky | 70 | recovers about 150 HP |
|_____________________|____________________|_________________________________|
|5.Cup of Noodles | 98 | recovers about 90 HP |
|_____________________|____________________|_________________________________|
|6.Protein Drink | 38 | recovers about 80 HP |
|_____________________|____________________|_________________________________|
|7.Bottle of DXwater | 198 | recovers about 40 PP for Poo |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

TENDA VILLAGE
_________
|Item Shop|
|_________|__________________________________________________________________
|1.Plain Roll | 1 or 3 Horns of | recovers about 80 HP |
| | Life | |
|_____________________|____________________|_________________________________|
|2.Plain Yogurt | 2 Horns of Life | recovers about 160 HP |
|_____________________|____________________|_________________________________|
|3.Spicy Jerky | 4 Horns of Life | recovers about 250 HP |
|_____________________|____________________|_________________________________|
|4.Bag of Dragonite | 5 Horns of Life | inflicts damage to all enemies |
|_____________________|____________________|_________________________________|
|5.Talisman Coin | 6 Horns of Life | armor |
|_____________________|____________________|_________________________________|
|6.Hall of Fame Bat | 7 Horns of Life | weapon for Ness |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

LOST UNDERWORLD
_____
|Store|
|_____|______________________________________________________________________
|1.Ultimate Bat | $2298 | weapon for Ness |
|_____________________|____________________|_________________________________|
|2.Holy Fry Pan | 3480 | weapon for Paula |
|_____________________|____________________|_________________________________|
|3.Shiny Coin | 4000 | armor |
|_____________________|____________________|_________________________________|
|4.Horn of Life | 1780 | cures all status effects |
|_____________________|____________________|_________________________________|
|5.Mammoth Burger | 98 | recovers about 200 HP |
|_____________________|____________________|_________________________________|
|6.Luxury Jerky | 210 | recovers about 300 HP |
|_____________________|____________________|_________________________________|
|7.Bottle of DXwater | 198 | recovers about 40 PP for Poo |
|_____________________|____________________|_________________________________|

_______________________________________________________________________________
_______________________________________________________________________________

MAGICANT
_____
|Store|
|_____|______________________________________________________________________
|1.Magic Pudding | $680 | recovers about 40 PP |
|_____________________|____________________|_________________________________|
|2.Earth Pendant | 4000 | provides 50% resistance to Fire,|
| | | Freeze, and Flash attacks |
|_____________________|____________________|_________________________________|

*******************************************************************************
XXII.Item Descriptions
*******************************************************************************

This section lists the items that can be found in the game and contains
information on what each item does and strategies on how to use them. Items are
listed in alphabetical order.

Note: There is no specific information on each condiment item in this section.


The only time I recommend you use condiments is when using a Rock Candy.
The Rock Candy increases a random stat by one, but using it 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 a party member and the condiment will
be applied when the food item is used. If the two go well together, the
amount of HP and/or PP recovered will be increased by 50~100%. Otherwise,
there will be no boost and the condiment will be wasted. Different
condiments go well with different food items, with the exception of the
Jar of Delisauce which goes well with any applicable food item. Using the
condiment alone will recover only 5~7 HP.

The condiments 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 appropriate food items; can be bought
in Dalaam)

ATM Card

Use: Allows the use of ATMs

The game requires the ATM Card to be in Ness's inventory at all times. It
cannot be discarded or given to any other party member. The ATM card can
be used even if Ness is unconscious.

Backstage Pass

Use: allows access into Chaos Theater

Approach the woman blocking the entrance to the music hall and "use" the
Backstage Pass 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

The Baddest Beam 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

The Bad Key Machine will open the lockers in Snow Wood Boarding House and
allow Jeff to obtain the items contained them. It is also used 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

The Bag of Dragonite 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

Banana

Use: recovers about 25 HP

Baseball Cap

Use: Ness's armor; equip as "other"

I don't recommend you buy the Baseball Cap because the Mr. Baseball Cap is
a better alternative.

Bazooka

Use: inflicts about 50~120 HP of damage to its target and 25~60 HP of


damage to adjacent targets

You can buy the Bazooka from the merchant standing outside the Pyramid
exit in Southern Scaraba. I don't recommend you obtain this item, however,
as it will likely inflict less damage than Jeff's "shoot." The Heavy
Bazooka is a much better alternative.

Bean Croquette

Use: recovers about 40 HP

Beef Jerky

Use: recovers about 150 HP

Bicycle

Use: allows Ness to move faster

The Bicycle would be useful if it did not become unusable so early in the
game. It cannot be used if there are more than two people in your party,
and Paula joins Ness soon after this becomes available. If you decide to
get the Bicycle, give it to Escargo Express once Paula joins Ness.

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. The Big


Bottle Rocket inflicts enough damage to make short work of bosses in the
middle parts of the game. Try to keep at least two of these in Jeff's
inventory at all times until the Multi Bottle Rocket becomes available.
You can buy some from the arms dealer in the Fourside Department Store or
from the arms dealer in Scaraba Hotel.

Most enemies will take about 500 HP of damage from the Big Bottle Rocket,
but some may receive less (see description for Bottle Rocket below).

Bionic Slingshot

Use: weapon for Ness, Paula, Jeff, and Poo

I do not recommend you use any Slingshot weapon, since they have a lower
accuracy than each party member's standard weapon.

Boiled Egg

Use: recovers about 40 HP

The Boiled Egg is only helpful when Jeff first ventures through Winters.
It 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 the Bomb. 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 somewhat 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 the Bottle of Water has
over the DXwater is that the cost per PP recovery for Poo is cheaper with
the Water ($.40 per PP vs. $4.95 per PP). 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

The Bottle Rocket is not very useful, as it is quickly superseded 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.

The Bottle Rocket inflicts about 150 HP of damage to most targets. Damage
inflicted by this item and the Big/Multi Bottle Rocket is not reduced by
Shield, though damage can be reflected and mortally wound Jeff. The
effectiveness of Bottle Rockets seems to depend on the target's Speed,
with faster enemies receiving less damage or even avoiding damage
altogether. The success rate against most enemies, however, is near 100%.

Bowl of Rice Gruel

Use: recovers about 200 HP

Bracer of Kings

Use: armor; equip on "arms" for Poo

The Bracer of Kings can be found in the Sixth Sanctuary Cave. This is
the only item Poo should equip on his arms for the entire game.
Brain Food Lunch

Use: recovers about 300 HP and 50 PP

A very effective 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 run 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 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

Obtain the Broken Air Gun from one of the lockers 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 the Broken Antenna. 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

Obtain the Broken Bazooka and give it to Jeff when going through the
sewers in Fourside. The Heavy Bazooka is a powerful item that can inflict
enough damage to replace Jeff's "shoot" for awhile in the game.

Broken Cannon

Use: can be repaired by Jeff into the Spectrum Beam, a weapon for Jeff
IQ required: 32
Buy the Broken Cannon 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 Spectrum Beam.

Broken Gadget

Use: can be repaired by Jeff into the Double Beam, a weapon for Jeff
IQ Required: 34

The Broken Gadget can be bought from the dealer in northern Fourside, past
the Monotoli Building and the Department Store. Jeff will probably be able
to repair this item at around the time Poo joins the party.

Broken Harmonica

Use: Jeff can repair this item into the Baddest Beam, a weapon for Jeff
IQ Required: 55

Can be found in a gift box in the Stonehenge Base. If Jeff has the Heavy
Bazooka, it may not be necessary to obtain this item.

Broken Iron

Use: can be repaired by Jeff into the Slime Generator, a tool for Jeff
IQ required: 10

Obtain the Broken Iron before leaving Brick Road. Jeff should be able to
repair it 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

Obtain the Broken Laser in Belch's Base 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

The Defense Spray simply increases a single target's Defense by 6% for one
battle. This is rarely ever helpful, and it is usually best to sell the
Defense Spray for $250 if Jeff repairs the Broken Spray Can.

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 the Broken Tube in the Monkey Cave. Jeff will likely be able to
repair this item by the time the party records the fifth or sixth
sanctuary melody.

Broken Machine

Use: Jeff can repair this item into the Counter-PSI Unit, a tool for Jeff
IQ Required: 1

The Broken Machine is found in the trash can in Apple Kid's house. The
Counter-PSI Unit isn't a very helpful item, however, so you can leave the
Broken Machine behind or give it to Escargo Express.

Calorie Stick

Use: recovers about 60 HP

The Calorie Stick 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

Carrot Key

Use: allows access to the Sixth Sanctuary Cave in Dalaam

Obtain the Carrot Key after recording the fifth sanctuary melody.

Casey Bat

Use: weapon for Ness

The Casey Bat is obtained after defeating Master Barf in Deep Darkness.
This weapon provides the largest boost in Offense for Ness in the game but
has an accuracy of only 25%. The additional effects of uncontrollable
crying and high evasion rates of some enemies can make the Casey Bat one
highly unreliable weapon. I recommend you sell it for $19.

Charm Coin

Use: armor; equip as "other" for Ness, Paula, or Jeff

The Charm Coin can be bought from the businessman in Deep Darkness. Buy it
if you did not buy the Lucky Coin in Summers. 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 the Cheap Bracelet 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

Don't buy this weapon for Paula in either Fourside or Summers.

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; provides protection from Hypnosis

To obtain the Cherub's Band, 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. It will run
away if it is used at any time, so try not to accidentally select the
"use" command with this item. Some claim that using a Chick can get rid of
homesickness, though this has not worked for me.

Chicken

Use: can be sold for $110

The best use for the Chicken is to raise it from a Fresh Egg and sell it
for a $98 profit. This can be useful in the early part of the game to
earn some extra money. Like the Chick, the Chicken will run away if used.

Cloak of Kings

Use: armor; equip on "body" for Poo; increases Defense and Speed

The Cloak of Kings can be found in a gift box located northeast of the
Eighth Sanctuary Location in the Lost Underworld. This is the only item
Poo should equip on his "body" for the entire game.
Coin of Defense

Use: armor; equip as "other" for Ness, Paula, or Jeff

Obtain the Coin of Defense in the gold mine in Dusty Dunes Desert and at
the Fourside Department Store.

Coin of Silence

Use: armor; equip as "other" for Ness, Paula, or Jeff

Buy the Coin of Silence 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 the Coin of Slumber 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 (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 you are through
Peaceful Rest Valley.

Combat Yo-Yo

Use: weapon for Ness, Paula, or Jeff

I do not recommend you use any Yo-yos since they have a lower accuracy
than each party member's standard weapon.

Contact Lens

Use: return this to its owner to receive a Pair of Dirty Socks

The Contact Lens can be found northwest of the miner's shack in the Dusty
Dunes Desert. Return it to the man in the second floor of the Bakery in
Fourside to receive a Pair of Dirty Socks, an item that solidifies a
single target in battle (not very useful).

Cookie

Use: recovers 6 HP
The Cookie can be used for minor recovery at the very beginning of the
game. It may also be 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 the Copper Bracelet on Ness before venturing through
Peaceful Rest Valley. Buy and equip this item on Paula and Jeff as soon as
they join Ness. Sell these once the Silver Bracelet becomes available in
Saturn Valley.

Counter-PSI Unit

Use: renders a single enemy unable to use PSI for four rounds

The Counter-PSI Unit does not work very often against stronger enemies. It
is mostly unnecessary, so give it to Escargo Express if you have one.

Cracked Bat

Use: weapon for Ness

Obtain the Cracked Bat from Ness's house 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

The Croissant 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 if
Ness runs low on PP in Grapefruit Falls. It has no real use after that.

Crusher Beam

Use: weapon for Jeff

If Jeff has the Heavy Bazooka or the Spectrum Beam, you will not have to
buy the Crusher Beam.

Crystal Charm

Use: defense item; equip on "body" for Ness, Paula, or Jeff; increases
speed and provides protection from Paralysis

The party can buy the Crystal Charm from a merchant in Scaraba. This is a
good item to use if you want protection from Paralysis.

Cup of Coffee
Use: recovers about 12 HP

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. Always have these in Ness's inventory


if no one in the party can use Healing[gamma] or [omega]. 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, is equivalent to this item.

Cup of Noodles

Use: recovers about 40 HP

Death Ray

Use: weapon for Jeff

The Death Ray can be obtained from a trash can in Tenda Village. 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 the Defense Ribbon 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 in a


single battle; can be used an infinite number of times

The effect of the Defense Shower is identical to Offense Up[omega], only


it increases each party member's Defense. 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. Give it to Escargo Express if you don't need it.

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 the Defense Spray. 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

Obtain the Diadem of Kings 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 climbing down the ladder. This is the only "other" item Poo
should equip in the game.

Diamond

Use: frees the Runaway Five

To obtain the Diamond, 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

You will likely not be able to afford the Diamond Band for Ness, Paula,
and Jeff the first time it becomes available in Summers. It can be bought
at a cheaper price in Scaraba, so buy it there if you could not afford to
equip your party in Summers.

Double Beam

Use: weapon for Jeff

Jeff obtains the Double Beam by repairing the Broken Gadget. Sell it once
a better weapon becomes available for Jeff.

Double Burger

Use: recovers about 90 HP

Earth Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense
and provides 50% protection from Fire, Freeze, and Flash

Buy the Earth Pendant 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 the Eraser Eraser from the Mouse inside Dr. Andonuts's Lab after
getting a call from Apple Kid in Deep Darkness. "Use" it on the eraser
statue to gain access into Stonehenge. This item will only be used once
and can be given to Escargo Express.

Exit Mouse

Use: use it in dungeons, such as caves; takes the party automatically back
to the entrance

The Exit Mouse can often be found in the middle of large dungeons. Use it
when Ness or Poo run low on PP and the party needs to recover.

Flame Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage
inflicted by Fire or equivalent attacks by about 96%

Equip the Flame Pendant on Paula until you get the Sea Pendant 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

The For Sale Sign can be bought from a shaggy haired kid in Burglin Park
in Twoson. There will be many instances in the game where you will obtain
an item that is unnecessary or needs to be discarded. Use the For Sale
Sign in those cases to sell whatever you don't need and receive a bit of
money.

Franklin Badge

Use: allows you to fight Mr. Carpainter; deflects any Thunder attacks
from the party member carrying the Badge

Obtain the Franklin Badge by talking to Paula in her holding cell. Give
the Badge to Paula once she joins Ness to make it easier for her to
survive in battle.

French Fry Pan

Use: weapon for Paula

Buy the French Fry Pan from the merchant standing outside the Pyramid
exit in Scaraba.

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.

The Fresh Egg will grow into a Chicken after about 1 min. and 30 sec. The
Fresh Egg can be bought for $12 while the Chicken can be sold for $110, so
buying an Egg and waiting for it to mature into a Chicken can net you $98.

The Fresh Egg is an ineffective recovery item because it turns into a


Chick so quickly, and neither the Chick nor the Chicken can be used to
recover HP.

Fry Pan

Use: weapon for Paula

Buy the Fry Pan at the Happy Happy Village Drugstore once Paula joins
Ness. Sell it once the Thick Fry Pan becomes available in Threed.

Gaia Beam

Use: weapon for Jeff

The Gaia Beam can be obtained by repairing the Broken Antenna, an item
that can only be obtained from the Uncontrollable Sphere in the Seventh
Sanctuary Cave. The Uncontrollable Sphere has a 1/128 chance of carrying
the Broken Antenna, so you'll need a lot of luck or a lot of patience to
obtain it. 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

Obtain the Goddess Band from a gift box in Magicant. I recommend you equip
this item on Paula after Ness wakes up from Magicant.

Goddess Ribbon

Use: armor; equip as "other" for Paula

The Ghost of Starman has a 1/128 chance of dropping the Goddess Ribbon. It
is the best "other" armor for Paula in the game (Thanks to: C.V. Reynolds).
Gold Bracelet

Use: armor; equip on "arms" for Ness, Paula, or Jeff

Buy the Gold Bracelet 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 provides immunity to Paralysis

Unlike the Travel Charm, the Great Charm increases Defense and Speed in
addition to providing immunity to Paralysis. Obtain this item from a 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
the Gutsy Bat, arguably the best weapon available for Ness in the game.
Not only is the strength of this weapon comparable to that of the
Legendary Bat, but it will also increase 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
the most from a high Guts stat since his "bash" attack is more useful than
the other party members'. You also want him to survive as much as possible
in most battles since he can recover the other party members with Lifeup
and Healing.

Hall of Fame Bat

Use: weapon for Ness

The Hall of Fame Bat can be obtained by trading seven Horns of Life with
the Tenda shopkeeper in Tenda Village. I don't recommend you obtain this
item, however, since it is quickly superseded by the Ultimate Bat in the
Lost Underworld.

Hamburger

Use: recovers about 50 HP


The Hamburger 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.

Hand-Aid

Use: recovers max HP

I have never needed to use the Hand-Aid 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

Not very helpful; sell or discard.

Hard Hat

Use: armor; equip as "other" on Ness, Paula, or Jeff

The earliest area in which the Hard Hat 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

Don't forget to obtain the Hawk Eye 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
can 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 adjacent targets

The Heavy Bazooka is likely to inflict 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. If Jeff's "shoot" starts
to inflict more damage, use the Heavy Bazooka when Jeff starts crying.

Hieroglyph Copy

Use: repeats what was written on the Hieroglyphs in the Museum in Summers

It will be helpful to keep the Hieroglyph Copy with the party until the
Pyramid in Scaraba is cleared. Give it to Escargo Express after that.
Holmes Hat

Use: armor; equip as "other" for Ness, Paula, or Jeff

The Holmes Hat can be found in one of the lockers in Snow Wood Boarding
House. Equip it on Jeff before venturing through Winters. Sell it once the
Hard Hat becomes available in Threed.

Holy Fry Pan

Use: weapon for Paula; increases Guts by 10

Buy the Holy Fry Pan 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 Horn of Life is identical to the Cup of Lifenoodles in its effects,


but the Horn of Life can be bought at Saturn Valley. 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 its user;


Jeff is the only party member that can use this item

The HP drain of the HP-sucker is not significant, and it's usually better
to have Jeff "shoot" instead of using this item. You can sell it to earn
some money.

Hungry HP-sucker

Use: drains a portion of all enemies' HP and gives it to its user; can
only be used by Jeff

Use the Hungry HP-sucker rather than Lifeup for recovering Jeff when
facing multiple normal enemies. Do not use 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

The only area in which the Insecticide Spray is helpful is Grapefruit


Falls. Otherwise, most insect enemies after the early parts of the game
are not very strong and should not require any extra items to defeat.
Insignificant Item

Use: none; trade it for a Magic Truffle

The Insignificant Item can be found in one of the rooms on the second
floor of Threed Hospital. Enter the room on the left and "check" the
drawer to obtain it.

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

Use the IQ Capsule as soon as it is obtained. I usually use it on Paula,


since she relies the most on PSI. You can also use this item on Jeff 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

The Jar of Fly Honey 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

The Key to the Cabin 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

Go up to one of the lockers in Snow Wood Boarding House and "use" the Key
to the Locker. Talk to Maxwell afterwards, and he will give Jeff the Bad
Key Machine.

Key to the Shack

Use: opens the shack leading to the First Sanctuary Cave in Onett

Obtain the Key to the Shack from the mayor of Onett after defeating Frank.
"Use" this item while standing next to the door to the shack in northern
Onett to open it. This item has no further use in the game and should
disappear after being used.

Key to the Tower

Use: allows access into Dungeon Man

Obtain the Key to the Tower by talking to the tribal native standing
outside the Pyramid exit in Southern Scaraba. This item is required to
enter Dungeon Man and progress in the game. Give it to Escargo Express
once the party leaves Scaraba.

King Banana

Use: needed to reach the end of the Monkey Cave

Trade the King Banana with one of the monkeys in the Monkey Cave to reach
the end of the cave.

Kraken Soup

Use: recovers max HP

A food item worth holding on to but not necessarily worth buying. If you
do buy it, use it is as an alternative to Lifeup[gamma].

Large Pizza

Use: recovers about 240 HP for the entire party

Although 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 (just go into a Mach Pizza store to
get the phone number).

Laser Gun

Use: weapon for Jeff

Jeff should be able to use the Laser Gun after Master Belch is defeated.
Give it 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. Only the Gutsy Bat is better than this weapon.

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 the Luck
Capsule the least useful. None of the party members are really deficient
in Luck and there are many equippable items that increase Luck. Use these
on whomever you want or sell them.

Lucky Coin

Use: armor; equip as "other" for Ness, Paula, or Jeff

It is possible that you will not be able to buy enough Lucky Coins 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
Darkness.

Lucky Sandwich

Use: recovers HP or PP; quantity recovered depends on luck

The amount of HP or PP recovered by using the Lucky Sandwich 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; you might
recover full HP and PP or very little of either.

I haven't tested whether a higher Luck stat will increase the chances of
getting a favorable outcome from using the Lucky Sandwich. The randomness
of this item, however, means that you'll likely need a number of them to
ensure that they will help you. You're probably better off filling your
inventory space with more reliable items.

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

Obtain the Magicant Bat from a gift box in Magicant. It should be easy to
find.
Magic Fry Pan

Use: weapon for Paula; increases Offense by 50 and Guts by 100

The Chomposaur 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 or survive a mortal blow.

Magic Pudding

Use: recovers about 40 PP

Buy one or two Magic Puddings in Magicant if Ness does not have a Brain
Food Lunch or a Magic Truffle.

Magic Tart

Use: recovers about 20 PP

The Magic Tart can be bought from the Magic Cake lady in Summers. They are
not worth buying; use PSI Magnet and Magic Butterflies for PP recovery
instead.

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 the Magic Truffle 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 the Magic Truffle is by searching Deep Darkness.


Five Magic Truffles can be found scattered in the swamp, 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 directions to the Magic Truffles in the Deep Darkness
section of the walkthrough.

Magnum Air Gun

Use: weapon for Jeff

The Magnum Air Gun is obtained by repairing the Broken Air Gun. Jeff
should be able use this weapon before the party ventures through the
underground passage in Threed. Give this item to Escargo Express once a
better weapon becomes available for Jeff.
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: push the X button while carrying this item to see a map of the
current town

The Map can be helpful to have, so go ahead and obtain it from Onett
Library (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 the Meteorite Piece by "checking" the meteorite in Onett after


first testing the Phase Distorter. Give it to Dr. Andonuts to proceed to
the last part of the game.

Meteornium

Use: nothing; sell for money

This rare item can only be obtained by defeating certain enemies. Sell it
for a good amount of cash.

Meteotite

Use: nothing; sell for money

This rare item can only be obtained by defeating certain enemies. Sell it
for a good amount of cash.

Minor League Bat

Use: weapon for Ness

Buy and equip the Minor League Bat upon reaching Threed. Sell this weapon
when the Mr. Baseball Bat is bought in Dusty Dunes Desert.

Molokheiya Soup

Use: recovers about 80 HP

Monkey's Love
Use: solidifies a single, random target in battle; can be used many times

The Monkey's Love can be obtained by talking to one of the monkeys found
on the grassy area at the beginning of Deep Darkness and teaching it how
to teleport. Go ahead and obtain this item and replace the Slime Generator
with it. The Monkey's Love 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"
isn't very effective.

Moon Beam Gun

Use: weapon for Jeff

The Moon Beam Gun can be obtained from a gift box in the Eighth Sanctuary
Cave. Obtain this weapon 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. To obtain it, find a small recess in the edge of the grove north of
the Onett Library; there should be a shaggy haired kid walking next to it.
Enter the recess and walk north into the trees to reach a tree house. Talk
to one of the kids inside and he'll give you the Mr. Baseball Cap. 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
Store after Master Belch is defeated to obtain the Mr. Saturn Coin. Equip
it 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 inflicted by the Multi Bottle Rocket varies with the target,
but it usually inflicts 500~1500 HP of damage. Keep at least two of these
in Jeff's 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 the Mummy Wrap is pretty substantial, but it
doesn't 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 stats changes and removes shields; affects all enemies and
party members; can be used many times

The Neutralizer 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
protecting enemies or party members. Because its success rate is 100% and
affects all enemies on screen, this item is usually 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 usually
not a big problem. Always keep the Neutralizer in Jeff's inventory if you
do not have the Shield Killer.

Night Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; provides immunity to
Flash

The first Night Pendant available in the game can be obtained in Moonside.
I recommend you equip it on Ness, since his "bash" attack is the most
powerful in the party, and you do not want him to get instantly KO'd by
Flash or an equivalent attack.

Non-Stick Frypan

Use: weapon for Paula

Buy the Non-Stick Frypan by going to the Winters Drugstore once Ness
learns Teleport[alpha].

Pair of Dirty Socks

Use: solidifies an enemy; gone after one use

The man in the second floor of the Bakery in Fourside will give you the
Pair of Dirty Socks if you return his Contact Lens to him. 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 get through the Fourth Sanctuary Cave

The Pak of Bubble Gum is needed to progress in the game. After obtaining
this item from the woman in Winters Drugstore, talk to the Bubble Monkey
to have him join Jeff. With the Bubble Monkey, Jeff will be able to ride
Tessie across the lake and reach southern Winters. Use the Bubble Gum
again when you reach the coiled up rope in the Fourth Sanctuary Cave to
proceed. Give this item to Escargo Express once Jeff joins Ness and Paula
in Threed.

Pasta di Summers

Use: recovers about 110 HP

Peanut Cheese Bar

Use: recovers about 100 HP

Pencil Eraser

Use: eliminates any pencil shaped statues

The Pencil Eraser is required to progress in the game. There are a number
of pencil statues in the game, so 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 the Picture Postcard. 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 the Piggy Nose from a merchant in Scaraba. "Use"
this item while in Deep Darkness to help you locate Magic Truffles. The
closer the party is to a Magic Truffle, the more exact the directions the
Piggy Nose will give in pinpointing its location. This can be a little
frustrating to use, but it 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

The Pixie's Bracelet can be found in a gift box in Stonehenge. Equip it on


Paula.

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.

Plain Roll

Use: recovers about 80 HP

Plain Yogurt

Use: recovers about 160 HP

Platinum Band

Use: armor; equip on "arms" for Ness, Paula, or Jeff

The Platinum Band 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 be taken from the party soon after that part of
the game.

Pop Gun

Use: weapon for Jeff

The Pop Gun needs to be obtained in order for Tony to help Jeff get out of
the Boarding School. 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 the Protractor. Discard if you ever obtain it.

PSI Caramel

Use: recovers about 20 PP

The PSI Caramel is somewhat useful on 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 once you are through Threed.

Rabbit's Foot

Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense by
3 and Speed by 40; provides protection from Paralysis

The Rabbit's Foot is found in the Seventh Sanctuary Cave near the Shining
Spot. Keep this in Paula's inventory. It can be useful against the Ghost
of Starman if Paula's Speed is not high enough for her to put up a PSI
Shield before the enemy attacks.

Rain Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage
inflicted by Freeze by about 96%

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

The Receiver Phone is required to be in Ness's inventory at all times.

Red Ribbon

Use: Paula's armor; equip as "other"

Buy the Red Ribbon upon reaching Saturn Valley and equip it on Paula.

Refreshing Herb

Use: equivalent to Healing[beta]; heals poison, nausea, colds, sunstroke,


sleep, crying, and feeling strange

Buy the Refreshing Herba at Saturn Valley in preparation for Belch's


Factory if Ness has not learned Healing[beta]. Use it to cure any party
member who is nauseous or poisoned.
Ribbon

Use: armor for Paula; equip as "other"

Buy the Ribbon at the Happy Happy Village Drugstore once Paula joins the
party. Sell this when 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 the Rock Candy 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 the Rock Candy 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 allows you to use the Rock Candy an
infinite number of times. A detailed explanation on how to exploit
this bug can be found at starmen.net.

Royal Iced Tea

Use: recovers about 60 HP

Ruler

Use: needed to get through the Monkey Cave

The Ruler 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 it.

Rust Promoter

Use: inflicts about 200 HP of damage to all metallic enemies in battle

Metallic enemies appear mostly in the second half of the game, but by then
200 HP of damage is no longer very helpful. Use this item when facing a
group of robotic enemies or sell it. Note that, this item will not work on
Starman type enemies.

Rust Promoter DX

Use: inflicts about 400 HP of damage to all metallic enemies in battle

Use against a group of metallic enemies or sell. Like the Rust Promoter,
the Rust Promoter DX will not work on Starman type enemies.
Sand Lot Bat

Use: weapon for Ness

Buy and equip the Sand Lot Bat upon reaching Happy Happy Village. Sell it
once the Minor League bat is bought in Threed.

Saturn Ribbon

Use: armor; equip as "other" on Paula; increases Defense and Luck

Talk to the rescued Mr. Saturn after defeating the Starman Deluxe to
receive the Saturn Ribbon.

Sea Pendant

Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense
and provides protection from Fire, Freeze, and Flash attacks

The Sea Pendant can be found in the northeast corner of the Lost
Underworld. This item also protects from PSI equivalent attacks, such as
"Electrical Shock Attack" and "Breathe Fire."

Secret Herb

Use: has a chance of reviving an unconscious party member with 25% of max
HP; heals poison, nausea, colds, sunstroke, sleep, crying, feeling
strange, paralysis, and diamondization

Do not use the Secret Herb to try to revive an unconscious party member.
Use it instead 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 protecting a single target; may fail to work;
can be used many times

The Shield Killer 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 the Shield Killer does not eliminate your
own shields, though the fact that it 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, give it to Escargo Express.

Shiny Coin

Use: armor; equip as "other" for Ness, Paula, or Jeff; increases Defense
and Luck

Buy the Shiny Coin 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

The Show Ticket needs to be purchased in order for the party to enter
Topolla Theater in Fourside.

Shyness Book

Use: allows access into the Seventh Sanctuary Cave


Obtained: Bookshelves in the Onett Library, after the Starman Deluxe is
defeated

Give this book to the Chief of Tenda Village to cure the Tendas of their
shyness.

Silver Bracelet

Use: armor; equip on "arms" for Ness, Paula, or Jeff

Obtain the Silver Bracelet in the underground passage in Threed and equip
it on Paula. Buy 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 the Skip Sandwich 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 you shouldn't do this
unless the party is too weak to fight.

Skip Sandwich DX

Use: recovers about 6~7 HP and increases walking speed for 20 seconds

The Skip Sandwich DX can be helpful when your party is weak and you want
to avoid enemies.

Slime Generator

Use: solidifies a single, random target

The success rate of the Slime Generator is high enough against some
enemies to allow you to pin them down by using the Slime Generator each
round. The Slime Generator can also be used as an alternative to "defend"
if Jeff has nothing else to do.

You can sell or discard the Slime Generator once the Monkey's Love is
obtained in Deep Darkness. The Monkey's Love has the same effect as the
Slime Generator but can be used by any party member. I usually keep both,
though.

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 weapon.

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 when
they have nothing else to do.

Sound Stone

Use: allows you to see all the Sanctuary Locations visited and listen to
the melodies learned

The Sound Stone 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 collect the Cookies they drop. Even without the Sound
Stone, Sanctuary melodies will be recorded and you you can properly
progress through the game.

Spectrum Beam

Use: weapon for Jeff

Jeff obtains the Spectrum Beam 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 1

I usually use Speed Capsules on Paula or Poo to improve their chances of


attacking before the enemy.

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

The Stag Beetle is similar to the Slime Generator and the Monkey's Love,
only it 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 it.

Star Pendant

Use: defense item; equip on "body" for Ness, Paula, or Jeff; provides
protection from Fire, Freeze, Flash, and Paralysis

The Major Psychic Psycho in the Eighth Sanctuary Cave has a 1/128 chance
of carrying this item.

Stun Gun

Use: weapon for Jeff

Obtain and equip the Stun Gun before leaving Brick Road. Sell it once you
get a better weapon for Jeff.

Sudden Guts Pill

Use: doubles the target's Guts for the duration of the battle

The Sudden Guts Pill can be useful for Ness during boss battles if you
want to increase the chances of getting a SMAAAASH!! hit. There is not
much of a point in using this item on anybody other than Ness.

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.
Super Plush Bear

Use: diverts enemy attacks from the party to itself; has about 500 HP

Enemies will often attack the Super Plush Bear instead of the party while
the Bear is in a party member's inventory. This item can be useful, but
you shouldn't have to go out of your way to buy it.

Suporma

Use: nothing

The Suporma is absolutely useless. It can be sold for $25, but this
doesn't make up for the $200 or $50 investment Orange Kid asks for before
he gives you this item.

Sword of Kings

Use: weapon for Poo; increases his Offense by 30

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.

T-Rex's Bat

Use: weapon for Ness

You can teleport to Winters to buy the T-Rex's Bat as soon as Ness learns
Teleport[alpha], but it's not worth the money since a better weapon will
become available soon afterwards.

I've heard some people suggest buying this weapon the first time Jeff goes
through Winters by fighting the enemies in the area and selling the items
they drop. I have never tried this myself, but you'll probably need some
patience to do it.

Talisman Coin

Use: armor; equip on "other" for Ness, Paula, or Jeff; increases Defense
and Luck

The Talisman Coin can be obtained by trading six Horns of Life with a
Tenda in Tenda village. I don't recommend you obtain this item, however,
as it is quickly superseded by the Shiny Coin sold in the Lost Underworld.
Talisman Ribbon

Use: armor; equip as "other" for Paula

Obtain the Talisman Ribbon before leaving Dungeon Man with the Submarine.

Tee Ball Bat

Use: weapon for Ness

Buy and equip the Tee Ball Bat before battling Frank. Sell it once the
Sand Lot Bat is bought in Happy Happy Village.

Teddy Bear

Use: diverts enemy attacks from a party member to itself; has about 100 HP

Enemies will often attack the Teddy Bear instead of the party while the
Bear is in a party member's inventory. It can be useful when Ness first
travels through Peaceful Rest Valley and the Underground Passage in
Threed. You should be able to find all the Teddy Bears you need from gift
boxes.

Tendakraut

Use: gives access into the Tenda village in the Lost Underworld

The Tenda Chief gives the Tendakraut to the party after curing all the
Tendas of their shyness. It will be taken away when the party first enters
the Tenda village in the Lost Underworld.

Thick Fry Pan

Use: weapon for Paula

Buy and equip the Thick Fry Pan upon reaching Threed. Sell this weapon
once the Deluxe Fry Pan is bought in Dusty Dunes Desert.

Tiny Ruby

Use: allows access to the second floor of the Museum in Summers

Give the Tiny Ruby 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 the Toothbrush. This item does not always work,
and items such as the Slime Generator and the Monkey's Love serve the
same purpose but can be used indefinitely.
Toy Air Gun

Use: weapon for Jeff

Buy the Toy Air Gun from the arms dealer behind the Pizza Shop in Threed
if Jeff does not have the Broken Air Gun.

Travel Charm

Use: provides immunity to paralysis; equip on "body" for Ness, Paula, or


Jeff

The Travel Charm is not very useful at the time it is obtained because no
enemies in the early part of the game can use Paralysis. Sell them if
obtained.

Trick Yo-yo

Use: weapon for Ness, Paula, Jeff, or Poo

I do not recommend you use any Yo-yos, since they have a lower accuracy
compared to each party member's standard weapon.

Trout Yogurt

Use: recovers about 30 HP

The Trout Yogurt 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 the Vial of Serum. Healing[beta] is sufficient for


countering poison and this item should be sold if obtained.

Ultimate Bat

Use: weapon for Ness

Buy the Ultimate Bat from the shop in the Lost Underworld and equip it on
Ness before heading to the Eighth Sanctuary Cave.

Viper

Use: poisons a single target; gone after one use; the target of this item
is automatically determined

Use the Viper against bosses 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

Use the Vital Capsule on Paula as soon as it is obtained. Paula needs the
most help in surviving in battle, and the extra HP will help her the most.

Wad of Bills

Use: frees the Runaway Five and allows the party to go to Threed

After watching the Runaway Five show, go to the theater owner and "use"
the Wad of Bills. The Runaway Five will then leave the theater and take
Ness and Paula to Threed.

Wet Towel

Use: Heals sunstroke

Healing[alpha] should be sufficient for healing sunstroke.

Xterminator Spray
(Thanks to: C.V. Reynolds)

Use: inflicts about 200 HP of damage to all insects; can be used many
times

I have never obtained the Xterminator Spray and have not had a chance of
testing it out. Starmen.net claims that the Mad Taxi has a 1/128 chance
of dropping this item.

Yogurt Dispenser

Use: allows access to the 48th floor of the Monotoli Building in Fourside

Give the Yogurt Dispensor 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-yos, since they have a lower accuracy
compared to each party member's standard weapon.

Zip Gun

Use: weapon for Jeff


Buy the Zip Gun from the arms dealer behind the Dusty Dunes Desert
Drugstore if Jeff does not have the Laser Gun.

Zombie Paper

Use: allows access to the Underground Passage in Threed

"Use" the Zombie Paper in the circus tent in central Threed. Stay at the
Hotel after doing so and the entrance to the Underground Passage will
open.

*******************************************************************************
XXIII.Contact Info
*******************************************************************************

Questions? Comments? Suggestions?


Email me at:

artgima@hotmail.com

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