*****************************************************************************

                          EarthBound FAQ/Walkthrough
                            For the Super Nintendo
                     Version 1.2 (Last Updated 3/30/2004)
                               By Devin Morgan

   This file is Copyright (c)2003-2006 Devin Morgan. All rights reserved.

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Table of Contents

1. What's New
2. Introduction
3. Story
4. Controls
5. Overview
6. Walkthrough
7. Enemies
8. Bosses
9. Weapons
10. Body Equipment
11. Arm Equipment
12. Accessories
13. Items
14. Food
15. PSI Spells
16. Photo-Op Locations
17. Shops
18. Credits
19. Copyright Notice
20. Contact Information

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-=-=-=-=-=-=-=-=-=-=
-=  1. What's New -=
-=-=-=-=-=-=-=-=-=-=

Version 1.2 (3/30/04): Made a couple small corrections here and there.

Version 1.1 (1/24/04): Updated with an accurate list of photo-op locations, 
thanks to Brian Sulpher!

Version 1.0 (6/23/03): The first, fully complete version of this FAQ!

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-=-=-=-=-=-=-=-=-=-=-=
-=  2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=

During the midpoint of the Super NES's lifespan, there came a rather unique 
RPG title, which has become quite the cult favorite in the present. That game 
is called EarthBound (Mother 2 in Japan). Basically, EarthBound is an RPG 
game at heart, but with many funky twists. The MANY references to life in the 
1960s (battle backgrounds, some of the enemies, the way some places look), as 
well as the use of many funny sayings, are the highlights of this game, in my 
opinion. The story is pretty unique compared to the customary "find crystals, 
defeat major bad guy, save the princess/world/town" approach. I will not say 
more about the game here, other than the fact that if you have yet to play 
this game in the 8 years it's been out in the public, you must do so VERY 
soon, if not immediately!

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-=-=-=-=-=-=-=-=
-=  3. Story  -=
-=-=-=-=-=-=-=-=

Can four average kids save the world from certain destruction at the hands of 
an evil, alien invader? They might be inexperienced, but don't count them 
out!

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-=-=-=-=-=-=-=-=-=
-=  4. Controls -=
-=-=-=-=-=-=-=-=-=

Control Pad: Move characters, move cursor on menu screens

A: Confirm selection on menu screens, view command menu

B: View HP/PP/cash windows, cancel selection on menu screens

X: View the map

Y: N/A

L: Check out the area, or whatever's in front of you

R: Ring the bicycle's bell (when riding)

Start: N/A

Select: Same as B

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-=-=-=-=-=-=-=-=-=
-=  5. Overview -=
-=-=-=-=-=-=-=-=-=

=======================================
Character Special Abilities (In Battle)
=======================================

In this game, you will lead a full party of 4 heroes. The main hero, Ness, 
has no real special moves apart from having the best attack power of the 
group. The other 3, however, do have special powers, as listed below:

Pray (Paula): When used in battle, one of many various effects can take
              place. The most common are HP and PP recovery.

Spy (Jeff): Gain information on the targeted enemy, including their HP and
            weaknesses they may have.

Shoot (Jeff): Use items that Jeff has fixed, or items already in the item
              inventory, to shoot at enemies. This includes, but is not
              limited to, guns, bottle rockets, etc.

Mirror (Poo): Allows Poo to take the form of the targeted enemy for a period
              of time.


================
Saving Your Game
================

As opposed to most other games, you cannot just step outside and "save". You 
must first get to a phone, and call up Dad. He will tell you how much money 
he deposited to your account, how much experience you need to reach the next 
level, and finally the option to save/quit your game. There are 2 types of 
phones, too. The small black ones (such as the one at Ness's house, and in 
Hotels) is free; however, the phone booths you see in most other stores and 
such are not free, and you must pay $1 to use.


=============
Using the ATM
=============

Right from when you start the game, you will be introduced to your first ATM 
Card. With this, you can obviously visit one of the many ATM machines 
throughout the world and withdraw or deposit some cash. When you win battles, 
your Dad deposits money into your account, which you can withdraw as needed. 
If you want to keep updated with your balance, use a phone and call Dad; 
he'll tell you over the phone. So basically, carry your ATM Card with you 
EVERYWHERE; you never know when there's something you need some extra cash 
for further ahead.


=======
Prayers
=======

One of Paula's special abilities to offer your party is the ability to pray. 
There are many things that can happen as a result of a simple prayer, so here 
are all the possible effects that can take place:

Dazzling Light: A dose of PSI Flash hits all allies and enemies.

Golden Light: All the HP of a single ally is randomly restored.

Heavy Air: The defense of all allies and enemies is lowered slightly.

Mysterious Aroma: All allies and enemies are put to sleep.

Mysterious Light: Restores a small amount of PP to all allies.

Rainbow Colored Light: All unconscious allies are brought back to life.

Sheet Lightning: Some lightning is used to attack; if it hits, the effects of
                 PSI Flash are induced on the target.

Thunder: All the allies and enemies are hit with a PSI Brainshock attack.

Very Subtle Light: Restores 2x as much HP as the Warm Light to all allies and
                   enemies.

Warm Light: Restores HP to all allies and enemies.


===================
Broken Item Repairs
===================

As you will quickly come to learn, Jeff is a mechanical genius who can fix 
many broken devices. However, what he can fix is determined by his IQ (see 
his status screen for details). For instance, say you have a Broken Spray Can 
in your inventory. If you go to a Hotel or somewhere, and stay the night, 
Jeff will fix it into a Defense Spray overnight. He can only fix one item 
each night. Here is a chart of just what he can fix, and when he can do so:

IQ    Broken      New Item
--    ------      --------
1     Machine     Counter PSI Unit
1     Spray Can   Defense Spray
10    Iron        Slime Generator
12    Air Gun     Magnum Air Gun
24    Laser       Laser Beam
30    Pipe        Shield Killer
32    Cannon      Spectrum Beam
34    Gadget      Double Beam
36    Tube        Hungry HP-Sucker
40    Trumpet     Defense Shower
45    Bazooka     Heavy Bazooka
55    Harmonica   Baddest Beam
65    Antenna     Gaia Beam


====================
Enemy Confrontations
====================

As with all RPGs, there are enemy confrontations, but the way attacks take 
place are a bit different with this title. First off, you can see the enemies 
in the overworld, so you can try and avoid them if you don't wish to battle. 
However, the way you approach/are approached by an enemy determines the way 
the battle starts. Sometimes, when you approach an enemy for battle, other 
nearby enemies will join in for added fun, so keep that in mind when 
exploring certain areas.

Enemy Attacks First: When you have your back to an enemy, and it approaches
                     you. A red swirl floods the screen, and the enemies
                     proceed to attack you before you can do anything else.
                     This shouldn't happen too often, provided you are
                     careful in the wild.

Heroes Attack First: When your group sneaks up behind an enemy to attack. In
                     this situation, a green swirl fills the screen, and
                     you'll have an opportunity for your entire party to
                     attack the enemy(ies) an extra time before they can get
                     to you. This is what I get much of the time, as should
                     you, if you are stealthy enough. An added perk to this
                     sneak tactic is that if you're quite a bit stronger than
                     the enemy, the enemy is automatically defeated, saving
                     you time in fighting.

Normal Combat: When you and the enemy are face to face on the approach.
               Neither party gets an advantage over the other; it just comes
               down to which group has more agility at this point.


===============
Status Ailments
===============

As with most RPG titles, there are various things that can happen to your 
party in battle, apart from taking physical damage. These are known as status 
effects, or ailments, whichever you prefer. Most ailments will wear off after 
a period of time, but some of the more serious conditions require a strong 
Healing PSI, or a hospital visit, in order to cure. Here is a quick rundown 
of each of those found throughout this game.

Cold: Character will sneeze at the start of every round of battle, losing
      small amounts of HP each time.

Crying: Lowers the character's hit accuracy, making attacking the enemy a bit
        more difficult for them.

Diamondize: The character turns into a diamond, and cannot do anything.

Feeling Strange: The character in question acts oddly in battle, not doing
                 what you commanded them to do (attacking other allies,
                 healing enemies, using the wrong PSI, etc).

Homesick: Only Ness can get this ailment. In battle, Ness loses concentration
          and misses attacks more often than usual. A phone call to Mom, a
          visit to My Sanctuary locations, or a soaking in the Saturn Valley
          Hot Spring will cure this ailment.

Mushroomized: A mushroom sits atop the character's head, making them feel
              strange in battle. Outside of battle, the Control Pad's
              function becomes jumbled, making the controls go backwards.

Nausea: The character feels sick in battle, taking damage at the start of
        each attack round.

Numbness: Cannot move; can use PSI, items, and defend, however.

Poison: Character is poisoned, gradually losing HP every round until an
        antidote is used.

Sleep: The character is sleeping, and cannot do anything, obviously. They
       will wake up by themselves within a few rounds or so.

Sunstroke: Occurs when you are wandering in the desert for too long. You
           gradually take damage until a Wet Towel or Healing PSI is used.


=====================
Visiting the Hospital
=====================

When battles turn ugly, there may be times where you have to pay a visit to 
the local hospital. There are 3 people that work there: Doctor, Nurse, and a 
Healer. The Doctor can cure some of the more common ailments, such as a cold, 
nausea, etc. Whereas the Healer can get some of the more tricky ones, such as 
mushrooms and numbness. If you have an unconscious ally (their ghost is 
following you), you have to pay the Nurse to revive them. Be prepared to pay 
if you use any of the services in the Hospital. If you want to play smart, 
just stay alive and use lots of healing items to prevent such a situation!

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-=-=-=-=-=-=-=-=-=-=-=
-=  6. Walkthrough  -=
-=-=-=-=-=-=-=-=-=-=-=

============
Introduction
============

When you first choose to start a new file, you will be given a few of the 
usual options. You can pick a "flavor", which is basically the color that the 
window box frames will be in. Then, choose the names of the characters, your 
pet, favorite food, and favorite thing (I stuck with the defaults by picking 
Don't Care: Ness, Paula, Jeff, Poo, King, Steak, Rockin).

After that's set, the game itself will open. A nighttime view of Onett will 
be panned across, eventually leading to Ness's House.

============
Ness's House
============

The scene inside shows Ness peacefully sleeping in his bed. Suddenly, a loud 
sound is heard outside, awaking the hero. You will gain control of Ness at 
this point, so head out of this room. The hallway will be lit, lucky for you. 
So, enter your sister's room (it's the first door you see). Talk to her if 
you wish, then open the present in the corner to get a Cracked Bat. Be sure 
to equip this as Ness's weapon right away! Leave this room and continue 
downstairs. Go all the way right and out of the house.

==============
North of Onett
==============

Outside, you will see the police blocking off access to Onett. Talk to them, 
and some people nearby to learn that a meteorite has crash-landed atop the 
cliff. Follow the dirt path to the south, then to the west past several 
officers. Continue to the north and east with the path, then when you reach a 
split, continue east to a present containing a Bread Roll. Go north and talk 
to the man outside his house, known as Lier X. Agerate. Up ahead, you will 
come to a blockade of more policemen, but you can catch a glimpse of the 
meteorite on the cliff above. Your friend Pokey is by the barrier; talk to 
him and he will smugly send you back home. So, do just that. When you reach 
home, your mother will be waiting outside. Talk to her, and agree to sleep 
until morning.

============
Ness's House
============

Despite your mother sending you to sleep, you don't make it to the morning 
without being awakened once more. This time, it's because of someone knocking 
at the door downstairs. Leave your room and head downstairs, and check the 
door. When you reach the door, Pokey darts in and alerts you of some news. 
Apparently, his brother, Picky, is stuck atop the mountain, but there are 
monsters around, so he needs your help. Your mother makes you change into 
regular clothes before you go.

When you're ready, talk to King (the dog) and Pokey to have them join you. 
Say good-bye to your mother, and approach the door. Before you get to leave, 
the phone will ring. Go pick it up, for it is your (Ness's) father. He gives 
some encouragement, as well as $30 into your ATM account. You finally learn 
that you can save your progress by calling Dad later on. Now that you're all 
set, leave your house.

==============
North of Onett
==============

Out here with your rugged group, head to the south and along the path to the 
meteorite again. This time, you will have to face some weak enemies along the 
way, including Coil Snakes and Spiteful Crows. Eventually you will reach the 
summit, where the meteorite landed. When you arrive, King will bark and run 
back home. Check out the meteorite if you wish, then talk to Picky. He will 
join your party. As you leave, you will hear a buzzing sound nearby. After 
that, a beam will be emitted above the meteorite, and a bee-type creature 
will appear, called Buzz Buzz. He is apparently from 10 years into the 
future, and speaks of total devastation at the hands of Giygas. After hearing 
his story, he will join you.

Now, make your way back down the path to your house again. When you're just 
about at the end, another being from the future will appear and do battle 
with you. The Starman Junior isn't really a threat, as Buzz Buzz protects the 
party with a shield spell. Attack normally and after a few rounds, it'll be 
over. You should also be at Level 3 by now. Now, instead of going to your 
house, visit the house to the west, which is Pokey's.

=============
Pokey's House
=============

Inside, go forward and talk to the boys' father sitting on the couch. They 
will both run upstairs, then the father will come back and speak to you 
briefly. Buzz Buzz will fly over to the mother, who panics and kills it, 
mistaking it for a dung beetle. Talk to Buzz Buzz on the floor and hear his 
final words, which heavily pertain to your adventures ahead. He will also 
give you the Sound Stone (you'll learn more on this later). Now that Buzz 
Buzz is gone, you can leave here.

==============
North of Onett
==============

Before you head off on your adventure, it would be best for you to stop home 
and rest for another night, then call your Dad to save. When you are back 
outside again, head to the southeast and follow that path into the town of 
Onett.

=====
Onett
=====

When you make it into the town, you will start to see people and buildings 
around, obviously. Enter the Library, as it's the first place you should 
pass. Talk to the lady behind the counter and borrow the Town Map from her 
(view by pressing X). Go back outside and consult the map if you wish. Before 
you continue, go west and north, then east through the wooded area behind the 
library. You will come to a hidden clubhouse there; talk to the kids inside 
to get a free Baseball Cap, great! Now get out of there and make your way to 
the Burger Shop (see the map). Check the trash can next to the Burger Shop to 
find a Hamburger. You may also want to visit the Drug Store nearby, as well. 
Withdraw some cash from the ATM machine inside, and buy the Tee Ball Bat to 
start.

Next, you may want to visit the Hotel and call Dad to save your progress. 
Following this, head southward towards the Game Room. You may notice the 
several characters dressed entirely in black wandering around. They are 
tough, so you may want to fight them to quickly level up. Check the trash can 
by the Game Room to get a Can of Fruit Juice, too. When you've fought enough, 
be sure to call up Dad and withdraw money from the ATM, and buy the Cheap 
Bracelet; it'll help you in the battle ahead.

Anyway, continue with the outdoor battles until you've fought off many of the 
Sharks. After you've reached at least Level 6, and have bought all you can to 
better your stats at the Drug Store, go into the Game Room to the south. 
There will be more Sharks for you to face, so defeat them in both rooms 
inside. After you've fought everyone you can, go back to the arcade's first 
floor. Talk to the Shark by the door, and when he asks if you want to become 
a member, tell him no to initiate a battle. Defeat him, then go through the 
door.

Out in the yard, use a Hamburger to recover your health fully. When you are 
ready, talk to Frank and you will enter battle with him. Fight him with 
regular attacks to defeat him. When you beat Frank, you will then be pitted 
against his creation, Frankystein Mark II, so destroy that as well. After the 
battles are over, Frank will tell you about the Giant Step region in the 
northern cave. There is a shack blocking it, but you can obtain a key to it 
from Mayor Pirkle. So, get out of the Game Room and head to Town Hall.

In there, go left through a few rooms until you reach the room with the mayor 
inside. Talk to Pirkle from across his desk, and he will give you the Key to 
the Shack. Leave Town Hall and head all the way north by the Library. From 
there, follow the path going west and to the north. Follow it until you reach 
the locked shack; use the key to unlock it and go inside. Walk through to the 
yard in the back, then enter the cave you see.

===============
Giant Step Cave
===============

Inside this cave, you will face new and stronger enemies than the ones you 
faced in Onett before. However, it's all for the better, because you gain 
more money and experience from these battles! Anyway, defeat the Rowdy Mice, 
Black Antoids, and Attack Slugs you find wandering around (by the way, Attack 
Slugs are excellent for experience gaining, so keep that in mind). Enter the 
first room to the north, and open the present inside to get a Skip Sandwich. 
Leave the room and continue west, then climb the rope to the upper level.

Continue to the east on this level, defeating more enemies you come across. 
Enter the room at the end and collect the Cold Remedy, then climb to the top 
level. Go all the way west and head outside via the open cave at the end. On 
the outside cliff, simply go west into the second half of the cave. In that 
area, defeat some nearby enemies and open the present to get a Hamburger. Go 
north into the next chamber. Defeat the Black Antoids in this small passage, 
and continue onward. In the next room, climb up the 2 ropes and you'll 
approach a Shining Spot. Recover your health, then check it out to enter 
battle against the Titanic Ant. Visit the Bosses section for help winning 
here.

After it's over, head outside via the exit in front of you. Here, you will 
see the Giant Foot, which is the first "My Sanctuary" spot you will visit. 
When you approach, its sound will play, only to be recorded by your Sound 
Stone for later. When you gain control again, head back into the cave, and 
backtrack out of it.

=====
Onett
=====

When you're totally outside of the cave again, a cop will greet you. He will 
be angry that you entered the cave, totally disregarding the sign outside 
telling you not to. Pick either response to his question, as they both lead 
to the same result; you will be asked to visit the police station later. So, 
head through the shack and continue south into town. Visit the Hotel and use 
the phone to call Dad, and save your game.

Once you do that, head to the Police Station, which is next to the Bakery. 
Inside, talk to the police chief (he's the man with the moustache talking to 
another man up ahead). Tell him you really want to go to Twoson, and he will 
have you follow him into an empty back room. There are 5 cops in here, all of 
whom you have to do battle against. Defeat the 5 Crooked Cops, then you will 
have to fight Captain Strong himself. Use a couple of PSI Rockin spells to 
quickly dispose of him.

After this, Captain Strong will admit defeat, and therefore opens the way to 
Twoson for you. Leave the station, and head to the Hotel to rest up for the 
night. You will be contacted telepathically by a girl named Paula, whom you 
will later meet. When you awake, save your game by calling Dad, then leave. 
Head all the way south and onto a dirt path leading out of town.

=================
Onett/Twoson Path
=================

As you make your way southward on this path, you will pass by a house. If you 
wish, go inside and take an Exit Mouse, for one can help you get out of a 
dungeon quickly when used. If you don't want to, that's als fine. Continue 
south and open a present you see to get a Hamburger. Keep heading further to 
the south and west, and defeat a Ramblin' Evil Mushroom that you come across. 
Be careful, as it can make you feel strange (the status effect). Anyway, 
continue onward to Twoson.

======
Twoson
======

When you arrive here, continue down the dirt path to the paved street. Go 
east and as you pass the Bicycle Shop, the photographer will come and take a 
snapshot. After he's gone, enter the shop. Talk to the guy running the shop, 
and rent a Bicycle from him. Exit the shop and enter the department store 
next door. Withdraw some money from the nearby ATM, and head up the 
escalators to the top floor. Visit the Drug Store and buy the Slingshot for 
Ness here. Go back downstairs and take out $200 from the ATM, then leave the 
store.

After you're done in the department store, go back outside and continue east 
and southward along the road. You will pass by a park to the west; walk into 
it. At the end of the path going through the middle, you will be confronted 
by a man standing on the roof of his home. He will jump down and attack you. 
Defeat Mr. Everdred and he will come back to his senses.

Now that Everdred is back to normal, he will explain the situation with Paula 
and the Peaceful Rest Valley. When he's done talking, Everdred will go back 
inside. So, leave the park and head further south and east through town. You 
will then pass by the Polestar Preschool to the north. Go inside and enter 
the second room. Talk to Paula's father, who goes to fetch her, only to 
return alone. Head upstairs and open the present in Paula's room to get a 
Teddy Bear (provides great protection for later).

Leave the school and head south to find the homes of Orange Kid and Apple 
Kid, the so-called "genius" kids of Twoson. Visit Apple Kid, for he is more 
reliable than Orange Kid, apparently. Give him something to eat as he wants, 
then give him the $200 donation he requests of you. After that, his mouse 
will block the way out. Check out the garbage can first to get the Broken 
Machine. Then, talk to the mouse and he will give you the Receiver Phone, as 
thanks for helping his master. Now, leave here. Go back north and head all 
the way east into a cave. Run through the 2 small chambers, and you will end 
up at the start of the Peaceful Rest Valley.

====================
Peaceful Rest Valley
====================

In this new region, make your way east and northward. You may have to face a 
Li'l UFO enemy along the way, but you shouldn't be worried. If you have that 
Teddy Bear with you, it'll take damage instead of Ness, so no need to worry 
for now! Anyway, continue ahead and you will find an iron statue in the form 
of a pencil point (how odd). Check it, then since you cannot continue, make 
your way back to Twoson.

======
Twoson
======

Back in this town, as soon as you reenter, Apple Kid will contact you via the 
Receiver Phone. He mentions a great invention he just finished, and wants to 
meet with you immediately. Since he isn't at his home, go to the park. Check 
the grassy field in the south area to find Apple Kid under a tree. He will 
give you the Pencil Eraser, which will remove the iron statue you saw not too 
long ago. Now, leave the park and rest at the Hotel if you wish. Phone Dad to 
save your game, then head back to the Peaceful Rest Valley.

====================
Peaceful Rest Valley
====================

Back here, make your way north to the pencil statue once more. This time, you 
can clear it by using the Pencil Eraser, yay! So, now you can proceed onward 
to the next town. If you want, go north and the photographer will come and 
take your picture for memories. Then, cross the bridge and make your way to 
the east. Go south and west onto the upper plateau, where you'll find a path 
split. Go north and west to a present containing a Travel Charm.

From here, continue west and to the south. At the next path split, go 
southeast and southward to a second present box with a Luck Capsule inside. 
Go back north a tiny bit, and then continue along the lower southbound path. 
All the way to the south, open a present to get a Croissant. Go east to find 
a fourth present with a Bomb inside of it. Head back west and continue to the 
northeast along the path. Cross the second bridge you reach up ahead.

On the other side of the river, continue northward a bit. You will reach yet 
another path split ahead, so go northwest to a present containing a Hard Hat. 
Return to the split and go eastward this time. Continue to the south and 
southwest, to a final present, where you'll find a Cup of Lifenoodles. Now, 
head back north and east to a cave. Enter it. Go through the short chamber 
and you will emerge in Happy Happy Village.

===================
Happy Happy Village
===================

Well, when you arrive here, you must be relieved that there's a place you can 
rest at now; I sure was after all those battles! By now, you should be at 
least Level 15-16. Anyway, start by visiting the Drug Store in the northeast 
corner of town, and buy the Sand Lot Bat and Copper Bracelet, equipping them 
both. Phone Dad and save your game there, then withdraw an extra $50 from the 
ATM. Leave the store and go into the building in the southwest region of 
town; this is the "hotel". Pay $50 to rest, you'll really need it by now!

The next day, leave the home and head towards the Drug Store a second time. 
You will notice a cavern in the north wall to the left of the store. Go 
through it to reach an isolated building outside of the village. Go inside 
and you will find a girl stuck inside the jail. Talk to the girl, whom you 
learn is Paula, the one you were sent to look for. She tells you that you 
need a key from the evil Carpainter in order to free her. Paula will then 
give you the Franklin Badge, which is your only hope in defeating Carpainter.

As you leave the jail, you will be confronted by Pokey and some cult members. 
He will run off, as usual, leaving you to fight 2 Insane Cultists and a 
Spiteful Crow. Finish them off quickly, then go through the cave into town 
again. This time, save at the phone inside the Drug Store, then enter the 
large building in the center of the village.

Inside, you will find MANY of those cult members standing all around this 
room. Some of them block your path, which means you'll have to persuade some 
of them to move. Have a close look at some of them; certain cultists move 
quicker than others, so those are the ones you should talk to. Make your way 
through this room, fighting and moving the fast-paced cultists. When you make 
it to the other side of the room, enter the second chamber to the left.

Continue upstairs, where you will see Carpainter standing in front of a gold 
statue. Talk to him and he will speak for a moment. Agree to join him, and he 
will attempt to hit you with lightning. Luckily, the Franklin Badge reflects 
that, allowing you to stay and fight. Read the Bosses section for help 
beating him. After it's over, he will give up the Key to the Cabin, so you 
can free Paula.

When you leave the temple, Pokey will be waiting outside. He will supposedly 
apologize for his actions before running off, saying he lied all along. He'll 
get his soon enough, so let's not worry about him yet! Head back to the 
isolated cabin, and free Paula with the key. She will join your party, and 
better yet, she starts with a Teddy Bear, which can protect your group 
somewhat more. Head to the Drug Store and withdraw a good amount of money, 
and buy Paula some equipment she can use (Fry Pan, Copper Bracelet, and the 
Ribbon). Save your game by phoning Dad, then rest at the hotel.

Before you make a grand return to Twoson, there is something else you need to 
do in this region still. Head into the cave to the east.

=============
Lilliput Cave
=============

From the start of this cavern, head north, then to the southeast. At the path 
split, you will be able to go either eastward or to the south. For now, head 
south and west to a gift box containing a Great Charm; equip this to Paula if 
you wish. Head back to the split, and continue eastward this time. Go all the 
way east to a second box with a Croissant inside. Go west a little, and to 
the south as per the path.

Keep on progressing into the cave by following the path around, while 
defeating the various enemies you'll face along the way. The path is pretty 
much straightforward, so I don't have to really explain it further. Towards 
the end, make sure you take the PSI Caramel from the last gift box. Also, try 
to get Paula up to around Level 15 in experience; that way she'll be fine 
enough to last in battle. When you're ready, fully recover your party's HP, 
and check out the shining spot at the cave end. You will be faced against 
Mondo Mole, the second guardian. Read the Bosses section for help winning 
this fight.

Once you win, head through the cave that the shining spot was guarding. Step 
outside and you will hear the music from Lilliput Steps, which will be 
recorded within the Sound Stone. Also, Ness and Paula will have fully 
restored HP and PP, which is a great reward as well. So, head back through 
the cave. This time through, the enemies run away from you, so you won't have 
to do battle unless you really want to. Anyway, continue out to the village.

===================
Happy Happy Village
===================

Upon your return, your first means of business should definitely be a call to 
Dad. After that, there's pretty much nothing more for you to do in this 
village, so head to the northwest and through the cavern into the Peaceful 
Rest Valley.

====================
Peaceful Rest Valley
====================

Back out here, make your way to the north again. At the far north end, go 
west and south, then across the first bridge. Head west a little, and 
northward. You will find that the bridge that was broken earlier is now 
fixed, so head across that for a great shortcut through the valley. Continue 
westward and through the cave to enter Twoson again.

======
Twoson
======

When you rearrive here, head straight ahead into the town itself. Go into the 
Polestar Preschool and walk through to the second room. Paula's father will 
come from behind and greet you both. He will be very grateful to Ness because 
of Paula's rescue. He will become sad that Paula will be leaving to help you, 
but eventually he lets go. Leave the school and a man will call to you guys 
from nearby. He will alert you that Everdred wants to speak with you in the 
park. Because you are sought after, go north and west into the park, and 
enter Everdred's house. He will speak about being partnered with you, but 
since he can't do that, he dumps $10,000 (Wad of Bills) into your hands.

Now, you may be wondering just what you'll need this much money for. 
Obviously, you cannot spend it as your own, so that is out of the question. 
Head out of the park and up the street to the Chaos Theater. Talk to the 
people and you will learn of the Runaway Five group, which performs here 
because they are in debt. You'll find 2 of the group's members by their bus 
alongside the building; talk to them and they'll give up a Backstage Pass. 
Now, enter the theater.

In here, approach the girl standing in between the counters and use the 
Backstage Pass to enter. Walk across the room, and talk to a blonde girl 
standing near the opposite door. She will notice the pass, and pulls you into 
the room ahead. There, talk to the entire Runaway Five group, then leave the 
room. Just in time, too, as the show is about to begin. Watch this form of 
entertainment, then after it ends, leave the room to the east. Talk to the 
girl to have her move, then enter the manager's office to the left. Go behind 
the counter and show the Wad of Bills, and he will allow the Runaway Five to 
leave for good! Following this, each of the group will come in and say their 
piece, and then wait outside for you.

So, leave the theater and talk to one of the lead singers standing outside. 
He will agree to take your group to Threed, and ensures you'll make it there 
because the tour bus is loud enough to keep the ghosts from bothering them. 
So, board the bus and away you'll go!

======
Threed
======

At the end of the long bus ride, you will finally arrive in the gloomy town 
of Threed. The group will say goodbye for now, before continuing to Fourside. 
As for Ness and Paula, start by heading to the Drug Store nearby. Withdraw 
some cash and buy new weapons for your 2 party members. Go outside and talk 
to the townspeople to learn of a problem with the zombies. Head to the 
graveyard in the northwest area of town, and you may have to fight Zombie 
Possessors. Follow the path to the west, north, and east, where you'll 
confront 2 zombie guards. They won't move for you, so you're stuck in Threed 
for now. Go back south and open a trash can you passed to get an Insectide 
Spray.

From here, head back into the center of town. As you walk past the Hotel, you 
will notice an odd woman who quickly runs inside. Follow her in there, and 
into the second room of the hotel. There, head into the room she enters, and 
you will be ganged upon by some zombies and ghosts. They will knock you both 
out, and lock you in some underground room. Check out the nearby door, only 
to find it is locked. At this point, Paula will tap into her PK powers and 
contact Jeff, a distant friend who is the only one able to help Ness and 
Paula out. 

========================
Snow Wood Boarding House
========================

Upon being contacted, Jeff will be awakened in his school. Since you have 
control of him, make your way out of this room, only to be stopped by Tony, a 
fellow friend. He will join you, and mentions visiting the locker room to 
gather supplies. So, leave Jeff's room. Talk to the nearby kids, and enter 
the room next to the one you came out of. There, you will find 7 gift boxes, 
all of which carrying Cookies. Take some if you wish, for you will need them 
outside. Leave the room and head downstairs.

Here, enter the upper-left room. You will meet Jeff's teacher, Maxwell, here. 
Talk to him and he will give you a bent Key to the Locker. He also mentions 
that you can call him to record your adventure if you wish, much like Ness 
calling his Dad. Leave this room and enter the one next door; that is the 
locker room. Try opening any of the lockers by using the key, only to find it 
won't work. Go see Maxwell a second time and he will give up the Bad Key 
Machine to correct that problem. Return to the locker room and open all the 
lockers to find a Broken Air Gun, a Pop Gun, and a Holmes Hat. Equip those 2 
good items and leave the room.

Head right through the main door to exit the school. Outside, Tony will squat 
down by the gate, acting as a step so you can climb over. Talk to him and 
climb over, then enter the nearby Drug Store. Sell off the useless items you 
don't need; you can't buy anything new, so don't worry about that. Talk to 
the woman standing to the side and buy a Pak of Chewing Gum from her for $1. 
Then, talk to the monkey by the door and give him a piece of gum. He will 
blow a bubble, and joins your group. Before you go, phone Maxwell and save 
your game. Then, exit the store.

=======
Winters
=======

Obviously, your next goal is to make your way southward with Jeff, as per 
Paula's request. So from the shop, walk to the south and westward. You will 
have to fight Gruff Goats and Spiteful Crows along the way, which are good 
for experience building. Head along the path until you come across a tent; 
enter it. Talk to the boys in here and they will invite you to stay for tea, 
recovering your HP and PP fully in the process.

Afterward, leave the tent and continue onward through the woods, and you'll 
reach a group of tents. Talk to the people around here to learn about the sea 
monster, Tessie, whom they are watching out for. Visit the second tent and 
use the phone to call Maxwell and save. Then, go to the westmost tent, and 
have some stew with the guy inside. You will rest overnight here, only to be 
called upon by Paula a second time. You will also notice that Jeff will fix a 
broken item in the inventory during the night. For now, he'll fix a Broken 
Spray Can to get the Defense Spray item. He can fix more items as his IQ 
rises; check the Secrets/Tips and Tricks section for a list of such items.

When morning comes, leave the tent and it will be daytime. The wind will also 
have kicked in at this point, too. Head east towards the small peninsula 
jutting out to the south, and walk onto the clear patch of land. The Bubble 
Monkey will take a piece of gum and float over the lake, only to land on the 
head of the legendary Tessie. The monster will come to the shore, allowing 
Jeff to walk onto its back. Tessie will then carry you both across the lake, 
to the south shore of Winters.

Upon reaching land, continue your southward journey. You will see a cavern, 
and a pencil point iron statue blocking the way southward. That means your 
only choice is to enter the cave, so do so.

==========
Brick Road
==========

As you will see for yourself, Brick Road is nothing but a small maze for you 
to navigate. Make your way through it while defeating the Rowdy Mice, Mad 
Ducks, and Worthless Protoplasms on the way. You can open up some presents as 
well, containing a Broken Iron, Croissant, Insecticide Spray, and a Stun Gun 
(equip this one). At the end, use the phone to call Maxwell and save again. 
Then, go outside again.

=======
Winters
=======

Back outside, talk to the man standing to your right. He turns out to be the 
dungeon creator, Brickroad. He will also let you rest up by speaking to him, 
good deal. When you're ready, continue southward and into the Pond Cave.

=========
Pond Cave
=========

Start off in this cave by following the westward path. Fight the Rowdy Mice 
and Attack Slugs you encounter here for some good, quick experience. Collect 
the Hamburger from the box, and continue to the second chamber. There, 
continue westward while defeating some more enemies along the way. In the 
large final chamber, start by climbing the rope to reach the upper ledge. 
Climb up a second rope to the peak, and open the gift box to get a Cheap 
Bracelet. Equip it, then climb back to the bottom level again.

Next, head to the western corner of this room. Open a box to get a Bottle 
Rocket. Then, stand below the upper ledge where the rope isn't hanging. Use 
the Pak of Bubble Gum and the Bubble Monkey will fly up and drop the rope for 
you. Climb up to the top area, and you will spot a Shining Spot for another 
of the My Sanctuary positions. Don't bother with it now, as Ness must be in 
your group for it to be of any effect. So, simply exit the cave.

=======
Winters
=======

When you step outside, there will be a female Bubble Monkey standing around. 
Your companion will run off with her, leaving you alone once more. Head 
southwest past Stonehenge, and try to avoid conflict with the Cave Boys, 
unless you have enough HP and healing items, and want some great experience. 
Anyway, continue southward to reach the Lab; go inside.

============
Andonuts Lab
============

At long last, you have finally arrived at the lab of Jeff's father, the 
legendary Dr. Andonuts! Talk to him right away, and he will be surprised to 
meet up with Jeff (you) after such a long time. He will explain how to use 
the Sky Runner device, used to fly you to your destination. After he's done, 
check out the machine by the back wall; it fully revitalizes you. Check 
upstairs to find a Broken Pipe from the gift box. Also, now would be a great 
time to call up Maxwell and save your game.

When you're ready, approach the Sky Runner across the room and board it. The 
good doctor will bid you farewell, and you will then take off for Threed, 
crossing various landscapes during the journey.

======
Threed
======

Upon entering the Threed region, the Sky Runner will circle above the town a 
couple of times, emitting a beeping sound. Eventually it will stop above a 
path in the middle of the graveyard, and crash land into the chamber below, 
which happens to be where Ness and Paula are being held captive. Accept Jeff 
into the group, and you will have a 3-person party now! So, go to the door 
and use the Bad Key Machine to open it. Go up the steps and climb the ladder 
to exit the underground prison.

Outside once more, make your way southward towards the shops. Stop in the 
Drug Store and withdraw several hundred dollars, and buy Jeff the Hard Hat 
and Copper Bracelet. Go outside and behind the Pizza Shop, and buy the Toy 
Air Gun and a couple of Bottle Rockets for Jeff, too. Then, go back to the 
Drug Store and phone Dad to save your game. After you do that, leave the 
store and head to the field to the south. You will find a dark-colored circus 
tent here; approach its frontside and it'll come to life and attack you.

After you destroy the Boogey Tent (Jeff's Bottle Rockets, Ness's PSI Rockin, 
and Paula's attack PSI will help), it will disappear. Open the nearby trash 
can to receive the Jar of Fly Honey. Wander around Threed a bit more, and 
Apple Kid will contact you, in regard to his Zombie Paper invention. He will 
send a Mach Pizza delivery man to give it to you. So, just hang around until 
he shows up, and get the Zombie Paper from him. Now, enter the normal circus 
tent and use the Zombie Paper inside. It won't work right away, so head to 
the Hotel and stay the night.

During the night, all the zombies will come out of the graveyard and into the 
tent. They will be stuck to the floors inside, posing no threat to the 
outside any longer. When morning comes, leave the Hotel and buy more Bottle 
Rockets from the Arms Dealer. Then, head northwest into the graveyard. Follow 
the path going west and north to where the zombies were blocking the way 
earlier. Now that you can proceed, climb down into the Underground Road.

================
Underground Road
================

In this subterranean passage, head down the 2 sets of steps and into the next 
chamber. There, fight the enemies you encounter; they are all easy, so no 
need to worry here. Also, be sure to open the coffin to receive a Skip 
Sandwich DX. In the following room, go downstairs, and into another large 
room. Open another coffin to get a Silver Bracelet, then go to the next room. 
Head up the stairs in the next 2 rooms, fighting your way through zombies and 
such. When you reach the exit, you will have to fight a Mini Barf; visit the 
Bosses section for help beating it. When it's over, climb out to the surface.

================
Grapefruit Falls
================

Back in an outdoors area, talk to the man standing nearby. He has a couple of 
food items for sale, in case you are in need of quick re-energizing. If not, 
make your way northward through the area. Fight the rather simple enemies for 
some good experience, and open the gift boxes along the way to get a Bomb and 
Protein Drink. After a while, you will eventually come to a cave. Go inside.

In the cave, go right and enter the first side room. Take the Bottle Rocket 
from the box inside, then exit. Continue to the east through the next couple 
of areas, and you will be in the elusive Saturn Valley.

=============
Saturn Valley
=============

Upon your arrival here, you are probably worn out from the last bunch of 
battles you went through. So, follow the path into the village and enter the 
first building to the west; this is the hotel. It's free of charge, so just 
talk to the Mr. Saturn to rest. Call Dad on the phone and save your game 
while you're here. The hospital is to the east of this building, and the Mr. 
Saturn there will operate for free, which is also excellent.

Anyway, go up the northeast ladder and open the gift box at the top to get a 
Rust Promoter. Enter the ground-level cave to the left, where you'll find 3 
garbage cans. Check them all out to get a Sudden Guts Pill, Protractor, and a 
Broken Spray Can. Leave the room, and go west, climb the ladder, and enter 
that cave. Talk to the Mr. Saturns in this area. One will tell you about a 
spot behind the Grapefruit Falls where you need a password, then tells you to 
stay still back there for 3 minutes to enter the secret lair. Take note of 
this, and climb up the ladder to exit here.

Climb the ladder to the right of the cave exit, and you will be in the Drug 
Store. Here, withdraw a good amount of money from the funky-looking ATM, then 
buy some new equipment, particularly new weapons and defense equipment for 
your party; they'll need it by now! When you're done, leave the store and get 
back through the cave to the lower area. Save in the hotel again, then follow 
the path southward, through the caves, and out of the village.

================
Grapefruit Falls
================

Back outside, continue northward, battling all sorts of enemies on the way. 
You should really take the time to fight, and get up to at least Level 25 for 
Ness, and in the 20s for Paula and Jeff. When you approach the waterfall 
ahead, you will have your picture taken yet again. After that, go behind the 
waterfall and walk to the left, and press Up. You will be asked for a 
password. At this point, DO NOT MOVE for 3 minutes, otherwise it won't work. 
After that time has elapsed, you can then enter.

==========
Belch Base
==========

In this lair of Master Belch, start by heading east. A small Belch Jr. will 
approach and ask if you have Fly Honey; tell it yes to continue. Enter the 
room ahead and check the garbage to get a Bomb. Leave that room, and climb 
down the ladder to the lower area. Be sure to fight those red Foppy enemies, 
as they are excellent sources of experience points. Head left at the bottom, 
and climb down a second ladder, and go into the room at the bottom there. 
Check out the 2 garbage cans in there to receive an IQ Capsule and a Broken 
Laser.

Next, leave the garbage room and go back up the ladder. Continue westward 
while fighting more Foppys and other lair inhabitants. Climb up the next 
ladder you see and enter that chamber. There, check the garbage cans to find 
a Vital Capsure, HP-Sucker, and a Calorie Stick. Leave the room and climb 
back down, and head left. Enter the room you walk by, for it is a special 
room. A Magic Butterfly is constantly regenerated in here, which allows you 
to recover 20 PP each time you come here. Take advantage by using Lifeup and 
Healing PSI to recharge your party, then leave/reenter the room until you've 
restored your PP as well.

When you're ready, exit the room and continue westward, then enter the next 
room ahead. Go forward and confront the Master Belch himself. After some 
conversation (nice burping sounds in between, heh), the battle will begin. 
Visit the Bosses section for help getting through this fight.

After it's over, go through the door Belch was guarding to reach the next 
room. Head straight all the way through the cave, and you'll emerge in Saturn 
Valley again.

=============
Saturn Valley
=============

When you reemerge here, you will be on an upper ledge you couldn't have 
reached before. Soak in the hot springs to cure all status effects, then talk 
to a nearby Mr. Saturn. Agree to have coffee with him, and an interlude will 
scroll on your screen, telling of your past/future adventures. When it's 
done, climb down the ladder and head to the Hotel. Rest up for the night, 
then go into the cave below the Drug Store. Talk to the Mr. Saturns in there, 
and one will give you 3 gifts: Cup of Lifenoodles, Mr. Saturn Coin, and a 
Stag Beetle.

Next, head to the Drug Store and sell off alot of the items you don't need. 
Buying some Secret Herbs can come in handy ahead, so stock up on those, too. 
Finally, call up Dad to save your game, as well as Mom (Ness should be 
homesick by now). From this point, head back to the hot spring, and enter the 
cave to the northeast.

===============
Milky Well Hole
===============

In this cave, you will be faced by some increasingly difficult enemies. 
Defeat them, and exit to a valley ahead. Out here, head south and east while 
fighting some more tough baddies. Enter the cave at the other end of the 
valley. Inside, open a nearby gift box to get a Coin of Slumber. Continue 
onward and you will see the next shining spot. Heal your group as best as you 
can, then check it out to enter battle versus the Trillionage Sprout. Check 
out the Bosses section of this guide for help defeating it.

After you win, exit through the cave in front of you to reach the My 
Sanctuary spot. Record the sounds here as you are fully recovered (which is 
VERY well-needed after that last fight). Now, head back to Saturn Valley.

=============
Saturn Valley
=============

When you revisit this area, take a rest in the Hot Springs to cure all status 
effects. After that, go down to the Hotel and rest, then phone Dad to save 
the game. Then, head southeast and follow the path through the caves and out 
of the village. From there, simply head all the way south and through the 
Underground Road, until you end up in Threed again.

======
Threed
======

Upon your arrival in Threed, you will first notice that the town is no longer 
dark and dreary. The ghosts and zombies are gone, the people are happy, and 
the buses can now operate without further hassle. Before you continue with 
your quest, head to the Drug Store and withdraw some cash, then buy Bottle 
Rockets from the Arms Dealer outside. Also, you may want to phone Mom to get 
Tracy's (your sister) phone number for Escargo Express, which is her job. 
Call Escargo Express and have them store a bunch of those unsellable items 
you have no use for now, for an $18 charge. When you're ready, phone Dad to 
save your game.

After that, get to the street just north of the stores. Check out the bus 
stop sign on the south side of the street, and a bus will arrive. Pay $6 to 
board, and you will be on your way to Fourside (or will you?).

==================
Dusty Dunes Desert
==================

During the bus ride, you will pass through this desert. However, there is 
bumper to bumper traffic, and since the bus cannot continue further, it drops 
your group off there. Since it's hot outside, and you will all get sunstroke 
shortly, run over to the Drug Store just a little ways back. There, take out 
a good wad of cash from the ATM, and buy upgraded equipment for those who 
need it. Also, make sure you stock up on Wet Towels as well; you WILL need 
them! Before you go, it would be wise to phone Dad again, too.

Leave the Drug Store and check out the Arms Dealer's wares behind the shop. 
Then, start walking northward into the desert itself. Take a Double Burger 
from a gift box in the northwest area, then go east a little. You'll see a 
couple of sunbathers out there; ignore them if you wish, because they have 
some very bad attitudes towards you "kids".

From here, open a gift box to the north to receive a Cup of Lifenoodles. 
Then, head south and east to an oasis. Take the Skip Sandwich DX from the box 
there, and talk to the nearby monkey if you wish. Continue to the southeast 
and open another gift box by the rocks to get a Big Bottle Rocket. Head 
north, and you will come to a signpost. Check the sand to the northeast to 
find a shiny speck of dust. Investigate further to find that it is a Contact 
Lens; take it. Open the gift box to the north to get a Double Burger, too. 
Continue to the east and southeast along the edge of the desert to find 2 
more gift boxes, containing a PSI Caramel and a Sudden Guts Pill.

Next, go to the south and west of the last gift box to come across a mine. 
Talk to the man outside, and give him some food. As thanks, he will offer you 
whatever gold they dig up from the mine below. Enter the shack nearby and 
talk to the miner there to rest for the night, for free! Use the phone to 
call Dad and save, then leave. Continue to the east, and south to the other 
end of the highway. Walk eastward through the tunnels and you will reach the 
big city of Fourside (it's a LONG walk, but well worth it).

========
Fourside
========

When you arrive in this metropolis, you will immediately notice some strange 
happenings. Talk to the people around town to learn about the Runaway Five, 
who are at the Topolla Theater, apparently stuck in a botched deal again. The 
department store is also closed, due to strange happenings inside, so you 
can't even buy new items yet. So, head to the Topolla Theater. Inside, buy a 
Show Ticket for $30, then go into the theater itself.

Go across the audience hall and talk to the man standing in front of the 
door. He says the Runaway Five is looking for Ness (you), and lets you in. 
Talk to the Runaway Five to hear of their latest predicament, then go outside 
to see the show. When it's over, leave the auditorium and enter the side room 
to the left. Talk to the manager, who gloats about how they owe 1 million 
dollars this time. You cannot help just yet, so leave the building entirely. 
If you want, go to the second floor of the Bakery, and return the Contact 
Lens to the Mr. T lookalike there. He will give you a Pair of Dirty Socks as 
thanks (this is optional, but since you went to get the lenses, why not?).

Now, leave the Bakery and head southwest to the bus stop. Check the sign and 
board the bus when it comes, and ride back to the desert.

==================
Dusty Dunes Desert
==================

After you disembark from the bus stop, you will have to visit the mine again. 
So, head all the way east along the road to the end, then go north and west 
into the desert itself. When you arrive at the mine, you will find it has 
been dug out a bit more, which means you'll have much more to explore this 
time around. When you get there, rest in the shack and save your game, then 
walk into the dug up mine.

================
Desert Gold Mine
================

When you start off in this cool, dark mine, talk to the miner nearby. He will 
tell you that there are monsters in the mine, including 5 giant moles to be 
fought. Since you guys are the ones meant to handle this sort of situation, 
head northward. At the path split, go north and down a ladder. In the next 
room, go left and up to encounter the first Guardian Digger. Defeat it 
quickly by having Paula use PSI Freeze Gamma, and the others attack normally, 
and the battle should end VERY quickly.

Take the IQ Capsule from the gift box, then go up the ladder to the west. 
Back on the main floor, make your way southward. At the path split, continue 
to the south and west as the path turns. Pick up the Big Bottle Rocket from 
the next gift box, and go all the way north to a ladder. Go down it and head 
around the corner to meet the second mole. Defeat it and open the gift box it 
was guarding to receive the Coin of Defense. Then, head all the way westward. 
Open a gift box in an alcove to the south to get a Calorie Stick. Continue on 
to a ladder, and climb to the above level.

In this room, go south and east to find a gift box containing a Teddy Bear. 
This will really be of great use, in case you get in trouble within these 
caves. Anyway, go back west, and continue all the way to the southwest. Go 
down the ladder you reach, open the gift box you find to get a Super Bomb, 
then climb back up. Go west from there and you'll find the third Guardian 
Digger. Defeat it, and open the box it was guarding to find a PSI Caramel.

Next, head back east and north to an intersection. Go east to find a couple 
of Exit Mice wandering around. Talk to one to have it join your group, if 
needed. Open the gift boxes to get a Picnic Lunch and a Croissant. Continue 
to the north and you will reach another path split. Go east and open the box 
to get a Secret Herb. Then, go back west and north to the fourth mole. Beat 
it, open the box to get a Guts Capsule, and then revisit the Exit Mice. Head 
south from that point, and open the next gift box to get a Bomb. Continue to 
the end of the path to meet the final mole. Defeat it, then open the boxes it 
guarded to get a Platinum Band and a Luck Capsule.

Now that you have defeated all 5 Guardian Diggers, you will notice the 
background music in the mine has changed to a more "outside" beat. Make your 
way back to the Exit Mouse area, then go east and follow the path around and 
out of the mine.

==================
Dusty Dunes Desert
==================

Back above ground, walk to the right and the legendary photographer will 
appear yet again. After he takes your picture and jets, go around and rest in 
the shack nearby. Calling Dad would be nice, as well. When you're ready, go 
east and south to the main road, then go all the way west to the bus stop. 
Pay $6 and take a bus eastward to Fourside. Along the way, the miner's 
brother will stop you and give you a Diamond as thanks. You will then 
continue to the big city.

========
Fourside
========

Back in town, your first means of business should be at the Topolla Theater. 
Go there and pay $30 for a Show Ticket, then get into the lobby area with it. 
Enter the manager's office to the left and show her the Diamond up close 
(from behind). She will let the Runaway Five go free once more. The band will 
all come in and say their pieces, then run off. When you have control, go to 
the theater itself and watch their final show.

After the show, leave the theater. If you talk to the citizens, you will hear 
that the department store has been reopened. So, head northeast and check it 
out. Inside, withdraw a decent amount of cash from the ATM, then make your 
way upstairs. On the second floor, enter the back room to the west to meet an 
Arms Dealer. Buy some Big Bottle Rockets if you wish, for Jeff. Continue 
upstairs and buy upgraded equipment for your party, too.

After you're done shopping for the day, head back downstairs. When you make 
it to the bottom floor, walk a little bit forward. Suddenly, the lights will 
go off, and a weird creature will snatch Paula away from your party. An eerie 
message will call to you to visit the fourth floor office. Now that you are 
called, head up the escalators to the top floor while doing battle with the 
tough enemies along the way. When you reach the office, talk to the creature 
and it'll enter battle with you. Use Big Bottle Rockets and PSI Rockin Beta 
to defeat the spook.

Upon winning the fight, the spook will tell you that Paula is at the Monotoli 
Building at this point. Leave the office and the lights will be back on 
throughout the store. Go all the way downstairs and exit. Back outside, you 
will now have to get into the Monotoli Building. You won't go far if you 
enter right now, so you have to go elsewhere.

Visit the Cafe in the northwest area of town. Talk to everyone inside, and 
you'll learn of a loud noise outside. Go back out to find Everdred, the man 
from Twoson's park, lying in the side alley. Talk to the messy looking kid 
and give him something to make him move aside. Then, go speak to Everdred. He 
will tell you that Monotoli stole the Mani Mani Statue (last seen with 
Carpainter in Happy Happy Village), and is taking advantage of its evil 
powers. He will give you a hint on what to do next, so let him leave when 
he's done talking. Reenter the Cafe and check the bottles on the wall behind 
the counter, and you will suddenly warp away.

========
Moonside
========

The place where you warp to is the backwards version of Fourside, also known 
as Moonside. Talk to some of the people and you'll quickly figure that out. 
Go outside and be ready to fight some rather odd-looking enemies wandering 
around. There are 5 gift boxes in the different city, which you must reach by 
talking to certain people, who can warp you to different areas of the city.

From the Cafe, start by heading down the street, and to the northeast. Follow 
the street as it goes north, and east again. Take a side road north into an 
alley, and open the gift box you find to get a Double Burger. Go to the 
northwest and rest at the Hotel, if you wish (say No to actually stay there). 
Phone Dad the next day, then head outside once more. Go southeast just a 
small bit, and talk to a man with a blonde crew cut and sunglasses; he will 
warp you to another area. When you appear again, open the gift box you're 
next to, to receive the Night Pendant.

Next, talk to the same guy nearby and he will warp you elsewhere. Go north 
from the spot you reappear at, and open another gift box to find a Handbag 
Strap. Speak to the blonde man walking around nearby and you'll be warped 
behind the Monotoli Building. Go north and open another box for a Secret 
Herb. There should be a man in a suit standing around; talk to him and answer 
"No" to warp into a room with no doors. You'll notice the shadow of a man 
walking around; talk to it and answer properly (say "No") to its question. 
Talk to the Mr. T look-alike to leave the room, and appear in the regular 
Hotel. The invisible man will be there, and chooses to follow you now.

Exit the Hotel and make your way southward. When you reach the Monotoli 
Building vicinity, check the east side of it to find a man with a beard, 
dressed in blue. Talk to him and he will notice the invisible man's features, 
and walks off. Now, go to the front of the building, where you'll find an old 
man and the Mani Mani Statue. Talk to him, and he will just seem to 
disappear. Check out the statue, and it'll engage in battle; read the Bosses 
section for help destroying it.

Once the statue is destroyed, you will reappear in a storage room with the 
crumbled statue nearby. Exit the room, and you will be contacted by Apple 
Kid. He will tell you about the Gourmet Yogurt Machine that he created, and 
how he's sending it over via Neglected Class. Go outside.

========
Fourside
========

Back in the normal city, you will be visited by a total of 3 characters 
outside the Cafe. First is a monkey who tells you that Tarah Rama wants to 
meet you, in a cave in the desert. Next will be the delivery man, who ends up 
losing the machine he was supposed to deliver; it's in the monkey cave, which 
you'll explore soon. Finally, Mr. Monotoli's maid will come out and ask you 
about the Yogurt Machine, as she is interested in obtaining it. She will then 
walk away, leaving you two alone.

Now, your next destination will be the Monkey Cave, but you can't just go 
there alone. The gimmick inside the cave is that you must trade items with 
monkeys inside, in order to proceed further into the cave. Starting off, you 
must have a Skip Sandwich and a Picnic Lunch, both of which you can buy in 
the desert.

Before you leave, however, stop by the Hotel and rest for the night. Phone up 
Dad in the morning, then head by the bus stop and board the bus when it 
comes. Ride it into the desert, and stop there.

==================
Dusty Dunes Desert
==================

When you arrive out here once again, visit the Drug Store nearby. Buy the 
Picnic Lunch and Skip Sandwich here. If you don't have it with you, have 
Escargo Express bring back the Pencil Eraser, too. Call up Dad before you go, 
just to be safe. Then, go outside and collect your delivery (if you needed to 
get the eraser that way). Now that you have all 3 items, go north into the 
desert and you'll find a monkey standing next to an underground cave. Climb 
down the ladder and go inside.

=================
Tarah Rama's Cave
=================

From the start, head left through the long chamber, into the first room of 
the puzzling cave. To make things easier, view the chart I made at this URL:

http://db.gamefaqs.com/console/snes/file/earthbound_monkey_cave.gif

After you collect whatever you wish, get to the last room, where you'll meet 
the Tarah Rama. Speak to him and he will talk of your destiny, then give up 
the Yogurt Dispenser. He will then direct you to the nearby monkey. Talk to 
the monkey and it'll offer to teach you teleportation, if you follow him 
outside. So, make your way out of this cave (a quick way to do this is to 
continuously go through the east exit of every room).

==================
Dusty Dunes Desert
==================

Back out here, talk to the monkey to the west and follow him to the paved 
road. The monkey will demonstrate how to teleport, and explain to you how 
it's done. Test it out by running straight down the road, and Ness will have 
learned PSI Teleport Alpha! Make use of this ability by warping to Fourside.

========
Fourside
========

Upon arriving, stop at the Hotel and use the phone to save your game. Then, 
go by the Dept. Store to find Monotoli's maid standing around. Talk to her 
and she will take the Yogurt Dispenser from you. She will then run into the 
Monotoli Building, mentioning to visit her on the 48th Floor. So, follow her 
into that building to progress in the game.

=================
Monotoli Building
=================

Inside, go straight ahead and into the elevator. Talk to the pretty girl you 
find there, and after scolding you briefly, will take you to the 47th Floor. 
Up there, you will spot 2 bodyguards standing around. If you want, enter the 
room to the north and visit Pokey and his dad in the rooms ahead. Otherwise, 
go straight into the next elevator, where a woman will rush you to the 48th 
Floor secretly.

Once on this floor, go left into the following hall. Defeat the Sentry Robots 
you see here and enter one of the far-left doors. Defeat another robot and go 
through the north door. In the next room, go into the north room and open the 
gift box to get a Sudden Guts Pill. Leave that room and continue into the 
west room. Here, you will see 2 doors in the north wall that you can go 
through. Enter the left room and take the Vital Capsule from the box. Then, 
return and enter the room to the right. There, go into the north room and 
talk to the maid from earlier. She will give you some Trout Yogurt. Leave the 
room and enter the next area. A Clumsy Robot will approach and enter battle 
with you; read the Bosses section for help destroying it.

Once you defeat the robot (with the Runaway Five's help of course), head into 
the following chamber. You will confront Monotoli himself here, who will give 
up at this point. Your HP/PP will completely be refilled, too. Talk to 
Monotoli and he will give Paula back. Listen to his story following the 
return, which will give you information on where to head next (Summers). 
He'll open the heliport door so you can get there, so head to the heliport 
through the hall ahead. As soon as you step outside, though, you are too 
late. Pokey will taunt you before flying away in the helicopter.

Since you can't quite reach Summers yet, go back inside. Talk to Monotoli, 
then approach the north door. Paula will have a quick dizzy spell, and will 
suddenly remember that you must return to Threed first. Go to the next room, 
where the Runaway Five is waiting for you. They will offer to take you to 
Threed in their bus, after hearing of your plight. Make your way to the 
elevator, and you will be contacted by Apple Kid. He will speak of a Phase 
Distorter, which you need in order to reach the final enemy. Anyway, head all 
the way downstairs and out of the building, and board the bus to be on your 
way.

======
Threed
======

Once you make it back to Threed, the Runaway Five will wish you luck before 
leaving themselves. As for your party, you need to get to Summers. So, head 
north to the graveyard area. Visit the eastern graveyard, where Jeff crashed 
through the ground earlier. Climb down into the passage, and enter the next 
room. You will find the Sky Runner, and a couple of people who painted it up. 
Check it out, and Jeff will fix it so it works again. After he's done, you 
will all board it and fly back to Winters.

=======
Winters
=======

Upon arriving in Winters, you will be in Andonuts' Lab. Talk to him to learn 
of the Rainy Circle, found in a cave to the north. Phone Dad to save, then 
leave. Head north and east into the cave you went through earlier with Jeff.

=========
Pond Cave
=========

Back in here, go right and check out the shining spot. After speaking to you, 
Shrooom! will fight you. Read the Bosses section for help beating it. Once 
you win, go outside and check out the Fourth My Sanctuary, known as Rainy 
Circle. Now that you've recorded the fourth sound, go back inside. Avoid the 
now-tough enemies that roam the Pond Cave, and continue outside again, and 
head to the lab.

============
Andonuts Lab
============

Back here, talk to Dr. Andonuts to learn that the Sky Runner is now fixed, 
and can take you to Summers. Call up Dad to save, then board the vehicle and 
make your way to the new land.

=======
Summers
=======

After flying over to this beach, you will end up crash landing on the sand 
below. From where you end up, go north and up the steps to the paved road. 
Enter the building with "Shop" above the doorway, for this is the Drug Store 
in Summers. Take out ALOT of cash from the ATM, and buy the best equipment 
for your party (Big League Bat for Ness, Diamond Bands and Lucky Coins for 
all). Leave the shop and continue eastward along the road. When you make it 
to the village area, enter the second shop in the middle of the mess.

Inside, buy some supplies if you need to. Then, phone Dad before leaving the 
store. Continue eastward and south to the water, and talk to a man standing 
atop some stairs. Say yes when he asks if you want to go on a boat ride. He 
will deny taking you, but mentions his concern for his wife, who has been 
spending too much time at a club. Enter the house directly to the northwest 
and talk to the man inside; he will give you the phone number for the Stoic 
Club. Enter the shop and use their phone to call the club.

Now that you have a reservation, you can enter the club. Head back west to 
the Stoic Club and walk inside. There, talk to the people, especially a man 
sitting at the left table. Then, talk to the woman near the club entrance; 
she is the sailor's wife you just found out about. Tell her you want Magic 
Cake and she will tell you to stop by the beach later on, then leaves. Exit 
the club too, and go southwest to find the woman at her Magic Cake stand. 
Talk to her and she'll give you some cake. The effects of the cake will put 
everyone to sleep, and a rather odd "dream" starts to play out.

======
Dalaam
======

The scene will show this foreign land in the Far East, where Prince Poo 
resides. His advisor will tell him to visit the Place of Emptiness for his 
final trial. When you have control, open the 3 boxes to get a Brain Stone, 
Brain Food Lunch, and a Cup of Lifenoodles. Head east and exit the palace.

Outside, make your way down the path through Dalaam, talking to the people 
along the way. Enter the houses you pass by and open the boxes inside to get 
a Bottle of Water, and a Jar of Delisauce. Also, check out the Restaurant in 
the southwest area if you wish. You cannot purchase anything from them, so 
don't worry about it. Open the boxes to receive another Bottle of Water, and 
a Bowl of Rice Gruel. Continue south and east, and you'll reach Mu, the Place 
of Emptiness.

At the bottom of Mu, talk to the old man standing next to the sign. He will 
speak to you briefly before teleporting away. Climb the ropes to the peak, 
where you will begin to meditate. You will be called away by a messenger, but 
ignore her, or else you will not progress. After a while, the spirit of Poo's 
lineage will appear and the trial will begin. Accept everything the spirit 
does to Poo, and the trial will soon end successfully. Return to the palace.

Back in the palace, speak to the Master. He will tell you to seek out Ness, 
for he leads the way to Poo's destiny. You will then start to gain some 
levels, learning both Teleport PSI and Shield Beta. Poo will then warp back 
to Summers, where he will meet up with Ness.

=======
Summers
=======

Now that Poo has arrived and joined your party, your group is now totally 
complete! So, head back onto the paved road and enter the Museum. Pay $3 per 
person to get in, and make your way upstairs. Talk to the man standing in 
front of the door and give him Poo's gem to continue into the next room. 
There, talk to him and check out the giant Hieroglyph that is on display here 
to learn about your next destination. Defeat the 2 Shattered Men that attack 
you, then the man will give you a Hieroglyph Copy.

Head back downstairs and make your way out of the Museum. You'll spot a phone 
that is ringing off the hook; pick it up and speak with Mr. Spoon from the 
Fourside Museum. When he's done, leave the Museum. Use a Teleport spell and 
warp back to Fourside.

========
Fourside
========

Back here, head south and enter the Dinosaur Museum. Pay $20 to get in, then 
go into the next room. Talk to everyone, as well as the man by the door 
across the room. He'll ask you to get the autograph of Venus, who is 
performing at the Topolla Theater. Agree to help him, and leave the Museum. 
Go to Topolla Theater and pay $30 for a ticket, then see the show. After 
Venus is done, go visit her in the dressing room. She will give you the 
Signed Banana, as well as a smack (probably for catching her in this room)!

Go back to the Museum and pay $20 to get back in, then give the man the 
autograph as he wanted. He will tell you about the extraordinary thing he was 
referring to, which happens to be a shining glow coming from the manhole in 
the next room. Go into that room and climb down into the sewers.

===============
Fourside Sewers
===============

Below the city in the sewers, start by heading west into the next area. Check 
the trash can to find a Croissant. Go back to the starting area and head 
eastward from the ladder. Enter the first room you pass, and open the can 
inside to find a Broken Iron. Go back to the main area and head all the way 
west, then down the ladder into the watery area. Make your way eastward and 
onto the dry ledge at the far end. Enter the room to the west and grab a 
Broken Spray Can in there. Then, go east into the second area.

In this area, go down the ladder into the muck and continue eastward. Climb 
onto the ledge at the far end, and make your way back west. Check the trash 
can at the end of the path to get a Rust Promoter DX. Then, enter the room 
you just passed by. This is a room where the Magic Butterfly will constantly 
reappear when you exit/enter the room. Use your PP to recover everyone's 
health, then do this trick to get back the PP, too. Then, leave the room and 
go east into the third area.

There, go east and enter the room ahead. Open the trash can inside to find a 
Broken Bazooka. Leave that room and climb into the sewer water, and head 
east. Climb up at the end and check out the Shining Spot. It'll speak to you 
before initiating battle. Visit the Bosses section for help on defeating the 
Plague Rat of Doom.

Once you defeat the giant rat, climb out of the sewers, where you'll find the 
fifth My Sanctuary spot. Record the sounds of Magnet Hill, then open the box 
behind it to get a Carrot Key. Now, make your way back through the sewers and 
into the Museum, then out onto the streets of Fourside again. From here, go 
to the Hotel and use the phone to call Escargo Express. Have them deliver the 
Franklin Badge to you, in case you put it in storage earlier. After that, 
phone Dad to save your game. Stop by the Dept. Store and sell off some 
useless junk you may have, then use a Teleport PSI to warp to Dalaam.

======
Dalaam
======

When your party arrives here, enter the palace nearby. Go talk to the Master 
to fully recover your HP/PP, then talk to the phone guy and call up Dad to 
save. Leave the palace and head to the bottom of the path. Check out the 
western gateway, which is blocked by 3 rabbit statues, oddly enough. Use the 
Carrot Key to make them all disappear. Enter that cave.

======================
Cave of the Pink Cloud
======================

Start off in here by climbing up the rope against the north wall. Continue to 
the top peak and go west. Drop into a hole to reach the room below. There, 
open the box nearby to find a Sudden Guts Pill. Then, head all the way west, 
passing the other holes in the floor and defeating some enemies for good 
experience on the way. Drop down the westmost hole into the next area. There, 
open a gift box to get some Rock Candy.

Drop down the next hole to the left, into the room below. There, drop down 
the following hole to the lowest area of the cave. There, open the last gift 
box to get the Bracer of Kings, for Poo. From here, go east and up the rope, 
and east into the first area of the cave. Go up and around until you reach 
the room with the Rock Candy again. Drop into the hole there, but this time, 
continue to the west. You will reach the next Shining Spot here; check it out 
to do battle with Thunder and Storm. Read the Bosses section for help beating 
this duo.

Once you win, exit through the cave ahead. You will emerge atop a pink cloud, 
hence the cavern's name you just passed through. The Sound Stone will record 
the Pink Cloud's sound, and your party will be fully recovered, as usual. 
Now, go back inside and make your way back to the entrance, and leave from 
there.

======
Dalaam
======

When you're back out here, make your way to the top of the area, where you'll 
have lots of room. Go inside the palace and speak to the Master to recover, 
then use the phone guy to save your game with Dad. Go back outside and use 
Teleport Beta to return to Summers.

=======
Summers
=======

As soon as you arrive here, head eastward to the boating area. Talk to the 
sailor from before and accept his offer to give you a boat ride. Pay him $80 
($20 per person) to board the vessel and you'll be on your way.

===
Sea
===

While you're out at sea, the sailor will become seasick for a moment. After 
some quick conversation, he will be well again, and continues to sail you to 
the south. Suddenly, the area gets dark and the Kraken appears to do battle. 
Defeat it by using your party's strongest attacks, while keeping everyone 
alive. After the battle, you'll continue southward to Scaraba.

=======
Scaraba
=======

Upon docking here, your group will step onto the hot, sandy ground. If you 
stay here too long, you will get sunstroke, so walk into the village area. 
Check out the different stands set up as you wander around. Make sure you buy 
some Crystal Charms for your party, as well as some Wet Towels, Secret Herbs, 
and a Piggy Nose (you'll see why later). Go rest at the Hotel if you need to, 
and call Dad to save your game. When you're ready, go southward out of the 
village and into the desert.

Out here, make your way to the southeast while battling the enemies along the 
way. If you end up getting sunstroke, use a Wet Towel to cure yourself. 
You'll eventually reach a pyramid with the Sphinx in front of it, with 5 
buttons set up. If you have the Hieroglyph Copy, it tells you what order to 
step on the buttons, but in case you don't remember, starting from the top 
center button: bottom-left, upper-right, upper-left, bottom-right, and the 
top center. This will open up the pyramid; enter it.

=======
Pyramid
=======

As soon as you enter this ancient crypt, head into the next room. Go up the 
steps and into the following chamber. In the next room, open the casket to 
find a Viper. Continue upstairs in the room ahead, and you'll end up in a 
room with the Pharaoh's casket in the middle area. Enter the northwest room 
and go upstairs, and open a casket to get a Bag of Dragonite. Then, go back 
downstairs.

From here, go east into the following chamber. When you make it to the next 
main chamber, open the caskets to find a Speed Capsule and a Cup of 
Lifenoodles. Continue onward until you reach a casket that blocks your 
progress forward. You will then have to face the Guardian General enemy; 
defeat it with your best attacks. Once you win, go into the next room. Defeat 
the enemies in here and open the casket to find a Rain Pendant. Step on the 
tile outlined in the ground to open the tomb you passed earlier in the 
Pyramid. Now, return to that tomb.

Once you make it there, you will find the tomb has been moved, revealing a 
hole in the floor. Drop through it to reach the room below. There, grab the 
Hawk Eye treasure from the platform. Continue through the next couple rooms, 
where you'll find another hole in the floor. Open the casket in the corner to 
get a Diamond Band, then drop to the area below. Continue east through the 
next couple of rooms until you exit the Pyramid.

=======
Scaraba
=======

Outside again, go forward and an old man will appear in front of you. He will 
call to Poo, and take him from your group for a while so he can learn the 
ways of Starstorm. With Poo gone, it's just the 3 of you for a while. So, 
talk to the man to the left of the pyramid exit and he will give you a Key to 
the Tower. Talk to the man with the camel up ahead and he will try to sell 
you some wares; even if you don't have enough cash for now, you can use the 
ATM at Brick Road and return. You will spot a giant statue tower, known as 
Brick Road. Enter it by using the key you were given not too long ago.

==========
Brick Road
==========

Inside this giant dungeon, start by going northwest to find an ATM, phone, 
and a bench to rest on. Rest now, then phone Dad to save your game. Use the 
ATM and withdraw some cash, then go back to the dealer in the desert, and buy 
some better equipment, as well as some Multi Bottle Rockets and Bazookas for 
Jeff. Back in the dungeon man, head to the east and northward. Take the 
upper-right path to a box containing Molokheiya Soup. Go back a tiny bit, and 
up the middle path to reach a bench. Go west and around to another gift box 
to receive a Cup of Lifenoodles.

From here, go back east and south, then to the northwest on the lower tier. 
Follow the path to a box with $5 inside. Walk up the ramp to the upper 
platforms. Go down both ends of the path (they're both dead ends anyway), and 
you'll find 2 gift boxes with a Snake and a Super Plush Bear inside. Go back 
down to the lower area and continue to the northwest, and you'll come to a 
dead end with 4 ropes, all leading upstairs. The third one from the left is 
the one to take, so climb up that one to reach the second floor.

Now, head southward until you come to a path split of sorts. At this point, 
go west and open the gift box you come across to get $10. Go back to the 
right and continue along the south path, as it goes south and west. Go north 
when you reach that point, and climb the rope you see to get onto the upper 
level. Open the 3 gift boxes scattered around here to get a Sudden Guts Pill, 
Pizza, and a PSI Caramel. Next, climb the rope to the north to reach the 
third floor.

Upstairs, go right, south, and west to a gift box. Open it to receive a Wet 
Towel. Rest on the bench for a good night's rest if you wish. Make your way 
to the middle area and climb the rope to the fourth floor. Go forward up 
there and talk to the head in the wall; that is the Brick Road man you met in 
Winters earlier in the game. Speak to him and he will help you by following 
you around. Now, drop down the Return Hole to the south and make your way to 
the first floor. Open a box you pass on the way to get an IQ Capsule. At the 
bottom, phone Dad to save, then exit the Brick Road.

=======
Scaraba
=======

Outside, head to the south, while Brick Road follows you from behind. You'll 
come to a narrow segment of land with palm trees on either side; walk through 
and Brick Road will get stuck and stay there for now. Go east and talk to a 
man, who will tell you about Deep Darkness and the bottomless swamp leading 
to it. Go back to Brick Road and talk to him, and he will mention how he has 
a submarine inside. He allows you to get it, so you have to reenter again.

==========
Brick Road
==========

Back in the dungeon man, make your way back up to the fourth floor. Once 
there, talk to the Brick Road guy and he will direct you to a Goodbye Exit 
further along the path. Go south and around the bend, and down the second 
now-unblocked hole. Drop down the series of holes, all the way to the first 
floor again. Once there, open a box nearby to get a Talisman Ribbon, then 
head west and north along the upper path. When you reach the yellow submarine 
(Beatles reference here, in case you didn't notice all the other 60s 
references in this game :P), check it out. Jeff will fix it, and your crew 
will take it out, and sail to the Deep Darkness.

=============
Deep Darkness
=============

In this new area, head southward and talk to the monkey you encounter to rest 
in the Hotel, for free! Check out the parrot, which acts as a telephone, and 
call Dad to save. From this point, head eastward into the swampy waters. So 
you know, there will be many deep areas you must wander through. Be quick in 
such areas, as you slowly lose health when you are completely submerged like 
that.

Anyway, go into the deep area to the east. Go south and to an alcove to the 
southwest. Use the Piggy Nose (told you it would help) to sniff out the Magic 
Truffle in this area. Check around where it tells you and you'll find it 
(each recovers 80PP, so they're great to have). Continue to the east and walk 
onto the piece of dry land to the north. Visit the businessman's shop and buy 
supplies if you need, then talk to the monkey to the east. Teach him to 
teleport and he will give you the Monkey's Love. Go into the swamp area and 
buy some wares from the Arms Dealer if you wish, too. Check behind the tree 
to the north of the dealer to find a second Magic Truffle.

When you're ready to continue, go south and use the Hawk Eye from your 
inventory to light up the area. Continue ahead and open the box to get a 
Banana. Continue to the south and you'll see a snorkel sticking out of the 
water. This is an ATM guy, who charges you the amount of whatever you 
withdraw, so it's kinda pointless to use his services. Go south and west onto 
a patch of dry land, while defeating the toughies along the way. Go west and 
north into the next segment of the swamp. Go northwest and open the gift box 
you reach to get a Beef Jerky. Go to the northwest from the box, and use the 
Piggy Nose again to sniff out a third Magic Truffle.

From here, go onto the dry land to the southwest. Open the box to get an IQ 
Capsule, and talk to the bird to learn of the Tenda Village, which is still a 
ways off. Head back east and to the south along the shallow path, then 
through a deep segment again. At the next dry land patch, you'll find a 
helicopter that has apparently crashed due to the darkness here. Open the box 
nearby to find a Cup of Lifenoodles. Continue westward through the deep swamp 
waters. Towards the end of the deep area, use the Piggy Nose to scope out a 
fourth Magic Truffle.

Once on the dry land ahead, go forward to get a Souvenir Coin from the box 
ahead. Go right and to the north, straight across some swamp, to a piece of 
dry land. Open the box there to find some Rock Candy. Go back into the swamp 
and follow a winding path to the east, until you come across this reddish 
creature. Talk to it and you will find it is in fact Master Belch from 
earlier, but with more power. He is now called Master Barf, too. Read the 
Bosses section for help beating it.

Once you win, you will see that Poo is back in your group again. Continue by 
going north through the swamp to a more open region. Check the northmost area 
of the deep segment with the Piggy Nose to find the fifth and final Magic 
Truffle. Now, go west and north into the Tenda Village via the cave opening.

=============
Tenda Village
=============

When you wander around this village, try talking to the natives; you will 
quickly find out they are all shy and hesitate to even speak with you. Rest 
at the Hot Springs and the Hotel (free stay), and use the phone in the 
southeast area to call Dad. Also, check out the trash can to find a Death Ray 
(good weapon for Jeff). Talk to the chief Tenda in the middle area (he's the 
one with horns). He will mention a book about overcoming shyness. Since you 
can't do much more here for now, exit the village.

=============
Deep Darkness
=============

As soon as you step outside, you will be contacted by Apple Kid via phone. He 
will tell you that he made it to Winters, but suddenly the phone goes dead 
and he is apparently captured, judging by the sounds heard before the phone 
disconnects. Shortly after, Orange Kid will call you and mention that Apple 
Kid had the book called "Overcoming Shyness". Your next destination should be 
clear right now, so teleport to Winters.

=======
Winters
=======

When you arrive here, you will be in the northern continent. Make your way 
southward through the forest while defeating the futuristic baddies you'll 
face. When you reach the south shore, talk to the Bubble Monkey, who will get 
Tessie to carry you over to the southern land. Once there, continue southward 
to the cave. If you have the Pencil Eraser, you can take a shortcut and avoid 
the maze. If not, get through the maze and continue through the Pond Cave to 
the last area of Winters. There, continue onward to the Andonuts Lab.

============
Andonuts Lab
============

Here, the lab is basically deserted of all human life, except for Apple Kid's 
mouse, and the good doctor's servant. Talk to the mouse and he will give you 
the Eraser Eraser, a device used to remove iron eraser statues in the way. 
Recover your party's health with the revitalizer machine, then call Dad to 
save your game. Leave the lab and walk northward to Stonehenge; enter it by 
walking into the round hole in the middle.

==========
Stonehenge
==========

In this rater intriguing area, go forward until you reach an iron eraser in 
your way. Use your new machine to get rid of it, then continue onward. In the 
second area, go west and south to an open area, where you will find a split 
in the path. Go east along that path into the next area. Follow the path to a 
gift box containing a Spicy Jerky. Continue eastward into another large 
chamber. In there, go east and northward to a box with a Guts Capsule inside.

Next, go back south to the wide open area, and continue southward. Make your 
way into the following area. In this next area, follow the path until you 
reach an area with a 3-way split. Go north and east to a box with a Cup of 
Lifenoodles inside. Go back to the central area and go east into the next 
area of the underground lair.

Here, the lair has become a bit more flashy than before, I think. But aside 
from that, go east and open a gift box to get a Broken Harmonica. Head back 
to the start of this room, and climb down a ladder to reach the lower area. 
Go eastward and open a gift box to get a PSI Caramel. Fight some enemies 
around here if you wish, as you continue to the next ladder. Climb down the 
second ladder to the lowest area, and go right into the next room. There, 
take an Exit Mouse if you wish, then continue onward.

In this next room, you will be in a maze of sorts. It's not too hard to 
navigate, but the enemies inside can be annoying, however. Anyway, go all the 
way east, then north to a box containing a Broken Trumpet. Backtrack a 
little, and go northwest on a path more towards the middle of the room. 
Follow it all the way northwest, then to the east. At the path split, you can 
go to the southwest to find a Pixie's Bracelet, or to the northeast to get a 
Speed Capsule. Get both, then take the southeast path into the last room. You 
will find many of your friends in test tubes here. Don't panic yet; go to the 
next room and confront the Starman Deluxe. Fight it; use the Bosses section 
for some help if you need it.

When you win the fight, the entire Stonehenge base will cease to function, 
removing the enemies from the area in the process. Go back to the room before 
and talk to everyone you just freed. Mr. Saturn will give you a Saturn Ribbon 
as thanks, which you could equip on Paula. If you speak to Dr. Andonuts, he 
will tell you that he'll start work on a device called the Phase Distorter 
right away. Talk to Apple Kid and he will mention how he returned the 
"Overcoming Shyness" book to the Onett Library already, so that's where 
you'll be going next. So, backtrack out of this cave, then when you're 
outside, teleport to Onett.

=====
Onett
=====

Back in Ness's hometown, make your way northward into the town Library. Enter 
the first doorway past the desk to find some bookshelves. Check the leftmost 
shelf to find the Shyness Book. Exit the library and go out to the street, 
and teleport to the Tenda Village.

=============
Tenda Village
=============

When you arrive, your first stop should be to visit the village chief. Give 
him the book, and he will read it to everyone, causing everyone to overcome 
their shyness! The chief will give you some Tendakraut as a sign of gratitude 
for the book. Talk to the chief a second time to get a Bag of Dragonite. Now, 
rest at the Hotel, and check out the Item Shop. This shop is way different 
than what you've been used to. He gives you a list of items, but in order to 
receive each item on his list, you must give him a Horn of Life. The big 
prize at the end is the Hall of Fame Bat; you decide if it's worth it. 
Personally, I went through the trading process and received the bat, for it 
was a good upgrade to what I already had. The best way of doing this is to go 
to Saturn Valley, buy a whole bunch of Horns of Life, return here, and trade 
them all off to get what you want.

Anyway, use the phone in the southeast section, and call Dad to save your 
game. Then, head to the southwest area of the village. There, you will find a 
large stone, and a couple of Tenda natives standing around. Talk to the one 
standing next to the stone, and he will lift it up, revealing a hole to climb 
into. Go down into that lower chamber. Talk to the special rock in there and 
it will mention another rock in the Lost Underworld that talks, too. Go left 
and you will be in the Lumine Hall.

===========
Lumine Hall
===========

Start off in this series of caverns by going up and to the left. Head south 
and down a ladder into the room below. Talk to the rather quiet rock there, 
and open a gift box to find a Super Bomb. Back on the upper level, head north 
and all the way to the west, then climb into the room below. In there, go 
south and open another box to get an IQ Capsule. Climb up the south ladder to 
the area above. Go right and open another gift box to find the Diadem of 
Kings, which is good to equip on Poo immediately.

Next, go back down the ladder, and up the one to the north. In the first 
area, go back east a little until you can go north. At that point, go north 
and east around the winding path. Open the box you come to, containing a Luck 
Capsule. Climb down the hole to the left into the basement again. Head along 
the path, making sure to open a gift box you pass along the way to get a Rock 
Candy. When you reach the first ladder, go east a little more and take a 
Bottle of DX Water from the box. Then, head back west and up that ladder.

Upstairs again, go to the northwest, where you'll find a hole to fall into. 
Grab the Cup of Lifenoodles from the box, then drop into the area below. Go 
through this passage, taking a Luxury Jerky from a box, then climbing to the 
area above once more. In this next area, go to the southwest and open the 
gift box to get a Rabbit's Foot. Go back a little and check out the Shining 
Spot to the north. Recover your party's HP and PP if needed, then talk to it. 
You will enter battle against the Electro Specter; visit the Bosses section 
for help winning here.

Once you beat the seventh Shining Spot, go forward and drop into the next 
area. Go past the lit-up walls until you are stopped in front of a long wall. 
Ness's thoughts will supposedly be written out across the wall, then the My 
Sanctuary melody of the hall will play. Now that you have 7 of the 8 sounds 
recorded, drop through the next hole and take a nice long dive into the grand 
underworld.

===============
Lost Underworld
===============

When you fall into this world, you will figure out that this place is HUGE, 
hence your party is tiny. Start by heading to the west through this area. 
Along the way, you will notice some geysers, surrounded by trees. They erupt 
every so often, following an earthquake. Blue geysers recover HP and PP, and 
the red ones cure status ailments and HP. Stop by the blue geyser (that's 
what the one you first see is), and recover there if you wish. Continue to 
the northwest by a small lake/river region. Open a box to get a Brain Food 
Lunch. Go south and to the east, then north to a Refuge. There, talk to the 
people, and use the bird phone to call Dad and save your game.

From here, continue all the way to the east, where you'll find a Horn of Life 
in a second box. Head to the north from this point, fighting the dinosaurs 
you encounter along the way. Take the Sea Pendant from a box to the far 
north, then continue westward. To the north, before you reach the village, is 
another box containing a Guts Capsule, if you want it. After that, go back to 
the south, and continue to the west until you reach a large, gated village. 
Go to the front, and the native Tenda will smell the Tendakraut. They'll open 
the gate and take the Tendakraut as a price for admission.

========================
Underworld Tenda Village
========================

In this tiny village, start by talking to the Tenda in the northwest corner. 
He will let you withdraw money, much like an ATM, but he charges you a 
handling fee of the same amount that you withdraw. Take out some money (you 
have enough as it is, so no need to worry about handling fees). Check out the 
shop and buy some upgraded equipment, and some food for later, just in case. 
Then, talk to the giant rock, where you will learn more about the My 
Sanctuary spots around the world. It will also tell you of the last one, at 
Fire Spring. When it's done, rest at the Hotel for $400 and use the bird 
phone to save your game with Dad. When you're ready, leave this safe haven.

===============
Lost Underworld
===============

Out here again, make your way to the west, then to the south. Go east a bit, 
then to the north to find a box containing the Cloak of Kings for Poo. 
Continue southward and wait in front of the geyser to recover when it erupts. 
Then, use the phone at the Refuge to the south and save your game. When you 
feel ready to continue, go into the northwest cave, which is the Fire Spring.

===========
Fire Spring
===========

Inside of this hot spot, start by entering the side cave in front of you. 
Take the Speed Capsule from the box, then return to the first area. Climb up 
the first 2 ropes to reach the third level, and enter the cave. Go through 
the small room to another area. There, climb down the rope and open the gift 
box to get a Bag of Dragonite. Now, backtrack to the start of the spring.

Once you're back in the bottom area, go right and enter the second cave. Go 
through it to the other end, then continue to the right and open the box in 
the corner to find a Cherub's Band. Go left and climb the rope to the second 
level. If you need PP, go into the left cave, for a Magic Butterfly will 
constantly regenerate there. You can climb the next rope and enter the cave 
atop it to find a Horn of Life. Otherwise, enter the eastern cave. Go through 
it, then at the other end, climb up a couple more ropes and enter the cave a 
few levels above.

In this cave, take the first exit to the outer area again. There, go up a 
rope, then down the other side, and open the box to get a Moon Beam Gun. Go 
back into that cave, and continue to the west exit. Climb up the ropes to the 
very top area, where you'll see the last Shining Spot. Make sure your party 
is in good shape, then check it out to engage in battle. Check out the Bosses 
section of this guide for help defeating Carbon/Diamond Dog.

After the fight, go into the next room. Follow the path out there to the 
fiery spring, where you will record the final melody to the Sound Stone. The 
difference now is that Ness will suddenly become knocked out in a daze. He 
will walk towards his house atop a hill, in black and white as to signify a 
flashback. He will disappear when going into the house, and the scene will 
focus on Ness, as a baby in his rocker (prelude of what the adventure you 
just played is all about, huh?). You will then gain control of Ness in his 
pajamas in his iamginary world, known as Magicant.

========
Magicant
========

When you arrive in this un-reality, start off by visiting your "house" to the 
northeast. Talk to Mom and Tracy if you wish. Visit the left building and use 
the phone to call Dad and save, and take out some money at the ATM. Visit the 
shop next door and buy an Earth Pendant, and a couple of Magic Puddings. 
Then, head west along the path to the second area. Talk to your childhood 
friends here, and take the PSI Caramel from the gift box you see. Talk to 
Pokey at his house, then continue northward.

You will come to a building with a grave in front; it's the grave of Buzz 
Buzz from early in the game. Enter the building, where you'll meet some 
Flying Men. Talk to one and he will join you as a partner in battle. Go to 
the east and speak to the wise old man, who explains the area ahead to you. 
When you are ready, go all the way east and north to a gift box containing a 
Bag of Dragonite. Talk to the likeness of Ness, and he will give you a 
Baseball Cap that you supposedly lost. Go back south and west, and then 
northward. Go all the way north to a box with a Goddess Band. Take it, then 
go back south a little, and continue to the east.

From here, just follow the winding path through this dark area, fighting the 
enemies along the way. Take the Magicant Bat and and Magic Tart from the 
boxes you pass, and progress onward until you reach the end. Be very careful, 
as the closer you get to the end, the more plentiful the enemies are. You 
will come to a tentacle of sorts; check it out and you will warp to the Sea 
of Eden.

===========
Sea of Eden
===========

This sea is a rather cursed body of water, for it is based on Ness's "evil" 
side, so to speak. The enemies here will be tough, but they give great 
experience, keep in mind. You'll only face Krakens in the murky waters, but 
they are REALLY tough when it's just Ness fighting them. Make your way 
through the sea to an island, with a golden statue standing alone on it. Use 
a couple of Magic Puddings to recover some PP, and Lifeup to restore some HP. 
When you're ready, check out the statue and you will be faced with a tough 
fight. Read the Bosses section for help winning here.

Once you beat the evil statue from before, Ness's mind will speak to you. 
It'll tell you to go to Saturn Valley, for you will gain something new there. 
After that, Ness will start to be filled with the power from each of the 8 
"My Sanctuary" spots, gaining massive amounts of power, as well as Teleport 
Beta. He will then awaken at the Fire Spring, and warps the party to Saturn 
Valley.

=============
Saturn Valley
=============

Now that you are here again, there is something you must do. Head to the 
middle of the village, and you will meet Apple Kid and Dr. Andonuts, with 
their new creation, the Phase Distorter. The thing is, this device cannot 
function without the material known as Zexonyte, which can only be found from 
a fallen meteorite (like in Onett). Since you need that, it's best to 
teleport to Onett now.

=====
Onett
=====

Back in your hometown, head to the north and follow the path to your house. 
Be careful of the extremely dangerous enemies you will be facing along the 
way. Once at home, rest by talking to Mom, then call Dad to save. When you're 
ready, exit.

==============
North of Onett
==============

From Ness's home, take the path going to the southwest. You will face many 
tough enemies, which will take quite a beating from all of your party to 
defeat. Make your way along the path to the summit of the mountain, all while 
fighting your way there. Once you get to the top, check out the meteorite to 
get the Meteorite Piece. Now, head back down to a spot where you have enough 
room around, then teleport back to Saturn Valley, where it's safer for you.

=============
Saturn Valley
=============

When you return, give the Meteorite Piece to Dr. Andonuts. He will repair the 
Phase Distorter overnight, so go rest at the Hotel; you will need it after 
all the battles you just went through! The next day, talk to Andonuts and he 
will present the Phase Distorter II. It can now warp you where you need to 
go, save your progress, and recover your HP/PP. When you're ready to go, step 
into the machine and it'll warp you to a cave.

================
Cave to the Past
================

You will be stuck in this cave, from the moment you enter, with no way of 
returning to the Saturn Valley. You can use the Phase Distorter II to recover 
and save when needed, though. Anyway, head to the right, and the wise old man 
will appear. He will bestow upon Poo the power of Starstorm Omega, the 
greatest PSI power he can have. Continue onward to meet the "kidnapped" Mr. 
Saturn. Talk to him, and check the rubble of the old Phase Distorter to get a 
Horn of Life. Go up by the tentacle, and out on the ledge, then return.

Now, Dr. Andonuts will appear in the Phase Distorter 3, along with Apple Kid 
and Mr. Saturn. Talk to them all, and Andonuts will walk off to the far 
ledge. Talk to him there and he will discuss how you cannot reach Giygas in 
the past unless you go to the past. However, the new Phase Distorter cannot 
warp living things, thus your group must be transformed into robots to 
undertake the journey. If you are ready to go, say Yes both times, and you'll 
be off to your final destination.

==========
Final Cave
==========

When you start off in this last set of caverns, you will all be robots. If 
you need to, return to the Phase Distorter 3 to recover/save, when needed. 
Head northward along the path, fighting the enemies you'll meet along the way 
(this is as tough as they'll get, and they're everywhere, so get used to it). 
Open the lone gift box you see to find the Legendary Bat for Ness. Go back 
and save/recover if you wish, then go on via the orb to the next segment.

In this next area, simply follow the path through the open area to the next 
orb. Before you go, you will notice there aren't really many, if any, enemies 
to fight here. There's also a Magic Butterfly that reappears when you take it 
and go offscreen. So, recover all your health with PP, then use that trick to 
fully recover any lost PP. In the third area, simply go forward and to the 
north, into a cavern. Follow the final path through the odd-looking area to 
the northmost point.

At the end of the line, you will reach a core area of sorts. The room will 
shake and the core will open, revealing a clone of Ness inside. As if things 
can't get any worse, Pokey appears and taunts you a bit. Then, he and Giygas 
will engage in battle against you. Read the Bosses section one last time for 
help defeating them. Once it's over, your party will revert back to human 
form in Saturn Valley.

=============
Saturn Valley
=============

Now that the threat of Giygas is over, your party is back again, and in need 
of a good long rest. Poo will leave you for Dalaam again, and Jeff will stay 
in Saturn Valley with Dr. Andonuts, his father. Paula asks for you to escort 
her home, so warp to Twoson and do so. With only Ness left, go back home to 
Onett.

============
Ness's House
============

Home again, go talk to Mom and Tracy upstairs. Talk to Mom again and choose 
to look at the photo album. After the cast of characters has been scrolled 
down, the credits will play, with the backgrounds showing all the photos 
taken of your group during the course of the game. After it all ends, the 
game will start again like it did early on. Ness will be awakened by a 
knocking on the door, and you will have to go answer it. When you do so, 
Picky, Pokey's brother, will run inside. He'll give you a letter from Pokey, 
taunting you further. The game then ends at this point, so congratulations!

*****************************************************************************

-=-=-=-=-=-=-=-=-=
-=  7. Enemies  -=
-=-=-=-=-=-=-=-=-=

Abstract Art
    Found: Moonside
    Experience: 4361
    Money: $255
    HP: 301
    PP: 60
    Offense: 67
    Defense: 79
    Speed: 19
    IQ: 7
    Guts: 7
    Item Dropped: Refreshing Herb (1/32)

Annoying Old Party Man
    Found: Twoson
    Experience: 130
    Money: $32
    HP: 99
    PP: 0
    Offense: 20
    Defense: 25
    Speed: 6
    IQ: 15
    Guts: 50
    Item Dropped: Protein Drink (1/64)

Annoying Reveler
    Found: Fourside
    Experience: 2373
    Money: $268
    HP: 288
    PP: 0
    Offense: 58
    Defense: 77
    Speed: 17
    IQ: 15
    Guts: 50
    Item Dropped: Protein Drink (1/16)

Arachnid
    Found: Pond Cave
    Experience: 4933
    Money: $296
    HP: 216
    PP: 0
    Offense: 61
    Defense: 30
    Speed: 23
    IQ: 0
    Guts: 3
    Item Dropped: Jar of Hot Sauce (1/8)

Arachnid!!!
    Found: Pyramid
    Experience: 10449
    Money: $412
    HP: 344
    PP: 0
    Offense: 87
    Defense: 86
    Speed: 20
    IQ: 0
    Guts: 4
    Item Dropped: Beef Jerky (1/32)

Armored Frog
    Found: Grapefruit Falls
    Experience: 1566
    Money: $77
    HP: 202
    PP: 0
    Offense: 7
    Defense: 108
    Speed: 37
    IQ: 8
    Guts: 5
    Item Dropped: Broken Spray Can (1/8)

Atomic Power Robot
    Found: Stonehenge
    Experience: 26937
    Money: $730
    HP: 594
    PP: 0
    Offense: 119
    Defense: 133
    Speed: 25
    IQ: 12
    Guts: 8
    Item Dropped: Super Bomb (1/16)

Attack Slug
    Found: Giant Step Cave
    Experience: 27
    Money; $6
    HP: 30
    PP: 6
    Offense: 9
    Defense: 3
    Speed: 1
    IQ: 3
    Guts: 0
    Item Dropped: Bomb (1/128)

Bad Buffalo
    Found: Dusty Dunes Desert
    Experience: 4108
    Money: $172
    HP: 341
    PP: 0
    Offense: 164
    Defense: 104
    Speed: 11
    IQ: 5
    Guts: 5
    Item Dropped: Wet Towel (1/32)

Beautiful UFO
    Found: Scaraba
    Experience: 8257
    Money: $426
    HP: 339
    PP: 15
    Offense: 86
    Defense: 87
    Speed: 59
    IQ: 71
    Guts: 1
    Item Dropped: Vial of Serum, Protein Drink (1/32)

Big Pile of Puke
    Found: Deep Darkness
    Experience: 19659
    Money: $728
    HP: 631
    PP: 0
    Offense: 120
    Defense: 158
    Speed: 16
    IQ: 32
    Guts: 26
    Item Dropped: Meteotite (1/64)

Bionic Kraken
    Found: Final Cave
    Experience: 50308
    Money: $960
    HP: 900
    PP: 60
    Offense: 155
    Defense: 195
    Speed: 42
    IQ: 32
    Guts: 1
    Item Dropped: Gutsy Bat (1/128)

Black Antoid
    Found: Giant Step Cave, Onett/Twoson Path
    Experience: 37
    Money: $7
    HP: 34
    PP: 25
    Offense: 14
    Defense: 13
    Speed: 4
    IQ: 0
    Guts: 3
    Item Dropped: Cookie (1/4)

Boogey Tent
    Found: Threed
    Experience: 5500
    Money: $407
    HP: 579
    PP: 56
    Offense: 43
    Defense: 69
    Speed: 10
    IQ: 32
    Guts: 16
    Item Dropped: N/A

Captain Strong
    Found: Onett
    Experience: 492
    Money: $159
    HP: 140
    PP: 0
    Offense: 20
    Defense: 24
    Speed: 15
    IQ: 18
    Guts: 8
    Item Dropped: N/A

Carefree Bomb
    Found: Magicant
    Experience: 14941
    Money: $641
    HP: 504
    PP: 0
    Offense: 135
    Defense: 215
    Speed: 31
    IQ: 8
    Guts: 15
    Item Dropped: Super Bomb (1/32)

Cave Boy
    Found: Winters
    Experience: 618
    Money: $17
    HP: 314
    PP: 0
    Offense: 21
    Defense: 33
    Speed: 79
    IQ: 80
    Guts: 0
    Item Dropped: Double Burger (1/32)

Chomposaur
    Found: Lost Underworld
    Experience: 44378
    Money: $896
    HP: 1288
    PP: 320
    Offense: 139
    Defense: 183
    Speed: 17
    IQ: 16
    Guts: 3
    Item Dropped: Magic Fry Pan (N/A)

Coil Snake
    Found: North of Onett
    Experience: 1
    Money: $4
    HP: 18
    PP: 0
    Offense: 3
    Defense: 4
    Speed: 2
    IQ: 6
    Guts: 0
    Item Dropped: Cookie (1/32)

Conducting Menace
    Found: Cave of the Pink Cloud
    Experience: 14792
    Money: $574
    HP: 445
    PP: 238
    Offense: 107
    Defense: 107
    Speed: 20
    IQ: 8
    Guts: 5
    Item Dropped: Bottle of Water (1/32)

Conducting Pink Spirit
    Found: Lumine Hall
    Experience: 30390
    Money: $804
    HP: 587
    PP: 329
    Offense: 130
    Defense: 139
    Speed: 26
    IQ: 8
    Guts: 5
    Item Dropped: Brain Food Lunch (1/128)

Cop
    Found: Onett
    Experience: 86
    Money: $18
    HP: 75
    PP: 0
    Offense: 15
    Defense: 18
    Speed: 5
    IQ: 16
    Guts: 7
    Item Dropped: Hamburger (1/8)

Cranky Lady
    Found: Twoson
    Experience: 200
    Money: $17
    HP: 95
    PP: 0
    Offense: 16
    Defense: 18
    Speed: 6
    IQ: 32
    Guts: 3
    Item Dropped: Handbag Strap (1/64)

Crazed Sign
    Found: Fourside, Summers
    Experience: 3618
    Money: $244
    HP: 295
    PP: 98
    Offense: 64
    Defense: 96
    Speed: 17
    IQ: 11
    Guts: 5
    Item Dropped: Big Bottle Rocket (1/64)

Crested Booka
    Found: Dusty Dunes Desert
    Experience: 3011
    Money: $130
    HP: 265
    PP: 0
    Offense: 53
    Defense: 73
    Speed: 17
    IQ: 37
    Guts: 24
    Item Dropped: Picnic Lunch (1/32)

Criminal Caterpillar
    Found: Dusty Dunes Desert
    Experience: 30384
    Money: N/A
    HP: 250
    PP: 168
    Offense: 37
    Defense: 16
    Speed: 134
    IQ: 0
    Guts: 0
    Item Dropped: N/A

Cute Li'l UFO
    Found: Dusty Dunes Desert
    Experience: 1519
    Money: $110
    HP: 162
    PP: 25
    Offense: 49
    Defense: 32
    Speed: 58
    IQ: 70
    Guts: 1
    Item Dropped: Fresh Egg, Hamburger (N/A)

Dali's Clock
    Found: Moonside
    Experience: 2503
    Money: $314
    HP: 296
    PP: 0
    Offense: 65
    Defense: 66
    Speed: 4
    IQ: 4
    Guts: 5
    Item Dropped: PSI Caramel (1/128)

Deadly Mouse
    Found: Fourside Sewers
    Experience: 9225
    Money: $406
    HP: 416
    PP: 0
    Offense: 63
    Defense: 98
    Speed: 18
    IQ: 13
    Guts: 225
    Item Dropped: Rust Promoter DX (1/64)

Demonic Petunia
    Found: Deep Darkness
    Experience: 15171
    Money: $724
    HP: 478
    PP: 0
    Offense: 102
    Defense: 111
    Speed: 26
    IQ: 9
    Guts: 5
    Item Dropped: N/A

Desert Wolf
    Found: Dusty Dunes Desert
    Experience: 3740
    Money: $114
    HP: 247
    PP: 0
    Offense: 57
    Defense: 67
    Speed: 33
    IQ: 11
    Guts: 2
    Item Dropped: Sudden Guts Pill (1/64)

Dread Skelpion
    Found: Scaraba
    Experience: 9908
    Money: $609
    HP: 214
    PP: 125
    Offense: 82
    Defense: 57
    Speed: 40
    IQ: 8
    Guts: 88
    Item Dropped: Packet of Ketchup (1/8)

Ego Orb
    Found: Lost Underworld
    Experience: 24180
    Money: $836
    HP: 592
    PP: 0
    Offense: 125
    Defense: 140
    Speed: 17
    IQ: 8
    Guts: 1
    Item Dropped: Skip Sandwich (1/16)

Elder Batty
    Found: Pond Cave
    Experience: 4177
    Money: $371
    HP: 294
    PP: 0
    Offense: 66
    Defense: 72
    Speed: 33
    IQ: 4
    Guts: 8
    Item Dropped: Double Burger (1/32)

Electro Swoosh
    Found: Magicant
    Experience: 17075
    Money: $791
    HP: 543
    PP: 338
    Offense: 140
    Defense: 156
    Speed: 40
    IQ: 10
    Guts: 5
    Item Dropped: Sudden Guts Pill (1/32)

Enraged Fire Plug
    Found: Moonside
    Experience: 4321
    Money: $346
    HP: 309
    PP: 0
    Offense: 60
    Defense: 81
    Speed: 14
    IQ: 4
    Guts: 5
    Item Dropped: Sudden Guts Pill (1/128)

Even Slimier Little Pile
    Found: Deep Darkness
    Experience: 15075
    Money: $579
    HP: 326
    PP: 0
    Offense: 103
    Defense: 101
    Speed: 22
    IQ: 39
    Guts: 9
    Item Dropped: Multi Bottle Rocket (1/32)

Everdred
    Found: Twoson
    Experience: 986
    Money: $171
    HP: 182
    PP: 0
    Offense: 25
    Defense: 35
    Speed: 6
    IQ: 40
    Guts: 10
    Item Dropped: N/A

Evil Elemental
    Found: Fire Spring
    Experience: 35737
    Money: $853
    HP: 564
    PP: 0
    Offense: 121
    Defense: 136
    Speed: 30
    IQ: 16
    Guts: 7
    Item Dropped: Luxury Jerky (1/64)

Evil Eye
    Found: North of Onett
    Experience: 46376
    Money: $896
    HP: 720
    PP: 400
    Offense: 141
    Defense: 162
    Speed: 38
    IQ: 16
    Guts: 25
    Item Dropped: Meteotite (1/16)

Extra Cranky Lady
    Found: Fourside
    Experience: 3651
    Money: $134
    HP: 277
    PP: 0
    Offense: 48
    Defense: 70
    Speed: 17
    IQ: 32
    Guts: 5
    Item Dropped: Handbag Strap (1/8)

Farm Zombie
    Found: Grapefruit Falls
    Experience: 700
    Money: $58
    HP: 171
    PP: 0
    Offense: 31
    Defense: 24
    Speed: 10
    IQ: 24
    Guts: 15
    Item Dropped: Skip Sandwich (1/16)

Fierce Shattered Man
    Found: Pyramid
    Experience: 17423
    Money: $577
    HP: 516
    PP: 0
    Offense: 101
    Defense: 116
    Speed: 12
    IQ: 4
    Guts: 5
    Item Dropped: Mummy Wrap (1/2)

Filthy Attack Roach
    Found: Fourside Sewers
    Experience: 10543
    Money: $432
    HP: 399
    PP: 0
    Offense: 84
    Defense: 33
    Speed: 77
    IQ: 24
    Guts: 9
    Item Dropped: Secret Herb (1/16)

Final Starman
    Found: Final Cave
    Experience: 61929
    Money: $915
    HP: 840
    PP: 860
    Offense: 178
    Defense: 187
    Speed: 47
    IQ: 24
    Guts: 25
    Item Dropped: PSI Caramel (1/32)

Fobby
    Found: Lumine Hall
    Experience: 18348
    Money: $620
    HP: 240
    PP: 19
    Offense: 98
    Defense: 84
    Speed: 5
    IQ: 3
    Guts: 5
    Item Dropped: PSI Caramel (1/32)

Foppy
    Found: Belch Base
    Experience: 1311
    Money: $93
    HP: 120
    PP: 10
    Offense: 29
    Defense: 9
    Speed: 1
    IQ: 3
    Guts: 5
    Item Dropped: PSI CarameL (1/64)

Frank
    Found: Onett
    Experience: 50
    Money: $48
    HP: 63
    PP: 0
    Offense: 12
    Defense: 17
    Speed: 7
    IQ: 32
    Guts: 5
    Item Dropped: N/A

Frankystein Mark II
    Found: Onett
    Experience: 76
    Money: $31
    HP: 91
    PP: 0
    Offense: 15
    Defense: 18
    Speed: 4
    IQ: 40
    Guts: 0
    Item Dropped: N/A

French Kiss of Death
    Found: Magicant
    Experience: 19210
    Money: $879
    HP: 588
    PP: 0
    Offense: 160
    Defense: 160
    Speed: 30
    IQ: 16
    Guts: 7
    Item Dropped: Horn of Life (1/64)

Ghost of Starman
    Found: North of Onett, Final Cave
    Experience: 48695
    Money: $807
    HP: 750
    PP: 462
    Offense: 152
    Defense: 170
    Speed: 46
    IQ: 16
    Guts: 43
    Item Dropped: Goddess Ribbon (1/128)

Gigantic Ant
    Found: Desert Gold Mine
    Experience: 3980
    Money: $304
    HP: 308
    PP: 81
    Offense: 54
    Defense: 112
    Speed: 17
    IQ: 6
    Guts: 5
    Item Dropped: Double Burger (1/32)

Great Crested Booka
    Found: Scaraba
    Experience: 16365
    Money: $604
    HP: 452
    PP: 0
    Offense: 100
    Defense: 110
    Speed: 20
    IQ: 40
    Guts: 28
    Item Dropped: Beef Jerky (1/64)

Gruff Goat
    Found: Winters
    Experience: 20
    Money: $9
    HP: 45
    PP: 0
    Offense: 8
    Defense: 23
    Speed: 12
    IQ: 16
    Guts: 0
    Item Dropped: Salt Packet (1/8)

Guardian Digger
    Found: Desert Gold Mine
    Experience: 17301
    Money: $1467
    HP: 386
    PP: 110
    Offense: 59
    Defense: 129
    Speed: 17
    IQ: 55
    Guts: 21
    Item Dropped: N/A

Guardian General
    Found: Pyramid
    Experience: 95390
    Money: $3235
    HP: 831
    PP: 6
    Offense: 109
    Defense: 214
    Speed: 21
    IQ: 7
    Guts: 1
    Item Dropped: N/A

Guardian Hieroglyph
    Found: Pyramid
    Experience: 13064
    Money: $470
    HP: 470
    PP: 126
    Offense: 94
    Defense: 106
    Speed: 20
    IQ: 38
    Guts: 20
    Item Dropped: Pharaoh's Curse (1/16)

Handsome Tom
    Found: Threed
    Experience: 520
    Money: $45
    HP: 133
    PP: 16
    Offense: 27
    Defense: 25
    Speed: 11
    IQ: 8
    Guts: 5
    Item Dropped: Tin of Cocoa (1/16)

Hard Crocodile
    Found: Deep Darkness
    Experience: 19484
    Money: $692
    HP: 522
    PP: 0
    Offense: 110
    Defense: 128
    Speed: 23
    IQ: 4
    Guts: 10
    Item Dropped: Super Plush Bear (1/64)

High-Class UFO
    Found: Scaraba
    Experience: 12385
    Money: $456
    HP: 433
    PP: 72
    Offense: 93
    Defense: 103
    Speed: 60
    IQ: 24
    Guts: 25
    Item Dropped: Skip Sandwich DX (1/32)

Hostile Elder Oak
    Found: Deep Darkness
    Experience: 17567
    Money: $690
    HP: 609
    PP: 76
    Offense: 134
    Defense: 146
    Speed: 14
    IQ: 5
    Guts: 11
    Item Dropped: Viper (1/8)

Hyper Spinning Robo
    Found: Lumine Hall
    Experience: 28866
    Money: $756
    HP: 553
    PP: 83
    Offense: 122
    Defense: 130
    Speed: 28
    IQ: 12
    Guts: 5
    Item Dropped: Meteotite (1/128)

Insane Cultist
    Found: Happy Happy Village
    Experience: 353
    Money: $33
    HP: 94
    PP: 0
    Offense: 19
    Defense: 25
    Speed: 8
    IQ: 64
    Guts: 20
    Item Dropped: PSI Caramel (1/128)

Kiss of Death
    Found: Cave of the Pink Cloud
    Experience: 10354
    Money: $528
    HP: 333
    PP: 0
    Offense: 91
    Defense: 100
    Speed: 19
    IQ: 16
    Guts: 7
    Item Dropped: Jar of Delisauce (1/64)

Kraken
    Found: Sea of Eden
    Experience: 79267
    Money: $3049
    HP: 1097
    PP: 176
    Offense: 105
    Defense: 166
    Speed: 21
    IQ: 32
    Guts: 1
    Item Dropped: N/A

Lesser Mook
    Found: Brick Road, Winters
    Experience: 7640
    Money: $467
    HP: 401
    PP: 190
    Offense: 76
    Defense: 102
    Speed: 17
    IQ: 16
    Guts: 7
    Item Dropped: PSI Caramel (1/64)

Lethal Asp Hieroglyph
    Found: Pyramid
    Experience: 11321
    Money: $625
    HP: 458
    PP: 0
    Offense: 89
    Defense: 94
    Speed: 21
    IQ: 36
    Guts: 5
    Item Dropped: Pharaoh's Curse (1/32)

Li'l UFO
    Found: Peaceful Rest Valley
    Experience: 223
    Money: $14
    HP: 82
    PP: 0
    Offense: 18
    Defense: 17
    Speed: 53
    IQ: 8
    Guts: 13
    Item Dropped: Skip Sandwich (1/32)

Loaded Dice
    Found: Magicant
    Experience: 10672
    Money: $703
    HP: 307
    PP: 0
    Offense: 146
    Defense: 113
    Speed: 77
    IQ: 6
    Guts: 75
    Item Dropped: PSI Caramel (1/32)

Mad Duck
    Found: Winters, Desert Gold Mine
    Experience: 41
    Money: $12
    HP: 51
    PP: 0
    Offense: 12
    Defense: 24
    Speed: 30
    IQ: 1
    Guts: 5
    Item Dropped: Fresh Egg (1/16)

Mad Taxi
    Found: Fourside, Summers
    Experience: 2336
    Money: $216
    HP: 253
    PP: 0
    Offense: 53
    Defense: 68
    Speed: 38
    IQ: 8
    Guts: 5
    Item Dropped: Xterminator Spray (1/128)

Major Psychic Psycho
    Found: Fire Spring
    Experience: 39247
    Money: $862
    HP: 618
    PP: 574
    Offense: 145
    Defense: 152