EarthBound
Walkthrough/Strategy Guide
Table of Contents
I.Introduction
II.Preliminary Stuff
1.Searching This Walkthrough
2.How to Use This Walkthrough
III.General Information and Strategies
1.Party Members
2.Status Attributes and What They Mean
3.PSI Information
Offense
a)PSI Rockin
b)Flash
c)Fire
d)Freeze
e)Thunder
f)Starstorm
Recover
a)Lifeup
b)Healing
c)PSI Magnet
Assist
a)Shield
b)PSI Shield
c)Hypnosis
d)Paralysis
e)Offense Up
f)Defense Down
g)Brainshock
Other
a)Teleport
4.Jeff's Items
5.Status Effects
6.Inventory Management
IV.Set up
V.Onett
1.The Beginning
2.The Sharks
3.First Sanctuary Location
4.The Police
VI.Twoson/Happy Happy Village
1.Second City
2.Peaceful Rest Valley
3.Happy Happy, Blue Blue
4.Second Sanctuary Location
5.The Road to Threed
VII.Threed/Winters
1.Town of Horrors
2.Winters (North)
3.Winters (South)
VIII.Threed/Saturn Valley
1.The Boogey Tent and Zombie Paper
2.The Underground Passage and Grapefruit Falls
3.Saturn Valley and Belch's Factory
4.Third Sanctuary Location and Leaving Threed
IX.Dusty Dunes Desert/Fourside
1.Through the Desert
2.City Guide
3.The Gold Mine
4.The Department Store
5.Moonside
6.The Monkey Cave
7.The Monotoli Building
8.Fourth Sanctuary Location
9.Winters's New Enemies
X.Summers/Dalaam/Fourside
1.Stoic Club
2.Poo's Trial
3.Fifth Sanctuary Location
4.Sixth Sanctuary Location
5.Sailing Treacherous Waters
XI.Scaraba
1.The Pyramid
2.Dungeon Man
XII.Deep Darkness
1.Trudging Through the Swamp
XIII.Winters/Tenda Village
1.Stonehenge
2.Help the Tendas
3.Seventh Sanctuary Location
XIV.Lost Underworld
1.Exploring the Underground
2.Eighth Sanctuary Location
XV.Magicant
1.The Internal Struggle
XVI.Saturn Valley/Onett
1.The Phase Distorter
XVII.Cave of the Past
1.Through the Cave
2.The Final Battle
XVIII.The Ending
XIX.Cameraman Locations
XX.Gift Box Index
XXI.EarthBound Shopping Guide
XXII.Item Descriptions
XXIII.Contact Info
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I.Introduction
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Hello and welcome to my EarthBound walkthrough and strategy guide. In this
guide, you will find information on what needs to be done to progress through
the game and strategies on how to deal with the many challenges this game
offers. It also contains information on PSI moves and other aspects of the game
that may not be initially apparent without investigation. What will not be
contained in this guide is basic information on how to play the game, such as
controls and menu options, information that can be easily found within the
game, and an outline of the storyline. I will assume that you know the basic
elements of this game. If you don't, you can go to the Onett Library, talk to
the mole creature found in the early towns in the game, or check out the info
of each PSI move contained in the "status" menu. I will also not include basic
statistical information on enemies or on PSI abilities, such as Hit Points or
PP costs; such info can be found at other websites or within the game itself.
Hopefully this guide will help you figure out what to do when you are stuck,
when you are having difficulty getting past a certain part of the game, or when
you're just bored and want something to read. :)
Warning: There are some minor spoilers in this walkthrough.
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II.Preliminary Stuff
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1.Searching This Walkthrough
To go to a particular section, use your browser's search tool and type in
the section name (or a portion of it) as it appears in the Table of
Contents with the section number or letter. For example, to go to the
section covering the beginning part of the game, push ctrl+f (for most
browsers), type in "1.The Beginning," and you should be taken there.
2.How to Use This Walkthrough
IF YOU ARE STUCK: Check out the Outline at the beginning of each location
(i.e. V.Onett, VI.Twoson, etc.), or read the WALKTHROUGH of a particular
part of the game (i.e. 1.The Beginning, 2.The Sharks, etc.)
IF YOU WANT TO FIND STRATEGIES ON HOW TO DEFEAT AN ENEMY: Check out the
ENEMIES section of a particular part of the game, or just search for the
enemy name using your browser's search tool.
IF YOU WANT TO KNOW WHAT AN ITEM DOES: Search the section "XXII.Item
Descriptions" at the end of this walkthrough.
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III.General Information and Strategies
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1.Party Members
a)Ness
The main character of the game is also arguably the strongest party
member. His Offense and Guts are especially high, making his "bash"
attack effective even in boss battles. His Vitality is also very good,
making him the most likely to stay alive in battles against strong
enemies. His Speed is rather low, however, and he usually attacks last
or second to the last among the party members.
In terms of PSI, I recommend you conserve his PP for recovery and status
affecting PSI moves. Ness's high Vitality makes him a reliable healer,
and he will often be the one to save the other party members in tough
battles. Only use his attack PSI when you really have to, or else you
may not have enough PP when you need to recover. His attack PSI
shouldn't be necessary for most parts of the game, and I suggest you
rely on Ness's "bash" attack instead when fighting.
Give Ness all your Guts Capsules to increase the likelihood of getting
SMAAAASH!! hits, and use Sudden Guts Pills on him when you need an extra
power boost in longer fights. Be sure to equip the Night Pendant on him
as well if you obtain it; given the effectiveness of Ness's "bash"
attack, it will significantly hinder your party if he starts
uncontrollably crying. Furthermore, you do not want him to be instantly
defeated, as he has the best chance of reviving or healing the other
party members.
b)Paula
Paula is the main PSI attacker in your party, and unlike Ness her stats
are not very balanced. Her Offense, Defense, and Vitality are all rather
low, making her susceptible to defeat in battle and limiting the
effectiveness of her "bash" attack. Therefore, I recommend you equip
Paula with your best defensive items, which will boost her Defense to
the highest in your party and offset her low HP count. This will make it
much easier for you to keep Paula alive and allow you to utilize her
strengths against powerful enemies.
Paula's strong points are her Speed and IQ. Her high PP count is
crucial, and you should not be afraid to use her PSI attacks often in
the game. Her PSI Freeze can be a great alternative to her "bash"
attack, and by recovering her PP with PSI Magnet you can have Puala use
her PSI attacks for as long as you need in most situations. Paula's high
Speed is also very useful, and she will often attack first in most
battles.
Give Paula all your Vital Capsules, as she will need the HP boost. I
suggest you give her IQ Capsules and Speed Capsules as well, since she
relies heavily on PSI attacks and it will be very helpful if she goes
first in battle when you need a PSI Shield. She should also be equipped
with pendants that confer resistance to Fire and/or Freeze attacks for
most parts of the game, and you should giver her the Franklin Badge and
the Brain Stone as well. Take these protective measures and you should
have practically no problems keeping Paula alive.
Paula's special ability is the "pray" command. Only use this ability
in desperate situations and as a last resort. The resulting effect is
random, and can potentially harm your party and only minimally harm
your enemies. The different prayer effects are as follows:
Subtle light: Recovers 6% of max HP for all party members. This seems
to occur the most often.
Warm light: Recovers 12% of max HP for all party members.
Golden light: Recovers full HP for a single party member.
Mysterious light: Recovers miniscule PP for all party members.
Dazzling light(type 1): Flash[alpha] on all party members and enemies.
The battle dialogue window will describe this
light as enveloping Ness and his friends.
Dazzling light(type 2): Moderate damage to a single enemy. The battle
dialogue window will describe this light as
chasing an enemy.
Mysterious aroma: Puts all party members and enemies to sleep--success
rate is rather high.
Heaven rending sound: Makes all party members and enemies feel
strange--success rate is rather high.
Heavy air: Slightly decreases the Defense of all party members and
enemies for the duration of the battle.
Rainbow colored light: Revives all unconscious party members and
defeated enemies with full HP.
c)Jeff
Jeff's role in the party is a little bit hard to define. He can be the
party's main attacker and heavy hitter, or assist the party by
debilitating enemies with status effects. His Offense stat is naturally
low, but his gun weapons can boost his Offense to the second highest or
sometimes even the highest in the party. For this reason, always make
sure that you place any broken items you find in Jeff's inventory in
order to ensure that you obtain his optimum weapon as soon as possible.
When equipped properly, his "shoot" command can complement Ness's
"bash," and it is useful against most normal enemies. The damage
inflicted by "shoot" is not reduced by shields and it is more accurate
than the other party member's "bash" attacks, though it cannot get any
SMAAAASH!! hits.
In boss battles, his Big Bottle Rockets and Multi Bottle Rockets will
usually take the place of his "shoot" attack, as they can often inflict
huge amounts of damage and will make tough boss battles much easier. His
other tools also provide assistance in certain situations, and I will
discuss strategies on how to use them in the section "4.Jeff's Items."
Jeff's main weakness is Speed, and he will almost always go last or
second to the last among the four party members. His Vitality is also
the second lowest in the party, making him somewhat vulnerable against
stronger enemies but still manageable compared to Paula. I recommend
you equip Jeff with your second best defensive items.
Jeff also cannot use PSI, but this is compensated by his ability to
repair broken items and his exclusive use of certain items in the game.
All broken items require Jeff to have an IQ above a certain level to be
fixed, and Jeff will automatically repair a broken item if he can when
the party rests at a hotel or equivalent. Information on what IQ level
is required for Jeff to repair each item is available in the
walkthrough. Because there is no guarantee that Jeff will repair an item
even if his IQ meets or exceeds the requirement, always go to a place
where the party can rest for free when trying to get Jeff to repair an
item; you do not want to waste money repeatedly staying at a hotel. Many
repaired or broken items cannot be thrown away, so give any unneeded
items to Escargo Express.
Jeff's special ability is the "spy" command. In addition to revealing
the target enemy's Offense and Defense stats, spying on an enemy can
reveal and automatically take an item the enemy is carrying. Spying's
most useful feature, however, is to reveal any PSI attacks the target
enemy is vulnerable to. Be sure to use "spy" on an enemy before using
status affecting PSI attacks such as Hypnosis or Brainshock, as those
moves are unlikely to work against enemies not vulnerable to them.
d)Poo
Poo can be thought of as a supplement to your party, in that he enhances
the offensive and defensive capabilities your party already has. His
Lifeup and Healing provide alternative options to Ness's healing
abilities, and his offensive PSI provide extra firepower in addition to
Paula's PSI attacks. Because of the similarities Poo shares with Ness
and Paula, utilizing him in battle will often resemble the way the other
two are utilized. In regular battles, rely on his "bash" attack and the
occasional Freeze[alpha] or [beta] for offense and try to conserve as
much of his PP for healing. Poo, in fact, has some advantages over Ness
as a healer because he has a higher Speed than Ness and can recover PP
with PSI Magnet. In boss battles, use his Freeze in conjunction with
Paula's to form a double offensive front.
Poo's stats are pretty low in the beginning, though they have naturally
high growth rates. His Speed will likely end up being the highest or the
second highest in the party, and his Vitality is usually second only to
that of Ness. His IQ is on the low side, however, and his max PP
sometimes seems rather low, but this can be offset with prudent use of
PSI and taking advantage of his PSI Magnet. Poo's Offense has a high
growth rate, and it can end up exceeding Jeff's Offense if you level up
enough. Unfortunately, his Offense can actually be lower than Paula's
for most parts of the game without the Sword of Kings, Poo's only
effective weapon (and it can be a chore to obtain). Consider giving Poo
any Speed or IQ Capsules to increase his more helpful stats.
Do not equip Poo with the same weapons and armor the other party members
use; they will actually decrease Poo's stats. There are only four items
Poo should equip: the Sword of Kings, the Cloak of Kings, the Bracer of
Kings, and the Diadem of Kings, all of which have to be obtained from
gift boxes or from enemies.
Do not give Poo most food items as well, since they will only recover
about 6 HP. All medicinal items, such as the Cup of Lifenoodles, and PP
recovery items work on Poo, and only a few food items, such as the Brain
Food Lunch and the Bottle of Water, work better for him than for the
other party members. Here is a list of food items that are more
effective for Poo:
Brain Food Lunch : recovers about 600 HP and 100 PP
Bottle of Water : recovers about 10 PP
Bottle of DXwater : recovers about 40 PP
Poo's special ability is "mirror," which allows Poo to acquire the
enemy's stats and moves. Its success rate is about 50%, though it does
not work on bosses and on stronger enemies. I don't recommend using
"mirror" that often, since it is not effective against many enemies and
you lose control over him when successful. The only worthwhile use I
have found is using "mirror" on the Atomic Power Robot or the Nuclear
Reactor Robot to heal your party without having to use PP. Otherwise,
most enemies vulnerable to "mirror" are weaker than Poo anyway and
copying their abilities does not provide any significant advantages.
2.Status Attributes and What They Mean
This section explains what each status attribute in the game means and how
they affect a character's fighting abilities.
a)Offense
Determines the amount of damage the character's standard attack
inflicts. The higher the number, the greater the damage.
b)Defense
Similar to Offense, only it determines the amount of damage taken by a
character. The higher the number, the less damage a character will
suffer from an attack. Note that this does not reduce the damage
inflicted by PSI attacks, such as Freeze or Fire.
c)Speed
Determines the order of turns in battle. The higher a character's Speed,
the earlier he/she/it will attack. Usually the character with a higher
Speed will go before a slower character, though this is not always the
case when Speed values are close to each other.
Characters with higher Speed also seem to dodge enemy attacks more often
and are more resistant to Bottle Rockets. Bottle Rockets seem to inflict
less damage or not work at all on faster targets.
d)Guts
Determines the chance a "bash" attack will be a SMAAAASH!! hit or the
chance a party member will survive a mortal blow with only 1 HP left.
The higher the value, the better the chances. Note that Jeff cannot get
SMAAAASH!! hits with his "shoot" command.
e)Vitality
Determines the amount by which a character's max HP value increases at
each level up. If Vitality does not increase when a character levels up,
he/she's max HP will increase only slightly or not at all. When Vitality
does increase, the character's max HP will increase significantly. The
relationship between Vitality increase and max HP increase is as
follows:
Vitality increase max HP increase
----------------- ---------------
0 0~3
1 4~20
2 20~30
3 30~40
Note that the amount by which HP increases may vary and are estimated.
Generally speaking, max HP is about 15 times the Vitality value (e.g. if
Ness has 10 vitality, he would have about 150 max HP).
f)IQ
Similar to vitality, only it affects max PP. The relationship between IQ
increase and max PP increase is as follows:
IQ increase max PP increase
----------- ---------------
0 0~2
1 3~7
2 8~20
Note that the amount by which PP increases may vary and are estimated.
Generally speaking, max PP is about 5 times the IQ value (an exception
to this rule is for Ness near the end of the game, during which his max
PP is about 10 times his IQ).
g)Luck
Unfortunately, I'm not exactly sure what this does. I think Luck
determines the chance an enemy's attack will miss hitting a character.
It apparently also determines the effect eating a Lucky Sandwich will
have on a party member, though I do not know how this works.
3.PSI Information
OFFENSE
a)PSI Rockin (or whatever you name as your "favorite thing")
This is Ness's special PSI attack. It is undoubtedly powerful, but
unfortunately it costs a considerable amount of PP, and it becomes
significantly less useful when Paula joins the party and offers
offensive PSI attacks with less of a PP cost. I recommend you don't use
this attack unless you are in an emergency situation and you feel like
you really need it. Conserve Ness's PP for recovery PSI instead for the
most part. Note that this attack will periodically fail to work against
some enemies.
Counter: There are only two enemies that can use PSI Rockin. I will
discuss them in the walkthrough sections below.
-alpha
Level Learned: Ness (8)
Damage: 45~110 HP
Success Rate: 90~100%
Useful during the beginning of the game before Paula joins the party.
Use it against the Titanic Ant and in Peaceful Rest Valley when a
battle gets too tough and you are heavily outnumbered.
-beta
Level Learned: Ness (22)
Damage: 110~260 HP
Success Rate: 90~100%
Most useful in the Fourside Department Store (see walkthrough section
below). Not necessary to use in most other parts of the game. Use only
when a battle gets too tough or when you are outnumbered.
-gamma
Level Learned: Ness (49)
Damage: 190~450 HP
Success Rate: 90~100%
-omega
Level Learned: Ness (75)
Damage: 430~920 HP
Success Rate: 90~100%
b)Flash
This is a useful attack against enemies that are vulnerable to it. It
randomly causes uncontrollable crying, feeling strange, numbness, or
instant defeat, and one use of this move can potentially eliminate or
seriously debilitate some enemies right off the bat. Unfortunately, like
other status affecting attacks, it suffers from a low success rate
against enemies that are not susceptible to it and costs a considerable
amount of PP.
Counter: PSI Shield[sigma] will usually suffice. Even if you are
affected by a status ailment, it is not necessary to heal in
all cases. Ness and Jeff are the most vulnerable to this
attack, since they rely the most on their standard attacks.
Equipping the Night Pendant will confer immunity to Flash, but
since only one can be obtained early on I recommend you equip
it on Ness. Note that enemy moves that are equivalent to Flash,
such as "emit a glorious light," cannot be countered with a PSI
Shield and can only be defended against with a Night Pendant or
another Flash protective item.
-alpha
Level Learned: Ness (18)
Success Rate: depends on target
Status Effects: crying (~85%)
feel strange (~15%)
This will most likely cause an enemy to start uncontrollably crying. In
theory it would be useful against enemies that rely mostly on physical
attacks, but from my experience enemies are not hindered enough by
crying for this move to significantly help in battle.
-beta
Level Learned: Ness (38)
Success Rate: depends on target
Status Effects: crying (~60%)
feel strange (~10%)
numb (~15%)
instant defeat (~15%)
-gamma
Level Learned: Ness (61)
Success Rate: depends on target
Status Effects: crying (~45%)
feel strange (~15%)
numb (~20%)
instant defeat (~20%)
-omega
Level Learned: Ness (67)
Success Rate: depends on target
Status Effects: crying (~35%)
feel strange (~10%)
numb (~15%)
instant defeat (~40%)
c)Fire
Use Fire when you want to soften up a large row of normal enemies and
follow it up with "bash" attacks to take out a considerable number of
enemies in a single round. It can also be used as an alternative PSI
attack against enemies resistant to Freeze, though its PP cost may make
you reconsider in some cases. Note that some enemies are resistant to
this attack while others are more vulnerable to it.
Counter: PSI Shield[sigma] will suffice. Most enemies who can use Fire
appear after the middle part of the game and Paula should have
learned PSI Shield[sigma] by that time. Fire resistant
equipment (e.g. the Flame Pendant, etc.) can greatly help in
protecting Paula and Jeff, who have low HP, from this attack.
Note that Fire equivalent attacks, such as "breathe fire,"
cannot be defended against with a PSI Shield, but their damage
can be reduced with Fire protective items.
-alpha
Level Learned: Paula (3)
Damage: 25~40 HP
NOTE: damage may be as high as 100 HP or as low as 4 HP
depending on the target; unprotected party members
will take the maximum amount of damage (~80 HP)
Success Rate: 100%
-beta
Level Learned: Paula (19)
Damage: 50~80 HP
NOTE: damage may be as high as 200 HP or as low as 6 HP
depending on the target; ~160 HP to party
Success Rate: 100%
-gamma
Level Learned: Paula (37)
Damage: 70~120 HP
NOTE: damage may be as high as 290 HP or as low as 12 HP
depending on the target; ~240 HP to party
Success Rate: 100%
-omega
Level Learned: Paula (64)
Damage: 100~160 HP
NOTE: damage may be has high as 375 HP or as low as 13 HP
depending on the target; ~320 HP to party
Success Rate: 100%
d)Freeze
Quite possibly the most useful PSI attack in the game, Freeze is crucial
in effectively combating bosses and useful against many normal enemies.
Do not be afraid to use this attack often (especially alpha and beta) as
its damage and cost-effectiveness make it a good alternative to Paula
and Poo's "bash" attacks. The only drawback to this attack is that some
enemies are resistant to it. Of course, do not use Freeze against these
enemies. Other enemies are vulnerable to this attack and suffer higher
amounts of damage than normal.
Counter: This move is a threat in only a few parts in the game. Use a
PSI Shield[sigma] for protection or defeat the enemy as quickly
as possible.
-alpha
Level Learned: Paula (1)
Poo (15)
Damage: 55~90 HP
NOTE: damage may be as high as 200 HP or as low as 7 HP
depending on the target; unprotected party members
will take the maximum amount of damage (~180 HP)
Success Rate: 100%
Status Effects: Solidify (~40%)
Not very useful against bosses, since this is quickly replaced by beta.
However, its low PP cost and its relatively high offensive power make
this attack effective against normal enemies in the early and middle
parts of the game. Use it when Paula or Poo's "bash" are not effective.
-beta
Level Learned: Paula (11)
Poo (15)
Damage: 110~180 HP
NOTE: damage may be as high as 390 HP or as low as 18 HP
depending on the target; ~360 HP to party
Success Rate: 100%
Status Effects: Solidify (~40%)
-gamma
Level Learned: Paula (31)
Poo (33)
Damage: 170~250 HP
NOTE: damage may be as high as 610 HP or as low as 25 HP
depending on the target; ~540 HP to party
Success Rate: 100%
Status Effects: Solidify (~40%)
-omega
Level Learned: Paula (46)
Damage: 230~350 HP
NOTE: damage may be as high as 860 HP or as low as 30 HP
depending on the target; ~720 HP to party
Success Rate: 100%
Status Effects: Solidify (~40%)
e)Thunder
This is a highly risky move since the target is chosen randomly, and it
has a good chance of missing when you are facing only a few enemies. It
has a low PP cost for the amount of damage it inflicts, however, and it
will eliminate any PSI Shield the target may be protected with (though
PSI Shield[beta] and [omega] will reflect damage before being
eliminated). As such, it can sometimes be a useful alternative to
attacks such as Fire or Rockin when you want to conserve PP and are
fighting a large group of enemies.
The estimated probabilities that any one bolt will successfully hit a
random target in relation to the number of enemies you are fighting are
as follows:
1 enemy: 30%
2 enemies: 60%
3 enemies: 90%
4+ enemies: 100%
Counter: A lot of enemies in the game use Thunder attacks, most of them
being Thunder[beta] or an equivalent. As the above figures
suggest, if there are three or four characters in your party,
any Thunder attack is very likely to hit somebody. PSI Shield
can be used as a counter, but because it is destroyed when hit
by Thunder its usefulness is limited. The best counter is the
Franklin Badge, so always have this on somebody (I recommend
Paula for most parts of the game). Luckily, one bolt doesn't
inflict too much damage, and you should be able to recover from
this attack. Note that a PSI Shield will not protect from
Thunder equivalent attacks, such as an "electrical shock
attack."
-alpha
Level Learned: Paula (8)
Poo (15)
Damage: 65~170 HP
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)
-beta
Level Learned: Paula (25)
Poo (15)
Damage: 65~170 HP
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)
-gamma
Level Learned: Paula (57)
Poo (41)
Damage: 115~280 HP
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)
This is where Thunder starts to become pretty powerful. Not only does
this attack summon three bolts, but each bolt inflicts more damage as
well. Use this as an alternative to Fire or Starstorm against groups of
enemies.
-omega
Level Learned: Poo (55)
Damage: 115~280 HP
Success Rate: see above
Miscellaneous Effects: eliminates PSI shields (100%)
f)Starstorm
Poo's counterpart of PSI Rockin is also a little better than Ness's
special PSI attack because it inflicts comprable damage with less of a
PP cost. Unfortunately, Poo also has less PP than Ness does, so this
attack is still pretty costly to use. The strategy for this attack is
similar to that of PSI Rockin--use only in an emergency. It is usually
better to conserve Poo's PP for recovery in normal battles and for
Freeze in boss battles.
Counter: Always put up a PSI Shield[sigma] when facing an enemy that can
use this attack, and be sure that Paula has a sufficient amount
of Speed to go before the enemy does. This attack has a good
chance of KOing Paula, Jeff, and Poo in one hit so make sure
that Paula is able to put up a PSI Shield quickly. If Paula
does not have enough Speed to consistently go before the enemy
does, equip her with the Rabbit's Foot found in the Seventh
Sanctuary Cave. If you do get hit by this attack, use Lifeup
[omega] or give priority to recovering Ness and Poo before
their HP counters reach 0 (Ness should be able to survive this
attack most of the time). Those two characters can then recover
Paula and Jeff.
-alpha
Level Learned: n/a (Poo learns at a certain point in the game)
Damage: 300~435 HP
Success Rate: 100%
-omega
Level Learned: n/a (ditto)
Damage: 580~860 HP
Success Rate: 100%
RECOVER
a)Lifeup
This is an absolutely essential move, and how you use it can make the
difference between victory and defeat in battle. This is the PSI move
Ness will probably use the most, and I recommend you always save Ness
and Poo's PP for this move. Always use the lowest level Lifeup move that
is necessary to recover a party member to his or her maximum HP.
In the early parts of the game, when Ness has relatively low PP, you
should make careful use of this move. You do not want to use Lifeup
unnecessarily, but you also do not want to wait too long and increase
the risk of being defeated in battle. Therefore, I recommend you think
one or two rounds ahead in battle and estimate the maximum amount of
damage your enemy may inflict, taking into account the likelihood that
Ness or the enemy will attack first. You can then estimate the minimum
HP Ness should have and use Lifeup when his HP drops below this minimum
level. I will provide recommended minimum HP values in the enemy
strategy sections, but it's good for you to estimate these values
yourself, as it can vary depending on the party's level. In the later
parts of the game, when estimating minimum HP values becomes
considerably more difficult, just use your common sense and don't be
afraid to use Lifeup often. Once Poo joins the party, it is a good idea
to have him use Lifeup instead of Ness, since Poo has a pretty high
Speed and can use PSI Magnet to recover PP.
Be sure to take advantage of the rolling HP counter after about the
middle part of the game, when the party gains a substantial amount of
HP. Even though an enemy may have powerful attacks, it's sometimes
better to try to end the battle as quickly as possible rather than using
up turns trying to recover everyone. Usually the highest minimum HP
value is 150; keep each party member's HP above this level and you
should have enough time to recover a mortally wounded character
(provided that text speed is set to "fast"). Have each party member
other than Ness or Poo "defend" if you need as much time as possible to
recover a party member before his or her HP counter reaches 0.
It should also be noted that food items can act as an alternative to
some Lifeup moves (mostly alpha and beta). Food items are helpful in the
very early parts of the game when Ness has little PP, but they are
mostly unnecessary in the middle and late parts of the game. If you do
get any food items, sell them if you need to make space in your
inventory. If you have space, then hold on to them just in case you need
to recover but do not want to or cannot use PSI.
Counter: Don't worry about enemies using this move. Most enemies cannot
use Lifeup, and even when enemies do use this move, it does not
cause too much difficulty. There are enemies, however, that can
recover HP by other means, and some of them can cause quite an
annoyance (the most annoying are the Atomic Power Robot and the
Nuclear Reactor Robot). In these cases, just bear with it and
concentrate your attack on a single target.
-alpha
Level Learned: Ness (2)
Poo (15)
Recovery: 80~120 HP
Food items such as the Hamburger are good alternatives to this move in
the early parts of the game, so be sure to have a few of them just in
case Ness runs low on PP.
-beta
Level Learned: Ness (20)
Poo (15)
Recovery: 235~365 HP
-gamma
Level Learned: Ness (39)
Poo (46)
Recovery: max HP
-omega
Level Learned: Ness (70)
Recovery: 315~465 HP
This move is useful when the entire party has been hit by a PSI move,
such as Starstorm or Fire, and you need to recover the party quickly.
b)Healing
This move will likely not be used as much as Lifeup, but it is essential
nonetheless. The rule for using Healing is simple: use the move that
heals an ailment with the lowest PP cost. Listed below are the ailments
each version of Healing should be used to heal. Each use of Healing will
only heal one status ailment at a time.
There are a few items that can act as an alternative to Healing. Some
items, such as the Wet Towel and the Cold Remedy, only heal certain
ailments. These items are too limited in use to be helpful, so sell them
if you obtain any. Other items, such as the Cup of Lifenoodles and the
Horn of Life, are alternatives to Healing[gamma] or Healing[omega] and
should be held on to if Ness or Poo has not learned these higher level
Healing moves.
Counter: The only time Healing should give you any trouble is when
enemies use Healing to revive an already defeated enemy.
Fortunately, this happens very rarely and only in the late
parts of the game. The best course of action is to defeat the
enemies that can use Healing first.
-alpha
Level Learned: Ness (10)
Poo (15)
Recovery: cold, sleep, sunstroke
-beta
Level Learned: Ness (24)
Poo (15)
Recovery: poison, nausea, feeling strange, uncontrollable crying
-gamma
Level Learned: Ness (53)
Poo (36)
Recovery: unconscious (25% of max HP), diamondized, numb
This move can be used to revive an unconscious party member with 25% of
max HP. This move can periodically fail to revive someone, however, so
try to use it only outside of battle.
-omega
Level Learned: Poo (52)
Recovery: unconscious (full HP)
This move will recover an unconscious party member with full HP. If
possible, use this move when reviving someone in battle.
c)PSI Magnet
Use this move against enemies that do not pose much of a threat (e.g.
paralyzed enemies) or when Paula and Poo's "bash" attacks are
ineffective. I find that using this move and Magic Butterflies for
recovering PP is more useful than using PP recovery food items.
Counter: A substantial number of enemies in the game can use this move.
Luckily, few of them can use PSI Magnet[omega], but Magnet
[alpha] can still be quite an annoyance. There is very little
that can be done to counter an enemy that uses PSI Magnet other
then to defeat it quickly.
-alpha
Level Learned: Paula {15)
Poo (21)
This is useful in the early parts of the game, but it becomes
completely pointless once PSI Magnet[omega] is learned. Since both
moves cost 0 PP and drain the same amount, there is no reason to use
this move once PSI Magnet[omega] becomes available.
-omega
Level Learned: Paula (24)
Poo (27)
This move is particularly effective when facing a large group of
enemies, and one use of this move may recover a substantial amount of
PP.
ASSIST
a)Shield
Not exactly an essential move, Shield in my opinion is usually a waste
of PP, and I do not recommend you use this move unless you are facing an
enemy you are unprepared to fight. If your party members are adequately
equipped, you should not have to use this move for most parts of the
game.
Each use of Shield protects from three physical attacks (up to a maximum
of eight attacks). The only exception to this rule is a SMAAAASH!!
attack, which will eliminate a Shield with one hit. Any damage reduced
by "defend" is cumulative with any damage reduced by Shield. Shield
[sigma] and [alpha] or Shield[omega] and [beta] can be used in
conjunction to strengthen each other, while using different types of
shields (such as [alpha] and [beta] or a PSI Shield) will replace the
previous shield.
Shield does not seem to reduce the damage inflicted by all physical
attacks, although it does reflect all physical damage. Attacks such as
"tear into" and Jeff's "shoot" inflict the same damage whether a
character is shielded or not, but the same percentage of damage is
reflected by Shield[beta] and [omega]. Here is a list of attacks that
Shield does not seem to affect:
Jeff's "shoot"
Jeff's Heavy Bazooka
Bottle Rockets (all types)
Bombs
Super Bombs
"peck at your eyes"
"fire a beam"
"biting attack"
"take a bite using its poisonous fangs"
"bite you hard"
"charge forward"
"tear into you"
"growl and lunge forward"
"stomp with its huge foot"
"jab with a spear"
"burst into flames" (death action; no reflection)
"explode into bits" (death action; no reflection)
Note that the battle command "defend" also does not seem to reduce the
damage inflicted by the above attacks.
Counter: A few enemies in the game have Shield[alpha] or [beta] on them
from the beginning of battle, but most of these enemies appear
in the later half of the game. The best counter for Shield is
usually Jeff's Neutralizer, but using PSI Freeze can also be an
effective way to bypass a shield.
-alpha
Level Learned: Ness (12)
Poo (15)
-beta
Level Learned: Ness (34)
Poo (16)
Reflection: 50% of inflicted damage
-sigma
Level Learned: Poo (15)
-omega
Level Learned: Poo (51)
Reflection: 50% of inflicted damage
b)PSI Shield
There is only one PSI Shield move that I find helpful in this game, and
that is PSI Shield[sigma]. The other moves either do not offer enough
protection or cost too much PP. Fortunately, PSI Shield[sigma] is
sufficient to defend against PSI attacks in most situations, and the
other PSI Shield moves are only useful in special cases.
Each use of PSI Shield protects from three PSI attacks; multiple uses of
PSI Shield can provide additional protection from up to a maximum of
eight attacks. A PSI Shield[alpha] and [sigma] can be used together to
strengthen each other; likewise for [beta] and [omega].
Unlike Shield, PSI Shield absorbs all damage inflicted by PSI, and PSI
Shield[beta] and [omega] reflect 100% of damage. It does not, however,
protect against Assist or Recovery PSI attacks, such as Paralysis or PSI
Magnet. It also does not protect against PSI equivalent attacks, such as
"electrical shock attack" or "breathe fire." Here is a list of enemy
moves that are equivalent to PSI attacks but cannot be defended against
with a PSI Shield:
"emit a glorious light" -- equivalent to Flash
"spew out a flaming fireball" -- Fire
"breathe fire" -- Fire
"shoot out a spray of fire" -- Fire
"crashing boom bang attack" -- Thunder[beta]
"electrical shock attack" -- Thunder[beta]
The damage inflicted by the above attacks can be reduced or reflected by
PSI protective items, such as the Franklin Badge, the Night Pendant, or
the Sea Pendant.
Counter: PSI Shield does not cause as much trouble as Shield does
because most enemies can be defeated with standard "bash"
attacks. If you ever want to eliminate an enemy's PSI Shield,
Jeff's Neutralizer is usually the most effective counter.
-alpha
Level Learned: Paula (6)
This may be helpful if you only want to protect a single party member,
but because it is usually impossible to predict who will be targeted by
a PSI attack, the use of this move is limited. It can be used if all
but one of your party members are equipped with items that protect from
PSI attacks or if only one character is not shielded, but these
situations occur rarely.
-beta
Level Learned: Paula (51)
Reflection: 100% of damage
-sigma
Level Learned: Paula (27)
I suggest you mostly use this move to defend against PSI attacks.
-omega
Level Learned: Paula (60)
Reflection: 100% of damage
I don't recommend you use this move because it just costs too much PP.
The damage reflection is mostly unnecessary and does not justify the
PP cost in most cases. Use PSI Shield[sigma] instead.
c)Hypnosis
This move can be helpful when facing a group of enemies. If an enemy is
vulnerable to Hypnosis, putting that enemy to sleep can effectively
reduce the number of enemies you have to deal with and allow you to
concentrate on defeating any other enemies your are facing. As with all
status affecting PSI moves, use Hypnosis only against enemies that are
vulnerable to it (use Jeff's "spy" command to see an enemy's PSI
vulnerabilities). Because an enemy can wake up if it suffers damage,
Hypnosis is not very helpful in battles against a single enemy.
Counter: Few enemies in the game can use Hypnosis, but a number of
enemies can put party members to sleep by other methods.
Sleep is not exactly a debilitating status ailment, and I don't
recommend you go out of your way to heal any sleeping party
members or try to prevent being Hypnotized.
-alpha
Level Learned: Ness (4)
Success Rate: depends on enemy
The relatively low PP cost of this move makes Hypnosis[alpha] useful
throughout the entire game. Use this move if you are trying to
Hypnotize an enemy.
-omega
Level Learned: Ness (27)
Success Rate: depends on enemy
A mostly unnecessary move because of its high PP cost. You won't often
fight multiple enemies that are vulnerable to Hypnosis and putting
multiple enemies to sleep is usually not necessary. Stick with Hypnosis
[alpha] for the most part.
d)Paralysis
This is a very potent move that can render even the most powerful
enemies helpless. If you manage to get an enemy paralyzed, it is almost
guaranteed you will win the battle since paralyzed enemies waste most
turns doing nothing. If you are facing an unusually powerful enemy or
boss, be sure to check and see if the enemy is susceptible to Paralysis
by using Jeff's "spy" command.
Counter: A few enemies can use Paralysis or paralyze party members by
other methods, but the Travel Charm, Great Charm, and Crystal
Charm can be equipped for protection. Any paralyzed party
members should usually be healed by Healing[gamma] or by an
item, such as a Secret Herb, as soon as possible.
-alpha
Level Learned: Ness (14)
Success Rate: depends on enemy
The relatively low PP cost of Paralysis[alpha] makes this move useful
throughout the entire game.
-omega
Level Learned: Ness (29)
Success Rate: depends on enemy
Like Hypnosis[omega], this move consumes too much PP to be cost-
effective, and I don't recommend you use it. Only use this if you are
facing multiple enemies that are vulnerable to Paralysis and are in a
desperate situation.
e)Offense Up
This move will increase the Offense of a target. The increase in Offense
is cumulative with each successive use of this move, though it will only
have an effect in the first four times it is used on any single target.
The first three uses will increase a party member's Offense by 6% of his
or her current Offense. The boost dips to about 4~5% for the final
fourth use.
This is not a very useful move because the increase in Offense it
provides does not make much of a difference. Repeated use of this move
is mostly a waste of turns and I recommend you not use it.
Counter: I am not sure of any enemy that can use this move, but there
are enemies that can increase their stats by other means. All
stats increasing attacks in this game do not pose a threat and
can be ignored.
-alpha
Level Learned: Paula (21)
Offense Increase: 6% of current Offense the first three times
4~5% of current Offense the last fourth time
0 for, and after, the fifth time
-omega
Level Learned: Paula (40)
Offense Increase: 6% of current Offense the first three times
4~5% of current Offense the last fourth time
0 for, and after, the fifth time
f)Defense Down
This move will decrease the Defense of any single target five times. The
first four times will decrease a target's Defense by 6% of its current
Defense. The decrease in Defense dips to about 4~5% for the fifth time
and drops to 0% thereafter.
I do not recommend you use this move for similar reasons as Offense Up,
namely that the decrease in Defense is too small and that using this
move is mostly a waste of turns.
Counter: All stats reducing attacks in this game do not pose a threat
and can be ignored.
-alpha
Level Learned: Paula (29)
Success Rate: 80~100% (is lower for some enemies)
Defense Decrease: 6% of current Defense the first four times
4~5% of current Defense the last fifth time
0 for, and after, the sixth time
-omega
Level Learned: Paula 54
Success Rate: 80~100% (is lower for some enemies)
Defense Decrease: 6% of current Defense the first four times
4~5% of current Defense the last fifth time
0 for, and after, the sixth time
g)Brainshock
This is a slightly helpful move that can be effective against a few
enemies in the game, though in general I do not recommend you use it.
Making an enemy feel strange can deter attacks away from the party by
making enemies attack themselves or a cohort instead. Unfortunately,
enemies who are susceptible to Brainshock are usually not too powerful
to begin with, and an enemy can easily revert back to normal if
physically attacked. This move is worthwhile to use in only a few parts
of the game.
Counter: There is not much you can do to prevent this attack other than
to defeat the enemy that can use Brainshock or an equivalent
attack. Whether or not you want to heal an affected party
depends on the situation, though in general you will want to
have at least Ness or Paula participate unhindered in major
fights.
-alpha
Level Learned: Poo (24)
Success Rate: depends on enemy
-omega
Level Learned: Poo (44)
Success Rate: depends on enemy
OTHER
a)Teleport
Not that you can control the path the party travels when teleporting
with the control pad. This can be a little tricky with Teleport[alpha]
because the party moves so quickly, but adjusting the party's path can
allow the party to use Teleport in places it otherwise could not. PP
should not be an issue when using Teleport.
-alpha
Level Learned: Poo (17)
(Ness learns this move by talking to the Monkey at the
end of the Monkey Cave in Dusty Dunes Desert)
-beta
Level Learned: Poo (18)
(Ness learns this move near the end of the game)
4.Jeff's Items
This section lists the items Jeff can use in the game and contains general
information on each item and strategies on how to use them. Items are
listed in alphabetical order.
Generally speaking, the main drawback of most of Jeff's items is a low
success rate. Since most broken or repaired items cannot be discarded or
sold, give unneeded items to Escargo Express. Items I recommend you have
Jeff hold on to are Big/Multi Bottle Rockets, the Slime Generator, the
Neutralizer, the Heavy Bazooka, and the Hungry HP-sucker.
a)Bad Key Machine
Obtained: Maxwell in Snow Wood Boarding House
This item is not used once Jeff rescues Ness and Paula and should be
given to Escargo Express as soon as possible.
b)Bazooka
Obtained: merchant in southern Scaraba (standing outside of the Pyramid
exit)
Damage: 50~120 HP
Peripheral Damage: 20~60 HP
This is not very useful since Jeff's "shoot" attack usually inflicts
more damage. It's better not to buy or keep this weapon.
c)Big Bottle Rocket
Obtained: -arms dealer in the Fourside department store
-arms dealer in Scaraba Hotel
This item can make boss battles in the middle part of the game much
easier. You should not hesitate to use this item against bosses, as its
price is very cheap considering the damage it inflicts. I recommend you
always keep at least two of these in Jeff's inventory once they become
available and up until you are able to buy Multi Bottle Rockets. Note
that some enemies (such as those with high Speed) are resistant to this
item (see Bottle Rocket section below).
d)Bottle Rocket
Obtained: -arms dealer in Threed
-arms dealer in Dusty Dunes Desert
-Fourside Department Store
-arms dealer in Scaraba Hotel
This item is not very useful, as it does not inflict much damage and is
quickly superseded by the Big Bottle Rocket. The only parts of the game
at which this item is useful are when Jeff first ventures through
Winters and ends up in battle with a Cave Boy and in the battle against
the Mini Barf in the underground passage in Threed. Avoid purchasing
this item at any other part of the game.
Damage inflicted by this item and the Big/Multi Bottle Rocket is not
reduced by Shield, though damage can be reflected and inflict major
damage to Jeff unless the Shield is eliminated first. The effectiveness
of Bottle Rockets seems to depend on the target's Speed, with faster
enemies receiving less damage or even avoiding damage altogether. The
success rate against most enemies, however, is near 100%.
e)Counter-PSI Unit
Obtained: repair the Broken Machine (1 IQ required), which can be found
in a trash can inside of Apple Kid's house
Success Rate: depends on enemy (average is about 60%)
Renders a single enemy unable to use PSI for four rounds. The success
rate of this weapon seems to vary significantly depending on the enemy,
but unfortunately it does not work often against bosses or powerful PSI
users. It is mostly unnecessary, so give it to Escargo Express.
f)Defense Shower
Obtained: repair the Broken Trumpet (40 IQ required), which can be found
in the third area of the Stonehenge Base
Defense Increase: 6% of current defense the first three times
4~5% of current defense the last fourth time
0% for, and after, the fifth time
The effect of this item is identical to Offense Up[omega], only it
increases each party member's Defense. The fact that this item does not
require PP makes the increase in Defense rather cost-effective, but it
is still mostly unnecessary because Jeff usually has better tools he can
utilize in battle. It may be helpful to keep this item just in case you
encounter an enemy you are not prepared to fight, though I have never
been in a situation where I needed to use it. If you ever do use this
item, use it multiple times and in conjunction with Shield to minimize
physical damage. It is probably better, however, to give this item to
Escargo Express.
g)Heavy Bazooka
Obtained: repair the Broken Bazooka (45 IQ required), which can be found
in a trash can in the Fourside Sewers (the Fifth Sanctuary
Location)
Damage: 140~400 HP
Peripheral Damage: 70~200 HP
This is a very useful item because it is likely to inflict more damage
than Jeff's "shoot" command the first time it is obtained. Use this item
instead of "shoot" as long as Jeff's normal offensive power is lower
than that of this item. Give this item to Escargo Express once Jeff's
standard attack is able to inflict more damage than the Heavy Bazooka.
The peripheral damage is nice but mostly unnecessary.
h)HP-sucker
Obtained: trash can in Master Belch's Factory
HP Drain: 10~20% of target's max HP
Success Rate: depends on enemy (usually about 70~100%)
The HP drain of this item is not significant, and it's usually better to
have Jeff "shoot" instead of using this item. Sell this item if you find
that you don't need it.
i)Hungry HP-sucker
Obtained: repair the Broken Tube (36 IQ required), which can be found in
a gift box in the Monkey Cave in Dusty Dunes Dessert
HP Drain: 10~20% of target's max HP
Success Rate: depends on enemy (usually about 70~100%)
This is a useful tool that can almost replace Lifeup for recovering
Jeff's HP. Try to use this item against gruops of enemies to recover
Jeff when you are far away from a hotel or some other place to recover.
Do not rely on this item during boss battles, however, as its success
rate against bosses is low.
j)Multi Bottle Rocket
Obtained: -merchant in southern Scaraba (standing outside of Pyramid
exit)
-arms dealer in Deep Darkness
This is the mother of all weapons. You will not find a weapon or PSI
move in the game that can inflict more damage than the Multi Bottle
Rocket. This item can make fights against powerful bosses seem like a
cakewalk, and it has a very reasonable price to boot. It's only weakness
is it's ineffectiveness against enemies with high Speed, though most
bosses do not have this characteristic.
I recommend you always keep at least two of these in Jeff's inventory
once they become available. The best place to buy this item is from the
arms dealer in Deep Darkness.
k)Neutralizer
Obtained: gift box in the Monkey Cave in the Dusty Dunes Desert
Success Rate: 100%
This item will reset any stat changes that have occurred due to PSI
moves, such as Offense Up or Defense Down, items, such as the Defense
Spray, or other special attacks. By far its most useful function,
however, is to remove any shields that any enemy or party member has.
Because its success rate is 100% and affects all enemies on screen, this
item is more useful for removing enemy shields than the Shield Killer.
The only drawback is that it can remove any shield your party may be
protected with, but this is only a minor nuisance and should not be a
problem in most cases.
l)Shield Killer
Obtained: repair the Broken Pipe (30 IQ required), which can be found in
a gift box in the second floor of Dr. Andonuts's Lab
Success Rate: ~80%
This item is mostly unnecessary because the Neutralizer is usually
better at eliminating enemy shields. The main advantage the Shield
Killer has over the Neutralizer is that it does not eliminate your own
shields, though the fact that this item can periodically fail offsets
this advantage. Keep this item if you do not like the Neutralizer and
feel secure enough in using the Shield Killer against more powerful
enemies, such as sanctuary bosses. Otherwise, I recommend you give this
to Escargo Express.
m)Slime Generator
Obtained: fix the Broken Iron (10 IQ required), which can be found in a
gift box in the Brick Road dungeon in Winters and in a trash
can in the Fourside Sewers; it can also be bought at Burglin
Park or from a dealer in northern Fourside
Success Rate: depends on enemy (usually about 60~100%)
This item is useful against a few enemies in the game. If the success
rate against a certain enemy is high enough, using this item each round
can essentially pin down that enemy and greatly hinder its attack. Most
enemies, however, are not that vulnerable to this item, and this
strategy cannot be utilized often. This item is still worthwhile to keep
and use in battles where Jeff's attacks are not that effective. Once you
obtain the Monkey's Love, sell or discard the Slime Generator. The
Monkey's Love has the same effect as the Slime Generator, but it can be
used by any party member and has a comparable success rate.
5.Status Effects
This section gives information on the different status effects that may
hinder your party and how to deal with each. The strategies I give here
only apply to the game in general and may be different when facing certain
enemies. The different status effects are listed in alphabetical order.
a)cold
Effect: inflicts 4 HP of damage each turn in battle
inflicts 2 HP of damage every four seconds outside of battle
This status effect is only a problem in Peaceful Rest Valley. I suggest
you use Healing[alpha] outside of battle or after you have defeated any
enemy that can give you a cold to cure this status effect. Cold Remedies
can also be useful, though you shouldn't go out of your way to make
space in your inventory to carry too much of them.
b)crying
Effect: reduces the success rate of a character's standard attack by 50%
This status effect can cause quite an annoyance, especially if Ness and
Jeff are affected by it. If you are fighting normal enemies and only one
party member starts crying, it is usually unnecessary to heal and it can
be ignored. However, if Ness and/or Jeff start crying and you are
fighting more powerful enemies, it would be good to use Healing[beta] on
one or both of them. Paula and Poo can usually use their PSI as an
alternative if they start crying or you can just have them "bash" with
hopes that they will hit at least some of the time. Note that this
status effect does not seem to reduce the success rate of enemy attacks
such as "tore into" or "lunge forward."
c)diamondized
Effect: completely incapacitates a target
This status effects is equivalent to being unconscious, only HP is not
depleted and using Healing[gamma] will restore the affected character
with the amount of HP he or she had when initially diamondized. Use
Healing[gamma], a Secret Herb, or a Cup of Lifenoodles to recover a
diamondized party member as soon as possible.
d)feel strange
Effect: affected character will target a random character, friend or
enemy
This is not much of a problem if only a single party member is affected
by it. If only one party member is feeling strange, ignore it and have
the affected character "defend." The problem occurs when multiple party
members are feeling strange. This usually occurs in the late parts of
game, and you should defeat the enemy that caused the status effect as
quickly as possible while using Healing[beta] to recover. If you are
unlucky enough to have both Ness and Poo feel strange, use Paula's most
powerful PSI attack to end the battle quickly or try to run away. This
status effect lasts for only the duration of the battle or until the
affected character is physically attacked.
e)homesick
Effect: makes Ness randomly waste turns
Call or talk to Ness's mother as soon as possible to heal this status
effect. If you are far away from a telephone, however, I do not think it
is worthwhile to go out of your way to reach one. This status effect is
usually more of a nuisance than a real threat and occurs rarely in the
game. As far as I know, there are no other methods of getting rid of
homesickness or to prevent it from occurring. Some claim that using a
Chick will get rid of homesickness, though this method has not worked
for me. Some have also proposed that calling Ness's mother periodically
will prevent homesickness, though this does not seem to work either.
f)mushroomized
Effects: equivalent to feeling strange in battle
affects movement control outside of battle
This status effect is much more annoying than feeling strange because
it persists even after a battle is over and cannot be healed by PSI or
items. The best course of action is to quickly defeat any mushroom
enemies before they have a chance to mushroomize a party member. If a
party member becomes mushroomized, be sure to get rid of the mushroom
before venturing into dangerous territory or avoid having the affected
character use strong attacks. Luckily, this status effect is only a
problem at three points in the game. This status effect can be healed by
the Healer found at all hospitals, by a man in Twoson Hotel, by the girl
in Peaceful Rest Valley, or by a hot spring.
g)nausea
Effect: inflicts 16~24 HP of damage each turn in battle
inflicts 10 HP of damage every two seconds outside of battle
Heal any affected party member with Healing[beta] as soon as possible.
It is possible that Healing[beta] will not be available to you the first
time you encounter this status effect. If this is the case, be sure to
have a Refreshing Herb in your inventory or use Lifeup to restore any
lost HP.
h)numb/paralysis
Effect: renders a character unable to physically attack, use items, or
defend; PSI is still usable
Use Healing[gamma] on any affected party member as soon as possible. If
Healing[gamma] is not available, be sure to equip an item that provides
immunity to Paralysis, such as the Travel Charm or the Great Charm,
before fighting an enemy that can cause this status effect. Items such
as the Secret Herb can be used to cure this status effect.
i)poison
Effect: inflicts 16~24 HP of damage each turn in battle
inflicts 10 HP of damage every two seconds outside of battle
Use Healing[beta] on any affected party member outside of battle or
after the enemy that inflicts poison is defeated.
j)possessed
Effect: a Tiny Li'l Ghost participates in every battle and attacks a
party member each round
There are very few enemies that can cause this status effect, and it's
more of a nuisance than a real threat. The Tiny Li'l Ghost has two
attacks: a standard attack that usually inflicts only 1 HP of damage
and a "reach out with its icy hand" attack that can solidify a single
party member. It also has high Speed and usually attacks first in each
round, even in battles near the end of the game when the party is at
substantially high levels.
There are only a few ways to get rid of a Tiny Li'l Ghost. The easiest
way is to go to a healer, who is found in all hospitals, and selecting
the "purify" option. The price the healer charges depends on the
location; the later a location appears in the game, the higher the cost
of the healer's services. You can also go to the doctor in Saturn Valley
and have the ghost removed for free.
The ghost can also be damaged by an enemy attack and be defeated.
Special attacks or PSI moves that target the entire party, such as
Starstorm or Fire, will damage the ghost and may defeat it. Note,
however, that using PSI Shield[sigma] or [omega] will also protect the
ghost. The Tiny Li'l Ghost has about 100 HP.
k)sleep
Effect: incapacitates a character for a few rounds
This status effect is nothing to worry about and can be ignored unless
it is absolutely essential that the affected party member participates
in battle. If this is the case, then use Healing[alpha]. For most
situations, just wait until the effect wears off and have the other
party members attack as usual. It is rare for multiple party members to
fall asleep; if this occurs, then try to use Healing[alpha] on one of
the affected characters if possible. An affected character may be woken
up if physically attacked.
l)solidify
Effect: incapacitates a character for a single turn (occasionally more)
This status effect poses a minor threat and can be ignored.
Solidification usually lasts for only one turn, but attacks such as the
Arachnid!'s spider silk can incapacitate a target for two or more turns.
Note that most attacks that immobilize a target is considered to be the
equivalent of solidification and is indicated in battle by a party
member's name being highlighted in blue.
m)sunstroke
Effect: inflicts 4 HP of damage each turn in battle
inflicts 2 HP of damage every four seconds outside of battle
Use Healing[alpha] outside of battle. Be sure to check for this status
effect before going into a battle by pressing the B button or SELECT if
the party is walking around in a desert area. Note that sunstroke can
only occur if you see beads of sweat spouting from the party. I do not
think it is worth it to buy or keep Wet Towels for the purposes of
healing sunstrokes; Healing[alpha] is sufficient.
n)unable to concentrate
Effect: affected character cannot use PSI for four rounds
Your party will rarely, if ever, become unable to concentrate. Only a
few enemies can cause this status effect, and the special attacks that
do disrupt concentration have very low success rates. Even if a party
member is unable to concentrate, it usually does not cause much of a
problem and can be ignored.
6.Inventory Management
Inventory management is one of the more annoying things about this game
because each character can only carry a limited number of items. Luckily,
it is not necessary to carry too many goods in this game and you should
not be afraid to sell or discard much of the items you obtain. Here are a
few general strategies that can make inventory management easier:
a)Get the "For Sale Sign"
Obtained: Burglin Park in Twoson
This convenient item can allow you to quickly and easily sell unneeded
items whenever you need to make room in your inventory and make some
money in the process. Note that customers will only approach the party
outside of caves and buildings.
b)Use Escargo Express
If an unneeded item cannot be sold or discarded, call Escargo Express
and have it stored. The quickest and easiest way to learn Escargo
Express's phone number is to call Ness's mother over any telephone
outside of Ness's house. The $18 delivery charge is insignificant, so
you should not let the cost prevent you from using this service.
Required items that are only used once, such as the Backstage Pass and
the Jar of Fly Honey, and many of Jeff's items should be given to
Escargo Express.
c)Sell food items when you need more space
In most parts of the game, it is unnecessary to hold on to food and
recovery items, and you should not hesitate to get rid of them when you
need inventory space.
d)What each character should carry
Since each party member has different strengths and abilities, each
member should carry different kinds of items. Here are a few general
suggestions on how to decide what kind of items each party member should
carry:
Ness: In the early parts of the game, have Ness carry most of the
party's food items and use them when his PP runs low. After about
the middle part of the game, give him items that can revive
unconscious party members, such as the Cup of Lifenoodles and the
Horn of Life. Even after he learns Healing[gamma] it is a good
idea for him to hold on to those items.
Paula: Paula should carry all required items that Ness does not have to
carry, such as the Backstage Pass and the Jar of Fly Honey.
She should also carry the Franklin Badge for most parts of the
game.
Jeff: Jeff should carry all broken items and the items that only he can
use. He should also carry at least two Big or Multi Bottle Rockets
at all times. These items will take up much of Jeff's inventory by
the middle part of the game and allow little room for much else.
If possible, he should carry one or two Cup of Lifenoodles or an
equivalent.
Poo: Poo should carry some food items and a few Cup of Lifenoodles or an
equivalent. Even after he learns Healing[gamma] and Healing[omega],
it is a good idea for him to carry one or two items that can revive
someone who is unconscious. Poo should use these recovery items
when he is low on PP. He should also carry offensive items that can
be used in battle, such as the Snake Bag, the Rust Promoter DX, or
the Monkey's Love, and use those items when his "bash" attack or
offensive PSI is not that effective.
*******************************************************************************
IV.Set Up
*******************************************************************************
Be sure to set text speed to "fast" when starting your game. If you set text
speed to a slower setting, you can select "set up" when opening your file to
change it. A faster text speed will allow you take better advantage of the
rolling HP counter and make it easier to survive in battles.
Also, throughout the guide I will refer to party members and your "favorite
thing" as the first suggestion offered when selecting the "don't care" option
of the naming screen. These names are as follows:
Main Character: Ness
Girl: Paula
Friend: Jeff
Second Friend: Poo
Pet: King
Food: Steak
Thing: Rockin
*******************************************************************************
V.Onett
*******************************************************************************
"The legends from the ancient times tell of three boys and a girl who defeat
Giygas."
-Buzz Buzz
Cameraman Locations: -in front of Ness's house, after daybreak
-inside the house for sale in southwestern Onett
Outline
Get the Cracked Bat from Tracy's room (optional)
|
|
Leave Ness's house and walk up to the impact site
|
|
Talk to Pokey
|
|
Return to Ness's house, talk to Ness's mom,
and go to bed
|
|
Answer the door
|
|
Talk to Ness's mother
|
|
Talk to King to get his help (optional)
|
|
Answer the phone
|
|
Go to the impact site and talk to Picky
|
|
Head to Pokey's house
|
|
Defeat the Starman Jr.
|
|
Enter Pokey's house and talk to his father
|
|
Talk to Buzz Buzz
|
|
Obtain the Mr. Baseball Cap (optional)
|
|
Go to the arcade and defeat Frank
|
|
Go to City Hall, talk to Mayor Pirkle,
and obtain the Key to the Shack
|
|
Open the shack in northern Onett
|
|
Record the First Sanctuary melody
|
|
Exit the cave and talk to the police officer
|
|
Go to the police station in southern Onett
|
|
Defeat the police officers
|
|
Travel south to Twoson
1.The Beginning
Recommended Level: 1/4
Equipment:
Ness: Cracked Bat
(nothing)
(nothing)
(nothing)
ITEMS
a)Bread Roll
Use: recovers about 30 HP
Obtained: gift Box on the path to impact site
Not all that useful. Hold on to it at least until you defeat the Starman
Jr. but sell it once you reach the Drugstore.
b)Cookie
Use: recovers 6 HP
Obtained: -Ness's sister Tracy, before Ness leaves the house to find Picky
-Spiteful Crows (100%)
Only useful for Ness at the very beginning of the game. Use Cookies to
recover Ness's HP after each battle. You can also collect a bunch of them
to fill up Ness's inventory and have Buzz Buzz give the Sound Stone to
Tracy (see Sound Stone description below). Sell them as soon as you reach
the Drugstore.
c)Cracked Bat
Use: weapon for Ness
Obtained: gift Box in Tracy's room
Be sure not to forget this item. Obtain and equip it as soon as the game
starts.
d)Sound Stone
Use: allows you to see which Sanctuary Locations were visited and listen
to the melodies recorded
Obtained: from Buzz Buzz, after returning Pokey and Picky to their home
This item can only be carried by Ness and cannot be removed from his
inventory once it is obtained. However, if Ness's inventory is full at the
the time Buzz Buzz tries to give this item to him, it will be sent to
Ness's sister Tracy instead, freeing up a space in Ness's inventory for
most of the game. The best way to fill up Ness's inventory is to fight
Spiteful Crows and collect the Cookies they drop. Even without this item
in Ness's inventory, Sanctuary melodies will be recorded and you can
properly progress through the game. If you decide that you want to carry
this item with you, simply talk to Tracy when Ness's inventory is not
full.
ENEMIES
a)Coil Snake
Attacks
-Biting attack
Damage: 1~4 HP
-Coil
Effect: solidify a single target for one turn
Strategy
Two or three hits from Ness and King's attacks should be enough to
defeat this enemy.
-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 8 HP or lower
b)Runaway Dog
Vulnerable: Fire, Freeze, Flash, Paralysis, Hypnosis
Attacks
-Biting attack
Damage: 5~6 HP
-Loud, piercing howl
Effect: none
Strategy
Two hits from Ness's "bash" together with two hits from King's attack
should defeat this enemy. When Ness reaches level 4, only about one or
two hits from his "bash" attack should be needed. This enemy sometimes
drops a Bread Roll when defeated.
-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 12 or below
c)Spiteful Crow
Vulnerable: Fire, Freeze, Flash, Paralysis
Attacks
-Peck at your eyes
Damage: 6~9 HP
Comments: This attack can be very damaging when Ness is at a low level.
Make sure Ness has enough HP to survive two hits from this
attack.
-Try to steal something
Effect: steals a random, nonessential item from your inventory
-Has a big grin on his face
Effect: none
Strategy
About three or four hits from Ness and King's attacks will defeat this
enemy. One or two hits from Ness's "bash" attack should suffice once he
reaches level 4. This enemy always drops a Cookie when defeated.
-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 18 or lower
WALKTHROUGH
a)The Impact Site
The game will begin with the sound of a meteorite landing and Ness getting
out of bed. Leave Ness's room and enter the next door in the hall into
Tracy's room. Open the gift box to obtain the Cracked Bat, Ness's first
weapon in the game. Equip it and go downstairs.
You can talk to Ness's mother and have Ness change into his regular
clothes if you want, though I personally prefer walking around in his
jammies. There is nothing else to do here so leave Ness's house.
Once you are outside, follow the path that initially leads southwest to go
to the impact site. Nothing special will happen if you talk to the people
on the way, though they can give you a sense of the quirkiness and humor
this game has to offer. There is a gift box on the way to the impact site
that contains a Bread Roll. You can obtain it now if you want, but note
that there is a good chance it will get stolen by a Spiteful Crow later on
in the game.
Talk to Pokey (the chubby kid) upon reaching the impact site. Return to
Ness's home after doing so and talk to Ness's mother, who should be
standing in front of the door. Answer "yes" when prompted; answering "no"
will cause Ness's mother to give a short lecture on the importance of a
good night's sleep.
b)Buzz Buzz
When Ness wakes up again, go downstairs and walk toward the door. Pokey
will barge in on his own and explain his predicament. Answer "yes" to his
request; answering "no" will just cause Pokey to ask again.
Talk to Ness's mother (who mysteriously seems to know Ness is about to go
on a long adventure) and have Ness change into his regular clothes. Talk
to Tracy and she will give Ness a Cookie. The Cookie only recovers 6 HP,
but it's somewhat helpful at this stage of the game for recovering Ness
after battles.
You can also talk to Ness's dog, King, to temporarily gain his help. He
has moderate Offense and will be of considerable help in the early
battles, especially while Ness is at a low level and is still susceptible
to defeat.
The phone will suddenly ring when you try to leave the house with Pokey.
Answer the phone and talk to Ness's father (who also seems to know Ness is
going on a long adventure). Leave Ness's house.
Once outside, start fighting the enemies in front of Ness's house to level
up. Save your food items and use Lifeup[alpha] when low on HP, and talk to
Ness's mother to recover as needed. You should recover with Lifeup when
Ness's HP drops down to a point where he cannot survive two hits from the
enemy's strongest attack. For example, the Spiteful Crow can inflict about
9 HP of damage at most with its standard attack. Since the Spiteful Crow
usually attacks before Ness, you should try to keep Ness's HP above 18
when fighting this enemy. Try to estimate minimum HP values like this when
fighting enemies near the beginning of the game, as it will help you
survive battles without wasting PP and food items.
Note: Later in the game, Ness will obtain an item called the Sound Stone,
which will be required to stay in Ness's inventory at all times.
However, if Ness's inventory is full at the time he is given this
item, the Sound Stone will be sent to Ness's sister Tracy instead.
If you want to free up a space in Ness's inventory, fight the
enemies in the area and stock up on the items they drop. The best
enemy to fight is the Spiteful Crow, since it always drops a Cookie
when defeated. Whether the extra inventory space is worth the time
needed to fill Ness's inventory is up to you. Be sure not to talk to
Tracy after she gets the Sound Stone, as she will give Ness the item
if you do so.
Level up Ness to at least level 4. Once you are ready, make sure that Ness
has full HP and PP, and start walking toward the impact site.
Upon reaching the impact site, King will get scared and run away. Continue
walking forward and talk to Picky, the boy sleeping under the tree. Picky
will agree to return home with Ness and join your party.
As you try to walk back to Pokey's house, Buzz Buzz will emerge from the
meteorite and tell his story. Answer "yes" when you are prompted to
continue; answering "no" will cause Buzz Buzz to retell his story from the
beginning.
Start heading towards Pokey's house. On the way, you will be ambushed by
the Starman Jr. The battle is easy, since Buzz Buzz does all the work.
Enter Pokey's house and talk to Pokey's father, Aloysius Minch. At this
point, Pokey, Picky, and Buzz Buzz will leave the party.
Talk to Buzz Buzz and answer "yes" when prompted the first time and "no"
when prompted the second time to receive the Sound Stone; otherwise, Buzz
Buzz will repeat his explanation.
Dawn will break once you leave Pokey's house.
EXTRAS
a)Lier X. Agerate
Purpose: none
You will no doubt notice Lier X. Agerate's house on your way to the impact
site during the beginning part of the game. Talking to him during the
night will not do anything, but his dialogue changes between your first
and second trips to the impact site.
After daybreak, go back to his house and you'll see him standing next to a
giant hole. Talk to him and he will lead Ness down the hole and through a
short cave, at the end of which will be Lier's "treasure." Nothing will be
gained by examining the statue or talking to Lier, but the treasure itself
plays a significant role in the storyline later in the game.
_______________________________________________________________________________
_______________________________________________________________________________
2.The Sharks
Recommended Level: 4/7
Equipment:
Ness: Tee Ball Bat
(nothing)
Cheap Bracelet
Mr. Baseball Cap
ITEMS
a)Can of Fruit Juice
Use: recovers about 6 HP
Obtained: trash can, next to the Arcade in southern Onett
b)Cheap Bracelet
Use: armor; equip on "arms"
Obtained: Onett Drugstore
Buy and equip this item on Ness before battling Frank. If you cannot
afford both this item and the Tee Ball Bat the first time you go to the
Drugstore, give priority to buying this item.
c)Hamburger
Use: recovers about 50 HP
Obtained: -the trash can next to the Burger Shop
-Burger Shop
-Pogo Punk
This item can be used as an alternative to Lifeup[alpha]. Stock up on
this item if you are having trouble surviving battles. This item can be a
lifesaver in the boss fight against Frank, so hold on to them if you
obtain any by fighting Pogo Punks. You should only need to have one or two
Hamburgers at most, though you shouldn't throw any away if you obtain
more.
d)Map
Use: pushing the X button while carrying this item will let you see a map
of the town you are currently at
Obtained: the librarian at Onett Library
This can be a helpful item to have, so go ahead and obtain it (it's free).
If you decide that you don't need it, just give it to Tracy or Escargo
Express (call Ness's mom to obtain their phone number).
e)Mr. Baseball Cap
Use: armor for Ness; equip as "other"
Obtained: kid in tree house at Onett
This is the best "other" armor for Ness at this point in the game, so be
sure to obtain it. To enter the tree house, find the kid with the shaggy
hair to the west of the Library and walk north into the trees nearby to
reach the tree house. Talk to the kid wearing a big red cap to obtain this
item.
f)Tee Ball Bat
Use: weapon for Ness
Obtained: Onett Drugstore
Buy and equip this item on Ness before battling Frank. If you cannot
afford to buy both this item and the Cheap Bracelet the first time you go
to the Drugstore, give priority to buying the Cheap Bracelet.
ENEMIES
a)Frank
Recommended Level: 6
Attacks
-Come out swinging
Damage: 7~9 HP
-Brandish a knife
Damage: 18~23 HP
Comments: This is Frank's most powerful attack and the one to watch out
for. Always be sure that Ness can survive two hits from this
attack by recovering with Lifeup[alpha] or a Hamburger if his
HP falls below 40.
-Say something nasty
Effect: lower Guts by 1~2 for the duration of the battle
Strategy
About four hits from Ness's "bash" attack should defeat Frank. Hypnosis
occasionally works against Frank, but I do not think the PP cost is
worth its use and the risk of failure is a little too great. Be sure to
have at least one Hamburger in Ness's inventory before fighting Frank.
-Ness: "bash"
recover with Lifeup[alpha] or a Hamburger if his HP falls to 45
or lower
b)Frankystein Mark II
Recommended Level: 6
Attacks
-Generate a burst of steam
Effect: none
Comments: Frankystein uses this move on the first round and every other
round thereafter.
-Throw a punch
Damage: 12~17 HP
-Tear into you
Damage: 25~32 HP
Comments: Be sure that Ness has enough HP to survive a hit from this
attack.
Strategy
About five or six hits from Ness's "bash" should be enough to defeat
this enemy. Hypnosis works occasionally against the Frankystein, but I
do not think the PP cost is worth its use. This battle should be easier
than the first fight against Frank, since the Frankystein wastes every
other turn by "generating a burst of steam." Take advantage of these
wasted turns by recovering with Lifeup or a Hamburger when Ness's HP
reaches a point where he cannot survive a hit from Frankystein's "tear
into you" attack.
-Ness: "bash"
recover with Lifeup[alpha] or a Hamburger if HP reaches 32 or
lower
c)Pogo Punk
Attacks
-Standard attack
Damage: 1~2 HP with Cheap Bracelet
7 HP without the Cheap Bracelet
-Charge forward
Damage: 8~11 HP with the Cheap Bracelet
14~18 HP without the Cheap Bracelet
-Fall down
Effect: none
Strategy
About two or three hits from Ness's "bash" should defeat the Pogo Punk.
Defeat this enemy last if it appears in a group. If you obtain any
Hamburgers after defeating this enemy, be sure to save them for any
upcoming battles.
-Ness: "bash"
recover with Lifeup[alpha] when HP reaches 20~30 or lower
d)Skate Punk
Attacks
-Standard attack
Damage: 1 HP with the Cheap Bracelet
5 HP without the Cheap Bracelet
-Shred fiercely on a skateboard
Damage: 5~7 HP with the Cheap Bracelet
11~12 HP without the Cheap Bracelet
-Call for help
Effect: either a Yes Man Junior or a Pogo Punk joins the battle;
success rate is about 75%
Strategy
About two or three hits from Ness's "bash" should defeat this enemy.
This is the only Shark that can call for assistance in battle. If you
are at a low level (lower than 5) and do not have the Cheap Bracelet,
then defeat this enemy first when it appears in a group. If you feel
like you can handle the Sharks and are leveling up, then defeat this
enemy last to help you level up faster.
-Ness: "bash"
recover with Lifeup[alpha] when HP reaches 20~30 or lower
e)Yes Man Junior
Attacks
-Standard attack
Damage: 1~2 HP with the Cheap Bracelet
7 HP without the Cheap Bracelet
-Swing his hula hoop
Damage: 8~11 HP with the Cheap Bracelet
14~18 HP without the Cheap Bracelet
-Laugh hysterically
Effect: none
Strategy
About two or three hits from Ness's "bash" should defeat this enemy.
The Yes Man Jr. is somewhat easier to defeat than the Pogo Punk, so
defeat this enemy before attacking any Pogo Punks.
-Ness: "bash"
recover with Lifeup[alpha] when HP reaches 20 or lower
recover with Lifeup[alpha] when HP reaches 30 or lower if Ness
does not have the Cheap Bracelet and if the enemy is fighting
in a group
WALKTHROUGH
a)Preparation
The path that leads south to Onett is now open, so walk south and then
west to the library. Enter the Library and talk to the librarian near the
entrance to obtain a Map, an item that lets you see the layout of all
major towns in the game. Push the X button to see a map of the town you
are in. If you decide that you don't need the map, give it to Tracy or
Escargo Express. To obtain Escargo Express's phone number, simply call
Ness's mom from a telephone.
To the west of the library should be a kid with shaggy hair. Enter the
small opening in the cluster of trees next to the kid and walk north to
enter the nearby tree house. Talk to the kid wearing the large red cap to
obtain the Mr. Baseball Cap, and equip this item on Ness.
When you reach the main part of town, examine the trash can next to the
Burger Shop to obtain a Hamburger. Next, go to the Drugstore and withdraw
all of your money from the ATM. Sell any Cookies or Bread Rolls you may
have and buy the Tee Ball Bat and the Cheap Bracelet. If you cannot buy
both items, give priority to the Cheap Bracelet and battle the Sharks
around the Arcade in southern Onett to accumulate more money. If you need
to recover, try to go back to Ness's house rather than staying at the
Hotel; money may be a little tight at this point of the game, so it's
important to save as much as possible.
Once you have obtained the proper items, fight the Sharks around the
Arcade in southern Onett and level up to at least level 6. Be sure to
fight the Sharks in the Arcade as well; one will approach you and
automatically fight you as you enter the Arcade, and another one can be
found guarding the door leading to Frank. Be liberal in your use of Lifeup
to help you survive in battle, and be sure to keep any Hamburgers you
obtain.
b)Frank
Make sure you have at least one Hamburger in your inventory before
approaching Frank. If you don't have any, go to the Burger Shop and buy
one.
The fight against Frank is divided into two battles: one against Frank by
himself and another one against Frankystein. There is no break between
the two battles, so make sure you do not use too much PP in the first
fight by limiting your PSI use to Lifeup[alpha].
Recover Ness if his HP falls to about 45 or lower when fighting Frank and
use "bash" for offense. The fight against Frank is the harder one, so
don't worry if it feels like Ness is spending a lot of turns recovering.
About four hits from Ness's "bash" will defeat Frank. The fight against
Frankystein is a little easier because the Frankystein will waste every
other turn to "generate a burst of steam." Take advantage of these wasted
turns to recover Ness with Lifeup[alpha] or a Hamburger if Ness's HP
falls to about 32 or lower.
Once you defeat Frankystein, Frank will change his ways and become your
friend. After Frank is done talking, enter the Arcade, reenter the same
area, and talk to Frank again. He will allow you to rest and recover for
free.
EXTRAS
a)Escargo Express
Purpose: learn Escargo Express's phone number
Escargo Express is a company that will store any unneeded items for you in
a separate storage area. They are extremely useful when you want to get
rid of an item that you cannot throw away.
Simply call Ness's mom to learn Escargo Express's phone number. Once this
call is made, you can call Escargo Express to have up to three items
delivered to or picked up from the party. Any deliveries or pickups
requested over the phone will cost $18. Note that going to Ness's house
and talking to his sister will allow you to store or pick up items for
free.
b)House for Sale
Purpose: lose $7500
read a humorous story
get ambushed by the Cameraman
If you go to southern Onett and walk west past the Hospital, you will
reach a house that is being sold for $7500. Do not buy or attempt to gain
enough money to buy this house, as there is no point.
If you do buy this house, you can "check" the drawer near the door to read
a slightly amusing story. You can also get your picture taken by the
cameraman near the middle of the house.
The price for this house is high at this point of the game, but $7500 will
be quite affordable later on. If you're curious, try to wait until at
least the middle part of the game to buy the house.
_______________________________________________________________________________
_______________________________________________________________________________
3.First Sanctuary Location
Recommended Level: 7/10
Equipment:
Ness: Tee Ball Bat
Travel Charm
Cheap Bracelet
Mr. Baseball Cap
ITEMS
a)Cold Remedy
Use: cures colds
Obtained: gift box in Sanctuary Cave (located on the second floor of the
cave)
Shortly following this part of the game is an area full of enemies that
can give Ness a cold. It can be helpful to obtain this item in preparation
for this upcoming area.
b)Hamburger
Use: recovers about 50 HP
Obtained: -Burger Shop
-gift box in the Sanctuary Cave, after the Magic Butterfly area
This item can be a real lifesaver in the battle against the First
Sanctuary Boss. Be sure to have about three of these in preparation for
the boss fight and use it instead of Lifeup[alpha] when your PP runs out.
c)Key to the Shack
Use: opens the shack leading to the First Sanctuary Cave in Onett
Obtain this item from the mayor of Onett after defeating Frank. "Use" this
item while standing next to the door to the shack in northern Onett to
open it. This item has no further use in the game and should disappear
after being used.
d)Skip Sandwich
Use: recovers 6 HP and increases walking speed for 10 seconds
Obtained: gift box in First Sanctuary Cave, through the first cave
opening from the entrance
This item isn't all that useful, and you don't need to go out of your way
to obtain it.
e)Travel Charm
Use: confers immunity to Paralysis; equip on "body"
Obtained: Traveler in front of the shack, after the shack is unlocked
This item is not very useful at this part of the game because few enemies
can use paralyzing attacks. I usually obtain and equip it just in case,
but this is not necessary.
ENEMIES
a)Attack Slug
Vulnerable: Fire, Freeze, Paralysis, Brainshock
Attacks
-Standard attack
Damage: 1~3 HP
-Hypnosis[alpha]
Comments: Attack Slugs cannot use PSI for the first four rounds of
battle.
-Edge closer
Effect: none
Strategy
Only one or two hits from Ness's "bash" attack should defeat the Attack
Slug. This enemy sometimes drops a Bomb when defeated.
-Ness: "bash"
recover with Lifeup[alpha], as needed
b)Black Antoid
Vulnerable: Fire, Freeze, Paralysis, Hypnosis
Attacks
-Standard attack
Damage: 10~13 HP
-Lifeup[alpha]
Effect: recovers about 60 HP
-Call for help
Effect: a Black Antoid may join the battle
Strategy
Black Antoids are the strongest enemies that lurk in this area, and they
can be very dangerous if they appear in groups. If you are only facing
one or two, "bash" them and recover with Lifeup[alpha] as necessary. If
you end up facing multiple Black Antoids, it can help to use Hypnosis to
put one to sleep and focus on attacking its cohorts. If you get really
desperate, then one use of PSI Rockin[alpha] will likely defeat all
Black Antoids in sight.
About two hits from Ness's "bash" will defeat this enemy. Don't be
afraid to use Hamburgers if needed, but try to leave at least two in
Ness's inventory for the upcoming boss battle.
-Ness: "bash"
recover with Lifeup[alpha] or a Hamburger if HP falls to 26 or
below
Hypnosis[alpha], if facing a group
PSI Rockin[alpha], if facing a group
c)Rowdy Mouse
Vulnerable: Fire, Freeze
Attacks
-Biting attack
Damage: 1 HP
10~15 HP if SMAAAASH!! hit
Comments: The Rowdy Mouse will get a SMAAAASH!! hit about 50% of the
time. Other times, it will only inflict about 1 HP of damage
or miss.
Strategy
About two hits from Ness's "bash" will defeat this enemy. If this enemy
appears with a Black Antoid, either defeat the Black Antoid first or use
Hypnosis[alpha] on the Antoid and attack the Rowdy Mouse.
-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 30 or below
d)Titanic Ant (Sanctuary Boss)
Recommended Level: 9
Attacks
-Biting attack
Damage: 19~25 HP
-Biting attack
Damage: 25~45 HP
Comments: The description of this attack in the battle dialogue window
is identical to that of the Titanic Ant's weaker biting
attack.
-Shield[alpha]
Effect: reduces damage inflicted by physical attacks by 50%
Comments: This is quite possibly the Titanic Ant's most annoying move.
If it uses this move, the only thing you can do is hit the
shield three times with Ness's "bash" to eliminate it.
-Defense Down[alpha]
Effect: reduces Ness's Defense by about 6%
-PSI Magnet[alpha]
Effect: drains PP from its target
Comments: This move can hurt Ness quite a bit and makes conserving PP
almost impossible in this fight. Use PSI moves in the early
parts of the battle and use Hamburgers for HP recovery if
Lifeup[alpha] can no longer be used.
Strategy
Have Ness use PSI Rockin[alpha] until his PP is drained and use "bash"
thereafter. Save any leftover PP for Lifeup[alpha]. Once Ness cannot use
PSI anymore, use Hamburgers for recovery. You should be able to survive
the battle with at least three Hamburgers.
-Ness: (first turn) PSI Rockin[alpha]
(second turn) PSI Rockin[alpha] or "bash"
(subsequent turns) "bash"
recover with Lifeup[alpha] or a Hamburger if HP falls to 60 or
lower
WALKTHROUGH
a)Preparation
Recover at Frank's hideout or at Ness's house if needed and be sure that
Ness has at least three Hamburgers. The Hamburgers are in preparation for
the First Sanctuary Boss battle, so be sure not to waste them; go to the
Burger Shop and buy a few if you need to.
b)The Shack
After defeating Frankystein, head to City Hall located roughly in the
center of Onett. Go upstairs to the mayor's office and talk to Mayor
Pirkle. Answer "yes" to his questions to obtain the Key to the Shack. If
you answer "no," he will get angry and not give you the Key. Just talk to
him again and be his yes-man to gain the Key to the Shack.
Exit City Hall, head north to the Library, and turn left at the fork in
the path. When you reach the shack, walk to the door and "use" the Key to
the Shack to unlock it. Talk to one of the travelers and he will give Ness
a Travel Charm, an item that confers immunity to Paralysis to whomever it
is equipped.
c)Sanctuary Cave
Most of the enemies in this cave are not too strong and can be dealt with
by just using "bash" attacks. The Attack Slugs here tend to attack in
groups, but hardly pose a threat. The Slugs are the best enemies to fight
if you want to level up Ness, so stay close to the entrance of the cave
while fighting them and return to Frank or Ness's mom when you need to
recover.
The Rowdy Mouse is considerably more powerful, but it can also be defeated
by just using standard attacks. Its SMAAAASH!! attack can inflict about 15
HP of damage, so try to keep Ness's HP above 30 when fighting them.
The enemy to watch out for is the Black Antoid. If you face only one or
two of these things, use "bash" attacks and recover with Lifeup[alpha] if
HP falls to about 26 or below. If you face a group, however, things can
quickly become dangerous for Ness. Hypnosis always works on the Black
Antoid and it can help you decrease the number of enemies you have to deal
with if you use it; use Hypnosis[alpha] on one Black Antoid and focus your
attack on another. If things get really bad, use PSI Rockin[alpha] to
defeat most or all Black Antoids you're facing. If you run low on PP, you
can find a Magic Butterfly near the midpoint of the cave.
The first few cave openings that you see lead to small rooms with gift
boxes. The first opening leads to a Skip Sandwich, the second leads to
nothing, and the third leads to a Cold Remedy. The only item I recommend
you obtain is the Cold Remedy in preparation for an upcoming part of the
game.
Your first goal is to reach the Magic Butterfly area. The cave opening on
the third level of the cave should lead you to a small area outside. A
Magic Butterfly frequently spawns here, so exit and reenter the area if
you do not see a Magic Butterfly. You can come back here to recover with
Lifeup as needed and use the Butterfly to restore Ness's PP. If Ness is
not at least level 9, fight the enemies in the adjacent areas to level up.
There is a gift box containing a Hamburger in the room following the Magic
Butterfly area. Obtain and save it for the upcoming boss battle. Black
Antoids often lurk in the next few areas, so return to the Magic Butterfly
area and recover if Ness loses a considerable amount of PP on the way to
the First Sanctuary boss.
Before confronting the Titanic Ant, use a Hamburger or some other food
item to recover HP. Use PSI Rockin[alpha] until Ness runs out of PP and
use "bash" thereafter in the battle. If Ness has any leftover PP, save it
for Lifeup. Once Ness's PP reaches 4 or lower, use Hamburgers for
recovery. If Ness has at least three Hamburgers, he should be able to
survive the fight.
When the Titanic Ant is defeated, go through the door and walk toward
Giant Step. The first melody will then be recorded.
_______________________________________________________________________________
_______________________________________________________________________________
4.The Police
Recommended Level: 11/12
Equipment:
Ness: Tee Ball Bat
Travel Charm
Cheap Bracelet
Mr. Baseball Cap
ITEMS
a)Exit Mouse
Use: takes the party automatically back to the entrance of a cave or
dungeon
Obtained: in the house on the road to Twoson
There is no need to obtain one of these now, so leave them to save space
in your inventory.
b)Hamburger
Use: recovers about 50 HP
Obtained: Burger Shop
gift box, on the road to Twoson
Have about three of these in preparation for the fight against the Onett
police force and use it as an alternative to Lifeup if PP gets low.
ENEMIES
a)Captain Strong
Recommended Level: 11
Attacks
-Come out swinging
Damage: 19~30 HP
-Grapple and use a submission hold
Damage: 40~60 HP
-Lose temper
Effect: Strong's Offense increases by 1
-Guard
Effect: decreases damage inflicted by Ness's "bash" by 50% for the
round this move is used
Strategy
About five or six hits from Ness's "bash" will defeat this enemy.
Be sure to have about three Hamburgers in preparation for this battle.
You will probably have to recover in every other round if Strong is
aggressive with his attacks.
-Ness: "bash"
recover with Lifeup[alpha] or a Hamburger if HP reaches 80 or
lower
b)Cop
Attacks
-Standard attack
Damage: 11~15 HP
-Crushing chop
Damage: 26~32 HP
Strategy
About three hits from Ness's "bash" should defeat this enemy.
-Ness: "bash"
recover if Lifeup[alpha] if HP reaches 60 or lower
c)Ramblin' Evil Mushroom
Attacks
-Standard attack
Damage: 11~14 HP
-Scatter spores
Effect: make Ness feel strange in battle; alters movement control
outside of battle
Comments: There is no PSI move or item that can cure mushroomization.
If Ness gets mushroomized, avoid fighting as much as possible
until Ness reaches the Twoson Hospital and talks to the blue
haired Healer. He will remove the mushroom and pay Ness $50
for it.
Strategy
About two hits from Ness's "bash" should defeat this enemy. Defeat this
enemy first if it appears in a group.
-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 24 or lower
if Ness is mushroomized, recover with Lifeup[alpha] if HP falls
to 50 or lower (Ness can inflict about 40 HP of damage to
himself)
WALKTHROUGH
a)Preparation
Fight the enemies in the First Sanctuary cave and level up to at least
level 11. Exit the cave and a police officer will approach Ness. Whether
you answer "yes" or "no" will make no difference. Before going to the
police station, be sure that Ness has at least three Hamburgers in his
inventory and recover by talking to Frank.
b)The Onett Police Force and the Road to Twoson
Enter the police station in southern Onett and talk to Captain Strong, the
one with the mustache. He will lead Ness to a room in the back of the
building.
Four regular Cops will battle Ness one at a time, with the last one
chickening out. Attack with Ness's "bash" and use Lifeup[alpha] when HP
falls to 60 or below. Once the regular Cops are defeated, Strong himself
will battle Ness. Use Ness's "bash" attack for offense and save PP for
Lifeup[alpha]. Recover with Lifeup or a Hamburger if Ness's HP reaches 80
or lower.
Once Strong is defeated, he will call some of his men and order the road
to Twoson be opened. Recover by talking to Frank and head south. On the
way you will come across a house with some Exit Mice. There is no need to
obtain one now, so leave them; there are other places in which you can
obtain one later in the game.
Further down the road, there may be some Ramblin' Evil Mushrooms lurking.
Try to avoid fighting these if you can because fighting them will likely
cause Ness to be mushroomized. If Ness gets mushroomized, he will be
confused in battle and his movement controls will be altered on the field.
If affected, avoid fighting as much as possible and go to the Hospital in
Twoson as quickly as you can. The Healer there will pay Ness $50 for the
mushroom and remove it from his head.
*******************************************************************************
VI.Twoson/Happy Happy Village
*******************************************************************************
"Twoson--we got this name because we weren't first."
-Bulletin Board
Cameraman Locations: -in front of the Bike Shop
-on the west side of Peaceful Rest Valley, past the pencil
statue
-in front of the cabin in Peaceful Rest Valley, after
rescuing Paula
-in front of the Chaos Theater entrance, after obtaining
the Backstage Pass
Outline
Defeat Everdred in Burglin Park (optional)
|
|
Give Apple Kid a food item and $200
|
|
Obtain the Receiver Phone from the mouse
|
|
Go to Peaceful Rest Valley and "check" the pencil statue
|
|
Talk to Apple Kid in Burglin Park
and obtain the Pencil Eraser
|
|
Go to Peaceful Rest Valley and use the Pencil Eraser
on the pencil statue
|
|
Proceed to Happy Happy Village
|
|
Talk to Paula in the cabin and obtain the Franklin Badge
|
|
Defeat Mr. Carpainter and obtain the Key to the Cabin
|
|
Release Paula from her jail cell
|
|
Record the Second Sanctuary Melody
|
|
Return to Twoson and talk to Paula's parents
at Polestar Preschool
|
|
Talk to Everdred in Burglin Park and obtain the Wad of Bills
|
|
Talk to the Runaway Five band member next to the theater
and obtain the Backstage Pass
|
|
Enter the theater and talk to the Runaway Five fan
to enter the band's dressing room
|
|
Exit the dressing room and watch the show
|
|
Go up to the theater owner and "use" the Wad of Bills
|
|
Ride the Runaway Five bus to Threed
1.Second City
Recommended Level: 12/13
Equipment:
Ness: Tee Ball Bat
Travel Charm
Copper Bracelet
Mr. Baseball Cap
ITEMS
a)Bicycle
Use: allows Ness to move faster
Obtained: Bike Shop next to the Hotel; can be obtained for free
This would be a convenient item if it did not become unusable so early in
the game. It cannot be used if there are more than two people in your
party, and since Paula joins Ness soon after this is obtained there is
little point in getting it.
b)Broken Machine
Use: Jeff can repair and turn this item into the Counter-PSI Unit
Obtained: trash can in Apple Kid's house
This item cannot be repaired until Jeff joins your party in the next town.
It can be repaired into the Counter-PSI Unit, an item that is
unfortunately not that useful.
c)Copper Bracelet
Use: armor; equip on "arms" for Ness
Obtained: Burglin Park
Buy and equip this item on Ness before venturing into Peaceful Rest
Valley.
d)For Sale Sign
Use: summons a customer to buy an item from you; can only be used outdoors
Obtained: from the shaggy haired kid in Burglin Park
I strongly recommend you obtain this item. There will be many instances
in the game where you will have an item that is unnecessary or needs to
be discarded. Use this item in those cases to sell that item and earn some
money.
e)Fresh Egg
Use: recovers about 80 HP; turns into a Chicken in 1 min. 30 sec.
Obtained: Burglin Park
Leave this item in your inventory for a little while and it will turn
into a Chicken, an item that can be sold for $110. The Fresh Egg sells
for $12, so buying an Egg and waiting until it turns into a Chicken can
give you a $98 profit.
f)Pencil Eraser
Use: eliminates any pencil shaped statues
Obtained: from Apple Kid in Burglin Park, after obtaining the Receiver
Phone and "checking" the pencil statue in Peaceful Rest Valley
This item is required to progress in the game. After obtaining it from
Apple Kid in Burglin Park, go to Peaceful Rest Valley and "use" this item
while standing next to the pencil statue to remove it. There are a few
more pencil statues that you will find later in the game, so hold on to
this item.
g)Receiver Phone
Use: allows certain NPCs to call Ness
Obtained: from the mouse in Apple Kid's house, after giving a food item
and $200 to Apple Kid
This item is required to be in Ness's inventory at all times. You must
obtain this item in order to progress in the game.
h)Skip Sandwich
Use: recovers 6 HP and increases walking speed for 10 seconds
Obtained: gift box in southern Twoson
This item is all that you will get if you venture the long road south of
Twoson. This item is hardly worth the trouble of taking the long walk, so
there is really no reason to travel further south of Apple Kid's house.
i)Suporma
Use: nothing
Obtained: talk to Orange Kid and give him an investment of $200
This item is absolutely useless. It can be sold for $25, much less than
the $200 or $50 investment needed to obtain this item.
ENEMIES
a)Annoying Old Party Man
Attacks
-Standard attack
Damage: 14~16 HP
-Grumble about today's youth
Effect: decreases Guts by about 30%
-Is wobbly
Effect: none
-Is reeling
Effect: none
Strategies
About four hits from Ness's "bash" should defeat this enemy
-Ness: "bash"
recover with Lifeup[alpha] if HP falls to 32 or below
b)Cop
Attacks
-Standard attack
Damage: 5~6 HP
-Crushing chop
Damage: 19~25 HP
Strategy
About two hits from Ness's "bash" should defeat this enemy.
-Ness: "bash"
recover if Lifeup[alpha] if HP reaches 45 or lower
c)Cranky Lady
Attacks
-Standard attack
Damage: 7~9 HP
-Wield a shopping bag
Damage: 23~29 HP
-Scowl sharply
Effect: decreases Guts by about 30%
-Has a big grin on her face
Effect: non