EarthBound


                          Walkthrough/Strategy Guide




Table of Contents

     I.Preliminary Stuff
          1.Searching This Walkthrough
          2.How to Use This Walkthrough
     II.Game Basics
          1.Controls
          2.Main Menu Options
          3.Status Menu
          4.Inventory Menu
          5.Battle System
          6.Status Attributes and What They Mean
          7.Town Services
     III.General Information and Strategies
          1.Party Members
          2.Status Effects
          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 Tools
          5.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.Big City
          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 to Scaraba 
     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 Underground
          2.Eighth Sanctuary Location
     XV.Magicant
          1.The Internal Struggle
     XVI.Saturn Valley/Onett
          1.The Phase Distorter
     XVII.Cave of the Past
          1.Through the Cave
          2.The Final Battle
     XVIII.The Ending

     XIX.Cameraman Locations
     XX.Gift Box Index
     XXI.Shopping Guide
     XXII.Item Descriptions

     XXIII.Contact Info





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I.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. For example, to go to the section
     covering the beginning of the game, press ctrl+f (for most browsers) and
     type "1.The Beginning." 




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 STRATEGIES ON HOW TO DEFEAT AN ENEMY: See the ENEMIES section
     of a particular part of the game, or just search for the enemy's 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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II.Game Basics
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1.Controls

  L-BUTTON: "Talk" to NPCs, "check" containers and objects, advance dialogue,
            and select menu options. This is a handy all-purpose button.

  CONTROL PAD/DIRECTIONAL PAD (D-PAD): Used to move your characters on the
                                       field and cycle through menu options.

  A-BUTTON: Opens the main menu outside of battle; also selects menu options
            and advances dialogue.

  B-BUTTON: Shows the amount of HP/PP and money your party has when pressed
            outside of battle. Cancels and closes menu windows or answers "no"
            when asked a question. Also advances dialogue.

  X-BUTTON: View a map of the current town. This will only work if you receive
            the Map from the first town.

  SELECT: Same as the B-Button.

  START/Y-BUTTON/R-BUTTON: No function.




2.Main Menu Options

  Open the main menu by pressing A outside of battle. The menu options are as
  follows:

  "Talk to:" Talk to any non-player character (NPC) you are standing next to.
             You can also just press the L-button to talk to people.

  "PSI:" Use special psychic (PSI) moves usable outside of battle. PSI moves
         are learned automatically as characters get stronger and cost psychic
         points (PP) to use. The PSI moves usable from the main menu are Lifeup
         (recovers HP), Healing (cures ailments), and Teleport (travel to
         another town).

  "Check:" Open gift boxes and other containers to obtain any items they hold,
           or examine objects to interact with them, depending on the
           situation. You can also press the L-button to check objects.

  "Goods:" Open the inventory menu (see the section "4.Inventory Menu" for
           info).

  "Equip:" Equip your party members with weapons and armor. Items that can be
           equipped must be in a party member's inventory before he or she can
           use it.

  "Status:" Open the status dialog window, which shows detailed information on
            each party member (see next section for more info).




3.Status Menu

  Select "Status" from the main menu to view each character's attributes and
  abilities. The information shown in the status dialog window is as follows:

  Level: The strength and capabilities of each party member is determined by
         their level. As a character increases in level, their attributes
         increase and they learn new PSI abilities.

  Status Effect: If a character is afflicted by an ailment, such as poison or
                 paralysis, the status effect will be shown underneath their
                 level.

  Hit Points: Hit points (HP) represent the amount of life a character has.
              When HP reaches 0, the character will fall unconscious and be
              unable to do anything. HP can be restored when conscious by
              eating food, using the PSI move Lifeup, resting at a Hotel, or
              talking to certain people. Unconscious party members can be
              revived by going to a Hospital, using certain medicinal items, or
              using the PSI move Healing.

              In the status window, the value on the left shows a party
              member's current HP, while the value on the right shows the
              maximum possible amount.

  Psychic Points: Psychic points (PP) are needed to use special PSI abilities.
                  Each PSI move costs a certain amount of PP to use and will
                  not be usable if a character does not have enough PP to cover
                  the cost. Much like HP, PP can be recovered by resting at a
                  Hotel, eating PP recovery food items, or talking to certain
                  people.

                  In the status window, the value on the left shows a party
                  member's current PP, while the value on the right shows the
                  maximum possible amount.

  Experience Points: Experience (exp.) points are earned by fighting and
                     defeating enemies. When a certain amount of exp. points is
                     accumulated, the party member will "level up" and increase
                     their attributes and possibly learn new PSI abilities.

  PSI Info: Press A while in the status window to view short descriptions of a
            party member's PSI abilities. Press B to return to the status
            window.

  Attributes: The status window also displays each party member's attributes.
              The meaning of each attribute is described in the section
              "6.Status Attributes and What They Mean" below.




4.Inventory Menu

  Outside of battle, open the main menu with the A button and select "Goods"
  to view your inventory. If you have more than one party member, use the D-PAD
  to select which character's inventory you want to open and press A. Use the
  D-PAD to select an item and press A to access some options:

     "Use:" Use the selected item to activate its effects, or give the selected
            item to an NPC in some situations.

     "Give:" Transfer the item to someone else's inventory, or give the item to
             the same character to move the item to the bottom of the list.

     "Drop:" Get rid of the item. Be warned that dropped items cannot be
             retrieved. Items that can only be found in one part of the game
             cannot be dropped but can be stored (see Escargo Express in Town
             Services below).

     "Help!:" View a short (and sometimes humorous) description of the selected
              item.

  You can access any party member's inventory outside of battle, but each
  character can only use what is held in his or her inventory during a fight.
  Thus, if a character is unconscious, their inventory can only be accessed
  while you are not in battle.

  Also, weapons and armor must be in a character's inventory for that character
  to equip the item. Each party member can only carry 14 items, though you can
  place items in a separate storage space using Escargo Express (see the
  section "7.Town Services" for more info).




5.Battle System

  The battle system in EarthBound is similar to turn-based fighting systems of
  many RPGs. Each character takes turns attacking to decrease the enemies' HP,
  and enemies are defeated when their HP reaches 0. Like your party members,
  all enemies have attributes and maximum HP and PP values, but they do not
  increase in level and get stronger.

  When your party wins a battle, they will be awarded experience points and
  possibly receive an item dropped by an enemy. If the party loses a battle,
  they will lose 50% of the money they were carrying and return to your last
  save point with only Ness conscious at 0 PP.


  a)Approaching Enemies

    Battle begins when your party makes contact with an enemy on the field. If
    the party and the enemy meet face-to-face, battle begins normally. If the
    party approaches an enemy from behind, you will have one free round where
    the enemy will not attack. If the enemy approaches the party from behind,
    the enemy will get one free round instead.


  b)Weak Enemies

    Enemies that are significantly weaker than the party will often try to run
    away, making it easy for you to approach the fleeing foe from behind or
    avoid fighting.

    You can also get an instant victory against weaker enemies if the party is
    strong enough so you don't have to waste time fighting underpowered
    enemies. Approaching an enemy from behind will increase your odds of
    getting an instant victory, while no instant victory will be awarded if an
    enemy approaches the party from behind.


  c)Rolling HP Counter

    Party members' HP values are shown on a rolling drum display that counts up
    or down when a character is taking damage or recovering HP. The sequential
    scrolling of numbers is not just cosmetic--it can potentially save
    someone's life.

    A party member will only fall unconscious if their HP counter reaches 0.
    Thus, if you recover a character who has taken heavy damage before his or
    her HP reaches 0, the character will avoid falling unconscious and continue
    to fight. The HP display rolls quickly, however, and can only be taken
    advantage of in later parts of the game.


  d)Surviving Mortal Blows

    When a party member receives damage greater than the amount of HP he or she
    currently has, there is a slight chance the character will survive with 1
    HP remaining. The probability of this occurring is increased with a higher
    Guts attribute.


  e)Battle Menu Options

    "Bash/Shoot:" Use a party member's standard attack. "Bash" is displayed
                  when equipped with a melee weapon, while "shoot" is shown
                  when using a projectile weapon.

                  "Bash" attacks have some chance of getting SMAAAASH!! hits
                  that inflict greater damage. Generally, you can expect to
                  inflict two to three times more damage to most targets. The
                  probability of getting SMAAAASH!! hits is increased with a
                  higher Guts attribute.

    "PSI:" Use a party member's PSI abilities. Information on PSI moves is
           given in the section "3.PSI Information."

    "Goods:" Open a character's inventory. Each party member can only use items
             held in their inventory during battle.

    "Defend:" Spend a turn defending instead of attacking. While defending,
              damage inflicted by some (but not all) physical attacks is
              reduced by 50%. Damage inflicted by PSI attacks is not affected.

              "Defend" does not seem to work against the following attacks:
 
                    Jeff's "shoot"
                    Jeff's Heavy Bazooka
                    Bottle Rockets (all types)
                    Bombs
                    Super Bombs
                    "peck at your eyes"
                    "fire a beam"
                    "biting attack"
                    "utilize a paint 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)
                    "explode into bits" (death action)

    "Run Away:" Attempt to escape a battle. This is not guaranteed to work, and
                important fights cannot be escaped from. You have a greater
                chance of running away from slower enemies than from faster
                ones, and your odds of success increase the more rounds you
                spend in a fight.

    "Auto Fight:" Let the computer control your party during a battle. The
                  computer will often rely on standard attacks and only use PSI
                  when someone is heavily injured or is afflicted by a status
                  effect such as poison.




6.Status Attributes and What They Mean

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

     a)Offense

       Determines the amount of damage the character's physical attacks
       inflict. The higher the number, the greater the damage.

     b)Defense

       Determines the amount of damage suffered from physical attacks. The
       higher the number, the less damage a character will incur. Defense does
       not reduce damage inflicted by PSI attacks, such as Freeze or Fire.

     c)Speed

       Determines the order of turns in battle. Usually the character with a
       higher Speed will attack 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.

     e)Vitality

       Determines how much a character's max HP increases when leveling up.
       When Vitality increases, the character's max HP will increase
       significantly:

          Vitality increase  max HP increase
          -----------------  ---------------
          0                  0~3
          1                  4~20
          2                  20~30
          3                  30~45

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

     f)IQ

       Similar to Vitality, only it affects max PP. The relationship between IQ
       increase and max PP increase is as follows:

          IQ increase  max PP increase
          -----------  ---------------
          0            0~2
          1            3~7
          2            8~20

       The above values are estimated and may vary. Generally speaking, max PP
       is about 5 times IQ (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

       Luck determines the success rate of some PSI moves and items. Characters
       with higher Luck are more likely to avoid taking damage or being
       affected by moves such as Defense Down or items such the Counter-PSI
       Unit (source: starmen.net).




7.Town Services

  Almost every town in the game offers the following services:

  a)Drugstore/Shop/Marketplace

    Drugstores in EarthBound not only offer medicine but also weapons, armor,
    food, and whatever else your party might use. You can also sell
    nonessential items you have at a 50% markdown.

    When buying weapons or armor, your party members' HP/PP windows will either
    flash, stay the same, or dim. A flashing HP/PP window means the selected
    item will improve the character's stats; otherwise, the window will stay
    the same. A dimmed HP/PP window means the character cannot equip or use the
    selected item.


  b)Hotel

    Hotels are where conscious party members can sleep to restore HP and PP.
    Hotel in towns that appear later in the game are usually more expensive
    than in earlier towns, though some places allow you to sleep for free.
    Unconscious party members will not be charged.


  c)Hospital

    Hospitals will cure any ailments and revive unconscious party members for a
    fee. Hospitals in towns that appear later in the game generally charge more
    than in earlier towns, though some places will provide treatment for free.
    For a list of ailments, see the section "2.Status Effects."

    The people in a typical Hospital are:

    Receptionist: Talk to the receptionist near the entrance of most Hospitals
                  to revive someone unconscious.

    Doctor: Doctors will cure ailments that can presumably be treated at a
            real-life Hospital. Doctors can treat colds, poison, nausea, and
            sunstroke.

    Healer: The blue-haired Healers cure status effects Doctors do not. Their
            treatments include "soften" (cures diamondization), "restore
            feeling" (paralysis), and "purify" (possession).

            The Healer will cure mushroomization as well. When he sees a
            mushroom growing on someone's head, the Healer will ask you if he
            can remove and keep the mushroom for $50. (Mushrooms are commonly
            eaten in Japan, where one particular species is considered a
            delicacy; I can only assume the Healer plans to eat the head-
            cultivated mushroom.)


  d)ATM

    Almost every Hotel and Store has an ATM from which you can withdraw or
    deposit money. Money is earned by defeating enemies, and your balance will
    automatically increase as you win fights. Money deposited in an ATM will
    not decrease as long as a withdrawal is not made, though cash carried on
    hand will be cut in half when the party loses a battle.


  e)Telephone/Pay Phone

    You can use a telephone to call family members or request commercial
    services. Phones are found in almost every Hotel and Store, though phones
    in most shops cost $1 per call (free phones are black; pay phones are tan).

    The people you can call are:

    Dad: Call Ness's dad to save your game, learn how much exp. points each
         party member needs to level up, and view your ATM balance.

    Mom: Call Ness's mom when Ness is homesick to make him feel better
         (see section "2.Status Effects" for info).

    Escargo Express: Escargo Express allows you to store unneeded items to free
                     some space in the party's inventory. Ness's mom will teach
                     you their number the first time you call her.

                     Call Escargo Express to request a deliveryman to either
                     pickup or drop off items. The deliveryman can carry up to
                     three items and will charge $18 every time he meets the
                     party. Deliveries can only be made outdoors.

    Mach Pizza: Mach Pizza shops can be found in the early towns of the game.
                Go inside and talk to the cashier to learn their number.

                Call Mach Pizza to order either a small "Pizza" or a "Large
                Pizza" (medium pizzas are always sold out). Small Pizzas
                recover 120 HP for a single person, while Large Pizzas recover
                240 HP for the entire party. Delivery takes about 3 minutes.





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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, with good survivability and a strong standard attack. Ness's
       high Offense and Guts make his "bash" attack effective even in boss
       battles, and his high Vitality gives him a large reservoir of HP to help
       him survive tough fights and stay alive longer on the field. His
       resilience also makes him a reliable healer, since he has the ability to
       learn the PSI moves Lifeup and Healing to keep his friends alive and
       heal most ailments.

       Ness's main weakness is his low to mediocre Speed. His slowness means he
       will usually go last or second to the last among the party members, and
       he may sometimes fail to save someone's life in time if one of his
       friends is low on HP or mortally wounded.

       Ness's offensive PSI is somewhat lacking as well. He has only one attack
       that inflicts damage to enemies, but this move can drain Ness's PP if
       you're not careful and occasionally fail to work. Only one version of
       this move (the beta version) is good enough for general use--the others
       are either too expensive or too weak. Hence, it's often better to save
       Ness's PP for Lifeup and Healing and use his PSI attacks only against
       bosses and groups of enemies.

       Give Ness all your Guts Capsules to increase the likelihood of getting
       SMAAAASH!! hits, and equip him with the Night Pendant to protect him
       from Flash; given the effectiveness of Ness's "bash," it will hinder
       your party if he starts uncontrollably crying. Furthermore, you do not
       want him to be instantly defeated since he has the best chance of
       reviving or healing everybody else.


     b)Paula

       Paula is the main PSI attacker in your party. She will act as your main
       line of attack against most bosses and make short work of some of the
       strongest normal enemies you will encounter. As such, you will want to
       keep Paula well protected and have her alive, or else you may find
       yourself severely handicapped in tough fights. You can think of Ness and
       Paula as forming the anchor of the party, with each character's
       strengths making up for the other's weaknesses well.

       Unlike Ness, Paula's stats are not very balanced. Her Offense, Defense,
       and Vitality are all low, making her more vulnerable to defeat and her
       "bash" attack less effective. To help Paula stay alive, equip her with
       your best defensive items and give her any Vital Capsules you find to
       offset her low HP. Protect her from Thunder and Fire attacks with the
       Franklin Badge and the Flame Pendant as well. Take these measures and
       Paula should have no trouble surviving.

       Paula's strong points are her Speed and IQ. Her high PP count allows her
       to use PSI attacks often, and her high Speed is critical when you need
       to put up a shield to defend against powerful enemy PSI attacks.
       Consider giving her IQ Capsules if you find her running low on PP. Give
       her Speed Capsules as well or equip her with armor that increases Speed
       if she is not able to put up a shield in time to protect her friends
       from Fire and Starstorm.

       Paula's special ability is the "pray" command, a move that causes some
       random effect that can either help you or hurt you. Use this ability
       only in desperate situations and as a last resort. The different prayer
       effects are as follows:

         Subtle light: Recovers 6% of max HP for all allies. This seems to
                       occur the most often.

         Warm light: Recovers 12% of max HP for all allies.

         Golden light: Recovers full HP for a single ally.

         Mysterious light: Recovers minuscule PP for all allies.

         Dazzling light(type 1): Flash[alpha] on all allies 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 allies and enemies to sleep--success rate
                           is high.

         Heaven rending sound: Makes all allies and enemies feel strange--
                               success rate is high.

         Heavy air: Slightly decreases the Defense of all allies and enemies
                    for the duration of the battle.

         Rainbow colored light: Revives all unconscious allies and defeated
                                enemies to full HP.


     c)Jeff

       Jeff is a scientific whizz kid who can repair broken items and use tools
       that no other party member can use. He is unable to use PSI, but his
       items are usually useful enough to compensate for this disadvantage. In
       particular, he can utilize guns, bazookas, and Bottle Rockets, which are
       one-time use weapons that can inflict anywhere from 150 to over 1000 HP
       of damage depending on the type of rocket used.

       Jeff's role in the party is a bit hard to define. He can be the party's
       main attacker and heavy hitter, or play an assisting role by
       debilitating enemies with status effects. His gun weapons can boost his
       Offense to the second highest or sometimes even the highest among his
       friends, making his standard attack a good complement to Ness's "bash"
       against most normal enemies. His "shoot" has a higher accuracy than
       standard "bash" attacks and its damage is not reduced by shields, though
       it cannot get any SMAAAASH!! hits.

       In boss fights, his ability to use Bottle Rockets will make him the
       biggest offensive force you have. Bottle Rockets are sold throughout the
       game at a reasonable price, and they inflict enough damage to take away
       about half of most bosses' HP. None of his other tools are as powerful
       but are useful in other situations. I describe each of his items in the
       section "4.Jeff's Tools."

       Most of Jeff's best weapons can only be obtained by repairing broken
       items. All broken items require Jeff to have an IQ above a certain level
       to be fixed, and Jeff will automatically repair something if possible
       when the party rests. Information on how much IQ Jeff needs to repair
       each item is available in the walkthrough.

       There is no guarantee that Jeff will repair an item even if his IQ meets
       or exceeds the requirement, so try to rest at someplace free when you
       want him to repair something. Many repaired or broken items cannot be
       thrown away and can only be given to Escargo Express if you want to get
       rid of them.

       Jeff's main weakness is Speed, and he will almost always go last or
       second to the last among his friends. His Vitality is also the second
       lowest in the party, making him somewhat vulnerable against stronger
       enemies but still manageable compared to Paula. Equip Jeff with your
       second best defensive items to keep him alive.

       Jeff's special ability is the "spy" command. In addition to revealing
       the target enemy's Offense and Defense stats, spying on an enemy can
       reveal and automatically take any item the enemy is carrying. Spying
       will also reveal any PSI attacks the target is susceptible to. "Spy" on
       an enemy before using status affecting PSI attacks such as Hypnosis or
       Brainshock because those moves are unlikely to work against enemies not
       vulnerable to them.


     d)Poo

       Poo can be thought of as a recovery support character who is superior to
       Ness in some ways in keeping everyone alive. Like Ness, he can learn
       both Lifeup and Healing and has high max HP, but his PSI Magnet allows
       him to maintain PP longer on the field and his high Speed makes him your
       best bet when you want to recover someone mortally wounded. He is also
       the only character you have able to learn Healing[omega], the only PSI
       move that can completely revive someone unconscious.

       Unless you take the time to level Poo up, you may find some of his stats
       low until late in the game. In particular, his "bash" will likely
       inflict little damage, and his moderate max PP means he'll have to use
       PSI Magnet often in longer dungeons and caves to keep using PSI.

       For these reasons, give Poo offensive items, such as Super Bombs, the
       Snake Bag, and the Monkey's Love, and use them when his standard attack
       isn't effective. Save his attack PSI for bosses for the most part.

       Do not equip Poo with the same weapons and armor the other party members
       use; they will actually decrease Poo's stats. There are only four items
       Poo should equip: the Sword of Kings, the Cloak of Kings, the Bracer of
       Kings, and the Diadem of Kings. Only the Sword of Kings can be difficult
       to get; the others are found in gift boxes.

       Do not give Poo most food items because they will only recover about 6
       of his HP. Only a few food items work for Poo, and they are actually
       better for him than for everyone else. These items are:

          Brain Food Lunch : recovers about 600 HP and 100 PP
          Bottle of Water : recovers about 10 PP
          Bottle of DXwater : recovers about 40 PP

       Medicinal items, such as the Secret Herb, and other PP recovery items
       work normally for Poo.

       Poo's special ability is "mirror," which allows him to acquire an
       enemy's stats and moves. Its success rate is about 50%, though it does
       not work on bosses and on stronger enemies. The only worthwhile use I
       have found for "mirror" is using it on enemies that can recover HP
       without using PP. Otherwise, most enemies susceptible to "mirror" are
       weaker than Poo anyway, and copying their abilities does not provide any
       advantages.




2.Status Effects

     This section gives information on the different status effects that may
     hinder your party and how to deal with each. The suggestions I give here
     pertain to the game in general and may be different in some situations.
     The status effects are listed in alphabetical order.

     The cures listed under each status effect are the most practical ways of
     removing the status effect rather than all of them. Characters and objects
     that cure all status effects for free such as the Saturn Valley doctor or
     the Instant Revitalizing Machine are generally not mentioned.


     a)cold

       Effects: -inflicts 4 HP of damage each turn in battle
                -inflicts 2 HP of damage every four seconds outside of battle
       Cures: -Healing[alpha]
              -use a Cold Remedy

       Catching a cold is only a problem in one place early in the game. Use
       Healing[alpha] outside of battle or after you have defeated any enemies
       that can give you a cold to cure this status effect. If you have Cold
       Remedies, use those up before using Healing when travelling away from
       town.


     b)crying

       Effect: reduces the accuracy of a character's standard attack by 50%
       Cures: -Healing[beta]
              -end the battle

       Ness and Jeff are hindered the most by crying. If you are fighting
       normal enemies and only one person starts crying, it can usually be
       ignored. If both Ness and Jeff start crying and you are fighting more
       powerful enemies, either use PSI attacks to end the battle or use
       Healing[beta] on Ness (Jeff can use the Heavy Bazooka if he has it when
       crying).

       This status effect does not seem to reduce the accuracy of some enemy
       attacks, such as "tore into" or "lunge forward."


     c)diamondize

       Effect: completely incapacitates a target by turning it into a diamond
       Cures: -Healing[gamma]
              -use a Secret Herb, Cup of Lifenoodles, or a Horn of Life

       Diamondization is equivalent to being unconscious, only HP is not
       depleted and removing the status effect will restore the affected
       character with the amount of HP he or she had when diamondized. Use
       Healing[gamma], a Secret Herb, or a Cup of Lifenoodles to recover anyone
       diamondized as soon as possible.


     d)feel strange

       Effect: affected character will sometimes target a random character--
               self, friend, or foe--with whatever move used
       Cures: -Healing[beta]
              -receive damage
              -end the battle

       Feeling strange is not much of a problem if only one person is affected
       by it. In those cases, ignore it and have the affected character
       "defend" or stick with standard attacks.

       Some enemies later in the game can make multiple party members feel
       strange. If both Ness and Poo are feeling strange, use Paula's most
       powerful PSI attack to end the fight.


     e)homesick

       Effect: Ness randomly waste turns in battle
       Cure: call Ness's mom

       This status effect occurs rarely but randomly. Call or talk to Ness's
       mom when you have the chance to cure homesickness.

       As far as I know, there is no other way to get rid of homesickness.
       Regularly calling Ness's mom does not prevent homesickness either.


     f)mushroomize

       Effects: -equivalent to feeling strange in battle
                -rotates* movement control outside of battle
       Cures: -talk to the Healer in any Hospital
              -talk to the man in Twoson Hotel
              -talk to the girl in Peaceful Rest Valley
              -wade in a hot spring

       Mushroomization is much worse than feeling strange because it persists
       outside of battle and cannot be healed by PSI or items. The best course
       of action is to defeat mushroom enemies first in any battle. Luckily,
       this status effect is only a problem at three places in the game.

       If someone becomes mushroomized, get rid of the mushroom before
       venturing into dangerous territory if possible or avoid having the
       affected character use strong attacks.

       * If a party member is mushroomized, your movement controls will change
         after a few seconds. From what I can tell, the button assignments on
         the control pad seem to rotate either to the left, to the right, or by
         180 degrees. For example, if the button assignments rotate to the
         right, the control pad will work like this:
                UP    = move left
                RIGHT = move up
                DOWN  = move right
                LEFT  = move down


     g)nausea

       Effects: -inflicts 16~24 HP of damage each turn in battle
                -inflicts 10 HP of damage every two seconds outside of battle
       Cures: -Healing[beta]
              -use a Refreshing Herb

       Heal anyone nauseous with Healing[beta] or a Refreshing Herb outside of
       battle or after the enemy that causes nausea is defeated.


     h)numb/paralysis

       Effects: renders a character unable to physically attack, use items, or
                "defend;" PSI is still usable
       Cures: -Healing[gamma]
              -use a Secret Herb

       Use Healing[gamma] or a Secret Herb on anyone paralyzed as soon as
       possible. Equipping items such as the Travel Charm or the Great Charm
       can provide protection from Paralysis but not numbness caused by Flash.


     i)poison

       Effects: -inflicts 16~24 HP of damage each turn in battle
                -inflicts 10 HP of damage every two seconds outside of battle
       Cures: -Healing[beta]
              -use a Refreshing Herb

       Use Healing[beta] or a Refreshing Herb outside of battle or after any
       enemies that can inflict poison are defeated to cure poison.


     j)possess

       Effect: a Tiny Li'l Ghost possesses a party member; the ghost
               participates in every battle and attacks a party member each
               round
       Cures: -Healer in any Hospital
              -Saturn Valley doctor

       There are very few enemies that can possess a party member, and
       possession is more of a nuisance than a real threat. The Tiny Li'l Ghost
       has two attacks: a standard attack that usually inflicts only 1 HP of
       damage and a "reach out with its icy hand" attack that can solidify one
       person. The ghost has high Speed and usually attacks first in each
       round, even in battles near the end of the game when the party is at
       higher levels. Only one Tiny Li'l Ghost can follow the party at a time,
       even if multiple characters are possessed.

       There are only a few ways to get rid of a Tiny Li'l Ghost. The easiest
       way is to go to a healer, who is found in all Hospitals, and select the
       "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.

       Special attacks or PSI moves that target the entire party, such as
       Starstorm or Fire, will also damage the ghost and may defeat it, though
       PSI shields that protect the entire party will also protect the ghost.
       The Tiny Li'l Ghost has about 100 HP.


     k)sleep

       Effect: incapacitates a character for a few rounds
       Cures: -Healing[alpha]
              -receive damage
              -end the battle

       Sleep is usually nothing to worry about and can be ignored. It is rare
       for multiple party members to fall asleep, but try to use Healing[alpha]
       on one of the affected characters if possible. Someone who's fallen
       asleep may wake up if physically attacked.


     l)solidify

       Effect: incapacitates a character for a single turn (occasionally more)
       Cure: -wait 1 or 2 rounds
             -end the battle

       Solidification poses a minor threat and can be ignored. It usually lasts
       for only one turn, but attacks such as the Arachnid!'s spider silk can
       immobilize a target for two or more turns. There is no way to heal
       solidification.


     m)sunstroke

       Effects: -inflicts 4 HP of damage each turn in battle
                -inflicts 2 HP of damage every four seconds outside of battle
       Cures: Healing[alpha]

       Check for sunstroke when in a desert by pressing the B button or SELECT.
       Sunstroke can only occur if you see beads of sweat spouting from the
       party. Don't buy or keep Wet Towels for healing sunstrokes; Healing
       [alpha] is sufficient.


     n)unable to concentrate

       Effect: affected character cannot use PSI for four rounds
       Cures: end the battle

       You will rarely, if ever, see someone become unable to concentrate. Only
       a few enemies can cause this status effect, and attacks that disrupt
       concentration tend to have low success rates.





3.PSI Information

     OFFENSE

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

       PSI Rockin is Ness's special PSI attack. It inflicts significant damage
       to all enemies on screen.

       PSI Rockin is undoubtedly powerful, but it can be a drain on Ness's PP
       and becomes less useful when Paula joins Ness and offers a more
       versatile set of PSI attacks. Try to conserve Ness's PP for recovery PSI
       instead for the most part. Don't use PSI Rockin except in boss fights
       and against groups of normal enemies, and stick with PSI Rockin[beta]
       for its low cost and decent damage.

       This attack will sometimes fail to work: the higher the target's Speed,
       the more likely PSI Rockin will fail (source: starmen.net). Generally,
       PSI Rockin's success rate is close to 100% and the chance of failure is
       usually not a big deal.

       Counter: There are only two enemies that can use PSI Rockin. I will
                discuss them in the walkthrough below. 

       -alpha

        Level Learned: Ness (8)
        Damage: 45~120 HP

        The alpha version of PSI Rockin is useful during the beginning of the
        game before Paula joins Ness. Use it in early boss fights and when you
        are overpowered by a group of enemies.

       -beta

        Level Learned: Ness (22)
        Damage: 110~260 HP

        This move is the most cost-effective version of PSI Rockin and is
        useful against groups of enemies and bosses for much of the game. Go
        with this move for general use even after PSI Rockin[gamma] and [omega]
        are learned.

       -gamma

        Level Learned: Ness (49)
        Damage: 190~450 HP

        PSI Rockin[gamma] and [omega] are usually too costly to use until the
        very end of the game. Only use this attack once or twice against bosses
        or in emergencies.

       -omega

        Level Learned: Ness (75)
        Damage: 430~920 HP


     b)Flash

       Flash randomly causes all enemies on screen to start uncontrollably
       crying, feel strange, become paralyzed, or be instantly defeated. Some
       enemies are vulnerable to Flash and will always be affected, while
       others are resistant (use Jeff's "spy" ability to check enemy PSI
       vulnerabilities).

       The alpha and beta versions of Flash will most likely cause
       uncontrollable crying. Hypothetically, this should be useful against
       enemies that rely on physical attacks, but from my experience enemies
       are not hindered enough by crying for Flash[alpha] and [beta] to help
       that much.

       The gamma and omega versions of Flash have a slightly greater chance of
       instantly defeating an enemy and can be used as an initial attack to
       soften up a group of foes. Unfortunately, the PP cost and unreliable
       success rate of Flash limit its usefulness, and better alternatives are
       usually available.

       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. The Night Pendant will provide immunity to Flash and
                one can be found near the middle of the game; equip it on Ness.
                Note that enemy moves equivalent to Flash, such as "emit a
                glorious light," can only be defended against with Flash
                protective items and not a PSI Shield.

       -alpha

        Level Learned: Ness (18)
        Success Rate: depends on target
        Status Effects: crying (~85%)
                        feel strange (~15%)

       -beta

        Level Learned: Ness (38)
        Success Rate: depends on target
        Status Effects: crying (~60%)
                        feel strange (~10%)
                        paralysis (~15%)
                        instant defeat (~15%)

       -gamma

        Level Learned: Ness (61)
        Success Rate: depends on target
        Status Effects: crying (~45%)
                        feel strange (~15%)
                        paralysis (~20%)
                        instant defeat (~20%)

       -omega

        Level Learned: Ness (67)
        Success Rate: depends on target
        Status Effects: crying (~35%)
                        feel strange (~10%)
                        paralysis (~15%)
                        instant defeat (~40%)


     c)Fire

       Fire inflicts mediocre damage to an entire row of enemies. Some enemies
       are vulnerable to Fire and receive extra damage, while others are
       resistant or almost immune.

       Use Fire when you want to soften up a row of enemies susceptible to
       Fire. Follow that up with "bash" attacks to take out multiple enemies in
       a single round. Fire can also be used as an alternative PSI attack
       against bosses resistant to Freeze.

       The low cost-effectiveness and underwhelming damage of Fire against
       enemies not vulnerable to it makes this move less useful later in the
       game. Once learned, use Thunder[gamma] instead of Fire against groups of
       neutral targets.

       Counter: PSI Shield[sigma] will suffice. Fire protective equipment (e.g.
                the Flame Pendant) can greatly help in protecting Paula and
                Jeff who have low HP. Note that Fire equivalent attacks, such
                as "breathe fire," cannot be defended against with a PSI Shield
                but damage will be reduced by 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

       Freeze inflicts significant damage to a single target and has a 25%
       chance of causing solidification (source: starmen.net). Some enemies are
       vulnerable to Freeze and suffer extra damage, while others are resistant
       or almost immune.

       Freeze is arguably the most useful PSI attack in the game because of its
       low PP cost and effectiveness against bosses. Use Freeze when Paula or
       Poo's standard attack is weak or against strong enemies that give you
       trouble. For enemies resistant to Freeze, Fire will usually be the best
       alternative.

       Counter: Only a few enemies can use Freeze. Use 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 (25%)
 
        The low PP cost and high offensive power of Freeze[alpha] make it
        effective against normal enemies in the early and middle parts of the
        game.

       -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 (25%)

       -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 (25%)

       -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 (25%)


     e)Thunder

       Depending on what version of this attack you use, Thunder will summon 1
       to 4 lightning bolts that either hit a random target or hit nothing at
       all. The probability that any single bolt will strike something
       increases with the number of enemies on screen (source: starmen.net):

         1 enemy: 25%
         2 enemies: 50%
         3 enemies: 75%
         4+ enemies: 100%

       Thunder will also eliminate any PSI Shield a target is protected with in
       one strike, though PSI Shield[beta] and [omega] will reflect damage
       before disappearing.

       Use Thunder[gamma] against groups of enemies not vulnerable to Fire
       or as a low-cost alternative to Starstorm. Based on the above numbers,
       you should probably only use Thunder when facing 3 or more enemies.

       Thunder[gamma] is probably the only worthwhile version of this move to
       use. Thunder[alpha] and [beta] only summon 1 and 2 bolts respectively
       and don't hit enough targets to be very reliable, while Thunder[omega]
       is both less damaging and less cost-effective than Starstorm without
       being much cheaper in PP cost.

       Counter: The best protection is the Franklin Badge, which should be kept
                in Paula's inventory for the most part. PSI Shields should
                usually not be necessary. Note that a PSI shield will not
                protect against Thunder equivalent attacks such as "Electrical
                shock attack."

       -alpha

        Level Learned: Paula (8)
                       Poo (15)
        Effect: summons 1 lightning bolt; eliminates PSI shields on hit
        Damage: 65~170 HP per bolt
        Success Rate: see above

       -beta

        Level Learned: Paula (25)
                       Poo (15)
        Effect: summons 2 lightning bolts; eliminates PSI shields on hit
        Damage: 65~170 HP per bolt
        Success Rate: see above

       -gamma

        Level Learned: Paula (57)
                       Poo (41)
        Effect: summons 3 lightning bolts; eliminates PSI shields on hit
        Damage: 115~280 HP per bolt
        Success Rate: see above

       -omega

        Level Learned: Poo (55)
        Effect: summons 4 lightning bolts; eliminates PSI shields on hit
        Damage: 115~280 HP per bolt
        Success Rate: see above


     f)Starstorm

       Like Ness's PSI Rockin, Poo's Starstorm inflicts significant damage to
       all enemies on screen. Starstorm is a little better than PSI Rockin,
       however, since Starstorm has a 100% success rate, has smaller damage
       spread, and costs less PP. Unfortunately, Poo also has less PP than
       Ness does, and this attack is still costly to use. Use Starstorm only in
       emergencies. It is usually better to conserve Poo's PP for recovery in
       normal battles and for Freeze in boss battles.

       Counter: Always use PSI Shield[sigma] or [omega] when facing an enemy
                that can use Starstorm, and be sure that Paula has sufficient
                Speed to go before the enemy attacks. If Paula does not have
                enough Speed to put up a shield in time, equip her with the
                Rabbit's Foot found in the Seventh Sanctuary Cave. If you do
                get hit by Starstorm, use Lifeup[omega] or give priority to
                recovering Ness and Poo before their HP counters reach 0 (Ness
                will likely survive this attack most of the time). Those two
                characters can then revive Paula and Jeff.

       -alpha

        Level Learned: n/a (Poo learns at a certain point in the game)
        Damage: 300~435 HP
        Success Rate: 100%

       -omega

        Level Learned: n/a (ditto)
        Damage: 580~860 HP
        Success Rate: 100%


     RECOVER

     a)Lifeup

       Lifeup will restore any lost HP and keep you alive. It is an essential
       move, and how you use it can make the difference between victory and
       defeat in battle.

       At low levels when Ness has little PP, you will get into trouble if Ness
       cannot use Lifeup while in dangerous territory. To avoid wasting PP, try
       to think one or two rounds ahead in battle and estimate the maximum
       possible damage your enemies can inflict, taking into account the
       likelihood that Ness or the enemy will attack first. Estimate the
       minimum amount of HP you should have in this way and use Lifeup when
       someone's HP falls below this minimum.

       If you have any food items, use those up before resorting to Lifeup
       while away from a town. Save your best food items for recovery during
       battle and use your weakest food items to recover after fights.

       In later parts of the game, when estimating minimum HP values becomes
       difficult, just use common sense and utilize Lifeup often. Once Poo
       joins the party, have him use Lifeup instead of Ness when possible
       because Poo has higher Speed and can use PSI Magnet to recover PP. Take
       advantage of the rolling HP counter as well, and avoid using Lifeup
       until someone's HP falls at least below 150 or 200.

       Counter: A lot of enemies can use Lifeup[alpha], but it's usually not a
                big problem. Just concentrate your attacks on one target at a
                time.

       -alpha

        Level Learned: Ness (2)
                       Poo (15)
        Recovery: 80~120 HP

        Food items such as the Hamburger are good alternatives to Lifeup[alpha]
        in the early parts of the game. Always carry some food for those long
        walks away from town.
 
       -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 for all allies

        Lifeup[omega] is useful when the entire party has been hit by a PSI
        move such as Starstorm or Fire.


     b)Healing

       Healing will remove a single status effect from one person. Not all
       status effects can be treated with Healing, but the number of ailments
       that Healing can cure increases with each successive version of this
       move.

       The rule for using Healing is simple: use the move that heals an ailment
       with the lowest PP cost. Listed below are the status effects each
       version of Healing should be used to cure.

       A few items can act as alternatives to Healing: Refreshing Herbs to cure
       poison and nausea, Secret Herbs for paralysis and diamondization, and
       Cups of Lifenoodles and Horns of Life for reviving someone unconscious.
       Buy one or two of these items when they're available if Ness or Poo have
       not learned Healing moves that cure the above ailments.

       Counter: The only time Healing should give you trouble is when enemies
                use Healing[omega] to revive an already defeated enemy.
                Fortunately, this happens rarely and only near the end of the
                game.

       -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, paralysis

        Healing[gamma] can revive someone unconscious and restore 25% of their
        HP. There is some chance of failure, however, and this move is best
        used to revive someone outside of battle.

       -omega

        Level Learned: Poo (52)
        Recovery: unconscious (full HP)

        Healing[omega] will recover someone unconscious and restore full HP
        with a 100% success rate. Use this move when reviving someone in
        battle.


     c)PSI Magnet

       PSI Magnet will transfer some PP from enemies to the user of this move.

       Use PSI Magnet against enemies that do not pose much of a threat (e.g.
       paralyzed enemies) or when Paula or Poo's "bash" attack is ineffective.
       I find that using this move and Magic Butterflies are better than using
       PP recovery food items. PSI Magnet is mostly useless as an offensive
       weapon because most powerful PSI using enemies have a lot of PP.

       Counter: PSI Magnet is only a problem when Ness is at low levels. Defeat
                any enemy that can use PSI Magnet as soon as possible when away
                from town to avoid being left stranded without PP.

       -alpha

        Level Learned: Paula (15)
                       Poo (21)
        Effect: drains 2 to 8 PP from a single target


       -omega

        Level Learned: Paula (24)
                       Poo (27)
        Effect: drains 2 to 8 PP from all enemy targets

        PSI Magnet[omega] can be very effective when facing a group of PSI
        using enemies.


     ASSIST

     a)Shield

       Shield provides protection from some forms of physical attacks. All
       versions of Shield reduce damage by 50%, but [beta] and [omega] also
       reflect 50% of inflicted damage. The battle command "defend" can be used
       with Shield to reduce damage even further.

       Each use of Shield protects from three physical attacks (up to a maximum
       of eight attacks), but shields that reflect and shields that don't
       cannot be used together. For example, using Shield[alpha] and then
       Shield[beta] on the same character will give you a reflecting shield
       that protects from three hits rather than six. Note that a SMAAAASH!!
       hit will eliminate a Shield in one hit.

       Shield does not reduce damage inflicted by all physical attacks, though
       [beta] and [omega] always reflect physical damage. Attacks such as
       "charge forward" 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
         Bag of Dragonite
         "peck at your eyes"
         "fire a beam"
         "biting attack"
         "utilize a paint attack"
         "take a bite using its poisonous fangs"
         "bite you hard"
         "charge forward"
         "tear into you"
         "growl and lunge forward"
         "stomp with its huge foot"
         "jab with a spear"

         "burst into flames" (death action; no reflection)
         "explode into bits" (death action; no reflection)

       The battle command "defend" also does not seem to work against these
       moves.

       Counter: Some later enemies have Shield[alpha] or [beta] on them from
                the beginning of battle. Use Jeff's Neutralizer or his Shield
                Killer to eliminate shields or use Freeze to bypass them.

       -alpha

        Level Learned: Ness (12)
                       Poo (15)
        Effect: protects a single character

       -beta

        Level Learned: Ness (34)
                       Poo (16)
        Effect: protects a single character
        Reflection: 50% of inflicted damage

       -sigma

        Level Learned: Poo (15)
        Effect: protects all allies

       -omega

        Level Learned: Poo (51)
        Effect: protects all allies
        Reflection: 50% of inflicted damage


     b)PSI Shield

       PSI Shield provides protection from PSI attacks. Unlike Shield, PSI
       Shield absorbs all damage inflicted by PSI, and PSI Shield[beta] and
       [omega] reflect 100% of damage back to the PSI user. The shield does
       not protect against Assist or Recovery PSI moves or the PSI equivalent
       attacks listed below:

         "emit a glorious light"       -- equivalent to Flash[omega]
         "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]

       Only PSI protective items, such as the Franklin Badge, the Night
       Pendant, or the Sea Pendant, will protect against the above moves.

       Each use of PSI Shield protects from three PSI attacks, up to a maximum
       of eight attacks. Shields that reflect damage and shields that don't
       cannot be used together.

       There is only one PSI Shield move that I find generally useful, and that
       is PSI Shield[sigma]. The other moves either do not offer enough
       protection or cost too much PP, though PSI Shield[omega] can be
       devastating to Starstorm users.

       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,
                use Jeff's Neutralizer or Shield Killer. Be warned that some
                enemies are protected with a reflecting PSI shield from the
                start of a fight, and using a PSI attack against them will
                likely hurt you badly.

       -alpha

        Level Learned: Paula (6)
        Effect: protects a single character

       -beta

        Level Learned: Paula (51)
        Effect: protects a single character
        Reflection: 100% of damage

       -sigma

        Level Learned: Paula (27)
        Effect: protects all allies

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

       -omega

        Level Learned: Paula (60)
        Effect: protects all allies
        Reflection: 100% of damage

        PSI Shield[omega] costs too much PP for general use. The damage
        reflection can be useful against some enemies that use Starstorm, but
        most enemies shouldn't require the 42 PP cost.


     c)Hypnosis

       Hypnosis can make someone fall asleep. Characters that are asleep cannot
       do anything until they wake up after a random number of rounds or after
       being attacked. Some enemies are vulnerable to Hypnosis while others are
       resistant or immune.

       Hypnosis can be helpful when facing a group of enemies. If an enemy is
       susceptible to Hypnosis, putting that enemy to sleep can reduce the
       number of foes you have to deal with while you concentrate on defeating
       its cohorts. As with most 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
       attacked, Hypnosis is not very helpful in battles against a single
       enemy.

       Counter: Sleep can usually be ignored; use Healing[alpha] if you need to
                wake someone up.

       -alpha

        Level Learned: Ness (4)
        Effect: targets a single character
        Success Rate: depends on target

        The low PP cost of Hypnosis[alpha] makes it useful through the entire
        game. Use this move if you are trying to Hypnotize an enemy.

       -omega

        Level Learned: Ness (27)
        Effect: targets all enemies
        Success Rate: depends on target

        It's usually not necessary to put multiple enemies to sleep, and
        Hypnosis[omega] costs too much PP to use in most situations.


     d)Paralysis

       Paralysis can cause someone to become numb and immobile. Paralyzed
       characters cannot physically attack or use items, though PSI can still
       be used.

       Paralysis can be a potent move because paralyzed enemies waste most
       turns doing nothing, and some powerful enemies are vulnerable to it.
       Unfortunately, like most status affecting moves, Paralysis has a low
       success rate against many enemies, and you should usually check with
       Jeff's "spy" (or a guide) to see if an enemy is susceptible to Paralysis
       before using it.

       Counter: The Travel Charm, Great Charm, and Crystal Charm can be
                equipped for protection, but those items should be replaced
                with Flash or Fire protective armor later in the game. Heal any
                paralyzed party member with Healing[gamma] or a Secret Herb as
                soon as possible.

       -alpha

        Level Learned: Ness (14)
        Effect: targets a single character
        Success Rate: depends on target

        The low PP cost of Paralysis[alpha] makes it useful throughout the
        entire game.

       -omega

        Level Learned: Ness (29)
        Effect: targets all enemies
        Success Rate: depends on target

        Like Hypnosis[omega], Paralysis[omega] consumes too much PP to be cost-
        effective and is mostly unnecessary.


     e)Offense Up

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

       Offense Up is not very useful because the increase in Offense it
       provides does not make much of a difference. You're usually better off
       attacking rather than investing in stats increases.

       Counter: All stats increasing moves do not make much of a difference and
                can be ignored.

       -alpha

        Level Learned: Paula (21)
        Effect: increases the Offense of a single character
        Offense Increase: 6% of current Offense the first three times
                          4~5% of current Offense the last fourth time
                          0 for the fifth time and after

       -omega

        Level Learned: Paula (40)
        Effect: increases the Offense of all allies
        Offense Increase: 6% of current Offense the first three times
                          4~5% of current Offense the last fourth time
                          0 for the fifth time and after


     f)Defense Down

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

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

       Counter: All stats reducing attacks do not pose a threat and can be
                ignored.

       -alpha

        Level Learned: Paula (29)
        Effect: targets a single character
        Success Rate: 80~100% (is lower for some targets)
        Defense Decrease: 6% of current Defense the first four times
                          4~5% of current Defense the last fifth time
                          0 for the sixth time and after

       -omega

        Level Learned: Paula (54)
        Effect: targets all enemies
        Success Rate: 80~100% (is lower for some targets)
        Defense Decrease: 6% of current Defense the first four times
                          4~5% of current Defense the last fifth time
                          0 for the sixth time and after


     g)Brainshock

       Brainshock can cause someone to feel strange and randomly target anyone,
       including him or herself, with whatever move used. Characters feeling
       strange will revert back to normal after a random number of rounds or
       when attacked.

       Brainshock is worthwhile to use only in a few places. Enemies
       susceptible to Brainshock are usually pretty weak to begin with, and
       anyone feeling strange can easily revert back to normal if physically
       attacked.

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

       -alpha

        Level Learned: Poo (24)
        Effect: targets a single character
        Success Rate: depends on target

       -omega

        Level Learned: Poo (44)
        Effect: targets all enemies
        Success Rate: depends on target


     OTHER

     a)Teleport

       Teleport allows you to instantly travel to any town you have already
       visited. The party will need a running start to use this move, and
       bumping into an obstacle will result in failure. You can use the control
       pad to control the party's running path.

       -alpha

        Level Learned: Poo (17)
                       (Ness learns this move at a certain point in the game)
        Effect: the party will run in a straight line before teleporting; you
                can use the control pad to change the party's path

       -beta

        Level Learned: Poo (18)
                       (Ness learns this move at a certain point in the game)
        Effect: the party will run in tight circles before teleporting; you can
                use the control pad to adjust the party's path




4.Jeff's Tools

     This section lists general information and strategies on items only usable
     by Jeff. Items are listed in alphabetical order.

     Generally speaking, the main drawback of most of Jeff's weapons is a low
     success rate. Since most broken or repaired items cannot be discarded or
     sold, give things you don't need to Escargo Express. Items Jeff should
     hold on to are Big/Multi Bottle Rockets, the Slime Generator, the
     Neutralizer, the Shield Killer, the Heavy Bazooka, and the Hungry HP-
     sucker.


     a)Bad Key Machine

       Effect: opens certain locked doors
       Obtained: Maxwell in Snow Wood Boarding House

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


     b)Bazooka

       Damage: 50~120 HP
       Peripheral Damage: 20~60 HP
       Obtained: merchant in southern Scaraba (standing outside of the Pyramid
                 exit)

       The Bazooka is not very useful because Jeff's "shoot" usually inflicts
       more damage. Don't buy this weapon.


     c)Big Bottle Rocket

       Effect: damages a single target (usually about 500~700 HP); gone after
               one use
       Obtained: -arms dealer in the Fourside department store
                 -arms dealer in Scaraba Hotel

       The Big Bottle Rocket can make many boss battles much easier. Its price
       is cheap considering the damage it inflicts, and you should always keep
       one or two of these in Jeff's inventory once they become available and
       up until you are able to buy Multi Bottle Rockets. Note that enemies
       with high Speed are resistant to this item (see Bottle Rocket section
       below).


     d)Bottle Rocket

       Effect: damages a single target (usually about 100~200 HP); gone after
               one use
       Obtained: -arms dealer in Threed
                 -arms dealer in Dusty Dunes Desert
                 -Fourside Department Store
                 -arms dealer in Scaraba Hotel

       The Bottle Rocket is only useful in a couple of boss fights. You should
       not have to buy more than one or two before Big Bottle Rockets become
       available.

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


     e)Counter-PSI Unit

       Effect: renders a single target unable to use PSI for four rounds
       Success Rate: depends on enemy (usually about 60%)
       Obtained: repair the Broken Machine (1 IQ required), which can be found
                 in a trash can inside of Apple Kid's house

       The success rate of the Counter-PSI Unit seems to vary significantly
       depending on the enemy, and it does not work often against bosses or
       powerful PSI users. It is mostly unnecessary and can be given to Escargo
       Express.


     f)Defense Shower

       Effect: increases the entire party's Defense
       Defense Increase: 6% of current defense the first three times
                         4~5% of current defense the last fourth time
                         0% for the fifth time and after
       Obtained: repair the Broken Trumpet (40 IQ required), which can be found
                 near the end of the Stonehenge Base in Winters

       The Defense Shower may be helpful if you encounter an enemy you are
       unprepared to fight, though I have never felt the need to use it. If you
       ever do use this item, use it multiple times for a cumulative effect.
       Give it to Escargo Express if you don't need it.


     g)Heavy Bazooka

       Damage: 140~400 HP
       Peripheral Damage: 70~200 HP
       Obtained: repair the Broken Bazooka (45 IQ required), which can be found
                 in a trash can in the Fourside Sewers (the Fifth Sanctuary
                 Location)

       The Heavy Bazooka is very useful because it usually inflicts more damage
       than Jeff's "shoot" and will not miss even if Jeff is crying. Unless you
       take the time to level up Jeff, the Heavy Bazooka will likely replace
       Jeff's "shoot" until the end of the game.


     h)HP-sucker

       Effect: drains HP from a single target and gives it to Jeff
       HP Drain: 10~20% of target's max HP
       Success Rate: depends on enemy (usually about 70~100%)
       Obtained: trash can in Master Belch's Factory

       The HP drain of the HP-sucker is not significant, and it's usually
       better to have Jeff "shoot" instead of use this item. You can sell it to
       earn some money.


     i)Hungry HP-sucker

       Effect: drains HP from all enemies and gives it to Jeff
       HP Drain: 10~20% of target's max HP
       Success Rate: depends on enemy (usually about 70~100%)
       Obtained: repair the Broken Tube (36 IQ required), which can be found in
                 a gift box in the Monkey Cave in Dusty Dunes Dessert

       Use the Hungry HP-sucker rather than Lifeup for recovering Jeff when
       facing multiple normal enemies. Only use this in boss fights when Jeff's
       "shoot" doesn't inflict much damage, since the success rate of this item
       against bosses can be very low.


     j)Multi Bottle Rocket

       Effect: damages a single target (usually 1000~2000 HP); gone after one
               use
       Obtained: -merchant in southern Scaraba (standing outside of Pyramid
                  exit)
                 -arms dealer in Deep Darkness

       The Multi Bottle Rocket can make a few late game boss fights much
       easier. It's only weakness is it's ineffectiveness against enemies with
       high Speed, though most bosses do not have this characteristic (the
       final bosses of the game being notable exceptions).

       Always keep one or two Multi Bottle Rockets in Jeff's inventory once
       they become available. The best place to buy them is from the arms
       dealer in Deep Darkness.


     k)Neutralizer

       Obtained: gift box in the Monkey Cave in Dusty Dunes Desert

       The Neutralizer will reset any stat changes that have occurred due to
       PSI moves, such as Offense Up or Defense Down, or items, such as the
       Defense Spray. This item will also remove any shields protecting enemies
       and party members and has a 100% success rate.

       The most useful function of the Neutralizer is it's ability to remove
       shields, since some powerful bosses and enemies are protected with
       reflecting shields. The Shield Killer, another one of Jeff's tools, can
       also remove enemy shields, but it sometimes fails to work and only
       affects one target at a time. I usually prefer the Neutralizer because
       of its 100% success rate, though the Shield Killer can be used in
       situations where you need a shield yourself.


     l)Shield Killer

       Effect: removes any shield protecting a single target
       Success Rate: ~80%
       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

       As mentioned above, the Shield Killer's main drawback is it occasionally
       fails to work, though I usually keep both the Shield Killer and the
       Neutralizer. Use the Shield Killer against shielded enemies that can
       attack with Starstorm, Fire, or Flash while using the Neutralizer
       against everything else.


     m)Slime Generator

       Effect: solidifies a single random target in battle
       Success Rate: depends on enemy (usually about 60~100%)
       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; the Broken Iron can also be bought
                 at Burglin Park or from a dealer in northern Fourside

       The success rate of the Slime Generator can be pretty high against some
       strong enemies. Use this item in each round to pin down enemies and
       prevent them from attacking.




5.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. Here are
     some steps that can make inventory management easier:


     a)Use Escargo Express

       If an unneeded item cannot be sold or discarded, call Escargo Express
       and have it stored. You can learn Escargo Express's phone number by
       calling Ness's mom over any telephone outside of Ness's house. Required
       items that are only used once, such as the Backstage Pass, and many of
       Jeff's repaired items should be given to Escargo Express.


     b)Don't horde your food
 
       Food items are common in the game and should be used when far from a
       place to rest. Many food items don't recover enough HP to be useful
       during a fight but can be used after battles to restore everyone's HP in
       preparation for the next fight.


     c)Get the "For Sale Sign"

       Obtained: from the shaggy haired kid at Burglin Park in Twoson

       This convenient item will summon a random customer to buy an item in
       your inventory. Customers will only approach the party outside of caves
       and buildings.


     d)What each character should carry

       Here are a few general suggestions on what kind of items to give to each
       party member:

       Ness: Have Ness carry most of the party's food items while at low
             levels. Once you start finding items that can revive someone
             unconscious or cure status effects such as paralysis and
             diamondization, give priority to those items and transfer your
             food to Paula.

       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. Give
              her most of your food items after the middle part of the game.

       Jeff: Give Jeff offensive items such as Bombs and Insecticides when at
             low levels. Jeff's inventory will likely become full with gadgets
             only he can use or repair after a while. Give him food and
             medicinal items if he has space.

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





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

Set text speed to "fast" when starting your game. If you set text speed to a
slower setting, you can select "set up" when opening your file to change it. A
faster text speed will allow you to take better advantage of the rolling HP
counter and make it easier to survive 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
on the naming screen. These names are as follows:

  Main Character: Ness
  Girl: Paula
  Friend: Jeff
  Second Friend: Poo

  Pet: King
  Food: Steak
  Thing: Rockin




*******************************************************************************
V.Onett
*******************************************************************************

"The legends from the ancient times tell of three boys and a girl who defeat
Giygas."
     -Buzz Buzz

Cameraman Locations: -in front of Ness's house, after daybreak
                     -inside the house for sale in southwest Onett


                                    Outline

               Get the Cracked Bat from Tracy's room (optional)
                                       |
                                       |
              Leave Ness's house and walk up to the impact site
                                       |
                                       |
                                Talk to Pokey
                                       |
                                       |
                  Return to Ness's house, talk to Ness's mom,
                                 and go to bed
                                       |
                                       |
                               Answer the door
                                       |
                                       |
                            Talk to Ness's mother
                                       |
                                       |
                    Talk to King to get his help (optional)
                                       |
                                       |
                               Answer the phone
                                       |
                                       |
                    Go to the impact site and talk to Picky
                                       |
                                       |
                             Head to Pokey's house
                                       |
                                       |
                            Defeat the Starman Jr.
                                       |
                                       |
                  Enter Pokey's house and talk to his father
                                       |
                                       |
                               Talk to Buzz Buzz
                                       |
                                       |
                      Receive the Mr. Baseball Cap north
                           of the Library (optional)
                                       |
                                       |
                       Go to the arcade and defeat Frank
                                       |
                                       |
                    Go to City Hall, talk to Mayor Pirkle,
                       and receive the Key to the Shack
                                       |
                                       |
                      Unlock 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 and
                          defeat the police officers
                                       |
                                       |
                            Travel south to Twoson


1.The Beginning

  Recommended Level: 1 -> 3

  Equipment:

    Ness: Cracked Bat
          (nothing)
          (nothing)
          (nothing)

 ITEMS

   a)Cracked Bat

     Use: weapon for Ness; Offense +4
     Obtained: gift box in Tracy's room

     Don't forget the Cracked Bat. Obtain and equip it before leaving Ness's
     house.

   b)Sound Stone

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

     The Sound Stone cannot be removed from Ness's inventory once obtained.
     However, if Ness's inventory is full at the time Buzz Buzz tries to give
     this item to Ness, it will be sent to Ness's sister, Tracy, instead. This
     will free up a space in Ness's inventory for most of the game.

     The best way to fill up Ness's inventory is to fight Spiteful Crows and
     collect the Cookies they drop. Even without the Sound Stone, Sanctuary
     melodies will be recorded and you can properly progress through the game.


 GIFT BOXES
    _________________________________________________________________________
   |1.Cracked Bat        | weapon for Ness;   | Tracy's Room in Ness's house |
   |                     | Offense +4         |                              |
   |_____________________|____________________|______________________________|
   |2.Bread Roll         | recovers 30 HP     | northern Onett, along the    |
   |                     |                    | path to the impact site      |
   |_____________________|____________________|______________________________|


 ENEMIES

   a)Coil Snake

     Attacks

      -Biting attack
       Damage: 1~4 HP

      -Coil
       Effect: solidify a single target for one turn

     Strategy

       Two or three hits from Ness and King's attacks should defeat the Coil
       Snake.

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


   b)Runaway Dog

     Vulnerable: Fire, Freeze, Flash, Paralysis, Hypnosis

     Attacks

      -Biting attack
       Damage: 5~6 HP

      -Loud, piercing howl
       Effect: none

     Strategy

       Two hits from Ness's "bash" together with two hits from King's attack
       should defeat the Runaway Dog. 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: Make sure Ness has enough HP to survive two hits from this
                 attack.

      -Try to steal something
       Effect: steals a random, nonessential item

      -Has a big grin on his face
       Effect: none

     Strategy

       About three or four hits from Ness and King's attacks will defeat the
       Spiteful Crow. This enemy always drops a Cookie when defeated; eat the
       Cookie after fights if Ness receives more than 6 HP of damage.

       -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 find the Cracked Bat, Ness's first
     weapon. Equip it and go downstairs.

     You can talk to Ness's mother and have Ness change into his regular
     clothes if you want, but I prefer walking around in his jammies. Leave
     Ness's house.

     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 will 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 containing a Bread Roll.
     Don't grab the Bread Roll just yet because there is a chance it will get
     stolen by an enemy that will appear soon.

     Talk to Pokey (the chubby kid) upon reaching the impact site. Return to
     Ness's home after doing so and talk to Ness's mother; answer "yes" to her
     suggestion.

   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 can be used to recover after battles.

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

     The phone will suddenly ring when you try to leave the house with Pokey.
     Answer the phone and talk to Ness's father (who also seems to know Ness is
     going on a long adventure). Leave Ness's house.

     The neighborhood is now infested with wild animals. Eat 1 or 2 Cookies
     after fights if Ness sustains more than 6 HP of damage. During battle, you
     should recover with Lifeup when Ness's HP drops down to a point where he
     can't 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 main
     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 near the beginning of the game to help you
     survive battles without wasting PP and food items.

     Note: Later in the game, Ness will receive an item called the Sound Stone,
           which will be required to stay in his 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 around Ness's house and collect the items they drop. The
           best enemy to fight is the Spiteful Crow, since it always drops a
           Cookie when defeated.

           Don't talk to Tracy if the Sound Stone was sent to her; she will
           give Ness the item if you do.

     Upon reaching the impact site, King will get scared and run back home.
     Talk to Picky, the boy sleeping beside a tree. Picky will agree to return
     home with Ness.

     As you try to walk back to Pokey's house, Buzz Buzz will emerge from the
     meteorite and tell his story. Answer "yes" when 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 because 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 Ness's company.

     Talk to Buzz Buzz and answer "yes" when prompted the first time and "no"
     the second time to receive the Sound Stone; otherwise, Buzz Buzz will
     repeat his explanation.

     Dawn will break when 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. Talking to him during the night will do nothing, 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
     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 this treasure plays
     an important role in the storyline later in the game.

_______________________________________________________________________________
_______________________________________________________________________________


2.The Sharks

  Recommended Level: 3 -> 6

  Equipment:

    Ness: Tee Ball Bat
          (nothing)
          Cheap Bracelet
          Mr. Baseball Cap

 ITEMS

   a)Map

     Use: press the X button to see a map of your current town
     Obtained: librarian at Onett Library

     The Map is free and can be helpful. If you decide you don't need the Map,
     give it to Tracy or call Escargo Express and have them store the item
     (call Ness's mom to learn Escargo Express's phone number; see the EXTRAS
     section below).

   b)Mr. Baseball Cap

     Use: armor for Ness; equip as "other;" Defense +6
     Obtained: kid in tree house north of the Library

     The Mr. Baseball Cap is the best "other" armor Ness can get until the next
     town. To obtain this item, look for a shaggy haired kid north of the
     Library. Enter the recess in the trees next to this kid and walk north to
     enter a tree house. Talk to one of the kids inside and he'll give you the
     Mr. Baseball Cap.


 SHOPPING LIST
    _________
   |Drugstore|
   |_________|__________________________________
   |1.Cheap Bracelet | $98  | armor; Defense +5 |
   |_________________|______|___________________|
   |2.Tee Ball Bat   |  48  | weapon for Ness;  |
   |                 |      | Offense +8        |
   |_________________|______|___________________|


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


 ENEMIES

   a)Frank

     Recommended Level: 5

     Attacks

      -Come out swinging
       Damage: 7~9 HP

      -Brandish a knife
       Damage: 18~24 HP
       Comments: Make sure Ness can survive two hits from this attack by
                 recovering with Lifeup[alpha] or a Hamburger if his HP falls
                 below 48.

      -Say something nasty
       Effect: lower Guts by 1 or 2 for the duration of the battle

     Strategy

       About four or five hits from Ness's "bash" should defeat Frank. Carry at
       least one Hamburger before fighting him.

       If Ness is at level 4 or 5, you'll probably have to recover in every
       other round just in case Frank uses his knife attack twice in a row.
       You'll need a bit of luck to win this fight if you don't spend some time
       leveling up or stocking up on Hamburgers. Frank should be easy if Ness
       is above level 6 or you have more than 3 Hamburgers.

       -Ness: "bash"
              recover with Lifeup[alpha] or a Hamburger if HP falls to 48 or
                lower


   b)Frankystein Mark II

     Recommended Level: 5

     Attacks

      -Generate a burst of steam
       Effect: none
       Comments: Frankystein uses this move in the first round and every other
                 round thereafter.

      -Throw a punch
       Damage: 12~17 HP

      -Tear into you
       Damage: 25~34 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 defeat the Frankystein.
       This battle should be easier than the first fight against Frank because
       the Frankystein wastes every other turn "generating a burst of steam."
       Take advantage of these wasted turns by recovering with Lifeup or a
       Hamburger when Ness may not survive a hit from the Frankystein's "tear
       into you" attack.

       -Ness: "bash"
              recover with Lifeup[alpha] or a Hamburger if HP reaches 34 or
                lower


   c)Pogo Punk

     Attacks

      -Standard attack
       Damage: 1~3 HP with the Cheap Bracelet
               7~9 HP without the Cheap Bracelet

      -Charge forward
       Damage: 8~12 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. Avoid fighting this
       enemy without the Cheap Bracelet or below level 5.

       The Pogo Punk will sometimes drop a Hamburger.

       -Ness: "bash"
              recover with Lifeup[alpha] when HP reaches 25 or lower when
                facing a group


   d)Skate Punk

     Attacks

      -Standard attack
       Damage: 1 HP with the Cheap Bracelet
               5~8 HP without the Cheap Bracelet

      -Shred fiercely on a skateboard
       Damage: 5~8 HP with the Cheap Bracelet
               11~15 HP without the Cheap Bracelet

      -Call for help
       Effect: either a Yes Man Junior or a Pogo Punk joins the battle;
               success rate is about 75%

     Strategy

       About two or three hits from Ness's "bash" should defeat the Skate Punk.
       Avoid fighting this enemy without the Cheap Bracelet or below level 5.

       This is the only Shark that can call for help. If you are at a low level
       (lower than 5), defeat this enemy first when it appears in a group. If
       you are leveling up and feel like you can handle the Sharks, defeat this
       enemy last to help you level up faster.

       -Ness: "bash"
              recover with Lifeup[alpha] when HP reaches 25 or lower when
                facing a group


   e)Yes Man Junior

     Attacks

      -Standard attack
       Damage: 1~3 HP with the Cheap Bracelet
               7~8 HP without the Cheap Bracelet

      -Swing his hula hoop
       Damage: 8~12 HP with the Cheap Bracelet
               14~19 HP without the Cheap Bracelet

      -Laugh hysterically
       Effect: none

     Strategy

       About two or three hits from Ness's "bash" should defeat the Yes Man
       Junior. Defeat this enemy before any Pogo Punks but after any Skate
       Punks. Avoid fighting this enemy without the Cheap Bracelet or below
       level 5.

       The Yes Man Junior sometimes drops a Bag of Fries when defeated.

       -Ness: "bash"
              recover with Lifeup[alpha] when HP reaches 25 or lower when
                facing a group


 WALKTHROUGH

   a)Preliminaries

     Walk south and then west to the Library. Enter the Library and talk to the
     librarian near the entrance to receive a Map, an item that lets you see
     the layout of all major towns in the game. Press the X button to see a map
     of the town you are in. If you decide you don't need the Map, give it to
     Tracy or call Escargo Express. To learn Escargo Express's phone number,
     simply call Ness's mom from a telephone (see EXTRAS section below).

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

     Follow the trail south to the main part of town and examine the trash can
     next to the Burger Shop to find a Hamburger.

     Go to the Drugstore and withdraw all of your money from the ATM. Sell any
     Cookies you may have and buy the Tee Ball Bat and the Cheap Bracelet. If
     you can't 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 can't buy anything, battle the animals to the north). If you need
     to recover, go back to Ness's house rather than staying at the Hotel;
     money may be tight right now, and you should try to be frugal when
     possible.

     The Sharks can be brutal if you aren't equipped with the Cheap Bracelet;
     they aren't too bad otherwise. Always defeat the Skate Punk first when
     facing a group to prevent him from calling for help. If you're trying to
     level up or earn money, fight the couple of Sharks in the Arcade to get
     them out of the way for later. In general, you should recover with Lifeup
     when HP falls to 25 or lower. Save any Hamburgers you get for some
     upcoming boss battles.

   b)Frank

     Frank, the leader of the Sharks, is behind the Arcade in southern Onett.
     He can be difficult, and you'll need a bit of luck to defeat him if Ness
     is at level 4 or 5. (I was at level 4 when writing this guide; I was able
     to defeat Frank most of the time, but I lost once or twice when Frank was
     aggressive with his knife attack and Ness's "bash" missed several times.
     Victory is practically guaranteed if Ness is at least level 6 or you have
     more than 3 Hamburgers.) 

     Carry at least one Hamburger before approaching Frank. Recover with any
     Cookies, Cans of Fruit Juice, or Bread Rolls in your inventory before
     talking to Frank.

     The fight against Frank is divided into two battles: one against Frank and
     another against Frankystein with no break in-between.

     Recover if Ness's HP falls to about 48 or lower when fighting Frank. The
     fight against Frank is the harder one, so don't worry if Ness has to
     recover in every other round. Use up Ness's PP before resorting to food
     items. About four or five hits from Ness's "bash" will defeat Frank.

     The fight against Frankystein is a little easier because the Frankystein
     wastes every other turn to "generate a burst of steam." Recover with
     Lifeup[alpha] or a Hamburger if Ness's HP falls to about 34 or lower.

     Once you defeat the Frankystein, Frank will change his ways and become
     your friend. After Frank is done talking, enter the Arcade, reenter the
     yard, and talk to Frank again. He will allow Ness 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 space. They can be extremely useful because you will
     often find yourself with useless items that can't be thrown away.

     Simply call Ness's mom to learn Escargo Express's phone number. You can
     call Escargo Express to have up to three items delivered to or picked up
     from the party for $18. You can also go to Ness's house and talk to his
     sister 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 find
     a house that is being sold for $7500. Don't try to gain enough money to
     buy this house, as there is no point. $7500 will become more affordable
     later in the game, and you can always come back later if you want.

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

_______________________________________________________________________________
_______________________________________________________________________________


3.First Sanctuary Location

  Recommended Level: 6 -> 10

  Equipment:

    Ness: Tee Ball Bat (Yo-yo for Sanctuary Boss)
          (nothing)
          Cheap Bracelet
          Mr. Baseball Cap

 ITEMS

   a)Hamburger

     Use: recovers about 50 HP
     Obtained: -Burger Shop
               -gift box in First Sanctuary Cave

     Have at least 3 Hamburgers before heading to the First Sanctuary Cave. Try
     to save them for the upcoming boss.

   b)Travel Charm

     Use: protects from Paralysis; equip on "body"
     Obtained: Traveler in front of the shack, after the shack is unlocked

     The Travel Charm is useless because no enemies around the first couple of
     towns can use Paralysis. Sell it for $30.


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


 ENEMIES

   a)Attack Slug

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 1~3 HP

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

      -Edge closer
       Effect: none

     Strategy

       Only one or two hits from Ness's "bash" attack should defeat the Attack
       Slug. The Attack Slug is pretty weak and tends to fight in groups. They
       are the best enemies to fight if you want to level up.

       Defeat the Attack Slug last if it appears with anything else. This enemy
       sometimes drops a Bomb when defeated; save the Bomb for the Sanctuary
       Boss.

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


   b)Black Antoid

     Vulnerable: Fire, Freeze, Paralysis, Hypnosis

     Attacks

      -Standard attack
       Damage: 10~14 HP

      -Lifeup[alpha]
       Effect: recovers about 100 HP

      -Call for help
       Effect: a Black Antoid may join the battle

     Strategy

       Black Antoids are the strongest enemies that lurk in this cave, and they
       can be dangerous if they appear in a group. If you are facing only one
       or two, "bash" and recover with Lifeup[alpha] as necessary. When facing
       more Black Antoids, use PSI Rockin[alpha] to likely defeat all Black
       Antoids in sight.

       This enemy can summon a long chain of other Antoids for help and
       overwhelm you. If Ness is lower than level 8 and hasn't learned PSI
       Rockin[alpha] yet, you may want to spend some time leveling up on the
       lowest level of the Sanctuary Cave where Black Antoids don't appear.

       About two hits from Ness's "bash" will defeat this enemy. The Black
       Antoid sometimes drops a Cookie. Use the Cookie after a fight if Ness
       sustained more than 6 HP of damage.

       -Ness: "bash"
              recover with Lifeup[alpha] if HP falls to 28 or below
              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 inflict only about 1 HP of damage
                 or miss.

     Strategy

       Two or three hits from Ness's "bash" will defeat the Rowdy Mouse. If
       this enemy appears with a Black Antoid, defeat the Black Antoid first.

       The Rowdy Mouse sometimes drops a Bread Roll when defeated.

       -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: 17~25 HP

      -Biting attack
       Damage: 25~45 HP
       Comments: The Titanic Ant's two biting attacks have the same description
                 in the battle dialogue window.

      -Shield[alpha]
       Effect: reduces damage inflicted by physical attacks by 50%
       Comments: Damage from the Yo-yo sold at the Drugstore will not be
                 reduced by this shield. Without the Yo-yo, you will have to
                 hit the shield 3 times (or more if the Titanic Ant uses Shield
                 [alpha] again) to eliminate it.

      -Defense Down[alpha]
       Effect: reduces a single target's Defense by about 6%

      -PSI Magnet[alpha]
       Effect: drains 2 to 8 PP from its target

     Strategy

       Have at least 4 Hamburgers in preparation for this fight, and buy the
       Yo-yo from the Onett Drugstore. The Yo-yo has a slightly lower accuracy
       than the Tee Ball Bat and cannot get SMAAAASH!! hits, but its damage is
       not reduced by the Titanic Ant's shield. Level up Ness so that he has
       about 90 HP as well.

       Use PSI Rockin[alpha] in the first round and "shoot" thereafter. Recover
       with Lifeup or a Hamburger when HP falls below 60. If Ness is equipped
       with the Tee Ball Bat, use PSI Rockin[alpha] until PP is depleted before
       using "bash."

       -Ness: (first round) PSI Rockin[alpha]
              "bash/shoot"
              recover with Lifeup[alpha] or a Hamburger if HP falls below 60


 WALKTHROUGH

   a)Preparation

     Recover at Frank's hideout or at Ness's house if needed and carry at least
     3 Hamburgers. The Hamburgers are in preparation for the First Sanctuary
     Boss battle and should be saved until then; go to the Burger Shop and buy
     a few if you need to.

     Buy a Yo-yo from the Drugstore as well, but don't equip it yet. The damage
     inflicted by the Yo-yo is unaffected by shields, and the upcoming boss
     sometimes uses Shield[alpha] often. Keep the Tee Ball Bat equipped until
     then because the Yo-yo has a slightly lower accuracy and cannot get
     SMAAAASH!! hits.

   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. Be his yes-man to receive 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, approach 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 protects its wearer from Paralysis. No enemies around the first
     couple towns can use Paralysis, so sell the Travel Charm for $30.

   c)Sanctuary Cave Enemies

     The Attack Slugs are too weak to pose a threat, but they tend to attack in
     groups and are the best enemies to fight if you want to level up. One or
     two hits from a standard attack will defeat them.

     The Rowdy Mouse is a little more powerful, but it can also be defeated
     with just standard attacks. They get a SMAAAASH!! hit about 50% of the
     time but inflict only 1 HP of damage otherwise. Keep Ness's HP above 30
     when fighting them.

     The enemy to watch out for is the Black Antoid. If you face only one or
     two of this enemy, "bash" and recover with Lifeup[alpha] if HP falls to
     about 28 or below. When facing a group, use PSI Rockin[alpha] to likely
     defeat all Black Antoids in sight.

     The Black Antoid can summon a long chain of other Antoids for help and
     overwhelm you. To prepare for this risk, you may want to spend some time
     leveling up until Ness learns PSI Rockin[alpha]. Stay on the lowest level
     of the Sanctuary Cave where Black Antoids don't appear.

     If you run low on PP, you can find a Magic Butterfly outside the third
     level of the cave.

   d)Navigating the Cave

     The first few cave openings you see lead to small rooms with gift boxes.
     The first room holds a Skip Sandwich, the second has nothing, and the
     third holds a Cold Remedy. Obtain the Cold Remedy in preparation for the
     next town.

     Your first goal is to reach the Magic Butterfly area. The exit on the
     third level of the cave leads to a small terrace outside. A Magic
     Butterfly often spawns here, so exit and reenter this place if you do not
     see one. You can come back here to recover with Lifeup as needed and use
     the Butterfly to restore PP.

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

   e)Sanctuary Boss

     Level up Ness until he has about 90 HP. Use any weak food items you have
     to recover HP and equip the Yo-yo before talking to the Shining Spot.

     Use PSI Rockin[alpha] against the Sanctuary Boss in the first round; use
     PSI Rockin until Ness's PP is depleted if equipped with the Tee Ball Bat.
     You should be able to survive with at least 4 Hamburgers. The Sanctuary
     Boss can surprise you with a powerful biting attack that can inflict over
     40 HP of damage, and you should recover when Ness's HP falls below 60 just
     in case.

_______________________________________________________________________________
_______________________________________________________________________________


4.The Police

  Recommended Level: 10 -> 11

  Equipment:

    Ness: Tee Ball Bat
          (nothing)
          Cheap Bracelet
          Mr. Baseball Cap

 ITEMS

   a)Hamburger

     Use: recovers about 50 HP
     Obtained: -Burger Shop
               -gift box, on the road to Twoson

     Carry about three of these in preparation for the fight against the Onett
     police force, and use it as an alternative to Lifeup if PP runs low.

   b)Exit Mouse

     Use: takes the party automatically back to the entrance of a cave or
          dungeon
     Obtained: in the house on the road to Twoson

     There is no need to carry one of these now; leave them to save space in
     your inventory.


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


 ENEMIES

   a)Captain Strong

     Recommended Level: 10

     Attacks

      -Come out swinging
       Damage: 19~30 HP

      -Grapple and use a submission hold
       Damage: 40~60 HP

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

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

     Strategy

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

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

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


   b)Cop

     Attacks

      -Standard attack
       Damage: 11~15 HP

      -Crushing chop
       Damage: 26~32 HP

     Strategy

       About three hits from Ness's "bash" should defeat the Cop. This enemy
       sometimes drops a Hamburger when defeated.

       -Ness: "bash"
              recover if Lifeup[alpha] if HP reaches 60 or lower


   c)Ramblin' Evil Mushroom

     Attacks

      -Standard attack
       Damage: 11~14 HP

      -Scatter spores
       Effect: make Ness feel strange in battle; alters movement control
               outside of battle
       Comments: There is no PSI move or item that can cure mushroomization.
                 If Ness gets mushroomized, avoid fighting as much as possible
                 until Ness reaches Twoson Hospital, and talk to the blue
                 haired Healer. He will remove the mushroom and pay Ness $50
                 for it.

     Strategy

       About two hits from Ness's "bash" should defeat the Ramblin' Evil
       Mushroom. Defeat this enemy first if it appears in a group.

       -Ness: "bash"
              recover with Lifeup[alpha] if HP falls to 24 or lower
              if Ness is mushroomized, recover with Lifeup[alpha] if HP falls
                to 50 or lower (Ness can inflict about 40 HP of damage to
                himself)


 WALKTHROUGH

   a)Preparation

     Exit the First Sanctuary Cave and a police officer will approach Ness.
     Whether you answer "yes" or "no" will make no difference. Before going to
     the police station, buy some Hamburgers if Ness has less than three.

   b)The Onett Police Force

     Enter the police station in southern Onett and talk to Captain Strong, the
     one with the mustache. He will lead Ness to a room in the back of the
     building.

     Four regular Cops will battle Ness one at a time, with the last one
     chickening out. Attack with Ness's "bash" and use Lifeup[alpha] when HP
     falls to 60 or below.

     After the regular Cops are defeated, Strong himself will battle Ness. Use
     Ness's "bash" attack for offense and save PP for Lifeup[alpha]. Recover
     with Lifeup or a Hamburger if Ness's HP reaches 80 or lower. You may have
     to spend every other round recovering if Strong is aggressive with his
     attacks.

   c)Road to Twoson

     When 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.

     There is a house on the way that belongs to some Exit Mice. Exit Mice are
     treated as items and can be "used" while in a cave to instantly travel to
     the entrance. They aren't necessary right now and can be found in more
     convenient places later.

     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. Mushroomization will cause Ness to be
     confused in battle and alter his movement controls outside of battle. If
     affected, avoid fighting as much as possible and go to the Hospital in
     northeast Twoson. 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 receiving
                       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 receive 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 receive the Franklin Badge
                                       |
                                       |
            Defeat Mr. Carpainter and receive 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 receive the Wad of Bills
                                       |
                                       |
           Talk to the Runaway Five band member next to the theater
                        and receive 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: 11 -> 12

  Equipment:

    Ness: Tee Ball Bat
          (nothing)
          Copper Bracelet
          Mr. Baseball Cap

 ITEMS

   a)For Sale Sign

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

     You will often find yourself with items that need to be thrown away. Use
     the For Sale Sign in those cases to sell those unneeded items and earn
     some money.

   b)Fresh Egg

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

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

   c)Bicycle

     Use: allows Ness to move faster
     Obtained: Bike Shop next to the Hotel; can be obtained for free

     The Bicycle would be convenient if it did not become unusable so quickly.
     The Bicycle cannot be used if there are more than two people in your
     party, and another person will be joining Ness soon. If you get the bike
     anyway, give it to Escargo Express once Paula joins Ness.

   d)Broken Machine

     Use: repaired into Counter-PSI Unit by the third party member
     Obtained: Apple Kid's House

     The Broken Machine can be repaired by a party member that will join Ness
     in the next major town. The Counter-PSI Unit is a tool that can render an
     enemy unable to use PSI for four rounds. It doesn't work against strong
     enemies and should be left behind.


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

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


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


 ENEMIES

   a)Annoying Old Party Man

     Attacks

      -Standard attack
       Damage: 14~16 HP

      -Grumble about today's youth
       Effect: decreases Guts by about 30%

      -Is wobbly
       Effect: none

      -Is reeling
       Effect: none

     Strategies

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

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


   b)Cop

     Attacks

      -Standard attack
       Damage: 5~6 HP

      -Crushing chop
       Damage: 19~25 HP

     Strategy

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

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


   c)Cranky Lady

     Attacks

      -Standard attack
       Damage: 7~9 HP

      -Wield a shopping bag
       Damage: 23~29 HP

      -Scowl sharply
       Effect: decreases Guts by about 30%

      -Has a big grin on her face
       Effect: none

     Strategy

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

       -Ness: "bash"
              recover with Lifeup[alpha] if HP falls to 55 or below


   d)Everdred

     Recommended Level: 10

     Attacks

      -Standard attack
       Damage: 22~31 HP

      -Biting attack
       Damage: 25~30 HP

      -Try to steal an item
       Effect: steals a random, nonessential item from your inventory

      -Knit its brow
       Effect: none

      -Has a big grin on his face
       Effect: none

     Strategy

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

       -Ness: (first turn) Shield[alpha], if learned
              (subsequent turns) "bash"
              PSI Rockin[alpha]
              recover with Lifeup[alpha] if HP falls to 55~60 or lower


   e)New Age Retro Hippie

     Attacks

      -Standard attack
       Damage: 14~18 HP

      -Use a Toothbrush
       Effect: solidify a single target

      -Lose temper
       Effect: increase Offense by 1

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

     Strategy

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

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


   f)Runaway Dog

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


   g)Unassuming Local Guy

     Attacks

      -Standard Attack
       Damage: 14~19 HP

      -Become friendly and affectionate
       Effect: solidify a single target

     Strategy

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

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


 WALKTHROUGH

   a)Preliminaries

     If Ness has been mushroomized, go to the Hospital in northeast Twoson and
     talk to the blue haired healer.

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

     Withdraw money from an ATM so you have about $400. Go to Burglin Park to
     the south of the Hotel (avoid the creepy guy on the roof of his house for
     now) and talk to the shaggy haired kid to buy the For Sale Sign, an
     item that allows you to sell items anywhere outside. Talk to the man on
     the kid's left, buy and equip the Copper Bracelet, and sell the Cheap
     Bracelet.
     
     If you can't afford the things you need, talk to the blonde dude with
     sunglasses to buy a Fresh Egg for $12. Wait about 1 min. 30 sec. for the
     Egg to turn into a Chicken, and sell the Chicken for $110.

   b)Everdred

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

     If you fight Everdred, use Shield[alpha] (if learned) in the first round
     to defend against Everdred's standard attack and use "bash" attacks
     thereafter. You can use PSI Rockin[alpha], though I think it is safer to
     save his PP for Lifeup. Recover if Ness's HP falls below 55~60.

   c)Apple Kid and the Pencil Statue

     If Ness doesn't have a weak food item on him (such as a Cookie), buy a
     Ketchup Packet from the hippie in Burglin Park.

     You will also need to carry at least $200 with you. If you don't have the
     money, buy some Fresh Eggs and sell Chickens as mentioned above.

     Go to southern Twoson and enter Apple Kid's house. There is a trash can in
     here containing a Broken Machine, an item that Jeff, a future party
     member, can repair into the Counter-PSI Unit. The Counter-PSI is not a
     very helpful item, however, so you can leave the Broken Machine behind.

     Talk to Apple Kid and he will ask for some food. Give him the cheapest
     food item you have (the aforementioned Ketchup Packet is good enough).

     Next, he will ask for $200. You have no choice but to give it to him.

     Once you pay Apple Kid, the little mouse will move in front of the door.
     Talk to him and he will give Ness the Receiver Phone, an item Ness is
     required to keep in his inventory at all times.

     Next, go to Peaceful Rest Valley, the area east of Twoson. On the way,
     you will likely encounter some Ramblin' Evil Mushrooms, Mobile Sprouts,
     and Li'l UFOs. As long as Ness has at least 25 PP and a few food items,
     he should be able to survive. Defeat any enemies you face with standard
     "bash" attacks. If Ness catches a cold, use Healing[alpha] after the
     battle is over. If you face a group of enemies, defeat the Mobile Sprouts
     first. Their PSI Magnet[alpha] can be very damaging, and you will be in
     trouble if Ness runs out of PP while away from town. If Ness gets
     mushroomized, there is a girl near the entrance to the Valley who will
     remove the mushroom from Ness's head.

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

     Apple Kid will call Ness on his Receiver Phone upon reaching Twoson. For
     some reason, Apple Kid will be waiting for Ness at Burglin Park instead of
     his home. Talk to Apple Kid and he will give Ness the Pencil Eraser.

     Before heading back to the pencil statue, go to the Hotel and rest to
     recover HP and PP.


 EXTRAS

   a)Mach Pizza's Phone Number

     Purpose: learn Mach Pizza's phone number to order delivery Pizza

     There is a Pizza Shop in southern Twoson between Polestar Preschool and
     the Bus Station. Enter the shop and talk to the clerk to learn Mach
     Pizza's phone number.

     You can now call Mach Pizza and have a small or large Pizza delivered to
     the party (medium Pizzas are always sold out). Small Pizzas recover about
     120 HP when used, and Large Pizzas recover about 240 HP for the entire
     party. Delivery takes about 3 minutes.

   b)Orange Kid

     Purpose: -lose $200 or $50
              -receive the Suporma, which is useless

     Orange Kid helps Ness in no way whatsoever and, despite his popularity,
     seems much more incompetent than the Apple Kid. If you invest $200 in his
     work, he will give Ness the Suporma, a useless device that breaks after
     one use and only sells for $25.

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

_______________________________________________________________________________
_______________________________________________________________________________


2.Peaceful Rest Valley

  Recommended Level: 12 -> 13

  Equipment:

    Ness: Tee Ball Bat
          (nothing)
          Copper Bracelet
          Mr. Baseball Cap


 GIFT BOXES
    __________________________________________________________________________
   |1.Teddy Bear   | diverts enemy attacks     | Polestar Preschool           |
   |               | away from the party;      |                              |
   |               | has about 100 HP          |                              |
   |_______________|___________________________|______________________________|
   |2.Travel Charm | protects from Paralysis   | central part of the Valley   |
   |               | (sell for money)          |                              |
   |_______________|___________________________|______________________________|
   |3.Luck Capsule | increases Luck by 1       | central part of the Valley   |
   |_______________|___________________________|______________________________|
   |4.Croissant    | recovers 60 HP            | south-central part of Valley |
   |_______________|___________________________|______________________________|
   |5.Bomb         | 50~120 HP of damage to a  | south-central part of Valley |
   |               | target; minor damage to   |                              |
   |               | adjacent targets          |                              |
   |_______________|___________________________|______________________________|
   |6.Hard hat     | armor                     | northwest corner of Valley   |
   |_______________|___________________________|______________________________|
   |7.Cup of       | heals almost all status   | eastern edge of Valley       |
   |  Lifenoodles  | effects; revives          |                              |
   |               | someone unconscious to    |                              |
   |               | max HP                    |                              |
   |_______________|___________________________|______________________________|


 ENEMIES

   a)Li'l UFO

     Vulnerable: Fire, Brainshock

     Attacks

      -Fire a beam
       Damage: 10~14 HP

      -Shoot a beam that causes night-time stuffiness
       Effect: gives a single target a cold
       Comments: The success rate of this attack seems to be 100%. Use Healing
                 [alpha] or a Cold Remedy after the battle is over if Ness
                 catches a cold. Using Healing during battle will cost a turn,
                 and the Li'l UFO may just give Ness a cold again.

     Strategy

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

       -Ness: "bash"
              recover with Lifeup[alpha] if HP reaches 28 or lower
              recover with Lifeup[alpha] if HP reaches 36 or lower and if Ness
                has a cold


   b)Mobile Sprout

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 8~11 HP

      -Lifeup[alpha]

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

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

     Strategy

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

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


   c)Ramblin' Evil Mushroom

     Attacks

      -Standard attack
       Damage: 5~7 HP

      -Scatter spores
       Effect: mushroomize; makes Ness feel strange in battle; alters movement
               control outside of battle
       Comments: There is no PSI move or item that can cure mushroomization.
                 If Ness gets mushroomized, talk to the girl near the entrance
                 of Peaceful Rest Valley and she will remove the mushroom.

     Strategy

       About one or two hits from Ness's "bash" should defeat the Ramblin' Evil
       Mushroom. Defeat this enemy after any Mobile Sprouts it may appear with;
       the Mobile Sprouts have higher Offense and can drain Ness's PP, while
       the Ramblin' Evil Mushroom's mushroomization attack can be cured when
       you get to Peaceful Rest Valley.

       -Ness: "bash"
              recover with Lifeup[alpha] if HP falls to 14 or lower
              recover with Lifeup[alpha] if HP falls to 50 or lower if Ness
                is mushroomized (Ness can inflict about 40 HP of damage if he
                bashes himself)


   d)Spinning Robo

     Vulnerable: Freeze
     Resistant: Fire

     Attacks

      -Fire a beam
       Damage: 15~20 HP

      -Shield[alpha]

      -Shoot a beam that causes night-time stuffiness
       Effect: gives a single target a cold
       Comments: The success rate of this attack seems to be 100%. Use Healing
                 [alpha] or a Cold Remedy after the battle is over if Ness
                 catches a cold. Using Healing during battle will cost a turn,
                 and the Li'l UFO may just give Ness a cold again.

     Strategy

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

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


   e)Territorial Oak

     Vulnerable: Fire

     Attacks

      -Standard attack
       Damage: 28~35 HP

      -Brainshock[alpha]
       Comments: There is no practical way to heal feeling strange at this
                 point in the game. Just keep attacking as you normally would
                 and keep Ness's HP higher than usual if he feels strange.

      -Vacuum attack
       Effect: decreases Ness's Offense by 1~2 and Defense by 1~2

      -Burst into flames (death action)
       Damage: 240~330 HP
       Comments: Defeat this enemy last in any fight and tap the A or L button
                 as fast as you can to end the battle. If you are fast enough
                 (and if text speed is set to "fast"), Ness should only suffer
                 about 30 HP of damage.

     Strategy

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

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

      
 WALKTHROUGH

   a)Preparation

     Go to Polestar Preschool and walk upstairs into Paula's room to find a
     Teddy Bear, a helpful item for the upcoming area. If you've already used
     the Teddy Bear in Paula's room, you can buy another one ($178) at the
     Department Store if you wish. Also, buy a Copper Bracelet in Burglin Park
     if you don't already have one.

     If Ness is mushroomized on the way to Peaceful Rest Valley, talk to the
     girl near the entrance to the Valley to remove the mushroom.

   b)Making It Through the Valley

     There are two major difficulties in making it through the Valley: PP
     preservation and catching colds. The former problem is caused by frequent
     use of Lifeup and Healing and by the Mobile Sprout's PSI Magnet[alpha].
     The best way to address this problem is to defeat Mobile Sprouts first in
     battle and to touch any Magic Butterflies you encounter (use Lifeup[alpha]
     to recover any lost HP before touching a Butterfly). Luckily, there are a
     number of spots in the Valley where Magic Butterflies appear. Also, if you
     have any food items, use those up before resorting to Lifeup.
 
     Colds are caused by the many Li'l UFOs and Spinning Robos found in the
     Valley. Use Healing[alpha] or a Cold Remedy after battles when Ness
     catches a cold, since healing during battle uses up a turn and the enemy
     may just give Ness a cold again. Use up any Cold Remedies you have before
     using Healing[alpha].

     The first thing you have to do is remove the pencil statue with the Pencil
     Eraser.

     Next, cross the bridge and walk all the way to the east side of the
     central area and walk a little south onto the elevated land. On the north
     side of this place is a gift box with a Travel Charm and on the south side
     is a gift box with a Luck Capsule. Neither item is very useful and can be
     sold to earn some money.

     You will likely start encountering some Territorial Oaks, which look like
     moving trees on the field. Always defeat them last in battle, as they will
     burst into flames when defeated and inflict over 250 HP of damage to Ness.
     Luckily, they move slower than Ness can walk and can be avoided.

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

     Next, walk east between the two cliffs. There is a gift box holding a Bomb
     to the south, though this item isn't very useful. Continue east and head
     north after crossing the bridge.

     If you are in relatively good condition, travel all the way to the north
     along the stream and then turn west for a Hard Hat. Equip this on Ness and
     sell your previous "other" armor. The Hard Hat will significantly reduce
     any damage inflicted by enemy attacks and make battles here much easier.
     Go back east along the stream and travel south on to the elevated ridge.

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

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

_______________________________________________________________________________
_______________________________________________________________________________


3.Happy Happy, Blue Blue

  Recommended Level: 13 -> 15

  Equipment:

    Ness: Sand Lot Bat
          (nothing)
          Copper Bracelet
          Hard Hat

 ITEMS

   a)Franklin Badge

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

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


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


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


 ENEMIES

   a)Insane Cultist

     Attacks

      -Paint attack
       Damage: 5 HP

      -Call for help
       Effect: another Insane Cultist may join the battle

     Strategy

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

       -Ness: "bash"
              recover with Lifeup[alpha] if HP reaches 10 or lower
              recover with Lifeup[alpha] if HP reaches 20~30 or lower if this
                enemy appears in groups


   b)Mr. Carpainter

     Recommended Level: 14

     Attacks

      -Paint attack
       Damage: 25~36 HP

      -Crashing boom bang attack
       Comments: This attack is equivalent to Thunder[beta]. The Franklin
                 Badge will reflect this attack and damage Mr. Carpainter for
                 65~170 HP of damage.

      -Lifeup[alpha]

      -PSI Shield[alpha]

     Strategy

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

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


    c)Spiteful Crow

      Spiteful Crows lurk outside the cabin in which Paula is held. There is no
      difference between these Spiteful Crows and the ones you faced in Onett.


 WALKTHROUGH

   a)Preliminaries

     If you are low on HP and PP, go to the house located in the southwest part
     of town and talk to its owner; he will allow Ness to rest for $50.

     Nest, go to the Drugstore in the northeast part of town and buy the Sand
     Lot Bat for $98.

   b)Mr. Carpainter

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

     After exiting the cabin, a couple of Insane Cultists and a Spiteful Crow
     will battle Ness. Just use standard "bash" attacks to defeat them.

     Go back to Happy Happy Village and enter the large building in the center
     of the village. Inside, there will be a bunch of cultists blocking Ness's
     path. The cultists that are swaying back and forth faster than the others
     can be talked to and will either move out of Ness's way or battle him (the
     cultists with an empty space adjacent to them will move out of the way;
     the other cultists will fight Ness). The two gift boxes in the room
     contain a Croissant and a Skip Sandwich, but don't open them until after
     defeating Mr. Carpainter. Go to the second floor of the building.

     Walk up the podium and talk to Mr. Carpainter. It does not matter whether
     you answer "yes" or "no" when prompted. If Ness has the Franklin Badge,
     Carpainter's lighting attack will be deflected and the battle will start.
     Without the Franklin Badge, Ness will be sent outside by the lightning.

     Mr. Carpainter is one of the easiest bosses in the game. Just keep Ness's
     HP above 60 and use standard attacks while Mr. Carpainter hurts himself
     with lightning.

     After Mr. Carpainter is defeated, he will give Ness the Key to the Cabin.
     Return to the cabin, go up to the jail cell door, and "use" the Key to
     rescue Paula.


 EXTRAS

  a)Self-Service Food Stand

    Purposes: -buy a Banana or a Fresh Egg at your own price
              -fight an Unassuming Local Guy

    South of the Drugstore is a food stand that allows you to buy a Banana or a
    Fresh Egg at your own price. You can even get them for free. A good way to
    make money is to "buy" Fresh Eggs for $0, wait until they turn into
    Chickens, and sell the Chickens for a $110 profit.

    If you buy an item at a cost lower than the listed price, the man standing
    behind the tree will attack Ness if you talk to him. The man is an
    Unassuming Local Guy, an enemy that should be easily defeated.

    The food stand will close permanently once Mr. Carpainter is defeated.

_______________________________________________________________________________
_______________________________________________________________________________


4.Second Sanctuary Location

  Recommended Level: 15 -> 18 (Ness)
                     1  -> 13 (Paula)

  Equipment:

    Ness: Sand Lot Bat     Paula: Fry Pan
          (nothing)               Great Charm
          Copper Bracelet         Copper Bracelet
          Hard Hat                Ribbon

 ITEMS

   a)Teddy Bear

     Use: occasionally diverts an enemy attack from a party member to itself;
          has about 100 HP
     Obtained: Paula starts with this item

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


 SHOPPING LIST
    _________
   |Drugstore|
   |_________|___________________________________
   |1.Copper Bracelet | $98  | armor (for Paula) |
   |__________________|______|___________________|
   |2.Ribbon          |  89  | armor for Paula   |
   |__________________|______|___________________|
   |3.Fry Pan         |  56  | weapon for Paula  |
   |__________________|______|___________________|


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


 ENEMIES

   a)Mighty Bear

     Attacks

      -Standard attack
       Damage: 18~25 HP (Ness)
               18~25 HP (Paula)

      -Claw with its sharp nails
       Damage: 45~63 HP (Ness)
               45~63 HP (Paula)

      -Biting attack
       Damage: 48~57 HP (Ness)
               48~57 HP (Paula)

     Strategy

       One hit from Paula's Freeze[alpha] and a hit from Ness's "bash" should
       defeat the Mighty Bear. If this enemy appears in a group, use Freeze
       [beta] against it in the first round to defeat it with one attack. Keep
       Paula's HP at max when fighting this enemy.

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

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


   b)Mole Playing Rough

     Vulnerable: Flash, Paralysis

     Attacks

      -Scratch with its claws
       Damage: 6~10 HP (Ness)
               6~14 HP (Paula)

      -Claw with its sharp nails
       Damage: 18~34 HP (Ness)
               18~35 HP (Paula)
       Comment: This attack is used rarely, but it can be a devastating
                surprise if you are not ready for it. Have Paula "defend" if
                she is at a low level to prevent her from being mortally
                wounded.

      -Size up the situation
       Effect: makes this enemy feel strange

      -Be absentminded
       Effect: none

     Strategy

       If Paula is at a low level, have her "defend" and use Lifeup[alpha] on
       her if her HP falls below maximum.

       Two hits from Ness's "bash" should defeat the Mole Playing Rough.

       This enemy occasionally appears with Mr. Batties. Defeat the Mr. Batties
       first before attacking this enemy.

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

       -Paula: "defend" if at a low level
               "bash"


   c)Mondo Mole (Sanctuary Boss)

     Recommended Level: 17 (Ness)
                        11 (Paula)

     Vulnerable: Paralysis
     Resistant: Freeze

     Attacks

      -Standard attack
       Damage: 33~50 HP (Ness)
               33~50 HP (Paula)

      -Tear into you
       Damage: 57~95 HP (Ness)
               57~95 HP (Paula)

      -Claw with its sharp nails
       Damage: 35~90 HP (Ness)
               35~90 HP (Paula)

      -Lifeup[alpha]

      -PSI Shield[alpha]

      -Offense Up[alpha]

     Strategy

       Use Paralysis as soon as you can to immobilize the Mondo Mole. "Bash"
       thereafter until it is defeated, or just select "Auto Fight." If you
       want to end the fight quickly, use Paula's Thunder[alpha]; it may miss
       most of the time, but it's actually more cost-effective than Fire
       [alpha].

       -Ness: (first turn) Paralysis[alpha]
              (subsequent turns) "Auto Fight"

       -Paula: (first turn) "defend"
               (subsequent turns) "bash" or Thunder[alpha]


   d)Mr. Batty

     Vulnerable: Paralysis, Brainshock

     Attacks

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

      -Become friendly and affectionate
       Effect: solidify a single target

      -Size up the situation
       Effect: makes this enemy feel strange

     Strategy

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

       About one hit from Ness's "bash" should defeat the Mr. Batty.

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

       -Ness: "bash"
              PSI Rocking[alpha] if you are facing a rather large group of
                enemies and Paula is in danger of being KO'd
              recover Ness with Lifeup[alpha] if HP falls to 25~35 or lower
              recover Paula with Lifeup[alpha] if HP falls to 30~40 or lower

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


 WALKTHROUGH

   a)Second Sanctuary Cave

     Note: The second sanctuary melody does not have to be learned right now.
           If you wish, you can return Paula to Twoson and learn the second
           melody later.

     Before moving on, you should spend some time leveling up and properly
     equipping Paula. Go to the Drugstore and withdraw about $500 to buy a Fry
     Pan, a Copper Bracelet, and a Ribbon for her. Also, take the Franklin
     Badge from Ness's inventory and place it in Paula's. If Ness is low on HP
     and PP, go to the house in the southwest part of the village and rest. The
     owner will allow Ness and Paula to stay for free.

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

     South of the entrance to the cave is a gift box containing a Great Charm.
     Give it to Paula and equip it on her "body." If you encounter a group of
     Mr. Batties, have Paula "defend" and keep her HP above 25. Use PSI Rockin
     if you get overwhelmed.

     Start making your way to the Shining Spot when Paula reaches about level
     10.

     You will find Mighty Bears lurking further inside the cave. The Mighty
     Bears are powerful, but they have low Speed and can be defeated before
     they get a chance to attack. When you are facing only one, have Paula use
     Freeze[alpha] and Ness "bash." When they are in a group, use Freeze[beta]
     in the first round (if learned) to defeat it in one attack. Keep Paula's
     HP at maximum and Ness's HP above 65 when fighting this enemy.

     Magic Butterflies often spawn near the center of the cave near two pools
     of water. If you don't find any, walk a little ways off and come back
     until there is one.

     The Sanctuary Boss of this cave is the Mondo Mole, the easiest boss in the
     game. Use Paralysis[alpha] against the Mondo Mole in the first round to
     immobilize it and use "bash" thereafter (select "Auto Fight" and get
     yourself a drink or something until the battle is over). Use Thunder
     [alpha] if you want to speed up Mondo Mole's defeat.

_______________________________________________________________________________
_______________________________________________________________________________


5.The Road to Threed

  Recommended Level: 18

  Equipment:

    Ness: Sand Lot Bat     Paula: Fry Pan
          (nothing)               Great Charm
          Copper Bracelet         Copper Bracelet
          Hard Hat                Ribbon

 ITEMS

   a)Hand-Aid

     Use: recovers max HP
     Obtained: Paula's mother


 WALKTHROUGH

   a)Getting to Threed

     Walk back to Twoson. Going through Peaceful Rest Valley should now be much
     easier.

     In Twoson, go to Polestar Preschool and talk to Paula's mother. She will
     give Ness the Hand-Aid, an item that recovers max HP when used (it can
     only be used once).

     Outside, a man will approach Ness and Paula and ask them to meet Everdred.
     Go to Burglin Park, enter Everdred's house, and talk to Everdred to
     receive the Wad of Bills.

     Head to Chaos Theater and talk to the Runaway Five band member standing to
     the right of the Theater. He will give Ness and Paula the Backstage Pass.

     Enter the theater, approach the woman blocking your path, and "use" the
     Backstage Pass to gain admission.

     Inside the music hall, walk to the left side of the room and talk to the
     girl in the pink dress. She will take Ness and Paula into the Runaway
     Five's dressing room.
     
     You can talk to the band members, but nothing will happen if you do. Exit
     the dressing room and watch the show.

     Next, go to the manager's office and approach him from behind his desk.
     "Use" the Wad of Bills while standing next to him and he will let the
     Runaway Five leave.

     Go outside and talk to the band member standing next to the bus. Answer
     "yes" when prompted and enter the bus to go to Threed. If you answer "no,"
     you can walk around and go elsewhere, but you will have to talk to him
     again and answer "yes" in order to go to the next town. Once you get on
     the bus to Threed, you will not be able to return to Onett or Twoson for
     some time.




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

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

Cameraman Locations: -north central Threed, in front of the lone gravestone
                       between the two fenced graveyards
                     -in the campsite north of Lake Tess in Winters, after
                       daybreak
                     -inside Brick Road in Winters, after reading one of the
                       signs
                     -in the middle of Stonehenge in Winters


                                    Outline

                 Approach the two zombies in northwest Threed
                                       |
                                       |
              Go to the Hotel and follow the woman into her room
                                       |
                                       |
               Talk to Maxwell and receive the Key to the Locker
                                       |
                                       |
                       Attempt to open a locker by using
                             the Key to the Locker
                                       |
                                       |
                Talk to Maxwell and receive the Bad Key Machine
                                       |
                                       |
                     Take the Pop Gun, the Holmes Hat, and
                      the Broken Air Gun from the lockers
                                       |
                                       |
                         Exit Snow Wood Boarding House
                                       |
                                       |
                 Enter the Drugstore and talk to the woman to
                         receive the Pak of Bubble Gum
                                       |
                                       |
                              Talk to the monkey
                                       |
                                       |
                          Walk south to Lake Tess and
                          rest inside one of the tents
                                       |
                                       |
                          Ride Tessie across the lake
                                       |
                                       |
                            Walk through Brick Road
                                       |
                                       |
                  Walk through the Fourth Sanctuary Cave and
                   "use" the Pak of Bubble Gum to reach the
                                coiled up rope
                                       |
                                       |
                       Walk south to Dr. Andonuts's Lab
                                       |
                                       |
                         Ride the Sky Runner to Threed
                                       |
                                       |
                             Free Ness and Paula


1.Town of Horrors

  Recommended Level: 18 -> 19

  Equipment:

    Ness: Minor League Bat  Paula: Thick Fry Pan
          (nothing)                Great Charm
          Copper Bracelet          Copper Bracelet
          Hard Hat                 Ribbon


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


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


 ENEMIES

   a)Coil Snake

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


   b)Handsome Tom

     Vulnerable: Fire, Flash, Brainshock

     Attacks

      -Standard attack
       Damage: 13~17 HP (Ness)
               13~17 HP (Paula)

      -Hypnosis[alpha]

      -Brainshock[alpha]

      -Reel
       Effect: none

     Strategy

       About one hit from Ness's "bash" and one hit from Paula's "bash" should
       defeat the Handsome Tom. If this enemy appears with a Smilin' Sam,
       defeat the Smilin' Sam first.

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

       -Paula: "bash"


   c)No Good Fly

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

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

      -Say something nasty
       Effect: reduce a single target's Guts by about 30%

     Strategy

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

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

       -Paula: "bash"


   d)Putrid Moldyman

     Vulnerable: Freeze, Hypnosis

     Attacks

      -Standard Attack
       Damage: 26~38 HP (Ness)
               26~38 HP (Paula)

      -Scatter mold spores
       Effect: make a single target uncontrollably cry

     Strategy

       About one hit from Ness's "bash" and one hit from Freeze[alpha] should
       defeat the Putrid Moldyman. If this enemy is in a group, use Freeze
       [beta] as soon as you can to defeat it with one attack.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 40 or lower
              recover Paula with Lifeup[alpha] if HP falls to 40 or lower

       -Paula: Freeze[alpha]
               Freeze[beta]


   e)Smelly Ghost

     Vulnerable: Fire, Flash, Paralysis, Hypnosis

     Attacks

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

      -Lifeup[alpha]

      -Vent a terrible odor
       Effect: reduce a single target's Offense by about 6%

      -Has a big grin on its face
       Effect: none

     Strategy

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

       -Ness: (first turn) Paralysis[alpha]
              (subsequent turns) "bash"

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


   f)Smilin' Sam

     Vulnerable: Fire, Flash

     Attacks

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

      -Lifeup[alpha]

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

      -Reel
       Effect: none

     Strategy

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

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

       -Paula: "bash"


   g)Trick or Trick Kid

     Vulnerable: Fire, Freeze, Flash, Hypnosis

     Attacks

      -Spit pumpkin seeds
       Damage: 17~23 HP (Ness)
               17~23 HP (Paula)

      -Has a big grin on his face
       Effect: none

     Strategy

       About one hit from Ness's "bash" and two hits from Paula's "bash" should
       defeat the Trick or Trick Kid.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP falls to 46 or below
              recover Paula with Lifeup[alpha] if HP falls to 46 or below

       -Paula: "bash"


   h)Zombie Possessor

     Vulnerable: Freeze, Flash
     Resistant: Fire

     Attack

      -Standard attack
       Damage: 16~20 HP (Ness)
               16~20 HP (Paula)

      -Reach out with its icy hand
       Effect: solidify a single target

      -Possess
       Effect: posses a single target with a Tiny Li'l Ghost

      -Call for help
       Effect: a Zombie Possessor joins the battle

     Strategy

       One hit from Ness's "bash" and two hits from Paula's "bash" should
       defeat the Zombie Possessor. One hit from Freeze[beta] will also defeat
       this enemy.

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

       -Ness: "bash"
             recover Ness with Lifeup[alpha] if HP falls to 40 or below
             recover Paula with Lifeup[alpha] if HP falls to 40 or below 

       -Paula: "bash"
                Freeze[beta]


 WALKTHROUGH

   a)Preliminaries

     First, go to the Drugstore and buy the Minor League Bat and the Thick Fry
     Pan; sell Ness and Paula's previous weapons.

     Next, call Escargo Express and store the Backstage Pass. This item will
     no longer be used.

   b)Not much to do here yet...

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

     After approaching the zombies, go to the Hotel in central Threed. You
     should see a strange looking woman in sunglasses standing in front of the
     Hotel. Follow her inside and go into the room she enters.

     After regaining control of Ness and Paula, approach the door and try to
     open it.


 EXTRAS

   a)Insignificant Item

     Purpose: find a Magic Truffle, a food item that recovers about 80 PP

     Note: This sidequest can only be completed after all monsters from Threed
           are gone.

     If you're the type of player that likes to talk to everyone in an RPG, you
     may have met a man in the hospital in Twoson talking about an item he left
     in the hospital in Threed. To find this item, go to the second floor of
     Threed Hospital and enter the room on the left. Approach the drawer and
     "check" it to get the Insignificant Item. This item does absolutely
     nothing and sells for only $1.

     After the item is obtained and the monsters are gone from Threed, go back
     to Twoson Hospital and enter the room on the left on the second floor.
     Talk to the man inside and give him the Insignificant Item. He will give
     you a Magic Truffle in return.

_______________________________________________________________________________
_______________________________________________________________________________


2.Winters (North)

  Recommended Level: 1 -> 3 (Jeff)

  Equipment:

    Jeff: Pop Gun
          (nothing)
          (nothing)
          Holmes Hat

 ITEMS

   a)Big Bottle Rocket

     Use: damages a single target in battle; can only be used by Jeff
     Obtained: Jeff starts with this item

     Try to save the Big Bottle Rocket for the Third Sanctuary Boss. Only use
     it if you are in an emergency situation.

   b)Pak of Bubble Gum

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

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

   c)Bad Key Machine

     Use: -opens the lockers in Snow Wood Boarding House
          -opens the door to Ness and Paula's holding cell in Threed
     Obtained: from Maxwell, after unsuccessfully attempting to open a locker
               with the Key to the Locker

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


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


 ENEMIES

   a)Gruff Goat

     Vulnerable: Fire, Freeze, Hypnosis

     Attacks

      -Ram and trample you
       Damage: 4 HP

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

     Strategy

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

       Although the Gruff Goat is powerful, there is a tent a little south of
       the Drugstore where Jeff can rest for free. Jeff should be able to reach
       it before being defeated by this enemy.

       -Jeff: "shoot"
              recover with a Bread Roll or Boiled Egg if HP falls to 13 or
                lower


   b)Runaway Dog

     Vulnerable: Fire, Freeze, Flash, Paralysis, Hypnosis

     Attacks

      -Biting attack
       Damage: 1 HP

      -Make a loud, piercing howl
       Effect: none

     Strategy

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

       -Jeff: "shoot"


   c)Spiteful Crow

     Vulnerable: Fire, Freeze, Flash, Paralysis

     Attacks

      -Peck at your eyes
       Damage: 1 HP

      -Try to steal something
       Effect: steals a random, nonessential item

      -Has a big grin on his face
       Effect: none

     Strategy

       About one hit from Jeff's "shoot" should defeat the Spiteful Crow.

       -Jeff: "shoot"


 WALKTHROUGH

   a)The Boarding House

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

     Before doing anything else, open Jeff's inventory and discard the
     Protractor and the Ruler; these items serve no purpose and just take up
     space.

     Enter the room to the left of Jeff and Tony's room and open the presents
     to grab a bunch of Cookies. Cookies only recover 6 HP, but they can be
     useful while Jeff is at a low level. Eat some after battle if Jeff loses
     some HP.

     Walk downstairs to the first floor and enter the door on the left. Talk
     to Maxwell, the man in this room, and he will give Jeff the Key to the
     Locker.

     Exit the room and enter the room on the right. Approach one of the lockers
     and "use" the Key to the Locker. Although the Key will not work, you're
     required to use it. Exit the locker room and go back to Maxwell.

     Maxwell will exchange the Key to the Locker for the Bad Key Machine. Go
     back to the lockers and "use" the Bad Key Machine to open them and take
     the items inside. The only item you are required to get is the Pop Gun,
     which is located in the rightmost locker of the back row. Check the
     leftmost lockers of the front and back rows to find the Holmes Hat and the
     Broken Air Gun as well. Equip the Pop Gun and the Holmes Hat before
     leaving the Boarding House.

   b)Going Through Winters

     Once outside the Boarding House, walk east and enter the Drugstore. The
     items being sold at this Drugstore cannot be bought right now, assuming
     you do not resort to laborious methods. The earliest these items can be
     bought is after Ness learns Teleport[alpha], but that will not be for
     awhile. It is possible to accumulate money by battling the enemies in the
     area and selling the items they drop, but I don't think the rewards are
     worth the effort.

     Inside the Drugstore, talk to the woman on the left and answer "yes" when
     prompted to receive the Pak of Bubble Gum.

     Next, talk to the monkey standing near the entrance and he will join Jeff.
     The Bubble Monkey will follow Jeff around for awhile and will participate
     a little in battle. His Offense is low and he will often waste his turns,
     but you need him to make it through Winters.

     Exit the Drugstore and begin walking south. The only enemies you will
     encounter are Runaway Dogs, Spiteful Crows, and Gruff Goats. The first two
     should give you no problems, but the Gruff Goat can be tough. Try to keep
     Jeff's HP above 13 when fighting them and recover with as many Cookies
     as you need once the battle is over; save your more effective food items
     for recovery during battle. There is a tent a little south of the
     Drugstore where Jeff can rest for free. Jeff should be able to survive
     until he reaches the tent.

     Keep walking south by following the wide open paths left and right. Soon,
     you will reach a campsite located next to a body of water known as Lake
     Tess. Enter the tent at the western end of the campsite, talk to the guy
     inside, and answer "yes" when prompted to rest.

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

_______________________________________________________________________________
_______________________________________________________________________________


3.Winters (South)

  Recommended Level: 3 -> 9 (Jeff)

  Equipment:

    Jeff: Pop Gun/Stun Gun
          (nothing)
          (nothing)
          Holmes Hat

 ITEMS

   a)Broken Iron

     Use: can be repaired by Jeff into the Slime Generator
     Obtained: gift box in Brick Road
     IQ Required: 10

     The Slime Generator is an item that will solidify a random target in
     battle for one turn. It can be used an infinite number of times. It's
     usefulness is limited, but it can prevent some enemies from doing anything
     if repeatedly used.

   b)Broken Pipe

     Use: can be repaired by Jeff into the Shield Killer
     Obtained: gift box on the second floor of Dr. Andonuts's Lab
     IQ Required: 30

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

     An alternative to the Shield Killer is the Neutralizer, another one of
     Jeff's tools that can be found later in the game. The Neutralizer always
     works but removes everyone's shields, including those protecting party
     members. I usually carry both because the Shield Killer can be useful
     against some powerful PSI using enemies.

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


 ENEMIES

   a)Attack Slug

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 3 HP

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

      -Edge closer
       Effect: none

     Strategy

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

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

       -Jeff: "shoot"


    b)Cave Boy

      Vulnerable: Fire
      Resistant: Freeze

      Attacks

       -Standard attack
        Damage: 18~23 HP
        Comments: This attack is powerful, but it also has a pretty low
                  accuracy (about 40%).

      Strategy

        About nine hits from Jeff's "shoot" or six hits from Jeff's "shoot" and
        one hit from a Bottle Rocket should defeat the Cave Boy.

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

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


    c)Mad Duck

      Vulnerable: Fire, Freeze

      Attacks

       -Peck at your eyes
        Damage: 8~9 HP

       -Make something spin around
        Effect: lose 4~11 PP

       -Disrupt your senses
        Effect: renders a target unable to use PSI

       -Fall down
        Effect: none

      Strategy

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

        -Jeff: "shoot"


    d)Rowdy Mouse

      Vulnerable: Fire, Freeze

      Attacks

       -Biting attack
        Damage: 1 HP
                10~15 HP if SMAAAASH!! hit (success rate is about 50%)
        Comments: Rowdy Mouse will get a SMAAAASH!! hit about 50% of the time.
                  Other times, it will only inflict about 1 HP of damage or
                  miss.

      Strategy

        About two hits from Jeff's "shoot" should defeat the Rowdy Mouse. Have
        at least 26 HP before engaging this enemy. Once you get the Stun Gun, 
        only one hit from Jeff's "shoot" should defeat this enemy.

        Defeat the Rowdy Mouse before any Attack Slugs but after any Struttin'
        Evil Mushrooms it may appear with.

        -Jeff: "shoot"


    e)Struttin' Evil Mushroom

      Vulnerable: Fire, Freeze, Brainshock

      Attacks

       -Standard attack
        Damage: 14~17 HP

       -Be absentminded
        Effect: none

      Strategy

        About two hits from Jeff's "shoot" should defeat the Struttin' Evil
        Mushroom. Defeat this enemy first if it appears in a group.

        Unlike other mushroom enemies, this one cannot mushroomize anyone.

        -Jeff: "shoot"
               recover with a food item if HP falls to 32 or lower


    f)Worthless Protoplasm

      Vulnerable: Fire, Freeze, Paralysis, Brainshock

      Attacks

       -Standard attack
        Damage: 7~8 HP

       -Call for help
        Effect: a Worthless Protoplasm joins the battle

       Size up the situation
        Effect: makes this enemy feel strange

      Strategy

        About two hits from Jeff's "shoot" should defeat the Worthless
        Protopalsm. 

        -Jeff: "shoot"


 WALKTHROUGH

   a)Brick Road

     When you regain control of Jeff, walk south and enter the cave. This is
     Brick Road, a simple maze where a few relatively weak enemies lurk. There
     are a number of food items and tools available here and you should try to
     get all of them.

     When you first enter the maze, there are three routes available to you.
     The top route will lead to a Rowdy Mouse and a gift box containing a Bread
     Roll. Fight the Rowdy Mouse and obtain the Bread Roll if you can. If Jeff
     does not have any other food item, you may need to use the Bread Roll
     after defeating the Rowdy Mouse, but at least Jeff will earn some
     experience points.

     The middle route will lead to a Mad Duck and an Insecticide Spray. This
     item is useful against Red Antoids, an enemy you will encounter a little
     later.

     Take the bottom route to move on to the next junction. The path to the
     right leads to a Broken Iron, an item that can be fixed by Jeff into the
     Slime Generator. The Slime Generator can solidify an enemy and be used an
     unlimited number of times. Its usefulness is limited but should be kept.

     Go back to the junction and follow the left path. From here, the maze
     is pretty straightforward. There are two other gift boxes containing a
     Croissant and a Stun Gun. Grab both and equip the Stun Gun.

     After exiting the maze, talk to Brick Road and answer "yes" when prompted
     to recover Jeff's HP. You can return to him at any time to rest.

   b)Fourth Sanctuary Cave

     Continue walking south and enter the next cave. This is the Fourth
     Sanctuary Cave, a place Jeff will have to return to later with Ness. The
     enemies here are not too difficult and should be easily defeated with a
     few hits from Jeff's "shoot." If you want to level up Jeff, fight the
     enemies near the entrance and return to Brick Road to recover.

     Navigating the first two sections of the cave is fairly straightforward.
     When you enter the third section of the cave, climb up the first rope you
     see to find a Cheap Bracelet.

     Further left of the entrance is an unreachable coiled up rope and a gift
     box. Open the gift box to obtain a Bottle Rocket, an item you should save
     for later. To continue forward, "use" the Pak of Bubble Gum to have the
     Bubble Monkey float up to the rope and drop it down.

     Climb this rope and another to reach the Shining Spot. You can talk to
     the Shining Spot, but Jeff will not be able to fight the boss. Walk to the
     left and exit the cave.

     Outside, the Bubble Monkey will notice a female monkey and walk away with
     her, leaving Jeff's company.

     And now for a word of warning...

     WARNING: The Cave Boys that lurk here are powerful and require many hits
              from Jeff's "shoot" to defeat. Avoid them at all costs. Luckily,
              they move slower than Jeff and are easy to walk past. If you end
              up battling one, use the Bottle Rocket to inflict extra damage
              and finish it off with standard attacks. If you don't have enough
              food items to keep Jeff alive, use a Big Bottle Rocket to win in
              one attack.

     Do not go to the spot of dirt in the center of Stonehenge; the party will
     come back here much later in the game. Walk south past Stonehenge to reach
     Dr. Andonuts's lab.

     Inside the lab, "check" the device that looks somewhat like a heater or a
     furnace. This is the "Instant Revitalizing Device," a machine that will
     fully recover everyone.
     
     There is a gift box upstairs containing a Broken Pipe, which can be
     repaired into the Shield Killer (30 IQ needed). The Shield Killer can
     remove a shield protecting a single enemy, but it periodically fails to
     work. You can find another tool for Jeff later in the game that removes
     everyone's shields, including any protecting the party, but always works.
     I usually keep both and use the Shield Killer against powerful PSI using
     enemies.

     Talk to Dr. Andonuts. It does not matter whether you answer "yes" or "no"
     to his questions.

     Walk over to the Sky Runner to the left and approach it from the front.
     Jeff will automatically get in.

     After the scene, answer "yes" when prompted to have Jeff join Ness and
     Paula; if you answer "no" you will just be prompted again. Approach the
     door and "use" the Bad Key Machine to unlock it.

     The Bad Key Machine and the Pak of Bubble Gum will no longer be used; call
     Escargo Express and store them.




*******************************************************************************
VIII.Threed/Saturn Valley
*******************************************************************************

"zOOm!"
     -Mr. Saturn

Cameraman Locations: -in front of the waterfall in Grapefruit Falls
                     -Saturn Valley, to the right of the hot spring
                     -in front of the circus tent in central Threed, after the
                       monsters are gone


                                    Outline

                   Defeat the Boogey Tent in southern Threed
                        and obtain the Jar of Fly Honey
                                       |
                                       |
                        Receive a call from Apple Kid
                                       |
                                       |
                           Receive the Zombie Paper
                                       |
                                       |
                   "Use" the Zombie Paper in the circus tent
                               in central Threed
                                       |
                                       |
                               Rest at the Hotel
                                       |
                                       |
               Go to northwest Threed and climb down the ladder
                                       |
                                       |
                             Defeat the Mini Barf
                                       |
                                       |
                       Travel through Grapefruit Falls
                                       |
                                       |
             Enter Saturn Valley and talk to the Mr. Saturn in the
                            cave north of the Hotel
                                       |
                                       |
                  Walk into the waterfall in Grapefruit Falls
                            and wait three minutes
                                       |
                                       |
                              Defeat Master Belch
                                       |
                                       |
                       Record the Third Sanctuary Melody
                                       |
                                       |
                    Return to Threed and travel east to the
                              Dusty Dunes Desert


1.The Boogey Tent and Zombie Paper

  Recommended Level: 19

  Equipment:

    Ness: Minor League Bat  Paula: Thick Fry Pan    Jeff: Magnum Air Gun
          (nothing)                Great Charm            (nothing)
          Copper Bracelet          Copper Bracelet        Copper Bracelet
          Hard Hat                 Ribbon                 Hard Hat


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

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


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


 ENEMIES

   a)Boogey Tent

     Recommended Level: 19

     Vulnerable: Fire
     Resistant: Freeze

     Attacks

      -Standard attack
       Damage: 39~54 HP (Ness)
               39~54 HP (Paula)
               40~58 HP (Jeff)

      -Flash[alpha]

      -Spew "Fly Honey" out of his mouth
       Effect: solidify a single target

      -Emit a pale green light
       Effect: resets any stats changes and eliminates all shields

      -Use a Defense Spray
       Effect: increase the Boogey Tent's Defense

     Strategy

       Use Fire instead of Freeze against the Boogey Tent. If Ness starts
       uncontrollably crying, use Healing[beta] on him if possible and continue
       to use standard attacks or use PSI Rockin.

       If Jeff isn't able to inflict much damage, have him "defend" or use the
       Slime Generator in each turn. The Slime Generator may not work that
       often, but it can win you some free rounds.

       -Ness: "bash"
              PSI Rockin or Healing[beta], if crying
              recover Ness with Lifeup[alpha] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] if HP falls below her max
              recover Jeff with Lifeup[alpha] if HP falls below max

      -Paula: Fire[alpha]

      -Jeff: "shoot"
             "defend"
             Slime Generator


   b)Coil Snake

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


   c)Handsome Tom

     Vulnerable: Fire, Flash, Brainshock

     Attacks

      -Standard attack
       Damage: 13~17 HP (Ness)
               13~17 HP (Paula)

      -Hypnosis[alpha]

      -Brainshock[alpha]

      -Reel
       Effect: none

     Strategy

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

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

       -Paula: "bash"

       -Jeff: "shoot"


   d)No Good Fly

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

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

      -Say something nasty
       Effect: reduce a single target's Guts by about 30%

     Strategy

       About one hit from Ness's "bash" or a hit from Paula and Jeff should
       defeat the No Good Fly.

       If the No Good Fly appears in a group, attack and defeat it last. If
       there are multiple No Good Flies, split up Ness's attack and Paula and
       Jeff's attacks to defeat multiple targets in one round.

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

       -Paula: "bash"

       -Jeff: "shoot"


   e)Putrid Moldyman

     Vulnerable: Freeze, Hypnosis

     Attacks

      -Standard Attack
       Damage: 26~38 HP (Ness)
               26~38 HP (Paula)

      -Scatter mold spores
       Effect: make a single target uncontrollably cry

     Strategy

       About one hit from Ness's "bash" and one hit from Freeze[alpha] should
       defeat the Putrid Moldyman. If this enemy appears in a group, use Freeze
       [beta] as soon as you can to defeat this enemy with one attack.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 40 or lower
              recover Paula with Lifeup[alpha] if HP falls to 40 or lower
              recover Jeff with Lifeup[alpha] if HP falls below max

       -Paula: Freeze[alpha]
               Freeze[beta]

       -Jeff: "shoot"


   f)Smelly Ghost

     Vulnerable: Fire, Flash, Paralysis, Hypnosis

     Attacks

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

      -Lifeup[alpha]

      -Vent a terrible odor
       Effect: reduce a single target's Offense by about 6%

      -Has a big grin on its face
       Effect: none

     Strategy

       Use Paralysis[alpha] to incapacitate this enemy and use any attack
       thereafter to defeat it. The Smelly Ghost has pretty high Defense, and
       only Ness's "bash" and Freeze are likely to inflict much damage.

       If the Smelly Ghost appears in a group, use Paralysis[alpha] on it and
       take care of the other enemies first. Use PSI Magnet while this enemy is
       paralyzed if you want to recover some of Paula's PP.

       -Ness: (first turn) Paralysis[alpha]
              (subsequent turns) "bash"

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

       -Jeff: "shoot"


   g)Smilin' Sam

     Vulnerable: Fire, Flash

     Attacks

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

      -Lifeup[alpha]

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

      -Reel
       Effect: none

     Strategy

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

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

       -Paula: "bash"

       -Jeff: "shoot"


   h)Trick or Trick Kid

     Vulnerable: Fire, Freeze, Flash, Hypnosis

     Attacks

      -Spit pumpkin seeds
       Damage: 17~23 HP (Ness)
               17~23 HP (Paula)

      -Has a big grin on his face
       Effect: none

     Strategy

       About one hit from Ness's "bash" together with a hit from either Paula
       or Jeff should defeat the Trick or Trick Kid.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP falls to 46 or below
              recover Paula with Lifeup[alpha] if HP falls to 46 or below
              recover Jeff with Lifeup[alpha] if HP falls to 66 or below

       -Paula: "bash"

       -Jeff: "shoot"


   i)Urban Zombie

     Vulnerable: Fire, Flash
     Resistant: Freeze

     Attacks

      -Standard Attack: 19~28 HP (Ness)
                        19~28 HP (Paula)
                        26~33 HP (Jeff, level 9)

      -Exhale its arctic-cold breath
       Effect: a single target catches a cold

      -Do something very mysterious
       Effect: ?
       Comments: I have no idea what this attack does. The Urban Zombie uses
                 this attack rarely, and it never seems to work.

      -Laugh hysterically
       Effect: none

     Strategy

       About one hit from Ness's "bash" together with a hit from either Paula
       or Jeff should defeat the Urban Zombie. Heal any colds after the battle
       is over.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP reaches 56 or lower
              recover Paula with Lifeup[alpha] if HP reaches 56 or lower
              recover Jeff with Lifeup[alpha] if HP reaches 66 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   j)Zombie Dog

     Vulnerable: Fire, Freeze, Flash, Hypnosis

     Attacks

      -Biting attack
       Damage: 31~46 HP (Ness)
               31~46 HP (Paula)
               37~50 HP (Jeff)

      -Take a bite out of its poisonous fangs
       Damage: 31~46 HP (Ness)
               31~46 HP (Paula)
               37~50 HP (Jeff)
       Effect: poisons target
       Comments: This attack inflicts the same amount of damage as the Zombie
                 Dog's standard biting attack. The chance of poisoning the
                 target is close to 100%.

      -Make a loud, piercing howl
       Effect: none

     Strategy

       If the Zombie Dog appears alone, you should be able to defeat it within
       two rounds by just using each party member's standard attack. A hit from
       Freeze[alpha] and a hit from Ness or Jeff's standard attack should also
       defeat this enemy.
 
       If the Zombie Dog appears in a group, use Freeze[beta] in the first
       round to defeat it in one hit. Heal any poisoned party members after the
       battle is over.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP falls to 72 or lower
              recover Paula with Lifeup[alpha] if HP falls to 72 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 90 or lower

       -Paula: "bash"
               Freeze[alpha]
               Freeze[beta]

       -Jeff: "shoot"


   k)Zombie Possessor

     Vulnerable: Freeze, Flash
     Resistant: Fire

     Attack

      -Standard attack
       Damage: 16~20 HP (Ness)
               16~20 HP (Paula)

      -Reach out with its icy hand
       Effect: solidify a single target

      -Possess
       Effect: posses a single target with a Tiny Li'l Ghost

      -Call for help
       Effect: a Zombie Possessor joins the battle

     Strategy

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

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

       -Ness: "bash"
             recover Ness with Lifeup[alpha] if HP falls to 40 or below
             recover Paula with Lifeup[alpha] if HP falls to 40 or below 
             recover Jeff with Lifeup[alpha] if HP falls to 52 or below

       -Paula: "bash"
                Freeze[beta]

       -Jeff: "shoot"


 WALKTHROUGH

   a)Preliminaries

     After leaving the holding cell, go to the Drugstore and buy a Hard Hat and
     a Copper Bracelet for Jeff. Sell the Pop Gun and the Defense Spray if Jeff
     has them, and call Escargo Express to store the Bad Key Machine and the
     Pak of Bubble Gum.

     Next, go the arms dealer behind the Pizza Shop and buy one or two Bottle
     Rockets so that Jeff has two of these in his inventory. Buy the Toy Air
     Gun only if Jeff does not have the Broken Air Gun.

     Rest at the Hotel if the party is not at max HP/PP or if Jeff has at least
     10 IQ and is carrying the Broken Iron. Jeff can repair the Broken Iron
     into the Slime Generator, an item that can solidify a single random target
     in battle. It's not a very powerful item, but it can be useful when Jeff's
     "shoot" is not effective.

   b)The Boogey Tent

     Walk south of the Pizza Shop and approach the large, purple tent from the
     front. A monster's face will appear on the tent and attack.

     Use Fire[alpha] in every round while Ness and Jeff use their standard
     attacks. If Jeff cannot inflict much damage, have him "defend" or use the
     Slime Generator in every turn. The Slime Generator may not work very
     often, but it can win you some free rounds. Use Lifeup if Ness's HP falls
     to 100 or below and if Paula or Jeff's HP falls below max. If Ness starts
     crying, use Healing[beta] on him if possible or start using PSI Rockin
     [alpha].

     When the Boogey Tent is defeated, it will disappear and reveal a trash
     can. Open the trash can to find the Jar of Fly Honey, an item needed a
     little bit later.

   c)The Zombie Paper

     After defeating the Boogey Tent, walk north past the circus tent. The
     Apple Kid will call Ness when he reaches the road in front of the Hotel.
     About 5 seconds after the phone call, a Mach Pizza deliveryman will
     approach Ness and give him the Zombie Paper.

     Enter the tent in central Threed and "use" the Zombie Paper. Go back to
     the Hotel and rest.

_______________________________________________________________________________
_______________________________________________________________________________


2.The Underground Passage and Grapefruit Falls

  Recommended Level: 19 -> 21

  Equipment:

    Ness: Minor League Bat  Paula: Thick Fry Pan    Jeff: Magnum Air Gun
          (nothing)                Great Charm            (nothing)
          Copper Bracelet          Copper Bracelet        Copper Bracelet
          Hard Hat                 Ribbon                 Hard Hat

 ITEMS

   a)Teddy Bear

     Use: occasionally diverts an enemy attack from a party member to itself;
          it has about 100 HP
     Obtained: trash can in northeast Threed, next to the Hint Shop

     Obtain the Teddy Bear if you want some extra protection in the Underground
     Passage and Grapefruit Falls.


 SHOPPING LIST
    _________
   |Drugstore|
   |_________|___________________________________________________
   |1.Refreshing Herb | $80 | cures poison and nausea; buy if    |
   |                  |     | Ness has not learned Healing[beta] |
   |__________________|_____|____________________________________|


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

 ENEMIES

   a)Armored Frog

     Vulnerable: Fire, Freeze

     Attacks

      -Standard attack
       Damage: 29~42 HP (Ness)
               26~34 HP (Paula)
               29~42 HP (Jeff)

      -Make something spin around
       Damage: 4~11 PP

     Strategy

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

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[alpha] if HP falls to 60 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 80 or lower

       -Paula: Freeze[alpha] if alone
               Freeze[beta] if in a group
               Fire[beta] if part of a large row

       -Jeff: "defend"


   b)Black Antoid
 
     Defeat this enemy last if it appears in a group.


   c)Farm Zombie

     Vulnerable: Fire, Flash
     Resistant: Freeze

     Attacks

      -Standard attack
       Damage: 19~27 HP (Ness)
               17~19 HP (Paula)
               19~27 HP (Jeff)

      -Exhale its arctic-cold breath
       Effect: a single target catches a cold

      -Laugh hysterically
       Effect: none

     Strategy

       One hit from each party member's standard attack should defeat the Farm
       Zombie. Use Fire against this enemy only if it's part of a large row.
       Heal any colds after the battle is over. Defeat any Farm Zombies only
       before Black Antoids.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[alpha] if HP falls to 40 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 60 or lower

       -Paula: "bash"
               Fire[beta], if in a large row

       -Jeff: "shoot"


   d)Mini Barf

     Recommended Level: 20

     Vulnerable: Fire
     Resistant: Freeze

     Attacks

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

      -Exhale a blast of stinky breath
       Effect: makes the entire party uncontrollably cry
       Comments: The Mini Barf uses this attack often, so don't bother healing
                 anyone crying.

      -Spit out a sticky mucus
       Effect: solidify a single target

      -Vent a terrible odor
       Effect: decrease a single target's Offense by about 5%

     Strategy

       Do not heal anyone crying and do not use Freeze against the Mini Barf.
       Use Fire[alpha] instead, and use up all of Jeff's Bottle Rockets (not
       the Big Bottle Rocket).

       If Jeff has the Slime Generator, use it in each round once out of Bottle
       Rockets. The success rate of the Slime Generator against the Mini Barf
       is high enough to give you a good number of free rounds.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] if HP falls below her max
              recover Jeff with Lifeup[alpha] if HP falls to 100 or lower

       -Paula: Fire[beta]

       -Jeff: (first few turns) Bottle Rocket
              (subsequent turns) "shoot" or Slime Generator


   e)No Good Fly

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard Attack
       Damage: 6~7 HP (Ness)
               6~7 HP (Paula)
               7~8 HP (Jeff)

      -Say something nasty
       Effect: reduce a single target's Guts by about 30%

     Strategy

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

      Defeat this enemy last if it appears in a group.

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

      -Paula: "bash"

      -Jeff: "shoot"


   f)Plain Crocodile

     Vulnerable: Freeze

     Attacks

      -Standard attack
       Damage: 37~48 HP (Ness)
               32~39 HP (Paula)
               37~48 HP (Jeff)

      -Swing its tail very hard
       Damage: 65~100 HP (Ness)
               70~78 HP (Paula)
               65~100 HP (Jeff)

      -Biting Attack
       Damage: 65~100 HP (Ness)
               73~80 HP (Paula)
               65~100 HP (Jeff)

      -Edge closer
       Effect: none

     Strategy

       A hit from Freeze[alpha] and a hit from Ness's "bash" should defeat the
       Plain Crocodile. If this enemy appears in a group, use Freeze[beta] to
       defeat it in one hit. Defeat this enemy first in all battles.

       The Plain Crocodile moves slower than the party outside of battle and
       can be avoided.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] if HP falls below her max
              recover Jeff with Lifeup[alpha] if HP falls to 100 or lower

       -Paula: Freeze[alpha] if alone
               Freeze[beta] if in a group

       -Jeff: "shoot"


   g)Red Antoid

     Vulnerable: Fire, Freeze, Paralysis, Hypnosis

     Attacks

      -Standard attack
       Damage: 17~23 HP (Ness)
               12~16 HP (Paula)
               17~23 HP (Jeff)

      -Use a biting attack
       Damage: 38~50 HP (Ness)
               37~47 HP (Paula)
               38~50 HP (Jeff)

      -Defense Down[alpha]
       Effect: reduce a single target's Defense by about 5%

      -Call for help
       Effect: a Red Antoid may join the battle

     Strategy

       One hit from Ness's "bash" together with a hit from either Paula or
       Jeff's standard attack should defeat the Red Antoid.

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

       If you have any Insecticide Sprays, use those against the Red Antoids to
       damage all of them on screen. The Spray won't defeat a Red Antoid in one
       hit, but it can weaken a Red Antoid enough to be defeated with one hit
       from any party member's standard attack. The Insecticide Spray is not
       very useful after Grapefruit Falls and should be used up here.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[alpha] if HP falls to 75 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 80 or lower

       -Paula: "bash"
               Fire[beta]

       -Jeff: "shoot"


   h)Urban Zombie

     Vulnerable: Fire, Flash
     Resistant: Freeze

     Attacks

      -Standard Attack: 19~28 HP (Ness)
                        19~28 HP (Paula)
                        19~28 HP (Jeff)

      -Exhale its arctic-cold breath
       Effect: a single target catches a cold

      -Do something very mysterious
       Effect: ?
       Comments: I have no idea what this attack does. The Urban Zombie uses
                 this attack rarely and it never seems to work.

      -Laugh hysterically
       Effect: nothing

     Strategy

       About one hit from Ness's "bash" together with a hit from either Paula
       or Jeff's standard attack should defeat the Urban Zombie. Heal any colds
       after the battle is over. If this enemy appears in a group, attack it
       after defeating any Zombie Dogs or Zombie Possessors and before
       attacking any No Good Flies.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP reaches 56 or lower
              recover Paula with Lifeup[alpha] if HP reaches 56 or lower
              recover Jeff with Lifeup[alpha] if HP reaches 56 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   i)Violent Roach

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 19~23 HP (Ness)
               13~16 HP (Paula)
               19~23 HP (Jeff)

      -Vent a terrible odor
       Effect: reduce a single target's Offense by 5~6%

      -Leap forward and spread its wings
       Effect: solidify a single target

      -Knit its brow
       Effect: none

     Strategy

       One hit from each party member's standard attack should defeat the
       Violent Roach.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 46 or lower
              recover Paula with Lifeup[alpha] if HP falls to 32 or lower
              recover Ness with Lifeup[alpha] if HP falls to 46 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   j)Zombie Dog

     Vulnerable: Fire, Freeze, Flash, Hypnosis

     Attacks

      -Biting attack
       Damage: 31~46 HP (Ness)
               31~46 HP (Paula)
               37~50 HP (Jeff)

      -Take a bite out of its poisonous fangs
       Damage: 31~46 HP (Ness)
               31~46 HP (Paula)
               37~50 HP (Jeff)
       Effect: poisons target
       Comments: As far as I can tell, this attack inflicts the same amount of
                 damage as the Zombie Dog's standard biting attack. The chance
                 of poisoning its target is close to 100%.

      -Make a loud, piercing howl
       Effect: none

     Strategy

       If the Zombie Dog appears alone, you should be able to defeat it within
       two rounds by just using each party member's standard attack. A hit from
       Freeze[alpha] and a hit from Ness or Jeff's standard attack should also
       defeat this enemy.
 
       If the Zombie Dog appears in a group, use Freeze[beta] in the first
       round to defeat it in one hit. Heal any poisoned party members after the
       battle is over.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP falls to 72 or lower
              recover Paula with Lifeup[alpha] if HP falls to 72 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 90 or lower

       -Paula: "bash"
               Freeze[alpha]
               Freeze[beta]

       -Jeff: "shoot"


   k)Zombie Possessor

     Vulnerable: Freeze, Flash
     Resistant: Fire

     Attack

      -Standard attack
       Damage: 16~20 HP (Ness)
               16~20 HP (Paula)
               16~20 HP (Jeff)

      -Reach out with its icy hand
       Effect: solidify a single target

      -Possess
       Effect: posses a single party member with a Tiny Li'l Ghost

      -Call for help
       Effect: a Zombie Possessor joins the battle

     Strategy

       About one hit from Ness's "bash" together with a hit from either Paula
       or Jeff's standard attack should defeat the Zombie Possessor. One hit
       from Freeze[beta] will also defeat this enemy.

       -Ness: "bash"
              recover Ness with Lifeup[alpha] if HP falls to 40 or below
              recover Paula with Lifeup[alpha] if HP falls to 40 or below
              recover Jeff with Lifeup[alpha] if HP falls to 40 or below

       -Paula: "bash"
               Freeze[beta]

       -Jeff: "shoot"


 WALKTHROUGH

   a)Preliminaries

     If Ness has not learned Healing[beta], buy a few Refreshing Herbs from the
     Drugstore and use it after battles when someone gets poisoned. Buy about 3
     Calorie Sticks as well if the party does not have any food items.

     Next, talk to the arms dealer behind the Pizza Shop and buy 1 or 2 Bottle
     Rockets for Jeff; save these for a mini-boss fight coming up soon. You
     should also bring along the Teddy Bear found in a trash can in the
     northeast part of town.

   b)The Underground Passage

     Once the zombies are trapped in the circus tent, go to the northwest
     graveyard and climb down the ladder that was previously blocked by the
     two zombies.

     The passage itself is very linear, and you should have no trouble finding
     your way to the other side. The difficulty comes from the powerful enemies
     that lurk here and how quickly Ness and Paula's PP can be drained if you
     aren't careful. Use a PSI Caramel on Ness if you have any when his PP runs
     low or use food items, such as Calorie Sticks and Croissants, as a
     substitute for Lifeup. If you encounter any Zombie Dogs, use Freeze[alpha]
     or [beta] against them in the first round to defeat them quickly. Use
     Freeze against Zombie Possessors if you do not want to be possessed.

     You will come across a couple of caskets as you travel through the
     passage. The first casket contains a Skip Sandwich DX, an item that
     recovers 6~7 HP and increases walking speed for about 20 seconds. The
     second casket contains a Silver Bracelet, which should be equipped on
     Paula.

     The Mini Barf will be waiting at the end of the passage. The Mini Barf is
     not too difficult to defeat, but you may deplete much of Ness and Paula's
     PP during the battle. Use Fire[alpha] in each round while Jeff uses up all
     of his Bottle Rockets (do not use any Big Bottle Rockets). Use the Slime
     Generator in each round after that if Jeff has it. Don't use Healing on
     anyone crying and use Lifeup to keep everyone's HP above 100 or at
     maximum, whichever is lower.

   c)Grapefruit Falls

     The exit of the underground passage leads to Grapefruit Falls, another
     straightforward area where powerful enemies lurk. Standing outside the
     exit of the underground passage is an old man selling a few food items.
     Buy a Croissant or a Calorie Stick if the party does not have any food
     items.

     A Magic Butterfly sometimes spawns near the old man, so exit and reenter
     Grapefruit Falls if you don't see one. Further up along the river are two
     gift boxes containing a Bomb and a Protein Drink.

     The enemies here can be difficult. The Red Antoids and the Farm Zombies
     can be defeated with standard "bash" attacks, but the Plain Crocodile and
     the Armored Frog should be defeated with Freeze. Use Lifeup often when
     fighting these enemies, and use food items if Ness's PP runs low. If you
     have any Insecticide Sprays, use them against the Red Antoids.

     Keep walking north along the river to eventually find a short cave. This
     cave leads east to Saturn Valley, the next village. Open the gift box near
     the middle of the cave to a obtain a Bottle Rocket, which should be saved
     for the upcoming Third Sanctuary boss.

_______________________________________________________________________________
_______________________________________________________________________________


3.Saturn Valley and Belch's Factory

  Recommended Level: 21 -> 25

  Equipment:

    Ness: Minor League Bat  Paula: Bionic Slingshot  Jeff: Magnum Air Gun
          Great Charm              Great Charm             Great Charm
          Silver Bracelet          Silver Bracelet         Silver Bracelet
          Hard Hat                 Red Ribbon              Hard Hat


 SHOPPING LIST
    _____
   |Store|
   |_____|_______________________________________________________
   |1.Silver Bracelet    | $599 | armor                          |
   |_____________________|______|________________________________|
   |2.Great Charm        |  400 | armor; protects from Paralysis |
   |_____________________|______|________________________________|
   |3.Red Ribbon         |  179 | armor for Paula                |
   |_____________________|______|________________________________|
   |4.Bionic Slingshot   |  449 | weapon (buy for Paula)         |
   |_____________________|______|________________________________|


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

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


 ENEMIES

   a)Farm Zombie

     Vulnerable: Fire, Flash
     Resistant: Freeze

     Attacks

      -Standard attack
       Damage: 19~27 HP (Ness)
               17~19 HP (Paula)
               19~27 HP (Jeff)

      -Exhale its arctic-cold breath
       Effect: a single target catches a cold

      -Laugh hysterically
       Effect: none

     Strategy

       One hit from Ness's "bash" together with one hit from either Paula or
       Jeff's standard attack will defeat the Farm Zombie. Use Fire against
       this enemy only if it appears with a large row of foes. Heal any colds
       after the battle is over.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[alpha] if HP falls to 40 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 60 or lower

       -Paula: "bash"
               Fire[beta], if in a large row

       -Jeff: "shoot"


   b)Foppy

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

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

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

      -Brainshock[alpha]

      -Be absentminded
       Effect: none

     Strategy

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

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

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

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

       -Jeff: "shoot"


   c)Master Belch

     Recommended Level: 24

     Vulnerable: Hypnosis

     Attacks

      -Burp and blow his nauseating breath at you
       Effect: a single target gets afflicted with nausea
       Comments: Master Belch will use this attack in the first round
                 (unless he's asleep) even if you use the Jar of Fly Honey
                 first. Use Healing[beta] or a Refreshing Herb to cure the
                 affected party member. Otherwise, use Lifeup to keep the
                 person alive.

     Strategy

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

       -Ness: "bash"
              Healing[beta] on anyone nauseous
              Lifeup[alpha], if Healing[beta] or a Refreshing Herb is not
                available

       -Paula: "bash"
               Freeze[beta]

       -Jeff: "shoot"


   d)Mostly Bad Fly

     Vulnerable: Fire, Freeze, Paralysis

     Attacks

      -Standard attack
       Damage: 16~19 HP (Ness)
               14~16 HP (Paula)
               16~19 HP (Jeff)

      -Say something nasty
       Effect: lower Guts of a single target by about 25%

     Strategy

       A hit from Paula and Jeff's standard attack should defeat the Mostly Bad
       Fly. Ness should be able to inflict just barely enough damage to defeat
       this enemy with a single "bash" attack. Use any leftover Insecticide
       Sprays when fighting multiple Mostly Bad Flies.

       This enemy occasionally appears with the Slimy Little Pile. Paralyze or
       defeat the Slimy Little Pile before attacking the Mostly Bad Fly.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 40 or lower
              recover Paula with Lifeup[alpha] if HP falls to 32 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 40 or lower

       -Paula: "bash"

       -Jeff: "bash"


   e)Slimy Little Pile

     Vulnerable: Paralysis

     Attacks

      -Standard attack
       Damage: 32~46 HP (Ness)
               32~40 HP (Paula)
               32~46 HP (Jeff)

      -Exhale a blast of stinky breath
       Effect: causes the entire party to start uncontrollably crying
       Comments: The Slimy Little Pile uses this attack very often, so don't
                 bother to heal anyone crying.

      -Spit out sticky mucus
       Effect: solidifies a single target

      -Call for help
       Effect: another Slimy Little Pile joins the battle

     Strategy

       If the Slimy Little Pile appears alone, use Paralysis[alpha] or Freeze
       [alpha] to win easily.

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

       Defeat or paralyze this enemy first before attacking any other.

       -Ness: (first turn) Paralysis[alpha], if Freeze is not used
              (subsequent turns) "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[alpha] if HP falls to 80 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 80 or lower

       -Paula: Freeze[alpha], if Paralysis is not used or if everybody is
                 crying
               Freeze[beta], if Paralysis is not used
               Fire[beta], if there is a large row of enemies

       -Jeff: "shoot"


 WALKTHROUGH

   a)Saturn Valley

     Enter the first house on the left to rest and recover. If anyone is
     unconscious or possessed, enter the house on the right and the "doctor"
     inside will heal everyone for free.

     Enter the cave north of the hotel and talk to the Mr. Saturn that tells
     you to wait three minutes behind the waterfall in Grapefruit Falls (an
     ominous tone will play after talking to this Mr. Saturn). If this Mr.
     Saturn is not talked to, waiting three minutes behind the waterfall will
     do nothing.

     Climb the ladder leading out of the cave and the next ladder outside to
     reach the upper house. This is the Saturn Valley store. Check the strange
     machine on the left side of the room to withdraw some money. Talk to the
     Mr. Saturn standing south of the entrance and buy Silver Bracelets and
     Great Charms. Buy a Red Ribbon and a Bionic Slingshot for Paula as well.
     The Bionic Slingshot has a slightly lower accuracy than the party's
     standard weapons and cannot get SMAAAASH!! hits, but the Bionic Slingshot
     is a good enough improvement over the Thick Fry Pan to be worthwhile.

     If Ness has not learned Healing[beta], buy a Refreshing Herb from the
     other Mr. Saturn in preparation for an upcoming boss.

   b)Belch's Factory

     Be sure to take the Jar of Fly Honey with you--it's needed to defeat the
     upcoming boss. Exit Saturn Valley and go back to Grapefruit Falls.

     Walk further north along the river and into the waterfall. Walk west
     behind the water and press up on the d-pad. An unknown voice should tell
     you to "Say the password!" If the dialogue window only says "...", return
     to Saturn Valley and talk to the Mr. Saturn mentioned above. Stay behind
     the waterfall for three minutes without pressing the D-PAD; otherwise, you
     will have to start over. Pressing any other button will not reset the
     timer.

     When the unknown voice says, "Okay...you may enter," the party will go
     inside the base. You will not have to wait three minutes again to reenter
     the base if you leave.

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

     To the right is a ladder and a door. The door leads to a trash can
     containing a Bomb, an item that is not very helpful. Three or four Farm
     Zombies usually guard this trash can.

     Climb down the ladder to continue through the base. There is likely to be
     a swarm of Foppies at the bottom, but these enemies should be easy to
     defeat with standard attacks. If Paula is low on PP, use PSI Magnet[alpha]
     or [omega] to take some PP from them. If you want to level up, the Foppy
     is the best enemy to fight. Stay close to the first ladder because many
     Foppies spawn in this area.

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

     Continue walking west to find a third ladder. This ladder leads to three
     trash cans usually guarded by two or three Mostly Bad Flies and possibly a
     Slimy Little Pile. The trash cans hold a Vital Capsule, an HP-Sucker, and
     a Calorie Stick. If you get the Vital Capsule, use it to increase
     someone's max HP at the next level up (Paula is the best choice). The HP-
     Sucker is a tool for Jeff that drains roughly 10 to 20% of an enemy's max
     HP and gives it to Jeff. It drains little HP from normal enemies and
     rarely works on bosses, and I usually sell it for $400.

     To the left of the ladder is the Magic Butterfly room. Use Lifeup on each
     person before touching the Butterfly, and exit and reenter the room as
     much as you need until all HP and PP are recovered.

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

     Master Belch will be waiting in the next room. Talk to him to start the
     battle, and use the Jar of Fly Honey in the first round to render him
     unable to attack in subsequent rounds. Unfortunately, Master Belch will
     use his nauseating breath attack at least once (unless he's asleep) even
     if the Jar of Fly Honey is used before he attacks. Use Healing[beta] or a
     Refreshing Herb to cure the affected character.

     Once Master Belch is defeated, enter the doorway he was blocking and walk
     through the cave. The party will end up in the upper part of Saturn Valley
     near a hot spring. The hot spring can cure all status effects but will not
     restore any HP or PP. If someone is nauseous, enter the hot spring and
     walk around in it until the game tells you the party is cleansed.


 EXTRAS

   a)Coffee Break

     Purpose: read some text that talks about the party's adventure; can only
              be done after defeating Master Belch

     Standing next to the hot spring is a Mr. Saturn that will offer some
     coffee. If you answer "yes" to its offer, a funky background will fill the
     screen and some scrolling text will appear. The text has a colloquial
     tone, and the speaker sounds as though he is talking to Ness. It begins by
     summarizing Ness's adventure up to this point and warns of the
     difficulties to come, advising Ness to keep up his courage and have faith
     in his goal.

     There is no need to read this speech of sorts. If you decide to read it,
     you will have to sit through the whole thing before resuming.

_______________________________________________________________________________
_______________________________________________________________________________


4.Third Sanctuary Location and Leaving Threed

  Recommended Level: 25 -> 27

  Equipment:

    Ness: Minor League Bat  Paula: Bionic Slingshot  Jeff: Magnum Air Gun
          Great Charm              Great Charm             Great Charm
          Silver Bracelet          Silver Bracelet         Silver Bracelet
          Hard Hat                 Mr. Saturn Coin         Hard Hat

 ITEMS

   a)Mr. Saturn Coin

     Use: armor; equip as "other" for Ness, Paula, or Jeff
     Obtained: Mr. Saturn, in the cave below the Saturn Valley store

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

   b)Cup of Lifenoodles

     Use: revives someone unconscious and heals almost all status effects
     Obtained: Mr. Saturn, in the cave below the Saturn Valley store

   c)Stag Beetle

     Use: solidifies a single, random target for a round
     Obtained: Mr. Saturn, in the cave below the Saturn Valley store

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


 SHOPPING LIST
    _____
   |Store|
   |_____|______________________________________________________
   |1.Secret Herb x2    | $380 | heals diamondization (have two |
   |                    |      | party members carry one each)  |
   |____________________|______|________________________________|
   |2.Peanut Cheese Bar |  22  | recovers about 100 HP (buy if  |
   |                    |      | low on food)                   |
   |____________________|______|________________________________|


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


 ENEMIES

   a)Ranboob

     Vulnerable: Fire

     Attacks

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

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

      -Sprinkle around some wonderful-smelling powder
       Effect: make a single target fall asleep

     Strategy

       If the Ranboob appears alone, use standard attacks to defeat it within
       two rounds. Use Freeze[beta] or Fire[beta] if this enemy appears in a
       group. Always defeat the Ranboob last. Use PSI Magnet if Paula's PP is
       low.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 70 or lower
              recover Paula with Lifeup[alpha] if HP falls to 20 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 70 or lower

       -Paula: "bash"
               Freeze[beta]
               Fire[beta], if facing a large row
               PSI Magnet[omega] or [alpha] if PP is low

       -Jeff: "shoot"


   b)Struttin' Evil Mushroom

     Vulnerable: Fire, Freeze, Brainshock

     Attacks

      -Standard attack
       Damage: 10~13 HP (Ness)
               1 HP (Paula)
               10~13 HP (Jeff)

      -Scatter some spores
       Effect: mushroomize a single target

      -Scatter some spores
       Effect: poison a single target

     Strategy

       The Struttin' Evil Mushroom is the most dangerous enemy in this area
       because of its ability to mushroomize someone. Use Freeze[alpha] to
       defeat it quickly, or use Fire[beta] along with standard attacks when
       facing more than one. If this enemy manages to mushroomize two or more
       people, it may be a good idea to return to Saturn Valley and recover in
       the hot spring.

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

       -Paula: "bash"
               Freeze[alpha]
               Fire[beta], if facing more than one

       -Jeff: "shoot"


   c)Tough Mobile Sprout

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 16~19 HP (Ness)
               1 HP (Paula)
               16~19 HP (Jeff)

      -Lifeup[alpha]

      -PSI Magnet[alpha]

      -Sow some seeds around itself
       Effect: a Tough Mobile Sprout may join the battle

     Strategy

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

       -Ness: "bash"
              recover Ness and Jeff with Lifeup[beta] if HP falls to 36 or
                lower

       -Paula: "bash"
               Fire[beta], if facing a large row
               PSI Magnet[omega] or [alpha] if PP is low

       -Jeff: "shoot"


   d)Trillionage Sprout (Sanctuary Boss)

     Recommended Level: 26

     Vulnerable: Fire

     Attacks

      -Standard attack
       Damage: 56~62 HP (Ness)
               35~40 HP (Paula)
               39~50 HP (Jeff)

      -Flash[alpha]

      -PSI Shield[alpha]

      -Paralysis[alpha]

      -Glare with its eerie eyes
       Effect: diamondize a single target
       Comments: Use a Secret Herb to cure diamondization. Secret Herbs can be
                 bought in Saturn Valley.

     Strategy

       If no one is mushroomized, use PSI Rockin[beta] and Fire[beta] in each
       round. Have Jeff use up any (Big) Bottle Rockets and Bombs you might
       have while keeping everyone alive with food items. If you're low on food
       or Ness is low on PP, "bash" and conserve PP for Lifeup.

       If somebody is mushroomized, you might want to change the way that
       character fights if you don't want to risk being attacked by your own
       party. If Ness is mushroomized, have him only use Lifeup when necessary
       and use "defend" in all other rounds. If Jeff is mushroomized, do not
       use a Big Bottle Rocket and just have him use food items or "defend."

       If Paula is mushroomized, you may be forced to rely on Ness's "bash" or
       PSI Rockin for offense. Use food items if possible to keep Ness alive
       while he attacks; save his PP for Lifeup and Healing if you're low on
       food and use Offense Up[alpha] to increase his strength. Use Freeze
       [beta] if you think you can recover someone mortally wounded in time.

       If two or more characters are mushroomized, it will be too costly to
       have all affected party members stay out of the fight. Either stick with
       standard attacks and food items or return to Saturn Valley and recover.

       -Ness: PSI Rockin[beta]
              "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[alpha] if HP falls to 80 or lower
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              "defend" or Lifeup, if mushroomized

       -Paula: Fire[beta]
               food items, if mushroomized
               Offense Up[alpha], if mushroomized
               Freeze[beta], if mushroomized

       -Jeff: (first turn) Big Bottle Rocket
              "shoot," Bottle Rocket, or Bombs if available
              food items
              "defend", if mushroomized


 WALKTHROUGH

   a)Preparation

     This is probably the hardest sanctuary location to complete if you try to
     get the third melody now. If you find the enemies in the Third Sanctuary
     Cave are too hard, you can come back later.

     Go to the store and buy two Secret Herbs in preparation for the sanctuary
     boss; have two different party members carry one each. Stock up on Peanut
     Cheese Bars if you're low on food and give them to Paula and Jeff. Also,
     call Escargo Express and store the Jar of Fly Honey because it will no
     longer be used.

     Next, enter the cave below the store and talk to one of the Mr. Saturns.
     He will give the party a Cup of Lifenoodles, a Mr. Saturn Coin, and a Stag
     Beetle. Equip the Mr. Saturn Coin on Paula and give the Cup of Lifenoodles
     to Ness. The Stag Beetle is not very useful and can be sold.

   b)Third Sanctuary Area Enemies

     The Third Sanctuary Cave is located near the hot spring. The biggest
     threat here is the Struttin' Evil Mushroom's ability to mushroomize the
     party. There's a good chance one person will get mushroomized by the time
     you reach the Shining Spot, but it's unlikely that any more will be
     affected if you fight aggressively.

     Always defeat any Struttin' Evil Mushrooms first. One hit from Freeze
     [alpha] will usually defeat it; use Fire[beta] and standard attacks when
     facing more than one.

     The Tough Mobile Sprouts and the Ranboobs can be taken care of with Fire
     [beta] if a large group of them appears. Defeat any Tough Mobile Sprouts
     before attacking any Ranboobs, since Tough Mobile Sprouts can drain much
     needed PP from Ness and Paula with PSI Magnet[alpha] and spawn more Tough
     Mobile Sprouts by sowing their seeds. Use PSI Magnet against the Ranboobs
     to recover PP for Paula.

     The path to the Third Sanctuary Location is short and straightforward. The
     first two rooms in the cave are the hardest because a large group of
     enemies is likely to be found here. If Paula gets mushroomized in this
     cave, return to the hot spring.

     Past the first cave is an outdoor area where Magic Butterflies often
     spawn. Continue walking south, turn east at the bend, and enter the last
     cave.

     The gift box here contains a Coin of Slumber. This item does not provide
     as much protection as the Mr. Saturn Coin and should be equipped on Jeff.
     Walk east to reach the Shining Spot.

   d)Sanctuary Boss Battle

     If you reach the Shining Spot without anyone getting mushroomized, the
     Trillionage Sprout should be fairly easy. Use Fire[beta] and PSI Rockin
     [beta] in each round while Jeff uses up any (Big) Bottle Rockets and Bombs
     he has. Have Jeff keep everyone alive with food items. Use a Secret Herb
     to cure anyone diamondized.

     If only one person is mushroomized, have that person "defend" or use food
     items or Lifeup to keep everyone's HP up. Paula can also use Offense Up
     [alpha] or even Freeze if you think you can recover a mortally wounded
     party member in time.

     If two or more people are mushroomized, you can either go back to Saturn
     Valley and recover, or you can just risk the fight and rely mostly on
     standard attacks.

   e)Out of Threed

     With Master Belch defeated, Threed is now back to normal and the tunnels
     leading out of town are no longer infested by ghosts. Return to Threed and
     take the bus going east out of town (you may also want to do the
     Insignificant Item sidequest now for a Magic Truffle; see the "Extras"
     section below).


 EXTRAS

   a)Insignificant Item

     Purpose: receive a Magic Truffle (recovers 80 PP)

     If you're the type of player that likes to talk to everyone in an RPG, you
     may have met a man in the hospital in Twoson talking about an item he left
     in the hospital in Threed. To find this item, go to the second floor of
     Threed Hospital and enter the room on the left. Approach the drawer and
     "check" it to get the Insignificant Item. This item does absolutely
     nothing and sells for only $1.

     Go to Twoson Hospital and enter the room on the left on the second floor.
     Talk to the man inside and give him the Insignificant Item. He will give
     you a Magic Truffle in return.




*******************************************************************************
IX.Dusty Dunes Desert/Fourside
*******************************************************************************

"Jeff wets his bed sometimes. But other than that, he's a good boy."
                                                           -Dr. Andonuts

Cameraman Locations: -by the Black Sesame Seed in Dusty Dunes Desert, after
                       "talking" to it
                     -on the bridge to Fourside
                     -in front of the mine in Dusty Dunes Desert, after the
                       five moles are defeated
                     -in the Fourside Museum, in front of the Dinosaur Bones
                     -between the two trees standing between the Monotoli
                       Building and the Dept. Store
                     -in front of the Toys Shop in the Fourside Department
                       Store, after the Dept. Store Spook is defeated


                                    Outline

                     Give the miner in Dusty Dunes Desert
                                 a food item
                                       |
                                       |
                     Talk to the theater owner in Fourside
                                       |
                                       |
                       Return to the mine and defeat the
                               five moles inside
                                       |
                                       |
                         Talk to the miner, take a bus
                    from Dusty Dunes Desert to Fourside, and
                              receive the Diamond
                                       |
                                       |
                   Give the Diamond to the theater owner and
                       watch the final Runaway Five show
                                       |
                                       |
              Go to the upper floors of the Department Store and
                            return to the entrance
                                       |
                                       |
                   Go the top floor office in the Department
                    Store and defeat the Dept. Store Spook
                                       |
                                       |
                    Go to the Cafe and talk to the patrons
                                       |
                                       |
                   Go outside and give one of the bystanders
                              a nonessential item
                                       |
                                       |
                               Talk to Everdred
                                       |
                                       |
                    Enter the Cafe and "check" the cabinet
                              behind the counter
                                       |
                                       |
                    Talk to the man standing on the east side
                           of the Monotoli Building
                                       |
                                       |
                   Warp around Moonside until the party ends
                          up inside an isolated room
                                       |
                                       |
                     Talk to the Invisible Man and answer
                  "no" when prompted; talk to the other man
                          to leave the isolated room
                                       |
                                       |
                    Talk to the man standing on the east side
                           of the Monotoli Building
                                       |
                                       |
                         Defeat the Mani Mani Statue
                                       |
                                       |
                        Talk to the Monkey in Fourside
                                       |
                                       |
                Go to the Monkey Cave in the Dusty Dunes Desert
                                       |
                                       |
              Talk to Talah Rama and receive the Yogurt Dispenser
                                       |
                                       |
                   Talk to the monkey next to Talah Rama and
                        have Ness learn Teleport[alpha]
                                       |
                                       |
                 Go to the 48th floor of the Monotoli Building
                                       |
                                       |
                            Defeat the Clumsy Robot
                                       |
                                       |
                  Talk to Mr. Monotoli and have Paula rejoin
                                   the party
                                       |
                                       |
                               Go to the Helipad
                                       |
                                       |
                 Ride the Runaway Five bus to Threed and ride
                          the Sky Runner to Winters
                                       |
                                       |
                      Record the Fourth Sanctuary Melody
                                       |
                                       |
                        Ride the Sky Runner to Summers


1.Through the Desert

  Recommended Level: 27

  Equipment:

    Ness: Mr. Baseball Bat  Paula: Deluxe Fry Pan   Jeff: Laser Gun/Zip Gun
          Great Charm              Great Charm            Great Charm
          Silver Bracelet          Silver Bracelet        Silver Bracelet
          Coin of Slumber          Mr. Saturn Coin        Coin of Slumber


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

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


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


 ENEMIES

   a)Bad Buffalo

     Vulnerable: Fire, Paralysis

     Attacks

      -Ram and trample you
       Damage: 56~79 HP (Ness)
               45~63 HP (Paula)
               56~79 HP (Jeff)

      -Tear into you
       Damage: 117~143 HP (Ness)
               99~125 HP (Paula)
               117~143 HP (Jeff)

      -Knit its brow
       Effect: none

     Strategy

       Have at least 150 or near max HP (whichever is lower) before fighting
       the Bad Buffalo. Use Paralysis[alpha] in the first round to immobilize
       this enemy. Defeat all other enemies other than the Smilin' Sphere after
       that.

       -Ness: (first turn) Paralysis[alpha]
              "bash"

       -Paula: "bash"

       -Jeff: "shoot"
               

   b)Crested Booka

     Vulnerable: Hypnosis
     Resistant: Fire

     Attacks

      -Standard attack
       Damage: 37~49 HP (Ness)
               33~34 HP (Paula)
               37~49 HP (Jeff)

      -Shriek a war cry
       Effect: reduce a single target's Offense and Defense by about 6%

      -Has a big grin on his face
       Effect: none

     Strategy

       Using just standard attacks should be enough to defeat the Crested
       Booka within two rounds. If this enemy appears in a group, attack it
       after defeating any Desert Wolves and Skelpions.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[alpha] if HP falls to 40 or lower
              recover Jeff with Lifeup[beta] if HP falls to 60 or lower

       -Paula: "bash

       -Jeff: "shoot"


   c)Criminal Caterpillar

     If you see this enemy, always chase after it. A victory against the
     Criminal Caterpillar will almost always reward enough experience points to
     level up somebody. It looks like a small green worm outside of battle.

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


   d)Cute Li'l UFO

     Vulnerable: Brainshock

     Attacks

      -Fire a beam
       Damage: 30~42 HP (Ness)
               23~25 HP (Paula)
               30~42 HP (Jeff)

      -Lifeup[alpha]

     Strategy

       A hit from any two party member's standard attack should defeat the Cute
       Li'l UFO. Defeat it only before any paralyzed Bad Buffalos and Smilin'
       Spheres.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 50 or lower
              recover Paula with Lifeup[alpha] if HP falls to 30 or lower
              recover Jeff with Lifeup[beta] if HP falls to 50 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   e)Desert Wolf

     Vulnerable: Fire, Freeze

     Attacks

      -Biting attack
       Damage: 50~60 HP (Ness)
               37~48 HP (Paula)
               50~60 HP (Jeff)

      -Take a bite using its poisonous fangs
       Damage: 50~60 HP (Ness)
               37~48 HP (Paula)
               50~60 HP (Jeff)
       Effect: poison a single target

      -Make a loud, piercing howl
       Effect: nothing

     Strategy

       A hit from all three party member's standard attacks should defeat the
       Desert Wolf. If this enemy appears in a group, defeat it in one hit
       with Freeze[beta] in the first round. Heal any poisoned party members
       after the battle is over.

       Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[alpha] if HP falls to 50 or lower
              recover Jeff with Lifeup[beta] if HP falls to 60 or lower

       Paula: "bash"
              Freeze[beta], if facing a group

       Jeff: "shoot"


   f)Mole Playing Rough

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


   g)Skelpion

     Vulnerable: Fire, Freeze, Hypnosis

     Attacks

      -Standard attack
       Damage: 18~19 HP (Ness)
               8~10 HP (Paula)
               18~19 HP (Jeff)

      -Thunder[alpha]

      -Sting with its poison stinger
       Effect: poison a single target

      -Edge closer
       Effect: none

     Strategy

       About one hit from Ness or Jeff's standard attack or one use of Freeze
       [alpha] should defeat the Skelpion. Keep the Franklin Badge in Paula's
       inventory to protect her from Thunder[alpha]. If this enemy appears in a
       group, attack it after defeating any Desert Wolves and before attacking
       any other. Heal any poisoned party member after the battle is over.

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

       -Paula: "bash"
               Freeze[alpha]

       -Jeff: "shoot"


   h)Smilin' Sphere

     Vulnerable: Fire, Hypnosis
     Resistant: Freeze

     Attacks

      -Standard attack
       Damage: 33~38 HP (Ness)
               22~24 HP (Paula)
               33~38 HP (Jeff)

      -Fire[alpha]
       Comments: Use PSI Shield[sigma] to defend against this attack.

      -Laugh maniacally
       Effect: makes a single target feel strange

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

     Strategy

       Use PSI Shield[sigma] (if learned) in the first round to defend against
       the Smilin' Sphere's Fire[alpha]. A hit from each party member's
       standard attack should defeat this enemy. Always defeat the Smilin'
       Sphere last in order to minimize damage when it explodes.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[alpha] if HP falls to 60 or lower
              recover Jeff with Lifeup[beta] if HP falls to 60 or lower

       -Paula: (first turn) PSI Shield[sigma]
               (subsequent turns) "bash"

       -Jeff: "shoot"


 WALKTHROUGH

   a)Preliminaries

     When you reach Dusty Dunes Desert, go to the Drugstore and buy a Mr.
     Baseball Bat for Ness, a Deluxe Fry Pan for Paula, and a Coin of Slumber
     for whomever needs it.

     If Jeff does not have the Laser Gun or the Broken Laser, it may be a good
     idea to buy a Zip Gun from the Arms Dealer standing north of the Drugstore
     (if Jeff was equipped with the Magnum Air Gun, call Escargo Express and
     store it). If the Broken Laser has not been repaired yet (24 IQ needed),
     don't rest at the Drugstore to get it fixed; there is a place you can
     sleep for free coming up soon.

     As you walk through the desert, you may notice the screen periodically
     flashing red. This happens when somebody is suffering from sunstroke,
     which causes the ailing character to suffer 2 HP of damage every 4 seconds
     outside of battle and 4 HP of damage per turn in battle. Use Healing
     [alpha] or a Wet Towel to cure sunstroke.

   b)Trudging Through the Desert

     With heavy traffic blocking the road, the party will have no choice but
     to walk through the desert. The only thing you have to do here is talk to
     the miner located to the east and give him a food item. Just follow the
     rocks lining the southern edge of the desert to find him and his shack.
     There is a gift box along the way containing a Big Bottle Rocket; take it
     and give it to Jeff. The man inside the shack will let the party rest for
     free.

     The enemies here should not give you too much trouble. Use Freeze to
     defeat Skelpions and Desert Wolves quickly and Paralysis on Bad Buffalo
     to immobilize them. Defeat any Smilin' Spheres last in battle because they
     will explode when defeated and can inflict heavy damage. Use Paula's PSI
     Shield[sigma] (if learned) to defend against the Smilin' Sphere's Fire,
     and keep everyone's HP above 60 to ensure everyone survives the explosion.

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

     If you want to explore a bit, there are some gift boxes you can find and a
     few characters you can meet in the desert. You can also search for a
     contact lens someone lost and return it to its owner in Fourside for a
     Pair of Dirty Socks (see Extras section below for details). All in all,
     though, there is not much in the desert worth your time, and you should
     just give the miner a food item and proceed to Fourside.

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


  EXTRAS

   a)Contact Lens

     Purpose: Receive a Pair of Dirty Socks, an item that solidifies a random
              enemy in battle; can only be used once

     Northwest of the miner's shack is a sign that offers a reward for finding
     and returning a pair of contact lenses someone lost in the desert. Finding
     the contact lenses is not as hard as you might think; just look for
     something shining on the ground a little bit northeast of the sign. Pick
     up the lenses and take them to a man living in the second floor of the
     Bakery in Fourside (the Bakery is near the eastern edge of the city). The
     man will give the party a Pair of Dirty Socks in return. This item can
     solidify a random enemy when used in battle but can only be used once.

_______________________________________________________________________________
_______________________________________________________________________________


2.Big City

  Recommended Level: 27

  Equipment:

    Ness: Mr. Baseball Bat  Paula: Deluxe Fry Pan   Jeff: Laser Gun
          Great Charm              Great Charm            Great Charm
          Silver Bracelet          Silver Bracelet        Silver Bracelet
          Coin of Slumber          Mr. Saturn Coin        Coin of Slumber

 ENEMIES

   a)Annoying Reveler

     Attacks

      -Standard attack
       Damage: 45~58 HP (Ness)
               35~46 HP (Paula)
               45~58 HP (Jeff)

      -Grumble about today's youth
       Effect: lower a single character's Guts by about 25%

      -Start lecturing you
       Effect: lower a single character's Guts by about 25%

      -Is wobbly
       Effect: none

     Strategy

       You should be able to defeat the Annoying Reveler in two rounds using
       standard attacks.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[alpha] if HP falls to 50 or lower
              recover Jeff with Lifeup[beta] if HP falls to 60 or lower

       -Paula: "bash:

       -Jeff: "shoot"


   b)Crazed Sign

     Vulnerable: Hypnosis

     Attacks

      -Standard attack
       Damage: 57~70 HP (Ness)
               48~59 HP (Paula)
               57~70 HP (Jeff)

      -Hypnosis[alpha]

      -Paralysis[alpha]

     Strategy

       You should be able to defeat the Crazed Sign in two or three rounds with
       standard attacks. If this enemy appears with a Mad Taxi, paralyze the
       Mad Taxi before defeating the Crazed Sign.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[alpha] if HP falls to 60 or lower
              recover Jeff with Lifeup[beta] if HP falls to 80 or lower

       -Paula: "bash

       -Jeff: "shoot"


   c)Extra Cranky Lady

     Attacks

      -Wield a shopping bag
       Damage: 76~91 HP (Ness)
               57~71 HP (Paula)
               76~91 HP (Jeff)

      -Start a continuous attack
       Damage: 28~39 HP (Ness)
               19~23 HP (Paula)
               28~39 HP (Jeff)
       Comments: This attack hits its target twice. The above damage estimates
                 are for one hit only.

      -Scowl sharply
       Effect: lower a single target's Guts by about 25%

      -Say something really scary
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Extra Cranky Lady in two rounds using
       standard attacks.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] if HP falls to 80 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   d)Mad Taxi

     Vulnerable: Paralysis

     Attacks

      -Rev and accelerate
       Damage: 90~112 HP (Ness)
               81~100 HP (Paula)
               90~112 HP (Jeff)

      -Spew exhaust fumes
       Effect: makes a single target uncontrollably cry
       Comments: The Mad Taxi uses this attack often. Use Paralysis[alpha] in
                 the first round before Ness and Jeff start crying.

     Strategy

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

       According to starmen.net, this enemy has a 1/128 chance of dropping the
       Xterminator Spray, an item that inflicts about 200 HP of damage to all
       bugs. The in-game description states the spray can be used "many times,"
       suggesting the item can be used indefinitely (Thanks to: C.V. Reynolds).

       -Ness: (first turn) Paralysis[alpha]
              (subsequent turns) "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] if HP falls to 100 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 100 or
                lower

       -Paula: "bash"

       -Jeff: "shoot"


 WALKTHROUGH

   a)To the City and Back

     There's not a whole lot to do on the first visit to Fourside. You can
     visit Pokey in the Monotoli Building, but you'll get nothing for doing so.
     No good equipment is being sold here yet either, but if you don't have the
     Slime Generator, you can buy a Broken Iron from a guy with a mohawk in
     northern Fourside.

     Go to Topolla Theater in central Fourside and talk to the owner of the
     theater. Enter the theater, buy a Show Ticket for $30, and go into the
     owner's office to the left. Talk to the owner and then return to the
     miner's shack in Dusty Dunes Desert. You can watch the Runaway Five's
     performance if you want, but the show is a little long and you don't have
     to watch it.

_______________________________________________________________________________
_______________________________________________________________________________


3.The Gold Mine

  Recommended Level: 27 -> 31

  Equipment:

    Ness: Mr. Baseball Bat  Paula: Deluxe Fry Pan   Jeff: Laser Gun
          Great Charm              Great Charm            Great Charm
          Silver Bracelet          Silver Bracelet        Silver Bracelet
          Coin of Slumber          Mr. Saturn Coin        Coin of Slumber

 ITEMS

   a)Diamond

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

     After defeating the five moles in the gold mine, take a bus to Fourside to
     receive the Diamond. Show the Diamond to the theater owner to free the
     Runaway Five.


 GIFT BOXES

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


 ENEMIES

   a)Gigantic Ant

     Vulnerable: Fire, Freeze

     Attacks

      -Biting attack
       Damage: 35~45 HP (Ness)
               30~40 HP (Paula)
               35~45 HP (Jeff)

      -Sting with its poisonous stinger
       Effect: poison a single target

      -Paralysis[alpha]

      -PSI Magnet[alpha]

      -Call for help
       Effect: a Gigantic Ant joins the battle

      -Flash a menacing smile
       Effect: none

     Strategy

       You should be able to defeat the Gigantic Ant within three rounds with
       just standard attacks. You can win in one round with a hit from Freeze
       [alpha] and Ness and Jeff's standard attacks.
 
       If Paula runs low on PP while in the mine, use Paula's PSI Magnet
       against the Titanic Ant to recover her PP. Use either Paralysis[alpha]
       or the Slime Generator in each round to pin down the Gigantic Ant until
       Paula has recovered enough PP.

       -Ness: "bash"
              Paralysis[alpha], if you want to recover Paula's PP
              recover Ness with Lifeup[beta] if HP falls to 90 or lower
              recover Paula with Lifeup[alpha] if HP falls to 80 or lower
              recover Jeff with Lifeup[beta] if HP falls to 90 or lower

       -Paula: "bash"
               Freeze[alpha]
               PSI Magnet[omega], if you want to recover PP

       -Jeff: "shoot"
              Slime Generator


   b)Guardian Digger

     Vulnerable: Flash

     Attacks

      -Standard attack
       Damage: 50~60 HP (Ness)
               50~55 HP (Paula)
               50~60 HP (Jeff)

      -Claw with its sharp nails
       Damage: 95~135 HP (Ness)
               85~125 HP (Paula)
               95~135 HP (Jeff)

      -Tear into you
       Damage: 90~130 HP (Ness)
               85~120 HP (Paula)
               90~130 HP (Jeff)

      -Lifeup[alpha]

      -Shield[beta]
       Comments: This enemy has a Shield up from the beginning of the battle.
                 Avoid using standard attacks and rely on Freeze instead.

     Strategy

       About two hits from Freeze[beta] or one hit from Freeze[gamma] should
       defeat the Guardian Digger. Ness should keep everyone's HP above 100
       with Lifeup while Jeff uses the Slime Generator in each round. Don't use
       standard attacks.

       -Ness: "defend"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower

       -Paula: Freeze[beta]
               Freeze[gamma], if learned

       -Jeff: "defend"
              Slime Generator


   c)Mad Duck

     These guys are only a minor nuisance but avoid fighting them if possible.
     They do not inflict much damage, but their PP draining attacks can be
     annoying. Attack them only after defeating any other enemies the Mad Duck
     may appear with.


   d)Noose Man

     Vulnerable: Fire, Brainshock

     Attacks

      -Standard attack
       Damage: 25~40 HP (Ness)
               19~21 HP (Paula)
               25~40 HP (Jeff)

      -Employ a binding attack
       Effect: solidify a single target

     Strategy

       A hit from Ness and Jeff's standard attacks should defeat the Noose Man.
       If a group of these enemies appear, one use of Fire[beta] followed by a
       standard attack should defeat this enemy. Only attack this enemy after
       defeating anything other than a Mad Duck.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[beta] if HP falls to 50 or lower
              recover Jeff with Lifeup[beta] if HP falls to 80 or lower

       -Paula: "bash"
               Fire[beta], if facing a large group

       -Jeff: "shoot"


   e)Thirsty Coil Snake

     Vulnerable: Freeze, Paralysis

     Attacks

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

      -Take a bite using its poisonous fangs
       Damage: 35~50 HP (Ness)
               25~35 HP (Paula)
               35~50 HP (Jeff)
       Comments: This attack will almost always poisons its target. As far as I
                 can tell, it inflicts the same damage as this enemy's standard
                 biting attack.

      -Coil around you and attack
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Thirsty Coil Snake within two rounds
       using standard attacks. One hit from Paula's Freeze[beta] will also
       defeat this enemy. Heal any poisoned party member after the battle is
       over.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 70 or lower
              recover Paula with Lifeup[alpha] if HP falls to 60 or lower
              recover Jeff with Lifeup[beta] if HP falls to 70 or lower

       -Paula: "bash"
               Freeze[beta]

       -Jeff: "shoot"


 WALKTHROUGH

   a)The Five Moles

     The gold mine that was previously just a hole should now be much bigger.
     If it is not, give the miner a food item and/or return to Fourside and
     talk to the theater owner in Topolla theater. If you obtained an Exit
     Mouse earlier in Onett, carry it with you; otherwise, you can get one
     inside the mine.

     The main objective here is to defeat five moles located in various parts
     of the mine. You do not have to fight them in any order, and despite what
     they say they are all of the same strength. The main problem with
     navigating this mine is PP preservation. If you have any extra food items
     in your inventory, use those instead of Lifeup to recover after battles,
     and return to the shack outside with an Exit Mouse if Ness's PP runs low.
     Use PSI Magnet against Gigantic Ants and the moles if you ever get the
     chance. If Ness has enough PP, you can try paralyzing a Gigantic Ant and
     using PSI Magnet repeatedly until enough PP is recovered.

     My walkthrough here will give a suggestion on how to navigate this mine,
     but you do not have to follow it by any means.

     Upon entering the mine, walk all the way north and go down the ladder.

     From the ladder, walk west and fight the first mole. These moles have high
     offensive power but can be defeated with just Freeze. They have a Shield
     up from the beginning of the battle, so don't use any standard attacks.
     Ness should "defend" and use Lifeup to keep everyone's HP above 100 while
     Jeff uses the Slime Generator in each round. You should be able to defeat
     these moles within two rounds.

     Open the gift box behind the mole to find an IQ Capsule. Use it on either
     Paula or Ness to increase their max PP at the next level up.

     Go up the ladder and walk as far south as you can. The path will bend
     northwest. Follow this path to find a gift box containing a Big Bottle
     Rocket; give it to Jeff.
     
     Continue north and go down the ladder to find the second mole.

     Defeat the mole and take the Coin of Defense from the gift box; equip it
     on Jeff (or Paula if she's not wearing the Mr. Saturn Coin).

     Walk west and up the ladder. Follow the path south to come across a fork;
     go east to find a Teddy Bear. Go south and a little to the east to reach
     the center of the mine.

     If Ness's PP is low at this point, receive an Exit Mouse and go back to
     the miner's shack to rest. Return to this location after resting (from the
     entrance, turn west at the first junction and south at the next).

     Go down the south passage to find the third mole. Obtain the Luck Capsule
     and the Platinum Band after the battle, and equip the Platinum Band on
     Paula.

     Return to the center of the mine and go north to reach the fourth mole.
     Use the Guts Capsule behind the mole on Ness.

     Return to the center of the mine and go through the southwest passage. The
     ladder on the way leads to a Super Bomb, an item that should probably be
     given to Jeff.

     Continue following the passage west to the final mole. When all the moles
     are defeated, the music in the mine will change.

   b)Free the Runaway Five

     After defeating the five moles, return to the surface and talk to the
     miner. Go to the bus stop near the Drugstore and take a bus to Fourside.
     On the way, one of the miners will drive up behind the bus and give the
     party a Diamond.

     Go the owner of Topolla Theater and "use" the Diamond while standing next
     to her.

_______________________________________________________________________________
_______________________________________________________________________________


4.The Department Store

  Recommended Level: 31 -> 32

  Equipment:

    Ness: Mr. Baseball Bat  Paula: Deluxe Fry Pan  Jeff: Hyper Beam
          Great Charm              Great Charm           Great Charm
          Gold Bracelet            (nothing)             Platinum Band
          Coin of Defense          (nothing)             Mr. Saturn Coin


 SHOPPING LIST

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

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


 ENEMIES

   a)Dept. Store Spook

     Recommended Level: 31

     Attacks

      -Freeze[alpha]

      -Fire[alpha]

      -Lifeup[alpha]

      -PSI Magnet[omega]

      -Brainshock[alpha]

     Strategy

       Use PSI Rockin[beta] and a Big Bottle Rocket to win in one round.

       If you don't have a Big Bottle Rocket, give all your food items to Jeff
       before the fight. If you have an ample supply of food, use PSI Rockin
       [beta] while Jeff keeps everyone alive. Otherwise, conserve Ness's PP
       for Lifeup and rely on standard attacks. Keep everyone near max HP to
       avoid getting knocked out by Freeze.

       -Ness: (first turn) PSI Rockin[beta]
              (subsequent turns) "bash", if battle is not over in one round

       -Jeff: (first turn) Big Bottle Rocket
              (subsequent turns) "shoot", if battle is not over in one round


   b)Musica

     Attacks

      -Standard attack
       Damage: 50~55 HP (Ness)
               30~35 HP (Jeff)

      -Electrical shock attack
       Comments: equivalent to Thunder[beta]

      -Play a haunting melody
       Effect: causes multiple targets to fall asleep

     Strategy

       As long as Ness or Jeff has the Franklin Badge, using only standard
       attacks against the Musica should suffice. Don't hesitate to use PSI
       Rockin[beta] if you're facing a group or otherwise get into trouble.
       Attack this enemy only after defeating any Mystical Records and Scalding
       Coffee Cups.

       If you're having trouble with the Musica, try avoiding fighting it
       altogether (see WALKTHROUGH section below).

       -Ness: "bash"
              PSI Rockin[beta], if facing a group
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 70 or lower if he
                has the Franklin Badge

       -Jeff: "shoot"


   c)Mystical Record

     Vulnerable: Fire, Brainshock

     Attacks

      -Standard attack
       Damage: 30~45 HP (Ness)
               15~25 HP (Jeff)

      -Charge forward
       Damage: 75~120 HP (Ness)
               60~95 HP (Jeff)

      -Lifeup[alpha]

     Strategy

       Use PSI Rocking[beta] if the Mystical Record appears in a group of two
       or more enemies. Be sure that Ness and Jeff's HP are near max before
       entering into battle and try to approach this enemy from behind. Attack
       any Mystical Records after defeating any Scalding Coffee Cups.

       -Ness: "bash"
              PSI Rockin[beta]
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls below max

       -Jeff: "shoot"


   d)Scalding Coffee Cup

     Vulnerable: Freeze

     Attacks

      -Spill some scalding hot espresso
       Damage: 60~100 HP to all party members

     Strategy

       A hit from Ness and Jeff's standard attacks should defeat the Scalding
       Coffee Cup. Use PSI Rockin[alpha] or [beta] if this enemy appears in a
       group. Defeat this enemy first before attacking any other.

       -Ness: "bash"
              PSI Rockin[alpha] or [beta], if facing a group
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls below max

       -Jeff: "shoot"


 WALKTHROUGH

   a)Preparation

     Before going any further, transfer some of Paula's goods to Ness or Jeff's
     inventory. Equip Jeff with your best defensive items--give him the
     Franklin Badge, the Mr. Saturn Coin, and the Platinum Band if you have
     them and give Ness the Coin of Defense. Don't sell anything you might need
     later since this is only a temporary setup.

   b)Mook Spook

     The Fourside Dept. Store will open once the Runaway Five is free. Be at
     max HP/PP before entering the store.

     There are a few things you should buy in the Dept. Store. First, go to the
     arms dealer on the second floor and get a Hyper Beam for Jeff. If Jeff
     does not have at least two Big Bottle Rockets in his inventory, buy one or
     two of those as well. Next, go to the Tool Shop on the third floor and buy
     whatever armor that may benefit Ness and Jeff (most likely a Gold Bracelet
     for Ness). Don't buy anything for Paula. Altogether, you will need about
     $3600 to buy what you need. Walk back to the entrance of the Store.

     Once the lights go out, head towards the fourth floor of the building. The
     enemies on the way are powerful but can be avoided--the gift boxes can
     only move in a straight line and can be dodged by moving out of their line
     of movement. After that, you can try to encounter them from behind to get
     a surprise opening attack or continue on your way. Keep in mind that if
     you get a green swirl, you have a 100% chance of being able to "run away"
     in the first round.

     Always keep Ness and Jeff's HP at or near max while going up the Dept.
     Store. Use PSI Rockin[beta] if you face a group of two or more enemies.
     Otherwise, use standard attacks and Lifeup for recovery. Always defeat any
     Scalding Coffee Cups first and Mystical Records second.

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

     After the Department Store returns to normal, go back to the arms dealer
     to buy a Big Bottle Rocket to replace the one you used.

_______________________________________________________________________________
_______________________________________________________________________________


5.Moonside

  Recommended Level: 32 -> 33

  Equipment:

    Ness: Mr. Baseball Bat  Jeff: Hyper Beam
          Great Charm             Great Charm
          Gold Bracelet           Platinum Band
          Coin of Defense         Mr. Saturn Coin


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


 ENEMIES

   a)Abstract Art

     Vulnerable: Paralysis

     Attacks

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

       -Hypnosis[alpha]

     Strategy

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

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Jeff with Lifeup[beta] if HP falls to 60 or lower


   b)Dali's Clock

     Vulnerable: Hypnosis

     Attacks

      -Freeze you in time
       Effect: the Dali's Clock will be able to attack one, two, or three times
               in a round

      -Standard attack
       Damage: 35~45 HP (Ness)
               20~25 HP (Jeff)
       Comments: The Dali's Clock will likely attack two or three times; the
                 above damage estimates are for one attack only.

      -Say "tick-tock"
       Effect: none

     Strategy

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

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 80 or lower

       -Jeff: "shoot"


   c)Enraged Fire Plug

     Vulnerable: Freeze, Brainshock

     Attacks

      -Standard attack
       Damage: 30~45 HP (Ness)
               10~20 HP (Jeff)

      -Spray a gigantic blast of water
       Damage: 75~110 HP (Ness)
               55~90 HP (Jeff)

     Strategy

       You should be able to win within three rounds using Ness and Jeff's
       standard attacks. Try to take advantage of the rolling HP counter when
       facing the Enraged Fire Plug. If your party takes mortal damage but you
       feel like you can end the battle before the HP counter reaches 0,
       continue using standard attacks instead of recovering with Lifeup. If
       this enemy appears in a group, defeat it first.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls below max

       -Jeff: "shoot"


   d)Evil Mani-Mani

     Recommended Level: 32

     Attacks

      -Standard attack
       Damage: 60~80 HP (Ness)
               55~75 HP (Jeff)

      -PSI Magnet[alpha]

      -Paralysis[alpha]

      -Emit a glorious light
       Effect: causes uncontrollable crying, feeling strange, numbness, or an
               instant KO

      -Emit a pale green light
       Effect: resets any stats changes and removes all shields

     Strategy

       Equip Ness with the Night Pendant before fighting the Mani-Mani Statue.
       Use a Big Bottle Rocket in the first round and PSI Rockin[beta] as much
       as possible to win in two or three rounds. Cure anyone paralyzed with a
       Secret Herb.

       If Jeff does not have a Big Bottle Rocket, transfer all of your food and
       offensive items to Jeff's inventory before the fight. Use PSI Rockin
       [beta] in each round while Jeff uses any Bombs, Super Bombs, or Bottle
       Rockets he's carrying. Have Jeff use food items to keep everyone alive
       so that Ness can focus on attacking rather than recovering.

       -Ness: PSI Rockin[beta]

       -Jeff: (first turn) Big Bottle Rocket
              (subsequent turns) "shoot"


   e)Robo-Pump

     Attacks

      -Whisper "3..."
       Effect: none

      -Murmur "2..."
       Effect: none

      -Mutter "1..."
       Effect: none

      -Throw the bomb
       Effect: inflicts 50~120 HP of damage to a target and some minor damage
               to adjacent targets

      -Replenish a fuel supply
       Effect: recover max HP

      -Say "tick-tock"
       Effect: none
       Comments: The Robo-Pump will always attack in the above order and
                 start the pattern over again in the seventh round.

     Strategy

       You should be able to win within three rounds using Ness and Jeff's
       standard attacks just before the Robo-Pump attacks in the fourth round.
       Ness and Jeff should ideally have over 100 HP before starting this fight
       in case the Robo-Pump manages to throw a Bomb.

       -Ness: "bash"

       -Jeff: "shoot"


 WALKTHROUGH

   a)The Cafe

     Your next destination is the Cafe in the northwest corner of Fourside (in
     the Japanese version of the game, the Cafe is actually a bar).

     Inside the Cafe, talk to the woman standing along the right wall of the
     room. Go back outside to find a group of people crowding around Everdred
     lying on the ground. Talk to the shaggy haired kid on the right end of the
     line of people and answer "yes" when prompted. Give him a nonessential
     item--a simple food item will suffice--and he will move out of the way for
     Ness and Jeff.

     Talk to Everdred and answer "no" when prompted; answering "yes" will just
     cause him to tell his story again.

     After he leaves, enter the Cafe and "check" the cabinet behind the
     counter.

   b)Moonside

     Talk to the people around this place and you'll realize "no" means "yes"
     and "yes" means "no." You may also notice some blonde haired men walking
     around outside. If you talk to one of these characters, Ness and Jeff will
     be teleported to another part of Moonside. You will need the help of these
     warping men to return to Fourside.

     The only thing Ness and Jeff need to do here is find a way out. First,
     talk to the man standing to the right of the Monotoli Building in southern
     Moonside.

     Next, talk to the blond haired main walking around in front of the
     Hospital in northern Moonside to warp to a gift box. Open the gift box to
     find a Night Pendant and equip it on Ness.

     You'll need to talk to two more blond haired men to progress. Get a Secret
     Herb from one of the gift boxes on the way. Give it to Ness or whomever
     doesn't already have one in his inventory in preparation for an upcoming
     boss.

     Your final warp will come from a man wearing glasses. Answer "no" to his
     question when you talk to him.

     Talk to the mysterious black silhouette in this room and answer "no" when
     prompted. Next, talk to the other man to escape from the room.
 
     Rest at the Hotel if Ness and Jeff are not at max HP/PP. Leave the Hotel
     and talk to the person standing next to the Monotoli Building again. This
     time, the man will move out of the way and let Ness and Jeff pass.

     Walk to the entrance of the Monotoli Building and "check" the statue to
     enter a boss battle against the Mani-Mani Statue. Use PSI Rockin[beta] and
     a Big Bottle Rocket in the first round to take away most of the Statue's
     HP. You should be able to win in about two more rounds with PSI Rockin and
     "shoot."

     If you don't have a Big Bottle Rocket, transfer all of your food items
     into Jeff's inventory before the fight. Keep using PSI Rockin[beta] while
     Jeff uses any Bombs, Super Bombs, or Bottle Rockets. Have Jeff use any
     food item in his inventory to keep Ness alive so that Ness can focus on
     attacking instead of recovering.

     After getting out of Moonside, leave the Cafe and go to the Fourside Dept.
     Store to buy a Big Bottle Rocket to replace the one you used. Go to Dusty
     Dunes Desert and enter the Monkey cave located north of the Drugstore.

_______________________________________________________________________________
_______________________________________________________________________________


6.The Monkey Cave

  Recommended Level: 33

 ITEMS

   a)Pencil Eraser

     Use: eliminates any pencil shaped statues

     You will need the Pencil Eraser to get through the Monkey Cave. If Paula
     had the Pencil Eraser when she was kidnapped, call Escargo Express and
     they will deliver it to the party (thanks to: G. Pilon).

   b)Flame Pendant

     Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage
          inflicted by Fire or equivalent attacks by 96%
     Obtained: basket, in the Monkey Cave

     Equip the Flame Pendant on Paula when she rejoins the party. This item
     will come in handy against Fire using enemies that appear later.

   c)Neutralizer

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

     The Neutralizer will remove all shields protecting both enemies and party
     members. Some enemies later in the game are protected by reflecting
     shields, making the Neutralizer helpful.

   d)Broken Tube

     Use: can be repaired by Jeff into the Hungry HP-Sucker
     Obtained: basket, in the Monkey Cave
     IQ Required: 36

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


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


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


 ENEMIES

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


 WALKTHROUGH

   a)Introduction

     NOTE: It may be easier to refer to a map of the Monkey Cave rather than
           read this section. A map can be found online at starmen.net.

     In order to progress through the Monkey Cave, the party will need to give
     various items to a number of Monkeys. You can buy or obtain most of the
     items you'll need before going into the cave to make things easier, but
     almost all of the necessary items can be found within the cave itself. I
     will assume in the walkthrough that you will be buying a minimal amount of
     items before entering the cave and that the party does not have any of the
     needed items beforehand.

     Some very useful items can be found in the Monkey Cave. The Neutralizer is
     an item for Jeff that can eliminate all enemy shields (as well as your
     own) and resets any stats changes; the Flame Pendant is armor that reduces
     damage inflicted by Fire and equivalent attacks by 96%. Both items come in
     handy at several points in the game. The walkthrough below will describe
     how to get to the end of the Monkey Cave while getting all the items found
     inside.

   b)The Trading Game

     Before entering the cave, buy a Picnic Lunch and a Skip Sandwich from the
     Dusty Dunes Drugstore if the party does not have them. Bring the Pencil
     Eraser with you also.

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

     THE NEUTRALIZER:

     A. Enter the cave and walk west until you see two monkeys. Give the monkey
        on the left a Picnic Lunch. Enter the doorway and obtain the Pizza in
        the next room.

     B. Walk west until you see two more monkeys. Give the monkey on the left a
        Pizza and get the Pizza in the next room.
        
     C. Walk west and receive the Fresh Egg from the monkey.

     NOTE: The Fresh Egg will turn into a Chick in about 1 minute, so you must
           hurry the next part. If you do not give the Fresh Egg away in time,
           the same monkey will give you another one.

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

     E. Walk west and give the monkey on the left a Pizza. Obtain the Protein
        Drink in the next room.

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

     G. Walk west and give the monkey on the right a Fresh Egg. The Neutralizer
        is in the next room.

     THE FLAME PENDANT AND THE BROKEN TUBE:

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

     I. Keep going forward until you see two monkeys. Give the monkey on the
        right a Wet Towel and get the Ruler and the Hamburger in the next room.

     J. Walk west and give both monkeys a Hamburger. Enter each doorway to find
        the Flame Pendant and the Broken Tube. For now, equip the Flame Pendant
        on Jeff, but equip it on Paula when she rejoins the party.

     THE BAG OF DRAGONITE and THE END OF THE CAVE:

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

     L. Walk west until you see two doorways and enter the one on the right.

     M. Walk west until you see two more monkeys and give the one on the left a
        Ruler. Enter the doorway and receive the King Banana from the monkey.

     N. Go back three rooms and enter the doorway on the left.

     O. Walk west and give the monkey on the right the King Banana.

     Keep moving forward to reach the end of the cave. If you want the Bag of
     Dragonite, obtain the Hamburger in the next room, go back one room and
     give the Hamburger to the monkey on the left.

     Talk to Talah Rama, the man floating in the air, and receive the Yogurt
     Dispenser.
     
     Next, talk to the monkey walking around in the room to have Ness learn
     Teleport[alpha].

   d)Don't Teleport to Winters

     With Teleport[alpha], you can go to Winters to buy some of the equipment
     from the Drugstore there. You shouldn't do this, however, because better
     equipment will become available soon, and you'll need to save as much
     money as possible to buy the best gear in the next town.

_______________________________________________________________________________
_______________________________________________________________________________


7.The Monotoli Building

  Recommended Level: 33 -> 34

  Equipment:

    Ness: Mr. Baseball Bat  Jeff: Hyper Beam
          Night Pendant           Flame Pendant
          Gold Bracelet           Platinum Band
          Coin of Defense         Mr. Saturn Coin

 GIFT BOXES

   NOTE: The enemies on the 48th floor will disappear once you talk to
         Monotoli, making it easier to find any gift boxes you skipped.
    ___________________________________________________
   |1.Sudden Guts Pill | doubles Guts for | 48th floor |
   |                   | duration of a    |            |
   |                   | battle           |            |
   |___________________|__________________|____________|
   |2.Vital Capsule    | increases        | 48th floor |
   |                   | Vitality by 1    |            |
   |                   | (save for Paula) |            |
   |___________________|__________________|____________|
   |3.Trout Yogurt     | recovers 30 HP   | from the   |
   |                   |                  | maid       |
   |___________________|__________________|____________|


 ENEMIES

   a)Clumsy Robot

     Recommended Level: 33

     Attacks

      -Fire a missile, making itself dizzy
       Damage: 150~350 HP (Ness)
               150~350 HP (Jeff)
       Peripheral Damage: 90~170 HP

      -Stumble, but fire a strange beam
       Effect: solidify a single target

      -Eat a bologne sandwich
       Effect: none
       Comments: The battle dialogue window says that the Clumsy Robot recovers
                 full HP after eating the sandwich, but from my experience this
                 move does not seem to delay the end of the battle.

      -Clean the area
       Effect: none

      -Is reeling
       Effect: none

      -Is wobbly
       Effect: none

      -Lose a gear and some bolts
       Effect: none

      -Re-apply a bandage
       Effect: none

      -Want to go and get a battery
       Effect: none

     Strategy

       Use Paralysis[alpha] in each round until the Clumsy Robot is paralyzed,
       while Jeff uses food items to keep everyone's HP up. When recovering
       HP, try to wait until the HP counter stops moving upwards before
       attacking again (provided nobody is seriously wounded).

       Don't use Big Bottle Rockets against this enemy because it rarely (if
       ever) inflicts any damage.

       -Ness: Paralysis[alpha], until successful
              "bash"
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 150 or
                lower

       -Jeff: "shoot"
              recover with a food item if anyone's HP falls to 150 or lower


   b)Sentry Robot

     Attacks

      -Fire a beam
       Damage: 40~60 HP (Ness)
               30~50 HP (Jeff)

      -Fire a Bottle Rocket
       Damage: 100~150 HP (Ness)
               100~150 HP (Jeff)

      -Call for help
       Effect: a Sentry Robot joins the battle

      -Say "tick-tock"
       Effect: none 

     Strategy

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

       -Ness: "bash"
              PSI Rockin[beta]
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 120 or
                lower

       -Jeff: "shoot"


 WALKTHROUGH

   a)The 48th Floor

     Return to Fourside after receiving the Yogurt Dispenser from Talah Rama
     in the Monkey Cave. Go to the Monotoli Building in northern Fourside and
     talk to the maid standing outside. Enter the building, take the elevator
     to the 47th floor, and enter the other elevator to go to the 48th floor.

     The 48th floor is guarded by Sentry Robots patrolling different areas.
     There is no "secret code" you can tell the Sentries to let Ness and Jeff
     pass, and you will have to fight them if they approach. You should be able
     to defeat this enemy within three rounds using standard attacks. Use PSI
     Rockin[beta] if you are overwhelmed by multiple Sentry Robots, and recover
     with Lifeup if Ness or Jeff's HP falls below 120.

     Once off the elevator, walk west through the door and fight the two Sentry
     Robots in the hallway. Enter the leftmost door at the end of the hall. You
     can avoid the Sentry Robot in the next room if you walk between the desk
     and the wall in the upper left corner of the room. Enter the door to the
     north.

     The door to the north of the next room leads to a gift box containing a
     Sudden Guts Pill guarded by a Sentry Robot. If you don't have at least one
     of these, it may be a good idea to obtain it here. If you don't want to
     fight the Sentry Robot, you can wait until after talking to Mr. Monotoli
     and all the Sentry Robots are gone.

     Enter the other door to the west to proceed. The Sentry Robot in the next
     room can be avoided by quickly entering the right-hand door to the north.
     The left door leads to a Vital Capsule, which should be saved for Paula
     when she rejoins the party. Again, you can wait until after talking to
     Monotoli to get this item.

     The right-hand door will lead to another room with a door to the north and
     a door to the west. To the north is the maid's room, but all she will give
     the party is Trout Yogurt, a food item that recovers a paltry 30 HP.

   b)Clumsy Robot

     Before proceeding, be at near max HP and give your best food items to
     Jeff. Enter the door to the west to encounter the Clumsy Robot.

     The Clumsy Robot's only attack can inflict mortal damage to either Ness or
     Jeff in one hit, but like the Mondo Mole this powerful enemy can be
     rendered helpless with Paralysis[alpha]. Paralysis isn't guaranteed to
     work, but you should eventually be successful if you keep using it in each
     round. Recover when someone's HP drops to 120 or lower.

   c)Monotoli

     Enter the door to the left after the battle is over and talk to Monotoli.

     When Paula rejoins the party, give her your best defensive items and the
     Franklin Badge. Paula should be equipped with the Flame Pendant, a
     Platinum Band, and the Mr. Saturn Coin; Jeff with a Great Charm, a Gold
     Bracelet, and a Coin of Defense; and Ness with a Night Pendant, a Silver
     Bracelet, and a Coin of Slumber. If you don't have the Mr. Saturn Coin,
     teleport to Saturn Valley and talk to one of the Mr. Saturns in the cave
     north of the hotel. The Gold Bracelet and the Coin of Defense can be
     bought at the Department Store, but you should save your money until you
     get to the next town.

     Enter the door to the west and walk to the end of the hallway. Approach
     the helicopter, watch the short scene, and return to the entrance of the
     Monotoli Building.

   d)Flying to Winters

     Return to the cell where Ness and Paula were held earlier in Threed to
     find the Sky Runner fixed. "Check" the Sky Runner to go to Dr. Andonuts's
     Lab.

     Do not teleport to anywhere else from Winters until you get to the next
     town. Otherwise, when you teleport back to Winters the party will be
     taken to Snow Wood Boarding House, and you'll have to walk all the way
     south to Dr. Andonuts's Lab while facing much stronger enemies than the
     first time Jeff traveled through Winters.

_______________________________________________________________________________
_______________________________________________________________________________


8.Fourth Sanctuary Location

  Recommended Level: 34 -> 36

  Equipment:

    Ness: Mr. Baseball Bat  Paula: Deluxe Fry Pan   Jeff: Hyper Beam
          Night Pendant            Flame Pendant          Great Charm
          Silver Bracelet          Platinum Band          Gold Bracelet
          Coin of Slumber          Mr. Saturn Coin        Coin of Defense


 ENEMIES

   a)Arachnid!

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 30~50 HP (Ness)
               8~10 HP (Paula
               25~40 HP (Jeff)

      -Sting with its poison stinger
       Effect: poison a single target

      -Shoot spider silk out of its body
       Effect: solidify (sometimes for multiple rounds) a single target

     Strategy

       A hit from any two party member's standard attack should defeat the
       Arachnid!. Use Healing[beta] to heal any poisoned party members after
       the battle is over.

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


   b)Cave Boy

     Vulnerable: Fire
     Resistant: Freeze

     Attacks

      -Swing a club
       Damage: 1 HP

      -Shout in a loud voice
       Effect: reduce a single target's Offense and Defense by about 6%

     Strategy

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

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


   c)Elder Batty

     Vulnerable: Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 40~70 HP (Ness)
               15~25 HP (Paula)
               30~50 HP (Jeff)

      -Biting attack
       Damage: 90~140 HP (Ness)
               80~90 HP (Paula)
               90~130 HP (Jeff)

      -Become friendly and affectionate
       Effect: solidify a single target

      -Size up the situation
       Effect: enemy feels strange

     Strategy

       A hit from each party member's standard attack should defeat the Elder
       Batty. Defeat this enemy after any Strong Crocodiles if it appears in a
       group.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[alpha] if HP falls to 100 or lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 120 or
                lower

       -Paula: "bash"

       -Jeff: "shoot"


   d)Mighty Bear Seven

     Attacks

      -Standard attack
       Damage: 80~110 HP (Ness)
               45~65 HP (Paula)
               70~95 HP (Jeff)

      -Claw with its sharp nails
       Damage: 160~210 HP (Ness)
               120~150 HP (Paula)
               140~170 HP (Jeff)

      -Biting Attack
       Damage: 160~210 HP (Ness)
               135~170 HP (Paula)
               155~180 HP (Jeff)

     Strategy

       A hit from Freeze[beta] followed by a hit from Ness and Jeff's standard
       attacks should defeat the Mighty Bear Seven. Always defeat this enemy
       first if it appears in a group.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Paula with Lifeup[alpha] or [beta] if HP falls below max
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 150 or
                lower

       -Paula: Freeze[beta]

       -Jeff: "shoot"


   e)Shrooom! (Sanctuary Boss)

     Recommended Level: 34

     Vulnerable: Fire

     Attacks

      -Standard attack
       Damage: 110~130 HP (Ness)
               60~90 HP (Paula
               65~100 HP (Jeff)

      -Lifeup[alpha]

      -Scatter some spores
       Effect: mushroomize a target

      -Scatter some spores
       Effect: poison a target

      -Disrupt your senses
       Effect: a target becomes unable to use PSI for four rounds
       Comments: The success rate of this attack is low and hardly poses a
                 threat.

     Strategy

       Like most boss battles, the best strategy here is to be aggressive and
       defeat the enemy quickly. This is especially true against Shrooom!
       because it will mushroomize most of your party if the battle lasts too
       long.

       Assuming nobody is mushroomized, use up all Big Bottle Rockets and
       attack with PSI Rockin[beta] and Fire[beta] as much as possible. Keep
       everyone's HP above 120.

       If Jeff does not have any Big Bottle Rockets, do not teleport to
       Fourside to buy any. Before you start the fight, give some of your food
       to Jeff. Use PSI Rockin[beta] and Fire[beta] as much as possible while
       Jeff uses food items to keep everyone alive. If anyone gets poisoned,
       ignore it and just recover HP as needed.

       If Ness becomes mushroomized, have him only use Lifeup or Healing[beta].
       If Jeff doesn't have any Big Bottle Rockets, however, you may want Ness
       to "bash" even if he is mushroomized. If Paula is mushroomized, have her
       "defend" or use stat affecting moves such as Offense Up[alpha]. Use
       Freeze[beta] if you think you can recover a mortally wounded person in
       time. If Jeff becomes mushroomized, have him use food items only.

       -Ness: PSI Rockin[beta]
              "bash," if mushroomized
              "defend," if mushroomized
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[alpha] if HP falls to 90 or lower
              recover Jeff with Lifeup[alpha] if HP falls to 120 or lower

       -Paula: Fire[beta]
               "defend," if mushroomized
               Offense Up[alpha], if mushroomized
               Freeze[beta], if mushroomized

       -Jeff: (first few turns) Big Bottle Rocket
              food items
              "defend," if mushroomized


   f)Strong Crocodile

     Attacks

      -Standard attack
       Damage: 80~110 HP (Ness)
               60~70 HP (Paula)
               70~85 HP (Jeff)

      -Swing its tail very hard
       Damage: 170~200 HP (Ness)
               110~170 HP (Paula)
               125~180 HP (Jeff)

      -Biting attack
       Damage: 160~200 HP (Ness)
               110~160 HP (Paula)
               150~190 HP (Jeff)

      -Edge closer
       Effect: none

     Strategy

       Use Freeze[beta] in the first round and standard attacks thereafter to
       defeat the Strong Crocodile within two rounds.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Paula with Lifeup[alpha] or [beta] if HP falls below max
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 150 or
                lower

      -Paula: Freeze[beta]

      -Jeff: "shoot"


 WALKTHROUGH

  a)Fourth Sanctuary Location

    Upon reaching Winters, "check" the Instant Revitalizing Device if the
    party's HP and PP are not at max (the Device is the machine that resembles
    a furnace).

    Go to the Shining Spot Jeff passed by on his first trip through Winters.
    There are new, more powerful enemies around Stonehenge and inside the cave,
    but the way to the Shining Spot is short, and you shouldn't have to deal
    with too many enemies. The Cave Boys are still around, but they hardly pose
    a threat anymore. The Mighty Bear Sevens, on the other hand, have high
    Offense and should be defeated quickly with Freeze[beta].

  b)Sanctuary Boss

    Like most boss battles, the best strategy here is to be aggressive and
    defeat the enemy quickly. This is particularly true against Shrooom!
    because it will mushroomize most of your party if the battle lasts too
    long.

    Assuming nobody is mushroomized, use up all Big Bottle Rockets and attack
    with PSI Rockin[beta] and Fire[beta] as much as possible. Keep everyone's
    HP above 120.

    If Jeff does not have any Big Bottle Rockets, do not teleport to Fourside
    to buy any. Before you start the fight, give Jeff some of your food. Use
    PSI Rockin[beta] and Fire[beta] as much as possible while Jeff uses food
    items to keep everyone alive. If anyone gets poisoned, ignore it and just
    recover HP as necessary.

    If Ness becomes mushroomized, have him "defend" in each round and only use
    Lifeup or Healing[beta]. If Jeff doesn't have any Big Bottle Rockets,
    however, you may want Ness to "bash" even if he is mushroomized. If Paula
    is mushroomized, have her "defend" or use stat affecting moves such as
    Offense Up[alpha]. Use Freeze[beta] if you think you can recover a mortally
    wounded person in time. If Jeff becomes mushroomized, have him use food
    items.

    After defeating Shrooom!, record the Fourth Sanctuary melody, return to
    the lab, and ride the Sky Runner.

_______________________________________________________________________________
_______________________________________________________________________________


9.Winters's New Enemies

  This section is for those who teleported away from Winters after taking the
  Sky Runner there and before recording the fourth sanctuary melody. If you
  saved after doing this or saved too long ago, you will have to walk from Snow
  Wood Boarding House all the way south to Dr. Andonuts's Lab while facing some
  new enemies.

  Before making your way south, buy one or two Secret Herbs at Saturn Valley if
  you don't have any and bring the Pencil Eraser with you.

  The enemies you'll face are the Lesser Mook, the Wooly Shambler, and the
  Whirling Robo. These enemies are not too tough, but you should make liberal
  use of Paula's PSI moves against them while saving Ness's PP for Lifeup. The
  party can rest in one of the tents in northern Winters, but Brick Road is no
  longer in southern Winters and you won't be able to recover until you get to
  Dr. Andonuts's Lab after crossing the lake.

  If you face a Lesser Mook, use PSI Shield[sigma] in the first round to defend
  against the Mook's Freeze. This enemy can also diamondize a party member, but
  there is nothing you can do about that other than to bring Secret Herbs with
  you and to defeat this enemy first. The Lesser Mook is resistant to Freeze
  but vulnerable to Fire, and the enemies here tend to line up in a single row.

  The Wooly Shambler and the Whirling Robo are not as dangerous as the Lesser
  Mook. Freeze works well against the Wooly Shambler, or you can use PSI Shield
  [sigma] to defend against its Flash. If you're low on PP, use PSI Magnet
  against these enemies after any Lesser Mooks are defeated.




*******************************************************************************
X.Summers/Dalaam/Fourside
*******************************************************************************

".....preeet!...pooooot!..."
                        -Meditating Man in Dalaam

Cameraman Locations: -in front of the Hotel in Summers
                     -inside the Restaurant in Summers, in the northwest part
                      of the building
                     -the beach in Summers, in front of the man selling the
                       Gelato de Resort
                     -in Toto, to the left of one of the sailors
                     -outside the Fourside Museum entrance, after recording the
                       Fifth Sanctuary Melody
                     -in front of the Palace in Dalaam
                     -inside the Palace in Dalaam, in front of the throne


                                    Outline

                    Learn Stoic Club's phone number from a
                                  man in Toto
                                       |
                                       |
                              Call the Stoic Club
                                       |
                                       |
                   Talk to the man with the mustache in the
                      Stoic Club who mentions Magic Cake
                                       |
                                       |
                    Talk to the woman in the pink dress in
                   the Stoic Club and ask her for Magic Cake
                                       |
                                       |
                    Talk to the woman outside and eat some
                                  Magic Cake
                                       |
                                       |
                       Go to the "Place of Emptiness" in
                              southeastern Dalaam
                                       |
                                       |
                   Meditate at the "Place of Emptiness" and
                 do not leave the place until a Spirit appears
                                       |
                                       |
                 Return to the Palace and talk to the old man
                                       |
                                       |
                  Talk to the man on the second floor of the
                               Museum in Summers
                                       |
                                       |
                   "Check" the Hieroglyphs and receive the
                                Hieroglyph Copy
                                       |
                                       |
                  Answer the phone on the first floor of the
                               Museum in Summers
                                       |
                                       |
               Go to Fourside and talk to the man in the Museum
                                       |
                                       |
                  Go to Topolla Theater and talk to Venus to
                           receive the Signed Banana
                                       |
                                       |
                  Talk to the man in the Museum and give him
                               the Signed Banana
                                       |
                                       |
                 Record the Fifth Sanctuary Melody and obtain
                                the Carrot Key
                                       |
                                       |
                   Go to Dalaam and "use" the Carrot Key on
                 the three rabbits blocking the southwest cave
                                       |
                                       |
                       Record the Sixth Sanctuary Melody
                                       |
                                       |
                  Go to Summers, talk to the sailor in Toto,
                           and set sail for Scaraba
                                       |
                                       |
                               Defeat the Kraken


1.Stoic Club

  Recommended Level: 36

  Equipment:

    Ness: Big League Bat              Paula: Non-Stick Frypan
          Night Pendant                      Flame Pendant
          Diamond Band/Platinum Band         Diamond Band
          Lucky Coin/Coin of Defense         Lucky Coin

    Jeff: Hyper Beam
          Great Charm
          Diamond Band/Platinum Band
          Lucky Coin/Mr. Saturn Coin


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

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


 ENEMIES

   a)Crazed Sign

     Vulnerable: Hypnosis

     Attacks

      -Standard attack
       Damage: 5~10 HP (Ness)
               3~5 HP (Paula)
               5~10 HP (Jeff)

      -Hypnosis[alpha]

      -Paralysis[alpha]

     Strategy

       A hit from each party member's standard attack should defeat the Crazed
       Sign. If this enemy appears with a Mad Taxi, defeat the Crazed Sign
       first.

       -Ness: "bash"
              Hypnosis[alpha]

       -Paula: "bash

       -Jeff: "shoot"


   b)Mad Taxi

     Vulnerable: Paralysis

     Attacks

      -Rev and accelerate
       Damage: 30~40 HP (Ness)
               30~40 HP (Paula)
               30~40 HP (Jeff)

      -Spew exhaust fumes
       Effect: makes a single target uncontrollably cry

     Strategy

       A hit from Ness and Jeff's standard attacks should defeat the Mad Taxi.
       Defeat this enemy after any Crazed Signs.

       According to starmen.net, the Mad Taxi has a 1/128 chance of dropping
       the Xterminator Spray, an item that inflicts about 200 HP of damage to
       all bugs. The in-game description states the spray can be used "many
       times," suggesting the item can be used indefinitely (Thanks to:
       C.V. Reynolds).

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[alpha] if HP falls to 80 or lower
              recover Jeff with Lifeup[beta] if HP falls to 80 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   c)Mole Playing Rough

     It's the same mole that ambushed you in Dusty Dunes Desert, and it's back
     for revenge.


   d)Over Zealous Cop

     Attacks

      -Come out swinging
       Damage: 15~25 HP (Ness)
               15~25 HP (Paula)
               15~25 HP (Jeff)

      -Grapple and use his submission hold
       Damage: 70~120 HP (Ness)
               70~120 HP (Paula)
               70~120 HP (Jeff)

      -Lose his temper
       Effect: increases enemy's offense by about 6% (or about 4 points)

      -Guard
       Effect: damage inflicted by "bash" attacks is reduced by 50% for that
               round
       Comments: Damage inflicted by Jeff's "shoot" will not be reduced by this
                 move.

     Strategy

       You should be able to defeat the Over Zealous Cop in one or two rounds
       using standard attacks. Defeat this enemy first if it appears with a
       Tough Guy.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[alpha] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"

       -Jeff: "shoot"


   e)Tough Guy

     Attacks

      -Come out swinging
       Damage: 15~25 HP (Ness)
               15~25 HP (Paula)
               15~25 HP (Jeff)

      -Lose his temper
       Effect: increases enemy's Offense by about 6% (or about 4 points)

     Strategy

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

       -Ness, Paula, Jeff: "bash"


 WALKTHROUGH

   a)Shopping in Summers and Winters

     Buy some new equipment upon reaching Summers. The store is more or less
     directly north of the party's starting point.

     Merchandise here is expensive, and you may not be able to afford the best
     equipment. If that's the case, you can buy some slightly inferior
     equipment at a much lower cost in Winters (the Winters Drugstore actually
     sells a better weapon for Paula).

     As usual, give priority to maximizing Paula's Defense. To help you decide
     what to buy, here is a table comparing some of the equipment available to
     you (old equipment is shown as well):

                        ______________________________________
                       |  STATS BOOST  |  COST  |  LOCATION   |
     __________________|_______________|________|_____________|
    | Big League Bat   |  +54 Offense  | $3080  |   Summers   |
    |__________________|_______________|________|_____________|
    | T- Rex's Bat     |  +44 Offense  | $698   |   Winters   |
    |__________________|_______________|________|_____________|
    | Mr. Baseball Bat |  +38 Offense  | $498   | Dusty Dunes |
    |__________________|_______________|________|_____________|
     _________________________________________________________
    | Non-Stick Frypan |  +50 Offense  | $1490  |   Winters   |
    |__________________|_______________|________|_____________|
    | Chef's Fry Pan   |  +40 Offense  | $1198  |   Summers   |
    |__________________|_______________|________|_____________|
    | Deluxe Fry Pan   |  +30 Offense  | $598   | Dusty Dunes |
    |__________________|_______________|________|_____________|
     ________________________________________________________
    | Lucky Coin       |  +50 Defense  | $6000  |  Summers   |
    |                  |  +20 Luck     |        |            |
    |__________________|_______________|________|____________|
    | Mr. Saturn Coin  |  +47 Defense  | $0     |   Saturn   |
    |                  |  +18 Luck     |        |   Valley   |
    |__________________|_______________|________|____________|
    | Coin of Silence  |  +45 Defense  | $2500  |  Winters   |
    |                  |  +16 Luck     |        |            |
    |__________________|_______________|________|____________|
    | Coin of Defense  |  +40 Defense  | $2000  |  Fourside/ |
    |                  |  +13 Luck     |        |    Toto    |
    |__________________|_______________|________|____________|
     ________________________________________________________
    | Diamond Band     |  +50 Defense  | $9998  |  Summers   |
    |__________________|_______________|________|____________|
    | Platinum Band    |  +40 Defense  | $6899  |  Summers   |
    |__________________|_______________|________|____________|
    | Gold Bracelet    |  +30 Defense  | $2799  |  Fourside  |
    |__________________|_______________|________|____________|


     The Big League Bat and Platinum Band are sold in the next town (Scaraba)
     for $1380 and $3899 respectively. You can get to Scaraba pretty soon, but
     it will be after the fourth party member joins Ness and you will have to
     fight a boss on the way there. If you don't mind leveling up the fourth
     party member in preparation for the boss fight (or just getting him
     knocked out), save the Big League Bat and the Platinum Band for later.

     At the very least, buy the Diamond Band and the Lucky Coin for Paula and
     equip the Mr. Saturn Coin on whomever you couldn't buy a Lucky Coin for.
     It will cost about $50,000 to buy the best equipment available.

   b)Magic Cake

     Head for Toto, the town east of Summers. There is a Store here as well,
     but it does not sell anything very useful. Enter the fourth door from the
     start of Toto and talk to the man inside to learn the phone number of
     Stoic Club, a place in Summers.

     After exiting the building, the party will get a call from Tony, Jeff's
     roommate back in Snow Wood. He will ask you to enter your name (the
     player's name, not Ness or a party member). Your name will appear a couple
     of times at the end of the game, but you can just give a joke name like
     "poop" or something; it's up to you.

     Next, go to a phone and call the Stoic Club (the nearest phone is in the
     Toto Shop).

     Enter the club in Summers and talk to the mustached man standing next to
     the table on the left side of the room.

     Talk to the woman wearing the pink dress near the entrance and answer
     "yes" when prompted.

     Once the woman leaves the building, exit and walk to the cart located
     southwest of the club. Talk to her to eat some Magic Cake.

_______________________________________________________________________________
_______________________________________________________________________________


2.Poo's Trial

 ITEMS

   a)Brain Stone

     Use: prevents its holder from being unable to concentrate
     Obtained: chest in Dalaam Palace

     The Brain Stone does not help much and can be given to Escargo Express.

   b)Jar of Delisauce

     Use: condiment; when used with a food item, this will increase the amount
          of HP and/or PP recovered by about 50~100%
     Obtained: -chest in one of the houses in Dalaam
               -Dalaam Restaurant

     Hold on to the Jar of Delisauce and use it with any Rock Candies you find.
     The Rock Candy is a food item that increases a random stat by 2 if used
     with a Jar of Delisauce or a Sugar Packet.


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


 WALKTHROUGH

   a)Mu

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

     Exit the Palace and enter some of the houses to find more food items. Make
     your way to southeast Dalaam and talk to the man waiting for Poo.

     Climb the rope to the top and begin meditating. Don't touch the
     directional pad while sitting. Poo will stop his training if you do, and
     you will have to talk to the old man back in the Palace and start all over
     again.

     If Poo continues to meditate, a spirit will eventually appear and test
     Poo. Answer "yes" to all of its questions to complete the trial. If you
     answer "no" to any of them, you will have to talk to the old man back in
     the Palace and start again.

     With the training complete, return to the Palace and talk to the old man.
     Poo will gain a few levels and teleport to Summers to join Ness.

_______________________________________________________________________________
_______________________________________________________________________________
                  

3.Fifth Sanctuary Location

  Recommended Level: 36 -> 39

  Equipment:

    Ness: Big League Bat              Paula: Non-Stick Frypan
          Night Pendant                      Flame Pendant
          Diamond Band/Platinum Band         Diamond Band
          Lucky Coin/Coin of Silence         Lucky Coin

    Jeff: Double Beam/Spectrum Beam   Poo: nothing
          Great Charm
          Diamond Band/Platinum Band
          Lucky Coin/Mr. Saturn Coin

 ITEMS

   a)Broken Bazooka

     Use: Jeff can repair this item into the Heavy Bazooka
     IQ required: 45
     Obtained: trash can in the third section of the Fourside Sewers, inside a
               room a little bit west of the Shining Spot

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


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


 ENEMIES

   a)Deadly Mouse

     Vulnerable: Fire

     Attacks

      -Biting attack (SMAAAASH!! hit)
       Damage: 130~140 HP (Ness)
               120~130 HP (Paula)
               130~140 HP (Jeff)
               200~220 HP (Poo)
       Comments: The Deadly Mouse will get a SMAAAASH!! hit about 50% of the
                 time. Other times, it will either miss or inflict little
                 damage to Ness, Paula, and Jeff; Poo can suffer up to about 80
                 HP of damage depending on how low his level is.

      -Take a bite using its poisonous fangs (SMAAAASH!! hit)
       Damage: 130~140 HP (Ness)
               120~130 HP (Paula)
               130~140 HP (Jeff)
               200~220 HP (Poo)
       Effect: poisons target
       Comments: The chance that this attack will poison its target seems to
                 be much lower (possibly 0%) when it hits with a SMAAAASH!!.

     Strategy

       Use Freeze[gamma] and follow it up with a standard attack from Ness or
       Jeff. Defeat the Deadly Mouse first when it appears in a group.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls below max

       -Paula: Freeze[gamma]

       -Jeff: "shoot"

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls below max


   b)Filthy Attack Roach

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 40~70 HP (Ness)
               30~55 HP (Paula)
               40~60 HP (Jeff)
               100~150 HP (Poo)

      -Start a continuous attack
       Damage: 40~70 HP (Ness)
               30~55 HP (Paula)
               40~60 HP (Jeff)
               100~150 HP (Poo)
       Comments: The Filthy Attack Roach will attack twice when it uses this
                 move. The above damage estimates are for one attack only.

      -Leap forward and spread its wings
       Effect: solidify a single target

      -Knit its brow
       Effect: none

     Strategy

       A hit from Freeze[beta] followed by a standard attack should defeat the
       Filthy Attack Roach.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls below max

       -Paula: Freeze[beta]

       -Jeff: "shoot"

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls below max


   c)Plague Rat of Doom (Sanctuary Boss)

     Recommended Level: 38

     Attacks

      -Standard attack (SMAAAASH!! hit)
       Damage: 160~170 HP (Ness)
               150~160 HP (Paula)
               160~170 HP (Jeff)
               230~240 HP (Poo)
       Comments: The Plague Rat of Doom will get a SMAAAASH!! hit about 70% of
                 the time. Other times, it will inflict only about 1~15 HP of
                 damage to Ness, Paula, and Jeff, or about 50~80 HP to Poo.

      -Biting attack (SMAAAASH!! hit)
       Damage: 160~170 HP (Ness)
               150~160 HP (Paula)
               160~170 HP (Jeff)
               230~420 HP (Poo)

      -Take a bite using its poisonous fangs (SMAAAASH!! hit)
       Damage: 160~170 HP (Ness)
               150~160 HP (Paula)
               160~170 HP (Jeff)
               230~420 HP (Poo)
       Effect: poisons target
       Comments: The chance that this attack will poison its target seems to
                 be much lower (possibly 0%) when it hits with a SMAAAASH!!.

      -Has a big grin on its face
       Effect: none

     Strategy

       Before starting the battle, make sure that each party member has at
       least 150 HP. Keeping everyone's HP above 150 should give you enough
       time to recover a mortally wounded character before the HP counter
       reaches 0.

       Have Paula and Poo use their highest level Freeze attack and Jeff use
       up any Big Bottle Rockets he may have. Follow this approach and the
       Plague Rat of Doom should be defeated quickly.

       -Ness: PSI Rockin[beta]
              recover Ness with Lifeup[beta] or [gamma] if HP falls to 150 or
                lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[beta] if HP falls to 150 or lower

       -Paula: Freeze[omega]

       -Jeff: (first few turns) Big Bottle Rocket
              (subsequent turns) "shoot"

       -Poo: Freeze[gamma]
             recover Ness with Lifeup[beta] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[beta] if HP falls to 150 or lower


   d)Stinky Ghost

     Vulnerable: Fire, Flash, Paralysis, Hypnosis

     Attacks

      -Standard attack
       Damage: 50~80 HP (Ness)
               40~65 HP (Paula)
               50~80 HP (Jeff)
               120~170 HP (Poo)

      -Possess
       Effect: possesses the target with a Tiny Li'l Ghost

      -Vent a terrible odor
       Effect: reduces the target's Offense by about 6%

      -Has a big grin on his face
       Effect: none

     Strategy

       Use Paralysis[alpha] on the Stinky Ghost in the first round. If the
       Stinky Ghost appears in a group, Paralyze it in the first round and
       defeat all other enemies first.

       -Ness: (first turn) Paralysis[alpha]
              (subsequent turns) "bash"

       -Paula: "bash"

       -Jeff: "shoot"

       -Poo: "bash"


   e)Shattered Man

     Vulnerable: Paralysis

     Attacks

      -Standard attack
       Damage: 65~90 HP (Ness)
               65~90 HP (Paula)
               65~90 HP (Jeff)
               180~190 HP (Poo)

      -Growl and lunge forward
       Damage: 160~200 HP (Ness)
               170~215 HP (Paula)
               170~215 HP (Jeff)
               250~315 HP (Poo)

      -Give you a great big hug
       Effect: solidify a single target

      -Reach out with its icy hand
       Effect: solidify a single target

     Strategy

       Have Paula use Freeze[gamma] and Poo use Freeze[beta] to end the battle
       in one or two rounds. Paralysis[alpha] can also be used to immobilize
       this enemy.

       -Ness: "bash"
              Paralysis[alpha]
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[beta] if HP falls below max

       -Paula: (first round) Freeze[gamma]
               (subsequent rounds) "bash"

       -Jeff: "shoot"

       -Poo: Freeze[beta]
             recover Ness with Lifeup[beta] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[beta] if HP falls below max


 WALKTHROUGH

   a)The Fourth Party Member

     There are a few things you should know about Poo before taking him into
     battle. First, most food items are ineffective for him and only recover
     about 6 of his HP. Only medicinal items, such as the Cup of Lifenoodles,
     and PP recovery items work normally, and a few food items are better for
     Poo than for the other party members. These items are:

       Brain Food Lunch: recovers 600 HP and 100 PP
       Bottle of Water: recovers 10 PP
       Bottle of DXwater: recovers 40 PP

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

       Weapon: Sword of Kings (dropped by a later enemy; can be hard to get)
       Body: Cloak of Kings (gift box; found before Eighth Sanctuary Cave)
       Arms: Bracer of Kings (gift box; found in Sixth Sanctuary Cave)
       Other: Diadem of Kings (gift box; found in Seventh Sanctuary Cave)

   b)Sailing to Scaraba

     You can go record the fifth and sixth sanctuary melodies once Poo joins
     the party. Alternatively, you can talk to the sailor in Toto and set sail
     for Scaraba, the next town, and record the melodies at a later time. You
     should go to Scaraba first if you could not afford the Big League Bat and
     Platinum Band in Summers. If you don't spend some time leveling up Poo he
     likely won't survive the trip, but you can always revive him at a
     Hospital.

     If you decide to go to Scaraba, teleport to Fourside first and buy a
     couple of Big Bottle Rockets from the Department Store if Jeff does not
     have any.

     Be at max HP/PP. Talk to one of the sailors in Toto east of Summers to set
     sail.

     On the way, the ship will be attacked by the Kraken. Use your most
     powerful attacks on the sea monster to end the battle as quickly as
     possible. You may want Poo to simply use Lifeup on himself to help him
     survive a mortal blow. 

     See the section "5.Sailing to Scaraba" for more details on the Kraken.

   c)Fifth Sanctuary Melody

     Go to the Museum in Summers and pay the $12 admission fee.

     Walk up to the second floor and talk to the man standing in front of the
     door. There are two enemies in the next room that have high Offense, so
     be near max HP before entering. They can be easily defeated with Freeze or
     Paralysis.

     "Check" the sign in front of the Hieroglyphs and attempt to leave the
     room. The man will stop the party and give them the Hieroglyph Copy,
     an item that repeats everything written on the Hieroglyphs when "used."
     Keep it for future reference.

     As the party attempts to leave the museum, the phone on the reception
     desk will start ringing. Answer the phone and listen to Mr. Spoon from the
     Fourside Museum talk about his "extraordinary," "fantastic," and
     "outrageous" find. Teleport to Fourside.

     Enter the Museum, pay the $20 admission fee, and talk to the man standing
     in front of the door on the left side of the Museum. He explains that he
     will show his "extraordinary" thing in exchange for the autograph of the
     singer Venus.

     Go to Topolla Theater, buy a Show Ticket, and enter the music hall to see
     Venus's performance (it's about 2 and a half minutes long).

     Once the performance ends, enter the dressing room on the other side of
     the music hall and talk to Venus to receive the Signed Banana.

   d)Fifth Sanctuary Sewer Enemies

     Before going to the Museum, buy a couple of Big Bottle Rockets from the
     Department Store if Jeff doesn't have any. Return to Mr. Spoon in the
     Museum and "use" the Signed Banana to gain access to the sewers underneath
     Fourside.

     If you don't want to spend time leveling up Poo, you'll have to be very
     aggressive with your attacks to prevent Poo from being KO'd. Use Freeze
     [gamma] against the Deadly Mouse, Freeze[beta] against the Filthy Attack
     Roach, and Paralysis[alpha] against the Stinky Ghost to quickly defeat or
     incapacitate the enemies here. None of the enemies have PP you can drain
     with PSI Magnet, but there is a Magic Butterfly room in the second section
     of the sewer. Try to save Ness and Poo's PP for Lifeup and Healing.

   e)Through the Sewers

     To the right of the entrance is a Broken Iron. Take it if Jeff doesn't
     have the Slime Generator.

     Go left from the entrance, down the ladder into the water, and all the way
     east into the next part of the sewers.

     There is a Magic Butterfly room near the middle of the second section. If
     the party is running low on PP, get out of the water at the east end of
     this area, walk west, and enter the door. Repeatedly reenter this room as
     much as you need to recover HP/PP.

     There is also a trash can located west of the butterfly room containing a
     Rust Promoter DX; it can be useful against the many metallic enemies that
     appear later.

     Walk east and enter the third and final part of the sewer. Before heading
     toward the Shining Spot, get out of the water and enter the door just
     ahead. Inside is a Broken Bazooka, an item Jeff can repair into the very
     useful Heavy Bazooka (45 IQ required). You can come back and get this item
     after recording the sanctuary melody if you don't want to face any
     enemies.

   f)Sanctuary Boss

     Leave the room, enter the water, and walk to the east edge of the sewer.
     Get out of the water and approach the Shining Spot. Make sure everyone has
     at least 150 HP before starting the fight.

     Like all mouse enemies in this game, the Plague Rat of Doom has a high
     rate of SMAAAASH!! hits. Keeping everyone's HP above 150 should give you
     enough time to recover a mortally wounded character before the HP counter
     reaches 0. Have Paula and Poo use their highest level Freeze attack and
     Jeff use up any Big Bottle Rockets he may have. You should hopefully be
     able to defeat this enemy in just a couple of rounds.

     Once the Plague Rat of Doom is defeated, walk up the ladder and record
     the fifth sanctuary melody. The nearby chest contains a Carrot Key, an
     item needed to reach the sixth sanctuary location in Dalaam. Obtain it and
     head back to the entrance of the museum (the party can't teleport near the
     sanctuary spot).

     Before teleporting, go to the Department Store to replenish Jeff's supply
     of Big Bottle Rockets.

_______________________________________________________________________________
_______________________________________________________________________________


4.Sixth Sanctuary Location

  Recommended Level: 39 -> 42

  Equipment:

    Ness: Big League Bat              Paula: Non-Stick Frypan
          Night Pendant                      Flame Pendant
          Diamond Band/Platinum Band         Diamond Band
          Lucky Coin/Coin of Silence         Lucky Coin

    Jeff: Double Beam/Spectrum Beam   Poo: nothing
          Great Charm
          Diamond Band/Platinum Band
          Lucky Coin/Mr. Saturn Coin

 ITEMS

   a)Bracer of Kings

     Use: armor; equip on "arms" for Poo
     Obtained: gift box in the Seventh Sanctuary Cave

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

   b)Rock Candy

     Use: increases Speed, Guts, Vitality, IQ, or Luck by 1 (or 2, with a
          condiment)
     Obtained: gift box in the Sixth Sanctuary Location

     Obtain the Rock Candy on your way to the Shining Spot. Use it with a Sugar
     Packet or a Jar of Delisauce to boost the stat increase to 2. To apply a
     condiment, place both the condiment and the Rock Candy in the same
     person's inventory and use the Rock Candy.

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


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


 ENEMIES

   a)Conducting Menace

     Attacks

      -Flash[alpha]

      -Flash[beta]

      -Thunder[alpha]

      -Thunder[beta]

     Strategy

       A hit from each party member's standard attack should defeat the
       Conducting Menace. Use Freeze[beta] or [alpha] if Paula is crying. Poo
       should use Freeze[alpha] if his "bash" doesn't inflict much damage.

       Defeat this enemy before attacking any other.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"
               Freeze[alpha], if crying
               Freeze[beta], if facing a group

       -Jeff: "shoot"

       -Poo: Freeze[alpha]
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   b)Kiss of Death

     Vulnerable: Hypnosis

     Attacks

      -Standard attack
       Damage: 60~80 HP (Ness)
               40~60 HP (Paula)
               50~80 HP (Jeff)
               110~130 HP (Poo)

      -Give the kiss of death
       Effect: poison a single target

     Strategy

       A hit from Ness, Paula, and Jeff's standard attacks should defeat the
       Kiss of Death. Defeat this enemy last when facing a group. Heal any
       poisoned party members after the battle is over. If Poo is at a low
       level, have him "defend" or use Freeze[alpha] when facing a group.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 60 or lower
              recover Paula with Lifeup[beta] if HP falls to 70 or lower
              recover Jeff with Lifeup[beta] if HP falls to 70 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"

       -Jeff: "shoot"

       -Poo: "defend"
             Freeze[alpha], if facing a group
             recover Ness with Lifeup[beta] if HP falls to 80 or lower
             recover Paula with Lifeup[beta] if HP falls to 60 or lower
             recover Jeff with Lifeup[beta] if HP falls to 80 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   c)Tangoo

     Vulnerable: Flash

     Attacks

      -Standard attack
       Damage: 60~80 HP (Ness)
               50~70 HP (Paula)
               60~80 HP (Jeff)
               130~160 HP (Poo)

      -Breath in through his flute
       Effect: puts one target to sleep

      -Play a flute with his poisonous breath
       Effect: poisons a single target

     Strategy

       A hit from Ness, Paula, and Jeff's standard attacks should defeat the
       Tangoo. If this enemy appears in a group, attack the Tangoo after
       defeating any Thunder Mites or Conducting Menaces. Heal any poisoned
       party member after the battle is over. If Poo is at a low level, have
       him "defend" or use Freeze[alpha] when facing a group.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 80 or lower
              recover Paula with Lifeup[beta] if HP falls to 70 or lower
              recover Jeff with Lifeup[beta] if HP falls to 80 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"

       -Jeff: "shoot"

       -Poo: "defend"
             Freeze[alpha], if facing a group
             recover Ness with Lifeup[beta] if HP falls to 70 or lower
             recover Paula with Lifeup[beta] if HP falls to 80 or lower
             recover Jeff with Lifeup[beta] if HP falls to 80 or lower
             recover Poo with Lifeup[beta] if HP falls to 130 or lower


   d)Thunder and Storm (Sanctuary Boss)

     Recommended Level: 40

     Vulnerable: Flash

     Attacks

      -Standard attack
       Damage: 100~130 HP (Ness)
               90~120 HP (Paula)
               100~130 HP (Jeff)
               110~160 HP (Poo)

      -Rush in, and intertwine with you
       Damage: 270~400 HP (Ness)
               270~400 HP (Paula)
               270~400 HP (Jeff)
               300~450 HP (Poo)

      -Crashing boom bang attack
       Effect: equivalent to Thunder[beta]

      -Summon a storm
       Effect: causes uncontrollable crying, feeling strange, paralysis, or an
               instant KO

      -Take deep breaths for the next assault
       Effect: none

     Strategy

       Before the battle begins, make sure everyone has at least 150 HP and
       Paula is carrying the Franklin Badge. Use Paula and Poo's strongest
       Freeze attacks, while Jeff uses up any Big Bottle Rockets he may have.
       You should hopefully be able to win this battle in about two rounds.

       If Ness has learned Flash[gamma] or [omega], you can try to use those
       attacks to get an instant victory. There is some chance that Flash[beta]
       will also yield an instant win, though the odds are pretty low (at the
       very least, Flash[beta] may cause paralysis, which is almost as good).

       -Ness: PSI Rockin[beta]
              Flash[beta], [gamma], or [omega], if available
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[beta] if HP falls to 150 or lower

       -Paula: Freeze[gamma]

       -Jeff: (first few turns) Big Bottle Rocket
              (subsequent turns) "shoot"

       -Poo: Freeze[beta]
             recover Ness with Lifeup[beta] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[beta] if HP falls to 150 or lower


   e)Thunder Mite

     Vulnerable: Fire, Freeze

     Attacks

      -Thunder[alpha]

      -Thunder[beta]

     Strategy

       A hit from Ness, Paula, and Jeff's standard attacks should defeat the
       Thunder Mite. If this enemy appears in a group, defeat it with Freeze
       [beta] and a hit from one standard attack. Attack the Thunder Mite only
       after defeating any Conducting Menaces it may appear with.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower
              recover Poo with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"
               Freeze[beta], if facing a group

       -Jeff: "shoot

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[beta] if HP falls to 100 or lower
             recover Jeff with Lifeup[beta] if HP falls to 100 or lower
             recover Poo with Lifeup[beta] if HP falls to 100 or lower


 WALKTHROUGH

   a)Feeding the Rabbit Statues

     NOTE: The sixth sanctuary melody does not have to be recorded now. If you
           want, the party can talk to the sailor in Toto and set sail for
           Scaraba instead. It may be best, however, to at least fight some of
           the enemies in the cave to level up Poo and raise money to buy the
           equipment sold in Summers before heading to Scaraba.

     Before going to Dalaam, buy a couple of Big Bottle Rockets at Fourside
     for Jeff if he does not have any.

     Once in Dalaam, talk to the old man in the Palace to rest if needed and
     head toward the cave in the southwest. "Use" the Carrot Key while
     standing next to the rabbit statues to make them disappear.

   b)Sixth Sanctuary Cave Enemies  

     If Poo is at a low level (level 30 or so), you may want him to "defend"
     when facing the Tangoo or the Kiss of Death to protect him from their
     standard attacks. Poo's standard attack isn't likely to inflict much
     damage to any enemy, and he can suffer over 100 HP of damage from physical
     attacks. If you want to play more offensively, Poo's Freeze[alpha] will
     inflict decent damage to all enemies in the cave.

     The other two enemies in the cave, the Thunder Mite and the Conducting
     Menace, use only PSI attacks, and "defend" won't protect Poo from them.
     Luckily, the Thunder Mite is easy to defeat and Poo can safely "bash" it.
     The Conducting Menace is stronger, and Poo should always use Freeze[alpha]
     to deal effective damage.

   c)Sixth Sanctuary Cave

     Enter the cave, climb up the first couple of ropes you see, and walk west
     until you see a hole. Fall through the hole and open the gift box at the
     bottom to get a Sudden Guts Pill.

     Enter the leftmost hole on this level. If you enter one of the other two
     holes, you will have to return to the entrance and start all over again.

     After falling through the hole, open the gift box to find a Rock Candy,
     an item that randomly increases its user's Speed, Guts, Vitality, IQ, or
     Luck by 1. Don't use this item just yet, unless you have a Jar of
     Delisauce or a Sugar Packet. Using the Rock Candy with either condiment
     will boost the stat increase to 2. To apply a condiment, simply place both
     the condiment and the Rocky Candy in the same person's inventory and use
     the Rock Candy. Enter the hole next to the gift box to proceed.

   d)Sanctuary Boss

     Walk west from here to reach the Shining Spot. The sanctuary boss, Thunder
     and Storm, has some pretty powerful attacks that can give you trouble. Its
     "summon a storm" attack can instantly KO a few party members, and its
     "intertwine" attack can inflict up to 400 HP of damage to a single target.
 
     Before the battle begins, make sure that everyone has at least 150 HP so
     you'll have enough time to recover anyone mortally wounded. Use Paula and
     Poo's strongest Freeze attacks and use up any Big Bottle Rockets Jeff has.
     You should hopefully be able to win this battle in two rounds.

     If Ness has learned Flash[gamma] or [omega], you can try to use those
     attacks to get an instant victory against Thunder and Storm. Flash[beta]
     may defeat this boss as well, though it has a lower chance of getting an
     instant KO.

     After defeating Thunder and Storm, record the Sixth Sanctuary Melody,
     walk back into the cave, and fall through the hole to the right.

     Open the gift box at the bottom to find the Bracer of Kings and equip this
     on Poo's arms (Poo should keep the bracer on his arms for the rest of the
     game).

     Continue moving forward to reach the entrance. Rest at the Palace if you
     need to and teleport to Summers (or Scaraba).

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

_______________________________________________________________________________
_______________________________________________________________________________


5.Sailing to Scaraba

  Recommended Level: 42

  Equipment:

    Ness: Big League Bat              Paula: Non-Stick Frypan
          Night Pendant                      Flame Pendant
          Diamond Band/Platinum Band         Diamond Band
          Lucky Coin/Coin of Silence         Lucky Coin

    Jeff: Spectrum Beam               Poo: (nothing)
          Great Charm                      (nothing)
          Diamond Band/Platinum Band       Bracer of Kings
          Lucky Coin/Mr. Saturn Coin       (nothing)

 ENEMY

   a)Kraken

     Recommended Level: 42

     Attacks

      -Generate a tornado
       Damage: 130~190 HP (Ness)
               170~210 HP (Paula)
               170~210 HP (Jeff)
               190~250 HP (Poo)
       Comments: This attack will damage the entire party.

      -Breathe fire
       Damage: 150~250 HP, to everyone

      -Crashing boom bang attack
       Effect: equivalent to Thunder[beta]

      -Flash[beta]

      -Emit a pale green light
       Effect: resets any stats changes and removes all shields

     Strategy

       Try to defeat the Kraken in one round (it has about 1000 HP). Use Paula
       and Poo's strongest Freeze attacks and any Big Bottle Rockets in Jeff's
       inventory. If Poo is at a low level, have him use Lifeup on himself to
       keep him alive.

       The Kraken's fire and tornado attacks inflict heavy damage to the entire
       party, making recovery difficult. Instead of trying to keep everyone's
       HP up, use the rolling HP counter by concentrating on ending the battle
       as quickly as possible. The battle should last two rounds at most. There
       is a chance that Paula and Poo's Freeze will solidify the Kraken, making
       the battle much easier.

       -Ness: "bash"
              PSI Rockin[beta]
              PSI Rockin[gamma], if learned

       -Paula: Freeze[gamma]

       -Jeff: (first turn) Big Bottle Rocket
              (second turn) "shoot" or Big Bottle Rocket

       -Poo: Lifeup[beta] on self, if at a low level
             Freeze[gamma]


 WALKTHROUGH

   a)Sailing to Scaraba

     Once Poo has joined the party, you can talk to a sailor in Toto and set
     sail for Scaraba. Be at max HP/PP and carry two Big Bottle Rockets in
     Jeff's inventory before setting sail. If you've recorded the Sixth and
     Seventh Sanctuary Melodies, go to the Store in Summers and buy whatever
     equipment you could not afford before (except for the Big League Bat and
     the Platinum Band).

     Go to Toto and talk to the sailor wearing the blue and white striped
     shirt. One of them (the one on the right) is the husband of the Magic
     Cake vendor and will offer passage to Scaraba for $20/person. Answer "yes"
     when prompted when you are ready.

     During the voyage, the ship will be attacked by the Kraken. Try to end
     this battle as quickly as possible. The Kraken's attacks can inflict
     heavy damage to the entire party, making recovery difficult. Instead of
     trying to keep everyone's HP up, concentrate on attacking. Use Ness's
     strongest PSI Rockin attack, Paula and Poo's strongest Freeze attack, and
     any Big Bottle Rockets in Jeff's inventory (Poo should use Lifeup on
     himself if he's just joined the party). You should be able to defeat the
     Kraken within two rounds.

     After defeating the Kraken, the boat will continue to sail to Scaraba
     without further incident.




*******************************************************************************
XI.Scaraba
*******************************************************************************

"Well, you'll die by dehydration! I'm warning you!"
                              -Water Vendor, if you don't buy anything from him


Cameraman Locations: -next to the marketplace in Scaraba
                     -in front of the Pyramid entrance
                     -near a small oasis south of Brick Road's original
                      location (Thanks to: C.V. Reynolds)


                                    Outline

                  Open the Pyramid entrance by following the
                   instructions on the Hieroglyphs found in
                            the Museum in Summers
                                       |
                                       |
                  Obtain the Hawk Eye in the Pyramid and exit
                            into Southern Scaraba
                                       |
                                       |
                 Receive the Key to the Tower from the native
                       standing outside the Pyramid exit
                                       |
                                       |
                     "Use" the Key to the Tower and enter
                                  Dungeon Man
                                       |
                                       |
                 Talk to Brick Road at the top of Dungeon Man
                                       |
                                       |
                   Walk to the southern end of Scaraba and
                   get Dungeon Man stuck between the trees
                                       |
                                       |
                   Talk to the tribal native at the southern
                 end of Scaraba and answer "yes" when prompted
                                       |
                                       |
                  Go to the top floor inside Dungeon Man and
                       fall through the "Goodbye Exit"
                                       |
                                       |
                    "Check" the Submarine and leave Scaraba



1.The Pyramid

  Recommended Level: 42 -> 45

  Equipment:

    Ness: Big League Bat   Paula: Non-Stick Frypan
          Night Pendant           Flame Pendant
          Diamond Band            Diamond Band
          Lucky Coin              Lucky Coin

    Jeff: Spectrum Beam    Poo: (nothing)
          Crystal Charm         (nothing)
          Diamond Band          Bracer of Kings
          Lucky Coin            (nothing)

 ITEMS

   a)Rain Pendant

     Use: armor; equip on "body" for Ness, Paula, or Jeff; reduces damage
          inflicted by Freeze by about 96%
     Obtained: casket in Pyramid, in the room behind the Guardian General

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

   b)Snake Bag

     Use: inflicts 1~4 HP of damage and has a roughly 50% chance of poisoning
          its target; can be used an infinite number of times; the target of
          this item is randomly determined
     Obtained: merchant in Scaraba marketplace

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


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


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


 ENEMIES (Outside the Pyramid)

   a)Beautiful UFO

     Attacks

      -Fire a beam
       Damage: 25~35 HP (Ness)
               30~50 HP (Paula)
               30~50 HP (Jeff)
               50~60 HP (Poo)

      -Lifeup[alpha]

     Strategy

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

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 35 or lower
              recover Paula with Lifeup[beta] if HP falls to 50 or lower
              recover Jeff with Lifeup[beta] if HP falls to 50 or lower
              recover Poo with Lifeup[beta] if HP falls to 60 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 35 or lower
             recover Paula with Lifeup[beta] if HP falls to 50 or lower
             recover Jeff with Lifeup[beta] if HP falls to 50 or lower
             recover Poo with Lifeup[beta] if HP falls to 60 or lower


   b)Dread Skelpion

     Vulnerable: Fire, Freeze, Hypnosis

     Attacks

      -Standard attack
       Damage: 20~45 HP (Ness)
               25~50 HP (Paula)
               25~50 HP (Jeff)
               50~60 HP (Poo)

      -Thunder[alpha]

      -Thunder[beta]

      -Sting with its poisonous stinger
       Effect: poison a single target

     Strategy

       Two or three hits from any party member's standard attack should defeat
       the Dread Skelpion. You can also use Freeze[alpha] to take away most of
       its HP. If this enemy appears with a Great Crested Booka, defeat the
       Dread Skelpion first. Heal any poisoned party members after the battle
       is over.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower
              recover Poo with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"
               Freeze[alpha]
               Freeze[beta]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[beta] if HP falls to 100 or lower
             recover Jeff with Lifeup[beta] if HP falls to 100 or lower
             recover Poo with Lifeup[beta] if HP falls to 100 or lower


   c)Great Crested Booka

     Vulnerable: Hypnosis
     Resistant: Fire

     Attacks

      -Standard attack
       Damage: 55~95 HP (Ness)
               55~100 HP (Paula)
               55~100 HP (Jeff)
               75~120 HP (Poo)

      -Charge forward
       Damage:   160~200 HP (Ness)
                 160~200 HP (Paula)
                 160~200 HP (Jeff)
                 200~240 HP (Poo)

      -Shriek a war cry
       Effect: reduces a single target's Offense and Defense by about 6%

      -Has a big grin on his face
       Effect: none

     Strategy

       You should be able to defeat the Great Crested Booka within two rounds
       using standard attacks. If this enemy appears with a Dread Skelpion,
       defeat the Dread Skelpion first.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[alpha] or [beta] if HP falls to 100 or
                lower
              recover Jeff with Lifeup[alpha] or [beta] if HP falls to 100 or
                lower
              recover Poo with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[alpha] or [beta] if HP falls to 100 or
               lower
             recover Jeff with Lifeup[alpha] or [beta] if HP falls to 100 or
               lower
             recover Poo with Lifeup[beta] if HP falls to 100 or lower


   d)High-Class UFO

     Vulnerable: Fire, Brainshock

     Attacks

      -Fire a beam
       Damage: 40~55 HP (Ness)
               40~70 HP (Paula)
               40~70 HP (Jeff)
               70~100 HP (Poo)

      -PSI Shield[alpha]

      -Disrupt your senses
       Effect: render a single target unable to use PSI for four rounds
       Comments: This attack has a pretty low success rate and is nothing to
                 worry about.

     Strategy

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

       If this enemy appears with a Beautiful UFO, defeat the Beautiful UFO
       first; the Beautiful UFO's offense is comparable to that of the High-
       Class UFO, but the Beautiful UFO is easier to defeat.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower
              recover Poo with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka
              Neutralizer
              Shield Killer

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[beta] if HP falls to 100 or lower
             recover Jeff with Lifeup[beta] if HP falls to 100 or lower
             recover Poo with Lifeup[beta] if HP falls to 100 or lower



   e)Master Criminal Worm

     Always chase after this enemy if you see it. A victory against the Master
     Criminal Worm will yield enough experience points to almost always level
     up someone. This enemy looks like a small red worm outside of battle.

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


 ENEMIES (Inside the Pyramid)

   a)Arachnid!!!

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 20~40 HP (Ness)
               30~50 HP (Paula)
               30~50 HP (Jeff)
               60~80 HP (Poo)

      -Sting with its poisonous stinger
       Effect: poison a single target

      -Shoot spider silk out of its body
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Arachnid!!! within one round by just
       using standard attacks. Defeat this enemy last if it appears in a group.
       Heal any poisoned party members after the battle is over.

       -Ness: "bash"
              recover Poo with Lifeup[beta] if HP falls to 70 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Poo with Lifeup[beta] if HP falls to 70 or lower


   b)Fierce Shattered Man

     Vulnerable: Paralysis

     Attacks

      -Standard attack
       Damage: 40~80 HP (Ness)
               60~90 HP (Paula)
               60~90 HP (Jeff)
               90~110 HP (Poo)

      -Start a continuous attack
       Damage: 40~70 HP (Ness)
               50~80 HP (Paula)
               50~80 HP (Jeff)
               70~110 HP (Poo)
       Comments: The Fierce Shattered Man will attack twice when it uses this
                 move. The above damage estimates are for one attack only.

      -Give you a great big hug
       Effect: solidify a single target

      -Reach out with its icy hand
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Fierce Shattered Man in one or two
       rounds using standard attacks. Use Freeze or Paralysis if you are having
       trouble. The Slime Generator seems to work well against this enemy as
       well.
       
       Defeat the Fierce Shattered Man only after defeating any Guardian
       Hieroglyphs and before any Petrified Royal Guards.

       -Ness: "bash"
              Paralysis[alpha]
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls to 150 or lower

       -Paula: "bash"
               Freeze[beta] or [gamma]

       -Jeff: "shoot"
              Slime Generator
              Heavy Bazooka

       -Poo: "bash"
             Snake Bag
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 150 or lower


   c)Guardian Hieroglyph

     Vulnerable: Fire, Hypnosis

     Attacks

      -Thunder[alpha]

      -Thunder[beta]

      -Flash[alpha]

      -Let loose with a hacking cough
       Effect: give a single target a cold

     Strategy

       You should be able to defeat the Guardian Hieroglyph in one or two
       rounds by using standard attacks. It is probably not worth using PSI
       Shield to defend against this enemy's PSI attacks. Just defeat the
       Guardian Hieroglyph first in any battle. Heal any colds after the battle
       is over.

       The Guardian Hieroglyph is the only normal enemy in the Pyramid that has
       PP. Use PSI Magnet against it if you need to recover.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"
               Freeze[alpha], if crying
               PSI Magnet, if low on PP

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: PSI Magnet
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   d)Guardian General

     Recommended Level: 43

     Attacks

      -Standard attack
       Damage: 70~100 HP (Ness)
               70~110 HP (Paula)
               70~110 HP (Jeff)
               80~130 HP (Poo)

      -Come out swinging
       Damage: 70~100 HP (Ness)
               70~110 HP (Paula)
               70~110 HP (Jeff)
               80~130 HP (Poo)

      -Charge forward
       Damage: 150~220 HP (Ness)
               160~220 HP (Paula)
               160~220 HP (Jeff)
               180~240 HP (Poo)

      -Make something spin around
       Damage: 4~11 PP

      -Shriek a wary cry
       Effect: reduce a single target's Offense and Defense by about 6%

     Strategy

       Use the Slime Generator in each round to make the Guardian General waste
       most of its turns, while Ness and Paula attack with "bash" and Freeze.
       Poo should either recover PP with PSI Magnet or try to poison the
       Guardian General with the Snake Bag if he has it. You should be able to
       win in about three rounds.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"
               Freeze[gamma]
               Freeze[omega]

       -Jeff: Slime Generator

       -Poo: PSI Magnet
             Snake Bag, until poisoned
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   e)Lethal Asp Hieroglyph

     Vulnerable: Freeze, Paralysis, Hypnosis

     Attacks

      -Use a biting attack
       Damage: 30~60 HP (Ness)
               40~70 HP (Paula)
               40~70 HP (Jeff)
               70~100 HP (Poo)

      -Use a biting attack
       Damage: 125~150 HP (Ness)
               130~180 HP (Paula)
               130~180 HP (Jeff)
               160~200 HP (Poo)
       Comments: The description of this attack in the battle dialogue window
                 is identical to that of this enemy's weaker biting attack.

      -Coil around you and attack
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Lethal Asp Hieroglyph in one or two
       rounds using standard attacks. Use Freeze against this enemy if you are
       having trouble. If this enemy appears with a Petrified Royal Guard,
       paralyze the Royal Guard and defeat the Asp first.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[beta] if HP falls to 150 or lower

       -Paula: "bash"
               Freeze[beta]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[beta] if HP falls to 150 or lower


   f)Petrified Royal Guard

     Vulnerable: Paralysis

     Attacks

      -Come out swinging
       Damage: 60~90 HP (Ness)
               80~110 HP (Paula)
               80~110 HP (Jeff)
               100~130 HP (Poo)

      -Charge forward
       Damage: 150~210 HP (Ness)
               160~220 HP (Paula)
               160~220 HP (Jeff)
               190~230 HP (Poo)

      -Shriek a war cry
       Effect: reduces a single target's Offense and Defense by 6%

     Strategy

       Use Paralysis[alpha] in the first round or Jeff's Slime Generator in
       each round to immobilize the Petrified Royal Guard. If this enemy
       appears in a group, use Paralysis[alpha] on it and defeat all other
       enemies first.

       -Ness: (first turn) Paralysis[alpha]
              (subsequent turns) "bash"

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka
              Slime Generator, if enemy is not paralyzed
              Hungry HP-Sucker, if enemy is paralyzed

       -Poo: "bash"
             Snake Bag, to poison the enemy


 WALKTHROUGH

   a)Backtracking to Summers

     Teleport to Summers and buy any Diamond Bands or Lucky Coins you could not
     afford to get the first time you reached Summers if you have the money.
     The Big League Bat and the Platinum Band can be bought at a cheaper price
     in Scaraba if you want them.

   b)Shopping in Scaraba

     The main point of interest in Scaraba is the marketplace located in the
     southeast part of town.

     The first place you might want to visit is the tool vendor located at the
     southwest corner of the market. If you did not buy any Platinum Bands or
     a Big League Bat in Summers, you can buy them here at a cheaper price.
     The Broken Cannon can be repaired by Jeff into the Spectrum Beam (32 IQ
     required), a weapon for Jeff, but don't buy it if Jeff has the Heavy
     Bazooka. An item better than the Crystal Charm can be found soon, but you
     can buy it if you have the money.

     Another item for sale is the Piggy Nose. This item can be used in a place
     called Deep Darkness, a swamp that the party will travel through after
     clearing Scaraba. Magic Truffles, an item that recovers about 80 PP, are
     hidden throughout Deep Darkness, and the Piggy Nose is almost essential if
     you want to find any.

     There are a couple of merchants that sell serpents that can poison
     enemies. Standard Snakes aren't too useful, but the Viper has a 100%
     chance of poisoning most enemies. One vendor will also sell a Snake Bag,
     an item that allows you to use Snakes an infinite number of times, for $98
     (the merchant initially offers it for $290 but will reduce the price to
     $98 when you actually buy it). The Snake Bag isn't a great item, but I
     sometimes give it to Poo and have him use it instead of "bash."

   b)Going Through the Pyramid

     Your destination is the Pyramid to the southeast of Scaraba. The Pyramid
     is a pretty long dungeon with lots of enemies, and you may want to bring
     an Exit Mouse with you just in case; an Exit Mouse can still be obtained
     south of Onett or in the Gold Mine in Dusty Dunes Desert. Take the Slime
     Generator along as well, since it can be effective against the strongest
     enemies in the Pyramid.

     NOTE: Poo will leave the party for awhile when you pass the Pyramid. Don't
           forget to give any important items in his inventory to somebody
           else.

     Leave Scaraba through its south gate and walk southeast. If the screen
     starts flashing red, check for sunstroke and use Healing[alpha] on the
     affected person. The enemies on the way shouldn't be too hard.

     When you reach the front of the Pyramid, stand on the top circle. To open
     the Pyramid, the circular switches have to be pressed in a particular
     order.

          .               The top . denotes the top circle, and is the switch
                          the party must step on first and last. The numbers
       4     3            represent the other switches and denote the order in
                          which they must be pressed.
        2   5
                          NOTE: If a dialogue window saying "....." pops up
                                when stepping on a switch, you must return to
                                Summers, go to the second floor of the Museum,
                                and examine the Hieroglyph piece.

     If you step on a wrong switch, you must start the process over from the
     beginning. Enter the Pyramid when the entrance is opened.

     You will likely notice a Hieroglyph figure on the wall in the first room.
     This particular figure will not come to life, but almost all figures
     deeper inside the Pyramid are enemies and will attack. Use Freeze if these
     hieroglyphs appear in a group, and use PSI Magnet against the human-like
     hieroglyph to recover some PP.

     The strongest enemies here are the Fierce Shattered Man and the Petrified
     Royal Guard. The Petrified Royal Guard can be immobilized with Paralysis
     [alpha] or repeated use of the Slime Generator. The Fierce Shattered Man
     can also be immobilized with Paralysis[alpha], but this enemy is not as
     strong and can be dealt with by just using standard attacks or Freeze.

     Keep moving forward into the Pyramid until the party enters a room with
     a sarcophagus in the center. The top door on the left leads to a Bag of
     Dragonite, a nice but mostly unnecessary item. The item is two rooms away
     and likely guarded by some enemies. Enter the door on the right to
     proceed.

     You will find a Speed Capsule and a Cup of Lifenoodles a bit further into
     the Pyramid. Use the Speed Capsule right away on someone (I usually give
     it to Paula or Poo).

     Enter the door on the right and walk down the long flight of stairs.
     "Check" the casket at the bottom of the stairs to start the battle with
     the Guardian General.

     The most effective weapon against the Guardian General seems to be the
     Slime Generator; have Jeff use it in each round and the Guardian General
     will likely waste most of its turns doing nothing. If Paula has a
     sufficient amount of PP, have her use Freeze[gamma] or [omega] while Ness
     uses "bash." Poo should use PSI Magnet to recover PP or use the Snake Bag
     to poison the Guardian General.

     Once the Guardian General is defeated, enter the next room and step on the
     tile with the thick outline. Open the casket in this room to find the Rain
     Pendant. Equip this on Jeff.

     After stepping on the switch, return to the room with the sarcophagus in
     the center. The sarcophagus will have disappeared to reveal a hole. Fall
     through the hole to land near an altar with the Hawk Eye sitting on top.
     Approach the altar and "check" the Hawk Eye to take it.

     Go through the door on the right, walk up the stairs, and enter the next
     room. The casket here contains a Diamond Band. Equip this item on whomever
     it may benefit. Fall through the hole to proceed.

     This is the last stretch of the Pyramid before the exit. Enter the door
     on the right and walk through the hallway. Walk up the stairs and enter
     door to leave the Pyramid.

     The party will now be in Southern Scaraba. Attempt to walk forward out
     into the desert and the old man from Dalaam will appear. He will restore
     everyone's HP/PP and tell Poo to come with him. Poo will comply and leave.

     NOTE: If Poo was carrying the Hawk Eye when he left, you should get a
           phone call from Escargo Express telling you that they have it. Call
           Escargo Express and request a delivery to get the Hawk Eye back.

_______________________________________________________________________________
_______________________________________________________________________________


2.Dungeon Man

  Recommended Level: 45 -> 46

  Equipment:

    Ness: Big League Bat   Paula: French Fry Pan
          Night Pendant           Flame Pendant
          Diamond Band            Diamond Band
          Lucky Coin              Lucky Coin

    Jeff: Spectrum Beam
          Rain Pendant
          Diamond Band
          Lucky Coin

 ITEMS

   a)Multi Bottle Rocket

     Use: inflicts about 500~1500+ HP of damage to a single target; gone after
          one use
     Obtained: merchant standing outside the Pyramid exit

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


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


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


 ENEMIES

   a)Beautiful UFO

     Vulnerable: Brainshock

     Attacks

      -Fire a beam
       Damage: 20~40 HP (Ness)
               30~50 HP (Paula)
               20~40 HP (Jeff)

      -Lifeup[alpha]

     Strategy

       You should be able to defeat the Beautiful UFO in one round by using
       standard attacks. If this enemy appears with a High Class UFO, defeat
       the Beautiful UFO first; the two enemies have about the same Offense,
       but the Beautiful UFO is easier to defeat.

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

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka


   b)High-Class UFO

     Vulnerable: Fire, Brainshock

     Attacks

      -Fire a beam
       Damage: 30~50 HP (Ness)
               40~60 HP (Paula)
               30~50 HP (Jeff)

      -PSI Shield[alpha]

      -Disrupt your sense
       Effect: render a single target unable to use PSI for four rounds
       Comments: This attack has a pretty low success rate and is nothing to
                 worry about.

     Strategy

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

       Defeat any Beautiful UFOs before attacking the High-Class UFO; the two
       enemies have about the same Offense, but the Beautiful UFO is easier to
       defeat.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka
              Neutralizer
              Shield Killer


   c)Lesser Mook

     Vulnerable: Fire, Hypnosis
     Resistant: Freeze

     Attacks

      -Freeze[alpha]

      -Freeze[beta]

      -Hypnosis[alpha]

      -Glare with its eerie eyes
       Effect: diamondize a single target

     Strategy

       Use PSI Shield[sigma] if your party is not strong enough to defeat the
       Lesser Mook in one round.

       -Ness: "bash"

       -Paula: "bash"
               PSI Shield[sigma]

       -Jeff: "shoot"
              Heavy Bazooka


   d)Marauder Octobot

     Vulnerable: Fire

     Attacks

      -Fire a beam
       Damage: 40~70 HP (Ness)
               50~80 HP (Paula)
               40~70 HP (Jeff)

      -Coil around you and attack
       Effect: solidify a single target

      -Try to steal something
       Effect: steal a random, nonessential item

     Strategy

       You should be able to defeat the Marauder Octobot within two rounds
       using standard attacks. Defeat this enemy first if it appears in a
       group.

       -Ness: "bash"
              recover Ness with Lifeup[beta] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka


   e)Master Criminal Worm

     Always chase after this enemy if you see it. A victory against the Master
     Criminal Worm will yield enough experience points to almost always level
     up someone. This enemy looks like a small red worm outside of battle.

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


   f)Mystical Record, Scalding Cup of Coffee, Worthless Protoplasm, Dali's
     Clock, Cute Li'l UFO

     These enemies can be dealt with by just using standard attacks. Defeat the
     Scalding Cup of Coffee first and the Mystical Record second if these
     enemies appear in a group.


 WALKTHROUGH

   a)Preliminaries

     NOTE: If Poo was carrying the Hawk Eye when he left, you should get a
           phone call from Escargo Express telling you that they have it. Call
           Escargo Express and request a delivery to get the Hawk Eye back.

     Talk to the native standing near the Pyramid exit to receive the Key to
     the Tower.

     Next, talk to the merchant standing a little to the north. Buy a French
     Fry Pan for Paula and sell whatever her previous weapon was. If Jeff has
     the Heavy Bazooka or the Spectrum Beam, you will probably not need to buy
     the Crusher Beam, but try to buy at least two Multi Bottle Rockets. This
     powerful weapon can inflict more than 1000 HP of damage to a single enemy,
     making it an effective boss killer. If you can't afford any, you can wait
     until the party reaches Deep Darkness, an upcoming area, before buying
     some.

   b)Up the Tower

     Walk northwest from the Pyramid exit to find what looks like a large
     statue of a person. This is Dungeon Man, a giant...robot...or something...
     that is inactive at the moment. Approach the front of Dungeon Man and
     "use" the Key to the Tower to enter.

     There are some enemies inside Dungeon Man, but most of them are weak. Go a
     little into Dungeon Man until you see a telephone and a bench. "Check" the
     bench to rest; if Jeff has any broken items he can repair, repeatedly rest
     on the bench until he does. To the left is a Hospital that provides all
     the services of a normal Hospital.

     From the bench, walk east and then a little north to find three different
     paths. The right path leads to a gift box containing a Molokheiya Soup (a
     food item that recovers about 80 HP), and the middle path leads to a Cup
     of Lifenoodles. Take the left path to proceed.

     Walk forward to find another branching of paths. The elevated area leads
     to a Snake and a Super Plush Bear, an item that works like the Teddy Bear
     but has about 500 HP. Take the lower path to proceed.

     When you get to four ropes, climb up the third one from the left. The
     other ropes lead to dead ends and signs that say strange things.

     The second floor is a little more dangerous than the first because Lesser
     Mooks lurk here. Use PSI Shield[sigma] to defend against its Freeze.

     Walk all the way south along the right wall to get to the end of this
     floor. If you explore a bit, you can find a bench and gift boxes
     containing $10 and food items.

     From here on out, it should be pretty easy to make your way to the top of
     the tower. Brick Road, the guy Jeff met in Winters, will be waiting for
     you.

     After talking to him, walk south and fall through the "Return Hole" to
     return to the first floor (open the gift box on the way down to get an IQ
     Capsule; I recommend you use it on Paula). Exit Dungeon Man.

   c)Leaving Scaraba

     Dungeon Man will now be a part of your party. His standard attack can
     inflict up to 400 HP of damage and his "great big hug" attack can
     solidify an enemy.

     While Dungeon Man makes a great ally, we need to leave it behind. Go to
     the southern end of Scaraba and walk between the trees growing on an
     isthmus. Dungeon Man will get stuck in the trees and the party will go on
     without him.

     Walk to the eastern end of the narrow strip of land and talk to the tribal
     native standing there. Answer "yes" when prompted.
 
     Return to Dungeon Man and talk to it. The party will enter and will have
     to go to the top floor again.

     From Brick Road, walk south and fall through the "Goodbye Exit," the hole
     that was previously blocked by a sign. Fall through a couple more holes to
     end up in a previously unreachable part of the first floor.

     Open the gift box here to find a Talisman Ribbon, an item for Paula.

     Walk to the northwest corner of the first floor and "check" the yellow
     submarine. The party will take it outside and depart for Deep Darkness.




*******************************************************************************
XII.Deep Darkness
*******************************************************************************

"Drown to death in puke! Don't you think that's an incredibly masculine taunt
 to throw at you?"
           -Master Barf

Cameraman Locations: -next to the Myna Bird, southwest of the gift box
                      containing Beef Jerky


                                    Outline

                   "Use" the Hawk Eye in the dark portion of
                       the swamp to make things visible
                                       |
                                       |
                              Defeat Master Barf
                                       |
                                       |
                              Enter Tenda Village
                                       |
                                       |
                      Talk to the Tenda Chief (optional)
                                       |
                                       |
               Exit Tenda Village and get a call from Apple Kid
                                       |
                                       |
                             Teleport to Winters


1.Trudging Through the Swamp

  Recommended Level: 46 -> 49

  Equipment:

    Ness: Big League Bat   Paula: French Fry Pan
          Night Pendant           Flame Pendant
          Diamond Band            Diamond Band
          Lucky Coin              Talisman Ribbon

    Jeff: Spectrum Beam
          Rain Pendant
          Diamond Band
          Lucky Coin

 ITEMS

   a)Monkey's Love

     Use: solidifies a single, random target in battle; can be used an
          unlimited number of times
     Obtained: the monkey in Deep Darkness, after teaching it how to teleport

     The Monkey's Love can be obtained by teaching Teleport to one of the
     monkeys found on the grassy area at the beginning of the swamp. This item
     is equivalent to the Slime Generator but can be used by anyone. Give this
     to Poo when he returns.

   b)Magic Truffle

     Use: recovers about 80 PP
     Obtained: scattered throughout Deep Darkness

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

     Having a couple of Magic Truffles can be a lifesaver at a certain point
     near the end of the game.

   c)Rock Candy

     Use: increases Speed, Guts, Vitality, IQ, or Luck by 1 (or 2, with a
          condiment)
     Obtained: gift box in the Sixth Sanctuary Location

     Use the Rock Candy with a Sugar Packet or a Jar of Delisauce to boost the
     stat increase to 2. To use a condiment, place the condiment and the Rock
     Candy in the same person's inventory and use the Rock Candy.

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

   d)Casey Bat

     Use: weapon for Ness
     Obtained: by defeating Master Barf

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


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


 ENEMIES

   a)Big Pile of Puke

     Attacks

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

      -Exhale a blast of stinky breath
       Effect: makes the entire party uncontrollably cry

      -Burp and blow his nauseating breath at you
       Effect: makes a single target nauseous

      -Spit out a sticky mucus
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Big Pile of Puke in two or three rounds
       using standard attacks. Use Freeze[beta] if the party starts crying.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"
               Freeze[beta], if crying

       -Jeff: "shoot"
              Heavy Bazooka


   b)Demonic Petunia

     Vulnerable: Fire
     Resistant: Freeze

     Attacks

      -Dispense an extinguishing blast
       Damage: 150~250 HP to everyone
       Comments: Fire protective items such as the Flame Pendant will reduce
                 the damage inflicted by this attack.

      -Scatter its pollen around
       Effect: paralyze a single target

      -Edge closer
       Effect: none

     Strategy

       You should be able to defeat the Demonic Petunia in one round using
       standard attacks. If you are having trouble with this enemy, use Fire
       [gamma] or the Monkey's Love and the Slime Generator to pin it down.
       Keeping everyone healthy while facing this enemy can be difficult, so
       recover with Lifeup before entering battle if needed.

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

       -Ness: "bash"

       -Paula: "bash"
               Fire[gamma]
               Monkey's Love

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


   c)Even Slimier Little Pile

     Vulnerable: Paralysis

     Attacks

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

      -Exhale a blast of stinky breath
       Effect: makes the entire party uncontrollably cry

      -Spit out a sticky mucus
       Effect: solidify a single target

      -Call for help
       Effect: an Even Slimier Little Pile joins the battle

     Strategy

       You should be able to defeat this enemy in one or two rounds by using
       standard attacks. Defeat this enemy only before any Manly Fishes.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 70 or lower
              recover Paula with Lifeup[beta] if HP falls to 70 or lower
              recover Jeff with Lifeup[beta] if HP falls to 70 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka


   d)Hard Crocodile

     Vulnerable: Fire

     Attacks

      -Standard attack
       Damage: 60~100 HP (Ness)
               60~100 HP (Paula)
               60~100 HP (Jeff)

      -Biting attack
       Damage: 160~210 HP (Ness)
               160~210 HP (Paula)
               160~210 HP (Jeff)

      -Swing his tail very hard
       Damage: 160~210 HP (Ness)
               160~210 HP (Paula)
               160~210 HP (Jeff)

     Strategy

       You should be able to defeat the Hard Crocodile within two rounds by
       using standard attacks. If you are having trouble with this enemy, use
       the Monkey's Love or the Slime Generator to pin it down.

       If the Hard Crocodile appears in a group, use Freeze[beta] along with
       Ness and Jeff's standard attacks to defeat this enemy in one round.
       Attack the Hard Crocodile only after defeating any Zap Eels.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower

       -Paula: "bash"
               Freeze[beta]
               Monkey's Love

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


   e)Hostile Elder Oak

     Vulnerable: Fire

     Attacks

      -Standard attack
       Damage: 100~140 HP (Ness)
               100~140 HP (Paula)
               100~140 HP (Jeff)

      -Brainshock[alpha]

      -PSI Magnet[alpha]

      -Burst into flames (death action)
       Damage: 240~330 HP
       Peripheral Damage: 120~170 HP
       Comments: A party member should only suffer about 50 HP of damage at
                 most if you defeat this enemy last and end the battle quickly.

     Strategy

       You should be able to defeat the Hostile Elder Oak within two rounds by
       using standard attacks. Use the Monkey's Love or the Slime Generator to
       pin down this enemy to prevent it from attacking. Defeat this enemy last
       if it appears in a group.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"
               Monkey's Love

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


   f)Manly Fish

     Resistant: Fire

     Attacks

      -Jab with a spear
       Damage: 15~30 HP (Ness)
               15~30 HP (Paula)
               15~30 HP (Jeff)

     Strategy

       You should be able to defeat the Manly Fish in one or two rounds by
       using standard attacks. Defeat this enemy last if it appears in a group.

       -Ness: "bash"

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka


   g)Manly Fish's Brother

     Attacks

      -Freeze[beta]

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

      -Hypnosis[alpha]

      -Paralysis[alpha]

     Strategy

       You should be able to defeat the Manly Fish's Brother within two rounds
       using standard attacks. It should not be necessary to use a PSI Shield
       to defend against Freeze[beta] as long as everyone has at least 120~150
       HP. Defeat this enemy first if it appears in a group.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka


   h)Master Barf

     Recommended Level: 48

     Attacks

      -Continuous attack
       Damage: 100~150 HP (Ness)
               100~150 HP (Paula)
               100~150 HP (Jeff)
       Comments: Master Barf will attack twice when it uses this attack. The
                 above damage estimates are for one attack only.

      -Exhale a blast of stinky breath
       Effect: make the entire party uncontrollably cry

      -Burp and blow his nauseating breath at you
       Effect: make a single target feel nauseous

      -Call for help
       Effect: an Even Slimier Little Pile joins the battle

     Strategy

       If Paula has a good amount of PP, have her use Freeze[gamma] or [omega]
       while Ness and Jeff uses their standard attacks or the Heavy Bazooka. If
       Jeff starts crying and does not have the Heavy Bazooka, use the Hungry
       HP-Sucker instead of "shoot;" the item does not always work, but drains
       about 150~200 HP when it does.

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

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower

       -Paula: Freeze[omega]
               Freeze[gamma]

       -Jeff: "shoot"
              Heavy Bazooka
              Multi Bottle Rocket
              Hungry HP-Sucker, if crying


   i)Mole Playing Rough

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


   j)Pit Bull Slug

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 10~20 HP (Ness)
               10~20 HP (Paula)
               10~20 HP (Jeff)

      -Hypnosis[alpha]
       Comments: The Pit Bull Slug cannot use PSI for the first four rounds of
                 battle.

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

     Strategy

       One or two hits from any party member's standard attack should defeat
       the Pit Bull Slug. Defeat this enemy last if it appears in a group. This
       is probably the best enemy to fight if you want to level up.

       If you want to recover some of Jeff's HP, use the Hungry HP-Sucker on a
       group of Pit Bull Slugs.

       -Ness: "bash"

       -Paula: "bash"

       -Jeff: "shoot"
              Hungry HP-Sucker


   k)Zap Eel

     Vulnerable: Fire

     Attacks

      -Electrical shock attack
       Effect: equivalent to Thunder[beta]

     Strategy

       You should be able to defeat the Zap Eel within one round using standard
       attacks. One hit from Freeze[beta] and a standard attack should also
       work. Attack the Zap Eel only before defeating any Manly Fish's Brothers
       if it appears in a group.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"
               Freeze[beta]

       -Jeff: "shoot"
              Heavy Bazooka


 WALKTHROUGH

   a)Preliminaries

     NOTE 1: If Poo was carrying the Hawk Eye when he left, you should get a
             phone call from Escargo Express telling you that they have it.
             Call Escargo Express and request a delivery to get the Hawk Eye
             back.

     NOTE 2: The party will take 2 HP of damage about every 5 seconds while
             walking through the deepest portions of the swamp. If you see red
             flashes at a faster rate than this, it is because each person is
             taking damage at different times.

     NOTE 3: There are five Magic Truffles (recovers 80 PP) hidden throughout
             Deep Darkness growing at the base of trees. To help you find them,
             buy the Piggy Nose at the Scaraba marketplace, and use it when
             you're somewhat close to a Truffle to pinpoint its location.
             "Check" the location to take the Truffle. I will give rough
             directions to each Magic Truffle in the walkthrough below.

             The Magic Truffle can be a lifesaver at one point near the end of
             the game; carry at least two with you in preparation.

     Check the bird to call Escargo Express and store the Key to the Tower and
     the Hieroglyph Copy.

     Walk into the swamp and go a little to the east. There is a Magic Truffle
     to the left and a little bit south of the lone tree growing out of the
     water. "Use" the Piggy Nose to the left of this tree to find its exact
     location and "check" the area to take it.

     Walk all the way to the east and check behind the lone tree growing in the
     dirt to find another Magic Truffle (thanks to: J. Pampalon).

     Walk onto the elevated area of grassy land where all the monkeys are. Talk
     to the monkey on the right and answer "yes" to its request to receive the
     Monkey's Love, an item that can solidify a single random target in battle.
     I usually give the Monkey's Love to Poo and have him use it when his
     "bash" isn't effective.

     To the left are a businessman and a doctor standing near each other. Talk
     to the businessman and he will offer to sell you either some items or the
     services of the doctor (if you talk directly to the doctor, he will not do
     anything for you). If you didn't buy the Lucky Coin in Summers, buy the
     Charm Coin here. The doctor can heal any status effect, but you do not
     actually need to pay him. When the businessman tells you about the $500
     fee, answer "yes" when prompted and select "let him pay" to avoid paying
     the fee.

     If Jeff isn't carrying at least two Multi Bottle Rockets, talk to the arms
     dealer and buy one or two before venturing into the swamp. This is the
     most convenient place to buy Multi Bottle Rockets; teleport back to Deep
     Darkness whenever you need more.

     To the south is man a submerged in the water. This is Deep Darkness's "ATM
     Machine," but he will charge a handling fee equal to the amount you
     withdraw.

   b)Getting Through the Swamp

     The party just has to walk through Deep Darkness and reach the other side
     of the swamp. A lot of enemies here seem to be susceptible to the Monkey's
     Love and the Slime Generator; use those items to pin down enemies you have
     trouble against.

     Walk south into the swamp and "use" the Hawk Eye when in the darkness. The
     swamp will become visible and the Hawk Eye will disappear.

     Keep walking south and then turn northwest. The party should enter into a
     pretty wide area. There is a gift box to the northwest that contains Beef
     Jerky, a food item that recovers about 150 HP.

     A little further northwest of the gift box is a Magic Truffle hidden among
     the trees. From the gift box, walk northwest and then a little to the left
     along the edge of the trees. When the line of trees drops down a bit,
     "use" the Piggy Nose to locate the Magic Truffle and "check" the area to
     obtain it.

     From the gift box containing the Beef Jerky, walk to the west to find a
     bird talking about Tenda Village. Open the gift box here to get an IQ
     Capsule and either use it on Paula or save it for Poo, who will be
     returning soon.

     Go back a little to the east and then turn south. There is a crashed
     helicopter on a small piece of dry land. Open the gift box here to get a
     Cup of Lifenoodles.

     To the west is a deep part of the swamp with two lone trees growing out of
     the water. To the northwest of the left-hand tree is a Magic Truffle.

     Continue walking west and onto the patch of dry land. Open the gift box to
     find a Souvenir Coin and equip it on either Paula or Jeff.

     To the north is another gift box containing a Rock Candy, an item that
     should be used with a Sugar Packet or a Jar of Delisauce. Use the Rock
     Candy on Paula or Poo with either condiment to increase a random stat by
     two.

     From the gift box containing the Rock Candy, walk a little south, east,
     and then north into a narrow path of deep water. At the end of this narrow
     path is a monster that resembles the Big Pile of Puke and Master Belch
     back in Grapefruit Falls. Talk to it to start a mini-boss battle against
     Master Barf.

     Although Master Barf is Master Belch redux, the Jar of Fly Honey no longer
     works to distract him. Use Freeze[gamma] or [omega] while Ness and Jeff
     use their standard attacks or the Heavy Bazooka. If Jeff starts crying and
     doesn't have the Heavy Bazooka, use the Hungry HP-Sucker instead of
     "shoot;" the item doesn't always work, but drains 150~200 HP when it does.
     A single Multi Bottle Rocket will likely defeat Master Barf if you want to
     end this fight quickly.

     Master Barf will drop the Casey Bat when defeated. This weapon is the
     strongest weapon for Ness in the game, but it has a very low accuracy and
     should be sold.

     Walk north to reach another wide part of the swamp. There is one last
     Magic Truffle here but it's a bit hard to explain where it is. There are
     two floating logs in this area. From the top log, walk directly north
     until you're up against the trees. The Magic Truffle is a bit to the left
     from this spot (it is behind a tree). "Use" the Piggy Nose to help you
     locate it.

     Walk all the way to the west and onto dry land. Enter the cave to reach
     Tenda Village.

   c)Crisis in Winters

     None of the Tendas here have much to say yet, but the party can rest at
     the inn for free or use the hot springs to heal any status effects.

     South of the entrance is a trash can and a telephone among other "weird
     junk." Open the trash can to find the Death Ray, a weapon for Jeff.

     If you talk to the village chief, the Tenda with the horns, it will talk
     about a book that can help the Tendas overcome their shyness. Keep this
     book in mind and exit the village.

     Outside, the party will get a phone call from Apple Kid. Teleport to
     Winters.




*******************************************************************************
XIII.Winters/Tenda Village
*******************************************************************************

"Where are you, my friend?
 They came and took you away.
 Come back, Sebastian.

 Hey, that's a Haiku poem!"
                 -Tessie Watch Club Member, lamenting a missing comrade

Cameraman Locations: -next to the leader of Tenda Village, after curing the
                      Tendas of their shyness


                                    Outline

                       Walk south to Dr. Andonuts's Lab
                                       |
                                       |
               Talk to the Mouse and receive the Eraser Eraser
                                       |
                                       |
                 Go the Stonehenge and "Use" the Eraser Eraser
                        to eliminate the eraser statue
                                       |
                                       |
                   Go through the Stonehenge Base and defeat
                              the Starman Deluxe
                                       |
                                       |
                    Talk to Apple Kid about the Overcoming
                                 Shyness Book
                                       |
                                       |
                Go to Onett Library and "check" the bookshelves
                     to find the Overcoming Shyness Book
                                       |
                                       |
                Teleport to Tenda Village and give the Shyness
                            Book to the Tenda Chief
                                       |
                                       |
                   Talk to the Tenda next to the giant rock
                in Tenda Village to gain access to the Seventh
                                Sanctuary Cave
                                       |
                                       |
                      Record the Seventh Sanctuary Melody


1.Stonehenge

  Recommended Level: 49 -> 53

  Equipment:

    Ness: Big League Bat   Paula: French Fry Pan
          Night Pendant           Flame Pendant
          Diamond Band            Diamond Band
          Lucky Coin              Souvenir Coin

    Jeff: Death Ray        Poo: (nothing)
          Rain Pendant          (nothing)
          Diamond Band          Bracer of Kings
          Lucky Coin            (nothing)

 ITEMS

   a)Sword of Kings

     Use: weapon for Poo; increases his Offense by 30
     Obtained: defeat the Starman Super

     The Starman Super has a 1/128 chance of carrying the Sword of Kings, the
     only effective weapon for Poo in the game. The Sword increases Poo's
     Offense by 30, but requires a lot of luck or a lot of patience to obtain
     (the first time I got this weapon, I had to defeat more than 100 Starman
     Supers; the next time, I fought only 3). Be warned that all enemies in
     Stonehenge will disappear once the boss here is defeated, and the Sword of
     Kings cannot be found anywhere else.

   b)Saturn Ribbon

     Use: armor; equip as "other" on Paula; increases Defense and Luck
     Obtained: Mr. Saturn inside Stonehenge, after the Starman Deluxe is
               defeated

     Talk to the rescued Mr. Saturn after defeating the Starman Deluxe to
     receive the Saturn Ribbon.

   c)Broken Trumpet

     Use: repaired into Defense Shower, a tool for Jeff
     Obtained: gift box in Stonehenge, found in the "hi-tech" part of the base
     IQ Required: 40

     The Defense Shower increases the entire party's Defense by 6% each time
     it's used. It's mostly unnecessary, so give it to Escargo Express.


 GIFT BOXES

   NOTE: The enemies in the Stonehenge base will disappear once the boss here
         is defeated, making it easier to open any gift boxes you skipped.
    _________________________________________________________________________
   |1.Spicy Jerky        | recovers 250 HP      | maze-like part of the base |
   |_____________________|______________________|____________________________|
   |2.Guts Capsule       | increases Guts by 1  | maze-like part of the base |
   |_____________________|______________________|____________________________|
   |3.Cup of Lifenoodles | medicine             | maze-like part of the base |
   |_____________________|______________________|____________________________|
   |4.Broken Harmonica   | repaired into        | hi-tech part of the base   |
   |                     | Baddest Beam         |                            |
   |                     | (55 IQ needed)       |                            |
   |_____________________|______________________|____________________________|
   |5.PSI Caramel        | recovers 20 PP       | hi-tech part of the base   |
   |_____________________|______________________|____________________________|
   |6.Broken Trumpet     | repaired into the    | hi-tech part of the base   |
   |                     | Defense Shower       |                            |
   |                     | (40 IQ needed)       |                            |
   |_____________________|______________________|____________________________|
   |7.Pixie's Bracelet   | armor                | hi-tech part of the base   |
   |                     | (equip on Paula)     |                            |
   |_____________________|______________________|____________________________|
   |8.Speed Capsule      | increases Speed by 1 | hi-tech part of the base   |
   |_____________________|______________________|____________________________|


 ENEMIES (Stonehenge)

   a)Atomic Power Robot

     Vulnerable: Freeze
     Resistant: Fire

     Attacks

      -Fire a beam
       Damage: 70~110 HP (Ness)
               65~90 HP (Paula)
               70~110 HP (Jeff)
               80~125 HP (Poo)

      -Replenish a fuel supply
       Effect: recovers max HP for a single target

      -Explode into bits (death action)
       Damage: 150~300 HP
       Peripheral Damage: 50~200 HP
       Comments: A party member should only suffer about 50 HP of damage at
                 most if you defeat this enemy last and end the battle quickly.

     Strategy

       You should be able to defeat the Atomic Power Robot in one round with
       standard attacks if it does not recover its HP. The Monkey's Love and
       the Slime Generator seem to be effective against the Atomic Power Robot
       and can be used to prevent this enemy from replenishing a fuel supply.
       Always defeat this enemy last.

       Poo's "mirror" can be used on the Atomic Power Robot to recover HP
       without using PP, though this method requires some patience to use.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka
              Slime Generator

       -Poo: "bash"
             Monkey's Love
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[beta] if HP falls to 100 or lower
             recover Jeff with Lifeup[beta] if HP falls to 100 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   b)Military Octobot

     Vulnerable: Fire

     Attacks

      -Fire a beam
       Damage: 100~150 HP (Ness)
               80~140 HP (Paula)
               100~150 HP (Jeff)
               130~190 HP (Poo)

      -Coil around you and attack
       Effect: solidify a single target

      -Try to steal something
       Effect: steal a random, nonessential item

     Strategy

       You should be able to defeat the Military Octobot in one or two rounds
       using standard attacks. Attack this enemy after defeating any Starman
       Supers.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Ness with Lifeup[gamma] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   c)Mook Senior

     Vulnerable: Fire, Hypnosis
     Resistant: Freeze

     Attacks

      -Fire[alpha]

      -Freeze[beta]

      -Lifeup[alpha]

      -Glare with its eerie eyes
       Effect: diamondize a single target
       Comments: Use Healing[gamma] or an appropriate item to heal anyone
                 diamondized.

     Strategy

       You should be able to defeat the Mook Senior in one or two rounds using
       standard attacks. Use PSI Shield[sigma] if you face more than one Mook
       Senior. Defeat this enemy first if it appears in a group.

       Keep everyone's HP above 120~150 HP before engaging this enemy to give
       you enough time to use Lifeup on a mortally wounded party member.

       -Ness: "bash"
              Healing[gamma], if someone is diamondized
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"
               PSI Shield[sigma], if facing more than one

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             PSI Magnet
             Healing[gamma], if someone is diamondized
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   d)Starman

     Attacks

      -Fire a beam
       Damage: 50~70 HP (Ness)
               30~60 HP (Paula)
               50~70 HP (Jeff)
               70~100 HP (Poo)

      -PSI Magnet[alpha]

      -Shield[alpha]

      -Guard
       Effect: reduce damage inflicted by "bash" by 50% for a single round

      -Use a Sudden Guts Pill
       Effect: doubles target's Guts
       Comments: I don't think the Starman's beam attack can hit with a
                 SMAAAASH!!, and I don't think enemies can survive a mortal
                 blow. This move is probably just a waste of a turn.

     Strategy

       You should be able to defeat the Starman in one or two rounds with
       standard attacks, provided it does not "guard." Defeat this enemy only
       before any Atomic Power Robots.
       
       Use PSI Magnet against the Starman to recover PP.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 70 or lower
              recover Paula with Lifeup[beta] if HP falls to 70 or lower
              recover Jeff with Lifeup[beta] if HP falls to 70 or lower
              recover Poo with Lifeup[beta] if HP falls to 100 or lower

       -Paula: "bash"
               PSI Magnet[omega]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             PSI Magnet[omega]
             recover Ness with Lifeup[beta] if HP falls to 70 or lower
             recover Paula with Lifeup[beta] if HP falls to 70 or lower
             recover Jeff with Lifeup[beta] if HP falls to 70 or lower
             recover Poo with Lifeup[beta] if HP falls to 100 or lower


   e)Starman Deluxe

     Recommended Level: 53

     Attacks

      -Fire a beam
       Damage: 110~160 HP (Ness)
               100~140 HP (Paula)
               110~160 HP (Jeff)
               150~200 HP (Poo)

      -Starstorm[alpha]
       Comments: Use PSI Shield[sigma] in the first round to defend against
                 this attack. If Paula is at least level 60 and has learned PSI
                 Shield[omega], the reflection damage can be enough to defeat
                 the Starman Deluxe in one round.

      -PSI Shield[beta]
       Comments: The Starman Deluxe is protected with a PSI Shield from the
                 beginning of the battle. If you don't have a Multi Bottle
                 Rocket, eliminate the Starman Deluxe's shield with a Shield
                 Killer or Thunder before using other PSI attacks.

      -Call for help
       Effect: either a Starman or a Starman Super joins the battle

     Strategy

       Make sure everyone is above 150 HP before starting this fight. If Jeff
       has a Multi Bottle Rocket, you should be able to win in one or two
       rounds. Use PSI Shield[sigma] just in case the Starman Deluxe uses
       Starstorm while Ness and Poo use their standard attacks. The Monkey's
       Love works against this enemy roughly 25 to 50% of the time, so have Poo
       use it if you want to play more defensively. Avoid using PSI attacks
       because this boss has a PSI power shield up from the beginning of the
       battle.

       If Jeff does not have any Bottle Rockets, use a Shield Killer until it
       works (don't use the Neutralizer; Starstorm is painful) to allow Paula
       and Poo to use their strongest Freeze attack and Ness to use PSI Rockin
       [beta] ([gamma] costs too much PP); use the Shield Killer again when the
       Starman Deluxe uses PSI Shield[beta]. Paula should either "bash" or use
       Offense Up[alpha] on Ness and Poo should use the Monkey's Love while the
       Starman is shielded.

       If Jeff doesn't have the Shield Killer, use the Slime Generator instead
       in each round. After using PSI Shield[sigma] in the first round, Paula
       should either "bash" or use Offense Up[alpha] on Ness while Poo uses
       Thunder[gamma] to eliminate the Starman's Shield. Paula and Poo can then
       use their strongest Freeze attack and Ness use PSI Rockin[beta] while
       the Starman is unshielded.

       -Ness: "bash"
              Lifeup[beta] on Poo, if Poo uses Thunder[gamma]
              PSI Rockin[beta], while the Starman Deluxe is unshielded
              recover Ness with Lifeup[gamma] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[beta] if HP falls to 150 or lower

       -Paula: (first turn) PSI Shield[sigma]
               (first turn) PSI Shield[omega], if at least level 60
               "bash", while the Starman Deluxe is shielded
               Offense Up[alpha] on Ness, while the Starman Deluxe is shielded
               Freeze[omega], while the Starman Deluxe is unshielded

       -Jeff: (first turn) Multi Bottle Rocket
              (first turn) Shield Killer, if a Bottle Rocket is not available
                                          and the Starman Deluxe is shielded
              Slime Generator, if neither a Bottle Rocket nor the Shield Killer
                               is available

       -Poo: Monkey's Love
             Thunder[gamma], if a Bottle Rocket is not available and the
                             Starman Deluxe is shielded
             Freeze[gamma], while the Starman Deluxe is unshielded
             recover Ness with Lifeup[gamma] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[beta] if HP falls to 150 or lower


   f)Starman Super

     Attacks

      -Fire a beam
       Damage: 60~90 HP (Ness)
               30~70 HP (Paula)
               60~90 HP (Jeff)
               70~120 HP (Poo)

      -Healing[omega]

      -PSI Shield[beta]

      -Guard
       Effect: reduce the damage inflicted by "bash" by 50% for one round

      -Call for help
       Effect: a Starman joins the battle

     Strategy

       You should be able to defeat the Starman Super in one or two rounds by
       using standard attacks, provided it does not "defend." Defeat this enemy
       first if it appears in a group. Avoid using PSI attacks because this
       enemy is protected by a PSI Power Shield from the beginning of the
       battle.

       The Starman Super has a 1/128 chance of dropping the Sword of Kings, the
       only effective weapon for Poo in the game.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower
              recover Poo with Lifeup[beta] if HP falls to 120 or lower

       -Paula: "bash"
               PSI Magnet[omega]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             PSI Magnet[omega]
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[beta] if HP falls to 100 or lower
             recover Jeff with Lifeup[beta] if HP falls to 100 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


 WALKTHROUGH

   a)Traveling South

     If Jeff doesn't have at least two Multi Bottle Rockets, teleport to Deep
     Darkness and buy a couple from the arms dealer.

     Also, if both Ness and Poo haven't learned Healing[gamma] (at level 53 and
     36 respectively), take a couple of Secret Herbs along with you in case
     someone gets diamondized (you can buy some from the business man in Deep
     Darkness or in Saturn Valley).

     Teleport to Snow Wood Boarding House in Winters. Start walking south to
     Dr. Andonuts's Lab.

     NOTE: Take the Pencil Eraser with you to eliminate a pencil statue on the
           way to Dr. Andonuts's Lab. This should be the last pencil statue in
           the game; give the Pencil Eraser to Escargo Express after this.

     The new enemies in Winters aren't too tough and you should do all right by
     just using standard attacks. If you end up fighting a group, give priority
     to defeating the Lesser Mook first and use PSI Shield[sigma] to defend
     against its Freeze attacks if you have to.

     At the lake, talk to the Bubble Monkey to ride Tessie to the other side.
     Walk south and "use" the Pencil Eraser on the pencil statue to create a
     shortcut. From here, it should be easy to get to Dr. Andonuts's Lab.

     Talk to the Mouse inside Dr. Andonuts's Lab to receive the Eraser Eraser.
     "Check" the Instant Revitalizing Device to recover before going to
     Stonehenge.

   b)The Stonehenge Base: Preliminaries

     The Stonehenge Base is a pretty long area with lots of enemies. PP may run
     low near the end of the Base, but Magic Butterflies can be found within
     Stonehenge and you can use PSI Magnet to recover PP. Any Magic Truffles
     found in Deep Darkness can help here as well, but save at least a couple
     for later. Have Poo use Lifeup and Healing instead of Ness for the most
     part since Poo can use PSI Magnet.

     The first part of Stonehenge is a maze-like cave full of Mook Seniors,
     Starmen, and Atomic Power Robots. Keep everyone's HP above 150 before
     engaging any enemies in case someone gets hit by the Mook Senior's Freeze,
     and use PSI Shield[sigma] whenever you encounter more than one Mook
     Senior. Use Healing[gamma] to cure anyone diamondized, and always defeat
     Mook Seniors first when facing a group.

     Defeat the Atomic Power Robot last because it will explode when defeated.
     Use the Slime Generator or the Monkey's Love if you want to prevent it
     from replenishing its HP. Poo's "mirror" also seems to work pretty well
     against this enemy; use it to recover HP without using PSI.

     The Starman isn't very powerful and is a good target to use PSI Magnet
     against. When you see one on the field, wait for it to teleport close to
     the party before approaching it; this seems to maximize the chances of
     getting a green swirl.

   c)Stonehenge Base

     "Use" the Eraser Eraser on the eraser statue at the entrance to Stonehenge
     to eliminate it. The Eraser Eraser will no longer be used and should be
     given to Escargo Express.

     From the eraser statue walk south and through the cave opening into the
     second area.

     Two paths lead out of the second area. They both take you to the same
     place, but the right path may be a little shorter.

     Open the gift box in the third area to get a Spicy Jerky, a food item that
     recovers about 250 HP. Go east into the next area.

     The path to the northeast in the fourth area leads to a Guts Capsule, an
     item I recommend you use on Ness. Take the path to the south to proceed.
     (All enemies in the Base will disappear once the boss here is defeated,
     making it easier for you to get any gift boxes you leave behind).

     You will see another two paths a little way into the fifth area. The top
     path leads to a gift box containing a Cup of Lifenoodles and the right
     path leads to the next section of Stonehenge.

     There are no more Mook Seniors in the next part of the base, but you will
     start encountering Starman Supers. This enemy can be defeated with just
     standard attacks but always take them out first in battle because they can
     revive defeated cohorts with Healing[omega].

     NOTE: The Starman Super has a 1/128 chance of carrying the Sword of
           Kings, the only effective weapon for Poo in the game. The Sword
           increases Poo's Offense by 30, but requires a lot of luck or a lot
           of patience to obtain (the first time I got this weapon, I had to
           defeat more than 100 Starman Supers; the next time, I fought only
           3). Be warned that all enemies in Stonehenge will disappear once the
           boss here is defeated, and the Sword of Kings cannot be found
           anywhere else.

     Walk to the right from the entrance to find a Broken Harmonica, an item
     Jeff can repair into the Baddest Beam (55 IQ required). You probably won't
     need this item if Jeff has the Heavy Bazooka. Walk down the ladder in
     front of the entrance to proceed.

     Walk to the east and open the gift box to get a PSI Caramel. You should
     use this here.

     Continue walking east to reach a room where some Exit Mouse live. You can
     use them to go back outside if necessary. Otherwise, continue walking east
     into the next area.

     There is a new enemy lurking in this maze-like section of the base, but it
     can be defeated with standard attacks. All the way to the right of the
     entrance is a Broken Trumpet, an item Jeff can repair into the Defense
     Shower. The Defense Shower increases the entire party's Defense by about
     6% per use in battle, but I've never felt a need to use it.

     Walk north from the entrance and follow the path to the northeast. At the
     end of this path are two gift boxes containing a Pixie's Bracelet and a
     Speed Capsule. Equip the Pixie's Bracelet on Paula and use the Speed
     Capsule on Paula. Enter the door to the east.

     The next room is filled with tubes holding abducted people, including the
     Apple Kid.

   d)Starman Deluxe

     Enter the next room to encounter the Starman Deluxe. Make sure everyone
     has at least 150 HP before talking to it.

     With a Multi Bottle Rocket, you should be able to win this battle in one
     or two rounds. Paula should use PSI Shield[sigma] (or [omega] if at least
     level 60) just in case the Starman Deluxe uses Starstorm while Ness and
     Poo use their standard attacks. The Monkey's Love works against this enemy
     roughly 25 to 50% of the time, so have Poo use it if you want to play a
     little more defensively. Avoid using PSI attacks such as Freeze because
     this boss has a PSI Power Shield up from the beginning of the battle.

     The base will shut down after the Starman Deluxe is defeated and all
     enemies will disappear from the area. Go into the previous room and talk
     to the Mr. Saturn. He will give the party the Saturn Ribbon, an item for
     Paula. If Paula had the Souvenir Coin, equip that on Jeff or Ness.

     Next, talk to the Apple Kid about the Overcoming Shyness Book and head
     back outside. "Use" an Exit Mouse to make things quicker, unless there
     were some gift boxes you did not open on the way to the Starman Deluxe.

_______________________________________________________________________________
_______________________________________________________________________________


2.Help the Tendas

 WALKTHROUGH

   a)The Shyness Book  

     After defeating the Starman Deluxe and talking to Apple Kid, teleport to
     Onett and go to the Library.

     "Check" the bookshelves on the first floor of the Library for the Shyness
     Book. The book seems to always be on the left-most section of the
     bookshelf in the room on the right.

     Teleport to Tenda Village and "use" the Shyness Book while standing next
     to the Chief. The Chief will read the book to everyone in the village and
     give the party the Tendakraut, an item that will help you later.

     A voice will then take over and start talking to you, the player. Just as
     Tony did previously in Toto, this voice will ask for your name. Your name
     will appear a couple of times at the end of the game.


 EXTRAS

   a)Stuff to Do in Tenda Village

     Purpose: -receive a Bag of Dragonite
              -read some text that talks about the party's adventure
              -trade Horns of Life for other items

     Now that the Tendas are no longer shy, you can do a few new things here.
     First, you can talk to the Tenda chief to receive a Bag of Dragnoite, an
     item that inflicts about 250~400 HP of Fire damage to all enemies on
     screen (Thanks to: C.V. Reynolds).

     Next, talk to the villager near the Chief and answer "yes" to its offer.
     A funky background will fill the screen and some scrolling text will talk
     about the party's adventure (this is very similar to what happens when you
     drink coffee in Saturn Valley). Like before, this text is very long and
     you'll have to sit through the whole thing once it starts.

     There is also a Tenda in the northwest corner of the Village that will
     trade items for Horns of Life. Each time the Tenda receives a Horn of
     Life, he will give whatever item is at the top of his list. Here is a list
     of what each item does:

          Plain Roll: recovers about 80 HP
          Pain Yogurt: recovers about 160 HP
          Plain Roll: recovers about 80 HP
          Spicy Jerky: recovers about 250 HP
          Bag of Dragonite: inflicts about 250~400 HP of Fire damage to all
                            enemies; gone after one use
          Talisman Coin: armor; equip as "other" for Ness, Paula, or Jeff;
                         increases Defense and Luck
          Hall of Fame Bat: weapon for Ness

          (Total value: $6674
           Total cost: $12,460)

     Horns of Life can be bought at Saturn Valley for $1780 each. I do not
     recommend you trade with the Tenda, however, because the two most helpful
     items on the list--the Talisman Coin and the Hall of Fame Bat--will be
     quickly superseded by equipment sold at the next village.

_______________________________________________________________________________
_______________________________________________________________________________


3.Seventh Sanctuary Location

  Recommended Level: 53 -> 57

  Equipment:

    Ness: Big League Bat   Paula: French Fry Pan
          Night Pendant           Flame Pendant
          Diamond Band            Pixie's Bracelet
          Lucky Coin              Saturn Ribbon

    Jeff: Death Ray        Poo: (nothing) or Sword of Kings
          Rain Pendant          (nothing)
          Diamond Band          Bracer of Kings
          Souvenir Coin         (nothing)

 ITEMS

   a)Broken Antenna

     Use: repaired into the Gaia Beam, a weapon for Jeff
     Obtained: Uncontrollable Sphere
     IQ Required: 65

     The Uncontrollable Sphere has a 1/128 chance of carrying the Broken
     Antenna. The Gaia Beam is the most powerful weapon available for Jeff in
     the game.

   b)Rabbit's Foot

     Use: armor; equip on "body" for Ness, Paula, or Jeff; increase Defense by
          3 and Speed by 40; protects from Paralysis
     Obtained: gift box, near the Shining Spot

     Obtain the Rabbit's Foot before talking to the Shining Spot. This item can
     be helpful against an enemy that appears near the end of the game, so have
     Paula hold on to it until then.

   c)Diadem of Kings

     Use: armor; equip as "other" for Poo; increases Defense and Luck
     Obtained: gift box, down the ladder located all the way west of the
               entrance to the Seventh Sanctuary Cave

     The Diadem of Kings should be equipped on Poo for the rest of the game.


 GIFT BOXES
    _____________________________________________________________________
   |1.Super Bomb         | inflicts 140~400 HP| down the first ladder    |
   |                     | of damage          |                          |
   |_____________________|____________________|__________________________|
   |2.IQ Capsule         | increases IQ by 1  | down the ladder all the  |
   |                     |                    | way west of the entrance |
   |_____________________|____________________|__________________________|
   |3.Diadem of Kings    | armor for Poo      | down the ladder all the  |
   |                     |                    | way west of the entrance |
   |_____________________|____________________|__________________________|
   |4.Luck Capsule       | increases Luck by 1| north of entrance        |
   |_____________________|____________________|__________________________|
   |5.Rock Candy         | increases a random | lower level              |
   |                     | stat by 1          |                          |
   |_____________________|____________________|__________________________|
   |6.Bottle of DXwater  | recovers 40 PP for | down ladder east of      |
   |                     | Poo                | Shining Spot             |
   |_____________________|____________________|__________________________|
   |7.Cup of Lifenoodles | medicine           | upper level              |
   |_____________________|____________________|__________________________|
   |8.Luxury Jerky       | recovers 300 HP    | down ladder east of      |
   |                     |                    | Shining Spot             |
   |_____________________|____________________|__________________________|
   |9.Rabbit's Foot      | armor; increases   | south of Shining Spot    |
   |                     | Speed              |                          |
   |                     | (give to Paula)    |                          |
   |_____________________|____________________|__________________________|


 ENEMIES

   a)Conducting Spirit

     Attacks

      -Flash[alpha]

      -Flash[beta]

      -Thunder[beta]

      -Thunder[gamma]

     Strategy

       You should be able to defeat the Conducting Spirit in one or two rounds
       using standard attacks. You can also use Freeze[gamma] and follow it up
       with standard attacks to defeat this enemy before it can cause serious
       damage. If the Conducting Spirit appears with an Uncontrollable Sphere,
       have Paula use PSI Shield[sigma] and Poo use Freeze[beta] or [gamma].
       Defeat this enemy first if it appears in a group.

       -Ness: "bash"
              recover anyone not carrying the Franklin badge with Lifeup if HP
                falls to 120 or lower

       -Paula: "bash"
               Freeze[beta] or Freeze[gamma]
               PSI Shield[sigma], if facing an Uncontrollable Sphere also

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             Freeze[beta] or Freeze[gamma]
             recover anyone not carrying the Franklin badge with Lifeup if HP
               falls to 120 or lower


   b)Electro Specter (Sanctuary Boss)

     Recommended Level: 56

     Attacks

      -Electrical shock attack
       Effect: equivalent to Thunder[beta]

      -Hungry HP-Sucker
       Effect: drains about 10~20% of all party members' HP and gives it to the
               Electro Specter

      -Neutralizer
       Effect: reset stat changes and removes shields; affects all enemies and
               party members

      -Shield Killer
       Effect: removes any shield protecting a single target

     Strategy

       With only one attack that inflicts significant damage, the Electro
       Specter is one of the easiest Sanctuary Bosses in the game. It's
       protected with a PSI Power Shield from the beginning of the battle, so
       have Jeff use the Neutralizer or the Shield Killer to eliminate it
       before using Paula and Poo's strongest Freeze attack.

       -Ness: "bash"
              PSI Rockin[beta]
              recover Ness with Lifeup[gamma] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[gamma] if HP falls to 150 or lower

       -Paula: "bash"
               Freeze[omega], if unshielded

       -Jeff: (first turn) Neutralizer or Shield Killer
              "shoot"
              Heavy Bazooka
              Multi Bottle Rocket

       -Poo: "bash"
             Freeze[gamma], if unshielded
             recover Ness with Lifeup[beta] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[beta] if HP falls to 150 or lower


   c)Fobby

     Vulnerable: Fire, Freeze, Paralysis, Brainshock

     Attacks

      -Standard attack
       Damage: 40~60 HP (Ness)
               10~20 HP (Paula)
               10~20 HP (Jeff)
               60~80 HP (Poo)

      -PSI Magnet[alpha]
       Comments: The Fobby can't use PSI for the first four rounds of every
                 battle.

      -Brainshock[alpha]

      -HP-Sucker
       Effect: drains 10~20% of a single target's max HP and gives it to the
               user
       Comments: This attack has a pretty low success rate and is nothing to
                 worry about.

     Strategy

       About one hit from Ness's "bash" or two hits from any other party
       member's standard attack should defeat the Fobby. Try to defeat two
       Fobbies in one round by having Ness and Poo target a different enemy
       from Paula and Jeff. Use Lifeup to keep everyone's HP above 100 when
       facing a large group of Fobbies.

       You can use PSI Magnet[omega] on a group of Fobbies to recover a lot of
       PP. This enemy is also the best to fight if you want to level up. Defeat
       the Fobby last if it appears with anything else.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 100 or lower
              recover Paula with Lifeup[beta] if HP falls to 100 or lower
              recover Jeff with Lifeup[beta] if HP falls to 100 or lower
              recover Poo with Lifeup[gamma] if HP falls to 100 or lower

       -Paula: "bash"
               PSI Magnet[omega]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             PSI Magnet[omega]
             recover Ness with Lifeup[beta] if HP falls to 100 or lower
             recover Paula with Lifeup[beta] if HP falls to 100 or lower
             recover Jeff with Lifeup[beta] if HP falls to 100 or lower
             recover Poo with Lifeup[beta] if HP falls to 100 or lower


   d)Hyper Spinning Robo

     Vulnerable: Freeze
     Resistant: Fire

     Attacks

      -Fire a beam
       Damage: 80~110 HP (Ness)
               50~80 HP (Paula)
               50~80 HP (Jeff)
               90~130 HP (Poo)

      -Shield[beta]

      -Disrupt your senses
       Effect: renders a single target unable to use PSI for four rounds
       Comments: This attack has a pretty low success rate and is nothing to
                 worry about.

     Strategy

       You should be able to defeat the Hyper Spinning Robo in one or two
       rounds using standard attacks. If this enemy uses Shield[beta],
       eliminate the shield with the Neutralizer or the Shield Killer or attack
       with Freeze[beta]. Defeat this enemy after any Conducting Spirits.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 80 or lower
              recover Jeff with Lifeup[beta] if HP falls to 80 or lower
              recover Poo with Lifeup[gamma] if HP falls to 120 or lower

       -Paula: "bash"
               Freeze[beta], if Shielded

       -Jeff: "shoot"
              Heavy Bazooka
              Neutralizer or Shield Killer, if Shielded

       -Poo: "bash"
             Freeze[beta], if Shielded
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 80 or lower
             recover Jeff with Lifeup[beta] if HP falls to 80 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


   e)Uncontrollable Sphere

     Vulnerable: Fire, Hypnosis
     Resistant: Freeze

     Attacks

      -Standard attack
       Damage: 70~100 HP (Ness)
               40~60 HP (Paula)
               40~60 HP (Jeff)
               90~130 HP (Poo)

      -Fire[alpha]

      -Fire[beta]

      -Start laughing maniacally
       Effect: makes a single target feel strange

      -Explode into bits (death action)
       Damage: 150~400 HP
       Peripheral Damage: 50~200 HP
       Comments: A party member should only suffer about 50 HP of damage at
                 most if you defeat this enemy last and end the battle quickly.

     Strategy

       You should be able to defeat the Uncontrollable Sphere in one or two
       rounds with standard attacks. Use PSI Shield[sigma] if you want to
       defend against Fire. If this enemy appears with a Conducting Spirit,
       have Paula use PSI Shield[sigma] while Poo uses Freeze [beta] or [gamma]
       to defeat the Conducting Spirit first. Defeat the Uncontrollable Sphere
       last if it appears in a group.

       This enemy has a 1/128 chance of carrying the Broken Antenna, an item
       that Jeff can repair into the Gaia Beam. The Gaia Beam is the most
       powerful weapon in the game for Jeff but requires a lot of luck or a lot
       of patience to obtain.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[gamma] if HP falls to 120 or lower

       -Paula: "bash"
               PSI Shield[sigma]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             recover Ness with Lifeup[beta] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[beta] if HP falls to 120 or lower


 WALKTHROUGH

   a)Lumine Hole

     After curing the Tendas of their shyness, talk to the Tenda standing next
     to a big rock in the southwest corner of Tenda Village. This Tenda is
     very strong and will lift the rock up for the party, revealing a hole
     that leads into the Seventh Sanctuary Cave.

     There is a talking rock at the bottom of the hole. You'll have to talk to
     this rock before moving on. Several of these rocks can be found in the
     Sanctuary Cave, but none of them say anything important.

   b)Seventh Sanctuary Cave: Enemies

     The enemies found in the Seventh Sanctuary Cave are the Fobby, the
     Uncontrollable Sphere, the Hyper Spinning Robo, and the Conducting Spirit.
     The Fobbies tend to attack in large groups and are the best enemies to
     fight if you want to level up. Just one or two hits from a standard attack
     should defeat a Fobby.

     The Uncontrollable Sphere and the Conducting Spirit are found in the lower
     level of the Sanctuary Cave and can use pretty powerful PSI attacks. Use
     PSI Shield[sigma] if you want to defend against their PSI and use standard
     attacks to defeat them. If you are having trouble against the Conducting
     Spirit, use Freeze[beta] or [gamma]. Always defeat the Uncontrollable
     Sphere last because it explodes when defeated. Hyper Spinning Robos can be
     dealt with by just using standard attacks or Freeze if it uses Shield
     [beta].

     NOTE: The Uncontrollable Sphere has a 1/128 chance of carrying the Broken
           Antenna, an item Jeff can repair into his most powerful weapon in
           the game.

   c)Seventh Sanctuary Cave

     Walk as far west as you can from the entrance and go down the ladder to
     find a Diadem of Kings and an IQ Capsule. Equip the Diadem on Poo and use
     the IQ Capsule on Paula or Poo.

     Go back towards the entrance and turn north at the junction (the nearby
     ladder and hole lead to a Super Bomb). At the end of this path is a Luck
     Capsule. Use it on whomever you want. Climb down the ladder near the gift
     box.

     There is a gift box in the lower levels containing a Rock Candy. Use this
     item with a Sugar Packet or Jar of Delisauce to increase a random stat by
     2 (condiments can be bought in Twoson or Scaraba).

     There are two ladders leading out of the lower levels, both of which lead
     to the Shining Spot. The first ladder leads to a Cup of Lifenoodles and a
     Luxury Jerky, a food item that recovers about 300 HP, but the path to the
     boss is a little longer. There is a Bottle of DXwater (recovers 40 PP for
     Poo) on the way to the other ladder.

     Before talking to the Shining Spot, open the gift box near it to get the
     Rabbit's Foot. This item can be very helpful against an enemy that appears
     near the end of the game and should be given to Paula.

   d)Sanctuary Boss

     The Seventh Sanctuary Boss is the Electro Specter. With only one attack
     that inflicts significant damage, the Electro Specter is one of the
     easiest Sanctuary Bosses in the game. It is protected by a PSI Power
     Shield from the beginning of the battle, so have Jeff use the Neutralizer
     or the Shield Killer to eliminate it before using PSI.




*******************************************************************************
XIV.Lost Underworld
*******************************************************************************

"We made a cage for dinosaurs and locked them up...That's what my brother tells
 me. But I don't believe it...He's just spewing out of his cake hole."
                                                  -Tenda in the Lost Underworld

Cameraman Locations: none


                                    Outline

                  Enter the Tenda settlement and talk to the
                            talking rock (optional)
                                       |
                                       |
                      Record the Eighth Sanctuary Melody


1.Exploring Underground

  Recommended Level: 57

  Equipment:

    Ness: Big League Bat   Paula: French Fry Pan
          Night Pendant           Flame Pendant
          Diamond Band            Pixie's Bracelet
          Lucky Coin              Saturn Ribbon

    Jeff: Death Ray        Poo: (nothing) or Sword of Kings
          Rain Pendant          (nothing)
          Diamond Band          Bracer of Kings
          Souvenir Coin         Diadem of Kings

 ITEMS

   a)Sea Pendant

     Use: armor; equip on "body" for Ness, Paula, or Jeff; increases Defense
          and provides protection from Fire, Freeze, and Flash
     Obtained: gift box, in the northeast corner of the Underworld

     Obtain the Sea Pendant and equip it on Paula. If Paula was equipped with
     the Flame Pendant, give that to Jeff.

   b)Cloak of Kings

     Use: armor; equip on "body" for Poo; increases Defense and Speed
     Obtained: gift box, northeast of the Eighth Sanctuary Cave

     The Cloak of Kings can be found on the way to the Eighth Sanctuary Cave.
     Poo will likely end up having the highest Speed in the party after
     equipping this item.

   c)Magic Fry Pan

     Use: weapon for Paula; increases Offense by 50 and Guts by 100
     Obtained: Chomposaur

     The Chomposaur has a 1/128 chance of carrying the Magic Fry Pan. The
     Offense increase isn't the best and I don't think this weapon is worth
     going out of your way to get, but it can increase Paula's chances of
     getting a SMAAAASH!! hit and surviving a mortal blow.


 SHOPPING LIST
    ________________
   |Tenda Settlement|
   |________________|_________________________
   |1.Ultimate Bat | $2298 | weapon for Ness  |
   |_______________|_______|__________________|
   |2.Shiny Coin   |  4000 | armor            |
   |_______________|_______|__________________|
   |3.Holy Fry Pan |  3480 | weapon for Paula |
   |_______________|_______|__________________|


 GIFT BOXES
    __________________________________________________________________________
   |1.Brain Food Lunch | recovers 300 HP and | central area                   |
   |                   | 100 PP              |                                |
   |___________________|_____________________|________________________________|
   |2.Horn of Life     | cures status        | eastern edge of the Underworld |
   |                   | effects             |                                |
   |___________________|_____________________|________________________________|
   |3.Sea Pendant      | armor; protects     | northeast corner of the        |
   |                   | from Fire, Freeze   | Underworld                     |
   |                   | and Flash           |                                |
   |                   | (equip on Paula)    |                                |
   |___________________|_____________________|________________________________|
   |4.Guts Capsule     | increases Guts by 1 | northern edge of the           |
   |                   |                     | Underworld                     |
   |___________________|_____________________|________________________________|
   |5.Cloak of Kings   | armor for Poo       | northeast of the Eighth        |
   |                   |                     | Sanctuary Cave                 |
   |___________________|_____________________|________________________________|


 ENEMIES

   a)Chomposaur

     Resistant: Fire

     Attacks

      -Stomp with its huge foot
       Damage: 90~140 HP (Ness)
               70~120 HP (Paula)
               70~120 HP (Jeff)
               90~140 HP (Poo)

      -Swing its tail very hard
       Damage: 210~300 HP (Ness)
               200~280 HP (Paula)
               200~280 HP (Jeff)
               210~300 HP (Poo)

      -Fire[alpha]

      -Fire[beta]

      -Fire[gamma]

     Strategy

       You should be able to defeat the Chomposaur in about four rounds with
       standard attacks. Use PSI Shield[sigma] in the first round to defend
       against Fire, and attack with Freeze[gamma] or [omega] if you want to
       inflict extra damage.

       The Chomposaur is protected by a Power Shield from the beginning of the
       battle, but don't use the Neutralizer and remove your own shield (use a
       Shield Killer instead if you can); just use three standard attacks to
       eliminate the shield or use Freeze. The Slime Generator and the Monkey's
       Love are somewhat effective against the Chomposaur, so use one of the
       those items in each round to get some free hits.

       The Chomposaur has a 1/128 chance of carrying the Magic Fry Pan, a
       weapon for Paula that increases Offense by 50 and Guts by 100. The
       Offense increase isn't the best and I don't think it's worth going out
       of your way to get, but it can increase Paula's chances of getting a
       SMAAAASH!! hit and surviving a mortal blow.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[gamma] if HP falls to 150 or lower

       -Paula: (first turn) PSI Shield[sigma]
               "bash"
               Freeze[gamma] or [omega]

       -Jeff: (first turn) Shield Killer
              "shoot"
              Heavy Bazooka
              Slime Generator

       -Poo: "bash"
             Freeze[gamma]
             Monkey's Love
             recover Ness with Lifeup[gamma] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[gamma] if HP falls to 150 or lower


   b)Ego Orb

     Vulnerable: Freeze

     Attacks

      -Standard attack
       Damage: 80~110 HP (Ness)
               50~90 HP (Paula)
               50~90 HP (Jeff)
               80~110 HP (Poo)

      -Growl and lunge forward
       Damage: 190~260 HP (Ness)
               160~220 HP (Paula)
               160~220 HP (Jeff)
               190~260 HP (Poo)

      -Tear into you
       Damage: 190~260 HP (Ness)
               160~220 HP (Paula)
               160~220 HP (Jeff)
               190~260 HP (Poo)

     Strategy

       You should be able to defeat the Ego Orb in one or two rounds using
       standard attacks.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 120 or lower
              recover Paula with Lifeup[beta] if HP falls to 120 or lower
              recover Jeff with Lifeup[beta] if HP falls to 120 or lower
              recover Poo with Lifeup[gamma] if HP falls to 120 or lower

       -Paula: "bash"
               Freeze[beta]

       -Jeff: "shoot"
              Heavy Bazooka

       -Poo: "bash"
             Freeze[beta]
             recover Ness with Lifeup[gamma] if HP falls to 120 or lower
             recover Paula with Lifeup[beta] if HP falls to 120 or lower
             recover Jeff with Lifeup[beta] if HP falls to 120 or lower
             recover Poo with Lifeup[gamma] if HP falls to 120 or lower


   c)Wetnosaur

     Vulnerable: Fire

     Attacks

      -Stomp with its huge foot
       Damage: 80~120 HP (Ness)
               50~90 HP (Paula)
               50~90 HP (Jeff)
               80~120 HP (Poo)

      -Swing its tail very hard
       Damage: 170~260 HP (Ness)
               160~220 HP (Paula)
               160~220 HP (Jeff)
               170~260 HP (Poo)

      -Biting attack
       Damage: 200~250 HP (Ness)
               170~230 HP (Paula)
               170~230 HP (Jeff)
               200~250 HP (Poo)

      -Make a loud rumble
       Effect: solidify a single target

     Strategy

       You should be able to defeat the Wetnosaur in about three rounds using
       standard attacks. Use Freeze[gamma] or [omega] to inflict extra damage.
       The Monkey's Love and the Slime Generator seem to be somewhat effective
       against the Wetnosaur, so use one of those items in each round to try to
       pin down this enemy.

       -Ness: "bash"
              recover Ness with Lifeup[gamma] if HP falls to 150 or lower
              recover Paula with Lifeup[beta] if HP falls to 150 or lower
              recover Jeff with Lifeup[beta] if HP falls to 150 or lower
              recover Poo with Lifeup[gamma] if HP falls to 150 or lower

       -Paula: "bash"
               Freeze[gamma] or [omega]

       -Jeff: "shoot"
              Heavy Bazooka
              Slime Generator

       -Poo: "bash"
             Freeze[gamma]
             Monkey's Love
             recover Ness with Lifeup[gamma] if HP falls to 150 or lower
             recover Paula with Lifeup[beta] if HP falls to 150 or lower
             recover Jeff with Lifeup[beta] if HP falls to 150 or lower
             recover Poo with Lifeup[gamma] if HP falls to 150 or lower


 WALKTHROUGH

   a)Features of the Underworld

     There are three Hot Spots located in the Underworld that erupt
     periodically. There are Blue Hot Springs located in the southeast and
     southwest corners of the Underworld and a Red Hot Spring directly north of
     a Tenda settlement. The Blue ones completely recover HP and PP, and the
     Red one heals all status effects. To recover at a Hot Spring, simply stand
     on top of one and wait for it to erupt.

     The enemies found here are the Chomposaur, the Wetnosaur, and the Ego Orb.
     The Chomposaur is the one to worry about because it can use Fire and
     powerful physical attacks. If you face one, use PSI Shield[sigma] in the
     first round and attack with Freeze[gamma] or [omega] if necessary. The
     Monkey's Love and the Slime Generator also work relatively well against
     the Chomposaur, so use those items in each round to try to pin down this
     large dinosaur and prevent it from attacking. The Chomposaur is protected
     from a Power Shield from the beginning of the battle, but don't use the
     Neutralizer to remove it; use three standard attacks or the Shield Killer
     instead. The Wetnosaur and the Ego Orb can generally be dealt with using
     standard attacks. Try to keep everyone's HP above 150 when facing these
     enemies.

     NOTE: The Chomposaur has a 1/128 chance of carrying the Magic Fry