|
|
|
|
|
|
|
Meridith Richtore Vice Captain
|
Posted: Sun Dec 18, 2005 5:24 pm
Welcome to Merry's Earthbound Walkthrough! In this walkthrough, you'll be told everything you need to do to beat the game, and even some tips and tricks to kick some serious butt in the game! The Prologue
This is where you'll get the Who, What, How, Where, and When.
I. The What. First off, Welcome to Earthbound, and RPG made by Shigesato Itoi. Earthbound was made in 1994 for the SNES. But then, I bet you already knew that. Earthbound was known in Japan as Mother 2, sequel to the Japan-only released Mother, which many of us refer to as Earthbound 0. Why called Mother, you ask? Well, after all the Dragon Quest/Warrior series, Itoi-san got fed up with the whole 'Kingly-influence-helps-hero-save-day' theme, and made due to get it from his head. But how? Well, Itoi-san decided it best to think in terms of opposites. If not King, then queen. If not paternal, maternal. Father, Mother. And thus a name is born. II. The Who. To begin with, your main character, and leader of your team, a dark haired boy of, we'll say about eleven or twelve, we'll be calling him by his first default name in this walkthrough, Ness. Second, a girl from Twoson, gifted with amazing psychic powers, we'll be calling her by her first default as well, Paula. Third, a boy from Winters Snow Wood Boarding School, a genius that can fix anything, which makes upfor his lack of psychic ability, we'll call him by his first default name, Jeff. And last, but not least, is a dark haired, Asian prince from Dalaam, with thestrength of Mu training and the Starstorm with him, we'll call him by his first default name, Poo. III. The How. Well, to start your game, pick either Mono or Stereo. For those of you who are technologically inept, this will help you to hear all of the sounds of the game. If you have only one speaker, pick mono, and if you havee more, pick stereo. Simple. Next, pick the "flavor", or color, of your border and windows. You have several to choose from: Strawberry, Banana, Mint, Peanut butter, and plain. Then, name you, your friends, your dog, your favorite food, and your favorite thing. Ours for the walkthrough will be (1)Ness, (2) Paula, (3) Jeff, (4) Poo, (5) King, (6) Steak, and (7) Rockin. The game will ask to make sure you've got everything the way you want it. If you do, hit "Yep" and you'll proceed to the beginning of your strange journey.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Dec 18, 2005 10:45 pm
Act I.(Also known as the How and When phase) Chapter I. Welcome to...Ness's Bedroom??? Yes, Ness's bedroom, where we find our hero, sound asleep. He lives in Onett, Eagleland, in the year 199X. You're peacefully sleeping, dreaming about...whatever boys of about eleven or so tend to dream about. But the dream is disturbed by a loud crashing, followed by sirens. So much for that dream. But then, curoius one that you are, you want to investigate. So, you head out the door and into the hallway. You'll see a door, bu you don't have to enter now. If you do, you'll find your sister, Tracy, and apresent box containing a Cracked Bat. Otherwise, you'll be sent up to get it later. head down the stairs, where you'll find your mom. She'll tell you that she knows you're itching to go out and figure out what it was. But first, she'll make you change out of your jammies. After you've changed and headed downstairs, head out. There's really only one way you can go anyhow, so head that way. It's southwest, and along a trail for a bit. It goes around and up, to the top of the hill, where you'll find a fat pig-boy running back and forth between the cops. Hopefully, you've talked to everyone, but if not, that's all right too. It's not always necessary. If you talk to the pig-boy, you'll be told that he, Pokey, will tell you more about the strange meteorite tomorrow, and that you're rubberneckin, and to head home. You do so, and your mom is waiting for you, and sends you back to that dream. Awake?! Again?! *sigh* and this time, it sounds like someone's attacking the door. Both your sister and your mom want you to open the door. As you head to the door, Pokey barges in, stammering out that he needs your help to find Picky, his little brother. He won't let you say no, even if you try. Talk to your mom, who will send you to change and get the Cracked Bat, and don't forget to equip it. And bring King, because he'll come in handy. Head for the door. But answer the phone first. Your dad will tell you that he's your save, essentially, and that you get your cash from an ATM with your card. After the phone call, head out, back to the top of the hill, by the meteorite. Once you get up there, King will run away, leaving you with less help. get Picky into your party, and head to their house. But wait! What's that noise? Well, whether you hear it or not, someone named Buzz-Buzz, a person disguising as a bee, from ten years in the future, and he's warning you against it. He's cometo help you fulfill the prophecy from his future, and joins your party. Head back to get rid of Pokey and Picky. If you've talked to Lier X. Agerate again, he'll tell you to see him tomorrow, alone. *twilight zone music* Yeah. he's weird all right. As you head up the trail, you run into your first boss fight. This is where you meet Starman Jr., who has come from ten years in the future also, to stop Buzz-Buzz. And so, you fight. Buzz-Buzz immediately casts PSI Shield (E), which protects all of your party from psychic attacks, whichis all that the Starman Jr. uses to attack with. Eventually, if you Bash him enough, you'll beat him down, and win. Nice, huh? After the fight, head to Pokey's house and get rid of the nincompoops. Talk to their dad to rid yourself of them, and it will start a talk with them, followed by Pokey's mother, Lardna, smashing Buzz-Buzz, and mistakening him for a dung beetle. Talk to him, and he'll give you the Sound Stone, a device designed to record the music tones from 'Your Sanctuary' locations. Head outside, where it will become daylight. you can go to your house and sleep, or you can go talk to Lier X. Agerate, who wanted you to visit him. If you visit him, you'll see something that will come into play a few times later in the game, and if not, go talk to your mom and get some sleep. Always remember to save often, as your future enemies will be a pain until you're at least level six(6). Then you can brave The Sharks.
|
 |
 |
|
|
|
Meridith Richtore Vice Captain
|
|
|
|
|
|
|
|
|
|
Meridith Richtore Vice Captain
|
Posted: Sun Dec 18, 2005 11:40 pm
Chapter II. The Sharks! The Sharks are located in the south part of Onett. Way past the little area where you've been poking about before. If you've been exploring, you may know some things already, but if not, stick with me. The other trail past your house, the one to the right, leads down into town. The first building you come across is the library, where you can get a map so you can find your way around. Makes it easier for those moments when you're togo to someplace you haven't seen yet. Like now. First, you need to head east, and follow the trail until you see a boy in the trees a bit. Go talk to him, and he'll offer to have you take over on lookout. Eithder way you answer, you won't have to, but you can go into the tree house, and talk to the guys in there. One of them will give you the Mr. Baseball hat, which is really good for defense. Make sure you equip it. Can't forget that now. After that, head back west, then follow the little trail south till you find the road, then head east again, passing a Hamburger shop, and going to the drugstore. In the drugstore, you can get the Tee Ball Bat, whichwill give you more offense than the Cracked, and the Cheap Bracelet will up your defense. Talk to the dog in the store, who will tell you about how the HP/PP meter windows help you get the best equipment for your character. Then you're ready to face the Sharks, and Frank. Head out, and East, and thee first road that heads South, follow it will you hit another sidewalk, and then go East again, and then South agian, where you may run into some. Don't run away, either, or they'll gain the advantage on you, like the mole (if you've talked to him) tells you. If you didn't happen to talk to him, he tells you that if you sneak up on a monster or enemy, you will get a green swirl on the screen, which lets you know that you get an extra chance to swing. the grey swirl is a neutral fight initiation, and red means you're at a disadvantage. Try to use it to help yourself get ahead, since there are some critters in the game that are felled with one swing, making it an instant win. Anyhow, the Sharks are...interesting, as they try to gang up on you. You will usually get no more than three at a time though. But if you do, theywill be multiples of the three kinds of Sharks. The Skate Punk, the Pogo Punk, and the Yes Man Junior. As you approach the arcade, which is the yellow building with 'GAMES' on the front, and and a guy in a tomato red suit and a robot in the back yard, there will be two Sharks standing idly in front. One across the street, and one in front of the store, and in front of a garbage can with a can of fruit juice in it. if you talk to them, it will initiate a fight, but after you beat them, they won't come back. They're fairly simple if your level is high enough, and you have the best equipment you can get for the moment. Once you've beaten them, there are some more Sharks insidethe building that you can fight. As soon as you go in, one of the Sharks will run up to you and accuse you of beating the crap out of his buddy, and attack you. Teach him a lesson, and move on to someone else. Talk to them all, not many actually fight you, but at least it's something. Then talk to the guy in front of the door heading out back. He'll ask if you want to join,and when you say no, he'll attack you. Whoop him, then go talk to Frank Fly, leader of the Sharks. Frank Fly. Kind of a mix of Dean Martin and the Fonz, but ugly. Real ugly. And he uses a knife. Make sure when you go against him, you have a good stock of hamburgers at the ready, because the knife hurts. A lot. But it won't take a whole lot to whittle him down, then he'll send the robot in the corner after you. The robot, or Frankystien, Mark II, is somewhat of a big hitter, as well. The only consolation is that it only strikes every other turn, in between bursts of steam. He's a piece of work as well, but once he breaks down, Frank gives in, and tells you about Giant Step, and that Mayor Pirkle has the key to the traveling entertainer's shack, where the entrance to the cave where Giant Step is located is at. So, what to do? Go talk to Pirkle. Of course. gonk Once you get to Town hall, wander around and talk to people a bit if you'd like, or head through the imprtant looking doors on the west wall. You'll see a secretary, and stairs leading up, where Pirkle's office is. Once you're up there, just agree with everything Pirkle says like a good stooge to get the key, otherwise he will badger you. Ugh. Nothing like crooked government. Remember the traveling entertainers that were stuck out by the shack? Well, they'll be pleased to know you've got the key now, enough so thatthey'll giveyou a Travel Charm, shich is good for your defense forthe time being. When you enter the cave, you'll find several differnet things that will atack you. Attack Slugs, the Rowdy Mouse, and Antoids. The Antoids and Rowdy Mouse will be a pain at first, but after a bit of leveling, you should be good to attack them some more. Try to be around level eight(8 ) or nine(9) before continuing, though, to make sure you have enough defense and attack to take on the boss that guards your first Sanctuary location, at the end of the caves. Exploring the caves will help with that, and the Attack Slugs come in packs that give you big experience points, with not too terribly much loss onyour part. Make your way up, to the top of the foot hill (pun intended), and make sure you're stocked and ready to rock and roll. The Titanic Ant puts up a big fight, so you should use your PSI powers on this one. PSI Rockin' (a) will do a fairly good job of mopping him up once you get there, but if you run out of PSI, just Bash him till he falls, but don't forget to heal often, too. Unconsciousness will sneak up on you otherwise. Once you defeat the Titanic Ant and it's cronies, head throughthe doorit guarded, where you will get your first piece of the melody, and your HP/PP will be fully restored. And since the Sound Stone records the melody, you can play it again as often as you'd like. Once you're done looking at the great big foot print, head back down the hill. You'll notice that everything runs from you now. This would be a good time for you take advantage of it, and level up, because you've got one more battle left before you can even think of leaving your wonderful hometown of Onett. Get to about level twelve (12), then head out of the caves, where you get to meet up with a police officer. Uh-oh...No one ever said you'd have to be arrested...or Are you? He gives you a good tongue lashing, then tells you to go to the Police station to talk to the chief. *dum dum dummmm* Now you've done it. Go home, get some Steak in the old system, and head to the Station. You've got to prove yourself to the mighty Onett Police force before they'll let you go to Twoson, a town to the south.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jan 07, 2006 10:33 pm
Chapter III The Mighty Onett Police Force, and Twoson! Ahh, the Onett Police Force, defenders of the innocent and purveyors of roadblocks! Yeah, a bit cheesy, i know. Are you at the station? Good. When you enter, you'll see two officers conversing, one looking like the regular officer that you talked otearlier, and one that looks important, and is. Talk to him, and he'll lead you to the back room, where five of his best officers will enter after you, ready to attack! You're ready to rumble, right? Good. They pack a bit of a punch, but with a couple of swings, you'll be able to fell them easily. Just save your PP for Strong, because he'll take you on too, and it's not pretty. If he's on guard, your PSI attacks will most likely not work, so try to save it for a moment that he's not guarding. If he is guarding, you should be able to Bash him, and hopefully get a few SMAAAAAASH!!!ing hits in. Otherwise, just pound him when you can, and PSI Rockin' (a) him when you find an opening, and he should go down. Once you beat him, he'll whip out his hand radio and contact the guys at the roadblocks heading south, towards Twoson, and tell them to let you pass. Sweet! Now you can get to Twoson, where you'll find out about the next member of your party, Paula, psychic prowess that she is. Head out of the station, and head to the clumpings of trees to the south, where there will be two police offcers. If you talk to them, they'll tell you that they have to let you through. So head south, following the trail. Beware of Evil Struttin' Mushrooms, because they'll mushroomize you, which will make you walk funny. It gets frustrating after a while, but you can sell the mushrooms that grow on your head for $50 a pop. Nice profit for an ailment, so long as it doesn't get you killed. Now, once you get into Twoson, you'll follow a short tail to a road heading East, which will take you past the hotel, Mall, and the Chaos Theatre. if you do need to get rid of a mushroom, head north up the road just after the mall, and to the hospital. Once you walk in, you'll see a nurse at the desk. Normally, if one of your paryy members is unconscious, you talk to her. But since you've been plagued by a trippy shroom, she's not who to deal with. There's a guy who has crazy grey hair and a black outfit, wanderingabout in the lobby. He'll buy the mushroom off your head, just for talking to him. After you've taken care of that, head over to the Mall, and get new equipment, and stock up on supplies. As you walk around the town, you may notice some people with blue faces. They're enemies, and if you'd like to level up, go ahead and attack them, but if not, after making sure you're set to go, head out to the Chaos Theatre, where you'll see two guys standing near a black bus. talk to them, and they tell you that if you bring Paula to see them, they'll give you something special. eek Wonder what that could be. After that, go south, following the road, past Burglin Park. you can head there after visit the preschool. Once the road turns again, follow it, and go north into the Polestar Preschool, where a young boy is standing in the yard. head in, and a melancholy music will be playing, noting you that you're in the right place. talk to everyone if you'd like, or talk to the mother, and the father, who is in the next room. Head into the next room, and he'll enter after you, asking questions. Answer truthfully and he'll go to get Paula for you. But crying She's missing!!! He has no idea where she is, and he wants you to come back later. So, what should you do? Head to Burglin Park, and go poke about, seeing what you can pick up to help you along the way. Make sure you're fully healed, though, because once you get to the end of the concrete trail, someone who lives in a house there will attack you! As if not being able to find Paula wasn't bad enough, now you've got psychos in Hawaiian shirts after you! Enter Everdred, a crazy hippy-guy with a penchant for attacking you after jumping off his roof. Just make sure to keep an eye on your HP, and whack him till he submits, er, becomes tame. he'll tell you he lost his head for a minute, and that he was interested in Paula, too. And that you need to go get her, because she's been kidnapped. So. Let's go find her. And tour the town a bit. Head back out, and towards the preschool again. There's two girls talking to one another about... something. Talk to them, and they'll mention the two inventors in town, Orange Kid and Apple Kid. If you'd like, talk to Orange Kid. It isn't entirely worth it though, so don't bother giving him the money. He'll only give you junk later if you do. xp But Apple Kid is pure gold, displaying true genius qualities, such as a pig-sty of a house, and forgetting to do simple things, like eat. Hand over $200 samolians and a bit to eat, and he'll provide lots of useful items in your future. And the mouse will give you a reciever phone, which will allow him to call you when he's finished something. And no, you can't call out. That's why it's called a RECIEVER phone. to recieve calls. All set? Great. If not, go rest at the inn, where, if you haven't already, you'll recieve an... interesting message from Paula. Head out, and head back north, and then once you've hit the road, go east. Stop off at Mach Pizza, and get their phone number, and pass by the Bus Station, where, if you talk to people, they'll inform you that there are ghosts in the tunnel to Threed, and you won't be able to get there by bus. rolleyes Not like you'll be heading that way right now. You're on a mission. Go past the people, and follow the dirt trail to a tunnel with a marker near it. the cave will take you to Peaceful Rest Valley, where you will head through to your next location. But for now, do a little exploring, and leveling, seeing as you'll want to be about level fourteen (14) or so before the Happy-Happy village.
|
 |
 |
|
|
|
Meridith Richtore Vice Captain
|
|
|
|
|
|
|
|
|
|
Meridith Richtore Vice Captain
|
Posted: Sat Jan 14, 2006 9:05 pm
Chapter IV. Peaceful Rest Valley, Happy Happy Village, and the Cultists  If you can't see the key, or the path desired, you'll need to PM me so that I can PM or email it to you. I'd love to make sure you get the information you need for your journey. Otherwise, you can always make sure you're well stocked and go exploring. The latter is always a great way to boost your levels. Welcome to Peaceful Rest Valley. Though how anyone could sleep with all that water running is beyond me. If you've been doing your exploring, then you'll have found a blockage in your path. Two, to be precise. If not...Hop to it!! rolleyes Geez. Okay, found them? The bridge has been cut. Crud. And, once you head off to a different way, a...Pencil statue? yes, a pencil statue stands in your way. Check it, just to make sure. Yup. May as well head back to Twoson for the time being, till someone can help you. Sure enough, once you reach Twoson, you'll get a phone call, from Apple Kid, telling you to meet him. Alrighty then. Head to Burglin Park, because he's decided to get out of the house for some fresh air. You'll find him hanging out behind a tree, with his mouse in tow. talk to him, and he'll give you... mrgreen The Pencil Eraser! Sweetness!!! Now, if you haven't guessed, take the pencil eraser and go get rid of that dreaded statue that's hindering the expedition. Once that's gone, you can meander your way off to the other side of the valley, where you can get to the Happy-Happy Village. It's a trecherous trail, laced with raging Territorial Oaks, Spinning Robos, and Lil UFOs. The UFOs will give you colds, and so will the Robos, but the Oaks will burst into flames after you defeat them, trying to take you out with it. Anyhow, the way to go, you have to weave north and south a lot to find your way. But once you find where you're headed, you'll pass a small cabin, and see a small cave entrance that faces south. Enter the cave, and you will go into a small cave, filled with snakes. It's up to you whether or not you want to fight them, since they only give you 1 Exp. point per attack, I wouldn't waste my time. After you pass through the caves, you'll find yourself in Happy Happy Village, a creepy sounding little town that has fixated itself on...?! THE COLOR BLUE!?!!  Yes, Happy Happyism, which is the way of finding Zen through the color Blue. Nope, I don't get it either, but if you're in need of rest, There's a farm, the one with a blue cow, that will let you stay for $50, as long as you say your 'Blue, Blue' chant before bed. After you rest, if you needed to, there's a shop up on the northeast corner of the map, where you can get the Sandlot bat, which will boost your attack some, and some more good defense items. Remember ifyou bought anything for Paula ahead of time? If not, don't worry, you'll be able to get some things soon. If you did, hold off on getting them back just yet, as you have to defeat someone first. Save at your local payphone, and if Ness is homesick, make sure to call mom. After you're all stocked and have new equipment, head to the cave on the LEFT near the store. Don't go to the one on the right yet, as that one leads to your second sanctuary location, and you're better off going with Paula so she levels up faster. You will most likely encounter strange people in blue pajamas that immedately engage you. They are Insane Cultists, psycho paintbrush weilding little buggers who, if you didn't get your armour and weapons, will give you one heck of a time. Head through the caves, and you'll find yourself where you saw that suspicious looking cabin. Go south, enterthe cabin, and you'll see a girl locked in a cell.  Meet Paula, your second in command. She's cute, smart, and ready to kick some butt. Now, if only you could get her out of that jail cell. But wait! She knows who has the key, and where he is. He's Carpainter, and he's hanging out in the building in the middle of town. Paula will give you the Franklin Badge. It doesn't have to be equipped, but once in your inventory, it will deflect any and all lightning attacks thrown at you. Now, head back to town. You'll be stopped as soon as you leave, however, by someone familiar. Pokey? Yes, Pokey. Looking fat, as usual, and badmouthing you before running like a scared pig, leaving you to fight a Spiteful Crow and a couple Cultists. Beat them, adn headto the town, and go into the center building.  They're everywhere!!! Don't worry. They won't attack you. Unless you talk to them. Some of them will move after you talk to them, some of them wil lfight you. Most won't even say anything. Find your way through the crowd, fighting, talking, and giggling at the people who haven't perfected the art yet, until you find your way to the other side of the great hall area. It may be a bit laggy, but that's just from all the bobbing bodies. Once you get past that, you can head straight through to Carpainter. Carpainter is a nuisance, firing off Thunder attacks often. Thankfully for the Franklin Badge, they don't hit you. I personally have had times where I don't even have to swing at him, as all the Thunder damage is reflected back onto him. Even if he doesn't use it THAT often, he'll be a sinch as long as you keep an eye on your health, replenishing with Croissants as necessary, and hit him with PSI Rockin' every couple of turns. Once he's down for the count, he'll explain about the Mani Mani Statue, which you've seen when Lier X. Adgerate showed it off as his treasure hunting prize in Onett, and will give you the key to the cabin, to get Paula out. You're safer, and all of the cultists have awakened from their goofy worship. The town's still blue, but that doesn't matter at the moment, as- Pokey, again?! Yes. Pokey has come to apologize for being a blockhead. Or so you think. he laughs, running off, and stealing the little Self Serve Store out of business. Meanwhile, head off to go rescue Paula, but make sure you have her weapons and armour first, since Spiteful Crows tend to flock around the cabin. Once you've retrieved Paula, head back to Happy Happy Village. Surprise! It's no longer blue. Go rest at the farm you stayed at before. Another surprise, it's free now, since you saved them all from that rediculous cult. Don't forget to save! You can use this to rest as often as necessary, which may be a lot, especially when you go to the Lilliput Steps, the cave to the RIGHT of the General Store, that people clain gives them the creeps. You may want to work slowly, since they are strong monsters, and Paula only starts at level 1.  There's a Mole Playing Rough that generates at the front door right as you enter which is good for power-leveling her for a little bit of time. Try to make sure she's within five levels or less of Ness, or you'll lose her easy, since there are other things besides moles, like the Batty, and the Mighty Bear, which can pack quite a punch and leave you needing to recoup. Aside from that, there's a few gift boxes to find. The first is directly below the entrance, in the little cove a level lower. That's a Great Charm, which ups your defense a little physically, and alot psychically. the next is a Croissant, which is located at the edge of the outcropping east of the entrance. Heading south, down and around, make your way north, then west, then north again, and then head east, stopping to pick up the PSI Caramel along the way. The sanctuary is right there, but make sure you're all healed and ready to go, because the boss is a particularly tough one, especially if you've got Ness less than level 22. The boss. The boss is Mondo Mole. He can cast Lifeup (a) on himself, and he's a tough one to beat. But there is a trick to beat him very easily. Just cast Paralysis (a) on him, which will make him go numb.  He can't get rid of it, so you're free to beat on him until he runs out of PP, since he will most likely heal a lot since he can't do anything else. This will make it tons easier, as you most likely WON'T lose Paula then, and you can take your time.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jun 14, 2006 6:10 pm
Now that you've beaten Mondo Mole, gain your second Melody and head beck to Happy Happy Village. things will be easier, since everything will be afraid of your super awesome new skills. You'll have to head back to Twoson, which will still be a bit of a bother because of the Territorial Oaks. But, on the bright side, that bridge that was broken is now fixed! By the person who cut it, no less. He apologizes for his mistake, and you can head on your way. It makes your trip a LOT shorter. Once you get to Twoson, make sure you head straight to Paula's house. If you were kidnapped, you'd want to make sure your parents know you're good, right?  Once you've talked to Paula's mom and dad, head out side, and talk to the man who's standing in theyard. He'll tell you to head over and talk to Everdred, then he'll run off. So. Head to Everdred's house in Burglin Park.  Go on in, and talk to him, and he'll give you...*Gasp!* a Wad of Bills. Something around $10,000. Niiiice. To bad it doesn't go into your cash flow. No, this has a more important use. After you've talked to Everdred, head on up to the Chaos Theatre, where two of the famous Runaway Five and outside talking. Present Paula to them, and they'll give you a Backstage Pass.
|
 |
 |
|
|
|
Meridith Richtore Vice Captain
|
|
|
|
|
|
 |
|
|
|
|
|
|