EARTHBOUND ZERO / MOTHER MINI-FAQ v0.7
for the Nintendo Entertainment System
by Chris MacDonald

Unpublished work Copyright 1998-2002 Chris MacDonald

This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976.  It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise).  It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift.  This FAQ was created and is owned by me, Chris
MacDonald <kmegura (at) yahoo (dot) com>.  It can be found exclusively
at (www.GameFAQs.com), and is not to be put up on any other website
(such as www.cheatcc.com).  All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.

This FAQ cannot be referenced, altered, or used by _anybody_ (including
webmasters, publishers, and magazine staff) without my express written
permission.  Not that these people would know what that means: Ziff-
Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine,
IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power,
Official UK PlayStation Magazine, etc.), Brady Games, Eric Pratte of
Prima Games, and IGN.  Remember, plagiarism is a crime and is
punishable by law.

The EarthBound / Mother series is (c) Shigesato Itoi and (c) Nintendo of
Japan, Nintendo of America.  All rights reserved.


--------
CONTENTS
--------
- About the Game
- How To Play
- Basic Walkthrough
- Cheats and Tricks
- Psychic Power Chart
- Shopping Chart
- Miscellaneous


=========================================================================
ABOUT THE GAME
=========================================================================

This game's actual title is 'EarthBound', but for sake of clarity, most
people are referring to it as 'EarthBound Zero'.  There are several
versions of this game on the Internet--the one I'm using includes a
patch to prevent the 'illegal copy' screen that appears in various
parts of the game.  I'd like to thank Demi and all the others who helped
to release this game for all us EB fanatics to play.  Concerning this
FAQ, well, it's a Mini-FAQ.  I'm not going to get all the monster's
stats or anything like that because frankly, it's too time-consuming.
If someone wants to contribute anything, they get props, of course, but
this is just sort of like a quick help guide and not some definitive
walkthrough.

You need to have a NES emulator (such as Nesticle), to play this game as
well as the ROM file itself.  You can get the ROM at Neo Demiforce
(http://demiforce.parodius.com/) and Nesticle at Zophar's Domain
(http://www.zophar.net) under the NES Emulator section.  If you have
a FAQ question, ask away, but don't ask me to send you the EBZ file or
anything like that because I won't.  If these sites are out of date by
the time you read this, then sorry, I don't know where to look for the
file or the emulator, and I won't give them to you.

This FAQ has spoilers (there's no way around it), so read at your own
risk.


=========================================================================
ABOUT THE GAME
=========================================================================

BASIC CONTROLS  ________________________________________________________

Directional Pad - Move in 8 directions.
A Button        - Opens Command Window, accepts decisions.
B Button        - Closes windows, declines decisions.
Hold B, D-Pad   - Run in 8 directions
Start Button    - Opens Map (not usable in all areas)
Select Button   - Opens State Window.

COMMAND WINDOW  ________________________________________________________

Talk  - Chat with people, animals, garbage cans, etc.
Check - Use to examine objects.
Goods - Opens Goods Window.
State - Opens State Window.
PSI   - Opens PSI Window.
Setup - Opens Setup Window.

GOODS WINDOW  __________________________________________________________

All items you've accquired are listed here.  Each character can
carry eight items apiece.  While in this window, you have the
following options:

Use  - Use an item.
Eat  - Eat a food item.
Give - Give an item to another friend.
Drop - Toss away an item you don't want.  Not all items can be
       dropped.
Look - Examine an item in your inventory.

STATE WINDOW  __________________________________________________________

This window shows your current statistics, as well as your amount
of HP and PP.  You can press A to cycle through the characters.  If
your character knows any Psychic Powers, press Left to highlight
the PSI window, then press A, Left, or Down to cycle through your
known Psychic Powers.

PSI WINDOW  ____________________________________________________________

This window lists all Psychic Powers you can use outside of battle.
You can use a PP by selecting it with A and choosing which character
to use the Power on.

SETUP WINDOW  __________________________________________________________

You can remap the button commands in this screen, as well as choose
the speed of messages.  1 is the slowest speed, 5 is the fastest.

WHILE IN BATTLE  _______________________________________________________

During a battle, you have the following options:

Fight - Select an enemy to attack with your currently equipped weapon.
PSI   - Use a Psychic Power in battle.
Goods - Use an item in battle.
Check - Examine your enemy.  This may tell you their offensive and
        defensive power, as well as any Psychic Powers they may have
        or be immune to, not to mention any items they might use
        against you.
Auto  - This causes your characters to be controlled by the CPU.  You
        can end Auto Battle at any time by pressing the B button.  A
        little advice--the computer is dumb  ^^;  You can die really
        easily in Auto Battle mode.
Guard - Your character will take no action and defend, reducing any
        damage taken by about half.
Run   - Your character will attempt to run away.  You cannot run away
        from boss battles.


SOME ADVICE  ___________________________________________________________

 - You can save your game by calling your Dad, either using a phone in
   a healer's house or your home, or by using a pay phone.  It costs
   one dollar to use a pay phone.  If you have a Phone Card (refer to
   the walkthrough), you can use a pay phone even when you're broke,
   and the amount will be deducted from your bank account.  Note that
   your dad will sometimes contact you in the middle of the game and
   offer to save your game for you.

 - If you have more items than space, you can always store them in your
   closet at home.  Talk to Minnie at your house and she'll hold onto
   any items you want.  To get them back, just ask her to give you back
   an item.

 - If you die and continue, you lose half the money you were currently
   carrying on you.


=========================================================================
BASIC WALKTHROUGH
=========================================================================

- Once the game begins, attack the lamp when it comes after you.

- Then go into your sister's room and attack the doll.  Examine it
  afterwards to hear one of the eight songs you'll need to memorize
  later.

- Talk to your mother, then to your father.  Go outside and check your
  dog to get the Basement Key.  Get the items from the basement.

- Now spend some time building up levels, preferrably until you reach
  Level 3.  Go to Podunk and buy the Canary Chick from the department
  store.  Also, look for the man giving a survey--you can get a Phone
  Card from him.

- Head northwest to the Canary Village.  There's a hole in the wall
  behind the gray statue, so go behind it and use the chick on the
  talking canary, Laura.  She'll sing another melody to you.  Now
  return to town and and talk to the Mayor.  Agree to help him.

- Make your way to the south of town, and watch out for people who are
  really Pseudo Zombies.  At the graveyard, look for an open crypt (it's
  east of the church).  In the adjoining room at the bottom, open the
  coffin on the far left to find Pippi.

- Return with Pippi to the town.  If she faints, you'll have to revive
  her in the hospital.  Then go talk to the Mayor, get the Zoo Key from
  Abbot, and head back to your house.

- Along the way, pick up the Franklin Badge from Pippi.  Save your game
  and return to town.  Look for the path that leads north to the Zoo.

- After the Singing Monkey steals your key at the Zoo gates, go inside.
  Head east until you reach the Superintendent's building.  Go inside
  and get all the goods.

- On the top floor, enter the right-hand door first and get the Life Up
  Cream.  Then go into the left door and examine the capsule.

- Starman Jr. will appear.  This battle is easier than it looks, esp. if
  you have the Franklin Badge, which reflects Gamma Beams.

- Once Starman leaves, you may want to go and heal up back in the town.
  Don't forget to get another song from the Singing Monkey at the Zoo,
  though.  Return to the upper bridge where the guards are (northeast
  of the Zoo), and they'll let you past.

- In the cave, examine the stone and then use 'Telepathy'.  Then,
  read your Great Grandfather's Diary.  You'll be warped to the land
  of dreams, Magicant.

- One man here will give you an Ocarina, and another one will give you
  a Big Bag (full of Magic Herbs) if you let him borrow your Cash Card
  for a while.

- You can withdraw (but not deposit) money by going to Mary's Fountain
  and using Telepathy, if you need some extra dough.

- Leave the town and head northeast.  To answer the man who tells
  riddles, use 'Telepathy' after he finishes talking.  In Mary's
  castle, talk to everyone.  One room has six chests--open one and the
  rest close.  I suggest getting the Boomerang.

- When you're done here, leave and look for the Flying Men's home.  You
  can have one of these guys accompany you and fight for you, but if
  they die, you'll have to go get another one.  There's a limited number
  of Flying Men, so don't waste 'em.  If you want to build up EXP fast,
  look for the Grouchos and wait for them to leave.  They'll usually
  give one character lots of EXP whereas if you beat them, you only get
  a few measly points.

- Go to the Fountain.  Heed the advice of the men there and return to
  the town, then go east.  There are a bunch of wells here.  From the
  well across the bridge, go south and step on the well slightly to
  the left of the first well you come across.

- It leads into a dungeon, which is actually quite short.  Keep trying
  the different holes and ladders until you reach the bottom floor.
  You can't do anything to the Dragon right now, but don't miss the
  hole that leads to the room with the Onyx Hook.

- Take it and go find the Forgotten Man (northeast of the hole).  Tell
  him that you'll ignore him, and he disappears.  Step through the
  door behind him and you'll appear in a new cave.  Leave, and you'll
  be outside.  The Onyx Hook is a very valuable item.  It works at
  any time, so if you are in a dungeon with little goods or PP left
  and no way to get out, you might as well use the Hook to return to
  Magicant (getting to the well dungeon and getting through it becomes
  easier as you keep playing, so it's not like it takes a long time to
  return to the real world).

- Go north until you find a path that leads down to the ground.  Then
  keep going north to arrive at Merryville.

- The Twinkle School is nearby.  Talk to the janitor and he'll open the
  door on the top floor.  Examine the garbage can to find your second
  friend.

- Leave and go south to the Little-Sweet Factory.  Look for a ladder
  that leads up; it'll set you on the right path.  The Bottle Rocket
  you need is in a garbage can.

- Once you have the rocket, return to your pal and he'll join you.
  After he destroys the lab by accident, you should get him some
  weapons and armor (a Boomerang from this town, and if you have
  the money, a Magic Coin and Gold Ring from Magicant).  You'll want
  to raise him _lots_ of levels, up to at least 12 or higher.  When
  you're ready, walk to the north and head west of the train tracks,
  then north again.  You'll find a Pass on the ground.  Keep going and
  you'll arrive at Duncan Factory.

- Show the dog your Pass, then defeat it.  Inside the factory, you
  need to make your way to the upper-left corner of the building.
  You'll know when you're on the right track when you reach a long
  hall that goes far to the left, then diagonally down for some
  distance.  Launch the rocket in the bay, then leave.

- You can now go past the boulders to the Union Station.  From here,
  there are a lot of places to go to--what I'm listing is what I did.

- Go to Reindeer.  A woman there will give you the girl's hat.  Several
  people in this town have the flu, so be careful who you talk to.
  One man will also give you lots of money--but I don't know what
  happens if you hold onto it.  Don't forget to buy the Plasma Beam
  from the top floor of the department store--it's the best weapon you
  can give to your friend.  Although it breaks after only a few uses,
  you should keep one handy in case you get into a sticky situation.

- Go to Snowman.  Note that if you visit the Healer's house, the main
  character's Dad will want to know your (yes, _your_) name.  Visit
  the Snowman Chateau and show the girl the hat, and she'll join you.
  You should raise her level to at least 10.  This is very easy
  considering that you can sleep for free at the Chateau.  At this
  point, I suggest using the Onyx Hook to return to Magicant, so you
  can get that Magic Ribbon for her from the ground-swimming cat, as
  well as some Magic Coins and Gold Rings for anyone who still doesn't
  have them.  As for weapons, don't get her a Frying Pan from Snowman,
  get her a Boomerang from Merryville.

- Now return to the Union Station and go to Spookane.  This town is
  filled with monsters.  Feel free to stay at the hotel if you want,
  but you'll be attacked by a Starman the day after.  In the actual
  town (where everyone lives outdoors), one woman will give you the
  key to the Rosemary's house.  From the room with the mouse, take the
  upper door, then keep taking the lower door.  This will eventually
  lead you to the piano room.  Check out the piano to learn another one
  of the melodies Queen Mary wanted you to find.

- Now leave the house and return to the Union Station.  Head east, and
  go up into the cliffs to get around the broken bridge.  You'll end
  up in the Yucca Desert.  Be sure to find the singing cactus (you can
  tell which one it is because it has a face).  From the war survivor's
  tent (see below), head west, then north.  Use 'Telepathy' on the
  cactus and he'll sing one of the melodies you need.

- In the desert, you may run into a war survivor.  If you ride his plane
  10 times (or since you have 3 people, 4 times), he'll let you ride his
  tank (use the stubs on him).  However, you can't take it beyond the
  desert.  There's some ruins in the desert to the east of the war guy's
  tent--however, the ruins are guarded by a powerful robot.  To defeat
  it, get in the tank and pilot it up into the area where the robot
  appears.  He'll attack you, but the tank will reflect any damage
  taken.  If you haven't already found the singing cactus, try riding
  Flight Plan A to see where it is.

- After the robot is dead, you can explore the rest of the ruins (but
  the tank will break).  A hole here leads down into an area where
  many monkeys live.  At least one monkey gives you a Speed Capsule;
  otherwise, you can get PSI Stones from the presents scattered
  throughout the area.  On the bottommost floor is a pink structure.
  If you use Telepathy, it will take you to Magicant.  Note that if
  you leave Magicant via the well dungeon, you'll end up near
  Youngtown instead of south from Merrysville.

- Make your way to Youngtown.  Here, look for the Garrickson's house
  and use 'Telepathy' on the baby to learn Teleport.  Then head to the
  east and go into the swamp area.

- Keep heading northeast.  After crossing a couple of bridges, you'll
  reach a house.  Inside is Pippi, who will let you stay the night.
  Since you can sleep here for free, you might as well bash some
  monsters and raise some levels.  In the trashcan outside the house
  is the weakling's father, who will check to make sure that you've
  registered your real name.

- When you're ready to move on, keep heading southwest.  Tougher
  monsters, like Crocodiles and Mooks will show up, so be careful.
  After a while, you'll be able to head due east, so keep doing that
  until you arrive at the forest.  Go north from here and make your
  way to Ellay.

- Be careful who you talk to in Ellay (get it?  L.A.?  Anyway....),
  because some of them are Bla-Bla Gang members and will attack you.
  Look around town if you want, then head to the northwest to the
  Look-Out Tower.  Go to the top floor and examine the far left
  telescope to make a rocket land.  You can take it to a small island.
  On the island, you can trade Strawberry Tofu with the three
  inhabitants to get the Words O' Love (from the scientist), the
  Swear Words (from Able), or some information about a robot in Mt.
  Itoi (from Baker).  If you don't have any berry tofu, you can buy
  it in Reindeer for $975 per piece.

- Now, go to the building where the Live Show is at.  Since you need
  a ticket, buy one in the Department Store for $350 (there's a man
  outside the show building who is selling his for $1200, so ignore
  him).  Once inside, tell the man you want to dance.  When you're
  done, your fourth friend shows up.  If you tell him you beat up his
  gang, he'll fight you, but call it quits after a few rounds.  He'll
  kick out your friend (the guy who everyone thinks is a weakling),
  and join the party.  Don't bother buying armor from Magicant for
  this guy as he's already plenty powerful.  BTW, remember the cop who
  says he can hook you up with weapons?  If you buy a drink from the
  girl in the Live Show, you'll get arrested, and your main character's
  item will be confiscated.  You'll have to buy it back if you want it
  (in another words, his 'powerful weapon' is just whatever gets
  confiscated).

- With him in your party, head east, then south, go across the river,
  and keep going east.  There's a house in a clearing where you can heal
  up.  North of that is a cavern.  The cavern maze in itself is not very
  tricky; just remember what door leads where and you can find the exit
  fairly soon.  Don't forget to get Hank's Bat for your main character,
  the Iron Skillet for your girlfriend, and the Katana for the new guy,
  as you explore the maze.

- Outside, make your way to the northeast.  You can climb up the long
  ropes hanging from the tree stumps.  There's a boat to the north that
  you can't use, so look for a healer's house instead.  He can heal
  and revive anyone.  After saving your game, you can dance with your
  girlfriend in the other room.  You'll be attacked by a robot that
  you can't defeat afterward.  When you come to, talk to your pal.
  He's too injured to keep fighting (maybe he's dead?), so your buddy
  who got kicked out will join instead.

  NOTE: At some point you need to return to Magicant and kill the
  dragon in the well dungeon who's sleeping (remember him?)  I don't
  know when you can do this (I didn't do it until later), but I think
  that around now, you're powerful enough to wake him up.

- Go back through the cave and return to the healer's house to rest up,
  then go north to where the broken boat was.  Your friend can fix it
  up and make it usable.  Find the whirlpool in the middle of the ocean,
  and pilot it inside.

- Inside the submarine, take the elevator down and head all the way to
  the left.  Climb up the ladder you find and check the robot.  It will
  awaken, then the submarine will explode.

- Back on land, you need to head northeast.  Note that you cannot use
  the Onyx Hook while Eve is in your party.  However, she will attack
  first every round and do in excess of 900 points of damage, so feel
  free to take some time to raise levels.  In any case, shortly after
  finding the Sea Pendant, you'll be attacked by a robot that will
  destroy Eve.  Check Eve's body to hear another one of the eight
  songs, then keep heading north.  There's a gravestone here that will
  teach you the final song.

- Beyond it is a blocked cave.  At this point, I returned to Magicant
  to fight the dragon.  I honestly don't know if I could have fought
  it at an earlier point.  Anyway, use the Onyx Hook to return to
  Magicant.  Leave via the well dungeon, but on your way out, stop and
  check the dragon.  It will wake up and attack you.  Use PSI Block and
  the dragon will be hecka easy to kill.  When it's dead, talk to it to
  get another musical note.

- You should now have all eight notes.  Return to Magicant (you can use
  the Onyx Hook even in the well dungeon).  Remember the guitar player
  who wanted you to come visit him?  When your Level is high enough,
  he'll tell you his secret (which, BTW, is a reminder of where all the
  melodies are if you missed one).  Yes, this does have to do with your
  level (he kept telling me the same message, then my friend rose a
  level and he changed it), which IMHO is a little stupid because you'll
  have all the notes by then anyway....

- When you're ready to continue, go meet with Queen Mary.

- BEFORE you talk to her, keep in mind that if you do so, you can never
  return to Magicant.

- She'll tell you about Giegue (I'll give you one guess who that is...
  he may be more familiar to you SNES Earthbound players as Giygas).
  Then, you'll be warped back to the gravestone south of the blocked
  cave.  Go north and you'll find that you can now get inside.

- In one of the side passages is a room full of people, all of whom
  were kidnapped (including the girl's parents and the citizens of
  Youngtown).  Talk to them, then leave and continue north.  Go through
  the cave at the north end of the path, and you'll find the Mother
  Ship waiting for you, as well as Giegue.

- I highly recommend that your main character knows LifeUp Beta, and
  your girlfriend knows LifeUp Pi.  It'll really help.  Your characters
  should keep guarding and healing themselves until Giegue finishes
  his monologue.  Then, start singing.  You'll need to sing lots of
  times (eight, maybe nine times), so make sure that you keep your life
  up.  Having some extra LifeUp Creams and PSI Stones on hand will help
  if your PP levels begin to drop too low.


=========================================================================
CHEATS AND TRICKS
=========================================================================

-------------------------------------------------------------------------
MONEY GLITCH
-------------------------------------------------------------------------

Well, apparently this isn't really a glitch.  According to Zach Bertram,
whatever money you get from killing monsters already appears on your
card (i.e, you don't need to talk to your Dad to get it, you can just
take it from an ATM).  So if you spend a bunch of money, _then_ call
your Dad, he tells you how much you earned, but the amount of money
is actually whatever you had already spent.  It looks weird, but it
actually makes sense (I guess).


-------------------------------------------------------------------------
HELP AVOID ATTACKS
-------------------------------------------------------------------------

Every time you leave a battle, a certain amount of steps is chosen by
the computer.  After you walk so many steps, you'll be attacked again.
However, if you open up your menu window, the number of steps is
re-determined.  This is great for us emulator users, as you can just
save your state, take a couple of steps, and if you get attacked, reload
your state, open your menu, and try again to see if you can go further
without getting attacked.  Although useful, remember that if you don't
fight monsters, you won't earn money or be able to level-up.


-------------------------------------------------------------------------
GET THE MOST OUT OF RAISING LEVELS
-------------------------------------------------------------------------

Every time you see the message '(somebody) has raised a level', save your
state.  This is because the stats. that are raised are chosen at random
each time, so if you only get minor increases in your scores, then just
reload your state and see if you get something better the next time
around.  You can also try to 'force' a new skill by reloading your state
repeatedly until your character earns a Psychic Power.


=========================================================================
PSYCHIC POWER CHART
=========================================================================

Psychic Powers are learned through fighting.  While you learn the
majority of them through level-up, you can also earn them simply by going
into a battle, even if you run away from the battle.

MAIN CHARACTER

NAME            COST    DESCRIPTION
-------------------------------------------------------------------------
Telepathy        1      Use to talk to certain people/things.
Teleport         3      Return to any town you've ever been to.
LifeUp a         3      Restores around 30 lost HPs to one character.
LifeUp b         5      Restores around 70 lost HPs to one character.
LifeUp r         9      Restores all missing HPs to one character.
LifeUp pi        17     Restores around 60 lost HPs to all characters.
Healing a        3      Heals certain status ailments.
Healing b        6      Heals certain status ailments.
Healing r        6      A stoned character is softened.
Healing pi       6      Heals certain status ailments.
SuprHealing      36     One fainted character is awakened with full HP.
PSI Shield a     4      One ally takes less damage from PK attacks.
PSI Shield b     9      All allies take less damage from PK attacks.
PowerShield      9      Physical damage taken is reflected on one foe.
OffenseUp        6      Increase one character's attack power.
DefenseUp a      3      Increase one character's defensive power.
DefenseUp b      8      Increase all character's defensive power.
QuickUp          3      Increase one character's speed.
Def.Down a       3      Decrease one enemy's defensive power.
Def.Down b       9      Decreases all enemies' defensive power.
4th-D. Slip      16     Escape from any non-boss battle.
Hypnosis         5      One enemy is put to sleep.

THE GIRL FROM SNOWMAN

Telepathy        1      Use to talk to certain people/things.
Teleport         3      Return to any town you've ever been to.
LifeUp b         5      Restores around 70 lost HPs to one character.
LifeUp r         9      Restores all missing HPs to one character.
LifeUp pi        17     Restores around 60 lost HPs to all characters.
LifeUp o         ??     Restors all lost HP to all characters.
Healing a        3      Heals certain status ailments.
Healing b        6      Heals certain status ailments.
Healing r        6      A stoned character is softened.
Healing pi       6      Heals certain status ailments.
SuprHealing      36     One fainted character is awakened with full HP.
PSIShield a      4      One ally takes less damage from PK attacks.
PSIShield b      9      All allies take less damage from PK attacks.
Power Shield     9      Reflect any physical damage back onto your foe.
BrainShock       5      One enemy is confused and may attack itself.
BrainCyclone     12     All enemies are confused a la BrainShock.
Hypnosis         5      One enemy is put to sleep.
Paralysis        8      One enemy cannot move.
Darkness         10     One enemy is blinded and it's attacks may miss.
PSI-Magnet       0      Drains PPs from a foe and gives them to you.
Shield-Off       8      Erases a PSIShield, if your enemy is using one.
PSI-Block        5      Prevents one enemy from using any Psychic Powers.
PK Freeze a      3      Causes minor ice damage to one enemy.
PK Freeze b      5      Causes major ice damage to one enemy.
PK Freeze r      8      One enemy is reduced to 1 HP (critical).
PK Freeze o      13     All enemies take major ice damage.
PK Fire a        8      All enemies take minor fire damage.
PK Fire b        12     All enemies take major fire damage.
PK Fire r        ??     All enemies take extreme fire damage.
PK Fire o        ??     All enemies take massive amounts of fire damage.
PK Beam a        4      One enemy takes minor defenseless damage.
PK Beam b        7      One enemy takes major defenseless damage.
PK Beam r        12     One enemy is killed outright. *
PK Beam o        ??     All enemies take major defenseless damage.
PK Thunder a     3      One enemy takes minor lightning damage.
PK Thunder b     6      One enemy takes major lightning damage.
PK Thunder r     12     All enemies take major lightning damage.

* The Franklin Badge can deflect this attack.

BTW, here's what those letters mean:

a  = Alpha
b  = Beta
r  = Gamma
pi = Pi
o  = Omega

I'll add more Psychic Powers as my characters learn them.


=========================================================================
SHOPPING CHART
=========================================================================

PODUNK  _________________________________________________________________

Antidote           $   20
Asthma Spray          148
LifeUp Cream          194
Insecticide           300
Plastic Bat            80
Slingshot             120
Wooden Bat            500
Orange Juice            5
Bread                  30
Sports Drink           75

MAGICANT  _______________________________________________________________

(Three stores)

Magic Herb         $   30
Peace Coin            260
Protect Coin          648
Magic Coin           1200

Magic Herb         $   30
Brass Ring            460
Silver Ring           825
Gold Ring            1510

Repel Ring         $  160
H2o Pendant           700
Fire Pendant          700
Earth Pendant         700

MERRYSVILLE  ____________________________________________________________

Antidote           $   20
Asthma Spray          148
LifeUp Cream          194
Insecticide           300
Wooden Bat            500
Aluminum Bat         1000
Boomerang            1100
Orange Juice            5
Bread                  30
Sports Drink           75
Ruler                  22
Stun Gun              300
Rope                  600
Repel Ring            160

REINDEER  _______________________________________________________________

Antidote           $   20
Asthma Spray          148
LifeUp Cream          194
Aluminum Bat         1000
Boomerang            1100
Orange Juice            5
Bread                  30
Sports Drink           75
Berry Tofu            975
Bomb                  280
Laser Beam            760
Plasma Beam          1300

SNOWMAN  ________________________________________________________________

(House near the Jack Hotel)

Bread              $   30
Mouthwash             175
LifeUp Cream          194
Frying Pan            300

YOUNGTOWN  ______________________________________________________________

(House near the Jack Hotel)

Bread              $   30
LifeUp Cream          194
Nonstick Pan          700
Air Gun              1400

ELLAY  __________________________________________________________________

(Burger Joint)

Orange Juice       $    5
French Fries           15
Hamburger              25

(Department Store)

Antidote           $   20
Asthma Spray          148
LifeUp Cream          194
Orange Juice            5
Bread                  30
Sports Drink           75
Ticket                350
Butter Knife          580
Rope                  600
Survival Knife       1200


=========================================================================
MISCELLANEOUS
=========================================================================

Revision History  _______________________________________________________

Version 0.7  (August 4, 1998)
 - Added the 'Great Grandfather's Diary' note.

Version 0.6  (July 28, 1998)
 - Just a note that I lost all my EB save files :(  So I don't really
   know if this guide will be updated any more, or at least, it won't
   be until I play through the game again.

Version 0.5  (June 24, 1998)
 - Some PSI information and other stuff.  I'll finish up the PK list
   by the next update, so don't worry about the ??'s for now.

Version 0.4  (June 8, 1998)
 - More corrections and additions.

Version 0.3  (May 12, 1998)
 - Added more general information.

Version 0.2  (May 8, 1998)
 - Finished the walkthrough and added several lists.

Version 0.1  (April 30, 1998)
 - Basic walkthrough.


Special Thanks  _________________________________________________________

Violet ([email protected])
 - For reminding me to fix that bit with the GGF Diary!

Paul ([email protected])
 - Information on the Ocarina.

Don Harlow ([email protected])
 - For the extra PSI information.

Cranium X ([email protected])
 - For the location of the Air Gun and for telling me how to withdraw
   money while in Magicant.

Jee Shin ([email protected])
 - For PSI Healing info.

Toni Lahti ([email protected])
 - For telling me about how to kill the robot in the Yucca Desert.

Micheal Andra ([email protected])
 - For information on leaving Magicant via the monkey temple.

Zach Bertram ([email protected])
 - Corrected me on the money glitch.

Jim Gilsinan IV ([email protected])
 - Corrected me on the 'help avoid attacks' trick.


Questions  ______________________________________________________________

- There's a store in Magicant that needs the Ocarina.  You can get it
  from a man also in Magicant.  Can you give it to the shopkeeper
  somehow?
- Has anyone found the single mine that the war survivor buried in the
  Yucca Desert?  What's the point of finding it?

Unpublished work Copyright 1998-2002 Chris MacDonald