*********************************************************************** EarthBound Battle and Enemy Guide An In-Depth FAQ by CyricZ Version 1.0 E-mail: cyricz42@yahoo.com *********************************************************************** Table of Contents 1. Introduction 2. Battle Setup 3. Battle Strategy A. The Party Members B. Weapons and Armor C. Items and Food D. Tools E. PSI 4. Enemy Guide A. Onett B. Twoson and Happy Happy Village C. Threed D. Winters E. Saturn Valley and Belch Base F. Dusty Dunes Desert G. Fourside H. Winters (pt. 2) I. Summers J. Dalaam K. Scaraba L. Deep Darkness M. Winters (pt. 3) and Stonehenge Base N. Tenda Village O. Lost Underworld P. Magicant Q. Endgame 5. Standard Guide Stuff A. Legal B. E-mail Guidelines C. Credits D. Version Updates E. The Final Word *********************************************************************** 1. Introduction Hiya! Welcome to my Battle and Enemy Guide for EarthBound, the wacky, madcap RPG for the Super NES. Why did I make a guide like this? Well, a lot of people have complete walkthroughs, so I felt we didn't need another. Then I noticed that even the most detailed walkthroughs have very bare-bones enemy coverage. Most just copied right out of the guide and left it at that. I felt we all need more explanation. I extended this from a simple guide to encompassing the entire battle system to further expound on general strategies. *********************************************************************** 2. Battle Setup This section covers the basics of battle. --- Engaging an Enemy There aren't many places in the game where your completely safe. Even in some towns, there are enemies wandering around. You'll know them by a few tell-tale signs. One: they look rather out of place. Two: They move really fast; regular NPCs don't move fast at all. Three: They'll charge you. When you walk up to an enemy, you'll see a swirl and battle will begin. If you and the enemy are facing each other (or the side), you'll see a gray swirl and battle will begin as normal. If you get an enemy from behind, you'll see a green swirl and you'll get a turn of battle without the enemy retaliating. If an enemy gets you from behind, however, it'll get an opening attack. There are times that you'll engage an enemy and will automatically defeat it. This occurs when your party is strong and fast enough to beat an enemy before it has a chance to attack. This is a nice convenient way to defeat weak enemies. Also, you may have times when enemies run away from you instead of charging. The most common place for this to happen is in caves that lead to Your Sanctuaries after you beat the main enemy, but this can also happen if you get a significant amount of levels above the enemies in the area. --- In a Battle Once engaged in battle, the enemy will appear on the screen (with a funky background). Your party's Status Windows will appear at the bottom, and the Command and Info Windows show up at the top. The Status Windows show your each party member's current HP, PP, and any status ailments they might have. The Command Window allows you to select how your party members will act when the turn comes up. Info Windows pop up when something happens in battle (since there aren't many animations). You'll start by selecting how you wish to act during the turn. Once all characters have selected, the turn begins, with the fastest combatant going first, then so on, until everyone takes their turn. --- Battle Commands Bash/Shoot: These are your basic attack commands. Your character will use the weapon he/she's equipped with at the moment and attack the enemy you tell him/her to. PSI: Ness, Paula, and Poo have the special gift of employing psychokinetic abilities in battle. When this is selected, you'll open another menu where you can select a PSI to use. Goods: This will open up your Inventory Window, where you can use one of the items you are currently carrying in battle. Defend: This will put up your defenses for a round, whereby you'll take less damage from direct attacks. Pray: An ability unique to Paula. When Paula prays, mysterious things happen. It's not worth going into her praying outcomes here, but things that can happen include HP restoration, status ailments to all parties, and rarely stuff like PP restoration or battle starting over. Spy: An ability unique to Jeff. Jeff uses his intuition to scope out an enemy. He'll report back with the enemy's Offense, Defense, and any weakness to PSI it might have. Mirror: An ability unique to Poo. This ability has a different chance of working dependent on the enemy. Poo can use his amazing concentration to assume the form of one of the enemies in the current battle. Once this happens, you lose control of him, and he attacks on his own, using the enemy's attacks. If he uses PSI, PP are deducted as normal. Auto Fight: Whoever is the first person active gets this ability, usually Ness. This will let the fight go without your input. Your characters will attack a random enemy and battle will continue until you press B to halt Auto Fight, or the battle's over one way or the other. If a character is heavily damaged HP-wise, usually around 20% remaining, anyone who has Lifeup will use the highest ability they have (even if it's not necessary). If a character suffers status ailments, anyone who has Healing will use the most cost-effective Heal. Run Away: You take a chance to try to run off. You have a different chance of running depending on the enemies. If you fail to run, your enemy takes a free round. --- Status Ailments Hold: This is a situation where you cannot move or are "solidified". You cannot perform any actions except PSI, Pray, Spy, or Mirror. You should return to normal after one round, but on rare occasions, you'll be frozen for more than one round. Turns the area around your name a solid purple. Cold: You have a runny and sniffly nose and will lose about 5 HP per round of battle. Cured by at least Healing Alpha, a Cold Serum, a Refreshing Herb or something stronger, or seeing a Doctor, Dr. Saturn, or using hot springs. Shows up as a runny nose on your Status Window. You'll also see red flashes in the field indicating your loss of HP. Sunstroke: The sun is too much for you and you lose about 5 HP per round of battle. Cured by at least Healing Alpha, a Wet Towel, a Refreshing Herb or something stronger, or seeing a Doctor, Dr. Saturn, or using hot springs. Shows up as a sun on your Status Window. You'll also see red flashes in the field indicating your loss of HP. Sleep: An enemy has lulled you to sleep, and you'll be out for the next round. There's a chance of waking up the next round, but it's not guaranteed. Also, if you get hit, there'll be a chance you wake up. Cures automatically after battle, or with at least Healing Alpha, a Refreshing Herb, or something stronger. Shows up as Z's in your Status Window. Lose Concentration: You can still think and act rationally, but you lose your focus and can't use PSI. Cures after a few turns, or after battle. Your PP window is X-ed out while this is in effect. Poison: You're filled with horrible poison and will lose about 20 HP per round of battle. Cured by at least Healing Beta, a Vial of Serum, a Refreshing Herb or something stronger, or seeing a Doctor, Dr. Saturn, or using hot springs. Shows up as a skull and crossbones in your Status Window. You'll also see red flashes in the field indicating your loss of HP. Crying: You're blinded by your own tears and your ability to hit enemies goes way down. Cured automatically after battle, or with at least Healing Beta, a Refreshing Herb, or something stronger. Shows up as an eye with a tear in your Status Window. Nausea: You feel sick to your stomach and will lose about 20 HP per round of battle. Cured by at least Healing Beta, a Refreshing Herb or something stronger, or seeing a Doctor, Dr. Saturn, or using hot springs. Shows up as a frown with X-ed eyes in your Status Window. You'll see your character sweating and red flashes in the field, indicating your loss of HP. Feeling Strange: You cannot focus and may attack your friends or enemies alike. Cured automatically after battle, or with at least Healing Beta, a Refreshing Herb, or something stronger. Shows up as a weird swirl in your Status Window. Numbness: You become paralyzed and cannot move. You can't perform any actions except PSI, Pray, Spy, or Mirror. Cured by at least Healing Gamma, a Secret Herb or something stronger, or seeing a Healer, Dr. Saturn, or using hot springs. Shows up as zigzag lines in your Status Window. You will also move with very slow frames in the field. Diamondized: The carbon in your body condenses and you become as hard as a diamond, and cannot do anything. Cured by at least Healing Gamma, a Secret Herb or something stronger, or seeing a Healer, Dr. Saturn, or using hot springs. Shows up as a diamond in your Status Window, and turns your window borders red. In the field, you will appear to be a person made out of diamond. Mashroomized: A mushroom sprouts from your head. After a few rounds, you will not be able to focus and may attack your friends and enemies alike. Cured by visiting a Healer, a girl collecting mushrooms, Dr. Saturn, or using hot springs. Shows up as a mushroom in your Status Window. In the field, you'll see the mushroom on your head, and soon, you won't be able to walk straight. Possession: A ghost haunts you. Every round of battle, it'll either attack for 1 HP of damage, or use its icy hand to solidify you for a round. Cured by visiting a Healer, Dr. Saturn, or using hot springs. In the field, you'll see a ghost floating around you. Unconsciousness: When you get hit for mortal damage, you HP will roll to zero. If you can heal yourself before you get to zero, you'll be all right, but if you don't, you'll pass out and the window borders will turn red. You can be revived by at least Healing Gamma, a Secret Herb or something stronger, visiting a Nurse, or Dr. Saturn. In the field, the affected character will be a transparent ghost. Homesickness: Only Ness can be afflicted with this, and it happens randomly and without warning. Once Ness's turn comes around, he'll waste a turn thinking about home, his mom, or his favorite food. When this happens, the only cure is to call home to Mom. *********************************************************************** 3. Battle Strategy Basic Strategy is not too complicated. There are a few points to go over when fighting enemies. 1. Attack one enemy until it's gone. This may seem like a "duh" point, but it's worth mentioning. 2. Save some PSI and your good stuff for the bosses. Bosses don't always have tricks to them, but some are just so good at flat-out brawling that just Bashing over and over again won't get the job done fast enough, especially later in the game. 3. Don't be afraid to use PSI where it's necessary. There are some normal enemies that can do you a good deal of damage, and a well-placed Freeze or Paralysis can save you a lot of PP worth of Lifeup in the long run. Learn the enemies so you can anticipate for this. This is especially true for Paula, who has a large amount of PP compared to others, and mainly has attack PSI. ====================================== A. The Party Members --- Main Party: Ness: Ness is good at pretty much everything. All things equal, no one else in the party can do as much damage as he can. He has some pretty darn good PSI attack in Special, and until you get Poo, he's the only party member who can use PSI to heal. He also has some decent status powers in Hypnosis and Paralysis. Out of the four party members, he's probably the slowest, but he's often faster than the enemy. He generally has the highest HP total, and his PP is around 1/4 of his HP total... Probably his only true weakness is his ability to be afflicted by Homesickness... ^_^ Paula: The adorable girl with the Gift. Paula has the lowest HP total, but her PP totals are approximately the same as her HP total, which can sometimes give her the all-around highest PP. Her main focus in her PSI abilities is attack, having Fire, Freeze, and Thunder. She also has a good defensive ability in PSI Shield. She's also generally the fastest out of the four party members, which can let her have a good first hit right out of the gate. Probably her big weaknesses are physical, as she can't give out or take hits all that well. Jeff: The mechanical genius can't use PSI, but it's no detriment as he can do things with items no one else can. His HP is the second lowest of the four, and he's usually the second or third fastest, trading places in battle with Poo often. His weapon of choice, the gun, has an advantage of not having a miss factor associated with the weapon, but he can't SMAAAASH with it either. He has no glaring disadvantages, besides the lack of PSI. His unique use of tools does allow him to do crazy things or cause massive damage, but it does tie up his inventory. Poo: The Crown Prince of Dalaam is the second strongest as far as HP, Offense, Vitality, etc. go, and he has a midrange speed. He's also well-endowed psychically, with good elemental, healing, and assist powers, not to mention PSI Starstorm, which a very powerful attack. His PP is roughly one third of his HP, which is good for his attacks. For all these plusses, he has some unique disadvantages. One, he has a unique set of equipment, and anything else will lower his stats. Two, he has not developed a taste for Western food, so any food you give him that's not a Brain Food Lunch will only restore him 6 HP. --- Supporting Characters: These following characters won't show up with Status Windows, and you can't control or heal them. They'll attack on their own, and will soon leave after you get them. Pokey: Good old Pokey isn't a fighter at all. When you have him in battle, he'll play dead, apologize, complain, use you as a shield. He'll join you in the beginning to find Picky, and leave once you take him back home. King: Man's best friend has three actions: Bark (which does nothing), Bite (which does minor damage), and Lunge (which does decent damage). He'll join you when you go to look for Picky, and leave when you reach the meteorite. Picky: When you find him at the meteorite, he'll join for a short while and leave when you bring him home. He has two actions: Cast a spell (which does nothing), and Attack (which does 1 HP of damage). He's not a huge help, but he's better than Pokey... Buzz Buzz: This messenger from the future joins you at the meteorite, and only sticks around for one battle. He has three actions: PSI Shield Sigma, Attack, which does a good amount of damage, and Charge, which does more damage. Bubble Monkey: Jeff picks up this little tagalong in his adventure in Winters. The Bubble Monkey can attack for a small amount of damage, or will just scratch its head. For getting him for only a buck, he's a decent support character. He'll leave once you get to Stonehenge. Dungeon Man: After you talk to him in Scaraba, he'll tag along with you. He only Attacks, and he does a very good amount of damage. Of course, you only have him for a little while until he gets caught in the trees. Flying Man: While in Magicant, the Flying Man is your support character as Ness goes it alone. He can Punch for a small amount of damage, and Charge for a higher amount of damage. Unlike all other support characters, he can be killed, and you can lose him. ====================================== B. Weapons and Armor All this is pretty basic. Whenever you get to a new area, check out the stores for the best new weapons and armor. If your window flashes when you see a weapon or armor in a shop, buy it. In most circumstances, you'll have enough cash for new equipment. The exception would be Summers, which has sky-high prices. There is one exception to this, and that's concerning yo-yos and slingshots. These are projectile weapons that anyone can use, but they have a miss rate of 1/4, whereas bats and pans are 1/16, and guns and the Sword of Kings are 0. To that end, you're better off causing less damage more often than the alternative. If you find new armor in presents, give them, naturally, to the party member that needs them the most. ====================================== C. Food and Items Each character has space for 14 items. With four of those spaces occupied by weapons, that leaves ten for anything else, which can tend to be hogged for event items. To that end, you need to pick and choose what you carry around. Food: Each character (with the possible exception of Jeff) should have one or two good food items to use. My picks for best food items are as follows: From the beginning to Threed: Hamburgers are cheap and effective. Once you hit Saturn Valley: Peanut Cheese Bars are great and quite inexpensive. Once you go to Summers: Stock up on Kraken Soups. This isn't to say that you should avoid all other food, but these items give you the most bang for your buck. Restorative Items: Personally, I suggest that every member of the party carry at least one Cup of Lifenoodles. Barring that, a Horn of Life. Everything else can and should be covered by Healing powers, which you should have the proper level of when the particular ailments arise. Offensive Items: Well, you got your Stag Beetles, your Pair of Dirty Socks, your Toothbrushes. I say to heck with all those cheapy things. There are only three Offensive Items (besides Jeff's Tools) that you should concern yourself with: Bombs, Super Bombs, and Bags of Dragonite. The last one cannot be bought, but it's very useful. If you get any other kind of Offensive Item, use it, sell it, or drop it, to free up the space. ====================================== D. Tools Jeff's special Tools will occupy much of his inventory, but what's worth keeping? Counter-PSI Unit and Shield Killer: Yeah, they sound good on paper. The only problem with them is that they don't work often enough. HP-Sucker and Hungry HP-Sucker: Again, they sound good, but even when they do take HP from your enemies, they don't take nearly enough. Defense Spray and Defense Shower: The former is relatively useless, since it's gone after one use, and it's best used multiple times. The Defense Shower, on the other hand, has infinite uses, so it's a great defense booster. Neutralizer: This is a great tool. It restores all changed stats back to their normal levels and removes any shields, and it works 100% of the time. Of course, it works for all involved in the battle, but it's a small price to pay, and you can always recast shields. Bazooka and Heavy Bazooka: They're good tools to supplement your own attack power, and they can be used many times. Ditch the normal one when you upgrade to the heavy one. Bottle Rocket, Big Bottle Rocket, and Multi-Bottle Rocket: You should try not to have less than three of these in your inventory. They are the trump cards that Jeff saves for big bosses. For their point in the game, they do massive damage. ====================================== E. PSI Naturally, you should only pull out your nasty psychokinetic powers in situations that require more than a severe beating. Here's a brief explanation of the powers and when you should use them. --- Offensive Powers PSI "Special": This is Ness's signature power. Since Ness has had no training of his powers, but has incredible potential, he simply concentrates his base psychic energy, and releases it all in one blast. No enemies are weak or strong against it. There is a small chance of it failing to work on enemies. In a general sense, this power shouldn't be used too often, as it doesn't cause as much damage as others you'll have at the time, and Ness is better used as a healer. Use it when you're in trouble, or when you're feeling cocky. The most PP-effective Specials are Beta and Gamma. Omega drains too much PP to be all that practical. PSI Flash: Another power unique to Ness. He employs his psychic energy to directly attack the mind of an adversary. The "flash" comes from what one experiences as his mind is attacked. At low levels, it may stimulate one to cry uncontrollably. As the levels get higher, it may befuddle the mind, cause the connection between mind and body to seize up, or even destroy the mind. In battle, you shouldn't rely on this, as it's quite hit and miss. Generally, you'll want to use it on enemies weak against it, as I'll indicate in the list. If you do decide to use it, always go for the highest level, if your PP can afford it. PSI Fire: Paula is the only one who can use this power. She uses her energy to cause air molecules to heat up and produce a sheet of flame, which she can cast upon a row of enemies. Out of all Paula's attack powers, Fire is the most expensive to use, but it's worth it, especially if the enemy's weak against it. Otherwise, you can use it to put down a row of enemies you're trying to beat quickly. PSI Freeze: Both Paula and Poo can use this power to slow down molecules around one enemy so that the temperature drops severely. This is a good power. Use it often. It costs more than Thunder but less than Fire. Some enemies will be strong against it, though. I've marked some enemies that are strong against Freeze, but I neglected to go through and check all of them. PSI Thunder: Paula and Poo can force molecules to rub against one another, creating friction and static electricity which is cast down in the form of a bolt of lightning. Only problem is that they can't focus and direct the lightning, so there's a chance (greater with fewer enemies) that it'll miss completely. It causes a good amount of damage, though, and higher levels cast down more bolts. Use it when faced by multiple nasty enemies. It also has a nice ability to destroy a PSI shield in one shot, as opposed to the three it'll take normally. PSI Starstorm: This is Poo's signature power, and there are only two levels. Whereas Ness concentrates his energy into one blast, Poo creates many smaller pockets of concentrated energy, which he can batter the enemies with from all directions. This adds up to some serious damage. Whenever you're sure your enemy doesn't have a psychic power shield, employ this tactic against any bosses when you get it. If there is a bad thing about this power, it's that Poo only learns it as the story progresses, not his levels. --- Recovery Powers Lifeup: Psychic energy is employed to repair damaged body tissue. Alpha restores 100 HP, Beta restores 300 HP, Gamma restores 999 HP, and Omega restores 400 HP to everyone. Like any healing power in any game, use as needed, such as when your character's on the brink of death, or when you're about to face a boss. Lifeup Omega is a good counter for a Starstorm attack. Ness and Poo can use these powers, and only Ness can use Omega. Healing: Uses psychic energy to correct impurities in one's body. The Alpha level cures colds, sunstroke, and sleep conditions. Beta also cures poison, crying, nausea, and feeling strange. Gamma cures numbness and being diamondized, and restores an unconcious person. Omega restores an unconscious person to full HP. Use as needed, and only what you need. Pretty simple. Ness and Poo can use these powers, but only Poo can use Omega. PSI Magnet: This power sucks psychic energy from an enemy and uses it to empower the user's own energy. Big problem with this power is that it doesn't restore all that much PP, even at the Omega level, so only use it if you're really hurting for PP and are desperate to make just one more attack. Paula and Poo can use this. --- Assist Powers Shield: Your body is protected from physical attacks by a shield of energy. This is an okay power to use when facing enemies which hit hard physically. You'll find that it's better when you get Poo and he can use Shield Sigma, which will protect everyone. Power Shields are better, since they also cause damage to the other guy, but they're more costly. Keep in mind that three hits or a critical hit will take out a layer of Shield. Both Ness and Poo can use this, but Ness can only use Alpha and Beta. PSI Shield: A psychic force repels enemy PSI attacks. This is a great power for when PSI-using enemies show up. And, since Paula's fast, you can usually get one up quicker than they can attack. The Power PSI Shields are doubly good since they reflect PSI back. Keep in mind that three PSI attacks will destroy a layer of PSI Shield, and a Thunder hit will remove it outright. Hypnosis: Ness's ability to lull enemies to sleep is only really useful if you find the enemy is weak against it. Don't rely on it, as an asleep enemy doesn't take long to wake up. Paralysis: Great for putting some enemies out of commission quick, Ness has the ability to sever the connection between mind and body. Be careful, because numb enemies can still use PSI. Also, this power does cost a fair bit of PP. Brainshock: Poo has the power to mentally stick his finger in an enemy's brain and swirl it around. This will cause an enemy to feel strange, and it's somewhat useful when the enemy is susceptible, since the chance to hit himself or another enemy is thrown into the mix. Offense Up: Paula has the ability to increase an ally's fighting prowess. Personally, I don't use it much, as I find it doesn't raise Offense enough to make too much of a difference. Defense Down: Paula also has the ability to decrease the toughness of an enemy. Like Offense Up, I don't use it as much, and it really does the same basic thing as Offense Up; makes enemies easier to kill. --- Oh, and since you can't use Teleport in battle, there's really no point bringing it up, is there? *********************************************************************** 4. Enemy Guide I decided to arrange the enemies in the order of the areas where you meet them, with some exceptions in order to group into a location. Here's your key: The name of the enemy as it appears in the game. Bosses are bracketted with *stars* Field: What the enemy looks like in the field, and how it moves if it moves in any special manner besides just charging you Battle: What the enemy looks like in battle Level: The enemy's experience level HP: The enemy's Hit Points PP: The enemy's Psychic Points Off: The enemy's Offense Def: The enemy's Defense Speed: The enemy's Speed IQ: The enemy's IQ Guts: The enemy's Guts Exp: Experience gained from defeating the enemy $$: Money earned in you account from defeating the enemy Weaknesses: Any weakness derived from Jeff's Spy Command. Several enemies (especially in the beginning) I didn't bother spying on, since you can only use Ness against them anyway, but I may later. Drops: Item that the enemy drops when defeated and the chance you'll get the drop. Actions: Enemy attacks in battle, an "X" means that the attack does nothing. A number of "*" denotes how powerful the attack is if it's physical. Fractions after the action indicate the chance of it happening. No fractions mean all are equal. Notes: Anything else I feel like saying about it ====================================== A. Onett This sleepy suburban town will soon become a hotbed of evil activity. Giygas has sensed the awakening of the powers of the boy named Ness and is taking steps to stop him. --- Onett Outskirts - These monsters you find on the fringes of town. They're not that tough, but they can wear you down. Coiled Snake Field: A small green snake Battle: A green snake Level: 1 HP: 18 PP: 0 Off: 3 Def: 4 Speed: 2 IQ: 6 Guts: 0 Exp: 1 $$: 4 Drops: Cookie (1/32) Actions: Bite * (3/4) Coil (Hold) (1/4) Notes: Maybe it's some connection to Genesis that one of the first animals to be enslaved to Giygas' will is a serpent. It's the lowest level enemy in the game, and later on, you'll just want to ignore them, as they give you next to nothing in exp. Runaway Dog Field: A brown dog with mad eyes Battle: A small brown dog Level: 2 HP: 21 PP: 0 Off: 4 Def: 5 Speed: 26 IQ: 1 Guts: 0 Exp: 4 $$: 3 Drops: Bread Roll (1/32) Actions: Howl (X) Bite * Notes: The many hungry stray dogs in Onett were easy pickings for Giygas' control. They give the most experience for the first enemies, and they don't cause that much damage. Spiteful Crow Field: A circling black crow Battle: A black crow with shades Level: 27 HP: 24 PP: 0 Off: 5 Def: 3 Speed: 77 IQ: 1 Guts: 0 Exp: 3 $$: 5 Drops: Cookie (1/1) Actions: Grin (X) (1/4) Peck * (1/2) Steal Something (1/4) Notes: Probably the most annoying enemies early on, these evil crows have high speed, which makes them good at avoiding attacks. *Starman Jr.* Field: A humanoid robot (Starman) Battle: A smaller Starman Level: 6 HP: 200 PP: 999 Off: 11 Def: 10 Speed: 1 IQ: 80 Guts: 0 Exp: 16 $$: 20 Actions: Guard PSI Fire Alpha PSI Fire Beta PSI Freeze Alpha Notes: The prototype Starman was left with nothing to do after the full-scale development of the Starman line, so Giygas tasked him with tracking down the rogue time-traveller, Buzz Buzz. This is a story battle more than anything else. Buzz Buzz will protect you with his PSI Shield Sigma, and you can just attack normally. --- Downtown Onett - The Sharks gang hangs out around the Arcade. Take care when exploring the area. Once you defeat their boss, they won't attack anymore. Skate Punk Field: A black-clothed hoodlum Battle: Wears white and rides a skateboard Level: 3 HP: 31 PP: 0 Off: 7 Def: 8 Speed: 5 IQ: 13 Guts: 0 Exp: 12 $$: 17 Drops: Pizza (1/128) Actions: Attack * (1/4) Shred on Skateboard ** (1/4) Call for Help (Yes Man Jr., Pogo Punk) (1/2) Notes: This member of the Sharks has mastered the feared art of shredding, which makes him dangerous. Doubly dangerous is the fact that he can call other Sharks to help him out. Take him out first in an engagement. Yes Man Jr. Field: A black-clothed hoodlum Battle: A purple-clothed Shark with a hula hoop Level: 4 HP: 33 PP: 0 Off: 8 Def: 9 Speed: 4 IQ: 14 Guts: 0 Exp: 13 $$: 18 Drops: Bag of Fries (1/32) Actions: Laugh (X) (1/4) Attack * (1/4) Swing Hula Hoop ** (1/2) Notes: There's not much really special about this Shark. He's just another way for the Sharks to cause mischief. He'd probably be popular at an old-time fad party, though... Pogo Punk Field: A black-clothed hoodlum Battle: A green-clothed Shark on a pogo stick Level: 4 HP: 35 PP: 0 Off: 8 Def: 10 Speed: 3 IQ: 15 Guts: 0 Exp: 15 $$: 18 Drops: Hamburger (1/1) Actions: Fall Down (X) (1/4) Attack * (1/4) Charge Forward ** (1/2) Notes: He go pogo. There's not too much special about him, like the Yes Man Jr. Just take care to heal heavy damage done by him. *Frank* Field: Guy with a red suit and blonde hair Battle: See above, and he's holding knives Level: 6 HP: 63 PP: 0 Off: 12 Def: 17 Speed: 7 IQ: 32 Guts: 5 Exp: 50 $$: 48 Actions: Come Out Swinging * (1/4) Brandish a Knife ** (1/2) Say Something Nasty (Guts Down) (1/4) Notes: The leader of the Sharks is your first real boss battle. I suggest taking plenty of Hamburgers and having full PSI. Attack him until he can't stands no more, and heal up as necessary. *Frankystein Mark II* Field: A large treaded robot Battle: The same Level: 7 HP: 91 PP: 0 Off: 15 Def: 18 Speed: 4 IQ: 40 Guts: 0 Exp: 76 $$: 31 Actions: Burst of Steam (X) (1/2) Throw a Punch * (1/3) Tear into You ** (1/6) Notes: This is why you took so many Hamburgers. This is the second part of your first boss fight. Frank's greatest creation is a brawling robot that causes some decent damage. Again, attack and heal as necessary. --- Cave of Giant Step - The location of the first Your Sanctuary is filled with a lot of small critters. They can cause their fair share of damage, though, so be wary. Rowdy Mouse Field: A gray mouse (with a red nose) Battle: A gray mouse Level: 6 HP: 36 PP: 0 Off: 7 Def: 20 Speed: 5 IQ: 2 Guts: 225 Exp: 34 $$: 9 Drops: Bread Roll (1/32) Actions: Bite * Notes: This evil mouse only has one attack, and it normally causes just 1 HP of damage. That'd be great if it wasn't for one big problem; it has really high Guts, which means about 75% of the time, the Bite will be a SMAAASH attack. Take care when fighting. Attack Slug Field: A small black spot Battle: A gray slug Level: 5 HP: 30 PP: 6 Off: 9 Def: 2 Speed: 1 IQ: 3 Guts: 0 Exp: 27 $$: 6 Drops: Bomb (1/128) Actions: Edge Closer (X) (1/4) Attack * (1/2) Hypnosis Alpha (1/4) Notes: These little guys tend to attack in groups. They're not that much of a threat to you, even in decent sized groups. They start the battle not being able to concentrate, so their PSI won't work on you. After four rounds of combat, they'll be able to concentrate. Black Antoid Field: A small black spot Battle: A black ant Level: 7 HP: 34 PP: 25 Off: 14 Def: 13 Speed: 4 IQ: 0 Guts: 3 Exp: 37 $$: 7 Drops: Cookie (1/4) Actions: Attack ** (1/2) Lifeup Alpha (1/4) Call for Help (Black Antoid) (1/4) Notes: These guys are the nasty ones of Giant Step. They hit hard when they attack, they can heal, and they can call for other Antoids. Also, they look just like Attack Slugs in the field. *Titanic Ant* Field: A Shining Spot Battle: A large gray-striped ant Level: 13 HP: 235 PP: 102 Off: 19 Def: 23 Speed: 6 IQ: 72 Guts: 9 Exp: 685 $$: 150 Actions: Bite ** (1/2) PSI Magnet Alpha (1/6) Shield Alpha (1/6) Defense Down Alpha (1/6) Notes: Mutated by Giygas from a regular Antoid, the Titanic Ant is the guardian of Giant Step. His bite is nasty, he can protect himself, lower your Defense, and he comes with two other Black Antoids. Tough? Yeah. You better have PSI "Special" Alpha by now, so use it, twice if you have extra PP. Keep an eye on your health as the Ant can knock you down to nothing quick. --- Onett Police Station - After Giant Step, you'll be caught by the Onett Police Force and be forced to take on Captain Strong and five of his best men (well, four, since the last one chickens out). Cop Field: A police officer (later, with a blue face) Battle: A police officer Level: 7 HP: 75 PP: 0 Off: 15 Def: 18 Speed: 5 IQ: 16 Guts: 7 Exp: 86 $$: 18 Drops: Hamburger (1/8) Actions: Attack * Crushing Chop ** Notes: Make sure you go into the battle with plenty of food items, because you won't have downtime between battles to heal. Just use normal attacks against the Cops. *Captain Strong* Field: A police officer with a mustache Battle: See above Level: 13 HP: 140 PP: 0 Off: 20 Def: 24 Speed: 15 IQ: 18 Guts: 8 Exp: 492 $$: 159 Drops: (1/32) Actions: Defend Come out Swinging * Submission Hold ** Lose Temper (Offense Up) Notes: Captain Strong will employ his Super-Tango-Mambo-Foxtrot Martial Arts on you. Use your PSI Special power on him to soften him up, then attack him for the remainder of the battle. ====================================== B. Twoson and Happy Happy Village This is the first area where you'll meet up with humans who've been infected by Giygas. You'll recognize them easily due to their blue faces. --- Downtown Twoson - The terrors of Twoson usually hang out on the fringes of town. In addition to those listed here, you'll also find Cops and Runaway Dogs, which will attack in groups. Ramblin' Evil Mushroom Field: Walking red mushroom Battle: See above Level: 7 HP: 60 PP: 0 Off: 15 Def: 10 Speed: 5 IQ: 1 Guts: 5 Exp: 95 $$: 15 Drops: Packet of Ketchup (1/16) Actions: Attack * (3/4) Scatter Spores (Mashroomize) (1/4) Notes: You're gonna learn to hate these possessed fungi. More often than not, they'll scatter their spores, which will mashroomize you, and we all know how annoying that is. You'll also find these guys on the Road to Twoson, along with some Black Antoids. New Age Retro Hippie Field: Hippie with a blue face Battle: Hippie Level: 11 HP: 87 PP: 0 Off: 19 Def: 14 Speed: 5 IQ: 16 Guts: 10 Exp: 160 $$: 23 Drops: Ruler (1/16) Actions: Attack * Ruler (X)? Toothbrush (Hold) Lose Temper (Offense Up) Notes: Yes, it's true. Giygas' first target among humans is the love and peace kind. More of a comic relief than a real threat, NARH can't do a lot of damage. Cranky Lady Field: Lady with a blue face Battle: Lady with a fur coat, shopping bag, and a purple face. Level: 8 HP: 95 PP: 0 Off: 16 Def: 18 Speed: 6 IQ: 32 Guts: 3 Exp: 200 $$: 17 Drops: Handbag Strap (1/64) Actions: Grin (X) Attack * Wield a Shopping Bag ** Scowl Sharply (Guts Down) Notes: This is probably the most powerful of the affected humans in Twoson, and even that's not saying much. Just watch her shopping bag. Unassuming Local Guy Field: Guy in green suit with a blue face Battle: Guy in green suit with a green mask on his eyes Level: 9 HP: 73 PP: 0 Off: 18 Def: 13 Speed: 5 IQ: 14 Guts: 1 Exp: 146 $$: 19 Drops: Toothbrush (1/8) Actions: Attack * (3/4) Become Friendly (Hold) (1/4) Notes: Yep. He's very unassuming. I'm not sure what the designers meant by this, but he's not really a threat. Annoying Old Party Man Field: Guy with a mustache and a blue face Battle: Guy in a black suit with a mustache Level: 13 HP: 99 PP: 0 Off: 20 Def: 25 Speed: 6 IQ: 15 Guts: 50 Exp: 130 $$: 32 Drops: Protein Drink (1/64) Actions: Reeling (X) Wobbly (X) Attack * Grumble About Today's Youth (Guts Down) Notes: Like most of the Twoson bad guys, AOPM isn't much of a threat. *Everdred* Field: A guy with a flamboyant, a hat, and a big mustache Battle: See above Level: 15 HP: 182 PP: 0 Off: 25 Def: 35 Speed: 6 IQ: 40 Guts: 10 Exp: 986 $$: 171 Actions: Grin (X) (1/6) Knit Brow (X) (1/6) Attack * (1/3) Bite * (1/6) Steal (usually a minor item) (1/6) Notes: Everdred really isn't much of a boss, especially since you don't have to fight any enemies leading up to him. Just attack or use PSI Special if you want. --- Peaceful Rest Valley - This connecting area between Twoson and Happy Happy Village has a lot of plant-life, not to mention a couple of scout forces sent by Giygas. In the cave leading to PRV, you'll also meet Ramblin' Evil Mushrooms. In the cave on the way out, you'll meet some Coiled Snakes. Mobile Sprout Field: A green sprout Battle: A walking green sprout Level: 10 HP: 79 PP: 9 Off: 17 Def: 12 Speed: 6 IQ: 1 Guts: 5 Exp: 133 $$: 13 Drops: Croissant (1/32) Actions: Attack * Lifeup Alpha PSI Magnet Alpha Sow Seeds (grow other Sprouts) Notes: This little sprout is a bit of a pain, especially with its ability to grow more of himself. Fortunately, he's not a serious problem. Li'l UFO Field: Circling UFO Battle: A small white flying saucer Level: 12 HP: 82 PP: 0 Off: 18 Def: 17 Speed: 53 IQ: 8 Guts: 13 Exp: 223 $$: 14 Drops: Skip Sandwich (1/32) Actions: Beam * (3/4) Night-time Stuffiness Beam (Cold) (1/4) Notes: UFOs are a relatively weak race of beings that Giygas enslaved for scouting work. Giygas lets them have their sentience so that their reports are more than simple scans. This kind has yet to develop a specific personality. Like most enemies in the PRV, it's not a big threat singly, but its damage can add up, and if he gives you a cold, that's 5 more PP you have to use to heal. Spinning Robo Field: A spinning blue diamond Battle: A gray round robot with two arms Level: 14 HP: 113 PP: 17 Off: 21 Def: 22 Speed: 7 IQ: 12 Guts: 5 Exp: 297 $$: 21 Drops: Meteornium (1/64) Actions: Beam * (1/2) Night-time Stuffiness Beam (Cold) (1/4) Shield Alpha (1/4) Notes: This is a simple drone that Giygas uses for routine scouting. It spins itself at high speeds to generate its repulsor to float in the air. Besides the shield, and the higher HP, it's not all that different from a Li'l UFO. Territorial Oak Field: A moving tree Battle: A green-leafed tree with a face on its trunk. Level: 15 HP: 145 PP: 41 Off: 26 Def: 30 Speed: 5 IQ: 4 Guts: 9 Exp: 356 $$: 29 Drops: PSI Caramel (1/128) Actions: Attack * (1/2) Brainshock Alpha (1/4) Vacuum Attack (Offense and Defense Down) (1/4) Notes: This evil walking tree is the toughest enemy in the PRV, and it has a nasty surprise. When you kill it, it bursts into flames, damaging the party members severely. So, if you face off against other enemies along with the Oak, take out the Oak last. --- Happy Happy Village - This village is overrun with the Happy Happy Cult, and the cultists are on the loose, painting everything blue, and guess what... You're next... In addition to the enemies below, you'll also face off against Spiteful Crows in the area with Paula's Cabin. Oh, and if you fail to pay at the food stand, you'll face off against an Unassuming Local Guy. Insane Cultist Field: A blue robed cultist Battle: See above Level: 13 HP: 94 PP: 0 Off: 19 Def: 25 Speed: 8 IQ: 64 Guts: 20 Exp: 353 $$: 33 Drops: PSI Caramel (1/128) Actions: Paint Attack * (3/4) Call for Help (Insane Cultist) (1/4) Notes: These members of the Cult aren't too horrible at all. Their paint attacks are pretty weak. It could just feasibly take a while to take them down if they keep calling for help. *Mr. Carpainter* Field: A guy in a blue suit with blue hair Battle: See above Level: 21 HP: 262 PP: 70 Off: 33 Def: 45 Speed: 8 IQ: 72 Guts: 13 Exp: 1412 $$: 195 Actions: Paint Attack ** (1/3) Crashing Boom Bang (PSI Thunder Beta) (1/3) Lifeup Alpha (1/6) PSI Shield Alpha (1/6) Notes: Carpainter's a bit of a pushover. His paint attack hurts pretty good, but since you're already wearing the Franklin Badge you just got from Paula, his CBB attack bounces right back at him. This may go without saying, but if he puts up his PSI Shield, don't use your PSI attacks. For a leader of a cult, he doesn't have much power, does he? --- Cave of Lilliput Steps - This cave has several furries, as opposed to the creepy crawlies of the first cave. You'll definitely want to concentrate on levelling up Paula in the early part of the area, as opposed to just rushing through it. Mole Playing Rough Field: Small brown mole Battle: See above Level: 14 HP: 103 PP: 0 Off: 22 Def: 28 Speed: 9 IQ: 8 Guts: 2 Exp: 456 $$: 36 Drops: Croissant (1/32) Actions: Being Absentminded (X) Scratch with Claws ** Claw with Sharp Nails ** Size Up the Situation (makes Mole feel strange) Notes: You read that right. This enemy can make itself feel strange. Weird... Anyway, the Mole can actually cause some decent damage with his claws, so make sure to keep Paula healthy when facing it. Funny thing about these guys is that they show up elsewhere in the game singly, such as Dusty Dunes Desert, Summers, and Deep Darkness... Mr. Batty Field: Blue bat Battle: See above Level: 15 HP: 86 PP: 0 Off: 25 Def: 5 Speed: 29 IQ: 3 Guts: 4 Exp: 304 $$: 30 Drops: Jar of Hot Sauce (1/64) Actions: Attack * (1/4) Become Friendly (Hold) (1/4) Size Up the Siutation (makes Batty feel strange) (1/2) Notes: These guys are much easier to take out than the Mole, so don't be afraid to attack them with abandon. They're good for levelling up Paula early on. Mighty Bear Field: A large brown bear Battle: See above Level: 16 HP: 167 PP: 0 Off: 29 Def: 31 Speed: 7 IQ: 5 Guts: 1 Exp: 609 $$: 49 Drops: Teddy Bear (1/64) Actions: Attack * (1/2) Claw ** (1/4) Bite *** (1/4) Notes: This is a bear to beware. He's got decent stats and does nothing but attack. Only face him if he's alone and try to take him out first so he doesn't do too much damage. *Mondo Mole* Field: A Shining Spot Battle: A large brown mole Level: 23 HP: 498 PP: 161 Off: 37 Def: 50 Speed: 9 IQ: 36 Guts: 15 Exp: 5791 $$: 400 Weakness: Paralysis Actions: Attack * Claws ** Tear Into You *** Lifeup Alpha PSI Shield Alpha Offense Up Alpha Notes: Mondo Mole was just a normal mole until Giygas put him in charge of Lilliput Steps. If you don't have Paralysis Alpha, you're in for a very tough fight. I suggest levelling up until you do get it, then Paralyze him. He won't be able to attack, and can only heal, boost, or shield himself. Keep attacking normally and he'll drop like a fly. Oh, and he's rather strong against Freeze, so don't bother using it. ====================================== C. Threed The embattled town of Threed is beset by the undead. Zombies, ghosts, and other ghouls run rampant throughout the area. You'll have your hands full trying to stay alive. Once you come back from Saturn Valley and Belch Base, this place will be cleared of monsters. --- Town of Threed - These are the monsters that run around the city. You won't find too many in the center of town, mostly around the outskirts. Handsome Tom Field: A strange puppet Battle: A puppet with a purple face Level: 16 HP: 133 PP: 16 Off: 27 Def: 25 Speed: 11 IQ: 8 Guts: 5 Exp: 520 $$: 45 Drops: Tin of Cocoa (1/16) Weakness: Fire, Flash, Brainshock Actions: Reeling (X) Attack * Hypnosis Alpha Brainshock Alpha Notes: This animated puppet is the weaker of the pair of puppets you'll find in this area, but neither are all that exceptional. Smilin' Sam Field: A strange puppet Battle: A puppet with blonde hair Level: 20 HP: 161 PP: 55 Off: 34 Def: 44 Speed: 17 IQ: 16 Guts: 16 Exp: 712 $$: 48 Drops: Refreshing Herb (1/32) Weakness: Fire, Flash Actions: Reeling (X) Attack * Lifeup Alpha Defense Down Alpha Notes: This puppet's the stronger of the two. With Lifeup, it can go a bit longer than its cohort, but not much longer... Trick or Trick Kid Field: A person with a pumpkin on his head Battle: See above Level: 18 HP: 142 PP: 0 Off: 30 Def: 37 Speed: 7 IQ: 12 Guts: 12 Exp: 570 $$: 47 Drops: Bomb (1/32) Weakness: Fire, Freeze, Flash, Hypnosis Actions: Grin (X) (1/4) Spit Pumpkin Seeds * (3/4) Notes: This kid is a wannabe ghoul. Fact is, he's got nothing. Teach him some respect. --- Graveyard - The haunted graveyards contain different enemies than the town itself. Smelly Ghost Field: Walking trash can Battle: A red stringy ghost popping out of a trash can Level: 21 HP: 194 PP: 50 Off: 35 Def: 89 Speed: 10 IQ: 9 Guts: 2 Exp: 606 $$: 71 Drops: Broken Iron (1/16) Weakness: Fire, Flash, Paralysis, Hypnosis Actions: Grin (X) Attack * Lifeup Alpha Terrible Odor (Offense Down) Notes: The high defense on this specter makes it tough to whack him. A well-placed Fire should put him close to out of his misery. Putrid Moldyman Field: Walking trash can Battle: Stinky yellow guy in a trash can Level: 21 HP: 203 PP: 0 Off: 36 Def: 41 Speed: 9 IQ: 17 Guts: 5 Exp: 830 $$: 53 Drops: Croissant (1/32) Weakness: Freeze, Hypnosis Actions: Attack ** (3/4) Mold (Crying) (1/4)
Notes: This monster's nastier than the Smelly Ghost.  He's got a much 
 harder hit, and a higher HP total.  You may want to use some PSI to 
 quickly get him out of your way.

No Good Fly
Field: A tiny buzzing fly
Battle: A yellow fly
Level: 15  HP: 100   PP: 0       Off: 23       Def: 13    
Speed: 10  IQ: 0     Guts: 3     Exp: 415      $$: 26
Drops: Boiled Egg (1/32)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Attack *                        (3/4)
         Say Something Nasty (Guts Down) (1/4)
Notes: There's not much to say about this buzzing nuisance, except he 
 usually pops up with other stronger monsters in the graveyard.

Zombie Possessor
Field: A ghost
Battle: See above
Level: 17  HP: 176   PP: 0       Off: 28       Def: 19    
Speed: 30  IQ: 6     Guts: 9     Exp: 950      $$: 81
Drops: Secret Herb (1/64)
Weakness: Freeze, Flash
Actions: Attack *
         Icy Hand (Hold)
         Possess (Possession)
         Call for Help (Zombie Possessor)
Notes: These phantasms don't have bodies to call their own, but that 
 doesn't stop them from fighting.  They're the first enemies who can 
 possess you with a Tiny Ghost, and the ghost isn't easily shaken.  
 This is a good reason to avoid them, largely.

Urban Zombie
Field: A zombie
Battle: A blue-gray zombie
Level: 19  HP: 171   PP: 0       Off: 31       Def: 24    
Speed: 10  IQ: 24    Guts: 15    Exp: 700      $$: 58
Drops: Hamburger (1/32)
Weakness: Fire, Flash
Actions: Laugh (X)
         Attack *
         Breath (Cold)
         Do Something Mysterious (?)
Notes: These are the eponymous zombies that terrorize Threed.  For some 
 reason, you seem to find these guys in the south part of Threed, near 
 the circus cages.  That question mark near the Mysterious is because 
 I have no proof as to what this attack does, since it always doesn't 
 work.  To that end, I think it may instantly knock a person 
 unconscious, but don't take my word for it.  Once you use Zombie 
 Paper, these guys won't show in town anymore.

Zombie Dog
Field: A blue dog
Battle: A dessicated zombie dog
Level: 22  HP: 210   PP: 0       Off: 39       Def: 51    
Speed: 30  IQ: 11    Guts: 10    Exp: 1354     $$: 54
Drops: Bottle Rocket (1/32)
Weakness: Fire, Freeze, Flash, Hypnosis
Actions: Howl (X)                (1/4)
         Bite **                 (1/2)
         Poison Fangs * (Poison) (1/4)
Notes: This is probably the toughest bad guy in Threed.  These 
 cadaverous canines have good attacks, not to mention poison power.  
 Fortunately, you'll never have to face more than one at a time.

---

After Winters - Once Jeff shows up, a boss bad guy will show up in 
 southern Threed.

*Boogey Tent*
Field: A large purple tent
Battle: A spooky face
Level: 25  HP: 579   PP: 56      Off: 43       Def: 69    
Speed: 10  IQ: 32    Guts: 16    Exp: 5500     $$: 407
Weakness: Fire
Actions: Attack *                      (1/3)
         PSI Flash Alpha               (1/6)
         Defense Spray (Def Up)        (1/6)
         Spew Fly Honey (Hold)         (1/6)
         Pale Green Light (Neutralize) (1/6)
Notes: This living tent is the storage facility for Master Belch's Fly 
 Honey.  Now that you have Jeff, you should plug him with a couple of 
 Bottle Rockets to do some damage.  Exploit his weakness to Fire with 
 Paula, and have Ness Bash and Lifeup as necessary.

======================================

D. Winters

The frozen scapes of Winters are always pristine and majestic, but 
Jeff can't stop to enjoy the sights while he's on a mission to rescue 
the trapped Ness and Paula.

---

Fields of Winters - On his way south towards Lake Tess, and a little 
 ways past, Jeff will encounter several low-level enemies that can 
 help him boost his own levels.  Among those listed below, you'll also 
 find Runaway Dogs and Spiteful Crows.

Gruff Goat
Field: A goat
Battle: See above
Level: 7   HP: 45    PP: 0       Off: 8        Def: 23    
Speed: 12  IQ: 16    Guts: 0     Exp: 20       $$: 9
Drops: Salt Packet (1/8)
Actions: Ram and Trample * (3/4)
         Tear Into You **  (1/4)
Notes: The native mountain goats of Winters have become hostile lately.  
 If you remembered to equip Jeff (I didn't once and it was most 
 embarrassing), you should be okay.  There's not much you can do but 
 repeatedly attack anyway.

---

Brick Road's Dungeon - The Dungeon Maker Brick Road made this modest 
 little dungeon.  He's famous for saying that once you build one, 
 monsters always start moving in.  In addition to those below, you'll 
 also find Rowdy Mice.

Mad Duck
Field: A duck (quack)
Battle: See above (quack)
Level: 8   HP: 51    PP: 0       Off: 12       Def: 24    
Speed: 30  IQ: 1     Guts: 5     Exp: 41       $$: 12
Drops: Fresh Egg (1/16)
Actions: Fall Down (X)
         Peck *
         Disrupt Your Senses (Lose Concentration)
         Make Something Spin (Lose PP)
Notes: Well, since Jeff has no PP, the latter two won't bother him at 
 all.  Since three of the Duck's four moves do nothing, the Mad Duck is 
 pretty easy quarry.

Worthless Protoplasm
Field: A gift box (careful)
Battle: A small purple blob
Level: 7   HP: 38    PP: 0       Off: 11       Def: 21    
Speed: 27  IQ: 1     Guts: 0     Exp: 17       $$: 11
Drops: Cookie (1/4)
Actions: Attack *                                              (1/2)
         Call for Help (Worthless Protoplasm)                  (1/4)
         Size Up the Situation (makes Protoplasm feel strange) (1/4)
Notes: Worthless indeed.  These guys are hardly worth your time.  
 Whack 'em quick and move on with your life.

---

Cave of Rainy Circle - Although Jeff can't do anything with the 
 Shining Spot, he'll run into some monsters Ness faced before, 
 specifically the Rowdy Mouse, Attack Slug, and Black Antoid.  Tread 
 carefully.  Also, there is a different version of the Ramblin' Evil
 Mushroom.  This one can't mashroomize you.

---

Stonehenge - The hanging stones have bad guys you should definitely 
 avoid for the time being.

Cave Boy
Field: A caveman
Battle: See above
Level: 11  HP: 314   PP: 0       Off: 21       Def: 33    
Speed: 79  IQ: 80    Guts: 0     Exp: 618      $$: 17
Drops: Double Burger (1/32)
Weakness: Fire
Actions: Club **
         Shout in a Loud Voice (Offense Down, Defense Down)
Notes: This relic from a bygone era seems drawn to Stonehenge, another 
 relic from a bygone era.  It doesn't have much going for it, but at 
 this low a level, Jeff's better off avoiding him, at least until you 
 come back later.

======================================

E. Saturn Valley and Belch Base

Once you get Jeff on your team, you'll head through the graveyard and 
off to Grapefruit Falls, then to Saturn Valley and Belch Base, whereby 
you can liberate the Mr. Saturns.  After which, you can find a Your 
Sanctuary at Milky Well.

---

Graveyard Path - Although technically in Threed, the story dictates 
 that these catacombs come after Jeff signs on.  Inside, you'll find 
 Urban Zombies, Zombie Dogs, and Zombie Possessors.  The big problem, 
 however, comes at the end of the path.

*Mini Barf*
Field: A small pile
Battle: A small pink pile
Level: 26  HP: 616   PP: 0       Off: 45       Def: 71    
Speed: 10  IQ: 30    Guts: 19    Exp: 7521     $$: 460
Weakness: Fire
Actions: Attack **
         Sticky Mucus (Hold)
         Stinky Breath (All party members Cry)
         Terrible Odor (Offense Down)
Notes: This little mess thinks he's going up in the world by serving 
 Master Belch.  It's your job to put him in his place.  Plug him with a 
 couple of Bottle Rockets from Jeff, and have Paula use Fire.  Have 
 Ness Bash unless the Barf makes you Cry, in which case use your 
 Special PSI.

---

Grapefruit Falls - For such a pristine area, this place has some 
 strange and evil monsters.  It's naturally due to the proximity of 
 Belch Base.  Once you take him down, the zombies will disappear.

Farm Zombie
Field: A zombie
Battle: A brown zombie
Level: 19  HP: 171   PP: 0       Off: 31       Def: 24    
Speed: 10  IQ: 24    Guts: 15    Exp: 700      $$: 58
Drops: Skip Sandwich (1/16)
Weakness: Fire, Flash
Actions: Laugh (X)
         Attack *
         Breath (Cold)
         Do Something Mysterious (?)
Notes: Yes, these guys are exactly the same as Urban Zombies, further 
 proving the fact that there's no real difference between people who 
 live in the cities, and those that live in the country.  Teacher of a 
 great lesson of equality, this game is.

Armored Frog
Field: A green frog (ribbit)
Battle: See above (ribbit)
Level: 22  HP: 202   PP: 0       Off: 37       Def: 108   
Speed: 7   IQ: 8     Guts: 5     Exp: 1566     $$: 77
Drops: Broken Spray Can (1/8)
Weakness: Fire, Freeze
Actions: Attack *                      (3/4)
         Make Something Spin (PP Down) (1/4)
Notes: Armored's not just a name.  This amphibian's skin seems to be 
 solid steel, as you can tell from the Def rating.  You're best off 
 using the PSI on them, unless you're just facing them alone, where you 
 can take your time, considering their attacks aren't much...

Plain Crocodile
Field: A brown crocodile
Battle: A brown crocodile
Level: 24  HP: 234   PP: 0       Off: 40       Def: 55    
Speed: 10  IQ: 5     Guts: 1     Exp: 1928     $$: 62
Drops: Meteornium (1/128)
Weakness: Freeze
Actions: Edge Closer (X)
         Attack *
         Swing Tail **
         Bite ***
Notes: This killer croc's pretty nasty.  Decent on all skills, and 
 powerful attacks to boot.  You're advised to use Freeze if you meet 
 up with him in a group.

Red Antoid
Field: A small bug
Battle: A red ant
Level: 20  HP: 112   PP: 30      Off: 29       Def: 27    
Speed: 10  IQ: 0     Guts: 4     Exp: 1175     $$: 35
Drops: Sugar Packet (1/8)
Weakness: Fire, Freeze, Paralysis, Hypnosis
Actions: Attack *
         Bite **
         Defense Down Alpha
         Call for Help (Red Antoid)
Notes: A stronger and more dangerous version of the Black Antoid, but 
 it pales in strength compared to the other baddies up here.

Violent Roach
Field: A bigger bug
Battle: A brown roach
Level: 18  HP: 209   PP: 0       Off: 30       Def: 26    
Speed: 35  IQ: 24    Guts: 9     Exp: 1757     $$: 80
Drops: Secret Herb (1/128)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Knit Brow (X)
         Attack *
         Spread Wings (Hold)
         Terrible Odor (Off Down)
Notes: You don't see these guys in the Grapefruit Falls area.  Rather, 
 they're in the cave that connects the area with Saturn Valley.  You'll 
 usually see them singly, so they're not a big problem.

---

Belch Base - Master Belch's fortress is where he enslaves the Mr. 
 Saturns to make his favorite, Fly Honey.  He also commands the zombies 
 that attack Threed.  In addition to the enemies listed below, you'll 
 also fight Farm Zombies.

Foppy
Field: A walking red spheroid
Battle: See above
Level: 16  HP: 120   PP: 10      Off: 29       Def: 9     
Speed: 1   IQ: 3     Guts: 5     Exp: 1311     $$: 93
Drops: PSI Caramel (1/64)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Be Absentminded (X)
         Attack *
         PSI Magnet Alpha
         Brainshock Alpha
Notes: These little buggers aren't much as Belch's grunts.  They're 
 neither powerful nor strong, and they can't concentrate until after 
 four rounds of combat have gone.  They do give a good amount of 
 experince, though.

Slimy Little Pile
Field: A small pile
Battle: A small green pile
Level: 24  HP: 224   PP: 0       Off: 42       Def: 61    
Speed: 15  IQ: 38    Guts: 7     Exp: 1978     $$: 124
Drops: Bomb (1/32)
Weakness: Paralysis
Actions: Attack *
         Sticky Mucus (Hold)
         Stinky Breath (All Cry)
         Call for Help (Slimy Little Pile)
Notes: The ranking officers in Belch Base.  These smaller versions of 
 the Master are a bit of a pain, especially when they make your entire 
 party cry, which makes hitting him a chore.  If you fight one with 
 other bad guys, you're best to Paralyze him.

Mostly Bad Fly
Field: A tiny buzzing fly
Battle: A purple fly
Level: 19  HP: 141   PP: 0       Off: 32       Def: 16    
Speed: 15  IQ: 0     Guts: 4     Exp: 1116     $$: 84
Drops: Pizza (1/32)
Weakness: Fire, Freeze, Paralysis
Actions: Attack *                        (3/4)
         Say Something Nasty (Guts Down) (1/4)
Notes: These bugs are more annoying than harmful.  There's a chance 
 of fighting more than one at a time.

*Master Belch*
Field: A large pile with a face
Battle: A large green pile with a face
Level: 27  HP: 650   PP: 0       Off: 50       Def: 88    
Speed: 16  IQ: 61    Guts: 20    Exp: 12509    $$: 664
Weakness: Hypnosis
Actions: Edge Closer (X)
         Continuous Attack * (Twice)
         Nauesating Breath (Nausea)
         Call for Help (Slimy Little Pile)
Notes: Belch is a total pushover if you have the Jar of Fly Honey from 
 Threed.  Just toss it at him and he'll "lose his mind" by wolfing it 
 down, and you can just attack to your heart's content.

---

Cave of Milky Well - After cleaning up Belch Base (not to mention 
 yourself), you can go behind the Hot Springs in Saturn Valley to find 
 the third Your Sanctuary location to find some plant-like bad guys.

Ranboob
Field: A walking cactus/plant guy
Battle: See above
Level: 24  HP: 232   PP: 42      Off: 41       Def: 63    
Speed: 20  IQ: 9     Guts: 1     Exp: 2486     $$: 158
Drops: Picnic Lunch (1/64)
Weakness: Fire
Actions: Attack *       (1/2)
         Shield Alpha   (1/4)
         Powder (Sleep) (1/4)
Notes: This humanoid plant is the main attacker of this cave.  He has 
 a decent attack and his Shield ability will protect him, but there's 
 nothing particularly special about him.

Tough Mobile Sprout
Field: A sprout with legs
Battle: A grey sprout with legs
Level: 21  HP: 179   PP: 13      Off: 33       Def: 27    
Speed: 18  IQ: 1     Guts: 6     Exp: 1865     $$: 119
Drops: Sprig of Parsley (1/16)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Attack *
         Lifeup Alpha
         PSI Magnet Alpha
         Sow Seeds (Tough Mobile Sprout)
Notes: An upgrade to the counterparts in the Peaceful Rest Valley.  
 They don't know any more techniques, but they're generally more 
 powerful.

Struttin' Evil Mushroom
Field: A walking mushroom
Battle: A yellow walking mushroom
Level: 17  HP: 157   PP: 0       Off: 29       Def: 22    
Speed: 22  IQ: 1     Guts: 7     Exp: 1492     $$: 95
Drops: Rust Promotor (1/16)
Weakness: Fire, Freeze, Brainshock
Actions: Attack *                  (1/2)
         Scatter Spores (Poison)   (1/4)
         Scatter Spores (Mushroom) (1/4)
Notes: A tougher version of the dreaded Ramblin'.  They can poison now, 
 but the big problem is still their mashroomizing...

*Trillionage Sprout*
Field: A shining spot
Battle: A gold sprout with a ton of dirt below it and a face
Level: 29  HP: 1048  PP: 240     Off: 54       Def: 88    
Speed: 16  IQ: 71    Guts: 21    Exp: 30303    $$: 1358
Weakness: Fire
Actions: Attack **
         PSI Shield Alpha
         Paralysis Alpha
         Glare (Diamondize)
Notes: This used to be a normal sprout until mutated by the power of 
 Giygas.  Now, it seems to have animated the very dirt it grew out of.  
 The paralysis and glare don't work or happen very often, but being on 
 the receiving end if they do work will put you out of commission for 
 the rest of the battle.  If you still have Jeff's Big Bottle Rocket 
 from when you started, now's the time to use it.  Oh, it's all worth 
 it to note that it shows up with two Tough Mobile Sprouts.

======================================

F. Dusty Dunes Desert

The desert is a hotbed of monstrous activity.  There are only a couple 
of dungeons besides the main area, but you won't be able to explore 
them unless you head to Fourside first...

---

Desert - There are quite a few different enemies in the sands, and it's 
pretty dangerous.  If you're trying to avoid enemies, you're better off 
sticking to the road.

Crested Booka
Field: A yellow striped lizard
Battle: See above
Level: 28  HP: 265   PP: 0       Off: 53       Def: 73    
Speed: 17  IQ: 37    Guts: 24    Exp: 3011     $$: 130
Drops: Picnic Lunch (1/32)
Weakness: Hypnosis
Actions: Grin (X)               (1/4)
         Attack *               (1/2)
         War Cry (Off/Def Down) (1/4)
Notes: This weird animal fella doesn't have much that makes him stand 
 out, besides his silly appearance, except for his decent stats.

Skelpion
Field: A scorpion
Battle: A yellow scorpion
Level: 24  HP: 137   PP: 21      Off: 41       Def: 23    
Speed: 37  IQ: 7     Guts: 80    Exp: 1823     $$: 140
Drops: Vial of Serum (1/32)
Weakness: Fire, Freeze, Hypnosis
Actions: Edge Closer (X)
         Attack *
         PSI Thunder Alpha
         Poison Stinger (Poison)
Notes: A low HP count and relatively low stats don't cover up the fact 
 that this is one of the first nasties that'll use Attack PSI on you.  
 Take him out quick before he can use it.

Smilin' Sphere
Field: A floating sphere with a smiling mouth
Battle: A brown floating sphere with a smiling mouth
Level: 27  HP: 233   PP: 60      Off: 50       Def: 65    
Speed: 17  IQ: 13    Guts: 5     Exp: 2218     $$: 191
Drops: Meteornium (1/128)
Weakness: Fire, Hypnosis
Actions: Laugh Maniacally (1/4)
         Attack *         (1/2)
         PSI Fire Alpha   (1/4)
Notes: This is one of the more dangerous enemies in the desert.  Not 
 only does it have a particularly painful Fire attack, but when you 
 defeat it, it explodes, damaging your party members severely.  Take 
 him out last in any fracas.

Cute Li'l UFO
Field: Circling UFO
Battle: A white flying saucer with a ribbon
Level: 27  HP: 162   PP: 25      Off: 49       Def: 32    
Speed: 58  IQ: 70    Guts: 1     Exp: 1519     $$: 110
Drops: Fresh Egg, Hamburger
Weakness: Brainshock
Actions: Beam **      (3/4)
         Lifeup Alpha (1/4)
Notes: A speedy UFO, but not all that much different from the one in 
 Peaceful Rest Valley, except for a bit more power.

Bad Buffalo
Field: A large slow buffalo
Battle: See above
Level: 34  HP: 341   PP: 0       Off: 64       Def: 104   
Speed: 11  IQ: 5     Guts: 5     Exp: 4108     $$: 172
Drops: Wet Towel (1/32)
Weakness: Fire, Paralysis
Actions: Knit Brow (X)     (1/4)
         Trample **        (1/2)
         Tear Into You *** (1/4)
Notes: He doesn't move very fast, but he has some serious power and 
 knock you out quick, so be wary...

Desert Wolf
Field: A mad-looking brown dog
Battle: A wolf
Level: 30  HP: 247   PP: 0       Off: 57       Def: 67    
Speed: 33  IQ: 11    Guts: 2     Exp: 3740     $$: 114
Drops: Sudden Guts Pill (1/64)
Weakness: Fire, Freeze
Actions: Howl (X)                          (1/4)
         Bite *                            (1/2)
         Bite with Poison Fangs * (Poison) (1/4)
Notes: This poisonous lupus isn't a big pain singularly, but the poison 
 can add up over time, and it's annoying to heal it.

Criminal Caterpillar
Field: A green caterpillar
Battle: See above
Level: 23  HP: 230   PP: 168     Off: 37       Def: 16    
Speed: 134 IQ: 0     Guts: 0     Exp: 30384    $$: 0
Actions: PSI Fire Alpha
Notes: These guys are pretty rare, and they appear in the center of 
 the desert one at a time.  Not only that, but they usually book it 
 when you catch sight of them.  As you can see, they pack a LOT of 
 exp points, so chase them down.

---

Gold Mine - Once you catch the show at the Topolla Theater, you can 
head into the mine in the desert to clean out the five big moles that 
were discovered.  In addition to these, you'll find Mad Ducks in the 
Mine, too.

Thirsty Coil Snake
Field: A green snake
Battle: A purple snake
Level: 28  HP: 270   PP: 0       Off: 52       Def: 80    
Speed: 18  IQ: 7     Guts: 5     Exp: 2786     $$: 276
Drops: Chick (1/16)
Weakness: Freeze, Paralysis
Actions: Bite **                           (1/2)
         Bite with Poison Fangs * (Poison) (1/4)
         Coil and Attack (Hold)            (1/4)
Notes: This upgrade to the snake can be a pain with the poison, but 
 it's not a huge threat.  Fortunately, they'll only appear singly.

Noose Man
Field: A walking piece of rope
Battle: See above
Level: 26  HP: 237   PP: 0       Off: 47       Def: 52    
Speed: 18  IQ: 4     Guts: 5     Exp: 1990     $$: 220
Drops: Carton of Cream (1/8)
Weakness: Fire, Brainshock
Actions: Attack *    (3/4)
         Bind (Hold) (1/4)
Notes: This piece of animated rope isn't a huge threat on its own, but 
 it tends to attack in groups.  Even so, it's not a big deal...

Gigantic Ant
Field: A large yellow ant
Battle: See above
Level: 30  HP: 308   PP: 81      Off: 54       Def: 112   
Speed: 17  IQ: 6     Guts: 5     Exp: 3980     $$: 304
Drops: Double Burger (1/32)
Weakness: Fire, Freeze
Actions: Menacing Smile (X)
         Bite **
         PSI Magnet Alpha
         Paralysis Alpha
         Poison Stinger (Poison)
         Call for Help (Gigantic Ant)
Notes: A cousin of the Titanic Ant.  These are probably the more 
 nasty guys in the mine, and what you should avoid if you want enough 
 power to handle the moles.  If you face more than one, either run or 
 lay on the Freeze powers.

*Guardian Digger*
Field: A large gray mole
Battle: See above
Level: 32  HP: 386   PP: 110     Off: 59       Def: 129   
Speed: 17  IQ: 55    Guts: 21    Exp: 17301    $$: 1467
Weakness: Flash
Actions: Attack *           (1/3)
         Claw **            (1/6)
         Tear Into You ***  (1/6)
         Lifeup Alpha       (1/6)
         Shield Beta        (1/6)
Notes: Nasty, and you have to fight five of them.  They have high 
 defense, high attack power, and a power shield already activated.  
 You'll probably want to open up with a Freeze Gamma from Paula, and 
 not attack with a powerful attack unless you're sure you'll finish 
 him, or that it's weak enough that the retaliation won't be too much 
 trouble.

---

Talah Rama's Cave - After returning from Moonside, you'll head to 
this cave.  It's not big on the enemies.  You'll find Tough Mobile 
Sprouts and Struttin' Evil Mushrooms, but you should be deal with them 
very easily.

======================================

G. Fourside

The big city is a hotbed of activity.  Gigyas' control here has been 
in the form of the businessman, Geldegarde Monotoli.  He controls the 
city, the cops, everything.  There is a seriously dark side to this 
city, though, and it stems from the source of Monotoli's power.

---

City Outskirts - Like most towns, the enemies on the surface aren't too 
big a problem.  Also, like all of them, they appear on the edge of the 
city.

Annoying Reveler
Field: A man with a black mustache and a blue face
Battle: A man with a black mustache and a pink suit
Level: 31  HP: 288   PP: 0       Off: 58       Def: 77    
Speed: 17  IQ: 15    Guts: 50    Exp: 2373     $$: 268
Drops: Protein Drink (1/16)
Actions: Is Wobbly (X)
         Attack *
         Grumble About Today's Youth (Guts Down)
         Lecture (Guts Down)
Notes: The upgrade to the Annoying Old Party Man isn't much of an 
 upgrade.  No more than a nuisance.

Extra Cranky Lady
Field: A lady with a shopping bag and a blue face
Battle: A lady with a black coat and blonde hair
Level: 27  HP: 277   PP: 0       Off: 48       Def: 70    
Speed: 17  IQ: 32    Guts: 5     Exp: 3651     $$: 134
Drops: Handbag Strap (1/8)
Actions: Shopping Bag **
         Continuous Attack * (X2)
         Say Something Scary (Hold)
         Scowl Sharply (Guts Down)
Notes: Another human converted by Giygas.  She's got some power in 
 her shopping bag attack, but not much...

Crazed Sign
Field: A moving sign
Battle: See above
Level: 34  HP: 295   PP: 98      Off: 64       Def: 96    
Speed: 17  IQ: 11    Guts: 5     Exp: 3618     $$: 244
Drops: Big Bottle Rocket (1/64)
Weakness: Hypnosis
Actions: Attack *        (1/2)
         Hypnosis Alpha  (1/4)
         Paralysis Alpha (1/4)
Notes: This animated sign has the power of Paralysis, and that's one 
 of the few things that actually make him dangerous.

Mad Taxi
Field: A moving yellow taxi
Battle: See above
Level: 28  HP: 253   PP: 0       Off: 53       Def: 68    
Speed: 38  IQ: 8     Guts: 5     Exp: 2336     $$: 216
Drops: Xterminator Spray (1/128)
Weakness: Paralysis
Actions: Rev and Accelerate **
         Exhaust Fumes (All Cry)
Notes: Between his two attacks, the Taxi can be a pain to take down, so 
 you're best off avoiding it.

---

Fourside Department Store - Once you're finally allowed inside the 
 Dept. Store, the lights will go out and Paula will be captured.  Ness 
 and Jeff will need to fight their way to the top floor.

Musica
Field: A moving gift box
Battle: A guitar with eyes and legs
Level: 35  HP: 292   PP: 0       Off: 69       Def: 85    
Speed: 21  IQ: 8     Guts: 20    Exp: 3748     $$: 341
Drops: Sudden Guts Pill (1/128)
Actions: Attack *                        (1/4)
         Haunting Melody (All Sleep)     (1/4)
         Electrical Shock (Thunder Beta) (1/2)
Notes: This guitar has some nasty electrical powers.  You're best off 
 avoiding him, as well as most enemies in the Dept. Store.

Mystical Record
Field: A moving gift box
Battle: A record with a face
Level: 33  HP: 263   PP: 35      Off: 63       Def: 78    
Speed: 20  IQ: 7     Guts: 12    Exp: 2736     $$: 310
Drops: Pizza (1/64)
Actions: Attack *          (1/4)
         Charge Forward ** (1/2)
         Lifeup Alpha      (1/4)
Notes: Another kooky animated object in Giygas' lineup.  Its attacks 
 are pretty fierce, so avoid the enemies in the Dept. Store.

Scalding Coffee Cup
Field: A moving gift box
Battle: A coffee cup with coffee flying around
Level: 30  HP: 190   PP: 0       Off: 55       Def: 20    
Speed: 23  IQ: 1     Guts: 5     Exp: 2462     $$: 280
Drops: Cup of Coffee (1/2)
Actions: Steaming Hot Espresso ** (All)
Notes: The only attack the Cup has is the Espresso, which causes a 
 decent amount of damage.  Yet another reason to avoid the enemies in 
 the Dept. Store.

*Dept. Store Spook*
Field: A tentacled alien
Battle: A green tentacled alien
Level: 42  HP: 610   PP: 290     Off: 82       Def: 135   
Speed: 19  IQ: 62    Guts: 24    Exp: 24291    $$: 1648
Actions: PSI Fire Alpha   (1/6)
         PSI Freeze Alpha (1/3)
         Lifeup Alpha     (1/6)
         PSI Magnet Omega (1/6)
         Brainshock Alpha (1/6)
Notes: This is a member of one of the alien species under Giygas' 
 control, greatly skilled in psychic abilities.  If you got any Big 
 Bottle Rockets from the Arms Dealer in the store, use one on him, then 
 follow up with regular attacks.

---

Moonside - One might consider this place one of EarthBound's biggest 
claims to fame.  When you explore the back of Jackie's Cafe, you'll be 
taken to an incredibly trippy version of Fourside, filled with even 
more wacky monsters than you're used to...

Robo-pump
Field: A ball of fire
Battle: A gas pump with arms
Level: 36  HP: 431   PP: 0       Off: 70       Def: 113   
Speed: 19  IQ: 4     Guts: 5     Exp: 4797     $$: 349
Drops: Super Bomb (1/64)
Actions: 3 (X)
         2 (X)
         1 (X)
         Bomb **
         Replenish Fuel Supply (Max HP)
         Say Tick-tock (X)
Notes: This moving gas pump performs actions in the exact order listed, 
 starting with the countdown.  As you can probably guess, you're best 
 off demolishing it before the Bomb is thrown.

Dali's Clock
Field: A floating melting clock
Battle: See above
Level: 34  HP: 296   PP: 0       Off: 65       Def: 66    
Speed: 4   IQ: 4     Guts: 5     Exp: 2503     $$: 314
Drops: PSI Caramel (1/128)
Weakness: Hypnosis
Actions: Freeze Time       (3/4)
         Say Tick-tock (X) (1/4)
Notes: Salvador Dali's famous melting clock makes a cameo appearance 
 as an enemy.  Freeze Time allows the clock to get in a number of free 
 attacks before time starts up again.

Enraged Fire Plug
Field: A ball of fire
Battle: A fire hydrant with eyes
Level: 32  HP: 309   PP: 0       Off: 60       Def: 81    
Speed: 14  IQ: 4     Guts: 5     Exp: 4321     $$: 346
Drops: Sudden Guts Pill (1/128)
Weakness: Freeze, Brainshock
Actions: Attack *                (1/4)
         Blast of Water ** (All) (3/4)
Notes: Another kooky resident of Fourside, the Blast of Water can 
 hurt pretty darn good, so be ready for the pain if you fight it.

Abstract Art
Field: A floating painting
Battle: See above
Level: 35  HP: 301   PP: 60      Off: 67       Def: 79    
Speed: 19  IQ: 7     Guts: 7     Exp: 4361     $$: 255
Drops: Refreshing Herb (1/32)
Weakness: Paralysis
Actions: Attack *       (3/4)
         Hypnosis Alpha (1/4)
Notes: As far as I know, this strange painting does naught but attack, 
 so it's not that big of a problem...

*Evil Mani-Mani*
Field: A golden statue
Battle: A pink glowing statue
Level: 45  HP: 860   PP: 88      Off: 86       Def: 145   
Speed: 15  IQ: 80    Guts: 1     Exp: 28139    $$: 1852
Actions: Attack *                         (1/3)
         PSI Magnet Alpha                 (1/6)
         Paralysis Alpha                  (1/6)
         Pale Green Light (Neutralizer)   (1/6)
         Glorious Light (PSI Flash Gamma) (1/6)
Notes: The golden statue which you've seen in Onett and Happy Happy 
 Village will face off against you here in Moonside.  Giygas uses it 
 as a control and illusion device to control Monotoli.  Again, if you 
 have a Big Bottle Rocket, smack him down with it.  The Pale Green 
 Light acts the same as a Neutralizer.  See Tools if you don't know 
 what I'm on about.

---

Monotoli Building - After visiting Talah Rama, you'll be able to enter 
the upper floors of the Monotoli Building to rescue Paula.

Sentry Robot
Field: A robot with skimmer legs
Battle: See above
Level: 39  HP: 372   PP: 0       Off: 77       Def: 105   
Speed: 17  IQ: 4     Guts: 10    Exp: 5034     $$: 392
Drops: Big Bottle Rocket (1/64)
Actions: Say Tick-tock (X)
         Beam *
         Bottle Rocket **
         Call for Help (Sentry Robot)
Notes: There are a finite number of these robots in the building, and 
 many of them can be avoided.  The Bottle Rockets cause a good amount 
 of damage, so be ready to Lifeup.

*Clumsy Robot*
Field: A small robot with a big head and little legs
Battle: See above
Level: 46  HP: 962   PP: 0       Off: 88       Def: 137   
Speed: 83  IQ: 49    Guts: 30    Exp: 32378    $$: 2081
Actions: Clean the Area (X)
         Reapply a Bandage (X)
         Is Wobbly (X)
         Is Reeling (X)
         Want to Get a Battery (X)
         Lose Gear and Bolts (X)
         Eat a Bologne Sandwich (HP Max)
         Stumble and fire a Beam (Hold)
         Missile ***
Notes: The missile causes a HUGE amount of damage.  Of course, with a 
 larger number of do nothings than any other enemy, your odds are that 
 you'll get its HP down far enough.  Once you do so, you'll get some 
 outside help.

---

Sewers to Magnet Hill - After picking up Poo in Summers, and getting 
Venus' autograph at the Topolla Theater, you can head below Fourside 
and take on the nasty nasties in the sewers.  Yes, this is technically 
out of order, but I don't feel like making a separate Fourside section 
just for this.

Stinky Ghost
Field: A walking trash can
Battle: A thin yellow ghost coming out of a trash can
Level: 46  HP: 444   PP: 0       Off: 90       Def: 179   
Speed: 18  IQ: 7     Guts: 4     Exp: 13179    $$: 541
Drops: Large Pizza (1/64)
Weakness: Fire, Flash, Hypnosis, Paralysis
Actions: Big Grin (X)
         Attack *
         Terrible Odor (Off Down)
         Possess (Possession)
Notes: Much like the Smelly Ghost, particularly in terms of the high 
 defense.  Take them out last in a ruckus.

Deadly Mouse
Field: A mouse with a red nose
Battle: A brown and dirty mouse
Level: 38  HP: 416   PP: 0       Off: 63       Def: 98    
Speed: 18  IQ: 13    Guts: 225   Exp: 9225     $$: 406
Drops: Rust Promotor DX (1/64)
Weakness: Fire
Actions: Bite *                            (3/4)
         Bite with Poison Fangs * (Poison) (1/4)
Notes: Like the Rowdy Mouse, this rodent has a really high Guts level, 
 so many of its attacks will be SMAAAAAASHes.  Take care...

Filthy Attack Roach
Field: A sizable bug
Battle: A purple roach
Level: 42  HP: 399   PP: 0       Off: 84       Def: 33    
Speed: 77  IQ: 24    Guts: 9     Exp: 10543    $$: 432
Drops: Secret Herb (1/16)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Knit Brow (X)
         Attack *
         Continuous Attack * (X2)
         Spread Wings (Hold)
Notes: The least of the threats in the sewers is this bug.  Low 
 defense and nothing special in the way of attacks helps this...

Plague Rat of Doom
Field: A shining spot
Battle: A giant rat with a big grin
Level: 47  HP: 1827  PP: 60      Off: 71       Def: 180   
Speed: 19  IQ: 45    Guts: 250   Exp: 115272   $$: 4464
Actions: Grin (X)                           (1/6)
         Attack **                          (1/2)
         Bite ***                           (1/6)
         Bite with Poison Fangs ** (Poison) (1/6)
Notes: Yeah, that's all this overgrown and sadistic rat can do to you, 
 but like the Rowdy and Deadly Mouses, they have high Guts, so they 
 SMAAASH a lot.  Very dangerous.  Hit it with your hardest Bottle 
 Rockets and PSI as soon as possible.  Defeat him to gain access to 
 the fifth Your Sanctuary, Magnet Hill.

======================================

H. Winters (pt. 2)

After rescuing Paula in the Monotoli Building, the gang heads up to 
Winters to reprogram the Sky Runner to take them to Summers.  While 
there, you'll visit the Your Sanctuary in the area.

---

Stonehenge Area - In addition to the Cave Boys, the following now run 
around ruins...

Mighty Bear Seven
Field: A blue bear
Battle: See above
Level: 42  HP: 367   PP: 0       Off: 85       Def: 76    
Speed: 11  IQ: 4     Guts: 1     Exp: 8884     $$: 440
Drops: Super Plush Bear (1/128)
Actions: Attack * (1/2)
         Bite **  (1/4)
         Claw *** (1/4)
Notes: An upgrade to the original Mighty Bear, which makes it pretty 
 nasty, but nothing really special to mention.

---

Cave of Rainy Circle - In anticipation for a stronger opposition, the 
weaklings in this cave have taken an upgrade.  Fortunately, you enter 
this area sitting right on top of the Shining Spot.

Arachnid!
Field: A sizable bug
Battle: A yellow spider
Level: 32  HP: 216   PP: 0       Off: 61       Def: 30    
Speed: 23  IQ: 0     Guts: 3     Exp: 4933     $$: 296
Drops: Jar of Hot Sauce (1/8)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Attack *                (1/2)
         Spider Silk (Hold)      (1/4)
         Poison Stinger (Poison) (1/4)
Notes: Does all things that a spider can.  Not a particularly dangerous 
 foe, though.

Strong Crocodile
Field: A walking crocodile
Battle: A blue-green crocodile
Level: 43  HP: 417   PP: 0       Off: 85       Def: 131   
Speed: 17  IQ: 6     Guts: 5     Exp: 10122    $$: 495
Drops: Super Bomb (1/64)
Actions: Edge Closer (X)
         Attack *
         Swing Tail Hard **
         Bite ***
Notes: The nasty croc is back, and he's more than Plain, he's Strong.  
 Powerful attacks and a decent defense make this guy a tough customer.

Elder Batty
Field: A bat
Battle: A yellow bat
Level: 35  HP: 294   PP: 0       Off: 66       Def: 72    
Speed: 33  IQ: 4     Guts: 8     Exp: 4177     $$: 371
Drops: Double Burger (1/32)
Weakness: Paralysis, Brainshock
Actions: Attack *
         Bite **
         Become Friendly and Affectionate (Hold)
         Size Up the Situation (Batty Feels Strange)
Notes: Elder doesn't mean wiser, since these weak little Batties still 
 come after you with a vengeance, yet they won't stand up to much 
 punishment.

Shrooom!
Field: A shining spot
Battle: A large mushroom with a face
Level: 48  HP: 1700  PP: 112     Off: 95       Def: 154   
Speed: 18  IQ: 72    Guts: 32    Exp: 96323    $$: 4086
Weakness: Fire
Actions: Attack *                            (1/6)
         Lifeup Alpha                        (1/6)
         Scatter Spores (Poison)             (1/6)
         Scatter Spores (Mushroomize)        (1/3)
         Disrupt Senses (Lose Concentration) (1/6)
Notes: This gigantic version of the most annoying enemy, the mushroom, 
 will get on your nerves.  Shake and bake him quickly before he gets 
 too many shrooms on your collective heads...

======================================

I. Summers

This resort town is a peaceful place.  You won't find very many 
enemies here at all, and those that you do are relatively simple to 
defeat.

---

Summers Streets - Although peaceful, enemies do exist here.  In 
addition to the following, you'll find Mad Taxis and Crazed Signs.

Tough Guy
Field: A blue-faced blonde guy with a Hawaiian shirt
Battle: See above, only without the blue face
Level: 37  HP: 342   PP: 0       Off: 72       Def: 92    
Speed: 18  IQ: 16    Guts: 20    Exp: 9310     $$: 525
Drops: Chick (1/4)
Actions: Come Out Swinging *  (3/4)
         Lose Temper (Off Up) (1/4)
Notes: This is the guy that kicks sand on you at the beach.  Yup.  
 Fortunately, he's picking on the wrong kids.  Teach him a lesson.

Overzealous Cop
Field: A blue-faced Captain Strong look-alike
Battle: A cop with a purple coat and a mustache
Level: 36  HP: 325   PP: 0       Off: 69       Def: 75    
Speed: 18  IQ: 16    Guts: 7     Exp: 7448     $$: 420
Drops: Double Burger (1/32)
Actions: Come Out Swinging *
         Submission Hold **
         Guard
         Lose Temper (Off Up)
Notes: Apparently it's so boring here, the cops pick on whoever they 
 want, including delinquent kids like yourself.  Show them your own 
 sense of brutality.
 
Shattered Man
Field: A moving casket
Battle: A brown mummy
Level: 51  HP: 694   PP: 0       Off: 104      Def: 138   
Speed: 18  IQ: 38    Guts: 25    Exp: 44690    $$: 2630
Drops: Mummy Wrap (1/2)
Weakness: Paralysis
Actions: Attack *
         Lunge Forward ***
         Icy Hand (Hold)
         Hug (Hold)
Notes: There are only two of these guys in the Scaraba Cultural Museum, 
 and you'll face them one at a time after Poo gives his Ruby to the 
 guard.  Use your most powerful PSI on them to deal with them quickly.

*Kraken*
Field: A large green sea snake with a big mouth and no eyes
Battle: See above
Level: 54  HP: 1097  PP: 176     Off: 105      Def: 166   
Speed: 21  IQ: 32    Guts: 1     Exp: 79267    $$: 3049
Actions: Breathe Fire (PSI Fire Beta)          (1/3)
         Crashing Boom Bang (PSI Thunder Beta) (1/6)
         Tornado ***                           (1/6)
         PSI Flash Beta                        (1/6)
         Pale Green Light (Neutralizer)        (1/6)
Notes: The terror of the seas between Summers and Scaraba.  The Kraken 
 is a standalone boss, so go in full power and hit him full power.  His 
 first two attacks are very similar to the PSI counterparts in 
 parentheses, but they don't use PP, so the Kraken can use them 
 indefinitely.

======================================

J. Dalaam

This peaceful Eastern country has no monsters in the town itself, but 
there's a small cave guarded by rabbit statues that has many strange 
monsters behind it.

---

Cave of Pink Cloud - The sixth Your Sanctuary area is accessible after 
you get the Carrot Key from Magnet Hill.  There are enemies in here 
both strange and/or electrical, so make sure you take the Franklin 
Badge with you in here.  I suggest giving it to Paula, but that's just 
me.

Thunder Mite
Field: A floating ball of electricity
Battle: A cloud with eyes and a lightning bolt
Level: 43  HP: 293   PP: 200     Off: 85       Def: 83    
Speed: 20  IQ: 8     Guts: 13    Exp: 10798    $$: 430 
Drops: Bottle of Water (1/32)
Weakness: Fire, Freeze
Actions: PSI Thunder Alpha
         PSI Thunder Beta
Notes: This living cloud has nothing but shocking on his mind.  If you 
 meet one of these in a group, kill it first, as Thunder can 
 potentially cause a lot of damage.

Tangoo
Field: A floating ball of electricity
Battle: A snaky type guy with a flute
Level: 48  HP: 371   PP: 5       Off: 96       Def: 99    
Speed: 19  IQ: 16    Guts: 20    Exp: 14718    $$: 572 
Drops: Snake (1/8)
Weakness: Flash
Actions: Attack *                         (1/4)
         Breathe In Through Flute (Sleep) (1/2)
         Poison Flute (Poison)            (1/4)
Notes: This strange fellow isn't as big of a threat as the other guys 
 in this cave.  The flute can cause status ailments.

Kiss of Death
Field: A floating ball of electricity
Battle: A pair of red lips
Level: 46  HP: 333   PP: 0       Off: 91       Def: 100   
Speed: 19  IQ: 16    Guts: 7     Exp: 10354    $$: 528 
Drops: Jar of Delisauce (1/64)
Weakness: Hypnosis
Actions: Attack *               (3/4)
         Kiss of Death (Poison) (1/4)
Notes: This strange pair of lips will poison you with its Kiss of 
 Death, but it's not a big threat at all.

Conducting Menace
Field: A floating ball of electricity
Battle: A skeleton glowing purple
Level: 52  HP: 445   PP: 238     Off: 107      Def: 107   
Speed: 20  IQ: 8     Guts: 5     Exp: 14792    $$: 574
Drops: Bottle of Water (1/32)
Actions: PSI Flash Alpha
         PSI Flash Beta
         PSI Thunder Alpha
         PSI Thunder Beta
Notes: This guy is indeed the menace of this cave.  Some nasty PSI 
 should make him the first target in a fight.  Be wary.

*Thunder & Storm*
Field: A shining spot
Battle: A white wind guy with a yellow thunder guy
Level: 56  HP: 2065  PP: 70      Off: 111      Def: 178   
Speed: 21  IQ: 55    Guts: 35    Exp: 129026   $$: 4736
Actions: Deep Breaths (X)
         Attack *
         Intertwine ***
         Storm (PSI Flash Beta)
         Crashing Boom Bang (PSI Thunder Beta)
Notes: This embodiment of the wrath of the heavens is nasty if you 
 don't have the power to take them out quickly.  Have Paula and Poo use 
 their Freeze powers in hopes of freezing them solid so they'll miss a 
 turn.  Usually, they'll take deep breaths just after intertwining, so 
 use that time to heal from the massive damage.

======================================

K. Scaraba

This desert country has plenty of action, as advertised.  In addition 
to desert-like enemies, you'll also find some of Giygas' cronies 
buzzing around here.

---

South of Scaraba - Although the city itself is perfectly safe, past the 
main gates you'll find lots of monsters on your road to the Pyramid.

High-Class UFO
Field: Circling UFO
Battle: A pink flying saucer
Level: 47  HP: 433   PP: 72      Off: 93       Def: 103   
Speed: 60  IQ: 24    Guts: 15    Exp: 12385    $$: 456 
Drops: Skip Sandwich DX (1/32)
Weakness: Fire, Brainshock
Actions: Beam **                             (1/2)
         PSI Shield Alpha                    (1/4)
         Disrupt Senses (Lose Concentration) (1/4)
Notes: This UFO has developed a personality to think he's better than 
 other UFOs.  In a sense, he is, as far as combat capabilities.  Note 
 that he'll already have a PSI Shield up, in addition to be able to 
 cast it.

Great Crested Booka
Field: A yellow-striped lizard
Battle: A purple lizard thing
Level: 49  HP: 452   PP: 0       Off: 100      Def: 110   
Speed: 20  IQ: 40    Guts: 28    Exp: 16365    $$: 604 
Drops: Beef Jerky (1/64)
Weakness: Hypnosis
Actions: Grin (X)
         Attack *
         Charge Forward **
         War Cry (Off/Def Down)
Notes: This stronger Booka isn't a big threat, but it can hurt you if 
 you don't take care of him.

Dread Skelpion
Field: A scorpion
Battle: A purple scorpion
Level: 41  HP: 214   PP: 125     Off: 82       Def: 57    
Speed: 40  IQ: 8     Guts: 88    Exp: 9908     $$: 609
Drop: Ketchup Packet (1/8)
Weakness: Fire, Freeze, Hypnosis
Actions: Attack *
         PSI Thunder Beta
         Poison Stinger (Poison)
Notes: Who knows how these guys got Thunder powers.  Just take care of 
 them before they can poison you or get out the Thunder.

Master Criminal Worm
Field: A red caterpillar
Battle: See above
Level: 37  HP: 377   PP: 300     Off: 73       Def: 40    
Speed: 136 IQ: 0     Guts: 0     Exp: 82570    $$: 0   
Actions: PSI Fire Alpha (3/4)
         PSI Fire Beta  (1/4)
Notes: An upgrade to the Criminal Caterpillar.  These guys run at first 
 sight, so chase them down to get the large exp load from them.  
 They're very rare.  If you can't find one when exploring the Scaraba 
 deserts, just enter a building (like the Pyramid) and come back out.

---

Pyramid - The passages of the ancient Pyramid are teeming with 
infestations and ancient guardians.  It's a tough run, but it's 
doable.

Guardian Heiroglyph
Field: A black outline of a walking jackal
Battle: See above
Level: 48  HP: 470   PP: 126     Off: 94       Def: 106   
Speed: 20  IQ: 38    Guts: 20    Exp: 13064    $$: 470 
Drops: Pharaoh's Curse (1/16)
Weakness: Fire, Hypnosis
Actions: PSI Flash Alpha
         PSI Thunder Alpha
         PSI Thunder Beta
         Hacking Cough (Cold)
Notes: The ancient heiroglyphs jump right off the wall and attack.  
 This one attacks mostly with PSI, so make sure you have the Franklin 
 Badge.

Lethal Asp Heiroglyph
Field: A black outline of a snake
Battle: See above
Level: 46  HP: 458   PP: 0       Off: 89       Def: 94    
Speed: 21  IQ: 36    Guts: 5     Exp: 11321    $$: 625 
Drops: Pharaoh's Curse (1/32)
Weakness: Freeze, Paralysis, Hypnosis
Actions: Bite **                (3/4)
         Coil and Attack (Hold) (1/4)
Notes: This heiroglyph is less of a threat than the Guardian, but the 
 bite hurts good.

Petrified Royal Guard
Field: A moving casket
Battle: A yellow guard made out of stone
Level: 53  HP: 573   PP: 0       Off: 106      Def: 173   
Speed: 12  IQ: 5     Guts: 5     Exp: 19163    $$: 628
Drops: Sudden Guts Pill (1/32)
Weakness: Paralysis
Actions: Come Out Swinging **   (1/2)
         Charge Forward ***     (1/4)
         War Cry (Off/Def Down) (1/4)
Notes: This rocky fella is a tough customer, particularly due to his 
 high defense.  If you get stuck with another enemy besides him, use 
 Paralysis to effectively get rid of him.

Fierce Shattered Man
Field: A walking mummy
Battle: A pink mummy
Level: 50  HP: 516   PP: 0       Off: 101      Def: 116   
Speed: 12  IQ: 4     Guts: 5     Exp: 17423    $$: 577 
Drops: Mummy Wrap (1/2)
Weakness: Paralysis
Actions: Attack **
         Continuous Attack * (X2)
         Big Hug (Hold)
         Icy Hand (Hold)
Notes: This mummy (or daddy) isn't a big threat, but he has some 
 decent physical attacks, making him a good middle of the road bad 
 guy.

Arachnid!!!
Field: A sizable bug
Battle: A purple spider
Level: 45  HP: 344   PP: 0       Off: 87       Def: 86    
Speed: 20  IQ: 0     Guts: 4     Exp: 10449    $$: 412 
Drops: Beef Jerky (1/32)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Attack *                (1/2)
         Spider Silk (Hold)      (1/4)
         Poison Stinger (Poison) (1/4)
Notes: Not much different from his palette-swapped cousin, except in 
 higher stats.  He's more of a nuisance than anything.

*Guardian General*
Field: A coffin
Battle: A purple guard made out of stone
Level: 55  HP: 831   PP: 6       Off: 109      Def: 214   
Speed: 21  IQ: 7     Guts: 1     Exp: 95390    $$: 3235
Actions: Attack *                             (1/3)
         Come Out Swinging **                 (1/6)
         Charge Forward ***                   (1/6)
         War Cry (Off/Def Down)               (1/6)
         Make Something Spin Around (PP Down) (1/6)
Notes: You'll find this guy's coffin guarding a doorway in the depths 
 of the Pyramid.  His good defense prevents him from too much physical 
 damage, so use PSI.

---

Southern Desert - Once you pass the Pyramid, you'll emerge on the 
surface to a bunch of bad guys.  In addition to those below, you'll 
find High Class UFOs, Great Crested Bookas, and Master Criminal Worms.

Marauder Octobot
Field: A spinning blue diamond
Battle: A gray sphere with tentacles
Level: 49  HP: 482   PP: 0       Off: 99       Def: 121   
Speed: 23  IQ: 24    Guts: 8     Exp: 14475    $$: 499 
Weakness: Fire
Actions: Beam **                (1/2)
         Coil and Attack (Hold) (1/4)
         Steal                  (1/4)  
Notes: This is the scouter version of a series of Giygas' Octobots.  
 They're mainly used for attack purposes.

Beautiful UFO
Field: Circling UFO
Battle: A pink UFO with a bow
Level: 44  HP: 339   PP: 15      Off: 86       Def: 87    
Speed: 59  IQ: 71    Guts: 1     Exp: 8257     $$: 426 
Drops: Vial of Serum, Protein Drink (1/32)
Weakness: Brainshock
Actions: Beam *        (3/4)
         Lifeup Alpha  (1/4)
Notes: Convinced that he/she's the most beautiful UFO ever.  This UFO 
 dons a bow.  Unfortunately for them, they're not good fighters.  Just 
 a little bit of Lifeup PSI to set them apart...

---

Dungeon Man - Inside Dungeon Man, you'll meet several enemies.  Most 
you've seen before: Mystical Record, Worthless Protoplasm, Scalding 
Coffee Cup.  You'll also find Lesser Mooks on the second floor.  I'll 
cover them in the Winters pt. 3 section.

======================================

L. Deep Darkness

A large amount of enemies await you in the swamp, as well as a familiar 
face.  With the amount of different enemies, there's a chance you won't 
face off against all of them.

---

The Swamp - See above.  There's really only one area to the Deep 
Darkness.

Zap Eel
Field: A small green eel
Battle: See above
Level: 48  HP: 370   PP: 0       Off: 97       Def: 93    
Speed: 29  IQ: 8     Guts: 5     Exp: 12170    $$: 611 
Weakness: Fire
Actions: Electrical Shock (PSI Thunder Beta)
Notes: This eel patrols the waters of the swamp.  They only have one 
 attack, so take them out quick before they can be a pain.

Hard Crocodile
Field: A walking crocodile
Battle: A pink crocodile
Level: 55  HP: 522   PP: 0       Off: 110      Def: 128   
Speed: 23  IQ: 4     Guts: 10    Exp: 19484    $$: 692 
Drops: Super Plush Bear (1/64)
Weakness: Fire
Actions: Attack *      (1/2)
         Swing Tail ** (1/4)
         Bite ***      (1/4)
Notes: The ultimate crocodile, and as well defended as the last ones 
 were.  Be prepared for a lot of damage when fighting one.

Hostile Elder Oak
Field: A moving tree
Battle: A tree with a face and purple leaves
Level: 59  HP: 609   PP: 76      Off: 134      Def: 146   
Speed: 14  IQ: 5     Guts: 11    Exp: 17567    $$: 690 
Drops: Viper (1/8)
Weakness: Fire
Actions: Attack *         (1/2)
         PSI Magnet Alpha (1/4)
         Brainshock Alpha (1/4)
Notes: This is an upgrade to the Territorial Oak.  They aren't that 
 big a problem to beat up, but they burst into flames once killed and 
 they damage your party severely.  Take them out last in a group fight.

Demonic Petunia
Field: A large red and yellow flower with eyes
Battle: See above
Level: 50  HP: 478   PP: 0       Off: 102      Def: 111   
Speed: 26  IQ: 9     Guts: 5     Exp: 15171    $$: 724 
Weakness: Fire
Actions: Edge Closer (X)               (1/2)
         Extinguishing Blast *** (All) (1/4)
         Pollen (Numbness)             (1/4)
Notes: Most of the Petunia's attacks are edging closer, but when it 
 does attack, look out.  The Blast is nasty, and being Numb is no fun.

Pitbull Slug
Field: A small bug
Battle: A pink slug
Level: 39  HP: 217   PP: 11      Off: 79       Def: 77    
Speed: 2   IQ: 7     Guts: 5     Exp: 9994     $$: 543 
Drops: Salt Packet (1/4)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Attack *                      (1/2)
         Hypnosis Alpha                (1/4)
         Vaccuum Attack (Off/Def Down) (1/4)
Notes: This sluggy is not much more of a threat than the Attack Slugs 
 of old.  They start battle not being able to cast PSI, but regain 
 concentration after four rounds of battle.

Manly Fish
Field: A walking fish
Battle: A walking green fish
Level: 42  HP: 500   PP: 0       Off: 83       Def: 114   
Speed: 22  IQ: 20    Guts: 9     Exp: 15826    $$: 624 
Drops: Beef Jerky (1/32)
Actions: Spear *
Notes: This anthropomorphic fish doesn't have much claim to fame 
 besdies his spear.

Manly Fish's Brother
Field: A walking fish
Battle: A walking purple fish
Level: 56  HP: 526   PP: 210     Off: 114      Def: 123   
Speed: 24  IQ: 24    Guts: 11    Exp: 15970    $$: 686 
Drops: Horn of Life (1/128)
Actions: PSI Freeze Beta
         Healing Omega
         Hypnosis Alpha
         Paralysis Alpha
Notes: Yeah, you can take down the fish, but can you stand up to his 
 big brother?  He's definitely a serious threat, and he usually shows 
 up with the original.  He uses nothing but PSI, which can seriously 
 put a cramp in your day.

Big Pile of Puke
Field: A large pile with a face
Battle: A large brown pile with a face
Level: 57  HP: 631   PP: 0       Off: 120      Def: 158   
Speed: 16  IQ: 32    Guts: 26    Exp: 19659    $$: 728 
Drops: Meteotite (1/64)
Actions: Attack *
         Sticky Mucus (Hold)
         Stinky Breath (All Cry)
         Nauseating Breath (Nausea)
Notes: He's a lot like Belch, only there's an indefinite number of 
 him.  No big problems here, besides the frustration that comes from 
 uncontrollable crying.

Even Slimier Little Pile
Field: A small pile
Battle: A small purple pile
Level: 49  HP: 326   PP: 0       Off: 103      Def: 101
Speed: 22  IQ: 39    Guts: 9     Exp: 15075    $$: 579
Drops: Multi Bottle Rocket (1/32)
Weakness: Paralysis
Actions: Attack *
         Sticky Mucus (Hold)
         Stinky Breath (All Cry)
         Call for Help (Even Slimier Little Pile)
Notes: Gee, are we seeing a pattern of piles here?  There's not much 
 to separate this from other piles, though.

*Master Barf*
Field: A large pink pile with a face
Battle: See above
Level: 60  HP: 1319  PP: 0       Off: 136      Def: 177
Speed: 24  IQ: 64    Guts: 39    Exp: 125056   $$: 3536
Drops: Casey Bat (1/1)
Actions: Continuous Attack * (X2)                (1/3)
         Stinky Breath (All Cry)                 (1/6)
         Nauseating Breath (Nausea)              (1/3)
         Call for Help (Even Slimier Little Pile (1/6)
Notes: Yes, Belch is back, and he's changed his name to Barf!  Drown 
 to death in puke, he says!  You should say "Bring it on!"  Hit him 
 with the powerful attacks and PSI.  Once you get him down real low, 
 your old friend Poo will come back and demonstrate his newest power.

======================================

M. Winters (pt. 3) and Stonehenge Base

Your return to Winters comes after learning of the capture of Apple 
Kid.  You'll find it to be overrun by Giygas' toadies.  It's a big 
mess.

---

Fields of Winters - You can actually face off against these guys 
anytime after you first visit to Summers.

Lesser Mook
Field: A spinning blue diamond
Battle: A pink tentacled alien
Level: 39  HP: 401   PP: 190     Off: 76       Def: 102
Speed: 17  IQ: 16    Guts: 7     Exp: 7640     $$: 467
Drops: PSI Caramel (1/64)
Weakness: Fire, Hypnosis
Actions: PSI Freeze Alpha
         PSI Freeze Beta
         Hypnosis Alpha
         Glare with Eerie Eyes (Diamondize)
Notes: This Mook is another member of the race the same as the Dept. 
 Store Spook.  It's not as strong, but it's a normal enemy, so it's a 
 pain to take down.  Aim for him first in any fight.

Whirling Robo
Field: A spinning blue diamond
Battle: A blue round robot with two arms
Level: 39  HP: 374   PP: 36      Off: 78       Def: 90
Speed: 18  IQ: 12    Guts: 5     Exp: 5782     $$: 256
Drops: Meteotite (1/128)
Weakness: Freeze
Actions: Beam *
         Shield Alpha
         Cold Beam (Cold)
         Neutralizer
Notes: This upgrade to the Spinning Robo spins many times faster.  The 
 Shield makes it tough to remove from battle, so take down these guys 
 last in a multiple enemy fracas.

Wooly Shambler
Field: A spinning blue diamond
Battle: A pink-shrouded red-eyed alien
Level: 40  HP: 391   PP: 140     Off: 81       Def: 91
Speed: 18  IQ: 63    Guts: 5     Exp: 5397     $$: 458
Drops: Multi Bottle Rocket (1/64)
Actions: Beam *           (1/2)
         PSI Flash Alpha  (1/4)
         PSI Shield Alpha (1/4)
Notes: This shrouded phantasm isn't a huge threat, but the Flash can 
 be a pain.

---

Stonehenge Base - The gathering place of UFOs, Stonehenge is Giygas' 
base of operations in this point in history.  His army of Starmen are 
here, doing his bidding.

Mook Senior
Field: A spinning blue diamond
Battle: An orange tentacled alien
Level: 54  HP: 501   PP: 700     Off: 108      Def: 122
Speed: 25  IQ: 16    Guts: 7     Exp: 21056    $$: 715
Drops: PSI Caramel (1/32)
Weakness: Fire, Hypnosis
Actions: PSI Fire Alpha
         PSI Freeze Beta
         Lifeup Alpha
         Glare With Eerie Eyes (Diamondize)
Notes: Definitely more of a pain than the Lesser Mooks, largely due to 
 their relatively large HP count, which means kills in one round don't 
 come often, leaving them open for attack.

Starman
Field: A gray humanoid robot (Starman)
Battle: See above
Level: 55  HP: 545   PP: 155     Off: 103      Def: 126
Speed: 24  IQ: 16    Guts: 25    Exp: 23396    $$: 720
Drops: Brain Food Lunch (1/128)
Actions: Beam **          (1/3)
         PSI Magnet Alpha (1/6)
         Shield Alpha     (1/6)
         Guard            (1/6)
         Sudden Guts Pill (1/6)
Notes: The rank and file soliders of Giygas' army.  These boys warp 
 around the area, and they're very easy to get behind when they do so.

Atomic Power Robot
Field: A spinning blue diamond
Battle: A gray globular robot with hoses
Level: 56  HP: 594   PP: 0       Off: 119      Def: 133
Speed: 25  IQ: 12    Guts: 8     Exp: 26937    $$: 730
Drops: Super Bomb (1/16)
Actions: Beam *                         (1/4)
         Replenish Fuel Supply (Max HP) (3/4)
Notes: This robot is responsible for maintenance in the base.  It's 
 body contains a rather limitless fuel supply, and it tends to use 
 that more often than not.  You should still save them until last in 
 tussles, since they explode, damaging your party.

Starman Super
Field: A gray humanoid robot (Starman)
Battle: A yellow humanoid robot
Level: 56  HP: 568   PP: 310     Off: 112      Def: 129
Speed: 24  IQ: 16    Guts: 25    Exp: 30145    $$: 735
Drops: Sword of Kings (1/128)
Actions: Beam **                 (1/3)
         Healing Omega           (1/6)
         PSI Shield Beta         (1/6)
         Guard                   (1/6)
         Call for Help (Starman) (1/6)
Notes: This is an upgraded version of the Starman line, with great 
 healing powers and an ability to call for help from other Starmen.  
 Of course, the SS is very special, as 1 out of every 128 has the 
 Sword of Kings for Poo.  Also, in addition to being able to use PSI 
 Shield, the SS will already have one up at the beginning of battle.

Military Octobot
Field: A spinning blue diamond
Battle: A yellow sphere with tentacles
Level: 61  HP: 604   PP: 0       Off: 138      Def: 147
Speed: 26  IQ: 18    Guts: 8     Exp: 25607    $$: 637
Drops: Meteotite (1/128)
Weakness: Fire
Actions: Beam *                 (1/2)
         Coil and Attack (Hold) (1/4)
         Steal                  (1/4)
Notes: Much like the Marauder Octobot, only built for station defense.

*Starman Deluxe*
Field: A grey Starman with spikes
Battle: See above
Level: 65  HP: 1400  PP: 418     Off: 143      Def: 186
Speed: 27  IQ: 21    Guts: 43    Exp: 160524   $$: 3827
Actions: Beam **                                (1/3)
         PSI Starstorm Alpha                    (1/6)
         PSI Shield Beta                        (1/6)
         Call for Help (Starman, Starman Super) (1/3)
Notes: The commander of Stonehenge Base.  This is a prototype for a 
 new Starman line.  The Starstorm, as you'll find out, is brutal on 
 the receiving end.  Make sure you use Jeff's Neutralizer to start 
 with so you don't have PSI attacks reflected back at you.

======================================

N. Tenda Village

Once you take care of the Stonehenge Base and cure the Tendas of their 
shyness, you can head down under the village.

---

Cave to Lumine Hole - Under the village, you'll find the passage to 
the seventh Your Sanctuary, not to mention a loooong hole that'll 
deposit you in the Lost Underworld.

Fobby
Field: A small walking sphere guy
Battle: An orange sphere guy
Level: 48  HP: 240   PP: 19      Off: 98       Def: 84
Speed: 5   IQ: 3     Guts: 5     Exp: 18348    $$: 620
Drops: PSI Caramel (1/32)
Weakness: Fire, Freeze, Paralysis, Brainshock
Actions: Attack *
         PSI Magnet Alpha
         Brainshock Alpha
         HP-Sucker
Notes: A somewhat stronger cousin of the Foppy, which isn't saying 
 much.  Like Foppies, these guys can't concentrate until after four 
 rounds have passed.

Uncontrollable Sphere
Field: A floating sphere with a smile
Battle: A black sphere with a smile
Level: 56  HP: 577   PP: 180     Off: 116      Def: 134
Speed: 27  IQ: 15    Guts: 5     Exp: 20389    $$: 796
Drops: Broken Antenna (1/128)
Weakness: Fire, Hypnosis
Actions: Attack *
         PSI Fire Alpha
         PSI Fire Beta
         Laugh (Hold)
Notes: This rather insane sphere is a lot tougher than the original 
 Smilin' Sphere, but it's worth fighting them to see if you can earn 
 a Broken Antenna, which can be repaired to be the Gaia Beam.

Conducting Spirit
Field: A floating ball of electricity
Battle: A skeleton glowing yellow
Level: 59  HP: 587   PP: 329     Off: 130      Def: 139
Speed: 26  IQ: 8     Guts: 5     Exp: 30390    $$: 804
Drops: Brain Food Lunch (1/128)
Actions: PSI Flash Alpha
         PSI Flash Beta
         PSI Thunder Beta
         PSI Thunder Gamma
Notes: This shocking being has really nasty electricity-related powers, 
 like his cousin, the Menace.  He should be your first target in a 
 scrap.

Hyper Spinning Robo
Field: A spinning blue diamond
Battle: A white round robot with two arms
Level: 56  HP: 553   PP: 83      Off: 122      Def: 130
Speed: 28  IQ: 12    Guts: 5     Exp: 28866    $$: 756
Drops: Meteotite (1/128)
Weakness: Freeze
Actions: Beam *                              (1/2)
         Shield Beta                         (1/4)
         Disrupt Senses (Lose Concentration) (1/4)
Notes: Not much is special about this upgrade to the Spinning Robo 
 line, except its ability to erect a power shield as opposed to a 
 normal one.

*Electro Specter*
Field: A shining spot
Battle: A blocky gray metal robot
Level: 67  HP: 3092  PP: 80      Off: 148      Def: 203
Speed: 29  IQ: 56    Guts: 47    Exp: 261637   $$: 6564
Actions: Electrical Shock (PSI Thunder Beta) (1/2)
         Hungry HP-Sucker                    (1/6)
         Shield Killer                       (1/6)
         Neutralizer                         (1/6)
Notes: As you can see, the Electro Specter was pieced together from 
 many tools and animated by Giygas.  It's actually not as big of a 
 problem as the other Sanctuary guardians, particularly if you've 
 loaded Jeff down with Multi Bottle Rockets.

======================================

O. Lost Underworld

This strange place that time forgot makes one seem quite small, 
particularly with all the huge dinosaurs stomping around.  Ness' 
quest will reach a critical turning point in this place, as he 
strives for the final Your Sanctuary.

---

Plains of the Lost Underworld - If you're not "outside" of the cage 
erected by the Tenda, you're in danger of being attacked by these big 
guys.

Wetnosaur
Field: A green dinosaur
Battle: See above
Level: 59  HP: 1030  PP: 0       Off: 126      Def: 172
Speed: 17  IQ: 16    Guts: 2     Exp: 33098    $$: 745
Drops: Luxury Jerky (1/64)
Weakness: Fire
Actions: Stomp *
         Bite **
         Tail ***
         Rumble (?)
Notes: This dinosaur seems a bit more docile than the Chomposaur.  I'm 
 not quite sure what the Rumble does, but it never worked on me, so I 
 suggest not worrying about it.

Ego Orb
Field: A yellow sphere with a face
Battle: See above
Level: 58  HP: 592   PP: 0       Off: 125      Def: 140
Speed: 17  IQ: 8     Guts: 1     Exp: 24180    $$: 836
Drops: Skip Sandwich DX (1/16)
Weakness: Freeze
Actions: Attack *          (1/2)
         Tear Into You **  (1/4)
         Lunge Forward *** (1/4)
Notes: This giant globe is the easiest enemy to take down in this 
 place.  Nothing but physical attacks, regardless of how damaging they 
 are, can be healed easily.

Chomposaur
Field: A purple dinosaur
Battle: See above
Level: 62    HP: 1288  PP: 320     Off: 139      Def: 183
Speed: 17    IQ: 16    Guts: 3     Exp: 44378    $$: 896
Drops: Magic Fry Pan
Actions: Stomp *        (1/6)
         Tail **        (1/6)
         PSI Fire Alpha (1/6)
         PSI Fire Beta  (1/3)
         PSI Fire Gamma (1/6)
Notes: The terror of the Lost Underworld.  This lizard also has a power 
 shield up, in addition to the abilities listed, so physical attacks 
 will be a problem in the beginning.  Use your strongest PSI if you 
 can't avoid a fight with it.

---

Cave of Fire Spring - This liquid hot area is home to the most fiery 
and tempermental beings on the planet.  Hope you brought sunscreen.

Soul Consuming Flame
Field: A ball of fire
Battle: A blob of fire with a face
Level: 59  HP: 602   PP: 0       Off: 131      Def: 6
Speed: 30  IQ: 8     Guts: 14    Exp: 37618    $$: 768
Drops: Meteotite (1/64)
Weakness: Freeze
Actions: Edge Closer (X)
         Breathe Fire ** (All)
         Spray Fire *** (All)
         Fireball ****
Notes: As you can see, this hideous blob has some really nasty attacks.  
 The good news is that it has a very low defense, so if you concentrate 
 your attacks, you should be able to defeat it in one round.

Evil Elemental
Field: A ball of fire
Battle: A transparent ghost face
Level: 57  HP: 564   PP: 0       Off: 121      Def: 136
Speed: 30  IQ: 16    Guts: 7     Exp: 35737    $$: 853
Weakness: Fire, Flash, Hypnosis
Drops: Luxury Jerky (1/64)
Actions: Attack *                            (1/2)
         Possess (Possession)                (1/4)
         Disrupt Senses (Lose Concentration) (1/4)
Notes: This specter is probably the least of your worries in the Fire 
 Spring.  The only annoying part is the possibility for being possessed.

Psychic Psycho
Field: A ball of fire
Battle: A red-clothed guy on fire
Level: 58  HP: 591   PP: 252     Off: 124      Def: 144
Speed: 30  IQ: 24    Guts: 1     Exp: 30094    $$: 682
Drops: PSI Caramel (1/32)
Weakness: Brainshock
Actions: PSI Fire Alpha
         PSI Fire Beta
Notes: This burning individual is rife with fire powers, and he likes 
 to show them off.  He's dangerous, but not too hard to put on ice.

Major Psychic Psycho
Field: A ball of fire
Battle: A purple-clothed guy on fire
Level: 65  HP: 618   PP: 574     Off: 145      Def: 152
Speed: 31  IQ: 24    Guts: 1     Exp: 39247    $$: 862
Drops: Star Pendant (1/128)
Actions: PSI Fire Beta
         PSI Fire Gamma
         PSI Shield Omega
         Paralysis Alpha
Notes: It's not often that Giygas throws both ranks of an enemy at you, 
 but you'll have to deal with the PP's much stronger friend, with 
 nastier attacks and defenses.  Take him out quick if you value your
 livelihood.

*Carbon Dog*
Field: A shining spot
Battle: A dog on fire
Level: 70  HP: 1672  PP: 0       Off: 159      Def: 174
Speed: 31  IQ: 53    Guts: 52    Exp: 0        $$: 0
Actions: Howl (X)             (1/3)
         Bite *               (1/6)
         Fireball **          (1/6)
         Spray Fire *** (All) (1/6)
         Charge Forward ****  (1/6)
Notes: The final guardian of the final Sanctuary is a malicious fiery 
 canine.  Those ranks of his attacks are if you don't have protection 
 against fire, of course.  Bite and Charge are basic physical attacks.  
 Lay into him with your strongest attacks and PSI.  Once you wear down 
 his HP, he'll immediately turn into......

*Diamond Dog*
Field: N/A
Battle: A dog made out of diamond
Level: 70  HP: 3344  PP: 154     Off: 167      Def: 230
Speed: 31  IQ: 47    Guts: 10    Exp: 337738   $$: 6968
Actions: Howl (X)                         (1/6)
         Bite Hard **                     (1/6)
         Bite ***                         (1/3)
         Shield Beta                      (1/6)
         Glorious Light (PSI Flash Gamma) (1/6)
Notes: Less fire attacks, yes, but this rock-hard canine is still very 
 deadly.  He also immediately has a power shield up when he appears, so 
 if your blow that knocked down the Carbon Dog was physical, look out.
 Neutralize his shield, then hit him with everything you've got to 
 put the last guardian away and complete your melody.

======================================

P. Magicant

Having drawn the melodies from all eight power spots in the world, Ness 
has completed the Sound Stone's song and was drawn to the world that 
exists in his mind: Magicant.  Here, he'll find his true power.

---

Path to the Sea of Eden - After leaving the protected part of his mind, 
Ness heads towards the center of his evil thoughts, in the Sea of Eden.  
The path along the way is littered with strange bad guys, naturally.

Loaded Dice
Field: A gift box
Battle: A die with a top hat
Level: 59  HP: 307   PP: 0       Off: 146      Def: 113
Speed: 77  IQ: 6     Guts: 75    Exp: 10672    $$: 703
Drops: PSI Caramel (1/32)
Actions: Call for Help (High Class UFO, Carefree Bomb, Beautiful UFO)
         Call for Help (Uncontrollabe Sphere, Electro Swoosh, Fobby)
Notes: That's all he can do.  It's pretty annoying, really, especially 
 when he calls up a Carefree Bomb.  More on them, later.  Anyway, even 
 if he calls up ten Electro Swooshes, I still suggest taking out the 
 Loaded Dice first.  The two different Calls are because there are 
 technically two different kinds of Dice, one with each call list.

Electro Swoosh
Field: A pair of floating eyes
Battle: Eyes with lightning bolts
Level: 62  HP: 543   PP: 338     Off: 140      Def: 156
Speed: 40  IQ: 10    Guts: 5     Exp: 17075    $$: 791
Drops: Sudden Guts Pill (1/32)
Actions: Send a Greeting (X)                 
         Electrical Shock (PSI Thunder Beta)
         Electrical Shock (PSI Thunder Beta)
         Charge Forward **                   
Notes: Seeing as how it's just you, the odds are that the shock won't 
 hit, so this guy isn't all that dangerous.  His attack occur in the
 order listed.

Carefree Bomb
Field: A question mark
Battle: A sphere body and a conical head on white appendages
Level: 60  HP: 504   PP: 0       Off: 135      Def: 215
Speed: 31  IQ: 8     Guts: 15    Exp: 14941    $$: 641
Drops: Super Bomb (1/32)
Actions: Bomb **        (3/4)
         Super Bomb *** (1/4)
Notes: This little guy really doesn't look a thing like a bomb, but 
 they're what he uses, so c'est la vie.  They don't use Super Bombs 
 that often, so I guess you've got that goin' for you...

French Kiss of Death
Field: A question mark
Battle: A brown pair of lips
Level: 70  HP: 588   PP: 0       Off: 160      Def: 160
Speed: 30  IQ: 16    Guts: 7     Exp: 19210    $$: 879
Drops: Horn of Life (1/64)
Actions: Kiss of Death (Poison)
Notes: Regardless of the fact that the original KoD could attack 
 directly, this one uses nothing but Kiss of Death attack...

Mr. Molecule
Field: A question mark
Battle: A molecular model
Level: 56  HP: 280   PP: 21      Off: 118      Def: 97
Speed: 18  IQ: 4     Guts: 5     Exp: 8708     $$: 659
Drops: Magic Tart (1/64)
Actions: PSI Fire Alpha
         PSI Flash Alpha
         PSI Freeze Alpha
         PSI Thunder Alpha
Notes: These guys normally appear in groups.  That attack list may look 
 disconcerting, but the good news is that Mr. Molecules are just like 
 Foppies, Fobbies, and Slugs.  They can't concentrate until four rounds 
 of combat have passed, so you're in good shape.

---

The Sea of Eden - The Kraken lives on in Ness' memory, and patrols the 
waters of the Sea of Eden.  Fight as many as you want before approaching 
the object that looks like the Mani Mani Statue.

Ness's Nightmare
Field: A golden statue
Battle: See above
Level: 71  HP: 1654  PP: 882     Off: 172      Def: 253
Speed: 31  IQ: 80    Guts: 1     Exp: 89004    $$: 4442
Actions: PSI Special Alpha                (1/3)
         PSI Special Omega                (1/6)
         Lifeup Beta                      (1/6)
         Shield Beta                      (1/6)
         Glorious Light (PSI Flash Omega) (1/6)
Notes: Your nightmare uses your own special power against you.  In the 
 opening of the match, it'll have a psychic power shield up, so do NOT 
 use your PSI attack powers on it.  Just normally attack until it 
 invokes Shield Beta, after which you can attack it with the full 
 force of your mind.  Be sure to Lifeup if your HP gets too low.  Once 
 you defeat it, you'll become one with the earth and receive an 
 extra 300000 experience points.

======================================

Q. Endgame

Giygas has failed in his quest to stop you.  You have succeeded in 
becoming one with the earth, and your physical and mental strength is 
far greater than anything any human could imagine.  It's time to take 
the fight to Giygas now and rid the world of this evil.

---

Return to Onett - To power the Phase Distorter to take you to Giygas, 
you'll need a piece of the meteorite in Onett.  Giygas sensed you needed 
this and deployed some of his fiercest soldiers to stop you from 
reaching the summit of the hill.

Ghost of Starman
Field: A spinning blue diamond
Battle: A black and purple Starman
Level: 68  HP: 750   PP: 462     Off: 152      Def: 170
Speed: 46  IQ: 16    Guts: 43    Exp: 48695    $$: 807
Drops: Goddess Ribbon (1/128)
Actions: PSI Starstorm Alpha
         Menacing Smile (X)
         3 (X)
         2 (X)
         1 (X)
         PSI Starstorm Omega
Notes: Giygas ripped the silicon souls of deceased Starmen, and 
 amplified their power many times.  This beast will attack in the 
 exact order described above.  It'd be wise to destroy him before he 
 gets to Starstorm Omega, even though you could just use Lifeup Omega 
 to stop the dying.

Evil Eye
Field: A spinning blue diamond
Battle: A pink eye with legs
Level: 63  HP: 720   PP: 400     Off: 141      Def: 162
Speed: 38  IQ: 16    Guts: 25    Exp: 46376    $$: 896
Drops: Meteotite (1/16)
Weakness: Freeze
Actions: Attack *
         Paralysis Omega
         Brainshock Omega
         Glare with Eerie Eyes (Diamondize)
Notes: Not a big threat compared to the Ghost of Starman, but a nasty 
 bugger, especially if he diamondizes you.

Mechanical Octobot
Field: A spinning blue diamond
Battle: A green sphere with tentacles
Level: 66  HP: 768   PP: 0       Off: 147      Def: 176
Speed: 43  IQ: 24    Guts: 8     Exp: 41738    $$: 744
Drops: Meteotite (1/128)
Actions: Beam *                        (1/2)
         Steal                         (1/4)
         Mysterious Electric Field (?) (1/4)
Notes: Compared to the other bad guys in Onett, this one's a pushover.  
 I'm not sure what the Field does, but it hasn't worked when I've been 
 around.

---

Cave to the Past - Your brain has been transferred into a robot so you 
could survive the journey to the past and destroy Giygas.  Giygas is 
naturally furious at this intrusion and has created the most powerful 
creatures to stop you before you get to him.  You'll also meet some 
more Ghosts of Starman while you're here.

Nuclear Reactor Robot
Field: A spinning blue diamond
Battle: A purplish globular robot with hoses
Level: 64  HP: 798   PP: 0       Off: 142      Def: 185
Speed: 46  IQ: 12    Guts: 8     Exp: 53142    $$: 820
Drops: Super Bomb (1/8)
Actions: Beam *                (1/4)
         Fuel Supply (Full HP) (3/4)
Notes: The second in the power robot line doesn't do anything different, 
 but he's tougher to remove from the fight, particularly with the 
 HP restoring.

Wild n' Wooly Shambler
Field: A spinning blue diamond
Battle: A white-shrouded purple-eyed alien
Level: 65  HP: 722   PP: 212     Off: 144      Def: 171
Speed: 38  IQ: 63    Guts: 5     Exp: 33818    $$: 906
Drops: Multi Bottle Rocket (1/16)
Actions: Beam *          (1/2)
         PSI Flash Beta  (1/4)
         PSI Shield Beta (1/4)
Notes: A relatively easy enemy, the more powerful phantasmic Shambler 
 has the psychic power shield, but any smart person would save his PSI
 for later, so it's not a big deal.

Ultimate Octobot
Field: A spinning blue diamond
Battle: A pink sphere with tentacles
Level: 70  HP: 792   PP: 0       Off: 163      Def: 181
Speed: 44  IQ: 24    Guts: 8     Exp: 47876    $$: 815
Drops: PSI Caramel (1/8)
Actions: Beam **                       (1/4)
         Steal                         (1/4)
         Mysterious Electric Field (?) (1/2)
Notes: I still don't know what the Field does.  This final product in 
 the Octobot series is still not a big problem compared to the other 
 enemies.

Squatter Demon
Field: A spinning blue diamond
Battle: A purple face (Boogey Tent-like)
Level: 69  HP: 774   PP: 60      Off: 158      Def: 192
Speed: 45  IQ: 32    Guts: 25    Exp: 48311    $$: 897
Drops: Horn of Life (1/64)
Weakness: Fire
Actions: Bite Hard **
         Bite with Poison Fangs ** (Poison)
         Hypnosis Alpha
         Shield Killer
Notes: This face will remind you of your battles with the Boogey Tent 
 way back in Threed.  Despite the odd nature of this disembodied face, 
 he's not a big threat.

Bionic Kraken
Field: A spinning blue diamond
Battle: A purple sea snake with no eyes and a big mouth
Level: 70  HP: 900   PP: 60      Off: 155      Def: 195
Speed: 42  IQ: 32    Guts: 1     Exp: 50308    $$: 960
Drops: Gutsy Bat (1/128)
Actions: Crashing Boom Bang (PSI Thunder Beta)
         Breathe Fire (PSI Fire Beta)
         Tornado *** (All)
         Pale Green Light (Neutralizer)
Notes: This reconstructed Kraken (proof that Giygas himself created the 
 beast) is rare, but harsh, especially when it whips out the tornado 
 attack.  Fortunately, the BK will always face off against you alone.

Final Starman
Field: A spinning blue diamond
Battle: A pinkish-goldish Starman with spikes
Level: 71  HP: 840   PP: 860     Off: 178      Def: 187
Speed: 47  IQ: 24    Guts: 25    Exp: 61929    $$: 915
Drops: PSI Caramel (1/32)
Actions: Menacing Smile (X)
         PSI Starstorm Alpha
         PSI Starstorm Omega
         Healing Omega
         Shield Beta
         Brainshock Omega
Notes: The ultimate form of the fabled Starman series.  Giygas has 
 pulled out all the stops in creating his greatest Starman force.  The 
 wealth of psychic attacks is bad enough, but it also comes equipped 
 with a psychic power shield.

---

The Final Battle

Giygas (Devil's Machine)
Battle: A horrific tentacled beast with the face of Ness
Level: 80  HP: 9999  PP: 999     Off: 255      Def: 255
Speed: 80  IQ: 255   Guts: 5     Exp: 0        $$: 0
Weakness: Brainshock
Actions: PSI Special Alpha
         PSI Special Beta
Notes: The universal cosmic destroyer.  Giygas mocks you by assuming 
 your very likeness and using your own powers.  Even though I know 
 you're itching to lay as much smack down on Giygas as you can now, you 
 MUST NOT ATTACK HIM.  Giygas' Devil's Machine will reflect all attacks 
 back at your own party.  Focus instead on your other target...

Heavily Armed Pokey
Battle: Pokey in a mechanical spider thingy
Level: 80  HP: 2000  PP: 999     Off: 145      Def: 255
Speed: 60  IQ: 255   Guts: 5     Exp: 0        $$: 0
Weakness: Brainshock
Actions: Charge Forward ***            (1/4)
         Tear Into You ***             (1/4)
         Stinky Gas (All Off/Def Down) (1/2)
Notes: A thorn in your side the entire adventure.  The worst person in 
 your neighborhood is now your worst enemy.  Now, he assists Giygas in 
 his horrible plans, which he believes gives Giygas the edge over you.  
 Focus your attacks on Pokey.  When you drain Pokey's HP, he will 
 turn off Giygas' Devil's Machine, revealing his true, terrifying form.

Giygas (benign)
Battle: He's....red
Level: 80  HP: 2000  PP: 0       Off: 255      Def: 255
Speed: 80  IQ: 255   Guts: 5     Exp: 0        $$: 0
Weakness: Brainshock
Actions: ?????? (All Freeze)
         ?????? (Thunder X 2)
         ?????? (Flash Omega)
Notes: The Devil's Machine served many purposes.  It protected Giygas 
 from attack.  It disguised his true from.  Unfortunately, it also 
 contained him and his horrible power.  Now, his power has expanded to 
 the point where it destroyed his mind, making him, as Pokey puts it, 
 an all-mighty idiot.  The power disrupts you to the point that you 
 can't determine what kind of attacks Giygas is using.  Use all your 
 best powers on him, now that he's no longer protected.  Once you cause 
 about 2500 damage, Pokey will come by once more to taunt you.

Giygas (final)
Battle: He's....red....and TICKED
Level: 80  HP: 9999  PP: 0       Off: 255      Def: 255
Speed: 80  IQ: 255   Guts: 5     Exp: 0        $$: 0
Weakness: Brainshock
Actions: ?????? (All Freeze)
         ?????? (Thunder X 2)
         ?????? (Flash Omega)
Notes: It's hopeless.  Giygas is far too powerful to beat with just the 
 four of you in pathetic little robot shells.  Pokey knows this, too.  
 Your only hope is to reach out across the space-time continuum.  It'll 
 take the combined prayers of all across the world to defeat Giygas.  
 Have Paula Pray.

1st time: Dr. Andonuts, Apple Kid, and the Mr. Saturns
2nd time: The Runaway Five
3rd time: Paula's family and the Polestar Preschool
4th time: Tony, Maxwell, and the Snow Wood Boarding School
5th time: Women of Dalaam
6th time: Frank Fly
7th time: Mom, Tracy, and King
8th time: Paula's call


          is absorbed


          by the darkness...






9th time: A familiar person will step in and pray for Ness and his 
          friends, even having never met them before, which will 
          destroy Giygas.  

Although you'll never be able to return to your old lifes, you can rest 
in your broken robot shells, knowing you've saved the world...

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

5. Standard Guide Stuff

---

A. Legal

This FAQ was made 100% by me, and is Copyright © 2001-2002 Scott 
"CyricZ" Zdankiewicz.  You may not take it in whole or in part and 
claim it as your own. You may not alter it in any way, even if you ask 
me first, and that includes putting it in HTML format.  I’ve put a lot 
of time into this.  Give me some credit...

These are the only three sites that may have my guide.

www.gamefaqs.com
www.gamewinners.com
www.starmen.net

The first two are the best FAQ sites online, and the last is the best 
EarthBound site.

---

B. E-mail Guidelines

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the 
guide.
- Make sure it concerns the fighting or enemies of EarthBound.  I won't 
answer other things about the game.  I don't want spam, chain letters, 
offers for friendship.  Compliment me on the FAQ all you want, though...
- Make sure you say EarthBound at one point in your e-mail.  I have 
more than one FAQ, and asking a generic question such as "How do I 
fight?" doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand 
your e-mail, it'll go to the junk pile...

---

C. Credits

CJayC and Al Amaloo and Starmen.net for having this on their sites.

The Nintendo Power EarthBound Strategy Guide, which has a lot of info 
about the enemies that one can't get anywhere else.

PK Hack and the lovely folks who created this application, which allows 
one to view the values of enemy stats in the EarthBound ROM.  Great
job, people! ^_^

---

D. Version Updates

Version 1.0 - Hee hee...  Yeah, so I lied a bit in the ending...  Hey, 
 a few surprises are always nice, eh? ^_^  Anyway, all the enemies are 
 down, but I could really use Drops if anyone wants to help with that.

Version 1.1 - Well, now that I've learned about PK Hack, I've got 
 everyone's correct stats up.  Still dunno what Mysterious Electric 
 Field or Does Something Mysterious does...  *shrugs*

---

E. The Final Word

I'd like to say thanks again to the guys who threw together PK Hack.  
It was the biggest help... ^_^