-Walk out of your room.
You will encounter the LAMP.
-Go into the two other
rooms until you find the DOLL. Defeat the Doll. Once the Doll is defeated,
CHECK it, and you will
learn a tune.
-Before doing anything
else get a bunch of orange juices from one of your sisters
-Go downstairs, and talk
to Mom. The phone will ring. Itís dad. After his dialog, go outside and
TALK to your dog. Do what
he says and CHECK him out. You will find a BASEMENT KEY.
-Go back inside, and open
the door. Youíll find three presents: A plastic bat (equip this by using
USE command in the GOODS
menu), a bread roll, and your Great Grandfatherís Diary. Hold on to
the diary. But you can
give the key to your sister once you have everything. Beware of the rats
in the basement though.
-(You can go back to your
house whenever you want, and your mom will make your favorite food,
and your HP/PP will be
restored. You can also save your game.)
-Before actually entering
the town of Podunk, build your levels. Do this by fighting the enemies
outside. If you get low
on HP, then go back in your house, and your mom will recover you. Do this
till you gain level 4,
or until you learn PSI Lifeup a.
-Talk to the nervous woman
by the river to learn about what has happened to her daughter Pippi.
-Now that you are now
in Podunk, check out the stores. Donít buy the Slingshot though. If you
enough, get the Wooden
Bat. If you donít, build levels until you have enough.
-On the last floor of
the store, there is a pet shop. Talk to the guy at the counter. Heíll ask
you if you
want a canary chick. Say
YES. Then heíll say itís $80. Say NO. He will then give you the chick for
free. This chick is your
key to the second melody that you need to learn.
-After you have checked
out the stores, and gotten the Wooden Bat, go to the mayorís office. He
will tell you that you
need to find Pippi. If you talk around, you will realize that she strayed
the cemetery. Now you
must find Pippi. Head south to the Cemetery
-Once you are in the cemetery,
head slightly south-west of the church you see. Do this until you find
a hole near some brown
and tall gravestone things.
-When you go down the
hole, youíll see a room with caskets. One of them has Pippi in it. It is
one on the far bottom
left. Congratulations, you saved Pippi! When she talks to you, be sure
very modest and kind to
her. If you are, she will give you the Franklin Badge (you need this).
were a jerk, go back to
her house later, and try again. She may eventually give it to you anyway.
-Once you get to the zoo,
youíll see a monkey near the entrance. USE the key. The monkey will
steal it. Donít go back
to Podunk to get another key! You can just go inside since the lock is
-You have to go to the
Zoo office. There is a sound that is driving the animals crazy. It is EAST
-When you arrive in the
office, here is what is in the following rooms:
-1st door: Rope
-2nd door: Antidote
-1st door: Nothing
-2nd door: Bread
-1st door: Starman Jr.
-2nd door: Lifeup Cream
-On the 3rd floor is the
Starman Jr. Youíll hear a screeching sound. Youíll see a blue and pink
capsule. CHECK it, and
youíll engage in battle. He uses PK Flash r. If you donít have the Franklin
Badge, it will kill you
instantly. But if you DO have it, it will reflect back to him, and it MAY
His other attacks are
powerful, so use life-up and normal attacks when you can.
-Now that the animals
are back to normal, go see the SINGING MONKEY. He will sing a melody.
Once that is completed,
you can leave the zoo and go to the CANARY VILLAGE.
-To go to the Canary Village
from the Zoo, just follow the road WEST of the Zoo. Take the right
paths, and youíll find
a place that is filled with chicken creatures.
-As you get further into
the village, you should notice a SILVER clock shaped stone. Behind it is
canaryís mother. Now,
go BEHIND the silver stone, and go UP to the mother. USE the canary you
got at the store, when
you are near the mother. She will then sing another melody. You may be
thinking, "What ARE these
melodies for anyway?". Patience, patience, you'll soon find out in
-To go to Magicant, go
EAST of the canary village and the zoo. You should see the sign that said
how far the Zoo was. Go
EAST of the sign, until you see two police officers.
-Talk to them, and theyíll
tell you of something mysterious they found in a cave. Now go to the cave.
Itís EAST again.
-Once you are in the cave,
go up to the pink swirly object. Now, use TELEPATHY. Ness will then
read an excerpt from the
GGFís diary. This password will take you to a world known as Magicant.
-Magicant can be thought
of as the Saturn Valley of EarthBound Zero. The reason is because it has
ultimate defense items
in the stores, and supplies free medical and hotel services. You can basically
do anything in Magicant
(except sell items).
-First, save your game
here. You talk to a guy in one of the houses. Heís known as the Mimicker.
-Talk to the man in one
of the houses who asks for your ATM card. Let him have it. Talk to him
again and heíll give you
something called the BIG BAG. This item contains many Magic Herbs that
restore 30 HP. It might
even last the whole game.
-If you go in the stores,
chances are good that you wonít have enough money to buy the most
expensive equipment. The
best thing to do is build levels until you have enough cash to buy the
-To withdraw cash, go
to the fountain west of the Castle, and use TELEPATHY when you go up to
it. An old man will show
up. Heís basically an ATM machine. Use this for your money needs in
-The FLYING MEN are located
NORTH of the castle. Thereís five of them, and they assist you in
-To enter the Queen Maryís
castle, talk to the middle guard. To solve his riddle, use Telepathy. You
will then gain entrance
to the castle.
-Besides the ruler of
Magicant (Queen Mary), there are many useful items in the castle. When
encounter a room with
6 boxes, you can only open ONE. Hereís whatís in each of the boxes (this
would be a good place
to use the SAVE STATE feature):
1st on the top: Fight
2nd on the top: PSI Stone
3rd on the top: Boomerang
1st on the bottom: Berry
2nd on the bottom: Ruler
3rd on the bottom: Rope
The item of choice is
the Boomerang, since itís one of the most powerful weapons in the entire
game. The PSI Stone is
another good choice, and perhaps the Fight Capsule. The other items are
less desirable, and it
would be best to leave them there.
-Once youíve searched
the castle, find Queen Maryís throne room and talk to her. She will tell
about a song she always
used to sing, and how she forgot it. Now you must find the eight melodies
that she lost all around
the world. When you get them all, go back to Magicant, and SING them to
her. At this point, you
should have 3. Only 5 more to go.
-Once you've left, you
have the choice of building your levels, or going to the EAST of Magicant
you see a bunch of holes.
The one you can go into is near the top. Once you go in, youíll be in a
dungeon type hole and
see TWO holes. Hereís the order that you go into to leave the dungeon:
1st: Right Hole
-Now that you are on the
upper level, youíll find the Dragon. You can't wake him upÖ.yet. Go to
the right of the dragon
into that hole. When you do, youíll encounter an enemy called FISH. Once
you defeat him, youíll
find a gift box. Inside the box is the Onyx Hook. With this item, you can
back to Magicant whenever
you wish (I usually do it when Iím in a real bind, or when I get a new
-Thereís one gift box
that contains the SWORD. If you had too many items and couldnít carry it,
donít worry about it.
Itís the fourth characters second best weapon. If you DID get it, give
it to your
sister, or the Mysterious
Goods Keeper in Magicant, if you donít want to hold onto it.
-When you reach the end
of the dungeon, youíll encounter a man. Keep talking to him until he asks
"Will you please ignore
me?" say YES. Then he will disappear, and you will return to the real world.
Leave the cave, and youíll
be in the Merrysville area.
-Go north, then go south
to Sweetís Factory. This factory isnít hard at all. The enemies are just
There are also some useful
capsules you can use too. Your main objective is to find the garbage can.
It is located near (or
on) the last floor. Inside the garbage can are unlimited bottle rockets.
need one or two. You need
some bottle rockets in order to get the second character "Jeff".
Twinkle Elementary School
-North of Sweetís is Twinkle
Elementary. This is where Jeff is (recognize the music?). Thereís some
items in the many rooms
of the school. But beware of the girl on the top floor that gives you a
you talk to her. Try going
up the stairs on the last floor.
-If itís locked, go downstairs,
and go in one of the rooms to the right of the entrance door. You will
then find the janitor.
He is the one that opens the door on the roof. When he talks to you, answer
him in this order:
-Heíll think youíre kind,
and then heíll take you upstairs and will open the door. On the roof, is
Heís hiding in the garbage
can. TALK to the garbage can. Coax Jeff to join you. When he sees that
you have bottle rockets,
heíll think youíre the greatest. Heíll light them in a room downstairs,
will blow up. At this
point, leave. You can do one of two things now: You can use the Onyx Hook
to go to Magicant (to
build Jeffís levels and to get him equipped), or you can go right to Duncanís
- You have to go to Duncanís
to clear the rocks that are blocking the railway in Merrysville.
Duncanís produces powerful
rockets that can blow up the rocks.
-It is located Far North
of Merrysville (see my detailed Map). You should find an ID to the factory,
on the way there. If you
have too much stuff, get rid of something. When you arrive, youíll encounter
a guard dog that you have
to fight. Donít worry, itís not hard.
-Once inside, you can
take the following path to the rocket. Apologies if this isnít correct.
-This MAY be incorrect,
and this doesnít give you a path to the giftboxes in the factory.
-Youíll end up in a room
with a blue rocket. CHECK it, and then Jeff will launch it at the rocks.
Hooray! The PARADISE Line
is back on-line!