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1998-05-27
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EARTHBOUND ZERO / MOTHER MINI-FAQ v0.2
for the Nintendo Entertainment System
by K. Megura <kmegura@yahoo.com>
Unpublished work Copyright 1998 Kao Megura
This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way.
This FAQ was created and is owned by me, Kao Megura <kmegura@yahoo.com>.
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where it is due.
The EarthBound / Mother series is (c) Shigesato Itoi and (c) Nintendo of
Japan, Nintendo of America. All rights reserved.
This FAQ can be found at:
-------------------------------------------------------------------------
Kao Megura's Home Page kao.home.ml.org
--------
CONTENTS
--------
- About the Game
- How To Play
- Basic Walkthrough
- Cheats and Tricks
- Psychic Power Chart
- Shopping Chart
- Revision History / Questions
=========================================================================
ABOUT THE GAME
=========================================================================
This game's actual title is 'EarthBound', but for sake of clarity, most
people are referring to it as 'EarthBound Zero'. There are several
versions of this game on the Internet--the one I'm using includes a
patch to prevent the 'illegal copy' screen that appears in various
parts of the game. I'd like to thank Demi and all the others who helped
to release this game for all us EB fanatics to play. Concerning this
FAQ, well, it's a Mini-FAQ. I'm not going to get all the monster's
stats or anything like that because frankly, it's too time-consuming.
If someone wants to contribute anything, they get props, of course, but
this is just sort of like a quick help guide and not some definitive
walkthrough.
You need to have a NES emulator (such as Nesticle), to play this game as
well as the ROM file itself. You can get the ROM at Neo Demiforce
(http://www.frognet.net/~demi/index.htm) and Nesticle at Zophar's Domain
(http://zophar.malicia.com) under the NES Emulator section. If you have
a FAQ question, ask away, but don't ask me to send you the EBZ file or
anything like that because I won't.
This FAQ has spoilers (there's no way around it), so read at your own
risk.
=========================================================================
ABOUT THE GAME
=========================================================================
BASIC CONTROLS ________________________________________________________
Directional Pad - Move in 8 directions.
A Button - Opens Command Window, accepts decisions.
B Button - Closes windows, declines decisions.
Hold B, D-Pad - Run in 8 directions
Start Button - Opens Map (not usable in all areas)
Select Button - Opens State Window.
COMMAND WINDOW ________________________________________________________
Talk - Chat with people, animals, garbage cans, etc.
Check - Use to examine objects.
Goods - Opens Goods Window.
State - Opens State Window.
PSI - Opens PSI Window.
Setup - Opens Setup Window.
GOODS WINDOW __________________________________________________________
All items you've accquired are listed here. Each character can
carry eight items apiece. While in this window, you have the
following options:
Use - Use an item.
Eat - Eat a food item.
Give - Give an item to another friend.
Drop - Toss away an item you don't want. Not all items can be
dropped.
Look - Examine an item in your inventory.
STATE WINDOW __________________________________________________________
This window shows your current statistics, as well as your amount
of HP and PP. You can press A to cycle through the characters. If
your character knows any Psychic Powers, press Left to highlight
the PSI window, then press A, Left, or Down to cycle through your
known Psychic Powers.
PSI WINDOW ____________________________________________________________
This window lists all Psychic Powers you can use outside of battle.
You can use a PP by selecting it with A and choosing which character
to use the Power on.
SETUP WINDOW __________________________________________________________
You can remap the button commands in this screen, as well as choose
the speed of messages. 1 is the slowest speed, 5 is the fastest.
WHILE IN BATTLE _______________________________________________________
During a battle, you have the following options:
Fight - Select an enemy to attack with your currently equipped weapon.
PSI - Use a Psychic Power in battle.
Goods - Use an item in battle.
Check - Examine your enemy. This may tell you their offensive and
defensive power, as well as any Psychic Powers they may have
or be immune to, not to mention any items they might use
against you.
Auto - This causes your characters to be controlled by the CPU. You
can end Auto Battle at any time by pressing the B button. A
little advice--the computer is dumb ^^; You can die really
easily in Auto Battle mode.
Guard - Your character will take no action and defend, reducing any
damage taken by about half.
Run - Your character will attempt to run away. You cannot run away
from boss battles.
SOME ADVICE ___________________________________________________________
- You can save your game by calling your Dad, either using a phone in
a healer's house or your home, or by using a pay phone. It costs
one dollar to use a pay phone. If you have a Phone Card (refer to
the walkthrough), you can use a pay phone even when you're broke,
and the amount will be deducted from your bank account. Note that
your dad will sometimes contact you in the middle of the game and
offer to save your game for you.
- If you have more items than space, you can always store them in your
closet at home. Talk to Minnie at your house and she'll hold onto
any items you want. To get them back, just ask her to give you back
an item.
- There are no ATMs in Magicant, so bring the money you need with you.
However, you can save your game there, as well as store items, just
like you can at home.
- If you die and continue, you lose half the money you were currently
carrying on you.
=========================================================================
BASIC WALKTHROUGH
=========================================================================
- Once the game begins, attack the lamp when it comes after you.
- Then go into your sister's room and attack the doll. Examine it
afterwards to hear one of the eight songs you'll need to memorize
later.
- Talk to your mother, then to your father. Go outside and check your
dog to get the Basement Key. Get the items from the basement.
- Now spend some time building up levels, preferrably until you reach
Level 3. Go to Podunk and buy the Canary Chick from the department
store. Also, look for the man giving a survey--you can get a Phone
Card from him.
- Head northwest to the Canary Village. There's a hole in the wall
behind the gray statue, so go behind it and use the chick on the
talking canary, Laura. She'll sing another melody to you. Now
return to town and and talk to the Mayor. Agree to help him.
- Make your way to the south of town, and watch out for people who are
really Pseudo Zombies. At the graveyard, look for an open crypt (it's
east of the church). In the adjoining room at the bottom, open the
coffin on the far left to find Pippi.
- Return with Pippi to the town. If she faints, you'll have to revive
her in the hospital. Then go talk to the Mayor, get the Zoo Key from
Abbot, and head back to your house.
- Along the way, pick up the Franklin Badge from Pippi. Save your game
and return to town. Look for the path that leads north to the Zoo.
- After the Singing Monkey steals your key at the Zoo gates, go inside.
Head east until you reach the Superindent's building. Go inside and
get all the goods.
- On the top floor, enter the right-hand door first and get the Life Up
Cream. Then go into the left door and examine the capsule.
- Starman Jr. will appear. This battle is easier than it looks, esp. if
you have the Franklin Badge, which reflects Gamma Beams.
- Once Starman leaves, you may want to go and heal up back in the town.
Don't forget to get another song from the Singing Monkey at the Zoo,
though. Return to the upper bridge where the guards are (northeast
of the Zoo), and they'll let you past.
- In the cave, examine the stone and then use 'Telepathy'. You'll be
warped to the land of dreams, Magicant.
- One man here will give you an Ocarina, and another one will give you
a Big Bag (full of Magic Herbs) if you let him borrow your Cash Card
for a while.
- Leave the town and head northeast. To answer the man who tells
riddles, use 'Telepathy' after he finishes talking. In Mary's
castle, talk to everyone. One room has six chests--open one and the
rest close. I suggest getting the Boomerang.
- When you're done here, leave and look for the Flying Men's home. You
can have one of these guys accompany you and fight for you, but if
they die, you'll have to go get another one. There's a limited number
of Flying Men, so don't waste 'em. If you want to build up EXP fast,
look for the Grouchos and wait for them to leave. They'll usually
give one character lots of EXP whereas if you beat them, you only get
a few measly points.
- Go to the Fountain. Heed the advice of the men there and return to
the town, then go east. There are a bunch of wells here. From the
well across the bridge, go south and step on the well slightly to
the left of the first well you come across.
- It leads into a dungeon, which is actually quite short. Keep trying
the different holes and ladders until you reach the bottom floor.
You can't do anything to the Dragon right now, but don't miss the
hole that leads to the room with the Onyx Hook.
- Take it and go find the Forgotten Man (northeast of the hole). Tell
him that you'll ignore him, and he disappears. Step through the
door behind him and you'll appear in a new cave. Leave, and you'll
be outside. The Onyx Hook is a very valuable item. It works at
any time, so if you are in a dungeon with little goods or PP left
and no way to get out, you might as well use the Hook to return to
Magicant (getting to the well dungeon and getting through it becomes
easier as you keep playing, so it's not like it takes a long time to
return to the real world).
- Go north until you find a path that leads down to the ground. Then
keep going north to arrive at Merryville.
- The Twinkle School is nearby. Talk to the janitor and he'll open the
door on the top floor. Examine the garbage can to find your second
friend.
- Leave and go south to the Little-Sweet Factory. Look for a ladder
that leads up; it'll set you on the right path. The Bottle Rocket
you need is in a garbage can.
- Once you have the rocket, return to your pal and he'll join you.
After he destroys the lab by accident, you should get him some
weapons and armor (a Boomerang from this town, and if you have
the money, a Magic Coin and Gold Ring from Magicant). You'll want
to raise him _lots_ of levels, up to at least 12 or higher. When
you're ready, walk to the north and head west of the train tracks,
then north again. You'll find a Pass on the ground. Keep going and
you'll arrive at Duncan Factory.
- Show the dog your Pass, then defeat it. Inside the factory, you
need to make your way to the upper-left corner of the building.
You'll know when you're on the right track when you reach a long
hall that goes far to the left, then diagonally down for some
distance. Launch the rocket in the bay, then leave.
- You can now go past the boulders to the Union Station. From here,
there are a lot of places to go to--what I'm listing is what I did.
- Go to Reindeer. A woman there will give you the girl's hat. Several
people in this town have the flu, so be careful who you talk to.
One man will also give you lots of money--but I don't know what
happens if you hold onto it. Don't forget to buy the Plasma Beam
from the top floor of the department store--it's the best weapon you
can give to your friend. Although it breaks after only a few uses,
you should keep one handy in case you get into a sticky situation.
- Go to Snowman. Note that if you visit the Healer's house, the main
character's Dad will want to know your (yes, _your_) name. Visit
the Snowman Chateau and show the girl the hat, and she'll join you.
You should raise her level to at least 10. This is very easy
considering that you can sleep for free at the Chateau. At this
point, I suggest using the Onyx Hook to return to Magicant, so you
can get that Magic Ribbon for her from the ground-swimming cat, as
well as some Magic Coins and Gold Rings for anyone who still doesn't
have them. As for weapons, don't get her a Frying Pan from Snowman,
get her a Boomerang from Merryville.
- Now return to the Union Station and go to Spookane. This town is
filled with monsters. Feel free to stay at the hotel if you want,
but you'll be attacked by a Starman the day after. In the actual
town (where everyone lives outdoors), one woman will give you the
key to the Rosemary's house. From the room with the mouse, take the
upper door, then keep taking the lower dor. This will eventually
lead you to the piano room. Check out the piano to learn another one
of the melodies Queen Mary wanted you to find.
- Now leave the house and return to the Union Station. Head east, and
go up into the cliffs to get around the broken bridge. In the Yucca
desert, you may run into a war survivor. If you ride his plain 10
times (or since you have 3 people, 4 times), he'll let you ride his
tank (use the stubs on him). However, you can't take it beyond the
desert. There's some ruins in the desert, but ignore them for now
because they're guarded by a robot that you can't kill at this point.
What's more important is that you go find the singing cactus (you
can tell which one it is because it has a face). From the war
survivor's tent, head west, then north (you can fly using Plan A to
see where the cactus is). Use 'Telepathy' on the cactus and he'll
sing one of the melodies you need.
- Make your way to Youngtown. Here, look for the Garrickson's house
and use 'Telepathy' on the baby to learn Teleport. Then head to the
east and go into the swamp area.
- Keep heading northeast. After crossing a couple of bridges, you'll
reach a house. Inside is Pippi, who will let you stay the night.
Since you can sleep here for free, you might as well bash some
monsters and raise some levels. In the trashcan outside the house
is the weakling's father, who will check to make sure that you've
registered your real name.
- When you're ready to move on, keep heading southwest. Tougher
monsters, like Crocodiles and Mooks will show up, so be careful.
After a while, you'll be able to head due east, so keep doing that
until you arrive at the forest. Go north from here and make your
way to Ellay.
- Be careful who you talk to in Ellay (get it? L.A.? Anyway....),
because some of them are Bla-Bla Gang members and will attack you.
Look around town if you want, then head to the northwest to the
Look-Out Tower. Go to the top floor and examine the far left
telescope to make a rocket land. You can take it to a small island.
On the island, you can trade Strawberry Tofu with the three
inhabitants to get the Words O' Love (from the scientist), the
Swear Words (from Able), or some information about a robot in Mt.
Itoi (from Baker). If you don't have any berry tofu, you can buy
it in Reindeer for $975 per piece.
- Now, go to the building where the Live Show is at. Since you need
a ticket, buy one in the Department Store for $350 (there's a man
outside the show building who is selling his for $1200, so ignore him).
Once inside, tell the man you want to dance. When you're done, your
fourth friend shows up. If you tell him you beat up his gang, he'll
fight you, but call it quits after a few rounds. He'll kick out your
friend (the guy who everyone thinks is a weakling), and join the
party. Don't bother buying armor from Magicant for this guy as he's
already plenty powerful. BTW, remember the cop who says he can hook
you up with weapons? If you buy a drink from the girl in the Live
Show, you'll get arrested, and your main character's item will be
confiscated. You'll have to buy it back if you want it (in another
words, his 'powerful weapon' is just whatever gets confiscated).
- With him in your party, head east, then south, go across the river,
and keep going east. There's a house in a clearing where you can heal
up. North of that is a cavern. The cavern maze in itself is not very
tricky; just remember what door leads where and you can find the exit
fairly soon. Don't forget to get Hank's Bat for your main character,
the Iron Skillet for your girlfriend, and the Katana for the new guy,
as you explore the maze.
- Outside, make your way to the northeast. You can climb up the long
ropes hanging from the tree stumps. There's a boat to the north that
you can't use, so look for a healer's house instead. He can heal
and revive anyone. After saving your game, you can dance with your
girlfriend in the other room. You'll be attacked by a robot that
you can't defeat afterward. When you come to, talk to your pal.
He's too injured to keep fighting (maybe he's dead?), so your buddy
who got kicked out will join instead.
NOTE: At some point you need to return to Magicant and kill the
dragon in the well dungeon who's sleeping (remember him?) I don't
know when you can do this (I didn't do it until later), but I think
that around now, you're powerful enough to wake him up.
- Go back through the cave and return to the healer's house to rest up,
then go north to where the broken boat was. Your friend can fix it
up and make it usable. Find the whirlpool in the middle of the ocean,
and pilot it inside.
- Inside the submarine, take the elevator down and head all the way to
the left. Climb up the ladder you find and check the robot. It will
awaken, then the submarine will explode.
- Back on land, you need to head northeast. Note that you cannot use
the Onyx Hook while Eve is in your party. However, she will attack
first every round and do in excess of 900 points of damage, so feel
free to take some time to raise levels. In any case, shortly after
finding the Sea Pendant, you'll be attacked by a robot that will
destroy Eve. Check Eve's body to hear another one of the eight
songs, then keep heading north. There's a gravestone here that will
teach you the final song.
- Beyond it is a blocked cave. At this point, I returned to Magicant
to fight the dragon. I honestly don't know if I could have fought
it at an earlier point. Anyway, use the Onyx Hook to return to
Magicant. Leave via the well dungeon, but on your way out, stop and
check the dragon. It will wake up and attack you. Use PSI Block and
the dragon will be hecka easy to kill. When it's dead, talk to it to
get another musical note.
- You should now have all eight notes. Return to Magicant (you can use
the Onyx Hook even in the well dungeon). Remember the guitar player
who wanted you to come visit him? When your Level is high enough,
he'll tell you his secret (which, BTW, is a reminder of where all the
melodies are if you missed one). Yes, this does have to do with your
level (he kept telling me the same message, then my friend rose a
level and he changed it), which IMHO is a little stupid because you'll
have all the notes by then anyway....
- When you're ready to continue, go meet with Queen Mary.
- BEFORE you talk to her, keep in mind that if you do so, you can never
return to Magicant.
- She'll tell you about Giegue (I'll give you one guess who that is...
he may be more familiar to you SNES Earthbound players as Giygas).
Then, you'll be warped back to the gravestone south of the blocked
cave. Go north and you'll find that you can now get inside.
- In one of the side passages is a room full of people, all of whom
were kidnapped (including Erika's parents and the citizens of
Youngtown). Talk to them, then leave and continue north. Go through
the cave at the north end of the path, and you'll find the Mother
Ship waiting for you, as well as Giegue.
- I highly recommend that your main character knows LifeUp Beta, and
your girlfriend knows LifeUp Pi. It'll really help. Your characters
should keep guarding and healing themselves until Giegue finishes
his monologue. Then, start singing. You'll need to sing lots of
times (eight, maybe nine times), so make sure that you keep your life
up. Having some extra LifeUp Creams and PSI Stones on hand will help
if your PP levels begin to drop too low.
=========================================================================
CHEATS AND TRICKS
=========================================================================
-------------------------------------------------------------------------
MONEY GLITCH
-------------------------------------------------------------------------
This is actually a bad glitch, so watch out. I'm unsure of exactly how
it works, but I deducted all my money from my account. Later when I
saved my game, the hero's Dad said 'I've put $411 in the bank, so that
leaves you with a balance of $39', which is of course, wrong. I checked
my reserves and found that I had $39 left. Whether this is a bug in
the game or something caused by hacking the ROM, I don't know, but it's
in there, so watch out. I find that taking all your money out of the
bank and carrying it around with you for a while seems to clear things
up, although you will of course want to not get killed ^^;
-------------------------------------------------------------------------
HELP AVOID ATTACKS
-------------------------------------------------------------------------
Every time you leave a battle, a certain amount of steps is chosen by
the computer. After you walk so many steps, you'll be attacked again.
An easy way to avoid attacks is to walk for a while and save your state,
and keep doing this until you get attacked. When this happens, reload
your last state and then use any Psychic Power. Even one with no effect,
like Telepathy, will work (and it only costs 1 PP). Every time you use a
Psychic Power, the number of steps required is re-determined, so you'll
find that you won't get attacked and can keep walking for a while. I
suppose that anyone lucky enough to have an actual EarthBound cart (or
maybe the Mother cart), could still use this trick if they used a Power
every few steps, but it's slow-going. Still, it can be useful in
certain situations.
-------------------------------------------------------------------------
GET THE MOST OUT OF RAISING LEVELS
-------------------------------------------------------------------------
Every time you see the message '(somebody) has raised a level', save your
state. This is because the stats. that are raised are chosen at random
each time, so if you only get minor increases in your scores, then just
reload your state and see if you get something better the next time
around. You can also try to 'force' a new skill by reloading your state
repeatedly until your character earns a Psychic Power.
=========================================================================
PSYCHIC POWER CHART
=========================================================================
Psychic Powers are learned through fighting. While you learn the
majority of them through level-up, you can also earn them simply by going
into a battle, even if you run away from the battle.
MAIN CHARACTER
NAME COST DESCRIPTION
-------------------------------------------------------------------------
Telepathy 1 Use to talk to certain people/things.
Teleport 3 Return to any town you've ever been to.
LifeUp a 3 Restores around 30 lost HPs to one character.
LifeUp b 5 Restores around 70 lost HPs to one character.
Healing a 3 (I have no clue.)
Healing b 6 (I have no clue.)
Healing r 6 A stoned character is softened.
Healing pi 6 (I have no clue.)
PSI Shield a 4 One ally takes less damage from PK attacks.
OffenseUp 6 Increase one character's attack power.
DefenseUp a 3 Increase one character's defensive power.
DefenseUp b 8 Increase all character's defensive power.
QuickUp 3 Increase one character's speed.
Def.Down a 3 Decrease one enemy's defensive power.
Def.Down b 9 Decreases all enemies' defensive power.
4th-D. Slip 16 Escape from any non-boss battle.
Hypnosis 5 One enemy is put to sleep.
THE GIRL FROM SNOWMAN
Telepathy 1 Use to talk to certain people/things.
Teleport 3 Return to any town you've ever been to.
LifeUp b 5 Restores around 70 lost HPs to one character.
LifeUp r 9 Restores all missing HPs to one character.
LifeUp pi 17 Restores around 60 lost HPs to all characters.
Healing a 3 (I have no clue.)
Healing b 6 (I have no clue.)
Healing r 6 A stoned character is softened.
Healing pi 6 (I have no clue.)
SuprHealing 36 One fainted character is awakened with full HP.
PSIShield a 4 One ally takes less damage from PK attacks.
PSIShield b 9 All allies take less damage from PK attacks.
Power Shield 9 Reflect any physical damage back onto your foe.
BrainShock 5 One enemy is confused and may attack itself.
BrainCyclone 12 All enemies are confused a la BrainShock.
Hypnosis 5 One enemy is put to sleep.
Paralysis 8 One enemy cannot move.
Darkness 10 One enemy is blinded and it's attacks may miss.
PSI-Magnet 0 Drains PPs from a foe and gives them to you.
Shield-Off 8 Erases a PSIShield, if your enemy is using one.
PSI-Block 5 Prevents one enemy from using any Psychic Powers.
PK Freeze a 3 Causes minor ice damage to one enemy.
PK Freeze b 5 Causes major ice damage to one enemy.
PK Freeze r 8 One enemy is reduced to 1 HP (critical).
PK Freeze o 13 All enemies take major ice damage.
PK Fire a 8 All enemies take minor fire damage.
PK Fire b 12 All enemies take major fire damage.
PK Beam a 4 One enemy takes minor defenseless damage.
PK Beam b 7 One enemy takes major defenseless damage.
PK Beam r 12 One enemy is killed outright. *
PK Thunder a 3 One enemy takes minor lightning damage.
PK Thunder b 6 One enemy takes major lightning damage.
PK Thunder r 12 All enemies take major lightning damage.
* The Franklin Badge can deflect this attack.
BTW, here's what those letters mean:
a = Alpha
b = Beta
r = Gamma
pi = Pi
o = Omega
I'll add more Psychic Powers as my characters learn them.
=========================================================================
SHOPPING CHART
=========================================================================
PODUNK _________________________________________________________________
Antidote $ 20
Asthma Spray 148
LifeUp Cream 194
Insecticide 300
Plastic Bat 80
Slingshot 120
Wooden Bat 500
Orange Juice 5
Bread 30
Sports Drink 75
MAGICANT _______________________________________________________________
(Three stores)
Magic Herb $ 30
Peace Coin 260
Protect Coin 648
Magic Coin 1200
Magic Herb $ 30
Brass Ring 460
Silver Ring 825
Gold Ring 1510
Repel Ring $ 160
H2o Pendant 700
Fire Pendant 700
Earth Pendant 700
MERRYSVILLE ____________________________________________________________
Antidote $ 20
Asthma Spray 148
LifeUp Cream 194
Insecticide 300
Wooden Bat 500
Aluminum Bat 1000
Boomerang 1100
Orange Juice 5
Bread 30
Sports Drink 75
Ruler 22
Stun Gun 300
Rope 600
Repel Ring 160
REINDEER _______________________________________________________________
Antidote $ 20
Asthma Spray 148
LifeUp Cream 194
Aluminum Bat 1000
Boomerang 1100
Orange Juice 5
Bread 30
Sports Drink 75
Berry Tofu 975
Bomb 280
Laser Beam 760
Plasma Beam 1300
SNOWMAN ________________________________________________________________
(House near the Jack Hotel)
Bread $ 30
Mouthwash 175
LifeUp Cream 194
Frying Pan 300
ELLAY __________________________________________________________________
(Burger Joint)
Orange Juice $ 5
French Fries 15
Hamburger 25
(Department Store)
Antidote $ 20
Asthma Spray 148
LifeUp Cream 194
Orange Juice 5
Bread 30
Sports Drink 75
Ticket 350
Butter Knife 580
Rope 600
Survival Knife 1200
=========================================================================
REVISION HISTORY / QUESTIONS AND THINGS TO DO
=========================================================================
Revision History _______________________________________________________
Version 0.2 (May 8, 1997)
- Finished the walkthrough and added several lists.
Version 0.1 (April 30, 1997)
- Basic walkthrough.
Questions ______________________________________________________________
- Is there a better weapon for your weakling friend aside from the
Boomerang?
- There's a robot in the ruins in the Yucca Desert. There's no way to
kill him, to my knowledge. But I think you could do it with Eve in
your party, if you took the time to go all the way back out into the
desert. Anyone tried this?
Unpublished work Copyright 1998 Kao Megura