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The
story behind EarthBound Zero |
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A
spoiler free summary of the plot |
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Major
and minor characters with pics and descriptions |
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A
complete guide to the enemies, with pictures, descriptions and
stats |
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A
guide on the psychic abilities of Ninten and Ana |
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A
quick guide on how and where to get all the melodies |
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Weapons,
food - If it's obtainable, it's here! |
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A
complete walkthrough with 100+ screenshots!
Warning: Major
Spoilers |
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Unexplainable
questions, game genie codes and secrets! |
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Some
helpful maps for the large world of EarthBound |
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Save
states, sound files and more! |
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Links
to great sites, Mother and Mother 2 alike |
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Home
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Magicant
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There
is now nothing left to do right now in Podunk or the surrounding
areas. However, talking to the guards east of the Zoo, the curfew
has been lifted and you can now pass. They tell you of a strange
cave ahead, that holds some sort of stone in it, and make a small
joke about how it's going around that you can do telepathy. |
| Continuing
East, you will find some new and some enhanced versions of old
enemies. Shortly, you should come to a cave.
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In the
cave, you find the strange stone the guards were talking about.
Remembering the guards, you try TELEPATHY. It is here, a passage
from your Great Grandfather's Diary is read:
"Who
has lost his tail? The forgotten one of the ship that sails the
cosmos."
You
then teleport. |
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have entered the strange, yet somehow mystical land of Magicant.
It is here, you will find many colorful characters and interesting
people to talk to. Everyone knows you are not one of them, but
they feed and heal you for free. Talk to the swimming cats to
learn of items, or visit the many people in their houses. You can
find a person to hold your goods, save your game and even just
amuse you. Go to the Northwest corner of the land and use
Telepathy on the fountain to withdraw money. There are also some
stores here, that sell goods you may like to buy. If you wish to
level up, visit the North East corner, where a house of 5 duck
like men, called the Flying Men, are "at destiny to serve
you." When they die, another will take their place at your
request.
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Eventually,
go to the three men who are guarding an entrance of some sort.
They will let you pass, but only if you can guess their riddle.
Use TELEPATHY on them, and you can pass. |
| You will
now gain entrance to a castle, where talking to the clowns you
learn of Queen Mary. It appears Queen Mary has been having
nightmares, perplexing the people of what past experience has made
her so troubled. Upon meeting her, she'll tell you that you may
have anything you want, as much as you want. When you ask her to
sing, she'll disclose the secret of her not remembering the tune
of the song that troubles her. She will then ask you to retrieve
the melody for her, in the form of 8 notes. It is now time to
leave Magicant. |
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Head over
to the east, going south you'll find some wells. Stepping over one
to the far south, will teleport you into a small construction of
tunnels. |
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just go right, left, left and right to get where you need to be. |
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Upon
exploring the short maze, you'll find a sleeping dragon. This is
important later, but for now you lack the psychic energy to wake
him. Continue through, to find a sword. This is useful, but only
much later in the game for another character. |
| You'll
also come to a hole, where a Fish will dwell. Step upon it, to
fight him. When you defeat him, you'll reach a ladder that
descends to a small room with a present. Opening it, you will find
the ONYX HOOK. This is a great item, all you have to do is USE it,
and you will be transported back to Magicant any time you wish. |
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At the
end of the short maze, you will come to the Forgotten Man. His
only wish is not to care about anybody, because then he would be
lonely. Tell him you will ignore him, as there is no other purpose
he is there, and he will leave. You can now use the door where he
was standing, to exit Magicant. |
Continue on to: The
Weakling
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