Mother Walkthrough:
Ness's House:
-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. It’s 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. You’ll find three presents: A plastic bat (equip this by using the
USE command in the GOODS menu), a bread roll, and your Great Grandfather’s 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.)
Podunk Suburbs
-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.
Podunk Town:
-Now that you are now in Podunk, check out the stores. Don’t buy the Slingshot though. If you have
enough, get the Wooden Bat. If you don’t, 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. He’ll ask you if you
want a canary chick. Say YES. Then he’ll say it’s $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 mayor’s office. He
will tell you that you need to find Pippi. If you talk around, you will realize that she strayed off into
the cemetery. Now you must find Pippi. Head south to the Cemetery
Podunk 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, you’ll see a room with caskets. One of them has Pippi in it. It is the
one on the far bottom left. Congratulations, you saved Pippi! When she talks to you, be sure to be
very modest and kind to her. If you are, she will give you the Franklin Badge (you need this). If you
were a jerk, go back to her house later, and try again. She may eventually give it to you anyway.
Podunk Zoo
-Once you get to the zoo, you’ll see a monkey near the entrance. USE the key. The monkey will
steal it. Don’t go back to Podunk to get another key! You can just go inside since the lock is
broken.
-You have to go to the Zoo office. There is a sound that is driving the animals crazy. It is EAST of
the entrance.
-When you arrive in the office, here is what is in the following rooms:
     1st floor
     -1st door: Rope
     -2nd door: Antidote
     2nd floor
     -1st door: Nothing
     -2nd door: Bread
     3rd floor
     -1st door: Starman Jr.
     -2nd door: Lifeup Cream
-On the 3rd floor is the Starman Jr. You’ll hear a screeching sound. You’ll see a blue and pink
capsule. CHECK it, and you’ll engage in battle. He uses PK Flash r. If you don’t have the Franklin
Badge, it will kill you instantly. But if you DO have it, it will reflect back to him, and it MAY kill him.
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.
Canary Village
-To go to the Canary Village from the Zoo, just follow the road WEST of the Zoo. Take the right
paths, and you’ll 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 the
canary’s 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
Magicant.
-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 they’ll tell you of something mysterious they found in a cave. Now go to the cave.
It’s 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 GGF’s diary. This password will take you to a world known as Magicant.
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. He’s 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 he’ll 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 won’t 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 best
stuff.
-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. He’s basically an ATM machine. Use this for your money needs in
Magicant.
-The FLYING MEN are located NORTH of the castle. There’s five of them, and they assist you in
battle.
-To enter the Queen Mary’s 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 you
encounter a room with 6 boxes, you can only open ONE. Here’s what’s in each of the boxes (this
would be a good place to use the SAVE STATE feature):
1st on the top: Fight Capsule
2nd on the top: PSI Stone
3rd on the top: Boomerang
1st on the bottom: Berry Tofu
2nd on the bottom: Ruler
3rd on the bottom: Rope
The item of choice is the Boomerang, since it’s 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 you’ve searched the castle, find Queen Mary’s throne room and talk to her. She will tell you
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 till
you see a bunch of holes. The one you can go into is near the top. Once you go in, you’ll be in a
dungeon type hole and see TWO holes. Here’s the order that you go into to leave the dungeon:
1st: Right Hole
2nd: Left
3rd: Left
4th: Right
-Now that you are on the upper level, you’ll find the Dragon. You can't wake him up….yet. Go to
the right of the dragon into that hole. When you do, you’ll encounter an enemy called FISH. Once
you defeat him, you’ll find a gift box. Inside the box is the Onyx Hook. With this item, you can go
back to Magicant whenever you wish (I usually do it when I’m in a real bind, or when I get a new
character).
-There’s one gift box that contains the SWORD. If you had too many items and couldn’t carry it,
don’t worry about it. It’s 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 don’t want to hold onto it.
-When you reach the end of the dungeon, you’ll 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 you’ll be in the Merrysville area.
Merrysville
-Go north, then go south to Sweet’s Factory. This factory isn’t hard at all. The enemies are just rats.
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. You only
need one or two. You need some bottle rockets in order to get the second character "Jeff".
Twinkle Elementary School
-North of Sweet’s is Twinkle Elementary. This is where Jeff is (recognize the music?). There’s some
items in the many rooms of the school. But beware of the girl on the top floor that gives you a cold if
you talk to her. Try going up the stairs on the last floor.
-If it’s 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:
     Yes
     Yes
     No
     Yes
-He’ll think you’re kind, and then he’ll take you upstairs and will open the door. On the roof, is Jeff.
He’s hiding in the garbage can. TALK to the garbage can. Coax Jeff to join you. When he sees that
you have bottle rockets, he’ll think you’re the greatest. He’ll light them in a room downstairs, and it
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 Jeff’s levels and to get him equipped), or you can go right to Duncan’s
factory.
- You have to go to Duncan’s to clear the rocks that are blocking the railway in Merrysville.
Duncan’s produces powerful rockets that can blow up the rocks.
Duncan’s Factory
-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, you’ll encounter
a guard dog that you have to fight. Don’t worry, it’s not hard.
-Once inside, you can take the following path to the rocket. Apologies if this isn’t correct.
     Left
     Up
     Right
     Up
     Up
     Left
     Up
     Right
     Up
     Up
     Left
     Up
     Left
-This MAY be incorrect, and this doesn’t give you a path to the giftboxes in the factory.
-You’ll 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!
Continued here