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Here are the enemies and their stats that were printed in the Earthbound Travel Guide. This is for a reference only, and it's a little easier than having to search through the whole book for the enemy that you're looking for (they're in alphabetical order).
Abstract Art - 301 HP / 60 PP / 19 SPEED / 67 OFFENSE / 79 DEFENSE. This art may not make sense to you. It makes Ness sleepy just thinking about it. Use Paralysis to knock some sense into the painting. Al Everdred - about 170 HP, 0 PP, no shields. The crime boss of Burglin Park is a wimp. The worst thing he'll do is to steal your items. Bash him regularly, with a PSI Special Alpha once if you want. For added protection, bring along a Teddy Bear. Annoying Old Party Man - 99 HP / 0 PP / 6 SPEED / 20 OFFENSE / 25 DEFENSE. The Annoying Old Party Man is always in a hurry. When he runs into people on the streets, he's in a big rush to do them in. Hurry to get out of his way. Annoying Reveler - 288 HP / 0 PP / 17 SPEED / 58 OFFENSE / 77 DEFENSE. He may look pretty potted, but this obnoxious drunk sobers up in battle. Use a regular attack. Arachnid! - 216 HP / 0 PP / 23 SPEED / 61 OFFENSE / 30 DEFENSE. Spiders may give you the creeps, but any weapon attack should squash them quickly. Armored Frog - 202 HP / 0 PP / 37 SPEED / 108 OFFENSE / 7 DEFENSE. How dangerous can a frog be? The Armored Frog has amazing defenses. Use a strong PSI Power or Bottle Rockets to blow him away. Attack Slugs - 30 HP / 6 PP / 1 SPEED / 9 OFFENSE / 2 DEFENSE. Slow-moving slugs usually attack in packs. They don't pack much of a punch, but they can be dangerous just because of their numbers. Use a PSI attack on the groups, and recive a heafty Exp points award! Atomic Power Robot - 594 HP / 0 PP / 25 SPEED / 119 OFFENSE / 133 DEFENSE. The Atomic Power Robot is an early prototype of the Starman series. These robots will continue to function until they melt down. Bad Buffalo - 341 HP / 0 PP / 11 SPEED / 164 OFFENSE / 104 DEFENSE. The Buffalo charges with lowered horns and can cause a lot of damage. Use PSI Paralysis to stop him in his tracks. Beautiful UFO - 339 HP / 15 PP / 59 SPEED / 86 OFFENSE / 103 DEFENSE. Beautiful UFO's take care to tie pretty bows on their chrome domes before flying out to attack unsuspecting travelers. Don't be distracted by their beauty! Big Pile of Puke - 631 HP / 0 PP / 16 SPEED / 120 OFFENSE / 158 DEFENSE. The big, brown Barf is ever so offensive. One whiff of the malodorous mass can make you cry. Have herbs on hand when you fight. Bionic Kraken - 900 HP / 60 PP / 42 SPEED / 155 OFFENSE / 195 DEFENSE. This fire-breathing aquatic serpent gets steamed when you interrupt it in the Tunnel of the Past. Bottle Rockets and regular attacks will sink it. Black Antoids - 34 HP / 25 PP / 4 SPEED / 14 OFFENSE / 13 DEFENSE. When you venture into the caves, you'll have the distinct displeasure of meeting the Black Antoids. They're small, quick and they attack in teams. It's also a good idea to finish them off quickly before they call upon help from their friends. Captain Strong - 140 HP / 0 PP / 15 SPEED / 20 OFFENSE / 24 DEFENSE / No Shields. Strong doesn't live up to his name very well. Try to keep your HP above 40. Start with a PSI Special Alpha, followed by Bash attacks. Refill your energy whenever necessary. He isn't so tough by himself, but he can be brutal after fights with four police officers. Carbon Dog - 1,672 HP / 0 PP / 31 SPEED / 159 OFFENSE / 174 DEFENSE / No Shields. This hot dog can't stand a good PSI Freeze Omega or two. Focus on beating him quickly. It's a good idea to launch a Multi- Bottle Rocket to end the battle against him. But wait! There's more (see; Diamond Dog)! Carefree Bomb - 504 HP / 0 PP / 31 SPEED / 135 OFFENSE / 215 DEFENSE. Much tougher than it looks, the CFB tosses bombs and Super Bombs at you at every turn. It also takes a lot of hits and has no weakness to exploit. Cave Boy -314 HP / 0 PP / 79 SPEED / 21 OFFENSE / 33 DEFENSE. Cave Boy is a nasty Neanderthal with a spiked club. He looks mean -- and he is mean. Use a powerful attack to send him back to the stone age. Chomposaur - 1,288 / 320 PP / 17 SPEED / 139 OFFENSE / 183 DEFENSE. The voracious Chomposaur stomps about the plains of the Lost Underworld, hunting slow dinosaur watchers. If you meet one of these monsters, make sure you greet it with a powerful attack like the Multi-Bottle Rocket. Coil Snake - 18 HP / 0 PP / 2 SPEED / 3 OFFENSE / 4 DEFENSE. Watch out for Snakes in the grass as you're enjoying the sights. They can sneak up quickly to strike, so make sure that you meet them head on. Conducting Menace - 445 HP / 238 PP / 20 SPEED / 107 OFFENSE / 107 DEFENSE. Zzzzt! You're in for a shock when you meet the Conducting Menace. You'll have to find a way to short-circuit this hot head. Cranky Lady - 95 HP / 0 PP / 6 SPEED / 16 OFFENSE / 18 DEFENSE. There are some people in Twoson who just can't keep their noses out of other people's business. Steer clear of them when you can. Crazed Sign - 295 HP / 98 PP / 17 SPEED / 64 OFFENSE / 96 DEFENSE. This sinister signpost won't give you any warning before it attacks. Be prepared with your Paralyze or Sleep PSI powers. Criminal Caterpillar - 250 HP / 168 PP / 134 SPEED / 37 OFFENSE / 16 DEFENSE. This caterpillor won't bug you -- just bop him. Once he's dead, you'll get a nice Exp Points reward! Crested Booka - 265 HP / 0 PP / 17 SPEED / 53 OFFENSE / 73 DEFENSE. This odd-looking beast from the Dusty Dunes Desert presents a serious threat. Use Hypnosis to slow it down, then finish it with regular attacks. Cute Li'l UFO - 162 HP / 25 PP / 58 SPEED / 49 OFFENSE / 32 DEFENSE. These tiny extraterrestrial visitors buzz annoyingly about firing beams that will give you a nasty cold. Dali's Clock - 296 HP / 0 PP / 4 SPEED / 65 OFFENSE / 66 DEFENSE. Dali's Clock may look twisted, but it freezes time and stops your attacks. Use Hypnosis to slow it down. Demonic Petunia - 478 HP / 0 PP / 26 SPEED / 102 OFFENSE / 111 DEFENSE. The huge, brightly colored Demonic Petunias are anything but friendly flora. They put up fierce fights! Department Store Spook - 610 HP / 290 PP / 19 SPEED / 82 OFFENSE / 135 DEFENSE / No Shields. The kidnapper of Paula is not a wimpy enemy! It can and will throw almost every psychic attack in the book at you. Counter with PSI Special and Bottle Rockets and Super Bombs. Don't buy any Big Bottle Rockets until you're ready to leave Fourside; the regular ones are powerful enough. Desert Coil Snake - 270 HP / 0 PP / 18 SPEED / 52 OFFENSE / 80 DEFENSE. These reptiles slither into the picture one at a time. They are nothing to worry about. Diamond Dog - 3,344 HP / 154 PP / 31 SPEED / 167 OFFENSE / 230 DEFENSE / Starts with & can cast Shield of Light Beta. It makes sense; diamonds are made of almost pure carbon. Enough with the science lesson, though. Don't bother with Shield Killer because he'll make a new shield soon. Although no psychic power works especially well on him, try a good blast of PSI Special, PSI Freeze, and PSI Starstorm. It will also help to cast Shield Sigma to protect you from his fierce attacks. It takes time to beat him -- he's tougher than diamonds Ego Orb - 592 HP / 0 PP / 17 SPEED / 125 OFFENSE / 140 DEFENSE. The Ego Orb won't be able to weather an attack from Poo and Paula using the PSI Freeze power. It will crack up. Elder Batty - 294 HP / 0 PP / 23 SPEED / 66 OFFENSE / 72 DEFENSE. This bat has a weakness to PSI Flash like its weaker cousin, Mr. Batty. Electro Swoosh - 543 HP / 338 PP / 40 SPEED / 140 OFFENSE / 156 DEFENSE. This enemy believes in shock treatment, but if you use Freeze against it, it won't have time to charge itself up. Enraged Fire Plug - 309 HP / 0 PP / 14 SPEED / 60 OFFENSE / 81 DEFENSE. Put out the fire in this foe's pump with any attack. As a fighter, the Hydrant is all wet. Even Slimier Little Pile - 326 HP / 0 PP / 22 SPEED / 103 OFFENSE / 101 DEFENSE. Like their slimy cousins, the Even Slimier Little Piles can ooze their way into your life with unexpected speed. Evil Elemental - 564 HP / 0 PP / 30 SPEED / 121 OFFENSE / 136 DEFENSE. The disembodied (and quite annoyed about it) being will take out its wrath on anyone it encounters. It has no real strengths or weaknesses. Evil Eye - 720 HP / 400 PP / 38 SPEED / 141 OFFENSE / 162 DEFENSE. The Evil Eye ueses Brainshock on its enemies. Use the PSI Shield to protect your party and attack with any PSI or regular attack. Evil Mani Mani - 860 HP / 88 PP / 15 SPEED / 77 OFFENSE / 105 DEFENSE / Can cast Psychic Shield Alpha. Finally it's time to wreck this focus of Giygas's evil! Don't spare the PSI Special and throw a Super Bomb or two. You should also try the Counter-PSI Device once or twice. Once you crack the bronze idol, you'll end the illusionary Moonside for good. Fierce Shattered Man - 516 HP / 0 PP / 12 SPEED / 101 OFFENSE / 116 DEFENSE. Wandering mindlessly amid the Hieroglyph and the coffins are Shattered Men, who attack any and everything they touch -- stay clear! Final Starman - 840 HP / 860 PP / 47 SPEED / 178 OFFENSE / 187 DEFENSE. The last in a distinguished line of starmen is also the strongest. Use Multi Bottle Rockets to blow it back into space. You can also put him under using Hypnosis. Fobby - 240 HP / 19 PP / 5 SPEED / 98 OFFENSE / 84 DEFENSE. While Fobby is one of the weakest foes, he is capable of discharging a deadly Brain Shock attack. Foppy - 120 HP / 10 PP / 1 SPEED / 29 OFFENSE / 9 DEFENSE. Be prepared to meet a mess of these enemies in Master Belch's base. They aren't much of a threat -- in fact, most of them won't ever attack you. Frank Fly - 63 HP / 0 PP / 7 SPEED / 12 OFFENSE / 17 DEFENSE / No Shields. This guy is your "reality check" after the first boss. Make a trip into the Arcade and thrash the Sharks before battling Frank. Stock up on Hamburgers before the battle. Attack repeatedly and eat a Hamburger if you're feeling weak. If you're really low on HP, go ahead and use Lifeup Alpha. Frank isn't too tough to beat (see; Frankystein Mark II). Frankystein Mark II - 91 HP / 0 PP / 4 SPEED / 15 OFFENSE / 18 DEFENSE / No Shields. After you defeat Frank, he'll sic his home-maid robot on you. It's poorly built and has to release steam between each attack. Treat him just like Frank, but recharge your HP in between Frankystein's attacks to escape retaliation. Ghost of Starman - 750 HP / 462 PP / 46 SPEED / 152 OFFENSE / 170 DEFENSE. The Ghost of Starman uses Starstorm Omega as its chief attack. Paula's Psychic Shield will help fend off the attack. Use Multi-Bottle Rockets and other regular attacks to defeat the alien. Gigantic Ant - 308 HP / 81 PP / 17 SPEED / 54 OFFENSE / 112 DEFENSE. This is a descend-ant of Titanic Ant. Watch out for poison attacks. Your PSI Freeze should put a chill on it. Great Crested Booka - 425 HP / 0 PP / 20 SPEED / 100 OFFENSE / 110 DEFENSE. The Great Crested Booka is a bird of a different color. It darts around, attacking unwary travelers whenever their backs are turned. Keep a close eye on these birds, even if you aren't a birdwatcher. Gruff Goat - 45 HP / 0 PP / 12 SPEED / 8 OFFENSE / 23 DEFENSE. This woodland creature can inflict severe damage to unwary travelers with his horns. If attacked by a goat, you should fight back fiercely and eat a Cookie to restore your energy. Guardian Diggers - 386 HP / 110 PP / 17 SPEED / 59 OFFENSE / 129 DEFENSE / Starts with & can cast Shield of Light Beta each. One note about these guys: never use a Bash or Item attack! Some of that damage will be delivered back to you. Use PSI Flash and a strong PSI Freeze to dispatch of each Digger. You may have to exit the cave once or twice to refill your HP and PP. Don't forget to bring Items that replenish PP, and take an Exit Mouse from the cave for a quick exit. Guardian General - 831 HP / 6 PP / 21 SPEED / 109 OFFENSE / 214 DEFENSE / No Shields. This stone warrior hates the icyness of a PSI Freeze onslaught. A quick lash with a Mummy Wrap will also greatly damage the living statue. Otherwise, use a Big Bottle Rocket and Bash Attacks, but don't drain too much PP; you don't get a free refill until you exit the pyramid! Guardian Hieroglyph - 470 HP / 126 PP / 20 SPEED / 94 OFFENSE / 106 DEFENSE. When you enter the Sphinx, you'll find that the walls do, indeed, have eyes. The Guardian Hieroglyphs will step right off the wall to attack intruders. Handsome Tom - 133 HP / 16 PP / 11 SPEED / 27 OFFENSE / 25 DEFENSE. Handsome is as handsome does, but Handsome Tom doesn't do anything handsome at all. This animated puppet will try to string you up, but he doesn't have the power. Happy Happyist - 94 HP / 0 PP / 8 SPEED / 19 OFFENSE / 25 DEFENSE. The Happy Happyists aren't as harmful -- or as happy -- as they might at first appear to be. Their weapons are paint brushes and their mission is to paint everything blue. Hard Crocodile - 522 HP / 0 PP / 23 SPEED / 110 OFFENSE / 128 DEFENSE. Hard Crocs hide in the thick undergrowth of the Deep Darkness. They're quicker than you might think, so beware their bites. High Class UFO - 433 HP / 72 PP / 60 SPEED / 93 OFFENSE / 103 DEFENSE. High Class UFO's are pert and pink, but they also attack with annoying speed and accuracy. You won't think they're so cute when they strike. Hostile Elder Oak - 609 HP / 76 PP / 14 SPEED / 134 OFFENSE / 146 DEFENSE. The walking woodwork with purple leaves certainly is hostile. Not one to stay rooted in one place, it will track you down to attack. Hyper Spinning Robot - 553 HP / 83 PP / 28 SPEED / 122 OFFENSE / 130 DEFENSE. Scientists and engineers believe the Hyper Spinning Robot is constructed from parts of discarded record players. THis dizzy robot is vulnerable to extreme cold. Kiss of Death - 333 HP / 0 PP / 19 SPEED / 91 OFFENSE / 100 DEFENSE. Pucker up! The giant lips of the Kiss of Death will try to land a deadly smooch. Kraken - 1,097 HP / 176 PP / 21 SPEED / 105 OFFENSE / 166 DEFENSE / No Shields. The Kraken is a formidable beast, but nothing a high dosage of PSI Freeze can't rid of. He uses Lightning and the equivalents of both the Neutralizer and PSI Flash. Don't bother with any shields, because they won't block anything. Like all classic monsters, he breathes fire. Just attack him fast and attack him hard. Lesser Mook - 401 HP / 190 PP / 17 SPEED / 76 OFFENSE / 102 DEFENSE. The Lesser Mook is one of the few organic occupants of the Stonehenge compound. This beast is neutralized by most PSI attacks and should be nothing more than a minor nuisance for the party. Li'l UFO - 82 HP / 0 PP / 3 SPEED / 18 OFFENSE / 17 DEFENSE. Li'l UFO's dart in and attack quickly. They're so fast that it's tough to dodge them, and they can leave you with a bad case of the sniffles. Loaded Dice - 307 HP / 0 PP / 77 SPEED / 146 OFFENSE / 113 DEFENSE. The Loaded Dice will try to call for help, but it doesn't call for more Loaded Dice. This enemy has the ability to call any of the enemies in Magicant, like the Carefree Bomb or French Kiss of Death. Its PSI defenses are weak. Mad Duck - 51 HP / 0 PP / 30 SPEED / 12 OFFENSE / 24 DEFENSE. This water fowl's attack is worse than its quack. Although it may seem a bird-brained baddie at best, this Duck fights like an eagle with an attitude. Mad Taxi - 253 HP / 0 PP / 38 SPEED / 53 OFFENSE / 68 DEFENSE. Although you might not run into this careening car in Fourside, it will be trying to run into you. Slow it down using PSI Paralyze. Major Psychic Psycho - 618 HP / 574 PP / 31 SPEED / 145 OFFENSE / 152 DEFENSE. This psycho can single the roots of your hair with his powerful Omega strength Fire and his PSI Shield keeps him safe from Freeze. Try Brain Shock instead. Manly Fish - 500 HP / 0 PP / 22 SPEED / 83 OFFENSE / 114 DEFENSE. The bug-eyed slimy-scaled Manly Fish chucks a mean spear. He's better adapted to moving around in the water than you are. Manly Fish's Brother - 526 HP / 210 PP / 24 SPEED / 114 OFFENSE / 123 DEFENSE. He's manly, he's mean and he watches his bro's back. When the two get together, you're in big trouble. Master Barf - 1,319 HP / 0 PP / 24 SPEED / 136 OFFENSE / 177 DEFENSE / No Shields. This pile of God-knows-what is just Master Belch with some more putridness than before. Too bad he just filled up on Fly Honey and won't take any more. Again, PSI Freeze is your best weapon, along with PSI Special and a good Bash attack. After you deal so much damage to him, Poo will come back and demonstrate PSI Starstorm Alpha on your opponent! aster Belch - 650 HP / 0 PP / 16 SPEED / 50 OFFENSE / 88 DEFENSE / No Shields. This slime's looks are the worst things about the Belcher. Use the Fly Honey immediately so Belch won't attack. After that, use a nice combo of Bash, PSI Freeze, and a PSI Special for variety. Don't waste any Bombs or Bottle Rockets of him; he's too easy. Mechanical Octobot - 768 HP / 0 PP / 44 SPEED / 163 OFFENSE / 81 DEFENSE. Big brother to the Ultimate Octobot, this droid doesn't present much danger, but it usually shows up with other enemies that are very dangerous. Mighty Bear - 167 HP / 0 PP / 7 SPEED / 29 OFFENSE / 31 DEFENSE. When you wake Mighty Bears from their hibernation, they're very grouchy. They'll chase you down and maul you, if given half a chance. Military Octobot - 604 HP / 0 PP / 26 SPEED / 138 OFFENSE / 147 DEFENSE. The Blue Octopus is a rare but deadly opponent. Don't let this vile mechanized creature get his tentacles on you. Use the PSI Freeze attack and turn this monster into scrap metal sushi. Mobie Sprout - 79 HP / 9 PP / 6 SPEED / 17 OFFENSE / 12 DEFENSE. The Mobile Sprouts spring up suddenly, and they can grow new sprouts to help them in battle. They often attack in pesky packs. Molecule - 280 HP / 21 PP / 18 SPEED / 118 OFFENSE / 97 DEFENSE. The Molecules often bunch together and attack as compounds, but they have weak defenses. Use you PSI SPecial power to defeat them all at once. Mole Playing Rough - 103 HP / 0 PP / 9 SPEED / 22 OFFENSE / 28 DEFENSE. The Moles Playing Rough generally hand around in caves, where their vision is an advantage. Attack them aggressively. Mondo Mole - 498 HP / 161 PP / 9 SPEED / 37 DEFENSE / 50 DEFENSE / Can cast Psychic Shield Alpha. This guy is very powerful and can deal mortal damage to Paula easily. Use Paralysis Alpha on him immediately! Then, he can only use Offence Up and PSI Shield. Use psychic attacks unless he has his shield up. After that, repeatedly Bash him for an easy victory. Mook Senior - 501 HP / 700 PP / 25 SPEED / 108 OFFENSE / 122 DEFENSE. Mook Seniors are one of the few carbon based creatures that inhabit the alien Stonehenge Base. Use Hypnosis of PSI Fire to neutralize this adversary. Mr. Batty - 86 HP / 0 PP / 29 SPEED / 25 OFFENSE / 5 DEFENSE. Attack bats hang out in the caves around Happy Happy Village. Try to attack them before they take flight. Mr. Carpainter - 262 HP / 70 PP / 8 SPEED / 33 OFFENSE / 45 DEFENSE / Can cast Shield of Light Alpha. This guy may look like he took one too many whiffs of that blue paint, but he'll paint you if you're not careful. Don't bother wasting PP except to refill your energy. He deals the most damage to himself with Lightning deflected by the Franklin Badge. One hint: don't ever give the Frankin Badge away! Musica - 292 HP / 0 PP / 21 SPEED / 69 OFFENSE / 85 DEFENSE. This bad bass guitar may strike a chord with some, but it wants to settle a score with you. The Franklin Badge reflects Musica's attack notes. Mystical Record - 263 HP / 35 PP / 20 SPEED / 63 OFFENSE / 78 DEFENSE. Put the spin on this disk with strong attacks and PSI power attacks such as Fire that inflict damage. Ness's Nightmare - 1,654 HP / 882 PP / 31 SPEED / 172 OFFENSE / 253 DEFENSE / Starts with Psychic Shield Alpha, can cast Shield of Light Beta. Is it any real coincidence that the Nightmare looks just like the Mani Mani statue? Be sure to have plenty of PP- replenishing items on hand. Use Bash attacks until he changes shields. Then use PSI Special Beta or Gamma, but not Omega! The ? level drains more PP than you can afford to lose. Heal whenever you're hit with a strong psychic attack. After all, he is your evil side; he can do anything you can. It may take a few tries to topple him once and for all. Be sure to equip an item that repels Flash attacks to avoid Crying. Don't waist time and PP with a shield; you can't block any of his attacks. New Age Retro Hippie - 87 HP / 0 PP / 5 SPEED / 19 OFFENSE / 14 DEFENSE. The Hippie hangs out on the streets of Twoson, and his only purpose in life appears to be making the going less than easy for everybody else. No Good Fly - 100 HP / 0 PP / 10 SPEED / 23 OFFENSE / 13 DEFENSE. A few swats will quiet this buzzing annoyance. Noose Man - 231 HP / 0 PP / 18 SPEED / 47 OFFENSE / 52 DEFENSE. This bad braid, this twine of terror isn't as much of a pain in the neck as it seems. Use PSI Fire to unravel its attack. Nuclear Reactor Robot - 768 HP / 0 PP / 43 SPEED / 147 OFFENSE / 176 DEFENSE. This nuke will nuke everything in sight if it is defeated. The best strategy is to run from it. If it is with a companion, defeat the companion, then run. Onett Police Officers - 75 HP / 0 PP / 5 SPEED / 15 OFFENSE / 18 DEFENSE / No Shields each. Before you visit the Police Station, stock up on Hamburgers and Lucky Sandwiches. Unfortunately, you don't get a chance to refill your HP in between battles. Never let your HP drop below 30! I usually Bash the first two officers, PSI Special Alpha the third, and Bash the fourth (see; Captain Strong, for fifth officer). Chomp a Hamburger or, if you need lots of energy, a Lucky Sandwich or use Lifeup Alpha. Overzealous Cop - 325 HP / 0 PP / 18 SPEED / 69 OFFENSE / 75 DEFENSE. Most cops are good guys, but a few of the men in blue have agendas of their own. Stay in the shadows and out of their way to stay out of trouble. Pitbull Slug - 217 HP / 11 PP / 2 SPEED / 79 OFFENSE / 77 DEFENSE. The Pitbull Slug, which you'll encounter in Deep Darkness, is as tenacious as its namesake. THey're hard to see in the murky darkness, too. Plague Rat of Doom - 1,827 HP / 60 PP / 83 SPEED / 88 OFFENSE / 137 DEFENSE / No Shields. Almost every one of the rat's attacks is a SMAAASH attack. Use Shield Sigma to protect your party quickly. The rodent hates getting burnt by PSI Fire! PSI Special and some Big Bottle Rockets work well too. A shot of Defence Down Alpha will also help the weaker Poo help Bash. Heal injured members quickly! Plain Crocodile - 234 HP / 0 PP / 10 SPEED / 40 OFFENSE / 55 DEFENSE. Like the tough-skinned Armored Frog, the Plain Crocodile won't go down without a fight. Hit this guy hard right from the start. Pogo Punk - 35 HP / 0 PP / 3 SPEED / 8 OFFENSE / 10 DEFENSE. There are several Pogo Punks loitering on the streets, and they don't like it when you get in their way. Steer clear or prepare to fight. Psychic Psycho - 591 HP / 252 PP / 30 SPEED / 124 OFFENSE / 144 DEFENSE. Another creature of the Fire Springs, the Psychic Psycho uses PSI Fire Beta to toast your arrival. Once again, Freeze will cool of the hot reception. Putrid Moldy Man - 203 HP / 0 PP / 9 SPEED / 36 OFFENSE / 41 DEFENSE. The stench of this enemy can bring tears to your eyes, which may make it difficult for you to fight back. Ranboob - 232 HP / 42 PP / 20 SPEED / 41 OFFENSE / 63 DEFESE. This veggie villain protects its stem with PSI Shield. Use weapon attacks if you notice that the PSI Shield is being used. Ramblin' Evil Mushroom - 60 HP / 0 PP / 5 SPEED / 15 OFFENSE / 10 DEFENSE. Evil Mushrooms sneak up on unsuspecting travelers and attack them with spores. Spores, which cause confusion, can be removed only at Hospitals. Robo-Pump - 431 HP / 0 PP / 19 SPEED / 70 OFFENSE / 113 DEFENSE. The whispering of the Robo-Pump counts down to an explosion. You have three turns to take it out before it throws a bomb. Use your special PSI attack and Freeze, or attack it with your regular fighting option. Rowdy Mouse - 36 HP / 0 PP / 5 SPEED / 7 OFFENSE / 20 DEFENSE. The mice in the caves sometimes attack in a pack, sometimes solo. It doesn't matter how they mount their offensives, though, they're mean. These mice also have alot of Guts, so they will make alot of SMAAASH attacks on you, and it's a good idea to revive your health before they finish you off. Run Away Dog - 21 HP / 0 PP / 26 SPEED / 4 OFFENSE / 5 DEFENSE. Ness's dog, King, might have great manners, but none of the other dogs in town have graduated from obedience school. Watch out for them as you tour town. Scalding Coffee - 190 HP / 0 PP / 23 SPEED / 55 OFFENSE / 20 DEFENSE. A cup of coffee in the Department Store may be a real grind. Don't let it splash you. Sentry Robot - 962 HP / 0 PP / 83 SPEED / 88 OFFENSE / 137 DEFENSE. It may look funny, but this robot won't give up. Look for some help from the Runaway Five. Shattered Man - 694 HP / 0 PP / 18 SPEED / 72 OFFENSE / 92 DEFENSE. When you go upstairs to read the Hieroglyph in the museum, you'll run into a really old man wrapped in rags. He'll pop out of his coffin to attack you. When you defeat him, he'll leave behind some Mummy Wrap. Shroom! - 1,700 HP / 112 PP / 18 SPEED / 95 OFFENSE / 154 DEFENSE. This mutant mushroom it the muscle of this area. It is joined in battle by the regular Walking Mushrooms that you have already come to fear. The first two mushrooms often get help from their sporlings, so it's best to finish them off first with a PSI attack. Skate Punk - 31 HP / 0 PP / 5 SPEED / 7 OFFENSE / 8 DEFENSE. The Skate Punks are also Sharks, and like the other gang members, they're always spoiling for fights. Battle them to build experience so you'll be ready for Frank. Skelpion - 137 HP / 21 PP / 37 SPEED / 41 OFFENSE / 23 DEFENSE. Like many denizens of the desert, the Skelpion can't abide PSI Thunder and Freeze. Slimy Little Pig - 616 HP / 0 PP / 10 SPEED / 45 OFFENSE / 71 DEFENSE. These mounds of much emit a toxic stink that can blind even the most rugged hero. Use PSI Fire. Smelly Ghost - 194 HP / 50 PP / 10 SPEED / 35 OFFENSE / 89 DEFENSE. Protected by a garbage can, Smelly Ghost doesn't take a lot of damage. He can also put up a fight. Smilin' Sphere - 233 HP / 60 PP / 17 SPEED / 50 OFFENSE / 65 DEFENSE. If other enemies are present when you attack this guy, expect him to blow up in your face and cause great pain and suffering. Soul Consuming Flame - 602 HP / 0 PP / 30 SPEED / 131 OFFENSE / 262 DEFENSE. This enemy burns for your soul, but if you use PSI Freeze, you'll melt its heart. Spinning Robo - 113 HP / 17 PP / 7 SPEED / 21 OFFENSE / 22 DEFENSE. Most commonly found in Peaceful Rest Valley, Spinning Robos attack with fierce firepower. In groups of two of three, they can be deadly. Spiteful Crow - 24 HP / 0 PP / 77 SPEED / 5 OFFENSE / 3 DEFENSE. Squawking Spiteful Crows drive-bomb out of bushes in Onett and elsewhere. Don't let them strike you from behind! Watch out for them and start the battle when you're face to face. Starman - 545 HP / 155 PP / 24 SPEED / 103 OFFENSE / 126 DEFENSE. The Starman often warps into the middle of the party to attack. This robot is the primary sentry in the Stonehenge base. Watch out for his beam weapon and PSI magnet attacks. Starman Deluxe - 1,400 HP / 418 PP / 27 SPEED / 143 OFFENSE / 186 DEFENSE / Starts with & can cast Shield of Light Beta. The Starman Deluxe is one of Gigyas's favorite robots. It's capable of using PSI Starstorm Alpha, which will be devastating to your party's current status! Start with PSI Shield Alpha to save you. Attack using only psychic attacks, and have Jeff use Shield Killer on the boss. If the robot is joined by more Starmen, ignore them. They will disappear once their leader is scrapped. Starman Super - 568 HP / 310 PP / 24 SPEED / 112 OFFENSE / 129 DEFENSE. This gold plated robot is an enhanced version of the original Starman. It employs a lethal combination of beam and PSI magnet attacks. There is a one in 128 chance that the Starman Super carries the Sword of Kings. The Starman Super carries a transmitter and can call for assistance. Strong Crocodile - 417 HP / 0 PP / 17 SPEED / 85 OFFENSE / 131 DEFENSE. Like the Armored Frog, this reptilian villain has thick skin. Use Bottle ROckets and PSI attacks to punch through its defenses. Tangoo - 371 HP / 5 PP / 19 SPEED / 96 OFFENSE / 99 DEFENSE. Playing his magic pipe, Tangoo will try to mesmerize your party. Don't let him trick you! Pick a fight and put an end to the music. Territorial Oak - 145 HP / 41 PP / 5 SPEED / 26 OFFENSE / 30 DEFENSE. Territorial Oaks are trouble. Attack with weapons or spells until they burt into flames. Thunder & Storm - 2,065 HP / 70 PP / 21 SPEED / 111 OFFENSE / 171 DEFENSE / No Shields. Don't forget to wear the ever-useful Franklin Badge when fighting these Lightning Elementals! The duo likes to zap you with lots of lightning bolts. PSI Freeze will but these guardians on ice for good. Be ready to heal soon when they take deep breaths for their next assault -- that attack is brutal! Titanic Ant - 235 HP / 102 PP / 6 SPEED / 19 OFFENSE / 23 DEFENSE / Can Cast Shield of Light Alpha. This ant is tough to stomp. Make PSI Special Alpha your first attack to dispatch of his toadies. After that, the Ant will occasionally suck your PP, so use most of it in the beginning. It's a good idea to use Hypnosis Alpha to save yourself from attack a few turns. Use mainly Bash attacks, and save PP for healing and hypnotizing the huge Ant. Tough Guy - 342 HP / 0 PP / 18 SPEED / 69 OFFENSE / 75 DEFENSE. Summers, being a resort town and all, has lots of interesting sorts hanging out near the beach. One of the beach bums you'll meet is a guy in a Hawaiin shirt. He doesn't have anything to do other than get into trouble. Trick or Treat Kid - 142 HP / 0 PP / 7 SPEED / 30 OFFENSE / 37 DEFENSE. Don't let the smile fool you, Pumpkin Boy is nobody's friend. He attacks with pumpkin seeds. Trillionage Sprout - 1,048 HP / 240 PP / 16 SPEED / 54 OFFENSE / 88 DEFENSE / Can cast Psychic Shield Alpha. Be sure no one in your party is Mushroomized when you go up against the Sprout. Hi him immediately with your most powerful PSI Fire and PSI Special attacks to get rid of his helpers. Use PSI Fire and regular attacks throughout the battle. A Bomb or Bottle Rocket will also help. Don't spare any PP getting rid of this guy, unless he has his shield up. Ultimate Octobot - 768 HP / 0 PP / 43 SPEED / 147 OFFENSE / 176 DEFENSE. This droid usually shows up as the weaker member of a party of two enemies. It's easy to destroy with conventional attacks. Unassuming Local Guy - 73 HP/ 0 PP / 5 SPEED / 18 OFFENSE / 13 DEFENSE. Although he claims to be mellow, this man has a chip on his shoulder and something to prove. He'll chase you down for a fist fight at any opportunity. Urban Zombie - 171 HP / 0 PP / 10 SPEED / 31 OFFENSE / 24 DEFENSE. Although more sophisticated than your average suburban zombie, this breed is still not much of a threat in Threed. Violent Roach - 209 HP / 0 PP / 35 SPEED / 30 OFFENSE / 26 DEFENSE. A feisty cockroach waits in the tunnel to Saturn Valley. PSI Fire and Freeze with send him back to the cockroach hotel. Wetnosaur - 1,030 HP / 0 PP / 17 SPEED / 126 OFFENSE / 172 DEFENSE. You won't find the Wetnosaur as often as the Chomposaur, which is unfortunate since it is easier to defeat. A touch of PSI Fire should dry it up. Whirling Robo - 374 HP / 36 PP / 18 SPEED / 78 OFFENSE / 90 DEFENSE. This dizzy mechanized fiend falls apart under most PSI attacks. Watch out for this robot's automated self-destruct sequence. Wild 'n Wooly Shambler - 722 HP / 212 PP / 144 SPEED / 171 OFFENSE / 38 DEFENSE. This is no wolf in sheep's clothing. Regular attacks will turn it into mutton. Worthless Protoplasm - 38 HP / 0 PP / 27 SPEED / 11 OFFENSE / 21 DEFENSE. The wild strain of this Protoplasm escaped from a science lab and now oozes about the forest of Winters. It is an extremely weak foe, easily mopped up. Zap Eel - 370 HP / 0 PP / 29 SPEED / 97 OFFENSE / 93 DEFENSE. Deep Darkness is also swarming with Zap Eels, which can put on impressive light shows when they strike their targets. Zombie Dog - 210 HP / 0 PP / 30 SPEED / 39 OFFENSE / 51 DEFENSE. This mongrel chomps onto anything that moves, and sometimes its bite contains poison. Zombie Processor - 176 HP / 0 PP / 30 SPEED / 28 OFFENSE / 19 DEFENSE. The Zombie Processor is known for casting the Possession Ghost power over its opponents. |