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Ness - (Unlikely Protector of the Earth) He is a normal kid living in Onett, a town in Eagleland. Once the meteorite lands, however, everything changes. An alien believes him to be a very special human -- one with the power to affect cosmic events. Nes has a good balace of speed, IQ, offensive power and mysterious psychic abilities. His psychic (PSI) powers include healing abilities that he can use on himself and his friends. His preferred weapon is some type of baseball bat, and he love to wear a special baseball cap with his favourite team's logo on the front.
Ness's Mom - (see; Mom)
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.
Nurse - The Nurse is excellent at reviving someone in your group who has become unconscious.
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