Encyclopedia

Saturn Valley - The Saturn Valley is home to an unusual race of people known collectively as Mr. Saturn. In recent times, the journey to the Saturn Valley has become dangerous and difficult. Only the most adventurous travelers will want to make this side trip.




Saturn Valley Inn - Get a good night's sleep and a fresh start at the cheapest hotel in the world. There's no charge for staying at the Saturn Valley Inn no matter how many nights you stay.




Saturn Valley Village - Three quarters of the way up the shore you'll discover a tunnel entrance to the right Pass through the tunnel, defeating violent roaches until you emerge into a spiraling valley that leads to Saturn Valley Village. In town, visit all the citizens and learn their stories. Stay overnight, puchase powerful weapons like the Bionic Slingshot and prepare for your meeting with Belch.




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.




Scaraba - Don't let the extreme temperatures keep you from visiting this jewel of the desert. Its ancient pyramids and statues are sights to behold and marvels of their time, and the camels are pretty cool, too. The Scaraba region is divided into two continents, North Scaraba and South Scaraba. The only way to reach the southern continent is to take the hidden path from the Pyramid under the channel. It's an interesting and exciting trip.




Schroom! - 1,700 HP, 112 PP, no shields. This vile vegetable's most dangerous attack is the incurable Mushroomization. If one of your characters is hit with this, don't use any strong attacks with that person. A fast and furious volley of PSI Special, PSI Fire, and a Big Bottle Rocket will make this fungus among us wilt.




Sea of Eden - The curled tentacle at the end of Magicant opens the warp to the Sea of Eden. Here you must swim to the open waters in the northern section, but Kraken will smell you as soon as you enter its sea, and it will stalk you. You will be all alone in the battles against Kraken. The Magic Pudding will come in very handy in this area.




Secret Clubhouse - If you walk into the wooded area behind the Library, you'll meet a kid who asks you if you want to take his place guarding the Clubhouse. He's just kidding, and he won't let you even if you offer, but if you search in the trees directly below the Clubhouse, you'll find a hidden path that leads into it. One of the kids inside will give Ness a Baseball Cap that he can use for protection.




Sesame Seeds - You'll have to have sharp eyes to pick out the lone sesame seeds from the grains of sand. Two seeds -- one black and one white -- have fallen in the desert. They aren't used for anything.




Select - The Select Button has the same use as the B Button. It can be used in place of the B Button when you wish to use the one-handed option of controlling the game.




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.




Shining Spot - When you see the Shining Spot, you'll be near -- not at -- your goal. Before you can pass through the first Spot (for example), you'll have to defeat the Titanic Ant. The huge Ant is flanked by two smaller Black Antoids, but they'll waste their PSI Power by casting Lifeup even if they don't need it. By now, Ness should have the Drill PSI Power. Use it before the Ant can put up a shield, then keep Bashing away until you squash the titanic bug. Only when you've defeated the Ant will you be able to pass through the doorway to the Giant Step itself.




Show Ticket - Buy tickets from the man behind the counter at the entrance to the Topolla Theater. If you face the man and press L, he'll offer to sell one to you for $30. Once you use it, it will disappear from your items list, but you can buy another one later.




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.




Shyness Book - (also referred to as the "Overcoming Shyness Book") Get the Book from the Library in Onett, but you must first rescue Apple Kidfrom the Stonehenge Base.




Signed Banana - Get the Signed Banana from Venus in the Topolla Theater in Fourside. You must have the Hieroglyph Copy, and you must first talk to the man blocking the door in the Dinosaur Museum in Fourside. Go into the theater, watch the show, then go backstage and talk to Venus to get it.




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.




Slot Machine Brothers - Three brothers have decided to open a casino in the dunes, but they have only one slot machine... and it's broken. Tourists should be careful about gambling away their dollars on this machine, although they do stand a chance of winning.




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.




Snow Wood Boarding School - The floor plan of the Snow Wood Boarding School shows that students have full access to all of the school's many facilities. The dorm rooms, shown at the top of the floor plan, are used for sleeping, studying and wrapping presents. Just outside is the upper hall where students gather to discuss the legend of Tessie. Downstairs, Maxwell fiddles with unique machines like a Bad Key Machine. The locker room is filled with useful items. One of the most common complaints at the Snow Wood Boarding School has to do with the inferior nature of the keys that are used to keep lockers secure. These keys, purchased at a substantial discount from Keys-R-You, show a marked propensity for bending. Fortunately, the student body can turn to Maxwell Lads. Just for fun, however, Maxwell often gives students a bent key before he lends them his Bad Key Machine.




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.




Sound Stone - The stone that Buzz Buzz gave Ness just before he traveled off to the big bug zone in the sky is a memory stone of sorts. When you reach sanctuaries, such as the Giant Step, it will record the sound you hear there so you can play it back at any time later. Exit the cave after defeating the Titanic Ant, walk to the big footprint and the Sound Stone. You will hear a special melody. As you listen to it, the Sound Stone will record it. You will collect several other sounds on your journey.




South Shore - If you manage to catch a ride with Tessie to the South Shore of Lake Tessie, you'll find more woods and some animals that you've already met, like the Goat. Follow the path southward, defending yourself as you go. A short hike will bring you to a fascinating artifact and another amazing challenge.




Speed - (see; Status (Option))




Sphinx - (see; Puzzling Sphinx)




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.




Spy - (see; Battle Screen)




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 Junior - 200 HP, 999 PP, no shields. Don't get cocky with this boss, because this is the only freebee you'll get! After all, Buzz Buzz protects you from PSI Freeze Alpha and PSI Fire Alpha. Just keep attacking or turn on Auto Fight and watch the outcome. This is meant for you to see what lies ahead.




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.




Start - The Start Button will start the game from the title screen. This is the only use that the button has in EarthBound.




Status (Option) - This command allows you to view the health and attributes of your characters. There are a number of categories displayed on the status screen. Pressing left and right on your control pad allows you to look at the status of all your character.

  • Level - Your current level as determined by how much Exp you have acquired.
  • Condition - If you're ailing somehow, it is indicated here.
  • Hit Points/Pshychic Points - Displays current levels as well as maximum levels.
  • Experience Points - The number of Experience Points currently earned.
  • Next Level - The number of Exp needed to reach the next level.
  • Offense - Displays offensive power using the currently equipped weapon.
  • Defense - Displays defensive power using currently equipped items.
  • Speed - Displays current speed level, which is important in escaping.
  • Guts - Displays the guts level, affecting your frequency of SMAAASH attacks.
  • Vitality - Displays vitality, affecting how fast your max PP increases.
  • IQ - Displays IQ, affecting how fast your max PP increases.
  • Luck - Displays Luck, which affects whether or not an attack on you misses.




Stoic Club Phone Number - Near the Captain's dock is a store that sells supplies that are much less fancy than the ones in Summers' Grocery Store. Use the telephone there to call the Stoic Club. Make your reservation, then head back down the street to the club.




Stonehenge - At the very center of Stonehenge, visitors will notice a small round hole, just large enough for them to climb into. As a general travel tip, it is usually a bad idea to climb into mysterious holes of this sort. In this case, even if you do climb down the hole, you won't go far... unless you have the Eraser Eraser Mahine. The unusual device removes the iron obstruction below Stonehenge, allowing you to pass through.




Stonehenge Base - The hole in the center of Stonehenge leads to unearthly surroundings. Purple corridors pulse witha strange glow. Watch out for the Starmen that warp into the middle of your party. The defective lighting in the lower regions of the maze is confusing. Use this map to make your way through all of the corridors.




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.




Submarine - When looking for a submarine in Scaraba, go back inside Brick Road and return to the fourth floor. The hole that was blocked by a sign earlier will now be accessible. Drop through it and two more holes until you land on a plateau on the first floor. Walk around to the left to find the junk yard. Have Jeff fix the submarine (it's yellow!), then leave the dungeon again. Take the submarine back to the tip of the continent and prepare to dive. When you reach the port with the submarine, you'll automatically sail off for distant shores. When you arrive at your destination, you'll find a dark, dismal looking land that could definately use some brightening up. It's a good thing that you have something in your backpack that can do just that.




Summers Hotel - Expect elegance when you check into Hotel Summers, a beautiful, full-service resort located right on the beach in the downtown area. You'll drift off to sleep rocked by the waves gently lapping the shore and wake to brilliant sun shining on the azure water.




Summers, Toto Beach & Port - Sun drenched beaches and posh resort accommodations paired with a bistling port make the villages of Summers and Toto great get-away destinations. Summers is elegant but expensive, so take lots of cash and plan ahead for the vacation of a lifetime.




Swamp - The Deep Darkness swamp is saturated with quicksand and deep water. Ness and the team will be damaged if they spend too much time beneath the surface, so try to remain in shallow water as much as possible. Replenish the party's hit points before each deep water journey.