Make your own free website on Tripod.com
   

Main Page

Main Page
Links
Downloads
Multimedia

Earthbound

Introduction
Walkthru
Enemies
Weapons
Armor
Food List
Other Items
Psi Table

Mother (EB Zero)

Introduction
Walkthru
Enemies
Screenshots

Super Smash Bros.

Introduction
Playing as Ness

SSB Melee

Introduction
Playing as Ness
Onett Battle Stage
Fourside Battle Stage
Versus Ness (1P)
Earthboundly Items

Walkthru: Scaraba Desert Days & Deep Darkness

After you record the melody, teleport back to Summers. Make your way to Toto, and talk to the sea captain, who will now be willing to set sail to Scaraba. On the way to Scaraba, you will be attacked by Kraken. When you defeat Kraken, you will be in Scaraba. Walk around Scaraba, and catch the sites of Scaraba. In the northeast part of town is a man on a roof, who asks if you want to meet Dungeon Man. He says he lost the key to enter him in the desert. Also to the northeast is a place where Pokey took a dump in the desert (no kidding). Exit Scaraba to the south, and head on over to the Sphinx. Refer to the Hieroglyph copy to see what pattern you should step in. Solve the Sphinx's puzzle, and you will now be able to enter the pyramid.

Once inside the pyramid, be careful of hieroglyphs which will attack you. Fight your way through until you reach a room with a casket in the middle and three doors. Remember this room. Keep on advancing to the right, until you meet the Guardian General. Defeat him, and in the next room, step on the tile that is obviously a switch. Go back to the room with the suspicious casket in the middle, and drop down the hole. Get the Hawk Eye that is on the altar of the next room, and make your way out of the pyramid. As soon as you exit, an old man will teleport and tell Poo he needs to do more training. Poo suggests it will be helpful, and leaves the party for a while. Make your way north and talk to the man with a spear to obtain the Key to the Tower. Further north, you will see Dungeon Man. Use the key to go inside him.

Dungeon Man is a huge maze, with a lot of gift boxes and familiar and unfamiliar enemies, as well as an ATM machine, benches where you can rest, and a doctor, nurse, and healer. Make your way to the north of the first floor, and when you approach four ropes, take the 3rd from the left to continue. Follow the path from south to west to north and climb up the 2nd rope. You will now be in the 3rd floor of Dungeon Man, where no enemies will attack you (his personal zoo). Climb the rope and speak to Dungeon Man. Fall in the Return Hole, and make your way out. Dungeon Man will join your party shortly (you can't control him). Walk south, and he will get stuck in some trees. Make your way forward and talk to the man with a spear, who will say you need a submarine to get across. Make your way back inside Dungeon Man and talk to him again. Take the Goodbye Exit and examine the submarine. Jeff will fix it and you will be on your way to Deep Darkness.

You've now arrived in Deep Darkness, a swampy maze. If you picked up a Piggy Nose earlier, you can hunt for Magic Truffles, which recover 80PP to any character. Travel around Deep Darkness, and when you reach a present box surrounded by darkness, use the Hawk Eye, which will illuminate the darkness. Travel on, until you run into Master Barf, a reincarnation of Master Belch. Wear down his HP, and after a while, Poo will swoop in and defeat Master Barf with PSI Starstorm a. Reunited, continue on, and you will eventually find a cave. Inside the cave, is the Tenda Village.

Back to main walkthru page