MOTHER 2: Giygas Strikes Back(Super Famicom)

Walkthrough

From Onett through defeating Giygas and returning home. Check whom to meet next, which goods to use, and when access will be lost at each stage.

Scope: Japanese SFC version (released August 27, 1994) / excludes changes specific to the English EarthBound and GBA MOTHER 1+2 / Content checked: October 2, 2026

Early game: from Onett until the first three characters meet

The steps are divided by town events. After defeating a boss, continue to the power spot beyond it and record the sound.

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Onett at night: the meteorite and Sound Stone

  1. Leave home and go to the meteorite hill, speak to Porky, and return home. Speak to your mother and rest; a visitor arrives late at night. Change clothes and accept Porky's request.
  2. Find Picky by the meteorite and bring Buzz Buzz back. During the Starman's Son battle on the way home, fight with Buzz Buzz's help.
  3. After taking the brothers to Porky's house, speak to the fallen Buzz Buzz and receive the Sound Stone. Return to your mother at home and begin exploring the town the next day.
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Onett town: Frank and the Traveling Shack Key

  1. Get the Town Map from the library desk, then withdraw only the cash you need from a shop's cash dispenser. Upgrade your starting bat and armor before visiting the arcade.
  2. Speak to and fight the gang member guarding the back door, then defeat Frank and Frankystein 2 in the yard. If you lose HP in the first fight, heal before attacking in the second.
  3. Get the Traveling Shack Key from Mayor Picar on the town hall's second floor. Use it on the traveling performers' shack to the northwest to gain access to the cave entrance.
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Giant Step: the first sound

  1. Climb through the cave and touch a Magic Butterfly in an outdoor section along the way to restore PP. Black Ants call allies, so defeat them before reinforcements pile up.
  2. Inspect the shining entrance and defeat the Giant Ant. Continue to the large footprint beyond it to record the sound. Do not turn back through the cave immediately after the boss.
  3. Return to Onett and visit the police station. Fight four Policemen, then Chief Strong, to lift the roadblock to Twoson.
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Twoson: support the inventor

  1. Give Apple Kid some food and $200. Before leaving his house, speak to the mouse and receive the Receiver Phone.
  2. Pass through the eastern cave and inspect the iron octopus blocking Grateful Dead Valley. Return and answer the phone, then get the Octopus Eraser Machine from Apple Kid in Nusutto Square.
  3. Take the machine back to the valley and use it in front of the obstacle. If a mushroom causes your controls to behave strangely, have the girl in the valley or a town healer remove it.
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Happy Happy Village: rescue Paula

  1. Before fighting at the cult headquarters, go through the village's small cave to the mountain cabin. Get the Franklin Badge from the imprisoned Paula and keep it in Ness's inventory.
  2. Inside the headquarters, talk to move the rows of cultists, then fight Carpainter upstairs. The badge reflects lightning simply by being in the goods inventory. It is not an item worn in an armor slot.
  3. After winning, get the Jail Key from Carpainter and return to open the cabin's cell. Check Paula's equipment and HP after she joins, then enter the cave.
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Lilliput Step to Chaos Theater

  1. Defeat the Giant Mole in the cave near the village and record the second sound. Use Paralysis to stop its physical attacks, or fight with Paula's PK Freeze.
  2. Meet Paula's parents at the preschool in Twoson and get a Wad of Bills from Tonchiki. Enter the theater using the Tonzura Brothers' Backstage Pass and watch the show.
  3. Give the manager the money to settle the debt. Taking the band's bus to Threek makes the earlier towns difficult to revisit for a while. Finish shopping and organizing your goods first.
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Threek: captured at the hotel, then control switches to Jeff

  1. After the two zombies guarding the northwestern graveyard entrance see you, follow the suspicious woman into the hotel. Entering the room traps Ness and Paula underground.
  2. Paula's call switches control to Jeff in Winters. This is not a segment for continuing to level Ness in the cell.
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Winters: lockers, Tessie and the laboratory

  1. Get the Locker Key from the older student at the dormitory, confirm that it does not work, then speak to him again. Open the lockers with the Slightly Key Machine and collect the weapon and Broken Air Gun.
  2. Get Bubble Gum at the drugstore outside and bring the Balloon Monkey. Receive food from the expedition members at Lake Tess, then ride Tessie from the cape to the southern shore.
  3. Pass through the Low-Budget Dungeon. In the next cave, use the gum below the rope you cannot reach. Jeff alone cannot record Rainy Circle's sound.
  4. Speak to Dr. Andonuts at the laboratory to the south and fly to Threek in the Sky Walker. After reuniting, use the Slightly Key Machine on the cell door to escape.
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Threek: Ghost Tent and Zombie Trap

  1. Defeat the Ghost Tent to the south and take Fly Honey from the trash can left behind. You need it for the next Belch battle, so do not leave it in storage.
  2. After Apple Kid calls, use the delivered Zombie Trap inside the anti-zombie headquarters tent. Stay at the hotel overnight, then check the graveyard.
  3. Use the northwestern underground passage and defeat Mini Belch near the exit. From the waterfall area above ground, pass through the cave to Saturn Valley.
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Saturn Valley to Belch's secret base

  1. Ask the Mr. Saturns in their cave how to enter the secret base. When asked for a password behind Grapefruit Falls, wait for 3 minutes without entering anything.
  2. Fight Belch at the back of the base and use Fly Honey first. Eating it stops his attacks; do not try to win solely by reducing his HP.
  3. Leave through the exit to return to the hot-spring side of Saturn Valley. Check the items available from the rescued Mr. Saturns, recover, then proceed to Milky Well.
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Milky Well to the desert excavation request

  1. Defeat the Psychic Tree's Bud and its companions, then record the sound farther inside. Threek becomes brighter when you return, allowing you to head toward Fourside.
  2. Detour around the traffic jam in Doko Doko Desert. Give food to Shoji Mochi at the excavation headquarters. Treat sunstroke with a Wet Towel or Healing α.
  3. Enter Topollo Theater in Fourside and learn about the Tonzura Brothers' new debt. Return to the desert dig site to receive a request to clear out the monsters inside.
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Buried-treasure dig site: all five Masters of the Hole

  1. Defeat all five Masters of the Hole in the cave. Do not stop after defeating one that calls itself number three; explore the remaining branches.
  2. The Masters of the Hole have shields that reflect physical attacks. Focus on PK Freeze rather than relying only on rockets or normal attacks.
  3. Report to Shoji outside, then head toward Fourside. Give the diamond received from his younger brother on the bridge to the theater manager. This opens the department store.
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Midgame: resolve the kidnapping and meet the fourth companion

While Paula is absent, give Jeff a share of attack items and healing supplies.

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Fourside: blackout and Paula's kidnapping

  1. After shopping at the department store, return downstairs to trigger the blackout and kidnapping. Prepare PSI attacks and recovery items for Ness and Jeff while Paula is absent.
  2. Defeat the Department Store Monster in the fourth-floor office. Listen to people at the bar outside, then give one bystander food to reach Tonchiki.
  3. Check behind the bar counter to enter Moonside. This event does not begin by searching the town's ordinary exits or underground sewers.
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Moonside: the invisible companion

  1. In this town, the Yes and No choices mean the opposite. Use the people who warp you when spoken to and check the obstruction in front of the Monotoly Building.
  2. Speak to the invisible man in the small room reached by warping, then speak to the person at its exit to return outside. Bring your invisible companion to the person blocking the building to open the way.
  3. Defeating the Mani-Mani Demon returns you to the original town. Collect any presents you want in Moonside before winning.
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The monkey-filled cave: the machine and Teleport α

  1. Receive the call about the invention outside the bar and speak to the monkeys and delivery person. Buy a Skip Sandwich and Picnic Lunch at the desert shop, and bring the Octopus Eraser Machine to the cave.
  2. Give the monkey at the entrance its requested item, then use the presents beyond the opened path for the next monkeys. Get the Gourmet Tofu Machine from Tarai Jab at the back.
  3. Speak to the monkey in the room and follow it outside to learn Teleport α. It is learned through an event; leveling Ness is not a substitute.
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Monotoly Building: get Paula back

  1. Give the Gourmet Tofu Machine to the maid outside the building to reach the 48th floor. Use Paralysis to stop the Careless Robot in the battle farther inside; do not rely solely on rockets.
  2. Meet Monotoly and get Paula back. Return to Threek with the Tonzura Brothers and have Jeff repair the underground Sky Walker.
  3. Fly to the laboratory in Winters and speak to the doctor. While waiting for the upgrade, take Ness to Rainy Circle. Defeat the Giant Mushroom, record the sound, and return to the laboratory.
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Summers to Ranma: the fourth companion

  1. Take the upgraded Sky Walker to Summers. Ask for the Stoic Club's phone number at a house in Toto to the east, make a reservation by phone, then enter the club.
  2. Speak to the customers and woman inside the club, then eat Magic Cake at the cart outside. Control now switches to Poo in Ranma.
  3. When training begins at the Place of Mu, do not leave your seat in response to the calls. Accept the spirit's requests, then report to the palace master after training to join the party.
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Summers Museum to Magnet Hill

  1. Give Poo's Tiny Ruby at the museum and read the hieroglyphs in the exhibition room. Receive the Copy before preparing for the boat trip.
  2. Hear Rice Bowl's request at Fourside's dinosaur museum, then get an Autographed Banana from Venus at Topollo Theater. Give it at the museum to enter the sewers.
  3. Defeat the Giant Rat deep in the sewers and record Magnet Hill's sound. The Rabbit's Favorite Carrot in the treasure box beyond is used next in Ranma.
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Pink Cloud: remove the rabbit and collect the sound

  1. Use the carrot on the black rabbit obstacle in front of Ranma's cave. The cave involves dropping through holes to lower floors, so compare the ropes and landing points.
  2. Defeat Thunder and Storm and record the sound at Pink Cloud. The King's Bracelet on a lower level is exclusive to Poo; collect it and give it to him.
  3. Return to Toto east of Summers and speak to the captain to board a boat for Scarabi. Heal before boarding because a Kraken battle occurs at sea.
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Scarabi to the pyramid: collect the Hawk Eye

  1. At the sphinx to the southeast, step on the switches in the star-shaped order shown on the Copy: top → lower left → upper right → upper left → lower right → top to open the entrance.
  2. Progress inside, defeat the Stone Statue Chief, and step on the switch farther in. Return to the hole beneath the central coffin and collect the Hawk Eye in the room below.
  3. Poo temporarily leaves to train when you approach the exit. Someone in the remaining party of three must carry the Hawk Eye, which is needed in the dark part of Makyo.
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Dungeon Man: take the Farewell Hole on the second visit

  1. Get the Tower Key from the spear-carrying person near the pyramid exit and use it at the giant human-shaped entrance. On the first floor, climb the third rope from the left.
  2. Meet Brick Road on the fourth floor and leave through the Return Hole. When Dungeon Man follows you and stops at the palm trees, ask the person ahead about the submarine.
  3. Enter again and descend through the Farewell Hole that opens on the fourth floor. Inspect the Broken Submarine in storage; Jeff repairs it so you can cross to Makyo.
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Makyo: darkness and Belch's return

  1. Use the Hawk Eye where the path becomes dark. If you bought a Pig Nose in Scarabi, use it to search for buried Magic Truffles here.
  2. Do not rely on the first battle's Fly Honey against Returning Belch. As the fight progresses, Poo returns using PK Starstorm α.
  3. Visit the Gumi tribe's village, check its silent residents, and go outside again. Receive calls from the inventors and return to Winters.
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Late game: collection deadlines and the last solo exploration

The base's enemies, Magicant's treasures and town supplies have deadlines.

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Stonehenge Base: collection deadline before the rescue

  1. Get the Kokeshi Eraser Machine from the mouse at the laboratory and remove the obstacle underground at Stonehenge. Fight DX Starman at the back.
  2. If you want the King's Sword, fight Super Starmen before defeating DX Starman. This enemy disappears after clearing the base, so decide whether to move on or keep collecting.
  3. Get Mr. Saturn's Ribbon from the rescued Mr. Saturn and ask Apple Kid where the book is. Finish the conversations in this room before heading to Onett.
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Onett Library to the Gumi tribe's village

  1. Check the bookshelves in Onett Library and take the Book to Cure Shyness. Use it in front of the Gumi elder and receive a Gumi Durian.
  2. Have the village's strong resident move the rock to open the way underground. The elder's conversation also asks for the player's name; this does not rename the protagonist.
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Lumine Hall: remove the reflecting shield

  1. Use ladders between the upper and lower levels to progress. Give the King's Bandana to Poo, and leave Creepy Balls until after other enemies because they explode when defeated.
  2. Electric Crackle starts with a counterattacking Psychic Shield. Remove it with Jeff's Neutralizer Machine or a similar option before choosing attack PSI.
  3. After winning, descend into the hole ahead and record the sound at the glowing wall. Drop farther down to reach the Underground Continent.
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Underground Continent: hot springs and Poo's armor

  1. Dinosaurs roam this region, where the scale differs from the surface. Use blue hot springs for HP/PP and red springs for status recovery. Give the Gumi Durian at the Gumi village on the continent.
  2. Take the King's Cloak from a present to the southwest and equip it on Poo. The Sea Pendant is also useful in the next cave and Ness's solo segment.
  3. Recover and review Ness's goods before entering Fire Spring. Recording the eighth sound takes him straight into Magicant alone.
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Fire Spring: the two-phase dog

  1. Many enemies use fire, so prioritize pendants that reduce fire damage. Climb through the caves and ropes, collecting the Moon Beam and Angel Bracelet along the way.
  2. Defeating Carbon Dog transforms it into Diamond Dog, which raises a shield that reflects physical attacks. Ending the first phase with a powerful rocket risks reflecting its damage onto Jeff.
  3. In the second phase, remove the shield or switch to attack PSI. Give Ness recovery items and the Franklin Badge before recording the sound beyond the boss.
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Magicant: solo exploration with no return

  1. Progress with Ness alone. Collect the Magicant Bat and Goddess Bracelet from presents and buy any recovery items you need. You cannot return here after clearing it.
  2. You can bring one Flying Man from their house. A defeated Flying Man cannot revive, so do not treat the remaining residents as unlimited support.
  3. Inspect the vine at the end of the path to reach the Sea of Eden. Approach the boss statue with a light-blocking pendant and enough PP left for Lifeup.
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Sea of Eden: Ness's Demon

  1. It starts with Psychic Shield, so begin with normal attacks. Dragon Powder can also be used, but is reflected after the opponent raises a counterattacking shield.
  2. When its Shield β changes the protection to physical reflection, switch to attack PSI such as PK Fighting Spirit. If you take heavy damage, choose Lifeup before the HP drum rolls down to 0.
  3. Winning raises Ness's abilities and teaches him Teleport β. Magicant disappears; reunite with the party and head to Saturn Valley.
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Late-game Onett: a meteorite fragment

  1. Meet the doctor in Saturn Valley and confirm that the Space Tunnel will not work. Visit the meteorite impact site in nighttime Onett to collect the material.
  2. The town's shops cannot be used as usual, so prepare in Saturn Valley before leaving. Inspect the meteorite, take the Meteorite Fragment, and return.
  3. Give the fragment to the doctor and stay overnight while the device is finished. Before boarding, prepare equipment, PP recovery and revival items, and keep a save from before the point of no return.
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Lowest Country to Lowest Country in the Past: final preparations

  1. Take the Space Tunnel to Lowest Country. Poo learns PK Starstorm Ω and the doctors catch up with you. Beyond this point, you cannot return to town to shop.
  2. Accept the doctor's explanation, transfer the four characters into robot bodies, and travel to the past. The final dungeon is not in the future.
  3. Inspect the Space Tunnel at the entrance to Lowest Country in the Past. Repair restores HP, PP and status, while Communicate lets you save. Keep a pre-departure save in another slot if you want to return to town.
  4. Take the Legendary Bat from a present. Return to the entrance to recover if the enemies on the way to the boss wear you down. Keeping Paula alive is the top priority in the final battle.
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Giygas: Porky, attacks, then prayers

  1. In phase 1, attacks on Giygas are reflected, so target Heavily Armed Porky. Reduce his HP while Paula's party-wide Psychic Shield protects against PSI attacks.
  2. After Porky retreats, Giygas enters a phase where ordinary attacks work. Preserve Ness's healing resources and progress with attack PSI or Jeff's tools.
  3. After Porky reappears and leaves, use Paula's Pray a total of 9 times. The other three support her with healing, revival and PP recovery. Damage numbers alone cannot finish this phase.
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After victory: see your companions off and return home

  1. See Poo and Jeff off in Saturn Valley, then take Paula to Twoson. After escorting her to the preschool, speak to your mother at home in Onett.
  2. Before progressing the return-home sequence, you can check changed conversations in different places. Check letters and photos after the final battle as you travel, too.
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