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    MOTHER 2/Earthbound 
  • While Earthbound is beloved by fans, it might be that nobody complains that you need a guide compared to the other Mother games because the English release came with one. Even every Virtual Console release links you to a digital copy of the guide... The problem comes if a player's playing on an emulator, who might not know the guide exists!
  • About three quarters through the game, the player finds a weapon called the Casey Bat. It's Ness' strongest weapon, but unless you know the story the bat is referencing, you'll have no idea why Ness suddenly becomes incapable of hitting anything. The game never informs you of the bat's absurdly high miss-rate.
    • Admittedly, using the Check command on the Casey Bat mentions outright that it'll whiff a lot. But why would you do that when almost every other weapon in the game has a Check description that simply tells you who can equip it.
  • You can, if you want, buy an egg. After a while, the egg hatches into a chicken, and starts making a beeping noise (obviously supposed to be chirping/clucking). Unless you already know that the egg hatched, it can be a nightmare to work out what's causing it.
  • And then there's the infamous Gutsy Bat Lie. In the player's guide, it mentions how you can get a Gutsy Bat, an extremely powerful weapon for Ness, in the Sea of Eden, 1/128 times off the 3 Kraken there. Turns out, no. you can't get Gutsy Bats off the Kraken. Instead, you can only get them off the BIONIC Kraken in the Cave of the Past!
  • In Twoson, there's two inventors, Orange Kid and Apple Kid. Apple Kid is a chubby little guy who lives in a house full of garbage and mice. Orange Kid is a richer guy with a cleaner house. If you're used to Earthbound's quirky humor you might (correctly) guess that you need to enlist the help of Apple Kid... but Orange Kid says his invention will be vital on your journey. The invention is also fairly expensive for that point in the game. Orange Kid's invention breaks down after one useless use.
  • At one point in Threed, to get the next story event to happen, you need to talk to two Zombies blocking your path. They don't even say anything, and why such an action causes the next event is never really clear.
  • To get into Master Belch's factory, you have to talk to the door guard and say the secret password. The password turns out to be 3 minutes of silence, that is, no inputs from the controller. While NPCs do eventually tell you this as you progress through the story, it can be frustrating to reach the door guard, and have seemingly no way of entering anything.


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