Locations
Every major town and area, in the order you visit them. Includes later-area names.
| Location | In short | About | Picture |
|---|---|---|---|
| Onett | Ness’s hometown | Where the meteorite lands and the journey begins. | Full mapInteriors |
| Twoson | Paula’s hometown | A bustling town with Burglin Park and the Polestar Preschool. | Full mapInteriors |
| Peaceful Rest Valley | Between towns | A valley route linking Twoson and Happy Happy Village. | Full map |
| Happy Happy Village | Blue town | Home of the cult that paints everything blue. | Full map |
| Threed | Trouble after dark | A town overrun by zombies, with the Chaos Theater. | Full map |
| Saturn Valley | Mr. Saturn’s home | A quiet valley full of Mr. Saturns, near Grapefruit Falls. | Full map |
| Winters | Jeff’s home | A snowy region with Snow Wood Boarding School, Dr. Andonuts’ lab and Stonehenge. | Full mapInteriors |
| Dusty Dunes Desert | Desert crossing | The hot route to Fourside, with the Desert Gold Mine. | Full map |
| Fourside | City lights | A big city with the Monotoli Building and Topolla Theater. | Full mapSewers |
| Moonside | Strange reflections | A bizarre mirror version of Fourside. | Full map |
| Summers | Seaside resort | A coastal town with a museum, restaurants and a port. | Full map |
| Dalaam | Poo’s home | A mountain kingdom and a place of training. | Full mapInteriors |
| Scaraba | Desert kingdom | A desert town with the Pyramid and Dungeon Man nearby. | Full map |
| Deep Darkness | Into the swamp | A dark swamp you need the Hawk eye to see through. | Full map |
| Tenda Village | Shy neighbours | Home of the shy Tendas, near Lumine Hall. | Full map |
| Lost Underworld | A prehistoric world | A vast region with enormous creatures. | Full map |
| Magicant | Inner world | A dreamlike world inside Ness’s mind. | Full mapSea of Eden |
| Cave of the Past | The final stretch | The last area of the adventure. | Full map |
EarthBound · Super Nintendo. Game content © Nintendo / APE / HAL Laboratory.
A new town has a local problem
Talk to residents and identify what is preventing progress before treating the whole place as another combat zone. Shops, hotels and helpful contacts can prepare you for the region’s dangerous routes. When a conversation gives a destination, connect it to a landmark on the map. Returning to a familiar service point after a major event also lets you notice how the town responds to the story.
Link exploration to your next objective
Choose a route that addresses the current problem and inspect its side paths as supplies allow. If an obstacle appears unrelated, remember it for a later visit rather than spending all your recovery forcing an uncertain approach. EarthBound frequently connects ordinary-looking places to unusual events, so attention to dialogue and item descriptions can solve a navigation problem that more battles would never resolve.
References
Covered edition: The original SNES adventure: Mother 2 in Japan (1994), released as EarthBound in North America in 1995. This guide uses English-version names.


























