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Walkthrough

by Lord Yami Shuryou / me frog

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|			        Table of Contents		 	      |
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You see those weird collecting of two letters and two numbers? Punch those in
when you bring up your comptuer's FIND ability to instantly skip to that
section. It's an easy way to get to one part of the FAQ without having to slow
down.

Complete 100%: The chapter has been completed and no changes will be made from
here
on UNLESS there's an error in the section

Complete: The chapter has been completed, but changes can still be made

Near completion: The chapter is nearly done (90%+ complete)

Good progress: The chapter has a lot of information, but it is not yet complete
(60-
89% complete)

Halfway: The chapter is or is a little over halfway (50-59% complete)

Not complete: The chapter has enough solid info, but hasn't been fully completed
yet(15-49% complete)

Small progress: The chapter has been started, but very little info is inside
(1-14% complete)

Not started: The chapter has not yet begun (0% complete)


+--------------------------------------------------------------+---------------+
|(01)|   WALKTHROUGH   |    -   | Guide on how to beat the game| Complete 100% |
| -- | Prologue 1      | PTPTTC | Prologue 1 guide             | Complete 100% |
| -- | Prologue        | PRAPFS | Prologue guide               | Complete 100% |
| -- | Chapter 1       | C1SKBF | Chapter 1 guide              | Complete 100% |
| -- | Chapter 2       | C2MDDR | Chapter 2 guide              | Complete 100% |
| -- | Chapter 3       | C3TITB | Chapter 3 guide              | Complete 100% |
| -- | Chapter 4       | C4TTTB | Chapter 4 guide              | Complete 100% |
| -- | Chapter 5       | C5HHLI | Chapter 5 guide              | Complete 100% |
| -- | Chapter 6       | C6DDFF | Chapter 6 guide              | Complete 100% |
| -- | Chapter 7       | C7SSOI | Chapter 7 guide              | Complete 100% |
| -- | Bowser's Castle | C8SPSH | Bowser's Castle guide        | Complete 100% |
+--------------------------------------------------------------+---------------+
|(02)| Sidequests      | 02SDQS | Sidequests                   | Complete 100% |
+--------------------------------------------------------------+---------------+
|(03)| Enemies         | ENMDSE | Enemies                      | Complete 100% |
+--------------------------------------------------------------+---------------+
|(04)| Items	       | 04ITES | Items			       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(05)| Badges	       | BDGPWN | Badges		       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(06)| Recipes         | RCIPES | How to cook certain items    | Complete 100% |
+--------------------------------------------------------------+---------------+
|(07)| Shop List       | SHPLST | Shop Lists		       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(08)| Basics	       | 08BSCS | Basics of the Game	       | Complete 100% |
+--------------------------------------------------------------+---------------+
|(09)| Author Stuff    | ATHSTF |			       | Complete 100% |
+--------------------------------------------------------------+---------------+


Introduction by me frog
-----------------------
Hey, it's me frog here doing yet another FAQ. This is going to be a very short
intro because, well, I need to go to bed 'cause I'm dead tired and I really
suck at introductions. Anyway, it's your favorite FAQ author here, me frog
(like I already told you). I've done a ton of FAQs and this is like my FAQ
year since I have it all planned out. And I've made a lot of changes but not
to Paper Mario. It's one of the best games ever (though I'm now officially
bored with it) so I decided to join my friend Yami to work on it. This FAQ
will cover pretty much everything, from items to badges to moves (bad
descriptions because I was lazy) but I think you'll be pretty satisfied with
this finished product. Later!



Introduction by Yami Shuryou
----------------------------
Well, I finally get the chance to work with one of my favourite authors as well
as
friend, me frog. (In some cultures known as "Hyper FAQer on plentya' crack")
This
is to be my sixth FAQ in what I hope to be an expansive FAQing career, and
kicking
it off with what I consider to be my first guide where I can put in true
experience is bliss to me.

As the Yami Shuryou, I'm outside less than I should be.


Despite the fact that many aspects of this FAQ are not as good as other well
respected FAQing veteran's Paper Mario FAQs, IMO, I do believe that this guide
will come as close as possible to answering the three Unholy Questions;

1. Why is Peach taller than Mario?
2. Why does everybody in the Two Castles survive up in space, without oxygen and
   cold temperatures?
3. Why am I forced to block 3+ people a day for asking me for Mario porn?
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| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				Prologue to Prologue			      |
|				  The Two Castles			PTPTTC|
|		      (Not to be confused with The Two Towers)		      |
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IMPORTANT NOTE: Until the end of Chapter 2, I, Yami Shuryou, will be doing the
��������������	walkthrough.


The game starts off as Mario and Luigi receive an invitation from Princess Peach
to a party. The two obviously go, and the game gives us a rundown on a few areas
until we reach the castle. After Mario and Luigi part, talk to the toads if you
wish (notice that the castle layout is much like that of Super Mario 64?), and
then head up the center stairs and through the door. Talk to any you want to
here,
then go up either length of stairs, and through the wooden door. Continue along
the route through the last door.

Here, you'll meet Peach, (Who o_0 enough is taller than you) whom invites you to
her private chambers. Your plans are however disrupted as a castle belowground
submerges, taking Peach's castle with it into the sky. Bowser then comes
crashing
through a window, and reveals that they are indeed in the sky, with Bowser's
castle below Peach's. Mario rushes to stop Bowser, and Peach tells Bowser that
he
can't win. Bowser retorts that it is different this time. Mario is quickly
beaten
as Bowser reveals a magical artifact, the Star Rod, that he stole from Star
Haven.
After a few traded hits, Mario is sent out the window Bowser came through, and
falls to the planet below. Peach looks onward, praying.

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|				      Prologue			    	      |
|				A Plea from the Stars			PRAPFS|
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==============
Goomba Village
==============
Mario is lying unconscious on a forest floor when seven stars appear and give
him
their energy. A goomba then comes out, and after figuring out who Mario is calls
her parents.

As Mario is resting on a bed, one of the stars from earlier appears. He
introduces
himself as Eldstar, and tells you to come to Shooting Star Summit where he'll
have
the strength to tell you of something.

A toad then comes in and relives to Mario the current situation. After Mario
comments on Eldstar, the toad tells you what it may mean. After the
conversation,
go out and talk to the Goombas. For now, you can't get to town, so save at the
Save Block, and head into the second building, then head through the second
door.
Speak to Goompa, then leave the house altogether. Goombario tells you the gate
is
fixed, so go and talk to Goompapa. He and the sister wish you good luck, when
suddenly the witch who was accompanying Bowser appears. She expresses her
surprise
at Mario being well, then introduces herself as Kammy Koopa. She suddenly
summons
a block to stop you from proceeding, then leaves!

Goompapa is not pleased, and he tells you to go and fetch Goompa's hammer after
he
learns of Princess Peach's plight. Save at the Save Block, then go and see
Goompa.
However, when you try to go see him, the veranda is missing, and Mario falls for
the second time in one day. Poor Mario! <_<


==================================
Wildness outside of Goomba Village
==================================
Go to see Goompa, who after telling you of the veranda, discovers a block and
tells you that his hammer is missing. Go left, and after getting some coins from
the other bushes, get the hammer from the centre west bush. With your newfound
weapon, hit the trees and the blocks for some coins and a Dolly. Head right
then.
Goompa will be knocked back, and a Koopa with egg shells on him comes out.
Introducing himself as Master Jr. Troopa, he then fights you.

 _________________
(Master Jr. Troopa)
 �����������������
5 HP, 20 Star Points
Strategy: Although this is an introductory battle to the game, it will only
introduce the basics of the hammer, as you've already gone through the basics
with
Bowser. After he says that he is powering up, one more hit will do Jr. Troopa
in.


After losing, Jr. will bawl, and run away, after telling you he'll be back. Now,
save at the Save Block, then head right.

Here, hit the immediate block for a coin, then continue right and destroy the
larger yellow block with your new hammer. Proceeding along, ignore the platinum
block, and hit the clear block with a heart to heal yourself. Head up and jump
onto the spring to get some coins, then drop off left to get a Fire Flower. With
all that you can do here done, continue heading east onto the next screen.

Here, Goompa will warn you of the enemies, which happen to be some Goombas. With
the next few battles, you'll learn some of the battle mechanics. After you
dispatch the winged Goomba, head left along the upper cliff, and make your way
to
Star Piece. With that done, head off the cliff, then go right again, this time
all
the way, to make it back to the Goomba residence. Here, you'll encounter a
locked
gate, but Goompa will open it for you.

==============
Goomba Village
==============
Goombaria and Goombario will welcome you back. Goompa will go to fetch
something,
and then Goombario will notice the Dolly, saying that that is the one that
Goombaria lost. Give it back to her, and she'll give you a Star Piece, plus a
kiss! Goombario asks Mario how he seems to beat up enemies so easily, and then
Goompa comes back out, and gives you a Power Jump badge. He'll explain about
badges and the Heart Blocks. After some more bereft conversation, Goompa will
let Mario use his hammer, then tells Goombario to go along with Mario! Goombario
will be excited, and then join you. Basically, Goombario will be your source of
information on your surroundings. Goompa then leaves. Go and rest at the Toad
House, then smash the block that was blocking your way. Start heading for the
path
to Toad Town.


=================
Path to Toad Town
=================
Here, look at the sign to attract a Goomba, and then fight it. Goombario will
give
you some advice on allies, though it won't be required until later. With the
chance to test out Goombario and allies in general, fight the next few Goombas
that litter the road. Hit the three blocks for some coins, and then fight the
next
enemy. Continue into the next area.

Here, fight the lone enemy, and hit the block for the Close Call badge. Look at
the sign to get a Mushroom, then dispatch yet another enemy. Hit the Heart
Block,
then head into the next area.

Here, you'll encounter two oddly coloured Goombas, who will forbid you from
passing. They then decide to fight.
 _______________________
(Blue Goomba, Red Goomba)
 �����������������������
Blue Goomba: 6 HP, 1 Attack Power, 10 Star Points
Red Goomba: 7 HP, 1 Attack Power, 10 Star Points
Strategy: These guys aren't really hard. With your new Power Jump, eliminate
Blue
Goomba with the taste of it twice, then defeat Red Goomba with your remaining
resources.
"He's the younger of the two notorious Goomba Bros. As you heard in his little
speech, he's one of the Goomba King's men. He doesn't look that healthy. He's
weaker than his brother." - Blue Goomba
"He's the older of the two notorious Goomba Bros. The Goomba King ordered him to
try to stop you. You can take this guy, no prob. He has just a little more HP
than
an ordinary Goomba." - Red Goomba


After you defeat the two, they'll cry and run away, letting you have free
access.
Before you go jump onto the spring, save at the Save Block. Jump onto the spring
now, and go into the next area.

Here, fight the Goomba disguised as a Mushroom, and head onwards. Here, you'll
see a cut scene with the Red and Blue Goombas, pleading to King Goomba and going
into King Goomba's Fortress. Mario and Goombario march onto the scene, and
Goombario tells Mario about a bridge. Suddenly, the three Goombas pop out and
start fighting Mario.

 __________________________________________________
(King Goomba, Blue Goomba, Red Goomba, Goomnut Tree)
 ��������������������������������������������������
Blue Goomba: 2 HP, 1 Attack Power, 10 Star Points
Red Goomba: 2 HP, 1 Attack Power, 10 Star Points
King Goomba: 10 HP, 1 Attack Power, 10 Star Points
Goomnut Tree: 1 HP
Strategy: Start by hitting the Goomnut Tree, which will drop a nut on the three
Goombas, eliminating Red and Blue, and taking a chunk off of King Goomba's. From
there, continue attacking King Goomba.
"He's really big. I mean, look at him! He looks really powerful. He's the boss
of
the Red Goomba and Blue Goomba. Who cares if he's strong? You're much stronger.
I
wonder what he ate to become so big? I'd like to be a bit bigger, too." - King
Goomba
"He's the younger of the two notorious Goomba Bros. As you heard in his little
speech, he's one of the Goomba King's men. He doesn't look that healthy. He's
weaker than his brother." - Blue Goomba
"He's the older of the two notorious Goomba Bros. The Goomba King ordered him to
try to stop you. You can take this guy, no prob. He has just a little more HP
than
an ordinary Goomba." - Red Goomba
"Spikey Goomnuts will fall down if you hit this tree. They'll definitely hurt if
they hit you, but it may be worth it to use them against the enemy."


The three will flee into the fortress, and listening in on them, you'll learn
about a switch of sorts. Hit the upper tree for a Star Piece, and then check the
bush for a switch. Jump on it to make the fortress collapse and the bridge to
rebuild itself. With that done, cross the bridge to get into Toad Town. That
done,
you will also see Kammy Koopa, as she flies off.


===============
The Two Castles
===============
Kammy Koopa informs Bowser that Mario has defeated Goomba King, and is now
heading
for Toad Town. Bowser is infuriated, commenting that Goomba King was a wimp.
Kammy
then reassures Bowser that they cannot be defeated. Bowser then asks if the Star
Spirits have any way of giving Mario their power, and Kammy again reassures
Bowser. Bowser then asks if the Koopa Brothers guarding the nearest star can
defeat Mario if he somehow reaches them, and the four Koopa Brothers come in.
Although they do seem quite a bit quirky, they show Bowser a special attack.
They
are pleased, until Bowser learns that nobody is guarding the star they were
tasked
to do. They then run back to their fortress. We now regain control of Mario.


=================
Path to Toad Town
=================
Head down the cliffs to start. At the end, go down and left, and get from the
Block a Sleepy Sheep. Continue right, and just before the large roof, hit the
tree above for a spring to come down. Jump onto it, and go across the roof. Open
the chest for the Hammer Throw badge, then fall off the left. Continue across
into
Toad Town now.


=========
Toad Town
=========
As you walk into the residency of Toad Town, one toad tells you what we already
know, and pleads you to save Peach. You now have a good portion of the town to
yourself, though a good amount is blocked off by some wood that fell in the
middle
of the road. Rest up at the Toad House; buy some Items at the shop, (signified
by
a Fire Flower) and save at the Save Block. With all that done, head up past the
blue gate with a star.


============================
Path to Shooting Star Summit
============================
Talk to the toad here to learn that Luigi made it out of the castles, then
continue along the pretty much straightforward path. After you come to a
crossroad, go up the cliffs into the Shooting Star Summit.


====================
Shooting Star Summit
====================
Here, head up the cliffs, and at the top, speak to the star that keeps fading in
and out. The seven Star Spirits then appear, and explain the plot in whole to
you;
they grant wishes to good people, and ignored the wishes of the selfish. Bowser
was one of the selfish, and when he found out that they were not granting his
wishes, he came up to Star Haven and stole the Star Rod. For now, he's content
with his evildoings, but it may worsen. If Mario can rescue all seven of the
Star
Spirits, they may be able to help him. For now, their power is diminished, and
they disappear. After some conversation between Goombario and Mario, we go back
to
The Two Castles.


===============
The Two Castles
===============
Crying in her chambers over the situation, Peach is suddenly intruded on by
Bowser
and Kammy. Kammy discourages Peach of hoping for Mario, and Bowser tells her
that
if she has a wish he finds suitable, she can ask of him to grant it for her.
Kammy
warns Peach to not make trouble, and the two Koopas then leave.

Peach wishes that somebody could help her, and suddenly, a Star Kid (A small
star)
comes in through the windows! He introduces himself as Twink, and tells Peach he
came from Star Haven to grant her wish. When he admits that he cannot get the
Star
Rod back from Bowser or take her away from The Two Castles, Peach gives him the
task of taking a message to Mario plus a Lucky Star. Twink leaves, happy he
could
help. Peach then goes out onto the cathedral, wondering where Mario is, as we
switch back to the person in question.


============================
Path to Shooting Star Summit
============================
Back before the Shooting Star Summit, head back to Toad Town. As we try to cross
the bridge, Twink suddenly comes out of nowhere and bonks Mario on the head by
accident. He immediately apologizes and figures out that Mario is Mario, and
gives
Mario the Lucky Star. He also offers an explanation on the action command.

After you get an explanation or refuse one, a Magikoopa suddenly comes out of
the
sky and, dissing Twink, says that if she defeats Mario, she'll be famous. She
then forces us into a fight.

 _________
(Magikoopa)
 ���������
8 HP, 3 Attack Power
Strategy: Knock her off her broom first with your Power Jump ability. If you get
a Nice! on both, you can beat her. Otherwise, just pick her off with regular
attacks after your FP runs out.


After the battle, Twink congratulates Mario, then leaves. He returns to relay
Peach's message, then leaves for real after telling Mario to rescue Peach.
Goombario comments on Twink's bravery. For now, let's go back into town.


=========
Toad Town
=========
Back in town, the toad next to the gate tells you that Morton was looking for
you.
He then comments on how rare that is. Go to Morton's house, which is the one
with
the spinning roof. After knocking the door twice, it'll open, smashing Mario.

Merlon comes out and wonders why Mario's 'sleeping' there. After Mario gets up
and
Merlon finds out who it is, he invites Mario into his house.

In his house, he starts going into a long story that puts Mario to sleep.
Thankfully, we don't have to listen to very much of it. After, he wakes Mario
up,
tells him that he can predict the path Mario should take for a path, and for now
leaves us with the answer that we need to go to Koopa Brothers Fortress. Leave
now
and save at the Save Block. Go and talk to the toads on the west path, who will
refuse to let you pass. Go back now and talk to Morton.

Morton will be shocked at the fact that toads are blocking the way, and orders
you
to follow him. Do so, and he will confront the toads with a fact; they are not
toads. They'll protest, but Morton will do some super-spell which makes the
toads
reveal their true selves - The four Koopa Brothers! Red wonders how they were
caught, and then orders the four to retreat. After they run, Morton tells Mario
who they were, and tells him that he should stop off at Koopa Village, as to get
to the fortress, he'll need a blue-shelled Koopa. He then leaves. Go west, to
start up Chapter 1.

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|				      Chapter 1			    	      |
|			     Storming Koopa Bros. Fortress		C1SKBF|
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====================
West Mushroom Region
====================
Walking along the expanse, start off by fighting the Koopa enemy. Continuing,
disable the Winged Goombas, then grab from the chests some coins. Defeat the
next
enemy that's impatiently waiting in line, then grab from these here chests a
Dizzy Attack badge. Continue to get a Fright Jar. Head right now.

Here, grab from the yellow block a POW Block, then fight the Koopa Troopas. With
no bridge connecting the ledge you are on and the other side, hit the tree near
you with your hammer for a switch to come down. Jump on the switch for a bridge
to be built.

Head across, and hit the brown block to fight some Spiked Goombas. Fight the
normal Goomba that's around, then continue right, ignoring the bottom path. Kill
the last enemy that is around, a Koopa Troopa, get some coins from the end
block,
then continue right onto the next screen.
Here, head down the path into Koopa Village.


=============
Koopa Village
=============
As you enter, a Koopa welcomes you, recognizing you as Mario, and tells you that
the village is in an uproar because of the Fuzzies. A Fuzzy drops out of nowhere
and grabs the Koopa's shell. Hit the shell to retrieve it for the Koopa. You've
got some work ahead of you.

First off, head down and hit the block to bring down the Koopa's shell. Now, go
right and hit the tree for another shell to fall down. Also, check the bush
to the right of the tree for a Koopa Leaf. Save at the Save Block, and head
east.
In this part, check the first bush for another Koopa Leaf, then go and hit the
moving shell for gracious thanks from another Koopa. Head right to see another
shell on top of a brown block. You can't reach it, so push the blue block under
the brown, jump onto the blue block, then hit the brown block to bring down yet
another Koopa shell. Now, head into the house with a green roof.

A Koopa will come out, who's known as - what else? - Kooper. He needs his shell
also, however, so he asks you to do it, and tells you the Fuzzy thief is inside
his house. Now go inside. However, the Fuzzy will run away, so chase him into
the
woods.

Here, you'll be forced into a mini-game. Four Fuzzies will jump over four trees,
and you have to keep track of where the one with the blue shell is. It's not
that
hard, though. After hitting the correct tree three times with your hammer, the
Fuzzy will give you back the shell, then leave.

Try to leave the woods, and Kooper will show up, and put his shell back on. He
then asks Mario if he knows about Professor Kolorado, an archaeologist, and it
leads to his wanting to go with Mario. Since he must be the blue-shelled Koopa
in
Morton's fortune, accept. As you try to leave, however, the Fuzzy along with
three of his friends will show up.
 ________
(Fuzzy x4)
 ��������
3 HP, 1 Attack Power
Strategy: The thing is, it's a bit hard for precise timing on dodging their
attacks. Nevertheless, if you hit them with Mario's hammer and use Kooper's
Power
Shell to hit all four of the Fuzzies, you'll defeat them easily.
"Why do Fuzzies always jump up and down? They need to chill out! The problem
with
Fuzzies is their quickness. It's really tough to time their attacks. If they
latch
on to you, watch out! They'll absorb your HP."


After you win, the Fuzzies will run off. Head left now.

When you come to the stumps in the former area, jump up onto the second one,
and use Kooper's ability to toss him over, thus granting you an HP Plus Badge.
Head all the way back to town now.

Back in Koopa Village, push the blue block in the small plot of land and hit the
brown block for a Star Piece this time. In the far right house, talk to Koopa
Koot to do some favours if you wish. Finishing that, rest at the Toad House,
save at the Save Block, then leave Koopa Village.


====================
West Mushroom Region
====================
Out of Koopa Village, head up the stairs and go left. Back on this screen, take
the down path and use Kooper to get a Star Piece. Head back to the last screen,
and go behind the third striped pole for a Honey Syrup. Then, head across the
bridge onto the next screen. Claim the coins as your own here, fighting the
Koopa
Troopa that will pop out of the tree. Heading down, fight the Spiked Goomba,
ignoring the block for now. Continuing, kick Kooper across to hit the switch,
thus
allowing you access across. Head onwards the next screen.


=======================
Koopa Brothers Fortress
=======================
On the next screen, save at the Save Block, then try to go up to the door. The
black Koopa Brother will come out, panic at the sight of Mario, and then run
back
in. Follow him inside.

In here, defeat the Koopa Troopa, whom will drop a Fortress Key. Pick it up and
use it on the locked door near you to open it. Go through, and defeat the two
Bob-ombs who occupy this room. Finishing that, head on.

Here, you'll see the green Koopa Brother be all high and haughty, but he will
run
away when Mario comes in. Defeat the Koopa Troopa, then head on. Dispatch the
second Koopa Troopa that will come out running from behind a cell, then continue
to fight a third Koopa Troopa. That done, go into the next room.

In this section of the fortress, fight the lone Koopa Troopa for a switch to
drop
down from nowhere. Go and jump on it, and the stairs will lower. Head down for
now, and go left. The two exits will rise up out of reach, and you'll be left in
a room of three Koopa Troopas, two of them Paratroopas. Defeat all of them, and
the two exits will plop back down to earth, so go through the left exit.

In this room, a fire will be spinning around. Time your jump to cross the flame,
then continue through a second flame to nab another Fortress Key. That done,
head
back to the top of the set of stairs, and unlock the door to the right. Head in.
We'll catch a scene of the yellow Koopa Brother making a block, then runs after
he spots Mario. Inside this room, go down and outside to save at the Save Block,
then come back into the fortress. Climb the long length of ramps, and at the
top,
hit the yellow block with a ? expression. The floor will collapse under you, and
the yellow Koopa Brother will come out and snicker at your misfortune.

Down to earth, you'll meet Bombette, a Bob-omb, who will tell you of the problem
the imprisoned Bob-ombs have had with the Koopa Brothers, and why they are in a
prison. She'll then ask Mario to help her get out, so accept. Bombette will now
join the party. She'll be able to make things explode, then will show you a spot
in the wall that you can destroy. Do so, then recover at the Heart Block after a
bit of general silliness chat. Now, try to leave the room. A Koopa Troopa and
two
Bob-ombs will find out Mario has escaped, so you'll end up fighting them. After
that is done, head up the stairs, and go left.

Here, explode over the immediate wall to retrieve a Fortress Key. Head left, and
when you see another crack, destroy it, and head inside the cell to get a Power
Bounce badge. This is highly useful, so you'll likely want to equip it now. With
that particular out of the way, head back up the ramps, and go left through the
door this time. Here, fight the Paratroopa. Continue left to unlock the door,
and
head on inwards.

In this room, switch to Kooper, and kick him across the floor to hit a switch,
which will cause both floors and barriers to come out of the walls. Walk across
the two platforms, then hit the switch again to bring the floors and barriers
back
into the wall. Go past where the second barrier was, and kick Kooper for the
third
time into a switch to the left. This will cause two more floors and another
barrier to lengthen, so again, go over the floors, then hit the switch for the
last time for the barrier to disappear. Head up the stairs now.

In this room, head down, and fight the Koopa Troopa. Hit the switch for the
stairs
to lower, and then go down. Use Bombette's explosion to destroy the crack in the
wall, then head through. Here, grab the Fortress Key, then head back up the
stairs
and unlock the door.

Hit the switch in the lower part of this room to bring up some stairs from the
pool downstairs. Go up the stairs, fighting the two Koopa Troopas, and the two
ramps. Fight the Bob-omb, then get the Smash Charge Badge. Go back down a ramp,
and head right through the door to get outside again.

Out here, along a long and narrow hall, you'll meet up with the Koopa Brothers
again, who will start shooting Bullet Bills at you. You'll have to run across
the
whole hall, jumping over the Bullet Bills when necessary. Also, there are some
parts where you can go down out of the way of the Bullet Bills. At the first
stop,
use Bombette's explosion ability to destroy the rock, and get from the yellow ?
block a Maple Syrup. At the second stop, recover at the Heart Block and save at
the Save Block. At the end, clear out the Bill Blasters, and recover and save
again afterwards. Now, head up through the door.

In here, the black Koopa Brother will come up and be a bit surprised, but then
asks Mario if he is ready. After some general off-chance mischance, Bowser walks
onto the scene! Wait...he WHEELED ONTO THE SCENE?
 __________
(Bowser ???)
 ����������
10 HP, 1 Attack Power, 1 Defense Power
Strategy: Uh...Bowser looks kind of lame. Anyways, Bowser doesn't really have
any
strength or weaknesses, but you'll want to skip out on the Jump attacks, as they
likely won't harm him. Instead, hit him with attacks that do 2 damage, meaning
Mario's Hammer, and Kooper's or Bombette's normal attacks. He should go down
quite
quickly.
"Bowser...? But he looks kind of...lame. I mean, he's lame anyway, but...does
Bowser really look like this? I always imagined him looking, well, a lot
scarier."


Afterwards, we discover that Bowser was really a sham, a costume adorned by the
Koopa Brothers. The four pile up into a tower, and begin to fight you.

 ______________
(Koopa Brothers)
 ��������������
B Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
G Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
R Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
Y Ninjakoopa: 5 HP, 1 Attack Power, 1 Defense Power, 8 Star Points
Strategy: The Koopa Brothers will first start off by forming a tower. Use
Bombette's Bomb attack to make them all topple over, leaving their stomachs
open.
After they get up, they will try to regroup as a tower, but you will have two
free turns in between.
"The Koopa Bros. have formed a tall Koopa tower! They do a spinning attack with
the whole gang piled high atop one another. Hit 'em with a Hammer or something
to
make 'em unstable. After that, any attack should knock 'em down. If you use an
explosion, you can make 'em fall down at once. If you flip 'em over, the battle
will nearly be ours! Beat 'em one by one!" - Koopa Bros. Tower
"Black is pretty fashionable." - B Ninjakoopa
"He looks exactly the same as a normal Koopa Troopa." - G Ninjakoopa
"He's the Koopa Bros. Leader. He's pretty much just a normal Koopa Troopa,
though." - R Ninjakoopa
"Yellow reminds me of curry. Isn't that as weird thing to think of in the middle
of a battle?" - Y Ninjakoopa
"He has a little bit of defense power, but you can turn him over by jumping on
him, just like a normal Koopa Troopa. Let's flip him over quick! Otherwise, the
Bros. may form a tower and do their famous spinning attack!" - All Ninjakoopas



After you defeat the Koopa Brothers, they'll fall down to the bottom and trap
themselves in their own cell. Suddenly, the card imprisoning Eldstar will
appear,
so go and touch it to free Eldstar.


===============
The Two Castles
===============
Peach will be pacing around with Twink, and after Twink reassures her over
what's
going on with Mario, she decides to escape. She then remembers hearing about a
secret passage in the room. Go look at the small painting besides the fireplace,
which will reveal a secret switch. Press it, and the embers in the fireplace
will
extinguish, thus revealing a secret passage. Go through, and press the second
switch to go into Bowser's room. Read Bowser's diary at his desk, and you'll
find
out that the next Star Spirit is held in Dry Dry Ruins. Peach will ask Twink to
tell this to Mario, and Twink will accept. However, Bowser will suddenly come
back
into his room, and Twink will hide. While Bowser sends Peach back to her rooms
with the guards, Twink will escape.


=======================
Koopa Brothers Fortress
=======================
Outside the fortress, Eldstar will thank you, and then give you his Star Spirit
Power. He'll offer you a tutorial, then tell you that you must save the other
six
Star Spirits, quickly. He then leaves to Star Haven. With that out of the way,
save at the Save Block, and then go left a screen. Here, explode on the wall
with
Bombette, then go through the pipe and right to get an FP Plus badge from the
chest. Go back one, and drop down, then head all the way back to Toad Town.

However, just as you're about to reach Toad Town, out of the bushes will come
Jr.
Troopa. He'll prepare to fight, but then fall into the water. After, he'll
challenge you to a battle.

 __________
(Jr. Troopa)
 ����������
15 HP, 2 Attack Power, 1 Defense Power, 20 Star Points
Strategy: Jr. Troopa has a new attack this time around, where he can retreat
into
a shell. Because of this, Bombette's Bomb attack will be likely the only one of
which can harm Jr. Troopa, so set up a cross of Bombette's Bomb attack and
having
Mario use Focus in complement with Refresh, or just use FP-recovering items.
"What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid!
He looks so adorable hiding in his egg, doesn't he? So cute! It should be a snap
to beat him now. ...I think."


Finishing off your battle, head into Toad Town.


=========
Toad Town
=========
Here, Twink will come down, and tell you that another Star Spirit is being held
in
Dry Dry Ruins. After he reassures us about the Princess, he leaves. Now, try to
head down a screen. You'll be stopped by a girl, who will take you to the newly
opened Badge Shop. Get whatever you want, then head down.

Here, you have a new shop and Tayce T. to access, but for now, go to the bottom,
head left, and go into the pipe to reach... the Toad Town Undergrounds.

======================
Toad Town Undergrounds
======================
Here, head right immediately, and save at the Save Block. Destroy the yellow
block
with your hammer, and head onwards. Here, fight the Gloomba, and hit the second

to last block for another Gloomba. After you win, continue east. Go across the
second pipe, and a Blooper will come out of nowhere, forcing you to fight it.

 _______
(Blooper)
 �������
30 HP, 3 Attack Power
Strategy: This'll be a tough battle for this early in the game, but use the
Power
Bounce attack, and you can win easily, recovering when necessary. Otherwise, you
will be in a tough spot, but you can still get through by having Goombario along
with Mario for hitting him in the air.
"Bloopers lurk in the dark pools of Toad Town Tunnels. They seem pretty
unremarkable. Although... you have to wonder how they float in the air like
that..."


After you win, garner from the chest the Shrink Stomp badge. Head back, and
leave
the Toad Town Undergrounds.


=========
Toad Town
=========
Head down a screen.

Here, go down, and across the train tracks. Apparently, the train is unable to
run due to a large rock, so get out Bombette, and use her to destroy the rock.
Go
and talk to the conductor, who will tell you that the train is going to
Mt. Rugged, then asks if you are coming. Accept. We now are deporting for Mt.
Rugged.


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 2			    	      |
|			     The Mystery of Dry Dry Ruins		C2MDDR|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
=============
Train Station
=============
Once you embark, the conductor will give you directions to Dry Dry Outpost! Now,
save at the Save Block. That done, check the local bushes for some stuff, then
head up across the train tracks. Embark the steps to the top, and recover
yourself
at the Heart Block. That done, head right. A Parakoopa will run into Mario, and
then apologizes, introducing himself as Parakarry after he learns Mario's
identity. He'll then ask a favor of you, to retrieve a lost letter, so head on
right.

==========
Mt. Rugged
==========
On the first screen of the mighty mountain, climb up the stairs, then go down
the
slide. Go back up, and fight the Monty Mole. Go down, and hit the yellow block
with your hammer. Heading left, hit Whacka to get a Whacka's Bump, highly useful
but wasteful at the moment. Head right now, and fight the Monty Mole that will
pop out of the wall. Hit the block for a Sleepy Sheep, then head up a level, and
right onto the next screen.

Here, save at the Save Block. Continue, and fight the three Monty Moles that
will
pop out of the ground and make life difficult for you. Continue up the steps,
and
defeat the Monty Mole that pops out of the wall. Go up the high ledges, but
instead of going onto the next screen, switch to Kooper and get the letter on
the
far ledge. With that done, go back to the Train Station and talk to Parakarry.

=============
Train Station
=============
Give the two letters to Parakarry, and he'll tell you that he lost two other
letters, and asks you to find them also. �_� So, go back to where you found the
original letter, and head right, after you recover at the Save Block.


==========
Mt. Rugged
==========
In the area where you should be, go and fight the Cleft disguised as a block. Go
up the steps, and take the lower path to battle another Cleft. Now, head up the
higher path, and getting up at the top, head left and battle a third Cleft. Now,
continue left onto the next screen.

Here, go down the ramp to get onto a previously unreachable area, and dispatch
the
Cleft. Continue left, and battle a fifth Cleft. Hit the yellow block for a
Mushroom, and still heading west, battle a Monty Mole. Now, go down a level when
you can to get some coins and battle another Cleft, then come back up. Garner
the coins you can, then jump up using the spring. Get a coin from the box, then
go right, above the ramp. Fight another Cleft, and grab from the box a Honey
Syrup. That done, go down the ramp, and once you land, head left to get another
letter. Go off, and head right.

Back here, go down the ramp and climb all the steps, then head towards the next
section of Mt. Rugged. Here, go up the long ramp, but this time, head right. Out
on this last screen, drop down, and head right to claim the last letter. That
done, make your way back to Train Station.

=============
Train Station
=============
Fork over the two letters to Parakarry, and he will offer his services.
Parakarry
can lift you for a short period of time, so it's bound to come in help. For now,
recover at the Heart Block, and heading right two screens, save at the Save
Block.

==========
Mt. Rugged
==========
Head right, up the two large steps, and then fly over the small gaps to your
left.
Doing so, you can gain a Quake Hammer badge. Head right completely now.

Out here, climb up the two steps, and take the lower path, battling the Cleft.
Fly
over using Parakarry's power, and talk to the flower for a Magical Seed. Fly
back
now, and go up the ramps. Go left, fighting the Cleft, and go down the slide,
flying over. Once you land, head left, until you reach a gap. Fly over for a
Star
Piece and some coins. Done that, fly back, and go to the part where the rock
pillars cover up some of the background. Inside the small cave, go left and jump
up. Travel through, and at the end, get the Damage Dodge badge. Jump up the
spring, and take the ramp to the end. Get off, and head right.

Back in this part of the mountain, take the path back all the way up to the two
ramps. Now, at last, go right along the high path. Use Parakarry to cross the
gap,
then continue across the bridge. You'll suddenly be stopped by Buzzar, a giant
bird, who's apparently looking for Mario for a bounty. Answer Mario or Princess
Peach to end up fighting Buzzar, or Luigi to avoid battle. For those who want to
battle;
 ______
(Buzzar)
 ������
40 HP, 3 Attack Power, 20 Star Points
Strategy: Buzzar is pretty defenseless compared to all the Clefts you've been
facing lately, but he can pack a punch. As he sticks to the air, use your
newfound
ally Parakarry in complement with Mario's jumping attacks. Use Refresh also when
you get the chance. Alternatively, that Power Bounce can come in handy right
now.
""He guards Mt. Rugged. Wow! That's one big bird! If you get caught in the
clutches of his sharp claws, you'll lose 4 HP! Try to wriggle out of his grip.
His
special attack is flapping his wings to create wind. This attack damages your
party members, too. But he was hatching eggs, wasn't he? Is it possible that
he's

really a she? I wonder..."


After you win against Buzzar, he'll run off. Head down the ramps and steps, and
at the bottom, save at the Save Block and recover at the Heart Block. Continue
into Dry Dry Desert.


==============
Dry Dry Desert
==============
Out here, you'll notice an archaeological group. Talk to the mustached Koopa,
and
you'll learn that he is Kolorado, the archaeologist Kooper mentioned earlier,
and
that he's looking for Dry Dry Ruins. Talk to him again with Parakarry to
deliver a
letter and get a Star Piece in return, and switch to Kooper for some
conversation
between the two. That done, head east along the path, fighting various enemies,
until you reach Dry Dry Outpost. Watch yourself though when you're near a
tornado,
as they can warp your elsewhere, messing up your sense of direction.


===============
Dry Dry Outpost
===============
Start by saving at the Save Block, then when you see the mouse run off, follow
the
direction it was taking until you see a back alley with some crates. Go back
there
and jump over the boxes. Get a fortune if you wish, then go back. Go and see the
green guy at the end, where the purple mouse dashes off. He wants some items
from
you, but unfortunately, it doesn't yield anything good for you. For now, go and
leave town. HOWEVER, if you want to skip a small part of the game, just refer to
the next Dry Dry Outpost section for the shop order.


==============
Dry Dry Desert
==============
Just outside of the Outpost, head down a screen, and after fighting the enemies,
hit a coin out of the box. Head down another screen, into the Dry Dry Oasis.
Here
you can find your first Super Block, and a Heart Block. Hit the trees for some
lemons and limes; have at least one lemon with you. Continue south, where you'll
encounter a ton of Bandits. Fight them off while visiting the Heart Block for
recovering, and get coins from all six of the boxes. It'll also allow you to use
your new Super Ability, if you please. Head back to the Outpost after you are
done.


===============
Dry Dry Outpost
===============
Back in Dry Dry Outpost, start off by heading to the end of the town, and fork
over a lemon to the green guy. He'll offer to tell you a multitude of things,
including how to see Moustafa. Choose how to see Moustafa, and the green guy
will
tell you how to find him, so head to the shop here.

In the shop, buy a Dried Shroom, then a Dusty Hammer. The shopkeeper will
recognize the sign, then tell you that Moustafa is on the highest level of Dry
Dry
Outpost. With that in mind, leave the shop and go to the second screen. Go
through
the door where the green guy originally was, and climb up. Start heading left,
and
grab the letter when you see it, until you reach the door. Enter. Inside, the
green guy will reveal himself to be Moustafa, and tells Mario what he knows so
far. He then gives Mario the Pulse Stone, which flashes more quickly the closer
that it gets to the Dry Dry Ruins. Moustafa then tells you to go where the Pulse
Stone flashes the hardest, so let us leave out to Dry Dry Desert again.


==============
Dry Dry Desert
==============
For short and easy directions, the Dry Dry Ruins entrance is four screens west
and
three screens north of the Dry Dry Outpost entrance. When heading west along the
path, talk to the mouse with Parakarry to deliver a letter and get another Star
Piece in return.

At the trace location, look for the signature object of a Pulse Stone, magnified
in rock form. Use the Pulse Stone, and an awesome cut scene will occur where the
Dry Dry Ruins will emerge from the ground, casting the sky into night. Heal at
the
Heart Block to the left, then head into the Dry Dry Ruins.


=============
Dry Dry Ruins
=============
Inside, somebody will call out to you, identifying himself as Tutankoopa. He
warns
you from this place or else, but we aren't going to listen to him, now are we?
Now
save at the Save Block, and head right.

Here, head along the hallway, fighting off the Pokey Mummies that you run into
who
will pop out of the coffins. While you're at it, grab the Spike Shield badge
from
the second coffin - if you equip it, it'll be quite useful. At the end of the
room, head down the lower path into the next section.

In this area, head right and grab the Ruins Key. Go back now and climb up the
stairs. In the previous room, take the upper path, unlock the door with your
key,
and head through. In here, head right and jump on the switch, which will cause
the
sand in the room to flow to the room below that you were just in. Go back to
this
room, and head through the new door.

Here, Tutankoopa will declare war on you. Once he's done his rant, head right,
staying on the same level, then head left up the stairs. Defeat the lone Buzzy
Beatle, and with that done, switch to Parakarry. Use his ability to carry you
right across the gap, then switch to Bombette. Use her specialty to destroy the
wall, then head right on in.

In here, hit the switch for the sand to gush out to the floor below again. Grab
the Star Piece that is belayed on the floor visibly, then leave the room.
Outside
once again, just drop yourself down, and head through the lower room. In this
lower area, get the Ruins Key, then head back.

Now, head down a flight of stairs, and fight off the Buzzy Beatle. Head left,
and
unlock the door. Go through. In this spot, head across the hallway and hit the
yellow block for three coffin doors to open, and the only exit to close.
Dispatch
all three of your enemies, and a Ruins Key will fall out of nowhere. Retrieve
it,
and head left through the to-be unlocked door.

In this new room, use Parakarry to fly across the gap now. Go through, and
Tutankoopa will try to warn you away; however, he fails, allowing us to know
that
this room is important. Head up the first flight of stairs, and step on the
green
switch for the flights to reverse. Head up now, and hit the second green switch.
Head right now up and down two flights, and hit the red switch. Drop off, then
go right, and climb up the stairs in a northwest direction. At the top, head
down
and drop down to the floor below. You'll be trapped, but there'll be a treasure
chest, so open it to obtain the Super Hammer! Destroy the block to progress.
Now,
leave the room.

Back here, fly across the gap, and head right into the room with the coffins.
This
time, climb the steps, hit the red switch, and climb the stairs again. Hit the
Stone Block, and grab the Artifact. We still aren't done yet, so drop off the
2nd
floor, and continue heading right.

Back out here, head up just one flight of steps, then head up the two steps into
the unexplored room. In here, hit the Stone Block, fight the Stone Chomp, then
grab the Pyramid Stone. Now, go back to the room just before the place you get
the
Super Hammer. Here, drop down and destroy the wall with Bombette's Explosion
ability. Now, head in.

Here, drop down the ledge, and power somebody up at the Super Block. Now use
Bombette again on the crack to destroy the wall, then head left. Destroy the
Stone
Block here and fight off the Stone Chomp, then grab the Diamond Stone. Head back
out of this room, then head right again. In the long hallway, Spin your way
across
if you wish to avoid the enemies. At the end of the long hallway in a new room,
hit the Stone Block and jump on the switch to cause some stairs to come out of
the
wall. Get the Ruins Key, then head all the way back to the room before the Super
Hammer room. Back here, fight the Buzzy Beatle, then head right through the
bottom
door.

In this area, Tutankoopa will once again warn you. Ignore him, and head right.
Unlock the upper door, and head through. In here, hit the switch for the sand to
sift, and notice the placement of the objects in the statues. For now, head
left,
go down, and go through the second door.

In this totally new section of Dry Dry Ruins, walk across, and head into the
next
room. In this area, hit the Stone Block, and grab the Lunar Stone, then ward the
Stone Chomp off. Head back to the room with the five statues (and nothing in
them)
to finish the puzzle of Dry Dry Ruins.

You have five statues, and three stones. Put the Pyramid Stone in the far left
statue, the Diamond Stone in the middle statue, and the Lunar Stone in the far
right statue. All this will cause a part of the floor to sink, thus forming a
flight of stairs. Head down, hitting the Heart Block, then at the bottom, head
right. Tutankoopa will warn you one last time, but we're very close, so let's
just
ignore him, OK? ^_^ Save at the Save Block, then continue.

Here, you'll meet with Tutankoopa, who is very pissed. He inadvertently reveals
that he is a follower of Bowser, then forces you to fight him.
 __________
(Tutankoopa)
 ����������
30 HP, 3 Attack Power, 20 Star Points
Strategy: Tutankoopa will attack from a two-way front: He will attack from
above,
with shells and magic, and from below, with Chomps that will come out of a gate.
Because of this, keep out as your partner a ground-based partner, either
Bombette
or Kooper, to deal with the Chomp. Use Mario to hit Tutankoopa from above,
preferably with the Power Bounce attack, which WILL come in handy now. If worse
comes to worst, switch your partner to Parakarry to attack Tutankoopa, and use
Mario's hammer on the Chomp.
After a few turns, Tutankoopa will by accident cause himself to fall to the
floor.
With this in hand, attack with force. After he gets back up, repeat.
"He's one of Bowser's followers and he's been assigned to guard one of the Star
Spirits. I've heard that he has some sort of a pharaoh complex. He attacks by
throwing shells from that high perch. Try to doge when he uses magic: its attack
power is 2 and it'll sting for sure. And he also summons Chomps, his loyal
subjects. These Chomps have some serious attack power. Think hard about who to
attack first, Tutankoopa or Chomp." - Tutankoopa
"It's a Chomp. You've heard about Chomps before, I'm sure. They're made of such
hard stuff that most of your attacks won't even faze them. I heard a rumor that
the Chomps are a little peeved at Tutankoopa because he works them so hard." -
Chomp



After you defeat Tutankoopa, he will run off with his pet Chomp chasing him,
having finally realized his master's wrongs. A card will appear, so go and touch
it to free the Star Spirit Mamar! After the brief summary of events, we'll be
taken to the Two Castles.


===============
The Two Castles
===============
Back at the Two Castles, Bowser will arrive in Peach's room, and ask for her
smile. Peach will refuse, and Bowser will reveal that Tutankoopa has also been
defeated by Mario, and that he won't forgive Mario for being disrespectful.
Kammy
Koopa then comes in and tells Bowser that an imprisoned Star Spirit flew away.
He
and Kammy then leave for a more private talk. Back with Twink and Peach, they
decide to explore to find a weak point in the supposedly invincible Tubba
Blubba,
the next guardian in line. So, with that out of the way, hit the hidden switch,
and go to Bowser's room. Here, head outside.

Now, guards will be patrolling the dark castle, so make sure not to get caught
in
their spotbeams, or you'll be returned to Peach's room, and be forced to start
all
over again. Anyhow, head down into the room below the one you exited down from,
which is a library.

Here, there'll be guards patrolling again. For a better idea of where they are,
their path of patrolling, and the objects that block their sights, here is a
map.

P = Power Rush Badge
= = Obstacle for guard's line of sight.
| = Bookshelf, can block guard's line of sight.
G = Guard
D = Destination
- = Guard's line of patrol

------------------------------------
       |P| | |   |     |    |
    D  | | | |   | ----|    |
  ===| | | | | | | -==-| |  | == |
     |----G----|   -G--  | --G---|
     |         | 	 |       |
------------------------------------


Once you reach the destination site, you'll overhear two of Bowser's followers.
A
rumor springs up about Tubba Blubba liking to eat ghosts, and we learn that
Tubba
Blubba lives in Forever Forest, at Gusty Gulch. There's also a rumor that Tubba
Blubba has a secret he doesn't want to get out. Suddenly, the two followers
discover Peach, and in an extremely polite manner, they escort Peach back to her
room. Twink is however undiscovered as he escapes. We're now taken back to Mario
in Dry Dry Desert.



IMPORTANT NOTE: From now on, me frog is doing the walkthrough, until the end of
��������������	Chapter 7. Any number of inconsistencies may result from this,
		such as twice being told to get a one-time item, or certain names.


==============
Dry Dry Desert
==============
After the Peach scenario, Mario and your partner will be talking to Mamar, the
star spirit you just saved. She'll give you her star power, as well as increase
your star energy up to two. Her power is LULLABY. Using Lullaby, you can make
all
of the enemies on the field fall asleep. It's HIGHLY useful in some situations
as
you might've guessed. After a little more chat, Mamar will fly back to Star
Haven. Watch her fly away and you'll be back in control once more. First thing
you want to do is start heading west. The next screen has two Pokeys. Fight them
if you wish and continue west again. Two more Pokeys here, but there are also
two
blocks on the around. One has a single coin and the other has a Fright Jar, an
item that wards off enemies with scary spirits.

Head south into the next screen. This screen has no enemies and a block that you
should've already hit before entering the ruins. Continue down south to the next
screen. Fight all of the bandits here if you wish (they aren't really worth
anything, only one star point each) and head south another screen. Kolorado and
his crew are working here. Assuming you found the artifact in Dry Dry Ruins (I'm
assuming Yami told you how; if not, it's behind one of the breakable blocks)
talk
to Kolorado. He'll give you a Star Piece in return. Nice! You should have at
least ten Star Pieces now so we're going to get a very important badge soon. Now
head west into the next area.


==========
Mt. Rugged
==========
You probably haven't lost any health or Flower Points yet but hit the Heart
Block
just in case. Also be sure to save your game before moving on. Now climb the
steps into the next area. Go up a few steps and then climb the ramp. Cross the
bridge to the other side and use Parakarry to fly across the gap (if you fall,
use the spring to get back up). Go into the next area. Go down the hill and keep
going straight, past the stairs and the enemy. Head through the little cave and
follow the path to the next screen. Go forward and head down the slide. When you
land, go to the next area. Run forward and go down and up some stairs. Just in
case you haven't gotten these yet (please don't sue if you have) use Parakarry
to
cross the gap with the coins and the Star Piece.

You can also enter the little cave and go left, up a semi-hidden passage. Open
the chest at the end and get the Damage Dodge Badge. If you use the action
command, Mario's damage will decrease by one each time. Now go right into the
next area. Slide down the slide here. Go left and save your game when you get to
the Save Block. Go to the next screen and head left all the way out of the
actual
mountain of Mt. Rugged. At the next screen, heal with the Heart Block. Continue
left and you'll find a gray block. Thanks to your new Super Hammer you can now
crush this block so do so. Head left to find a SUPER BLOCK. You should already
have Parakarry and Bombette (if you were smart enough) upgraded and that leaves
Kooper and Goombario.

They both get pretty decent attacks so choose whichever one you want. Now go
down
the steps and to the train. If you want an Egg, shake the bush closest to the
girl. Save your game and climb the train, then take it back to Toad Town.


=========
Toad Town
=========
Go north and hatch some Lil' Oinks if you want. Otherwise, go to the next area.
This is where you need to be to get to Chapter Three (RHYME OMG) but first we're
going to take a couple of trips to get some stuff. Go north again into the next
area. The Badge Shop has some new badges in store so take a look if you want
(nothing interested me). Otherwise, head into the Post Office. You should have
some new letters for Bombette and Parakarry. Parakarry has one from Mt. Rugged,
the guy you kept whacking for Whacka's Bumps... poor dude, he was so innocent...
whatever. Anyway, exit and go north. Open the door to where Peach's Castle used
to be. Follow the path into Shooting Star Summit. Here, go forward and cross the
bridge.

However, don't take the steps. Head past them and into a new area. Enter the
house in this area. There's a fortune teller here who can read your fortune and
tell you where to find Star Pieces, Badges, or Super Blocks (the cost varies
depending on what you want). If you had Peach transfer her badges that she got
by
means of the chest, you can pick the badges up in the chest here. Head up the
stairs and onto the second floor. This guy is why you collect Star Pieces. He
has
the biggest collection of pieces and he'll give you badges for Star Pieces. You
should have at least ten Star Pieces now, assuming you haven't sold any. Talk to
Merlow and trade ten Star Pieces for the Peekaboo badge. This is my favorite
badge in the game because it lets you see the health of all enemies.

Really useful when you don't want to waste a turn having Goombario tell you.
After buying the Peekaboo badge, Merlow will offer to trade some more. Unless
you
want the Attack FX A badge (makes different sounds when you attack) or the Pay-
Off Badge (the more damage you take the more coins you'll get) you won't be able
to get anything else. I recommend getting Attack FX A because once you find all
five Attack FX badges it's a pretty cool mix. Save your remaining Star Piece(s)
if you have any and head out of there. Go out and exit Shooting Star Summit and
then return to the main part of Toad Town. Head into Merlon's house (in case you
don't remember, it's the house to the left of you with the spinning roof). You
should have a letter for him.

Talk to him close-up and Pararkarry will give him the letter. In return, he'll
give you a Star Piece to add to your collection. Now exit Merlon's house. Save
your game using the Save Block near the Toad House. Then take the path to the
right of the Toad House out to Pleasant Path.


=============
Pleasant Path
=============
First off, ignore any stupid Goombas or Koopas you see because they no longer
give you star points since you've leveled up so much. Just go left for a while
passing through some areas. Cross the bridge when you get to it and keep
following the path until you can hop down some steps on your right. Go down and
at the bottom, enter Koopa Village.


=============
Koopa Village
=============
Save your game on the west side of town when you get there. Then head to the
east
side of town. Go to the far house to find an old Koopa. If you haven't learned
already, he constantly asks favors of you. At first, they are simple and the
rewards plain suck. But the tasks get harder and the rewards get better as you
get further into him. Your first task (after accepting it) is to get a book from
Kolorado's wife. Head out and enter the far left house. Talk to the wife and
she'll give you the book. Return to gramps and give him the tape. He'll give you
one. lousy. coin. Talk to him again. Turns out he has another favor to ask you.
He wants a Sleepy Sheep this time. Head out and go into the west side of town.
Enter the shop and buy a Sleepy Sheep.

The man will give you a Silver Credit this time. This is a game card that allows
you to play games at the Playground in Toad Town. Talk to the man again. SHOCK
he
has another request. This one involves a bit of traveling. He wants you to go to
Goomba Village and get a tape off Goombario's grandfather. We need to go there
anyway to deliver a letter so head back out of Koopa Village.


=============
Pleasant Path
=============
You know where to go. Climb the steps and go left for quite a while until you
get
back to Toad Town.


=========
Toad Town
=========
Go left, directly across this area and into the next one. Again, keep heading
left (jump in the pipe and rest at your house if you need to) and then exit Toad
Town.


===========
Goomba Road
===========
Head left and climb up a couple of steps. Continue going left into the next
area.
Cross the bridge and go through King Goomba's used-to-be fortress. Keep heading
west and get on the next screen. Keep going west for a while. When you get to a
Save Block, save and then continue your epic adventure west. The next screen has
a Heart Block and enemies will begin to appear. Like on Pleasant Path, ignore
them
because they give you no star points and they're a damn waste of time.


==============
Goomba Village
==============
Open the gate and save using the Save Block. Talk to Goompapa (the father of
Goombario; he's the one with the moustache) and give him his letter. Instead of
a
well-deserved Star Piece, Goombario will ask you to deliver a letter -_- Oh
well,
Parakarry IS a postman after all. Now enter the house and talk to old man
gramps.
Mention "The Tape" and he'll go and get it. When you ask him what's on it, he'll
say it's a secret but it was great. Put two and two together and... HOLY CRAP!
0_0 Anyway, now exit Goomba Village.


===========
Goomba Road
===========
Just go right for a long while until you get back to Toad Town.


=========
Toad Town
=========
Go to the main part of town which is the next area on your right. Go right and
north through the star door. Head up to Muss T. who is the Toad lying near the
castle ruins. Talk to him with Parakarry and Parakarry will deliver the letter
that Goombario asked you to deliver. Instead of giving you a well-deserved badge
(delivering two letters without a reward calls for a badge) he'll give you
another stupid letter. You're supposed to deliver this to Koover in Koopa
Village. That's perfect since our next destination is Koopa Village. Head to
Pleasant Path.


=============
Pleasant Path
=============
Go right until you can climb down some steps to your right (it's quite a few
screens ahead). From here, go into the next area to get to Koopa Village.


=============
Koopa Village
=============
Talk to the first Koopa you see. That's Koover. After delivering the letter,
he'll give you a damn letter instead of your well deserved 1000 coin present.
This letter is to Fishmael who is at the Toad Town Port. Oh well, at least it's
not super far away like Goomba Village. Enter the Toad House. Here, talk to Mort
T. Parakarry has a letter for him as well (I forgot to tell you to deliver it
last time). Mort T. will thank you by giving you a Star Piece. ABOUT FREAKING
TIME TOO! Now use the Save Block and head to the east side of town. Go into
gramp's house and give him the tape. You'll get your freaking one coin reward.
Joyful indeed. He wants some Koopa Tea, and the only way to get that is to
receive it from Toad Town's cook.

With luck, you may already have made some Koopa Tea but maybe you haven't. What
do I know, I'm just some stupid FAQer. Go to the west side of town and shake
some
bushes. A Koopa Leaf will pop out. Grab it since it's the ingredient for making
Koopa Tea. Head out of Koopa Village.


=============
Pleasant Path
=============
Go left all the way into Toad Town.


=========
Toad Town
=========
At Toad Town, head south into the next area. Enter the first house on your left
and you'll be a the cook's house. Talk to the Toad and give her the Koopa Leaf.
She'll whip up some Koopa Tea after about two seconds. Exit and go left into the
next area. Keep going left until you get to the port. You'll spot a really odd
guy at the port. Talk to him and deliver his letter. Instead of your well
deserved Star Spirit, Fishmael will give you a ****ing letter. Luckily, it's
addressed to Koover, the Koopa who we delivered the last letter to. Now return
to
Pleasant Path. I'm not gonna bother to list it as a separate section 'cause you
know the path by now. If not, you might as well quit playing.


=============
Koopa Village
=============
Talk to Koover and Parakarry will give him the letter. Naturally, you won't get
your well deserved mansion like you should. You'll get a ****ing letter to Mr. E
who lives in the ****ing desert. ****. Head east into the next area and go into
the old Koopa's house. Give him the Koopa Tea. This time, gramps will give you
THE coolest thing: 3 Star Pieces! Yeah, I told you the rewards would get better.
Talk to the Koopa again. He has another favor to ask you. He wants Luigi's
autograph. Who would want Luigi's autograph? WHO! Who is Luigi anyway? Some kind
of stupid Mario fanboy? Anyway, we have to *sigh* deliver that letter in Dry Dry
Outpost so head out of Koopa Village and then return to Toad Town...



=========
Toad Town
=========
It might be a good idea to save if you haven't been doing so. Currently, Luigi
is
singing from his secret passage in the house so you can't get his autograph. If
you're curious, Mario should have three letters at his house (for him; he will
have four if you've already met Chuck Quizmo). Otherwise, go to the southern
part
of Toad Town and take the train to Mt. Rugged.


==========
Mt. Rugged
==========
There's not much description I can put here since you've passed by quite a few
times already. Climb up the steps and start going right. right. right. Ignore
all
the enemies since they no longer give you star points and instead just spin/rush
by them. At the end, cross the bridge and enter Dry Dry Desert.

==============
Dry Dry Desert
==============
You could've never asked for a more simpler path. Go right. Right for quite a
while I might add, until you enter Dry Dry Outpost.

===============
Dry Dry Outpost
===============
Go east into the east side of Dry Dry Outpost. Head right until you get to the
Toad House. To the left of the Toad House is a man in blue. That's Mr. E, the
man
you have to deliver the letter to (NEVER end a sentence with a preposition
bastards!). Not surprisingly, he won't declare you king of the Mushroom Kingdom.
Instead, he'll ask for a damn letter to be delivered. Okay, I'm REALLY getting
sick of this. The letter is to Miss T who hangs out by the dojo. Speaking of the
dojo, you should have at least a first degree card by now. You're strong enough
to get at least a third-degree so go and try. There's no reward but eventually
it
leads up to the toughest battle in the game (even harder than the final Bowser).
Your work is now done here.

Get out of Dry Dry Outpost. I can't wait until we activate those damn warp
pipes...


==============
Dry Dry Desert
==============
Well, this time you're going to have no interruptions except for enemy battles.
They should only give you a single star point (if you're at a high level they
won't give you ANY star points) so ignore them as you move on. Go east all the
way until you get to Mt. Rugged.


==========
Mt. Rugged
==========
Again, not really a description. Next time we head through here I'm going to
skip
Mt. Rugged entirely since you've been through this path what, four or five
times?
And it never changes. Head back to the start and take the train to Toad Town.


=========
Toad Town
=========
Go north into the next part of town. Here, go north once more to enter the
central area. Head west and you'll arrive near the dojo area. By the way,
there's
a GREAT chance that the lineup of badges has changed at the Badge Shop so go
check it out. Anyway, at the dojo area talk to the lady in orange on the grass.
After a short conversation with her friends, Parakarry will step in. Give her
your letter. Instead of your well-deserved eternal life, she'll ask you to
deliver a, no... wait for it... damn letter. *sigh* I'm getting damn sick of

this, aren't you? So let's stop delivering letters for now... we still have
seven
more to go and some aren't even accessible yet. Head to the main part of town
and
go south.

Keep going south in the next area. Turn left at the end and jump into the warp
pipe.


================
Toad Town Sewers
================
We're making another trip through the pipes here. This time, head left to find a
gray block barricading an entrance. Rush forward and then Blooper will pop out.
BLOOOOOPER!
 ________________
(Electric Blooper)
 ����������������
HP: 50, 4 Attack Power
Strategy:
Your second Blooper battle isn't too bad. I recommend using Parakarry since he
is
the only one that can currently reach enemies floating in the air. Mario is
limited to his jump attack while Parakarry should use his Shell Shot. You should
have at least twenty HP and twenty FP, and twelve BP. I recommend the Peekaboo
badge (I ALWAYS recommend the Peekaboo badge) as well as the badges that
increase
your HP and FP by five (HP is one badge, FP is another). If you have more Badge
Points available, the badges are your choice. Electric Blooper has one added
attack. After you damage him a little, he'll charge up electricity and create a
shield. Mario's jump attack is useless but you can still use Shell Shot with
Parakarry.

If you can't hit a target as big as Electric Blooper, then you're totally
hopeless. As Mario, you'll want to use Lullaby (when the Blooper is electrified)
and pray that it puts Electric Blooper to sleep. Once Parakarry knocks out
Electric Blooper with Shell Shot, the electricity fails. Use Mario's jump and
Parakarry's Shell Shot again. Electric Blooper's other attacks include a blast
of
ink and a body slam of some sort. Right as the body slam touches you press A.
Wait about half a second after Blooper blasts his ink before pressing A and
you'll guard yourself. The damage is greater than the regular Blooper's though.
Repeat the above strategy until the Blooper is dead.

Once Blooper is dead, a switch will drop down. Smash it and three warp pipes
will
rise. The left one takes you to Dry Dry Outpost!


===============
Dry Dry Outpost
===============
There IS a reason I had you travel through the areas before getting the warp
pipes, which would've made it easier. Before killing me, let me explain one of
the worst reasons in history: I wanted you to know the environment better. As
in,
you get so used to the areas so that when you are FORCED to go through them, I
can skip a guide to that area entirely. Okay, now that you've thrown flaming
torches at me, calm down and go to the shop. Talk to Little Mouser and deliver
the letter to him. Instead of your hard-earned eternal riches, you'll get
another
damn letter. Will the horror never end? Probably not, but let's live with it.
Use
the Warp Pipe to get to the sewers.


================
Toad Town Sewers
================
The other two warp pipes lead to Koopa Village (middle) and Goomba Village
(right). This makes things much easier so I'll mostly be able to skip long
directions. Now smash the left block and head into the next area. Hit the three
blocks to get two coins and a snowman. Now let the elevator take you up to the
warp pipe. Head through. Use the platform on your right and wait until the
second
platform is higher than the first. Jump to the second and jump to the ledge.
Head
through the door. On the other side go up the elevator and then use Parakarry to
cross the gaps to the Star Piece. Head to the previous room and cross the
platforms again. Now head through the next door. Go to the right and hit the
block to lower the spring.

Use the spring to reach the Power Smash Badge. Now head back out and cross the
platforms again. Inside the Star Piece room, stand on the elevator and don't get
off. You'll go into a hidden area. Head right and drop through the hole to find
a
Super Block. Upgrade the only remaining character and then go left. Jump into
the
Warp Pipe. Now make your way back to the start of the sewers, where you should
return to Toad Town.


=========
Toad Town
=========
___FINALLY___ it's time to perform Chapter Three. Go right, north a tiny bit,
and
cross the bridge. A Toad will be freaked by a ghost. You'll catch a glimpse of
the spirit before it disappears. The guard will ask you if you saw it.
Regardless
of your answer the ghost will always appear behind Mario's back. Eventually
it'll
fly off into Forever Forest. The Toad will point you into the correct direction,
so head onto the Forever Forest path (make sure you're fully healed though).
Follow this path and hit the Save Block, then continue. The ghost will appear
again. It will tell you that his "master" requests Mario to come and visit at
their mansion. He'll also say that his master has news regarding the star
spirits.

After some more talk, you'll get control. By the way, when that Boo appeared so
suddenly like that after he disappeared the first time it scared the **** out of
me. For now, continue into Forever Forest.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 3			    	      |
|			   The "Invincible" Tubba Blubba		C3TITB|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
==============
Forever Forest
==============
This is one of the most confusing labyrinths I have seen in a video game, but it
can be solved eventually. At the start, go forward and open the gate. Follow the
circular path in any direction until you pas a shaking bush. The flowers will
laugh and you'll know this is the area you want to be. Open the gate nearby and
head into the next area. A strange man is standing on a tree stump. He'll warn
you of the dangers and then block your path. Talk to him and he'll let you pass
because you're invited to Boo's Mansion. After the man gives you some advice,
he'll hop off. Go through the gate and go around the circular path. Forest
Fuzzies roam the area so fight them for star points 'cause you should level up
at
least once at the moment. Eventually you'll pass a tree who will have glowing
eyes.

Open the gate near that tree and go through. In the next area, open the gate.
Follow the path left (quickest way) until you see four very strange looking
flowers. Head through the gate and go into the next area. Head left into the
next
area (after opening the gate) and then you'll find a path leading into the
center
of some trees. There's a strange flower here. Pull it to get a Magical Seed.
This
is useful for later. For now, head back to the outside of the circle and
continue
left. Eventually, a tree will have glowing red eyes and a mouth. It'll laugh at
you, and you'll know that this is the are you want to be. Head through the
closet
gate and into the next area. You have to fight piranha plants in this area as
well.

Follow the path left until you see a bunch of mushrooms. If you stand by them
and
press A, about a dozen mushrooms will light up and flash. If only a few
mushrooms
light up, you're at the wrong area. When you're at the area with the dozen
mushrooms, go through the gate. Now head left. When you get to your fourth
flower
patch, press A. If the flowers don't disappear, then go through the gate. If
they
do, you're at the wrong spot. In the next area, go right until you get to a
signpost. Head through the gate to arrive at Boo's Mansion.


=============
Boo's Mansion
=============
We're _FINALLY_ out of that freaky forest. After talking with your partner, head
through and open the gate. The same butler ghost will appear. After explaining
that you need to get to the third floor to hear the start spirit news, go
forward. Heal with the Heart Block and save with the Save Block. Now enter the
creepy mansion. This isn't the dungeon we're supposed to be in, but we're
certainly going to be in here for a long enough time. First thing you can do is
jump on the odd-colored cushion on the couch. This will spring you up to a
creaky
chandelier. You'll bring it down and open a secret passage. However, the passage
closes when you jump off the chandelier. This means we need to find a weight of
some sort...

Head up the two flights of stairs and go all the way to the right. There's a
frame with no picture that's shaking. Talk to it and it'll say that you can get
up to the third floor if you recover the picture. Head through the door to your
left and be prepared for a shock as a Boo flies out of it. Here, open the middle
drawer and a bunch of Boos will fly out. One Boo holds a record. After some
taunting, you'll start to play a little game. The Boo will drop the record to
one
of the other Boos. It's not that hard to follow the Boo that holds the record.
When you get the chance, smash the correct Boo with your hammer and the record
will fly out. The Boos will disappear, so grab the record. There's nothing else
in this room so exit.

Head left, to the next room. Here, there's an old Boo guarding a chest as well
as
a phonograph. Head up to the phonograph and start playing the record. Your first
instinct is to probably press it so the meter is all the way full. No, you want
to keep it in the center so to keep rhythm. The Boo will fly over and start to
dance. Press B and quickly rush over to the chest. Open it to get the weight
that
we need. Exit the room and head down to the first floor, then jump on the
discolored cushion again. When it hits the bottom, use the weight to hold the
chandelier down. Now go through the secret passage. Opening the chest in here
will
only cause the chandelier to fall on you so ignore it and head down the set of
stairs.

Head south into the next room. You can't do anything here at the moment so head
right, into another room. Go to the huge chest and whoopee, out fly a bunch of
Boos. These Boos hold the Super Boots. You need to play the guessing game that's
very similar to the first one. This time, the Boos toss the chest to each other.
It's still extremely simple though. Hit the correct Boo with the hammer and
it'll
drop the Super Boots. The Super Boots allow you to do the Ground Pound (double
tap A), which lets you break floorboards. It also increases your jump power in
battle. Very nice. The Boos will disappear and one small Boo will appear in the
corner. It tells you that a hidden floorboard lies here. It's not the one in the
middle.

A little south of the Boo there's a shaky part of the floor. Ground Pound near
it
and it'll shake. Ground Pound VERY close to it (not on it, close to it) and
it'll
flip, revealing a Star Piece. After you have the piece bust the floorboard to
fall down into a room below. Go left all the way to find a Boo. Lady Bow (the
maser of the house) has instructed the shopkeeper not to sell any items to Mario
so you're out of luck. You can, however, whack the switch with your hammer. This
causes another switch to appear. Whack that and a giant switch appears. Jump
onto
the chair, then the brick. From here, jump to the switch and Ground Pound it. A
set of stairs leads up to an upper floor. Up here, smash the right block located
on your left (there are two blocks on your left, that's why it sounds
confusing).

This reveals a Super Shroom. Head through the north door and you're back in the
room with the grandfather clock. Climb the stairs back up to the first floor and
go outside. Head through the door on your right. Here, you can jump into the
vase
and become and 8-bit Mario. When you've had fun with the Mario, jump back in to
become paper Mario again. Head to the set of blocks on the right. Jump up to the
highest block and Ground Pound it to reveal an apple. Ground Pound one of the
lower blocks (the left one) to get another apple. Now Ground Pound the
floorboard
and fall through. Head north and you'll see a bookshelf on your right. Use
Parakarry to fly to it and grab Boo's Portrait. Now fly back to the previous
bookshelf and go south (don't drop off).

On your left, there are some boxes. Jump on top of the first one and Ground
Pound
it. Ground Pound the second one and get the Star Piece. Now blow up the cracked
wall using Bombette. Head through to be in a familiar room again. Climb the
steps and head through the door. Up here, climb the steps up to the second
floor.
Head to the far right and talk to the portrait. Give him his picture and then
jump into the picture. You'll warp to the third floor. Head through the door and
then the butler and another ghost named Bow will appear. The butler introduces
himself as Bootler. Lady Bow will tell Mario that she has a favor to ask of him
if it isn't too much trouble. Bootler will then explain the situation to Mario.
He'll ask if Mario knows about Gusty Gulch.

He'll explain that there's a monster named Tubba Blubba who eats ghosts. He's
eaten many ghosts already. All Boos call him the Invincible Tubba Blubba. Then
Bootler mentions that there is a secret regarding his weak point but no one
knows
what that is. Lady Bow will ask if Mario will defeat Tubba Blubba. In return,
she'll give you a captured star spirit. The name is Skolar and he escaped from
Tubba Blubba's castle but he was caught by the Boos. After talking, Lady Bow
will
tell Mario that she's accompanying him to Tubba Blubba's Castle. This freaks
Bootler out greatly. After some shouting between Lady Bow and Bootler, Boo will
join your party! Even if you don't want her, she doesn't give you a choice.
Tough
little girl, isn't she?

If you press down C she can make you invisible. This is useful because in Tubba
Blubba's Castle you'll have to go undetected against guards. Okay, you have Lady
Bow with you (now just referred to as Bow) but switch to Parakarry for two
seconds. Head out to the third floor and drop down all the way to the first
floor. Talk to the Boo lying around the area and give him his letter. Instead of
your well-deserved widespread MEGA fame, you get a stupid letter. I'm running
out
of ideas for what you should get. Now switch back to Bow and exit Boo's Mansion.
Outside, save and then go right. Head forward and have Bow open the gate and
then
enter Gusty Gulch.


===========
Gusty Gulch
===========
Some deserted western area. Nice, isn't it? Go into the next area. There's a
bunch of flying Goomba-like enemies here as well as a huge building with a lock.
Tubba Blubba's secret to his weak point is in that building but we're not going
in for a LONNNNG time. So defeat all the enemies 'cause you're going to need to
build up your star points and head into the next area. This is the deserted and
disoriented town, but that doesn't matter since it's populated by Boos. No, then
I guess it's not deserted after all... heh heh... anyway, a Boo will tell you
that the Invincible Tubba Blubba came by yesterday and ate one of the Boos.
After
hearing this, go right to a save point. Enter the room with the broken door and
jump up to hit a coin block.

Go back outside and continue right. Keep going until the next part of the town.
Hit the Heart Block and continue right. You'll be stopped by a Boo who will
cheer
you on about beating Tubba Blubba... and then you'll hear a thump. All Boos but
one will disappear. Press down C to hide yourself and the Boo will tell you that
it's okay. But then Tubba Blubba will go behind and eat the Boo! He'll then turn
to leave. All Boos will shriek with horror and you'll be back in control. Go
right, out of the town. Continue right and hit the block, then defeat the enemy.
Go up the path and then out on the ledge. Use Kooper to reach the Dizzy Dial
item. Go right and hit the two blocks, then get the Letter behind the fallen
tree
branch.

In the next area go behind the rocks and get the Star Piece. Hit the two coin
blocks and continue. Here, hit the Save Block and enter the castle.


=====================
Tubba Blubba's Castle
=====================
There are strange looking guards floating all over the castle. This is why you
need Bow. If they spot you, they'll pick you up and throw you outside so you'll
have to start all over again no matter where you are! There are four guards in
the first room. Run left and if they spot you, quickly use Bow's power to make

Mario invisible. In the next room, sneak up on the guard and strike him. After
defeating the guard, go forward to find another guard (these are called Clubba's
by the way; that's how I'll refer to him). This one's awake. Defeat him and
enter
the second room here (not through the big door). There's a sleeping Clubba here.
Jump on the boxes, onto the chair, and onto the table (without waking the
Clubba).

Grab the Star Piece, drop down, and defeat the Clubba. Now exit. Go through the
big door. Defeat the two Clubbas guarding the big table. We can't get the Star
Piece yet so ignore it and go through the left door. Head down the many sets of
stairs, being sure to make Mario invisible when you pass by the guard. At the
bottom of the stairs is a Super Block. Upgrade Boo's level and she'll master
Spook, which can scare away enemies. Now that her Slap is upgraded as well,
defeating the Clubbas should become easier. In the next room, talk to the Boo.
Head went to find Tubba Blubba's weak point and he found out there's something
important on the upper floor that leads to his weak point. After listening to
his
story, use the Heart Block.

Exit and climb back up the stairs (turning invisible for the guard) and at the
top, head through the door. Go through the upper door and start heading down the
stairs. Defeat the first sleeping Clubba and continue down. Defeat the Clubba
guarding the floorboard. Once he's dead, break the floorboard. Here, get the
castle key and drop down. Head through the door and then let the guard capture
you. After he throws you out, Boo will tell you to use her invisibility to stop
the guard. Uh, we know. Head back into Tubba Blubba's Castle. This time, head
right. There's a lock on the door but we can open it with the castle key. Head
through the door. Go right and defeat the two Clubbas, then climb the stairs to
the second floor.

There are two guards here that can take you back to the castle. Avoid them by
becoming invisible. At the end, go through the door. This area has nothing so go
all the way left into the next room. Defeat the first Clubba and you'll find it
was guarding a cracked wall. Destroy this wall using Bombette. Inside, Ground
Pound the upper two floorboards and then drop down the right one. Use Parakarry
to fly to the other table and get the D-Down Jump badge. Now use the spring to
fly through the left floorboard. Back out here, switch to Bow again. Head left
and become invisible for the guard. Keep going left and defeat the Clubba, then
enter the northern room. Wait for the spikes to lower, rush in, and become
invisible.

The spikes will go right through you. When they lower again, rush forward and
then become invisible again. Repeat until you're on the other side, where you
should grab the Castle Key. Repeat the same strategy as before to get to the
beginning and head through the door. Here, go through the large door. There's a
totally stationary grandfather clock. Push it aside to reveal a secret passage!
Go through and run up to the shelf. Pull out the lower shelf and jump to the
upper one. Use Parakarry to get to the end. Collect the coins on the bed and
jump
onto the back ledge. Jump to the bookshelf and jump across some shelves. At the
top, go left into a tiny, hidden room. A hidden room in a hidden room nice...
Anyway, get the Mega Rush Badge, climb the stairs, and exit this room.

Head through the locked door back in this little room. Hit the block in the next
room and grab the Maple Syrup. Now climb the stairs to the third floor. In the
next room, Tubba Blubba will walk out. He thinks something's not right so he'll
start to patrol the area. Rush forward and make yourself invisible if Tubba
Blubba spots you. If he touches you, RUN AWAY!!! You can't fight him so don't
try. When you get to the end, head through the unlocked room. There are six
sleeping Clubbas. This is a great opportunity for star points so fight and
defeat
them all. Once they're all dead (they should be worth about twenty star points
total) collect the Castle Key at the end of the room. Now exit this room. Tubba
Blubba is no longer patrolling the hallway.

Unlock the door and go through. A Heart Block and a Save Block. That should tell
you something's about to come up... Heal and save, then enter the next room. Go
down this long hallway and into the next room. This is Tubba Blubba's bedroom.
Run over and try to open the chest. Tubba Blubba will walk in and after talking
to himself, he'll go to sleep. Open the chest and talk to the key known as
Yakkey. He'll confront you and say you want to steal him to open Windy Mill. If
you say yes or no, the key will yell that he's being stolen. Grab the key and
rush out. Tubba Blubba's still drowsy, so he hasn't noticed anything suspicious
yet. Go to the middle of the next room and Tubba Blubba will walk out. He'll
pound the ground and smash the whole hallway.

You'll fall to the second floor. You want to Spin Dash while outrunning Tubba
Blubba so I hope you got the Speedy Spin badge. In the next room dash down the
stars and left into the entrance hall. Quickly rush outside of Tubba Blubba's
Castle.


===========
Gusty Gulch
===========
You'll see a group of Boos outside. They're about to enter Tubba Blubba's castle
to help Lady Bow. Mario and Bow will rush out and explain that Tubba Blubba's
about to come. They'll hold the door for you, so you're safe for now. Quickly
save and rush to the next area. Spin Dash through all areas. The enemies here
only give you a single star point so ignore them as you rush into the Gusty
Gulch
town. Rush through and heal yourself at the Heart Block. Continue out of the
town. Outside, head to Windy Mill.


==========
Windy Mill
==========
Tubba Blubba's weak point lies here. Jump on the well and Ground Pound the
floorboard. At the bottom, head through the door. Fight the Hyper Goomba and go
through the next door. There's another Hyper Goomba in this corridor. In the
next
corridor defeat the final Hyper Goomba. The next room has a freaky heart of some
kind. The hear will accuse Mario of coming here to destroy the heart because
it's
the secret to Tubba Blubba's weak point. Tubba's Heart will tell Mario that he
can't let him out knowing that he's the secret to the "Invincible" Tubba Blubba.
 _____________
(Tubba's Heart)
 �������������
HP: 50, 6 Attack Power
Strategy:
I strongly recommend Bow for this fight, since her Outta Sight ability is highly
useful when facing Tubba's Heart. Tubba's Heart has fifty HP, and that should be
no problem for you. Start off the scenario by doing a Ground Pound for four
damage. Bow should use her Smack attack to deal four or five damage to Tubba's
Heart. After some conversation between Bow and Tubba's Heart, Tubba's Heart will
get charged up for a powerful attack. Do a Ground Pound and hide yourself with
Lady Bow. Tubba's Heart will release a bunch of little hearts. They'll have no
effect on Mario since he's invisible. Do another Ground Pound the next turn.
Tubba's Heart will charge up once more. Again, use Outta Sight to hide Mario and
do a Ground Pound.

At some points in the battle the heart will hop off and just try to run into
Mario. This does six damage unless you block it. Repeat your Ground
Pound/Smack/Outta Sight attacks until you get Tubba's Heart to low HP. Instead
of
letting you deprive it of HP, it'll rush off when it's low (I think when it's
below five). Follow it out of Windy Mill.


===========
Gusty Gulch

===========
Outside, Tubba's Heart will reunite with Tubba Blubba. Tubba will exclaim that
with his heart and body reunited, there�s no way to beat him.
 ____________
(Tubba Blubba)
 ������������
HP: 10, 4 Attack Power, 30 Star Points
Star Points: 30

Wow, Tubba Blubba's a freaking idiot. Did he not realize that with his heart in
him, he's completely vulnerable? Do a Ground Pound and a Smack to get Tubba
Blubba down to one HP. He'll run up and try to squash you. This will do six
damage unless you block it. Finish Tubba Blubba off with another Ground Pound to
win the battle!

Tubba Blubba will start crying and he'll surrender all the ghosts that he's
eaten. It looks like he's eaten about twenty-five. He'll tell you that he's a
really sensitive guy trapped in a huge body. He'll then run off still crying.
Bow
will explain that the Boos used to scare Tubba Blubba at night since he is a big
coward, but she'll tell the guys to lay off Tubba Blubba. This time, Lady Bow
will actually ask you if you want her to accompany you for the rest of the game.
No matter what you say you're going to end up with "yes" so just say yes the
first time. Bootler will arrive and surrender the Star Spirit, Skolar.

END OF CHAPTER!


===============
The Two Castles
===============
Peach and Twink will standing near the fireplace and Twink will suggest they try
to listen in on Bowser once more. Lower the picture and activate the switch to
reveal the secret passage. Take the passage to Bowser's room. Bowser and Kammy
Koopa will be talking with Bowser's cool theme music playing in the background
:)
Anyway, Bowser will be totally freaked out that Mario has recovered the Star
Spirit from Tubba Blubba's Castle. Bowser will shout at Kammy Koopa because he
was supposed to be invincible. Kammy Koopa will mention that Mario will probably
head to Shy Guy's Toybox next. Bowser will then notice Princess Peach standing
right in front of them -_- Bowser will ask Princess Peach what Mario's three
weak
points are.

The first question has the answers Goomba, Clubba, and Mushroom. You want to
answer Mushroom. The next question has Fuzzy, Hammer Bros., and Thunder Rage.
Answer Thunder Rage. The final question involve Pokey, Koopatrol, and Super
Soda.
Answer Super Soda. Bowser will be sure to place all of those enemies in Shy
Guy's
Toybox. If you want to go for a bigger challenge, chose Clubba, Hammer Bros.,
and
Koopatrol but I suggest going for the three healing items. Bowser is overjoyed
that they have discovered Mario's "weaknesses" and then they'll order that
Princess Peach be taken back to her room.


===========
Gusty Gulch
===========
Bootler will have left and it'll just be Skolar, Mario, and Lady Bow. After
thanking you, Skolar will increase your Star Energy up to three. You can also
use
the attack Star Storm. This is a powerful attack that does seven damage to all
enemies. Highly useful in the upcoming level, Shy Guy's Toybox. Skolar will then
give Mario some bad news: Bowser seems to be getting stronger and stronger
thanks
to the Star Rod. Skolar will now fly back up to Star Haven. Before he goes,
he'll
ask Mario to keep it a secret that he got lost in Forever Forest :) With all
your
energy back, head to the next screen and go through the gate to enter Boo's
Mansion grounds.


=============
Boo's Mansion
=============
There's nothing to do at the mansion other than save by means of the Save Block.
Now open the gate and head to Forever Forest.


==============
Forever Forest
==============
Head through the gate and a mysterious person will wail about  bugs flying all
over them. Ignore the voice for now and head left or right and then our old
friend Jr. Koopa will appear.
 _________
(Jr. Koopa)
 ���������
40 HP, 5 Attack Power, 1 Defense Power, 21 Star Points
Strategy: Since you are going straight back to Toad Town, where there's a Toad
House, feel free to completely empty your Star Energy by using Skolar's new
move.
It will do seven damage to Jr. Koopa each time. Jr. Koopa has sprouted wings and
can now fly in the air. Goombario, Kooper, Bombette, and Lady Bow are all
useless
because their attacks aren't strong enough. Parakarry can use his Shell Shot to
deal damage though so make sure to switch to him at the start of the battle.
When
you don't have enough Star Energy to use Star Storm, start using your Ground
Pound. It only does two damage but that's your only way to attack except for
Parakarry. Parakarry can do five damage, which is pretty good. Jr. Koopa has a
dive bomb attack.

It does five damage unless you block it. Just keep Ground Pounding/Shell
Shotting
until Jr. Koopa is defeated.

Jr. Koopa will run off. Take any of the WRONG paths in the forest to end up at
the start. Exit Forever Forest.


=========
Toad Town
=========
Jr. Koopa will be overjoyed that he finally exited the forest and he'll run
toward
Toad Town. You'll notice the music is much faster than usual. Something exciting
is obviously going on. Talk to Fice T and give him his letter. It says that
Bootler's going to scare him at night. Hahaha. Anyway, you'll get a Star Piece
for your troubles. Talk to him again to learn that Shy Guys are wrecking havoc
all over the place. Go forward and Tayce T will scream from inside her house. A
Shy Guy runs out holding Tayce T's favorite frying pan. Follow the Shy Guy into
the next area. Twink will fly down to Mario. Twink will tell Mario about Shy
Guy's Toybox and that a Star Spirit is being imprisoned there. Twink will then
fly away.

Head left all the way and enter the closest house to the exit of this area. Jump
on the blocks and become invisible. A Shy Guy will walk in and reveal a secret
passage through the wall! This leads to Shy Guy's Toybox, but we're not going
there just yet. Head back to the previous area. Enter the pipe and go down.


================
Toad Town Sewers
================
Ground Pound the floorboard on your left. When you fall through, go left to
another area. The doors will all close. Defeat the three Dark Koopas and a
switch
will drop. Smash it to reveal a Warp Pipe that leads to Boo's Mansion. Exit
through the same way you entered and then take the pipe up. Drop down and return
to Toad Town.



=========
Toad Town
=========
Head south to the Train Station. A Shy Guy is running in front of the train,
halting the schedule. If I were the conductor, I'd just run right over the
little
bastard but that's not happening here. Whack him with your hammer to resume the
schedule again. Now go right and talk to the red toad (with Parakarry).
Parakarry
will give the Toad his letter. Instead of the ability to breathe underwater,
you'll get another letter. This is to a Yoshi in Yoshi's Village. We can't reach
the village until the next chapter so the chain of letters has stopped for now.
Head back north. Go north once more and you'll find a Shy Guy running off with
Rowf's Calculator! This closes up the Badge Shop unfortunately. Head right and

whack the two Shy Guys around Flower Fields.

They'll run off. Go north and save with the Save Block then enter the Post
Office. A Shy Guy will run out with a whole sack of undelivered letters! DAMMIT!
Exit the Post Office and head over to Merlon. He'll say that he had a dream
where
someone told him to run around the red tree in Dry Dry Outpost five times and
something good will happen. Don't head to Dry Dry Outpost and actually do so
since we can get what happens anyway. Head inside Merlon's house and Ground
Pound
three times. The Quick Change badge will fall down. This lets you switch party
members and attack on the same turn! It's the most expensive badge yet, costing
four badge points. Exit Merlon's house and then travel left into the next part
of
Toad Town.

Go left for a little and Russ T will scream from inside his house. A Shy Guy
runs
out with his Dictionary. Jump into the warp pipe that goes to your house. Luigi
is trying to take care of a Shy Guy bouncing around the lawn. Defeat it and talk
to Luigi. After some talk, Mario will say that Koopa Koot wants his autograph.
Luigi will give Mario the autograph. Great. Now climb the stairs and enter your
house. You should have two more letters waiting for you, but that's not the
concern. Get onto the oddly shaped floorboard and Ground Pound it to fall into
Luigi's secret room! His diary is in here. Wanna read it? Of course! He has only
two entries so far but he gets more as the game progresses. Read the two and
head
out.

Return to the Toad Town Sewers.


================
Toad Town Sewers
================
Go left, past the hole, and into the next room. Jump into the middle Warp Pipe
to
get to Koopa Village.


=============
Koopa Village
=============
Head into Koopa Koot's house and hand him the autograph. As thanks, he'll give
you one coin. Talk to Koopa Koot and he'll ask for another favor. He's lost his
wallet and wants you to get it back. Luckily, you don't have to leave Koopa
Village. Head outside and go to the west side of town. Shake the closest bush to
get Koopa Koot's empty wallet. Return to Koopa Koot and give the wallet to him.
He'll give you another one-coin reward. Talk to him once more. He wants a Tasty
Tonic. They aren't found in most shops but you can buy them at one of the two
Toad Town shops. Head to the Toad Town Sewers.


================
Toad Town Sewers
================
We're not actually going to get the Tasty Tonic just yet but head to Toad Town
all the same. There's another sidequest we're gonna start.


=========
Toad Town
=========
Go west two areas to be in the port area. Go inside the club. Talk to
Chanterelle, the lady on your right. Now talk to the lyrics writer. After some
talk, he'll give you the Lyrics to deliver to a famous composer around the
world.
Exit and return to the Toad Town Sewers.


================
Toad Town Sewers
================
Go left, past the hole, into the next room. Jump into the left Warp Pipe to go
to
Dry Dry Outpost.


===============
Dry Dry Outpost
===============
Enter the first house in front of you to find the Composer. Talk to him and give
him the Lyrics. In return, he'll give you the Music. Now take the pipe back to
Toad Town Sewers.


================
Toad Town Sewers
================
Go left and then take the Warp Pipe back up to Toad Town. Go left into the next
area. You'll pass a second shop. A Shy Guy will run off with the storage room
key. After talking to Harry, buy a Tasty Tonic from the shop. Now leave and
continue left into Toad Town Port. Enter Club 64 and give the Poet Master the
Melody. Chanterelle will start to sing her song. It's pretty good, I dunno, for
a
game. The lyrics plain suck but ah well. You'll get the Attack FX D badge in
return. Another FX badge! These things are the coolest. Return to the Toad Town
Sewers and get to Koopa Village (I'm assuming you know the way... if you don't,
you're hopeless).


=============
Koopa Village
=============
Give Koopa Koot the Tasty Tonic. He'll give you a stupid coin as thanks. His
next
favor involves getting an autograph from Shooting Star Summit's fortune teller.
Head out and return to Toad Town.


=========
Toad Town
=========
Go north one screen and then open the star door. Head past the destruction site
and go over the bridge into Shooting Star Summit. Take the lower path and enter
Merluvee's house. Talk to the fortune teller and she'll tell you that she'll
give
you an autograph if you get a Crystal Ball from her twin sister in Dry Dry
Outpost. Head out and then return to the main part of Toad Town. Make your way
to
the Toad Town Sewers and then to Dry Dry Outpost.


===============
Dry Dry Outpost
===============
Head to the east side of Dry Dry Outpost. Go back to the alleyway with the
boxes.
Jump over the boxes to be in an area with a tent. Talk to the girl in the tent,
Merlee, and she'll give you the Crystal Ball. Now return to Toad Town.


=========
Toad Town
=========
Go north one screen and then open the star door. Head past the destruction site
and go over the bridge into Shooting Star Summit. Take the lower path and enter
Merluvee's house. Give Merluvee the Crystal Ball and you'll get her autograph.
Okay, now that we have the autograph we can head back to Koopa Village. So do
just that.


=============
Koopa Village
=============
Give Koopa Koot the autograph. He's so overjoyed that he's going to give you 3
Star Pieces again! Great! Talk to Koopa Koot one more time. He wants you to do a
smaller favor (luckily). This time he wants you to read the Toad Town news.
Return to Toad Town.


=========
Toad Town
=========
Head north and then you should notice a billboard near Merlow's house. Read the

front to find a story of how Mario saved Skolar the Star Spirit. Read the back
and you'll see a bunch of scribbles. Return to Koopa Village.


=============
Koopa Village
=============
After giving Koopa Koot the lowdown on what's happening, he'll give you a coin.
The next favor he wants is for you to go and get him a Life Shroom. These things
a freaking expensive, costing fifty coins, but just keep telling yourself "3
Star
Pieces" and that should encourage you. Head to the Toad Town Sewers and make
your
way to Boo's Mansion from there.


=============
Boo's Mansion
=============
Go inside the mansion and then into the not-so-secret passage that was behind
the
case. Here, head down the stairs and through the door. Drop down to the lower
level and buy a Life Mushroom. Exit Boo's Mansion and warp to Koopa Village.


=============
Koopa Village
=============
You know where to go. One coin is your reward after you deliver the mushroom, as
well as the Gold Credit. The Gold Credit lets you play the second game at the
Playroom. The next favor Koopa Koot has is that he wants you to get him a Nutty
Cake. Unfortunately, with Tayce T's frying pan away, that's not possible to do.
So we're ready to head off to Shy Guy's Toybox! Go to Toad Town.


=========
Toad Town
=========
Go west into the next area. Head west to the end and enter the Shy Guy house. Go
through the secret door that you revealed earlier to find a toybox and a spring.
Use a spring and you'll shrink as you jump into the toybox.
 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 4			    	      |
|			         Trials in the Toy Box		        C4TTTB|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
================
Shy Guy's Toybox
================
This level is much, much bigger than the last few levels. But we can get all the
items that we saw stolen back and we can get a few new items as well, including
a
new ally! Okay, hit the Save Block. You're in front of a giant train station at
the moment. Turn around and head through the door. You'll see a cut-scene of
Kammy Koopa dropping one of the three things that Peach said Mario hates. Once
that's done, go forward and kill the pink Shy Guy. Then jump on the box with the
coins above it. Ground Pound the box and you'll spring up, grabbing all of the
coins. Head over to the box near the blocks. Use it to get to the top of the
blocks. Now use the next box to get across the gap (make sure to grab the coins
on the way).

Continue right, fighting the balloon Shy Guy. When you see a yellow peg near the
back, go behind it and grab the Star Piece. Keep going past a little building
with a hole and hit the coin block. Now head through the hole and climb the
steps. At the top, use Parakarry to cross the left gap. Get the Star Piece and
then cross the gap once more. Jump across the right gap. Drop down and grab the
coin block, then grab or defeater whatever's in front of the chest. Open the
chest to get the stolen Storeroom Key. Now use the block to get over the wall.
Head right, crossing gaps and such, to the first room again. Here, save your
game
once more. Now exit Shy Guy's Toybox.


=========
Toad Town
=========
Exit and go right until you get to Harry's shop. Talk to him and hand him the
Storeroom Key. He'll open the Storeroom and he'll let you take anything you want
from it! There are four items in the Storeroom: a Snowman Doll, an Electric
Shroom, a Toy Train, and a Dizzy Dial. Grab them all especially the Toy Train
since it's vital to your quest. Buy anything you want from the store (you have a
difficult boss battle coming up in about a minute) and head into Shy Guy's
Toybox.


================
Shy Guy's Toybox
================
Now go into the room on your left. Defeat the yellow Shy Guy and continue left.

You'll find a black Shy Guy guarding a chest. Talk to him and select "Fight" to
enter a boss battle.

 ________
(Anti Guy)
 ��������
50 HP, 10 Attack Power, 30 Star Points

This is the first of the Anti Guys that you'll see in Shy Guy's Toybox. They're
much, much tougher than regular Shy Guys but they're always guarding some kind
of
valuable treasure. You'll want to start off by using Skolar to bring a hail of
stars down onto Anti-Guy. Bow should use Outta Sight whenever you get into a
tight spot. Anti Guy is TOUGH, no doubt about that. Their two attacks can do ten
and twelve damage to you unless you block them. Even then, they're going to do
lots of damage. I recommend an Electric Shroom (you grabbed one from the
Storeroom) as well as a Life Shroom if you have one. You might want to take out
a
Whacka's Bump if you have any of those since they restore 25 HP and 25 FP.
Remember that there are only eight in the game so use them only if you MUST.

Even with the Whacka's Bump, and extra protection from Mushrooms, it can still
be

tough. If you have a Repel Gel, USE IT! It makes Mario invisible and invincible
for two turns!

Once you win, you'll get the Power Plus badge. This badge increases jump and
hammer by one. It costs six badge points, but PUT IT ON! Take off anything you
need but wear it! It's VERY powerful. Once it's on, go left and defeat the
Groove
Guy. Then continue into the next area. Defeat all of the Shy Guys here to get
two
Cake Mix, Rowf's Calculator, a Fire Flower, and a Mushroom. There are two
archways here. To the right of the left archway, jump up in the air to reveal a
hidden block with a Mystery. Now head back through the previous two areas. Save
your game again and then talk to the conductor of the train. Show him the Toy
Train and he'll ask how they're supposed to ride on a train like that. Odd,
isn't
it?

Exit Shy Guy's Toybox.


=========
Toad Town
=========
Stand next to the toy box and press A. Drop the Toy Train inside and it'll land
full-sized onto the tracks. Now exit the room. Outside, go right into the next
area. Here, go north one area. Talk to Rowf and give him his Calculator back. In
return, you'll get the I Spy badge. Exit and re-enter the area to find that Rowf
has opened his Badge Shop again. Buy some badges if you want then head to the
Toad House to restore all your energy. Once all of that's done, return to Shy
Guy's Toybox.


================
Shy Guy's Toybox
================
With the train now in session, the REAL journey through the toy box begins. That
sounded like some add for an epic adventure movie didn't it? My bad. Talk to the
conductor of the train and he'll explain that by some huge piece of good fortune
the train happened to fall onto the tracks. Good fortune my ass. Anyway, on the
first blue step there are two cylinder switches. One has red arrows and the
other
has pink. Hit the right switch (the pink arrowed one) and then jump onto the
train. You'll be taken to the Pink Station. Save your game at the Save Block
before you do anything. Now head right and you'll spot a chest. Open it to get
the Mailbag, which is missing from the Post Office. Head south into the next
area.

You'll see Kammy Koopa spawn an enemy/item depending on what Mario's supposed to
"hate." Go right and defeat the Shy Guy, then use the block to get over the
wall.
Go left, defeat the Shy Guy, and open the chest. Grab the Defend Plus Badge. Now
go right all the way and use the block to get back to the main part of the
floor.
Go right until you see a blue section of the wall. Stand on the right side of it
and wait. A Shy Guy will twist the wall, pushing you to the other side. Head
through the tunnel and hit the coin block. Grab the Ice Power badge from the
chest and head right. Grab the Thunder Rage and then the Frying Pan. Now head
left, all the way through this room once more. At the end, save your game and
then take train back to the Blue Station.

To do that, hit the blue button on the first step (it's on your left). Once
you're back at the Blue Station, save again if you wish and take the spring back
up and out of Shy Guy's Toybox.


=========
Toad Town
=========
Head out of the Shy Guy house. Follow the path east, out of this area. Continue
east until you see a yellow house by a signpost attached to a light. Enter it
and you'll be at Tayce T's house. Give her the Frying Pan and she'll bake you a
Cake as thanks. DO NOT eat this cake because you'll need it later. Now head
north, out of this area. Go to the Post Office and give the mailman your
Mailbag.
He'll give you a Star Piece as thanks. Now you can read two new letters that are
for Goombario and Lady Bow. Exit and take a rest at the Toad House if you need
it. Okay, we're now done here so return to the Shy Guy House and enter Shy Guy's
Toy Box once again.


================
Shy Guy's Toybox
================
Head to the first blue step near the train tracks and hit the Pink Station
switch
(the right switch). Now board the train and head over to the Pink Station. Hit
the Save Block when you arrive and head left, into the next area. Go left and
hit
the coin block, then defeat the Shy Guy. Continue left into the next area.
You'll
find a _VERY_ fat Shy Guy blocking an entrance. Talk to him and he'll introduce
himself as Gourmet Guy. Give him your Cake and he'll grow extremely hyper.. And
rush about fifty different places before flying up into the air and dropping the
Cookbook. This handy item allows Taste T to cook with two items at once, so she
can make even more delicious foods! Go north and then head right, defeating the
Shy Guy.

Hit the two coin blocks and enter the next area. Defeat the Shy Guy and then hit
the three coin blocks to get twelve coins. Continue on and defeat the flaming
Shy
Guy. In the next room, pull the switch to flip a section of the track. You can
now continue on to the Green Station! Now go back left into the area where you
met Gourmet Guy. In the middle of the two blocks, jump to reveal a hidden block
with a Dizzy Dial. Now go left and then south, then right until you get to the
Train Station area. Save your game and head up to the train. Whack the green
switch (the switch on your right) to have the arrow point right. Jump onto the
train and head to the Green Station. There's a slot machine here, as well as new
areas for you to explore.

Head left and save your game, then go right. Hit the blocks in the order green,
yellow, red, and then blue to make four coins appear. Grab them and head through

the door into the next area. You'll see Kammy Koopa making one of the "hating"
items or enemies appear. Take the upper conveyor belt and then take the conveyor
belt down. Let it take you to the middle conveyor belt on your left and then
grab
the coins. Take the upper and lower conveyor belts again and take the conveyor
belt right (the one in between the fence). Defeat the yellow Shy Guy here and
grab the Mystery Note that it holds. Go right and play the slots if you wish.
Otherwise continue right and defeat the enemy. Then jump on the elevator blocks.
At the end, in the corner, let the block lower and head into a hidden tunnel.

Get the coins and the Star Piece in here. Now take the elevator up to the blue
elevator. Switch to Parakarry and wait until the blue elevator has risen up,
then
fly over to the ledge. Grab/defeat whatever is near the chest and then open the
chest to find the Dictionary. Now head left, all the way out of this room and
back to the Green Station. Save your game and hit the left switch, then tell the
conductor to take you to the Blue Station. When you arrive at the Blue Station,
exit Shy Guy's toybox.


=========
Toad Town
=========
Exit Shy Guy's house and go right. In the next area, continue right and then
north. In the next area, check out the Badge Shop to see if the lineup's changed
to fit your interest. Then enter the Toad House and get some sleep to restore
your HP, FP, and Star Energy. Now go left into the west gate of Toad Town. Enter
Russ T's house and give him back his Dictionary. He'll give you a Star Piece in
return. Now give him the Mystery Note that you got at the toybox and he'll
translate it for you: "Hit yellow, green, red, then blue." That's what the note
says. Hmmm... Now return to Shy Guy's House and enter Shy Guy's toybox. Time to
get our new character and finish the toybox for good.


================
Shy Guy's Toybox
================
Hit the Save Block to save your game again. Now hit the right switch and have
the
conductor take you to the Green Station. Here, hit the blocks in this order:
yellow, green, red, and then blue. This will cause a series of tracks to fall
and
reveal entry to the Red Station, which is the final station of Shy Guy's Toybox
where the last part of the journey takes place. Head up to the conductor and
step
on the right switch, then tell the conductor to take you to the Red Station. Go
right to find both a Hear Block and a Save Block. Hit them both and go left,
into
another area. Go past the elevator and fight the fire Shy Guy. Then jump on the
block next to the elevator and jump to the elevator from there. Now get on the
ferris wheel and let it take you to the other side.

Drop down and defeat the enemies and grab the coins, then take the next elevator
up. Drop onto the other side and take another elevator up on top of another
wall.
There are two elevators you can take here, one leading up and one leading down.
The one leading up leads to a Super Block but we don't have any members to
upgrade. So take the one going down and head into the next room. You'll see a
strange ghost figure in pitch black giggling at how Mario has finally arrived.
You'll instantly engage in a boss battle!
 _________________
(Big Lantern Ghost)
 �����������������
40 HP, 5 Attack Power, 15 Star Points
Luckily, this guy isn't as big a challenge as the Anti Guy but he can still be
difficult if you don't know what you're doing. Big Lantern Ghost is invincible
in
the dark and the brighter it gets, the more powerless he becomes. When it is
completely bright, he is at his lowest defense, allowing you to strike for some
good damage. But how to light up the area? At first, you'll only be able to
target the lantern. Hitting the lantern once will cause it to brighten. If you
hit
it four times it'll brighten so much the whole room will light up. The best way
to do this is to use Lady Bow's Smack attack. You can charge it so she slaps at
least four times, allowing Mario to attack Big Lantern Ghost. Remember, to make
your member take their turn first press Z. After using Smack, switch back to
Mario and do a Ground Pound on Big Lantern Ghost.

Big Lantern Ghost is going to waste his turn blowing out the light. Again,
switch
to Bow and use Smack to brighten up the room. Attack with Mario's Ground Pound
again. This time, Big Lantern Ghost will actually attack. This attack is
dangerous, since it can put Bow out for a couple of turns. Without Bow, it's
significantly harder to brighten the lantern although hitting it a few times
with
the hammer or a Ground Pound helps. Anyway, the most the attack can take Bow out
for is two turns. If you block the attack by doing the action command, Mario
will
be damaged but Bow won't be phased at all. It's also a good idea to use Skolar
once because that causes seven damage. If you got the Power Plus badge from Anti
Guy, you should be wearing it because it raises the power of both your jump and
hammer.

Keep attacking/brightening the room until Big Lantern Ghost has his lights put
out.

Big Lantern Ghost will disappear and you'll get control again. Walk up to the
lantern and press A. The little light inside will call herself Watt and request
that you get her out of the lantern. Whack the lantern with your hammer to free
Watt. She'll be so overjoyed she'll come with Mario to help him out as best as
she can. Whenever you enter a dark room with Watt, press down C and she'll
illuminate the area around you. Even in a bright room, Watt lets you see
invisible blocks! Press down C in this room to light Watt up. Carry her into the
next room to see an invisible block with a Snowman Doll. Take the elevator up
and
over the wall. Drop down and if you're carrying Watt you should see a red block
in between the two you already hit.

Hit this block to get the Deep Focus badge. Now jump onto the elevator that
takes
you up to the previous wall. From here, jump onto the elevator that takes you
even higher. Switch to Parakarry and have him take you over to the ledge. You'll
find a Super Block here so you can upgrade Watt already! Nice! He'll master
Turbo-Charge and that increases Mario's attacking power. Highly useful in boss
battles. Anyway, head to the start of this room and pick up Watt to reveal
another hidden block with a Volt Shroom. Head to the Red Station room. There's a
hidden block here with a Super Shroom so use Watt to reveal it. Now head over to
the Heart and Save Blocks. Use them both then head through the passage that's
south.

You'll spot a Shy Guy. He will see you and then run over a wall. Use Bombette to
blow the wall up to reveal about twelve Shy Guys. You now have to fight them
all,
and they each have an army of three in them. This is the boss battle. No, just
kidding they'll see you an then run away in a cowardly fashion. Head through the
now blown-up wall and then defeat the Shy Guy. After that, hit the block to get
the Sleepy Sheep and head through the door. You'll hear a strange screaming
voice
sounding like twelve Shy Guys up against a wall trying to escape by breaking
through. Use Watt to light the room and you'll see twelve Shy Guys up against a
wall trying to escape by breaking through. After they actually break through,
follow them.

You'll see General Guy and ten Shy Guys up in front of him. General Guy will
demand that you're trespassing and he'll therefore attack you with his Shy
Squad.


 ________________________
(General Guy and his Army)
 ������������������������
15 HP(Shy Squad), 7 HP(Stilt Guys), 10 HP(Shy Stacks), 30 HP(General Guy)
1 Attack Power(Shy Squad), 4 Attack Power(Stilt Guys), 1 Attack Power(Shy
Stacks),
4 Attack Power(General Guy)
2 Defense Power(General Guy)
34 Star Points(General Guy)

The first part of the battle involves you fighting a group of fifteen Shy Guys
all at once. Luckily, they're classified as only a single enemy so it should be
easy to defeat them. Use Mario's Ground Pound and he'll take out many of the Shy
Guys. As Watt, use Electric Dash and that should take out an additional four Shy
Guys. You should only have five to seven Shy Guys left (depending on if you're
wearing the Power Plus badge or not; I certainly hope you are!). They'll rush up
to you and start kicking you individually. It only does one point of damage but
try to block them because we want to be at full health when facing off against
General Guy. On your next turn, you should be able to finish off all of the Shy
Guys.

General Guy will come after you himself. He won't attack you directly though.
He'll send out two Stilt Guys to do his work. Stilt Guys have seven HP each and
they're pretty simple. You should be able to take out one per turn. Once they're
both gone, General Guy will send out two Shy Stacks to take care of you. A Shy
Stack is four Shy Guys stacked on top of each other. They have ten HP each and
if
you have the Power Plus badge you'll be able to take one out per turn. Otherwise
it's gonna take four turns to take them out, sorry. Once they're gone, General
Guy will realize that he needs to take you out himself. Jump on the bulb
attached
to the back and then use Watt to shock the bulb. It should shatter, taking out
one of General Guy's attacks.

Now it's time to actually fight General Guy. Start smashing his machine with
your
hammer and use Electric Dash on the hatch. General Guy will try to throw bombs
at
you, so make sure to block them or you'll suffer a good deal of damage. Also
make
sure to throw in a Star Storm to deal seven damage to him. Eventually, General
Guy's machine will fall apart, causing defeat.

All Shy Guys, and General Guy, will run away. After Watt talks a little, the
Star
Spirit will rise from General Guy's throne. Rush up to free the fourth Star
Spirit, Muskular!

END OF CHAPTER!


===============
The Two Castles
===============
You're in for a much longer adventure with Princess Peach. Peach will point out
to Twink that the guards have stopped watching them. Peach will tell Twink that
they should try to find out some secrets for Mario. Use the secret passage to
Bowser's room once more. Outside, you need to sneak all the way to the opposite
side of the castle. Avoid the guard's lights as you carefully make your way

around. Go through the door opposite the one you came through. A giant chest, as
well as a second Deep Focus badge, is here. Open the chest and place the Deep
Focus badge in, as well as any other badges you might've obtained. Mario can
pick
them up later. Exit the room and head into the room below that to meet a
familiar face...

That's right, Gourmet Guy is standing there, as fat as ever. Well, he's not
familiar to Peach but he's familiar to us. Gourmet Guy will tell Peach that if
she makes him something good to eat, he won't report you to Bowser. Gourmet Guy
will give you the Castle Key to access a lower floor of Peach's Castle. Exit the
room and go to the big, locked door. Open it and head down the stairs. Enter the
door to the right of the stairs to be inside the kitchen. Twink will look
through
one of the cookbooks and find the Special Strawberry Cake. Twink will start to
read Peach the recipe. Twink will tell you to put sugar and eggs in the bowl on
the table.

Locate the ingredients on the shelves and place them in the bowl, then talk to
Twink. Now you have to rapidly press A for ten seconds to mix it all together.
If
you think you did a good enough job, say "yes" to Twink's question. Now put
flour
and butter in the bowl and talk to Twink. Peach will pour it into the pan. Now
she'll put it in the oven. You have to place it with "A", wait thirty seconds,
and then press "A" again. Once that's done, place the cake on the table and add
cream and strawberries. You need to put the cream on FIRST or it won't work. Now
talk to Twink again and you'll automatically bring the recipe to Gourmet Guy,
who
will try it out. If you made it correctly, Gourmet Guy will bounce around all
hyper once more.

If it's incorrect Gourmet Guy will tell you to make it again using the same
ingredients. Gourmet Guy will then tell Peach a secret: one Star Spirit is one
Mr. Lavalava on Lavalava Island. After telling you this, Gourmet Guy will leave
and Peach will ask Twink to report the information to Mario. After Twink leaves,
Kammy Koopa will appear. She'll tell Peach that she needs to keep it down and
she'll order Peach back to her room.


=========
Toad Town
=========
You'll be talking to Muskular and he'll thank you for saving him. He'll increase
your Star Energy to four and allow you to use Chill Out. Chill Out allows you to
lower the attack of all enemies for a short period off time. It's one of the
best
Star Attacks out there. Twink will appear before Muskular leaves. Muskular and
Twink will talk for a little before Muskular takes his leave up to the sky.
Twink will tell Mario that one of the Star Spirits is being held on Lavalava
Island just like Gourmet Guy said. Twink will return to Princess Peach, giving
you control once more. Surprisingly, we are only going to have to do a few
things
before we can start adventuring in chapter five! First, go and head to Tayce T's
house.

I assume you know where she lives since you've been there so many times now.
Give
her the Cookbook and she'll be very overjoyed at you. Now enter the Toad Town
Tunnels and use the Warp Pipes to get to Goomba Village.


==============
Goomba Village
==============
We haven't been here in a while, have we? Save using the Save Block. To the
right
of the Save Block there's a tree. Hit it with your hammer to get a Goomnut.
With that in your hand, head back to Toad Town.


=========
Toad Town
=========
Go back to Tayce T and give her the Goomnut. She'll make a Nutty Cake. Now give
her your two Cake Mixes and try to throw other items with the two Cake Mix for
different cakes. Cakes are powerful, so save them for moments when you really
need them. Now warp to Koopa Village


=============
Koopa Village
=============
Talk to Koopa Koot and he'll ask you to bring him a Nutty Cake. Give him the
Nutty Cake you just made and you'll get the one coin reward. Now Koopa Koot will
tell you that there's too much noise coming from Kooper's house and I think he's
right. Enter the house to find some Bob-ombs exploding. Talk to them as Bombette
and they'll calm down. Return to Koopa Koot and you'll get three Star Pieces!
That's all the favors we're gonna do now (we can do more but let's give it a
rest) so head back to Toad Town.


=========
Toad Town
=========
Go north all the way and head through the Star Door. Follow the path to Shooting
Star Summit and take Merluvee's route. Inside Merluvee's house, open the chest
similar to the one we saw in Princess Peach's Castle. Take out all of the badges
and then go upstairs to Merlow's level. You should have at least twenty-five
Star
Pieces so you can trade for the best badges. I recommend another Power Plus
badge
and you can save it for when you have more Badge Points. Now exit Shooting Star
Summit. In Toad Town, head south on and then west all the way until you reach
Toad Town Port. Go west and south to find Colorado, then go right, onto the
dock.
Here, head onto the whale and Ground Pound him. He'll throw you off and scream.
He'll then explain that there's something jumping around in his belly.

Apparently, it's driving him mad. Enter his belly and use Watt to brighten up
the
room. Head into the next room where a Fuzzipede is bouncing around. Catch him to
enter a boss battle!
 _________
(Fuzzipede)
 ���������
20 HP, 5 Attack Power, 1 Defense Power, 15 Star Points

The boss music is playing, it has more than fifteen HP, and it's worth over ten
star points. I'm classifying it as a boss. However, the Fuzzipede is certainly a
very easy boss, especially if you have two Power Plus badges attached to you
(you should at least have one). Just use Mario's Ground Pound and Watt's
Electric
Dash to damage it. The Fuzzipede will charge at Mario for a three-point attack.
After that, it hangs on the bones of the whale. Mario can't reach it now, except
for using attacking items. He can use Skolar but I don't recommend wasting two
units of Star Energy on this battle. If you can't attack in any other way, skip
Mario's turn and use Watt's Electric Dash again. After another attack, it jumps
back up onto the bones.

Skip Mario's turn if needed and use Electric Dash. Repeat this strategy until
you
defeat the Fuzzipede. The whale will than fill itself with water and blow the
Fuzzipede and Mario. The Fuzzipede will thank Mario for getting him out and
forgive the whale for eating him and then he'll hop off. The whale will tell
Mario that he should be called Dr. Mario :) Talk to the whale and then hop on
his
back. Kolorado will jump on as well and the whale will swim to Lavalava Land.


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 5			    	      |
|			  Hot Hot Times on Lavalava Island		C5HHLI|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
===============
Lavalava Island
===============
Kolorado will immediately run off to Mt. Lavalava so you are free to do what you
want at the moment. The strange looking bushes here give you three hearts each
when you grab them with A. You can also use the blue flower to be propelled into
the air where some coins rest. In the next area, proceed forward and you'll hear
a huge scream. Rush forward to find Kolorado being bullied by Fuzzies. First,
climb the rocks and get the Letter. Now rush over to Kolorado's aid. Defeat the
Jungle Fuzzy and Kolorado will thank you, then run off. Follow him to Yoshi's
Village.


=============
Yoshi Village
=============
Finally, we see some Yoshis in the game! Go around the beach and then go left,
across the dock. Talk to the fat green Yoshi and he'll introduce himself as the
leader of Yoshi Village. After talking to him, talk to the other Yoshis if you
want and then head into the interior of Yoshi Village. Locate the red Yoshi kid
and talk to him with Parakarry. Parakarry will hand the Yoshi kid a letter.
Instead of your hard-earned ability to turn into a liquid substance, you'll get
another letter that you have to take back to Dayne T. Now head into the shop and
buy some stuff if you want. You can use the spring in the tree to reach the
ravens. Talk to them and fall off the tree. You can talk to the Cheep Cheep
named
Sushie here.

She becomes your ally in about fifteen minutes. Once you're done talking to her,
go east, past the Toad House, into Jade Jungle.


===========
Jade Jungle
===========
You'll hear the sound of a shell being knocked around. Go right to see Kolorado
being whacked by a Shy Guy. Sneak up behind the Shy Guy and use your hammer to
start off a battle. Defeat the Shy Guy and follow Kolorado right. Talk to him
and
you'll get a view of Mt. Lavalava. There seems to be no way to the entrance so
Kolorado will head back to the village to look for clues. You'll want to follow
him once more. Before you go to the village, make sure to check behind the
gigantic tree and grab the Jammin' Jelly, an item that restores fifty FP! Make
sure to store it at the store when you get to the village since you won't need
it
at this point in the game.


=============
Yoshi Village
=============
Um... why has the music suddenly changed? Head forward to find all Yoshis
running
wildly around. Talk to Yoshi Chief and he'll explain that the kids ran off deep
into Jade Jungle (not the side we were just on). Apparently, the kids don't know
the dangers of the jungle so everyone is freaking out. Rest at the Toad House if
you need to and then take the west exit into Jade Jungle (make sure to save your
game and store the Jammin Jelly first).


===========
Jade Jungle
===========
Defeat the strange looking bush that's disguising itself as a heart plant. Shake
the bushes to reveal a path, then shake the M. Bush disguising itself as a
regular bush. Hit the tree to make a coin drop down the go east into the next
area. You'll hear a shouting voice telling someone to get back instantly. Rush
forward to find Sushie trapped in a tree. Whack the tree three times and she'll
fall to the ground. Talk to her and she'll realize you're looking for the Yoshi
kids as well. She'll offer to help you look for them, so Sushie is now an
official member of your party! When you find wooden docks you can stand at the
edge and press down C to jump into the water. While in water, hold down C to
dive
under.

Use that to dive under low objects. When you want to get out of water, locate
another dock and press down C. With this in mind, go right, down, and left. From
the dock, jump into the water. Swim north, under the tree bridge. Get off on the
left dock. Talk to the Bulb-ulb and you'll learn that the Magical Seed isn't
ready
yet. Duh, if it was then you'd have all four and would be able to enter Flower
Fields. Anyway, head into the water and swim to the opposite dock. Get out and
grab the Star Piece. Hit the three and a letter to Russ T. will fall out. Now
get
back on Sushie and make your way back to the first dock you were on. Get out on
the land and then make your way west into the previous area. We can access the
whole jungle now thanks to Sushie.

Get out on the dock and make your way to the center island. Here, defeat the two

Shy Guys and hit the red block to get a Power Quake badge. Back in the water,
make your way west. Dive under the tree bridge and head into the next area.
Surface by means of the dock west and north, then go east. Defeat the Shy Guy
and
head south to find a Super Block. You can usefully upgrade Sushie. She can
master
Water Block, which greatly increases Mario's defense for a short period of time.
And she'll be stronger. Your party members can never be too strong, wouldn't you
agree? Go back and then head north, across the log bridge. Shake the light green
tree and defeat the M. Bush. Go north now and head into the next area. Approach
the bush barricade.

Shake the middle bushes to open a path. Go through and defeat the two M. Bushes.
Now head east, into the next area. Defeat the Shy Guy and head up to the log.
Smash it with your hammer and it'll spring up and create a bridge to the other
side. Cross the log bridge and kill the Jungle Fuzzy. Continue east into the
next
area. You'll hear someone scream for help. It's a Yoshi being taunted by two
Piranha Plants. Walk up to them to start a battle.
 ___________________
(Twin Piranha Plants)
 �������������������
12 HP each, 4 Star Points each
Another simple boss, but it has more than ten HP and the boss music is
playing...
and they're big. So it's a boss, okay? You'll basically want to use Mario's jump
and Sushie's Belly Flop the whole time. It might be a good idea to use Water
Block
to increase Mario's defense as well, because the battle might go on for three or
four turns. If you have two Power Plus badges on (one from Shy Guy's Toybox and
one from Merlon) then you should be able to deal eight damage with your jump.
Sushie can deal another four damage so you can take out a Piranha Plant per
turn.
That makes your life a lot easier, but they can still be beaten if you deal only
six, or even only four, damage per turn. It's just harder. The Piranha Plants
have
a poisonous breath attack.

It deals two damage and poisons you, so make sure to block it. That's really all
there is to this simple boss.


The Yoshi will be freed. After thanking Mario and Sushie, the Yoshi kid will run
off back home. There's nothing else for you to see here so head back to the
previous area. Go west and south and jump into the water. Swim to the southern
dock. Head south into the next area. We've been here before, not too long ago.
Hit
the right tree and a Jungle Fuzzy will drop down. Head over to the left tree to
find a sleeping Yoshi. Hit the tree with a hammer to make the Yoshi fall down.
He
is perfectly fine, but he says he's a little lonely so he'll run back home. Two
down, three to go. Head across the log bridge and you should find another log.
Smash it with your hammer to create a major shortcut which will prove useful
later.

Head across the bridge and you find yourself back at the start of the jungle.
Head
to the village and take a rest to refresh your energy. Make sure to save your
game
also. Then head back into the jungle. Cross the log bridge once more and go
north
into the next area. In the water, swim to the closest dock and go west. Kill the
Shy Guy and head into the next area. Here, jump into the water and swim left.
Jump
up to the northern dock and go right. Jump into the flower and let it take you
to
the upper ledge. Defeat the Shy Guy then push away all the bushes to reveal a
Warp
Pipe. Use it to warp to a dark, dark room. Switch to Watt and use her to light
up
the area. Here, make your way up to the green Yoshi. Talk to him and he'll
leave.

Only two more Yoshis left! Exit this cave and then drop back down to the lower
ledge. Swim west to the next area. Here, climb out of the water and hit the log
to create a bridge. Cross it to find a crying Yoshi. Talk to him and he'll
leave.
Well... that was easy. Return to the previous area. Swim east and climb out of
the
water, then clear the bushes. Head south to the next area. Cross the log bridge
here and then jump into the water. Go to the southern dock and jump out. You'll
hear a scream. Go north and clear the bushes, then kill the M. Bush. There are
four of them in this particular group, but they shouldn't be that hard to kill.
Once they're gone, shake the long bush to find the red Yoshi hiding behind it.

After thanking you for saving him, he'll run off home. All Yoshis are safe now,
so
you can return to Yoshi Village to collect your reward. Now go west into the
next
area. Head around the bushes to be back at the whale. This is a nifty shortcut
back to Yoshi Village so follow the beach right to the village.


=============
Yoshi Village
=============
Everything has calmed down now that the Yoshi kids have returned. Go south and
cross the bridge, then head north to find the Yoshi Chief standing near a large
statue of a raven. Talk to him and he'll give you Jade's Raven. This allows you
to
get to the second half of Jade Jungle (yes, we've only been to the first half)
so
you can make your way to Mt. Lavalava. Now continue into the eastern area of the
village. Go to the Toad House to recover, then save your game. It might not be a
bad idea to buy a few Thunder Rages, Super Shrooms, and Honey Syrup. You need
them
for Mt. Lavalava. Now head out and then go north, back into the jungle.


===========
Jade Jungle
===========
Go left and cross the log bridge that you made early in your adventure to save
the
Yoshi kids. That just saved you a LOT of traveling. Now go north, across the
bridge, into the next area. Here, jump into the water and swim under the log. On
the northern side is a giant statue of a raven. Place the Jade Raven in the
statue
and it'll move aside to reveal the path to another part of the jungle. Head into
that path. The jungle has certainly gotten a lot more wild and it's more
difficult
than the last part. Here, go right and kill the Shy Guy. Jump on the hanging
vine
located on the left tree. An egg will drop down. Go right and move the huge
bushes. The next area has a block puzzle of some sort. A huge boulder blocks
your
path.

There is a geyser on the far right. Push a block onto it and another geyser will
appear. Push a second block (NOT the one you just used) onto that one. Keep
pushing blocks (you can't use a block more than once) onto the geysers until a
final geyser blows the huge rock out of your way. Push the final block onto that
geyser and then cross the path to the next area. Pull all of the vines located
on
the trees to get a Fire Flower, a Mushroom, and a battle with two Jungle
Fuzzies.
Also, pulling the vine closest to the bushes will reveal the path to the next
area. In the next area, open the two Flower Bushes to get a heart. Head right to
hear a large roar. Head forward to find three Piranha Plants and a W Magikoopa
blocking your way.

 ________________________________
(Piranha Trio and the W Magikoopa)
 ��������������������������������
12 HP(plants), 11 HP(W Magikoopa), 11 Star Points
Another simple boss, but they have more than ten HP and the boss music is
playing... and they're big. So it's a boss, okay? You first want to concentrate
your attention on the Magikoopa. If you have two Power Plus badges on, you can
take the Magikoopa out in one turn with the help of Sushie. Otherwise, you'll
have
to do it in two turns. Now for the plants. You'll basically want to use Mario's
jump and Sushie's Belly Flop the whole time on the Piranha Plants. It might be a
good idea to use Water Block to increase Mario's defense as well, because the
battle might go on for three or four turns. If you have two Power Plus badges on
(one from Shy Guy's Toybox and one from Merlon) then you should be able to deal
eight damage with your jump.


Sushie can deal another four damage so you can take out a Piranha Plant per
turn.
That makes your life a lot easier, but they can still be beaten if you deal only
six, or even only four, damage per turn. It's just harder. The Piranha Plants
have
a poisonous breath attack. It deals two damage and poisons you, so make sure to
block it. That's really all there is to this simple boss.

You get a WHOLE lot of stuff from this boss so try to collect as much of it as
you
can. Then proceed to the next area. This is the path to Raphael the Raven. Enter
the giant tree. Here, you want to save your game (definitely). Then start up the
stairs to make your way up the high, high tree. If you fall, you'll go all the
way
down to the bottom and have to start over so be careful. At the top, head out
and
you'll be on a large tree branch that curves around the tree. Follow it up, past
the hole, to the Happy Heart badge. Now enter the hole you passed to be in the
second part of the tree. Climb up the next long stairs and exit at the top to be
near Raphael the Raven's nest. Head right, into the nest, to meet Raphael the
Raven.

Talk to him and Mario will explain that they need to get to Mt. Lavalava. The
Raven will do some freaky call to get all of the other ravens to come. After he
talks to them, all ravens will drop off the tree. Follow them and Raphael will
make a large tree branch raise into an arc so you can pass through. Follow him
into the next area. Here, the ravens will build a little elevator so you can
reach
the volcano. Kolorado, in his excitement, will rush up the lift and into the
volcano. Raphael will then give you the red Ultra Stone. From now on, when you
reach a Super Block, you'll be able to upgrade any Super Rank party members to
Ultra Rank. Nice. After the ravens leave, jump into the left and take the ride
to
the volcano.

Use the Heart Block, then enter Mt. Lavalava.


============
Mt. Lavalava
============
At first, it seems like this corridor is completely empty. Follow it down and a
Piranha Plant will come out. He'll identify Mario and then report to the "boss"
while screaming alert. Continue into the next area after the piranha leaves.
You'll find Kolorado, who says he senses danger. What an amazing sense, there's
only a huge bubbling pool of lava right in front of you! After Kolorado gets
burned, jump across the sinking lava platforms. At the end, wait for the
platform
to move over to your so you can jump on it. It will take you to the other side
where a single Lava Bubble rests. Defeat it and cross the rest of the sinking
platforms to the cave entrance on the other side. Take the rope down across the
huge gap.

On the other side, drop down and go right into the next area. Here, make your
way
past all of the spinning flames (if you touch one, you'll lose a hit point). On
the other side is a Super Block. Upgrade Sushie and she'll learn Tidal Wave.
This
watery move attacks all enemies, great for a fiery place such as this volcano.
Make your way back across the flames and enter the previous area once more.
Here,
jump up the ledge and defeat the spiky enemy. Once it's dead, hit all the blocks
to get some coins. Defeat the second spiny enemy and continue heading left. Pass
the spring and go right. Hit the Save Block and then take the rope down. About a
second after you grab onto the rope press A. You'll fall down onto a floating
platform with a Fire Shield badge.

This helps you GREATLY here so equip it now. Drop down and defeat the spiky
enemy
and Piranha Plant and then go left (the passage right has a Super Block that we
can't quite get yet). Climb up the steps and head through the cave door. Go down
the long corridor here (no Piranha Plants will pop out this time) and into the
next area. Here, use Watt and a hidden block will appear. Hit it to get a Life

Shroom (HIGHLY useful in certain situations; just NEVER use it, it'll act on
it's
own when you need it most; as in, when you're dead). Switch to Parakarry and
head
left. Stop in front of the lava waterfall. Head down so Mario is up against the
ledge closest to you. Use Parakarry to fly across the gap. Push the first block
into the lava, then the second, then the third.

The lava below will dry up. This will create a passage across the lava gap. So
return to the lower platform and use Parakarry to cross the gap. Head into the
next room. Here, push the blocks so they create a tiny bridge out onto the lava.
Use Parakarry to cross the rest of the lava. Defeat the two Lava Bubbles on the
other side then jump up the ledges. At the top lies the Ultra Hammer. The attack
power of the hammer increases by one and you can destroy metal blocks! This
makes
things much easier, especially if you have two Power Plus badges. I bet you're
not
in very good shape right now (As I type this, I'm currently at seven health and
two flower points, along with no Star Energy; you should be better off than that
though) so you will need the extra attacking power.

Smash the metal block and head out, then use Parakarry to cross the gap once
more.
Here, go down the steps and smash the next metal block. Kill the Piranha Plant
and
jump up the ledges to the chest. Collect the Dizzy Stomp badge and exit by means
of the way you entered. In the next room, hop up the steps and head to the room
on
your right. Go right here and use the spring to reach the upper ledge. Kolorado
is
pacing in front of a metal block. Save your game and talk to Kolorado, then
smash
the metal block. Head into the next room, where Kolorado runs stupidly off the
edge. Grab onto the rope and ride down until you get to an area where the back
wall is a little brighter than usual. Drop down here and you'll be on a ledge
with the Super Block we saw earlier.

Upgrade Bow or Watt (they both get good attacks) and then drop down. Defeat the
enemies (by the way, you should be at least level fifteen right now) and then
talk
to Kolorado. Apparently, he "meant" to drop down. Right. Anyway, head left into
the next area. Hit the spring and then head through the room on your right
(saving
first is a good idea). Take the rope all the way down. Here, head into the next
room. You're in another corridor. Go forward and a huge spiked ball will drop
down. Spin dash down to avoid being crushed. In the next room, take the moving
platform to the other side of the bubbling lava. Jump over the spinning flame
wall
and kill the Lava Bubble. Jump over the next spinning flame wall and kill a
second
Lava Bubble.

Head into the area of the next spinning lava wall. You have to stand near the
edge
and jump over the lava as it spins by you. It gets faster and faster, so you
have
to be quick in jumping over. Eventually, a platform will come to you. Jump on it
and let it take you to the other side. Enter the next area. Defeat all of the
enemies and then go right all of the way. A block rests here. Before you can
push
it, Kolorado approaches you. He thinks the treasure is close by which also means
the boss is close by. Gulp. Push the block all the way to the end. Jump up onto
the
ledge and smash all of the metal blocks to release the spiked ball. Quickly get
out of the way and let it roll. It will crush Kolorado and smash a hole in the
wall.

Ignore Kolorado for now and head through the hole. As you're going right,
Kolorado
runs by. According to him, the treasure is VERY close. He'll run into the next
room. Follow him and hit the blocks to get a Super Shroom and Maple Syrup. Now
head to the previous room. Hit the Heart Block and go down the steps. Hit the
Save
Block and head right. The Piranha Plant you saw at the beginning will pop up
again
and he'll realize you're searching for the Star Spirit. After it leaves, go to
the
next room and approach the lava circle. A HUGE Piranha Plant will climb out of
the
lava. After talking to you, you'll engage in a battle.
 _______________________
(Lava Piranha, Lava Buds)
 �����������������������
80 HP, (Lava Piranha), 16 HP,(Lava Buds)
Star Points: 30
DON'T freak out when you see the amount of HP. At first, it says that the Lava
Piranha only has forty HP and the Lava Buds only have eight but that changes
soon
enough. The first part of the battle is probably the harder part, because these
guys aren't affected as much by Sushie's water attacks. They're just like normal
piranhas. If you still have Thunder Rage attacks, use them to get rid of the
buds.
You'll definitely want the buds out of commission first. I suggest using Star
Storm on Mario's first turn and then Tidal Wave on Sushie's first turn. That
deals
a good amount of damage to the Lava Piranha and kills both Lava Buds instantly.
The Lava Piranha will lean back and breathe a slow breath of fire at you.

Unless you're wearing the Lava Shield badge, this will do five damage to you (if
you're wearing the badge it does four). That's not that much to worry about
though
so don't freak out. Use Sushie's Squirt attack because it can deal more damage
to
a single enemy than Tidal Wave can do to all enemies (besides, Squirt is half
Tidal Wave's FP cost). Only about two turns (one if you're powerful enough) of
this should put the Lava Piranha down to what seems like zero HP. But it's
really
not. You'll gain fifteen Star Points and the end battle music will play, but
it'll stop abruptly as the Lava Piranha and the Lava Buds charge back out.
They're
now on fire, but this is actually good news for you since water deals more
damage
to them.

You should have two units of Star Energy left, but DON'T use Star Storm.
Instead,
use Chill Out to lower their attacks by three. This should GREATLY decrease the
damage dealt to you. As Sushie, use Tidal Wave. Aside from dealing a good amount
of damage to everyone (if you dealt enough damage, you should've taken out both
Lava Buds), this will stun them temporarily. Kolorado will try to help but he'll
burn himself. Ah well. Anyway, since they're stunned you can attack without fear
of them hurting you. Jump on them and use Squirt on the Lava Piranha (ignore the
buds even if they aren't dead yet; they just come back to life later). When the
Lava Piranha sets on fire again, DON'T jump on the Lava Piranha.

Mario will burn himself if he tries. Instead, have Sushie attack first. Use
Tidal
Wave when the buds are on fire to knock them out as well as the Lava Piranha.
Once
they're out, resume with the jump/Squirt technique. You only have to kill the
Lava
Piranha and it'll be dead for good.

In Kolorado's excitement, he'll run straight to the next room to get some
treasure. The Star Spirit Card will fly out of the lava pit. Touch it to free
Misstar, Star Spirit number five!

END OF CHAPTER!

Uh.. heh, why is the volcano shaking and why is everything falling apart? Aw,
man
everything is starting to rise... hey, why's the lava bubbling over? Crap, the
whole volcano is about to erupt. Well, that's not good news, is it? Anyway,
follow Misstar into the next room where Kolorado is standing around. Climb up
the
series of stone steps and Kolorado will run back to check if the treasure was
guarded by the fiery monster... but then he'll get burnt again. What an idiot,
that's like the third time this chapter. Anyway, quickly switch to Bombette and
blow the wall open. Rush into the next room, where you should climb up the
steps.
Here, Kolorado is jumping for the treasure but Misstar will grab him and Mario
and
fly out of the volcano.

Just as you escape, the treasure flies right out and lands in an area at Jade
Jungle.


===============
The Two Castles
===============
Peach and Twink are standing in Peach's room once more. Peach will suggest that
they sneak out again and Twink will concur. Activate the secret switch and then
use the secret fireplace passage. Head out of Bowser's room. Here, quietly head
down to the lower floor. Climb down the stairs and instead of going right (like
you did last time) head left. Climb up the steps and enter the door that took
you
to Bob-omb Battlefield in Super Mario 64. You'll see a guard. He'll spot you and
a Hammer Brother will come by. He'll tell Peach that they won't report her
escape
to Bowser as long as she plays their little game. This is a quiz show where
you're
asked ten questions. If you get the majority right, you win an awesome prize.
Here
are the questions, in order:

1. What's the name of the boss on Lavalava Land?
A: Lava Piranha

2. Where did Master Huff n' Puff imprison the Star Spirit?
A: Flower Fields

3. What's the name of the scary, round dry monster living in Dry Dry Ruins?
A: Chomp

4. How would you get to Flower Fields?
A: Pass Flower Gate

5. What's the name of the person who King Bowser really loves?
A: Princess Peach (if you can't get this one, you might as well quit playing...)

6. What's the thing that's most deeply related to Flower Fields?
A: Flower (even if you got the game five seconds ago you should get this right)

7. What's the name of the most admirable, invincible, just downright cool guy
   around?
A: Bowser

8. What's the name for the ghosts that lives around Forever Forest?
A: Boos

9. What's the name of the area just to the south of the post office in Toad
Town?
A: Flower Garden

10.Where is Peach's castle now?
A: On Bowser's Castle

Once you win the game, you'll get Jammin' Jelly (only if you won the whole
thing).
As a consolation prize, you'll get the Sneaky Parasol which is worth about
five-hundred Jammin' Jellies. If you face somebody and press B with the parasol
you can transform into that person. Bowser will stomp in and notice the game.
The
Hammer Brother will explain that the game is already over. He'll then turn
around
and notice Princess Peach. The Hammer Brother and the guard will take Princess
Peach back to her room. Time to go again...


===========
Jade Jungle
===========
Misstar will fly you to the tiny part of Jade Jungle. Kolorado will complain
because he lost his treasure and Misstar will yell at him that his life is a lot
more valuable than any treasure. Misstar will thank Mario for saving her and
she'll exclaim at how he only has two Star Spirits left! You'll get your Star
Energy upgraded to five and you'll learn Smooch! This super cool power allows
you
to restore twenty HP. Misstar will then fly back to Star Haven. Kolorado will
sulk
off and complain about how some stupid starfish stopped him from getting the
treasure. Follow him into Yoshi's village.


=============
Yoshi Village
=============
Head left and use the Save Block to save your game. After that, continue left
into
the main part of Jade Jungle.


===========
Jade Jungle
===========
Go north and clear the bushes to reveal a path. Head right, into the next area.
Here, continue right to find the Volcano Vase. You can swim to the Flower Bud
and
talk to it, but apparently it's already given away it's seed to "some Kolorado
guy." Damn. Return to Yoshi Village now.


=============
Yoshi Village
=============
Here, talk to Kolorado and hand him the Volcano Vase. He'll be overjoyed and
declare the adventure a complete success. He'll then run off, but not after
giving
you the Magical Seed! If you've been following this guide accordingly, you
should
have all four Magical Seeds! Nice! Now head west, to the next area. Here,
head to the beach and jump onto the whale. The whale, with Mario and Kolorado
will swim away. Suddenly, Jr. Koopa will swim onto the beach just as Mario
starts
to leave. He'll turn to where Mario was and he'll notice he's gone. He'll then
proceed to swim all the way back to Toad Town again. Uh, he has wings, why can't
he just fly? Watch as the whale takes Mario to the other side while Jr. Koopa
despartely tries to catch up.


=========
Toad Town
=========
As the whale arrives, Kolorado will thank you and run off. Jr. Koopa will arrive
shortly after. He'll run up at you to start a battle!

 _________
(Jr. Koopa)
 ���������
40 HP (Really 20), 6 Attack Power, 1 Defense Power, 21 Star Points
"It's Jr. Troopa! He swam all the way after us! This kid...he's got guts! He
still
flies but now he has a spike on his head. It'll hurt if you jump on him. He
seems

tougher this time... Luckily for us, he also looks pretty tuckered out. Well, he
should be tired. The little guy swam to Lavalava Island and back! It seems
better
to attack from a distance with an item or something rather than attacking him
directly.



The moment the battle starts, Jr. Koopa loses twenty out of his forty HP. Thanks
to all that swimming he had to do, it sucked up his energy. But he does have a
new power, unfortunately. He flies up in the air AND has a spike attatched to
his
head. If you don't have the Spike Shield now, you won't be able to attack Jr.
Koopa with Mario. You can start out by using Star Stomr to wipe out seven HP. As
Sushie, use Squirt. Jr. Koopa dive bombs you for six damage, five if you block
it. You should still be able to beat him before he defeats you completely so
don't worry. Another Star Storm should finish off Jr. Koopa in this incredibly
easy battle.

Now that Jr. Koopa has been defeated and you've done five chapters, you should
be
strong enough to get at least a fourth degree at the dojo. Try for a fifth
degree
card but it's like impossible at the moment since the fifth degree battle is the
toughest battle in the game, even tougher than the final Bowser. Yes, I'm
serious. Once you have at least a fourth degree, it should prove that you've
mastered the controls of the game pretty well and you're easily ready to take on
chapter six. But, as usual, there's many sidequests we can do beforehand. First
off, we have a LOT of Koopa Koot favors we have to do as well as exposing the
rest of the sewer system. You might want to check at the Post Office after
righting at the dojo.

You should have some new letters for everyone in your party except Sushie. Oh
boohoo for her but we just got her. After reading letters from Fuzzipede,
BOotler, Frost T., Bruce, Koover, and Gooma leave the area. You'll find Kolorado
near Pleasant Path. He says a Koopa named Kent C. Koopa is blocking the path.
Hmmm... time to investigate! SAVE YOUR GAME and then head onto Pleasant Path.


=============
Pleasant Path
=============
Go forward to find a giant nerd-looking Koopa. Talk to him and he'll introduce
himself as Kent C. Koopa. He charges 100 coins to get by. Don't choose to pay,
choose to fight. Choose to fight once more to begin a battle!
 _____________
(Kent C. Koopa)
 �������������
70 HP, 10 Attack Power, 6 Defense Power, 20 Star Points

One of the toughest battles at this point in the game is against the gigantic
Kent C. Koopa. You'll want to have Sushie with you since she is very strong
against the Koopa. First off, you'll want to use Mamar and pray that her Lullaby
attack works. It's also not a bad idea to bring at least five Sleepy Sheep (yes,
five) as well as two Power Plus badges and a Defend Plus badge. Here is the
recommended list of items and badges: three Super Shrooms, two Maple Syrups, and
five Sleepy Sheep are the recommended items. Peekaboo, Power Plus, Power Plus,
and Defend Plus are the recommended badges. You should have at least twenty-one
badge points by now. If you actually have twenty-four badge points, then throw
in
either an HP Plus or an FP Plus (whichever one works more for you).

Kent C. Koopa is near invincible when he is standing. You need to get him to the
ground somehow. Use a Sleepy Sheep/Mamar on your first attack. If it doesn't put
him to sleep, then use Sushie's Water Block to create a water shield around
Mario. With the Defense Plus badge and the Water Block in effect, it decreases
any damage Mario takes by two. If he blocks an attack, it'll decrease by another
one so it technically decreases everything by three. If Kent C. Koopa DOES
manage
to fall asleep, then he's out for four wonderful turns. Use Squirt/Belly Flop
(two Squirts and two Belly Flops to preserve FP) and stick with Mario's hammer
while Kent C. Koopa is asleep. That should do a total of twenty damage to him if
you're able to attack all turns.

When Kent C. Koopa wakes up he should still be on his back. Use another Sleepy
Sheep or Mamar and then you should be able to deal twenty-eight damage this
time.
When he wakes up, repeat the strategy. Another twenty-eight damage. That should
be the end of Kent C. Koopa, netting you twenty Star Points. See, if you didn't
have those Sleepy Sheep, you'd have no idea how much of a hellhole this battle
would be.

"This is Kent C. Koopa. He seems pretty greedy for such a large Koopa. He
sometimes does a stamp attack with his shell. That attack has a power of 3. His
shell attack also damages party members (like me!), so be sure to defend! As
with
all Koopas, your chances will greatly improve if you can flip him over. His
defense power will drop. Watch it, though! He'll attack as soon as he's back on
his feet. And by the way, is he not THE HUGEST KOOPA EVER!?! Somebody told me
that
he used to live in Koopa Village..."



Return to Toad Town once you've defeated Kent C. Koopa.


=========
Toad Town
=========
Save your game and recover at the Toad House. Now go south into the next area
and
enter the sewers.


================
Toad Town Sewers
================
Head left, past the hole, into the next area. Here, pass all of the warp pipes
and go into the next part of the sewers. Head left and take the elevator up,
then
go through the pipe. There's a floating platform in front of you. Don't jump on,
but drop down and head to the pipe. Drop in and then go right and crush the
metal
blocks. Climb up the steps to find a Super Block. Upgrade either Watt or Bow
(whichever one you didn't upgrade earlier). Exit this room and then jump up to
the next room. Head through the pipe and go left two rooms to be in the starting
room again. Now drop down the hole. Go left, and keep going left until you hit a
dead end. Here, there's a room witih a blue block and a large gap. Use Watt to
reveal three invisible blocks.

They are a bridge across the gap. However, since they're invisible, you'll fall
righ through them. Memorize the locations of the blocks and then push the blue
block under each one and hit the blocks to make them solid. When all three have
been hit, jump across them to the other side where you'll find another Super
Block. Upgrade Bombette to Ultra Rank. Now go right two rooms. Here, use Sushie
to jump into the water and swim to the other side. Just as you get out onto the
dock, a gigantic Blooper will appear.

 _____________
(Super Blooper)
 �������������
70 HP, 5 Attack Power 25 Star Points(Super Blooper)
6 HP, 2 Attack Power(Blooper Baby)

Don't let Super Blooper's HP fool you; this guy is DEFINITELY not as hard as
Kent
C. Koopa and he actually isn't that hard at all considering that Mario should be
at least a level sixteen guy by now. You should have some leftover Sleepy Sheep
from your battle with Kent C. Koopa. Use one to put Super Blooper to sleep for
two turns. Now use Squirt with Sushie. As Mario, you'll have to use your Ground
Pound since your hammer can't reach Super Blooper. When Super Blooper wakes up,
use another Sleepy Sheep on him to have him fall asleep once more. Continue with
the Squirt/Ground Pound strategy. Once Super Blooper wakes up again, you should
still have another Sleepy Sheep left. Just in case you don't, you'll have to
simply continue using Ground Pounds and Squirt techniques.

Super Blooper can spit out little Bloopers. These guys are very weak and can be
taken out in a single hit. It might be a good idea just to use Sushie's Tidal
Wave to take them all out at once although that sometimes isn't recommended
because it uses too much FP. You should still have enough HP and FP to finish
Super Blooper off quickly and easily so don't worry.

"This is a Super Blooper. Whoa! It's huge! Easily the biggest Blooper ever!
Trust
me, its size doesn't lie. It's pretty powerful. When it gets mad, it turns red
and
its power goes way up. And sometimes it spawns Blooper Babies. Buckle down,
Mario!
We're in for a fight!" - Super Blooper
"This is a Blooper Baby. Super Blooper spits 'em out and they come to drain you.
We need to beat 'em quickly so they can't drain us dry. They're so cute,
though!"
- Baby Blooper



Once Super Blooper has been defeated, a switch will drop down. Hit it to reveal
a
Warp Pipe passage to Yoshi Village. Now go right, into the next room. Here,
follow the path right while killing all of the Dark Koopas. Continue right
through the next room, ignoring the lone block and all of the invisible blocks.
You seem to come to a dead end in the next room. Use Bombette to blow a hole in
the wall. Here you'll find Rip Cheato. He'll sell you a random item for 64
coins.
The first item you'll buy is a Star Piece. Here are the items he sells you, in
order (for 64 coins each):

1. Star Piece
2. Life Shroom
3. Bump Attack Badge
4. Repel Gel
5. Star Piece
6. Super Shroom
7. Mushroom
8. Dried Shroom
9. Dried Shroom
10. Star Piece
11 and up: Dried Shroom

As you can see, the first five are promising while six through nine are pure
rip-
offs. I suggest only buying the first three now, and coming back after Flower
Fields to buy the rest. Now use the Warp Pipe and you'll be in a strange house.
This is the house that was always locked from the inside. Grab the Odd Key and
open the door to be back in Toad Town.


=========
Toad Town
=========
Well, you've just created a nifty shortcut for getting to the end of the sewer
system! Now head out and go north. Save and rest at the Toad House. Now we need
to get all of Koopa Koot's favors out of the way, as well as getting more of
that
letter sidequest done. What do you say? Head out and go left all the way until
you get to Mario's warp pipe. Enter Russ T.'s house here and give him a letter.
You'll get a Star Piece as thanks. Now go right once area and then head south
until you reach the Train Station. Talk to the red Toad (he's near the green
Toad) and give him his letter. Instead of your well-deserved ability to become
super super super super super strong, you'll get a letter. Word. You can't do
any
more of the letter quest now because you can't reach Starborn Valley.

Now just head to the Toad Town Sewers and warp to Koopa Village.


=============
Koopa Village
=============
Head to Koopa Koot's house and talk to him. Apparently, he's not popular. What a
shock. Anyway, there's an old photo of his in Boo Mansion that he wants you to
get back. We need to go there anyway because there's a little that needs
delivering. So head out and go into the Toad Town Sewers, where you should warp
to Boo Mansion.


=============
Boo's Mansion
=============
Head inside and you should find a Boo floating around the stairs. Talk to him
and
he'll tell you that Koopa Koot's motto is, "Use it until it drops." What a
sneaky
bastard! We shouldn't do anything for him anymore! No, just kidding. Go the not-
so-secret passage that was behind the case. Here, head down the stairs and
through the door. Drop down to the lower level and talk to Igor with Parakarry.
Give him the letter to get a Star Piece in return. Now warp back to Koopa
Village.


=============
Koopa Village
=============
Give Koopa Koot the Old Photo and you'll get the surprising one-coin reward. Now
Koopa Koot wants some Koopasta to eat. The ingredients require both a Koopa Leaf
and Dried Pasta. Get the Koopa Leaf from the bushes in Koopa Village. You'll
have
to warp to Dry Dry Outpost and by the Dried Pasta there. While you're there, go
to Dry Dry Desert. Locate the oasis and grab a lime from the tree since we'll
need it soon. Now head to Toad Town.


=========
Toad Town
=========
Here, head over to Tayce T's place. Give her both ingredients and she'll stir up
some Koopasta. Use the Toad Town Sewers to warp to Koopa Village.


=============
Koopa Village
=============
Give Koopa Koo the Koopasta and he'll give you a coin. The next favor is,
thankfully, a very simple one. He lost his glasses somewhere in the village and
he wants you to find them. Head to the western part of Koopa Village and shake
the bushes. Eventually, his glasses will pop out. Grab them and bring them to
Koopa Koot for a coin. The next favor is the easiest favor in the game if you
already go tthe lime. Koopa Koot wants a lime, but we already have one so give
it
to him and get the nice 3 Star Piece reward! Now Koopa Koot wants a Kooky
Cookie.
This is a difficult one to get since it requires some backtracking. Locate a
Koopa Leaf in the village. Then go to Toad Town and head to Shy Guy's Toybox.


================
Shy Guy's Toybox
================
Go left, through all the areas, until you reach the area with all of the Shy
Guys
that run away from you. A couple carry Cake Mix. Grab a Cake Mix from one of the
Shy Guys (you have to kill them) and then return to Toad Town.


=========
Toad Town
=========
Go over to Tayce T. and have her make a delicious Kooky Cookie for you. Too bad
we can't eat it... ah well. Anyway, you'll now want to return to Koopa Village.


=============
Koopa Village
=============
Talk to Koopa Koot and give him the Kooky Cookie. He'll be overjoyed and give
you
a stupid coin. Don't complain, we have three more favors to do but
unfortunately,
we can't do them until we beat the next chapter. We're totally done with the
Chapter Six Prologue so return to Toad Town.


=========
Toad Town
=========
Paper Mario is an adventure games. For most adventure games, you need to follow
the guide from start to finish in order to understand it. So you should have all
four Magical Seeds. If not, here's a very brief description on how to get the
seeds:

1. (Toad Town) Go south a few areas until you're in the area just above the
Train
Station. Pull up the Bul-ulb and get the seed.

2. (Mt. Rugged) Head right a few areas until there's an area where you can jump
up a ledge. You can either continue right up some steps or go past the steps.
Head past the steps and use Parkarry to cross the gap. On the other side is the
Bul-ulb.

3. (Forever Forest) In one of the circular areas of Forever Forest there's a
path
that takes you to the center of some trees. In these trees, there's the third
Bul-ulb.

4. (Yoshi Village) After you beat Chapter Five, head into Jade Jungle. Clear the
bushes and go right, into the next area. Here, open the chest and get the
Volcano
Vase. Talk to the Bul-ulb here and it'll say that it already gave its seed away.
Return to Yoshi Village and talk to Kolorado. Give him the Volcano Vase and
he'll
give you the seed in return.

Head to Flower Garden, which is to the right of the Badge Shop. A Bul-ulb is
exclaiming how Flower Fields is in a state of dispair thanks to Bowser. Talk to
the Toad near the flower and give her the four seeds. She'll plant each one and
then a warp will appear to Flower Fields! First, you might want to have these
items since Flower Fields is hard: Four Life Shrooms, four Super Shrooms, and
two
Maple Syrups. That guarantees a good day in the fields. That should suck up lots
of your money, but you DO need the stuff. Once you have that, head through the
door and into Flower Fields.



 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 6			    	      |
|			     Dark Days in Flower Fields		        C6DDFF|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
=============
Flower Fields
=============
An interesting level, this is also the level where you'll get your final party
member which is a Lakitu. Interesting. When you arrive at Flower Fields, you'll
be right below a giant talking tree who will introduce himself as Wise
Wisterwood, the oldest tree here in Flower Fields. He'll explain that Flower
Fields is in trouble thanks to a creature named Huff N. Puff. Apparenlty, they
brought consant clouds to the fields. The sun can't rise thanks to these clouds.
He'll tell you that Huff N. Puff is holding a Star Spirit captive and Mario will
state that he will defeat Huff N. Puff. He'll tell you that to reach Huff N.
Puff, you need a magical bean. That bean is Petunia, who is located in the
depths
of the fields.

Save your game and talk to the Bul-ulbs if you wish. You'll notice that there's
links off to different areas of the field. This is basically a small "hub" area
that you'll visit constantly. Now take the east path (not north or south east,
just east). Here, head through the flowers and kill the Crazie Dazie and the
bee.
Now hit the three trees in the order middle, right, left and a Happy Flower
badge, which slowly restores your FP during battle, will drop down. Kill the
next
Crazee Dazee and then continue into the next area. Here's a sudden chance of
music. A bunch of Monty Moles are in the ground and a very angry flower is in
the
middle. The Monty Moles are digging into the flower's roots and she wants you to
defeat the four moles.

There's also a Crazee Dazee hiding behind a tree which you should save for last.
After tracking down and killing the four Monty Moles and the Crazee Dazee, talk
to the flower once more. Aw man, the cool music has gone away. The flower will
give you a Magical Bean and then introduce herself as Petunia the Seed Maniac.
She'll then drop huge hints as to what you need to get (she'll beg you not to
plant it with Fertile Soil and Miracle Water). Sorry Petunia, that's just what
we
need to do. Now whack the tree with your hammer and two Red Berries will drop
down. Eat them both and exit and re-enter the area, then hit the tree again to
make more berries drop down. Keep eating berries until you're at full health.
When you have full health, get one more berry and keep it in your items pocket.

We'll need to use that berry soon. Now head back and return to the hub area,
where you should save your game. Now head through the southwest part to get to
another main area of Flower Fields. A red flower is guarding a gate. She'll let
you pass only if you give her a Red Berry. When she lets you pass, head left and
defeat the Bzzap! and the Ruff Puffs. At the end, there's a tree. Whack it and
two yellow berries drop down. These restore three HP and three FP. Eat them both
and head to the next area on your left. Then turn back around to the previous
area and whack the tree again. Keep eating the berries until you're at full HP
and FP and then pocket one berry for later, when we need it. Now go left into
the
next area.

You'll find a giant Crystal Tree along with a flower here. The flower will
introduce herself as Posie. She'll give you Fertile Soil and she wants you to
use
it to make your nose long o_0. Okay, that's a little weird but oh well. Whacking
the tree will cause her to get angry at you. If you whack it enough times,
she'll
kick you out and you won't be able to come back in. This doesn't really do
anything to you but it's fun :) Now return to the hub room and save your game
yet
again. Now take the southeast path to another part of Flower Fields. You'll find
a yellow flower and a gate. Talk to the yellow flower and she'll tell you that
she'll let you pass only if you give her something good to eat. Give her the
yellow berry and that'll be good enough for her.

Head through and you'll find a large, thorny area with tiny pillars sticking
out.
Use Parakarry to cross all of the pillars to get to the other side. Head right,
killing the two Crazee Dazees. In the flower patch to the right of the tree a
Star Piece lies hidden. Don't head into the next area yet. Hit the tree to get a
Blue Berry. These restore five FP, so restore FP until you have full FP and then
pocket a Blue Berry for a blue flower later. Now go back left, but head up the
steps this time. Defeat the many Crazee Dazee here (you only have to fight one
in
each battle except for the last Dazee where you have to fight four). At the end,
there's a Super Block. Upgrade Parakarry this time and then head back right,
down
the steps.

Head into the next area. There's a dried up pool here. Hit the yellow block and
grab the Dizzy Dial, then drop down into the pool's pit. Head to the other side
and climb the steps, then go into the next area. Here, go around the dried up
spring and hit the tree on the other side so a very nice Jammin' Jelly will drop
down. Grab this nutritious snack (which, I may add, you should _NOT_ use on your
journey in Flower Fields; save it till later, like in Bowser's Castle) and then
drop down into the dried-up spring. Here, talk to the flower who will complain
about the spring going dry. She doesn't seem to notice Mairio until after she's
done talking to herself. She'll ask Mario to get her Water Stone back from "that
horrible cloud creature."

Say yes and then make your way back to the hub area. Save your game there and
then west into another part of Flower Fields. A blue flower guards a gate. Not
surprisingly, she won't open the gate unless you give her a Blue Berry. So give
her the berry and then head through the gate. Pass the brick block and then in
between the spring and the brick block there's a hidden block. Use the spring to
get to the top of the hidden block and then jump on top of the brick block. Jump
up in the air to reveal a hidden block with a powerful Shooting Star. Now drop
down, defeat the enemies, and then head into the next area. You're in some sort
of hedge maze. Go forward and you'll see two Lakitus talking to each other about
something dropped.

They'll then notice Mario at the start of the maze. They aren't sure of
themselves, but they'll charge forward to fight anyway.

 _____________________________________
(Lakitu Twins and Their Spiny Henchmen)
 �������������������������������������
12 HP (Lakitu Twins), 5 HP(Spiny Twins), 6 Star Points

Another easy boss, though it's definitely a bit more difficult than the other
battles you've fought in Flower Fields. You'll be up against many Lakitus in the
second half of Flower Fields so get used to how they fight. You'll want to use a

simple Ground Pound with Mario on the Lakitus FIRST (save the Spinies for last).
With Sushie, do a Tidal Wave or it might not be a bad idea to use Mega Bomb with
Bombette to deal mass damage to all enemies as well. The two Laktius like to fly
up to Mario and throw spiked balls at him. These do three points of damage,
though you should be wearing a Defense Plus badge in which case they'll do two
points of damage. Blocking them reduces the damage to one point. The Spinies are
somewhat stronger.

They have a small amount of HP but their attacks are more powerful. You can't
jump on them, so stick to your hammer instead. Also, don't use a direct-contact
attack with any of your party members if you don't want them to go down. That's
all there is to this battle.



The Lakitus will fly away, leaving you free to explore the hedge maze. When
Mario
walks in, he is covered completely by the grass. Switch to Parakarry since you
can see half of his body, allowing you to know where Mario is at all times. Go
left and then north through the deep grass. Inside the deep grass head left once
more. Now follow the path until you're in between two southern hedges. Go south,
in between these two hedges. Now go south and when you're just above the Warp
Pipe, go right through the hedge. Go right and then south. When you get below
the
Warp Pipe turn left to be in front of the Warp Pipe. Jump in to warp to the exit
of the maze. Here, you'll find Rosie the Rose Spirit. Tell her that she's
beautiful and she'll show you the thing she found.

It turns out it's the Water Stone and Mario will go crazy when he sees it. She,
being the selfish bastard she is, will give you the stone only if you find
something that's more beatiful than it. Head into the hedge maze and head back
the way you came. Then go and return to the hub area. Here, save your game and
then go through the southwest path. We've been here before, remember? Head
through this area, killing the Bzzap! and the Ruff Puffs. When you're near the
tree, whack the ground with your hammer and the floor will spin, revealing a
Star
Piece. In the next area, talk to Posie. She'll shake the tree and make a Crystal
Berry drop down. Take it and then return to the hedge maze. Make your way
through
the maze and at the end, go over to Rosie.

Give her the Crystal Berry and she'll give you the Water Stone. Return to the
hub
area and save your game again. Take the southeastern path now. Use Parakarry to
cross the huge spiky gap. In the next area, head down into the dried up spring
and go to the area with Lily. Give Lily the water stone and she'll place it into
the spring, filling it with water. As thanks, she'll give you some Miracle
Water.
We have everything we need to plant the seed except you can't have something
grow
without sunlight. So that means that we need to rescue the sun. Head to the
previous area, which is now fill with water. Jump into the spring and swim to
the
peninsula with the tree. Hit it with your hammer and a Bubble Berry will fall
out
of the tree.

Return to the hub area and save your game. Now take the northwestern path and
you'll find a strange flower blowing bubbles. Talk to this flower and she'll
introduce herself as Bubble Plant. Give her a Bubble Berry and she'll tell you
why she's called Bubble Plant. She'll then blow a huge bubble which you should
jump in. It'll take you across the thorny field. On the other side kill the
Bzzap! and then climb the stairs. Head through the log tunnel and grab the Star
Piece at the end. DON'T drop off or you'll have to go all the way back to the
spring, get another Bubble Berry, and return here. Instead, head back through
the
tunnel and drop down the stairs. Then go left, through the tunnel, and into the
next area.

The Lakitu here throws Spinies at you. These are actual Spiny enemies that will
attack you if you get near them. To avoid them, quickly climb up the steps and
use Bombette to blow up the rock. Drop down and grab the Mega Smash badge. Now
continue left into the next area. The music's suddenly changed to some strange
Mexican/western tune. Cool. Go left, past the steps, and into the small hole.
Use
Bombette to blow up the rock and that will lower a portion of the stairs. Now
backtrack and climb the stairs up to the tall tower. I never knew that Mario was
only half the sun's size. Or that it was only about 40 degrees celsius. The Sun
will explain that it can't climb into the sky because of Huff N. Puff's clouds
that are blocking his path.

Mario will offer to break the Puff Puff Machine but the sun will say that it's
too difficult. Stupid sun. Climb back down the tower and return to the previous
area. Go right and you'll eventually be stopped by a Lakitu. The guy will

introduce himself as Lakilester, then change it to Michael, then change it to
Spike. Spike will apologize for the fact that he has orders from Huff N' Puff to
take Mario out (although he notes that he doesn't have a problem with Mario
personally). Ah well, his loss.

 ______
(Spike?)
 ������
50 HP, 4 Attack Power, 12 Star Points
Spike? is a pretty simple boss despite the amount of HP that he has. You'll want
to have Sushie with you since she is the most powerful ally that you have at the
moment. Use a Ground Pound on Spike? and then have Sushie just her Squirt
attack.
Spike? has the same attack that basically all Lakitus have: he'll simply throw a
spiny ball at you which does minimal damage (four points, three if you have
Defense Plus, two if you block it). You simply need to repeat the pattern of
doing Ground Pounds and then Squirt on Spike?. It shouldn't take you more than
five turns to defeat Spike? and even if you were at low health when the battle
started you should be able to finish alive.

"He said his name is Spike. He seems to be a Lakitu, but he's the weirdest one
I've seen. Is it just me, or did he call himself Spike, Michael and Lakilester?
What an odd guy......I have to wonder just what his real name is..."



Spike will exclaim at how he's given up. Spike will tell Mario to do whatever he
does to his defeated enemies but then a pink Lakitu, known as Lakilulu, will fly
down. She'll tell Mario to not harm Lakilester and Spike will tell her that he
changed his name to Spike a month ago. Choose to forgive Spike and Spike will
comment on how working for Huff N. Puff turned out to be a raw deal. He'll then
ask you why you're fighting. Select any answer and he'll give you a different
answer for each one. Spike will declare that he will join Mario, to Lakilulu's
great horror. After some talk between Spike and Lakilulu, Spike will join your
party. He is definitely the most useful guy because he can ride over spikes and
lava with down C.

He can't fly thanks to Mario's weight but he can hover for as long as you want.
If you're in an open area, you can get around quickly by riding on him since
Spike moves quickly. Get on Spike and ride him to the next area, over all of the
thorns. In the hub area, save your game and then enter the southeastern path.
Here, fly over all of the thorns and then whack the tree to get a Blue Berry.
Now
return to the hub area and take the path right above you, the eastern path. Go
to
Petunia's area, then continue to the next area. You'll hear someone crying. Head
forward to find a well. Toss the Blue Berry down into the well. The voice will
thank you by throwing out the Flower Saver badge. Now return to the hub area and
save.

Go down the northeastern path to find one of the harder puzzles in the game.
Step
on the first red platform and Ground Pound it. Get on Spike and fly down onto
the
thorns. Use Spike to fly to the lowest green platform and Ground Pound that. Now
you'll want to Ground Pound the left purple platform. Now fly back to the start
and get onto the green platform, which you should Ground Pound. Now get on Spike
and fly to the lowest green platform, which you should Ground Pound. That takes
you up higher. Ground Pound the right purple platform and then you'll be at the
end. Defeat the two Ruff Puffs and then enter the little alcove to the right of
the caged area. Go left and use the spring to reach the Super Block. Upgrade
Spike right away.

In the next area, fly over all of the thorny areas with Spike to get to the
other
side. Head to the next part of the path. Here, you'll find the Puff Puff Machine
guarded by a Magikoopa and three Lakitus. Whack the Puff Puff Machine twice and
the Lakitus and Magikoopa will attack. A fairly simple fight of enemies you've
encountered before will net you ten star points. They'll then run away. Smash
the
Puff Puff Machine five times and it'll break down. The clouds will clear out of
the sky and the sun will rise up into the air once more. Flower Fields is saved
now, all thanks to Mario. But our work isn't done yet, because the Star Spirit
remains captured. Head to the hub area and save your game again, then go over to
the soil patch.

Press B on top of the soil and use the Fertile Soil. Now use the Magical Bean
and
then finally the Miracle Water (if you notice, Mario buries the watering pot as
wells at the bean... weird). A beanstock will sloly grow taller and taller until
it goes way up into Cloudy Climb. Before you go, return to Toad Town and use the
Toad House to heal. There is no Heart Block in Cloudy Climb since you're so
close
to town so this is your only chance. Once you're healed, return to Flower Fields
and get on the bean elevator and it'll take you up to Cloudy Climb.


============
Cloudy Climb
============
At the top of this small area, you'll first want to get a useful badge. Use the
elevator cloud to the north and it'll take you up to a cloud with the S. Jump
Chg. badge (Super Jump Charge). Now head east into the next area. Go east and
jump up the cloud steps. You'll find the top of a cloud hiding in the floor.
Walk
up and touch the cloud and it'll start to shake. It'll ask if you did or did not
break the Puff Puff Machine. Huff N. Puff will tell Spike that he will pay for
betraying him and he'll rise up into a MASSIVE cloud monster.

 ______________________________________
(Huff N. Puff and his Tuff Puff Minions)
 ��������������������������������������
60 HP, 5 Attack Power, 32 Star Points (Huff N. Puff)
1 HP, 2 Attack Power (Tuff Puff)
This battle is fun, long, and sometimes frustrating. The first part should be
pretty simple if you're at least level seventeen. I hope you have at least two
Life Mushrooms on you because you might need them. Spike should be at Super Rank
and he should be in your party as well. The first thing you'll want to do to
Huff
N. Puff is the Chill Out maneuver (the Star Spirit attack). This will lower Huff
N. Puff's attack by three. Save the rest of your Star Energy for when you really
need it. With Spike, you'll want to use Cloud Nine. This will hide Mario in a
protective cloud that sometimes prevents enemies from attacking. A highly useful
move in this battle. You won't have done any damage to Huff N. Puff but you'll
have pratically made yourself invincible.

With both Huff N. Puff's damage lowered by three and the fact that you're sealed
in a protective cloud, the battle becomes much easier. Now you'll want to use a
Ground Pound attack on Huff N. Puff. A bunch of Tuff Puff's will break off of
Huff N. Puff. If you don't defeat these quickly, Huff N. Puff will inhale them
and restore a single bit of HP. Do Spike's Spiny Throw attack to take them all
out, but it'll spawn two more. Still, that's better than the five that were
there. When your Cloud Nine effect wears off, use it again even if there are
many
Tuff Puff's out in the battle. It's much more important to have Mario covered.
If
you're wearing a Defense Plus badge, the Tuff Puff's attack won't hurt you at
all
so you won't have to worry about them.

Eventually, Huff N. Puff will get an electrical charge. This will prevent Mario
from jumping on him. Do NOT use Star Spirit power to damage Huff N. Puff.
There's
a good chance that Huff N. Puff has had his attack risen again so use Chill Out
once more to lower it once again. After a turn, Huff N. Puff will do one of two
electrical attacks. The first once is less deadly than the second. Huff N. Puff
will hover over you and send a thunderbolt down to shock Mario. This does about
seven damage, six with Defense Plus. Huff N. Puff's second attack is probably
the
most powerful attack you've seen in the game so far. Huff N. Puff will send out
a
wave of thunder which can deal twelve damage to Mario! You'll want some Maple
Syrups and Super Shrooms ready for parts of this battle when you need them.

Remember how Huff N. Puff can inhale his Tuff Puffs for energy. Although he
rarely does that, preferring to let them attack you, it can really turn the tide
of the battle if he inhales lots of Tuff Puffs at once. Also, keep both your HP
and FP up. You have to have enough HP to survive the Thunder Wave and without FP
you can't perfrom the Spiny Throw, so you won't be able to defeat the Tuff Puffs
all at once. One final note, make sure to use Chill Out a third time when the
second one times out again. Unless the battle goes on for MUCH longer or unless
you use Focus a lot, you won't be able to use it a fourth time.

"This is Huff N. Puff. He's a giant cloud monster. His thunder attack is very
dangerous. If you don't defend, you'll take massive damage. When you attack Huff
N. Puff, little clouds called Tuff Puffs come out. Their number is based on the
amount of damage you do. If you leave the Tuff Puffs, Huff N. Puff will swallow
them up and restore his HP. You need to use smart tactics to beat this guy,
Mario." - Huff N. Puff
"These are the Tuff Puffs that break off when you damage Huff N. Puff. Tuff
Puffs
will fly over and attack you directly. You have to shake them off using the
action
command or they'll keep on damaging you. Huff N. Puff will swallow the Tuff
Puffs
to restore his HP, so think carefully when attacking. You can beat the Tuff
Puffs

easily by attacking all enemies." - Tuff Puffs



Huff N. Puff will expand and compress constantly until he explodes into about a
million Tuff Puffs which scatter in ever direction. The Star Spirit will rise
from where he was. Grab the sixth Star Spirit, Kelvar!

END OF CHAPTER!


===============
The Two Castles
===============
This is easily the longest adventure you're about to have with Princess Peach.
Peach will mention the Sneaky Parasol that she got at the quiz show. Peach will
suggest that they use it to explore more of the castle. Twink will remind you
that to use the Sneaky Parasol, just press B. Okay, when you get control of
Peach, head up to the picture frame and reveal the secret switch, then go
through
the secret passage. Head out into the main part of the castle. You'll find two
guards talking to each other. They won't notice you unless you actually talk to
them. Use the Sneaky Parasol on one of them to take their appearance. Talk to
the
guards and they'll tell you that Kammy Koopa is building a big "thing" atop
Peach's castle.

Now head to the far eastern door. Here, you'll find the purple chest. Put the
Jammin' Jelly that you got earlier inside the chest and exit. Go up the stairs
and then talk to the guard. He'll let you pass through. Open the door and climb
the stairs. Talk to the guard that's guarding the door. He'll tell you that the
Clubba that was supposed to arrive hasn't come yet. He'll ask you to get him and
then he'll give you the Castle Key to the outside of the castle. Head back to
the
main part of the castle and climb down the stairs. Open the big door at the end
to get to the first floor of the castle. Open the giant door to get to the
outside of the castle. A Clubba is sleeping here. Use the Sneaky Parasol (B) to
change back into Peach.

Then cast it on the Clubba to transform into the Clubba. Talk to it and you'll
notice that the Clubba doesn't find it strange at all that a clone of him is
walking around :). Head back to the first floor of the castle. Climb the stairs
and return to the third floor. Talk to the guard blocking the door and he'll
move
off. Go through the door and you'll find that this is the very room where Mario
was nearly killed before the Prologue even started. Head into the next room.
Here,, climb the series of steps and go outside. You're now out on a bridge. Go
forward and you'll spot Kammy Koopa goinhjg out of the room. She'll say that
everything is ready and Mario still won't have a chance even if he does get all
of the Star Spirits.

Kammy will compliment you and then she'll notice that something is up. She'll
cast a spell that will make Peach lose her disguise. She'll be carried back to
her room. And now, my fellow friends, this is the end of me frog's part in this
wonderful FAQ/Walkthrough. I started at chapter three and end at chapter six.
It's been lovely, but all good things must come to an end. Now you must endure
that one dude's part of the guide :)


IMPORTANT: From now on, Yami Shuryou is writing, so inconsistencies may happen.
���������


=============
Flower Fields
=============
Klevar thanks you for saving him, and mentions that Flower Fields might not have
made it if it weren't for Mario. He then gives Mario an upgrade in Star Power
and
the Time Out ability, which literally stops enemies in their tracks. After he
leaves, the tree tells you that he is glad to have lived so long as to have met
a
man of Mario's stature. Now, leave for Toad Town.


=========
Toad Town
=========
In Toad Town, head immediately to Merlon's. Here, you'll meet up with a
messenger
from Starborn Valley in the Shiver region, whom tells you that Merle, Merlon's
son, needs to tell you something. Of course, he can't give the message through
the
messenger. �_� The messenger leaves, and Merlon tells Mario that a pipe below
Toad
Town leads to Shiver City, which is near Starborn Valley. He then beckons Mario
to
go meet his son. Leave the house, go down a screen, go south and west, then go
in
to the Toad Town Sewers.


================
Toad Town Sewers
================
In here, head directly down the hole, then switch to Sushie. Head across the
water
and then get off. Head right into the next room. Here, switch to Lakilester,
then
head up. Use Lakilester's ability to take you across the spikes, then head into
the pipe.

Here, kill the three Spinies, then at the end, hit the block for a coin. Destroy
the Stone Block, then head left. Out here, defeat the two Dark Koopas, and leave
the blocks alone for the now. At the far left, destroy the Metal Block, and
leave
left again. In this next room, hit the box to let the spring drop, then jump
onto
it and up onto the ledge. Head left, and open the box for the Ultra Boots!
Congratulations, now you can Double Jump, making those too-high boxes only a
faint
memory. Now, destroy the box next to you, jump onto the spring, and leave the
room. Hit the two yellow blocks for some coins, then traverse through the second
room and head up the pipe.

Back here again, go across the spikes with Lakilester, then go down and right.
Tornado Jump the block for a Shooting Star, then continue on. In this sector,
USE
THE MEDAFORCE!...Urk, wrong FAQ. I mean, go down and Tornado Jump the block for
a
coin. Now, whip out Wasp and use her ability to see four other blocks. Hi them
for four more coins, then go up and travel across the four blocks. At the end,
go
through the blue door and into the pipe to come out into the Shiver City Sewers,
though for my sake, I won't have that as a separate section. Head left to find
the
Upgrade block, then go right through the second pipe to go into Shiver City.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 7			    	      |
|			         A Star Spirit on Ice		        C7SSOI|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
===========
Shiver City
===========
In Shiver City, start off by saving at the Save Block. Now, go left a screen,
and
in the left part of Shiver City, take the winding path to the end, and enter the
house. In here, go to the back, and try to talk to Mayor Penguin, who doesn't
respond! However, Mario will find a memo that says "Herringway". Mayor Penguin's
wife will come in and offer her husband a cup of tea, but when she spots his
body,
she will scream bloody murder and run off, yelling of murder. Another penguin
will
come in with the wife, and the officer will examine the mayor. The wife will
accuse Mario of the murder. Mario will continuously deny it, and after a bit,
the
officer will give in, so long as Mario finds the real killer. Now, leave the
house
to go outside.

Now, head two screens right to Right Shiver City. Go to where the frozen pond
is,
and Spin Jump on it three times for the ice to crack apart. Switch to Sushie as
your partner, and use her ability to swim. Go underneath the water to claim the
Warehouse Key, then get off the pond. Go up, and unlock the key on the
warehouse,
and then enter.

In here, climb the staircase up and jump onto the spring to be launched out of
the
house, onto the roof. Slide down onto the roof of another settlement, and go
down
the chimney. Here, you will encounter another penguin who introduces himself as
Herringway, who admires your cleverness for finding his secret spot. After Mario
tells him about the murder, and that Herringway is the main suspect, Herringway
will offer to stop off at the mayor's, and opens up a staircase. After he
leaves,
head to the mayor's house, and go to the back room. The officer will now put one
and nothing together and accuse Herringway of being the murderer. After some
arguing between the officer and Herringway, the mayor will get up! His wife will
yell bloody murder again, but the mayor explains everything, saying that he was
knocked unconscious by falling on the floor head first. -_- He then gives
Herringway the souvenir that started this whole fiasco. Herringway thanks the
mayor, then he and the officer leaves. After, the wife apologizes, and the
mayor,
recognizing Mario, will welcome him to Shiver City. He then says that he'll tell
the guard blocking off the path to Starborn Valley to let Mario through. Now
leave
and go to Center Shiver City. Save, and buy some items if you must, rest at the
Toad House, then go to Right Shiver City, and go past the gate into Shiver
Valley.


=============
Shiver Valley
=============
Here, head along the linear path. It all seems cake and cookies, until Jr.
Troopa
comes along again. God I hate that bast...guy. He just doesn't give up.

 __________
(Jr. Troopa)
 ����������
50 HP, 8 Attack Power, 1 Defense Power, 24 Star Points
Strategy: Jr. Troopa has the power of magic this time around; however, has
forgotten two major key components to his "sure-fire" component. One was not
utilizing his other upgrades, such as wings, a spike, and curling up into a
shell.
The second is his poor defense, still that of from the days of yore. I kid you
not. Use Bow or Lakilester as your starting partner, Bow for her Outta Sight and
Fan Smack Ability, and Lakilester for his Cloud Nine and Spiny Flip ability. If
things get too bad, use Smooch, and switch to either Parakarry or Watt, and use
their main attack. But seriously, if you keep it up with Power Bounce/Star Storm
and Spiny Flip, you shouldn't be seriously injured.
"Jr. Troopa! I'm stunned! Really! This guy just will not quit! He's obviously
been
training. It seems he can use magic now. Sigh... Let's get this over with."


After the battle, abuse Jr. Troopa as you wish. If you must, head back to Shiver
City to recover at the Toad House. Otherwise, continue onto the next area. In
this

particular section, take notice of the two snowmen missing articles of clothing,
then hit the second tree to the left a few times with your hammer. A letter to
the
Mayor Penguin will come down. WTF? What's a letter doing here? Anyways, continue
going west.

Out in this section, you'll see some enemies. Fight the Frost Piranhas and
Gulpits
as they come, and head across the upper part of this screen. Behind one of the
ice
crystals, you'll find another Letter, this one addressed to Merlow, so grab it.

Now continue up. A black ghost(?) will come out and warn you to leave. Choose to
fight it.

 _______
(Monstar)
 �������
20 HP, ? Attack Power, 0 Defense Power, 14 Star Points
Strategy: Well, first off, since the Paper Mario developers decided to call this
boss "Monst_a_r", it must either mean that they were lame at spelling, they made
this boss a joke to beat and added in a name joke, or it means we're near
Starborn
Valley. In any case, Monstar is very easy to beat. If you want to beat it up
quickly, though, in like one turn between you and your partner, Bow's Fan Smack
and Mario's Power Bounce will work like a charm.
"This monster... Even I don't know what it is! I don't know why, but it looks
really terrifying...  I get the funny feeling I had a nightmare about it.... I
don't know its attack power, but it must be very powerful, judging by its
looks."


Afterwards...Dubbleyou...tee...eff...this thing was made out of STAR KIDS? It
would seem that they apparently made an illusion, and they run off after their
disguise has been uncovered. However, it must mean that we are close to Starborn
Valley, so let's continue on.


===============
Starborn Valley
===============
Here, Merle will meet you, telling you that he cares for the Star Kids in the
valley. He then invites you to his house for a conversation, so follow him in.
Once inside, he tells you of the plight of the Star Kids; Starborn Valley is
where
stars are born and raised before they rise to the skies. Since Bowser stole the
Star Rod, they are unable to do so anymore. Also, the last Star Spirit is on the
top of Shiver Mountain, in the Crystal Palace! He then tells you that the only
way
to access the Crystal Palace is through certain items, and gives you one of
them,
which is a Scarf. He then tells you that another item from Shiver City is
required, so let's head outside. Merle will give you one last clue, but for now,
let us go and refresh ourselves at the Toad House. Next, talk to Frost T., the
green toad at the bottom, to deliver the letter from the long letter chain.
You'll
in return get a letter to be delivered to Goompapa. -_- When does this END? Now,
leave to go to Shiver Valley.


=============
Shiver Valley
=============
Out here, continue back to Shiver City.


===========
Shiver City
===========
Here, head to the Mayor's house, and talk to Mayor Penguin. Telling him of your
plight, he'll give you the item that has been passed down from generation to
generation in this city; a bucket? Riiiiiiiight. The Mayor will encourage you
onwards. Next, switch to Parakarry and deliver a letter. The Mayor will give
you a
Star Piece in return. Now let's leave his house. Outside, go and recover, buy
some
last-minute items, and definitely save. Now, head into Shiver Valley.


=============
Shiver Valley
=============
Back here again, head one screen right. Remember those snowmen from earlier? You
may believe it or not, but they are actually fundamental to getting to the
Crystal
Palace. Put the Scarf on the snowman with only a hat, and equip the hatless
snowman with a Hat. The wall behind the snowmen will then open, revealing a
door.
The snowmen will thank you, so now pass through the door.

In this cave, save immediately, then head up the steps. Don't try to cross the
gap, especially as you can't. Instead, drop down, and Spin Jump on the ice to
destroy it. Hit the switch to bring the small part of ice you are on now up
level
to eliminate the prospect of the gap, then head right, fighting the enemies on
your way. At the end of the screen, where you see the brown box, hit it, then
whip
out Wasp. Light the way with her ability to see a hidden block, then Tornado
Jump
it to get an Ultra Shroom. Now continue right to be on Shiver Mountain.


===============
Shiver Mountain
===============
Out here, if you are a serious rock collector , then go down and grab the
Pebble.
Otherwise, switch to Kooper, head to just before the gap, and kick him across to
hit the switch, which will cause the ice below to come up, again eliminating the
idea of a gap. However, Kooper will come back with a double! The two will argue
about who's who, but since the left one seems to be more... corrupt, choose him.
He'll be revealed to be a Duplighost, so you'll have to fight two of them. After
the battle, the Duplighost will run off, so head onwards right up the stairs.

Dispatch the White Clubba, then head up the stairs to the left for another Super
Block. After upgrading a member, continue right. Here, you'll see three rocks
with
three easily accessible attack items in them. If you take an item, however, an
ice
wall will drop down, so you'll have to replace the item or get it coming back
from
rescuing the Star Spirit. Even if you love rocks, replace the item you want
with a
pebble, and continue right.

Out here, head up the stairs. There's a star-shaped slot where you are to insert
something, but unfortunately, we have nothing. For now, drop down to the floor
below, then head right. Switch to Bombette and use her explosion to destroy the
cracked wall, then head in. You'll find a room that is empty, and seems to have
no
use to it. However, move against the right wall, and you'll go right through to
find a star! An apparition-like person will appear, who introduces herself as
Merlar, messenger from the stars, and tells you that she is Merlon's and Merle's
descendent. She then says that the Crystal Palace has been overrun by the
minions
of Bowser, then goes through a long story of which Mario falls asleep.
Afterwards,
she'll fork over the Star Stone. Now leave, and taking the under path left, go
up
to where the star-shaped slot was, and put the Star Stone in. The ice glacier
from
below will come up, and parts of it will cut off to become stairs. Showoff.
Well,
head up the first flight of stairs, and fight the White Clubba. Head right and
hit
the red block with the ? expression for the Mega Jump badge. On the next flight
of
stairs, save, and on the last, recover at the Heart Block and enter the Crystal
Palace.


==============
Crystal Palace
==============
Start off by going through the first door to enter the actual building, then
head
down the door in the lower center of the room. In here, save again, then equip
the
Power Quake badge. Head right into the next room, and fight off the Spatulas.
Once
you have disabled their ability to battle, head on. In the next room, open the
chest for the Blue Key. Head back to the Save Block and save, then head up. Back
in this hallway, Spin Jump on the red block for the floor to shift, then unlock
the blue door with a lock. Head in.

Here, head across the hallway, switch to Bombette, and destroy the wall with the
crack. Going in, head to the end and hit the block for some coins. It may seem
like this room is a dead end, but think again. Between the middle two gaps,
there
is no glass, so head up and right and get some coins again. Head left now and
destroy the wall with Bombette, then continue onto the next room, where you will
meet up with Duplighosts! Take care of them, and then head left and through the
blue door. Back in this hallway, on the opposite side, leave the Crystal Palace
through the exit. Head left into the cave to retrieve a Star Piece, then go back
and up into the center room.

In this closely-mirrored room, fight off the Spatulas, then grab from the block
a
Super Shroom. Super Jump into the wooden panel, and head down. Go right into the
next room and engage with the Spatulas, then continue. At the end room, open the
chest for the P-Down, D-Up badge! Now, go back, head up again, and go right
through the door. In here, fight the Duplighost, then continue on to get a
Shooting Star. With all that done, head back to the lower part of Crystal
Palace's
entrance. Back here, go down.

Save for the first part, then head right. Remember that red X mark that you saw
before? Due to your destroying the wood panel in the opposite room, it's gone
now,
with a hole in its place, so head down, and right. Continue across the clear
hallway, and use Bombette to destroy the wall. Woah! Bombette's galore! Remember
that Bob-Omb from Koopa Village who was in love with Bombette? He'd be in heaven
right about now! Anyways, hit all the Bombette's who have funny characters at
the
end of their sentences, such as stars or hearts. The real Bombette is the second
one from the right. If you make a mistake, you'll have to fight the remaining
Duplighosts. After you do such, head right through the door.

In here, grab the Red Key. Head back to the front entrance hallway, and hit the
blue switch for the floors to shift again. Now, unlock the red door with your
new
key, and head in. Continue right, and fight the White Clubba. After you've done
so, notice that the statue is missing on the other side? For now, continue along
your current path and fight the next two battles. Since there's no door here,
head
back a room, and go through the gap between the mirrors, then head right. Across
this path, there'll be a door, so enter here.

In this room, it'll be a rather awkward puzzle. You have to go through the
mirror
through a rotatable glass, but the only way to do so is to hit a switch that is
too far from the glass. The solution? Set Bombette with an explosion on the
switch
and hurry to the glass to rotate. Once done, head through the lower door, and in
the next room, start by fighting the White Clubba, then continue right.

Er...that's rather unusual. A Mario on the other side is continuously kicking
Kooper into a cubby hole, so follow suit and do the same on the bottom. A whole
bunch of Kooper's will return. Er...Kooper's? Eh heh heh heh. At least Kooper
has
some common sense. Hit all the Kooper "clones", then continue right through the
newly destroyed space. Head down here, and Tornado Jump for a Maple Syrup, then
head back up and right. Use the mirror image to hit the switch for a bridge to
come out, then go across into the next room. Here, head up, and go left two
screens. In this room, head up.

Right here, bring out Watt and light the room up with her to find a secret
block.
Tornado Jump on it for a Jammin' Jelly, then continue right. Push the statue
from
the back, and fall down below. Now head right. In the next spot, battle the
White
Clubbas, then continue right. In this room, open the chest for a P-Up, D-Down.
Now, head back into the main room, and go to the bottom. Go down, and go into
the
now revealed hole. Head right, and fight the Duplighost, then continue on right,
and grab the Palace Key. Go back to the main floor, then head right as much as
you
can, then unlock the door.

It's another puzzle room, and the last one in this palace - in fact, after you
complete this, we can finally fight the boss of this place, and then we're out
of
here. The basic concept of this room is this; You can only push the statues in
one
direction, the direction they are facing. In order to make the statue change
direction, you must talk to the white rhino that is their mirror. The direction
that you talk to them from is the direction that they will turn. So, here's what
you must do;

Push the left statue one panel left, then talk to it's mirror image from a down
direction, then push the statue up one. Talk to the second rhino from a right
direction, then push the statue four squares right. Talk to it from an down
direction now, and push it up. Lastly push the third statue into the third part.
With this done, a bunch of stairs will be revealed, so climb up them and head
to the next room. Here, save at the Save Block and recover at the Heart Block,
then head outside.

Out here, head up the slope, and then the Crystal King will appear. He will then
brag, and fight you.

 __________________________
(Crystal King, Crystal Bits)
 ��������������������������
70 HP, 6 Attack Power, 2 Defense Power, 42 Star Points (Crystal King)
1 HP, 4 Attack Power, 0 Defense Power (Crystal Bits)
Strategy: Definitely come into this battle with your Star Power fully charged.
Start off with Parakarry for the first part of the battle, and have him use Sky
Dive on the Crystal Bits while Mario pummels Crystal King with his hammer. For
the
first little bit, Crystal King will create new Bits, and suck them in and blow
them out at Mario.
After a few hits are traded, the Crystal King will finally split apart into
three.
Here, use Air Raid to hit the real one really quickly, then immediately
follow-up
with hard-hitting attacks. Also, make sure you watch out for the Crystal King
when
he acts right after his disguise has been blown; his frost attack will freeze
Mario for three turns. Ouch.
Later on, Crystal King will start to recover 20 HP. When this happens, switch
Parakarry with Watt, who will be able to use her Electro Dash to your benefit.
Hit
the Crystal King with your hammer and Watt's main attack, and when he floats
into
the air and splits himself apart, hit him with your Star Storm. After a bit more
fighting, he should be done in.
"He's one of Bowser's main guys. I don't know how he managed to take over this
palace, but... He'll attack you by summoning and launching Crystal Bits. The
power
of each attack is 4. The number of times he attacks equals the number of Crystal
Bits he's deployed. He'll also try to freeze you whenever he can. When his HP
gets
low, he may try to divide and conquer. The power of this attack is 8. You can
hurt
him only by attacking his real body. If you don't know which one's the main
body,
you should attack all of them. Pretty brilliant, eh?" - Crystal King
"Basically, Crystal Bits are just pieces of the Crystal King. You can drop 'em
with ease. Their Max HP is 1 and they're only dangerous when the Crystal King
spews 'em out. Their defense power is 0. These guys are pretty weak. They'll
keep
coming though, until you've finally beaten the Crystal King." - Crystal Bits


After you defeat the Crystal King, he'll die, and the last Star Spirit will
appear. Go and touch it to rescue Kalmar. We are now taken to the Two Castles.


===============
The Two Castles
===============
Peach and Twink will be on the outside balcony, staying alive despite being in
a vacuum at temperatures of absolute zero. Peach will worry again about Mario,
but
Twink will reassure her. They then go back in, when Bowser barges in. He tries
to
get in a conversation with her, but she refuses. Kammy then comes in and tells
Bowser that all the Star Spirits have been rescued, and that it is possible
Mario
could come and get back the Star Rod. Bowser deploys his army, then gets Peach
tied up for a front-seat show of Mario's beating. Twink finally comes out of the
shadows and tries to rescue her, but Bowser knocks him out to the planet below
as Peach is taken to the battling arena. Sounds WAY too much like a soap opera
to
me. We are then returned back to the Crystal Palace.


==============
Crystal Palace
==============
Kalmar thanks Mario, and tells him that now that all the Star Spirits have been
rescued, Mario should be able to beat Bowser. He then upgrades Mario's Star
Power,
and grants him the Up & Away ability, which turns enemies into Star Points.
Helpful! Kamlar then tells Mario to go to Shooting Star Summit, where a path
will
be prepared for him to Star Haven, Star Way. He then leaves to Star Haven. Now,
let's head left, into Shiver Mountain.


===============
Shiver Mountain
===============
Start off by going down the first flight off stairs, then drop down just south
of
the Save Block, and grab a Star Piece. Drop down again, and head left. Grab the
attack items on the way, as you're not going back to Crystal Palace. Next, fight
the White Clubbas, then head down the steps and left. Go down and up the next
screen, fighting the enemies, and save at the Save Block when you reach it. Head
out then into Shiver Valley.


=============
Shiver Valley
=============
Here, head down left, then go across left the linear screen, into Shiver City.


===========
Shiver City
===========
Here, head straight to the Toad House and take a rest. When you wake up,
there�ll
be four Mushrooms and an Ultra Shroom waiting for you! Take the Ultra Shroom for
sure, and if you can, the Mushrooms. Now, leave the house, save at the Save
Block,
then head into the pipe to go to the Toad Town Sewers.


================
Toad Town Sewers
================
In here, head down the first pipe, then go left through the blue door. Drop
down,
and go through the pipe here. In the next room, just head right. In here is El
Rippo's shop, of where he'll sell stuff to you for 64 coins apiece - except you
don't know what you're buying beforehand. After that, take the pipe to the right
to be taken into a house in Toad Town. Grab the key, unlock the door, then go
outside into Toad Town.


=========
Toad Town
=========
I'll be blunt and to the point; do whatever miscellaneous stuff you want to do
now, otherwise skip to the next paragraph. Here is a list of things you should
do;
-Did you deliver all the letters?
-Have you gotten all the badges?
-Have you completed all the sidequests?
-Have you bought everything from Rip Cheato?
-Have you cooked up some good things to have for the Two Castles?
-Have you finished all the Koopa Koot favors?
-Have you ultra upgraded all characters?
-Have you finished reading Luigi's diary yet?


After you're done all this junk, head to Shooting Star Summit.


====================
Shooting Star Summit
====================
Here, climb the small mountain up to the top once again. At the top, Eldstar
will
communicate with Mario, and tell him that he will open Star Way. Enter the path
that appears to go into Star Way.


========
Star Way
========
Start off by heading right after you've finished warping upwards, and fight off
the Embers that will appear. It's mainly just a walk around a spiral, with only
the three enemies appearing to fight you. Afterwards, at the end of the spiral,
you'll be stepping into Star Haven.


==========
Star Haven
==========
Immediately head right coming into Star Haven and save at the Save Block.
Finishing that, rest at the Toad House, then continue right up the stairs. In
the
upper direction is the shop, so buy some stuff if you wish, then go left. In the
next area, head up the path and stairs into the building. In here, the seven
Star
Spirits will bestow you with the Star Beam, and then tell you that this will
drain
Bowser's power whenever he uses the Star Rod. Eldstar then warps in the Star
Ship,
which will take Mario and Co. to the Two Castles. Climb in to go to the Two
Castles. At the sight of the Star Ship, which looks much like a shooting star,
the
Toads of Mushroom Kingdom will make wishes for Peach to come back. We finally
arrive at the one spot, the Two Castles.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Chapter 8			    	      |
|			       A Star-Powered Showdown!		        C8SPSH|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
Getting off, head left and save at the Save Block, then head down through the
door. Head up past the bridge here, and you'll notice that the door is locked!
Aw
man! Well, head left, and go up through the unlocked door. In here, fight the
first Koopatrol, then get the Castle Key from the dispatched enemy. Head back
out,
and with the front door now unlocked, head into the main section of Bowser's
Castle.


===============
Bowser's Castle
===============
In here, halt the first line of Koopatrols, then head through the door. Breach
another line of Koopatrols, and then start combating the Hammer Bros. Head
through
the next door here, and you'll be placed in a mighty ho puzzle room. A freaky
statue of sorts will tell you that he is the Guard Door for the inner castle,
and
tells you to stand in front of him if you wish to get by. Do so, and you'll be
dropped into a prison cell. The Guard Door will shout out from above that if you
can escape from this supposedly impenetrable prison, he'll let you through. Now,
recover at the Heart Block, Tornado Jump into the three boxes for a Tasty Tonic
and Life Shroom. Now let's see if we can break out of this 'impenetrable'
prison,
shall we? Use Bombette's explosion ability on the east wall to destroy it, then
head out.

Out once again, save at the Save Block, then head through the door. Summon
Parakarry to fly you across the first set of ledges over the lava. Now, the next
part is tricky, where the ledges will actually sink into the ground. The key
here
is to take off as soon as you land, and you will want to land as soon as you
reach
the ledge. After you do cross this part, which very well may take a few tries,
head through the door.

In this next door, go down onto the step and switch to Kooper. Kick him across
to
hit the switch, which will cause a ledge to move across to you, back and forth.
After heading right on this ledge, switch to Lakilester, and cross the lava to
get off the platform with the switch on it. Hit the switch, and another ledge
will
sway back and forth. Go and get on, and head across. At the next part,
definitely
switch to Parakarry, and fly yourself across onto the narrow ledges. At the end
of
this room, head through the door.

In here, switch to Lakilester and head along right until you come to a small
platform, and get off. Head up, then go onto the ledge. Switch to Bow to keep
yourself invisible when going under the lava waterfall, then get off at the end.
Go back to Parakarry, then fly over. Once again use Lakilester to float over the
lava, and head up through the door. In this lava-infested room, head right and
go
up the stairs. At the top, there'll be some Koopatrols and a Magikoopa. Despite
a
comical performance, they'll still fight you. Afterwards, push the switch, and
the lava flow will stop completely, allowing the below lava to cool and harden.
Now you can get whatever you couldn't before, so head down and left. You can get
a Thunder Rage and Mystery, so pick them up. The real thing you want is
contained
in the second cave from earlier, so go there. In this room, there is a chest, so
jump up, and get from the chest another Castle Key. Awesome! Now, head back out,
and go all the way right to the locked door. Unlock it, then continue on.

In this room, you'll be cast into total darkness, so switch to Watt to find
yourself into a cave of sorts. Head up, and battle a Bony Beetle, then continue
left upwards. Switch to Parakarry and fly over, then go back to Watt and light
the
room. Here, take the downwards path and fight another Bony Beetle, then go back
and take the upper path. At the end, hit the block for a POW Block, then go back
and up the middle path. Switch to Parakarry again and fly over, and go back to
Watt to light the room up. Head left into the next section.

Here, go up the ramp, then take the upper path, first fighting the Koopatrol. At
the top, get the Shooting Star, then head back down and dispatch the second
Koopatrol. Take the middle path, fly over with Parakarry, and light the room up
again. Fight the Bony Beetle, and then take the top ramp. Fly over with
Parakarry
once again, fight the Bony Beetle, then fall down. Head left, fight the
Magikoopa,
then continue left until you reach the exit.

In here, push the statue left, and head out. The Guard Statue will be quite
surprised, but he keeps his word and lets you pass. Go through the mouth into
the
inner part of Bowser's Castle, and save at the Save Block. Head right and down
the
stairs, and fight the Koopatrol for a Prison Key. With this, unlock the prison
cell door, and heading in, talk to the red-hatted Toad to rest at the "Toad
House". Once that's done, head back into the main room, save at the Save Block,
then head up the stairs. Head right into the last shop in the game here - do
remember, there is nothing more, so you might as well spend all your coins here.
However, you will probably want to refrain from buying stuff here - it's uber
expensive stuff that's worthless, compared to what you likely bought from
earlier. Back out in the main room, head right this time.

In this room, battle the Magikoopa, then the Koopatrol, then the second
Magikoopa.
From now on, continue heading right across two screens on the carpet, and about
two-thirds through the third, jump onto the spring. Go left and hang onto the
chain for the chamber to be flooded, then switch to Sushie. Start going out
fishing, and head left one screen. Get off at the deck, and hit the switch to
have
another spring come out of the wall. Jump up again, and destroy the cracked wall
with Bombette. Head through, and Tornado Jump the block for the switch to come
down. Hit this switch, and the upper wall will flip around to reveal a bunch of
doorways. Head in, and go to the far right. Hang onto the chain here, and the
chamber will be flooded with another level of water.�_� Now go back, switch to
Sushie, head into the water, and go left. Get off to claim the Castle Key! Go to
the chain again, and hang onto it to unflood the chamber. Go back and drop down
to the second floor, and make your way to the second chain. Hang onto it for the
place to be completely water-free, then head right and unlock the door. Now head
in.

In this room, head up the stairs and go right, dodging all the Bombshell Bills.
Better yet, continuously fight these suckers to yield a lot of experience. At
the
end, fight the B. Bill Blasters, then head up and go right for another round. At
the top, go in for two more battles, then head up right through the door. In
this
part of the castle, fight the two Dry Bones, hit the block for a Super Shroom,
and
then hit the hidden block under the first chandelier for a Maple Syrup. After,
go
and push the third statue to the right. Head in, and past the hallway, fight the
Bony Beetle, save at the Save Block, and push the first statue to the left. Mend
your wounds at the Save Block, and head right to fight a Hammer Bros. Since the
open chamber above is a dead end, push the statue besides to the right to reveal
another hole, and go into this. Head left, and grab the Castle Key. Head back a
few rooms to the room with the Save Block and locked door, recovering on the
way,
and unlock the door. Go in to find another Guard Door.

This Guard Door will refuse to let you pass. However, he will let you play a
little game, and if you win, you can pass. Several followers will come out of
the
doors that the statues are hiding, and the Guard Door will ask five questions
about them. If you get any more than two wrong, you're dead meat, pal. So,
listen
closely, or otherwise just take the answers here;

1) There were three Koopas.

2) The color of Shy Guys that had three were the Red Shy Guys.

3) Coming out of the middle entrance were the Red Shy Guys.

4) There were two Goombas.

5) There were four arms.


Afterwards, the Guard Door will let you through. Outside, hit the two immediate
blocks for a Super Shroom and Maple Syrup, then go and battle the Koopatrol.
Smash
the third block for another Super Shroom, then go down and dispatch a second
Koopatrol. Climb the stairs, then drop down on the top to land on a ledge that
is
also holding a Jammin' Jelly. Scale the stairs once again, then head left up a
second flight of stairs. Battle the two Magikoopas, then head across the bridge
into the next tower of Bowser's Castle.

Inside again, save at the Save Block, and head left down the stairs. Fight a
single Koopatrol for a Prison Key, unlock the prison door, then rest at the
makeshift Toad House here. Go back into the main room again, save at the Save
Block, then head up the stairs and go into the right room. Combat the Dry Bones,
then climb up the top part. At the top, when there are two lower platforms, one
to the left, one to the bottom, go down on the bottom one, switch to Bombette,
and
set her off in the left direction. When she explodes on the switch that is
there,
go up and left. Head left, and you'll get an Ultra Shroom! Now, head back to the
main room, and go left on the second floor.

In here, fight the two Hammer Bros., and take the upper door. Fight the
Magikoopa
here. Now, see the spot where the two carpets don't meet? Switch to Bombette and
stand on that spot. Set Bombette off on the switch, and the floor will rise
along
with another platform. Continue on right to get a Castle Key. Head back two
rooms,
and unlock the door.

Now, we've got one heck of a puzzle here. You have a staircase going up with a
door, and another door at floor level. You have to guess whether you need to go
through the door at floor level or the higher door to progress, or else you'll
be
dropped all the way back at the beginning. The path for this is as such;

1) Stairs
2) Floor
3) Floor
4) Stairs
5) Floor
6) Stairs

Once you get outside, fight the Koopatrol, then the Magikoopa and Hammer Bros.
Inside again, recover at the Heart Block, then go down the hallway. Hey, it's
Princess Peach! She tells you she escaped, and asks you to help her get away
from
here. Head left, and you'll notice that Princess Peach isn't following. Go back,
and you'll see a Duplighost. Head right again, and hit Peach three times, and
she
will turn into a Duplighost. Oh well, it's some Duplighost-bashing time.

Afterwards, recover at the Heart Block once again, and head through the door to
encounter another Guard Gate. This one tells you that he'll only let you pass if
you manage to defeat...the Ninjakoopa Brothers? No wait, they're the Super Ultra
Mighty Ninja Brothers the Great. However, Jr. Koopa rushes in with different
plans
in mind, as he pummels the Ninjakoopas out of his way and prepares to battle
you.

 __________
(Jr. Troopa)
 ����������
60 HP, 8 Attack Power, 2 Defense Power, 25 Star Points
Strategy: Head into this battle with Watt at your side. Jr. Troopa will
alternate
between flying spiked mode, magician mode, and protective egg mode. Whereas you
can use Mario's Mega Smash and Jump when needed, perform Watt's main attack for
economical conservation of FP.
""It's Jr. Troopa again! My man! The little guy still has some egg shell left on
his body! Aww! Whoa! He's been working out! He looks as though he may be able to
change his shape, too. You've got to love this guy's effort, Mario. To follow us
all the way here? What dedication! Come to think of it, how do you think he got
here, anyway?"


Afterwards, the Guard Door is confused about whether or not you did in reality
defeat the Koopa Brothers, but he decides that since Jr. Troopa beat them and
you
beat Jr. Troopa, he'll let you pass, so continue and climb the stairs on
outside,
into Peach's Castle.


==============
Peach's Castle
==============
Immediately save at the Save Block, then switch to Watt and light the place up.
Go
and get an Ultra Shroom from the hidden block, and then head inside. In the
actual
castle, head right up the stairs, and go into the room. Open the cabinet and the
Toad will come out. Talk to him, and he will let you rest. Go back into the main
room of the palace, go up the main stairs, and head up into the second floor.

In this part of the palace, take either of the stairs and head up to the large
door. Go in, and walk along the hallway. Go past the door into the next hallway.
Suddenly, you will see Peach tied up, hanging from the roof. Bowser will appear,
and challenge you, proclaiming that he is invincible. Now shall we fight at the
original battleground.

 ______
(Bowser)
 ������
50 HP, ? Attack Power, 1 Defense Power, 38 Star Points
Strategy: Well, this is it. This is supposedly the last battle of the game. It's
been a long time since we fought Bowser at this very spot, but we're stronger
now;
more flexible. Bowser isn't. In fact, he's gotten weaker if you were to ask me.
Now, you will want to bring in one of Mario's powerful attacks, such as the Mega
Smash, to use against Bowser. For your partner, Watt or Lakilester will do. Use
Mario's Mega Smash to decimate Bowser's HP quickly, and follow up with Star
Storm
if you run out of FP. Either Watt or Lakilester's main attack will do a good
amount of damage to Bowser, without losing MP. If you play your cards right, you
can easily win this battle at a low level.
From time to time, Bowser will use the Star Rod and have his body glow. During
this period of time, he is invincible; this can be remedied, however, by the use
of the Star Beam. (No Star Power required)
"It's the Evil King Bowser! Finally, after all this time! He has a huge arsenal
of
attacks, from blowing clouds of fire to jumping on us... Fire Attack: 8  Stomp
Attack/Nail Attack: 6  I'm sure he has other attacks that I don't know. Boy,
does
he look nasty! He's strong enough as it is, but I'm sure he can use that Star
Rod
to increase his power until he's nearly invincible. Princess Peach needs us!
Let's
take him, Mario!"


Afterwards, Bowser will brush aside his defeat as if it were a warm-up. He then
grabs Princess Peach, and before he runs away, tells Mario to follow him if he
wants to rescue Princess Peach. Continue right along the hallway, and in the
next
room, take the two long flights of chairs, and head outside. Go west, young
Mario,
across the bridge into the last tower of Princess Peach's castle. Save at the
Save Block, then take the trail upwards. At the top, exit.

Out here, go across the bridge onto the floating platform. We will see Bowser,
Kammy, and Peach, and Bowser tells Mario that a whole battlefield has been
prepared for his defeat. He then jumps on a switch which destroys the bridge.
Bowser and Kammy will taunt Mario, and then Kammy unleashes a new device; one
that
makes Bowser even stronger! Bowser is then powered up, getting much larger and
more intimidating. He then goes to battle Mario.


 ______
(Bowser)
 ������
99 HP, ? Attack Power, 2 Defense Power
I will be honest. This battle will be long and drawn out, and can be difficult
for
those under level 21 and without a good setup of badges. For the first turns,
just
normally attack, and switch to Watt if you haven't already. Attack with a good
amount of power, as it'll count later on. Once Bowser makes himself invincible
with the Star Rod, use the Star Beam.

Amazingly, it doesn't work, and then we switch to Peach and Kammy. Peach is
rooting for Mario, but Kammy gets pissed at her, and tries to teach her a
lesson.
Twink comes out of space and hits Kammy off her broomstick, and unties Peach.
Kammy then will fight Twink. In this battle, just attack and use Focus; after a
while, Twink will be quite powerful, and defeating Kammy, he will add his power
onto the Star Beam, making it the Peach Beam.

Now, back into the main battle, the REAL battle, use the Peach Beam. The Peach
Beam will have the power to detract Bowser's invincibility. After this has been
done, you can freely damage Bowser. Remember earlier when I told you to deal a
chunk of damage to Bowser? While your HP, FP, and Star Power has been recovered,
Bowser hasn't been at all, and his HP at the end of the last part of this battle
has carried over. Now, have Watt use her main attack to hurt Bowser badly, FP
conservative and all.

For Mario, use the Mega Smash if you have it handy. Bowser can deal a few good
and
solid hits, particularly the fire breath and lightning blast, so whenever your
HP
gets below 13 (Minus the number of Damage Dodge's you have), use an Ultra Shroom
if you have one handy to go back to full health. Don't be frustrated when Bowser
uses his recovering move, as you can decimate his mended wounds easily. After
you
no longer have Ultra Shrooms, take a look at the amount of Life Shrooms you
have.
With the number in mind, go on a Life Shroom - Smooch combo, and when you run
out
of Life Shrooms, just use Smooch to get ahead. Considering that you should be
able
to deal at least 13 damage per turn with Mario's Mega Smash and Watt's Electro
Dash, you can easily defeat Bowser. A couple of Power Plus's can up that to 15.
After you win, enjoy the ending.


IMPORTANT: Myself (Yami Shuryou) and me frog have decided to both do strategies
on
���������  Bowser, so here is the strategy that me frog has for Bowser.


 ______
(Bowser)
 ������
50 HP, ? Attack Power, 1 Defense Power, 38 Star Points
me frog is back. Heh, I told you I was done but I forgot that both Yami and I
are
doing strategies for the final two battles. Anyway, this Bowser is ridiculous.
Seriously, with only fifty HP and weak attacks, you should have no trouble
beating Bowser. You should have at least forty-five HP, forty-five FP, and
twenty-seven BP. I had forty-five HP, fifty FP, and thirty BP and that can help
you massively. You'll want at least fifty, fifty, and thirty before facing the
final Bowser on the roof so I hope you're nearly there. The badges recommended
for this battle include two Power Plus badges, a Defense Plus badge, and at
least
one badge that increases HP or FP. With two Power Plus, you can do four or five
damage per hit with both your jump and your hammer.

With a Defense Plus, the total damage that you receive during the battle drops
dramtically. Okay, Bowser doesn't immidiately use the Star Rod which is good.
You
can do a Ground Pound and, with Spike (since he's the best character to take out
single enemies) just do a Spiny Throw. That should do about wtelve damage to
Bowser. Bowser still won't use the Star Rod. Instead, he walks up to you and
jumps on you. This does about five or six damage but that's not the worst thing.
It can knock one of three things out of you: your item ability, your jump
ability, or you hammer ability. Whichever ability he knocks out, you won't be
able to use that ability for a short period of time. If you block it, he won't
steal and ability so make sure to block them as much as you can.

Aside from his jump, Bowser also likes to breathe fire. This is his most
powerful
attack and it does a measly seven damage, six if you block it. Once you get him
down to about twenty-five (a little higher) HP then he'll finally use the Star
Rod. Waste no time using the Star Beam. This calls all seven Star Spirits to the
battle and they'll cast a beam of light on Bowser which deactivates the Star
Rod.
That should be the only time that Bowser gets a chance to use the Star Rod
during
the battle. Just continue your strategy of attacking him with Ground
Pounds/Hammers (whichever one isn't taken away if one has been taken away at
all)
and then Spiny Throws until he's defeated.

 ______
(Bowser)
 ������
99 HP, ? Attack Power, 2 Defense Power
The final battle is one of the toughest final battles in history of video
gaming,
right up there with Gruntilda in Banjo-Tooie and all of the Final Fantasy
bosses.
Since Kammy Koopa used her freaky weird spell thing, Bowser is twice the size as
he usually is and now has strange blue flames coming from his back. His defense
and power have taken a SERIOUS increase and he's gotten a lot more new moves to
attack you with. You'll need the following: at least two Life Shrooms, two
Jammin' Jellys, two Ultra Shrooms, and two Super Shrooms. It wouldn't hurt to
have two Maple Syrups as well because FP is very valuable. You need at least
fifty HP and fifty FP, and DEFINITELY the maximum thirty BP that you can get.
Two Power Plus badges and a Defense Plus badge is a absolute must here.

The battle can go a LOT faster even when your power is only increased by two and
your defense is increased by one. The battle needs to start out like battles
usually begin. Do a Ground Pound on Bowser and then to a Spiny Flip with Spike.
Don't do a Cloud Nine yet, since this is only the first brief part of the battle
and your entire health, FP, and Star Energy is going to be restored in about two
minutes. Bowser's fire breath now does nine damage to you (by the way, I'm
assuminig that you're wearing two Power Plus badges and a Defense Plus badge
during this battle) so I really hope you have fifty HP. Repeat your attacks and
Bowser should be at 81 HP. It's now time for him to use the Star Rod. Hah,
doesn't he know the Star Rod is useless now?

Use the Star Beam on Mario's turn. The Spirits appear, the beam goes down,
and...
uh oh, it didn't work. Yeah, Bowser's new powers thanks to Kammy Koopa makes him
so strong that the Star Beam won't work at all. Suddenly, we'll see a cut to
Peach tied up with Kammy Koopa. Kammy Koopa will threaten Peach and then Twink
will suddenly appear and dive bomb Kammy Koopa, knocking her to the ground.
After
Twink unties Peach, Kammy Koopa will get back on her broom. Now it's time to
engage in a battle between Twink, Peach, and Kammy Koopa! At first, just use
dash. That won't do anything, but use Focus with Peach. This makes his power and
dfense stronger. Kammy Koopa will drop a block on Twink, causing three damage to
him.

Use Dash again and this time, it'll do one damage. Again, do Focus with Peach to
increase power and defense. The block this time will only do two damage. Dashing
once more causes two damage. Keep doing Focus with Peach and Dash with Twink.
Eventually, the block that Kammy Koopa uses won't phase Twink at all and you can
defeat Kammy Koopa with one more Dash attack. Peach will then wish for the Star
Spirits to allow Mario more power. Twink will charge at Mario and then Eldstar
will appear, followed by the other six Star Spirits. Twink will join with them
and then they'll use all of their power to create the Peach Beam. Your health
and
FP are now restored and you'll engage with Bowser once more for the final part
of
the battle.

First thing you want to do is use the Peach Beam. The Star Spirits, along with
Twink, will deactivate the Star Rod once more. Bowser will be vulnerable to
attack again. With Spike, you'll want to use Cloud Nine to hide Mario from
Bowser's attacks. Mario needs as much invincibility as he can get because of
Bowser's attacks. Bowser has a new attack now. This one is a LOT stronger. He'll
rush up to you and do a Claw Swipe attack, which will do fourteen damage to
Mario! That definitely adds up power! As Mario, you'll want to use Chill Out
with
Muskular. With Bowser's attack power lowered by three, things can go a lot
easier. Just use Spiny Flip with Spike. Repeat this strategy until Mario's Cloud
Nine power runs out.

Bowser has an attack wtih the Star Rod as well. C'mon, you didn't think that it
would only make him invincible? Nope, Bowser will cause the Star Rod to extend a
powerful wave of energy, causing no damage whatsoever to Mario but knocking out
Spike for a few turns! That's not good news, because Spike's your only way to
attack Bowser when Mario is busy using the Peach Beam. Aside from that, he can
use Cloud Nine to help. You can, however, use the Action Command with Spike by
pressing A just before the shockwave reaches you. It's one of the easier attacks
to use the Action Command on, thankfully. Anyway, Bowser will eventually use the
Star Rod to make himself invincible again which means it's time to bust out the
Peach Beam.

Attack and then use Spiny Flip/Cloud Nine on Bowser/Mario. By this time you
should be in pretty bad shape if you haven't used a healing item yet (and I hope
you haven't, since we need to save them for dangerous times). Bowser will
bereath
fire/do a Claw Swipe and you'll probably be under ten HP. Whenever you get under
ten HP, then use one of your Ultra Shrooms to recover life. You shouldn't have
suffered a major loss in FP yet since it doesn't take that much FP to use Cloud
Nine. Bowser also throws a new attack into the mix once you get his HP down a
bit
(I think when you get it below sixty). He does another Claw Swipe attack, but
this one will only do seven damage. However, it poisons you as well. You do NOT
want to waste a turn curing the poison since you'll only lose on HP a turn.

Now that I think about it, you shouldn't even have items that allow you to heal
poison. Instead, you'll just want to continue using Ground Pounds and Spiny
Flips. Once you get Bowser down to his last third of HP, he'll turn drastic.
Bowser will sue the Star Rod to heal thirty HP. Thirty, you heard me right.
Maybe
the battle would get a seven of difficulty if he wasn't able to heal himself but
this makes the battle drone on for MUCH longer. You'll want to make sure that
you
do Chill Out a second time after he heals himself because you need him to have
low attacking power. Then do another Spiny Flip with Spike. You should see, or
you probably have already seen, that Bowser still has his Thief Jump attack. It
does only seven damage, but it will knock out one of three things.

You'll lose either your Item Bag, your Ultra Boots, or your Ultra Hammer. It
isn't that big of a loss if you lose the Ultra Boots or the Ultra Hammer because
you can juse use the one that Bowser didn't steal. However, you're in big
trouble
if he steals your items. If he manages to steal your Item Bag when you're at low
HP, then you can be quickly approaching death since you won't have any Life
Shrooms or Ultra Shrooms to save you. There's one drastic measure that you can
use to save yourself if he manages to steal your Item Bag and that's with the
help of Smooch. Smooch is the Star Spirit power where you can heal twenty HP but
it's expensive; it costs three Star Energy points, more than any other Star
Spirit power.

It can keep you alive long enough to restore your items though, and that's what
counts. So if you're at low HP, do NOT use your Star Spirit power just in case

Bowser manages to steal all of your items. Remember that if you block the Thief
Jump then not only will you reduce the damage taken, but you will also prevent
Bowser from stealing an item. You'll want to keep using Ground Pounds and Spiny
Flips, and the occasional Cloud Nine whenever the current Cloud Nine runs out of
power. Don't waste your time doing any of the Star Spirit powers: Refresh,
Lullaby, Star Storm, Time Out, or Up and Away. Chill Out should only be used
when
Bowser has a high amount of HP and when he has full attack power and Smooch
should only be used in desparate measures.

Those measures include when you have no Ultra Shrooms left (or basically any
means of healing, including Life Shrooms) or when you can't use items to heal
yourself. As the battle drones on, Bowser will continue to heal himself.
Thankfully, this will only happen two or three times in the battle but it's
enough to extend the battle for a good while and it will definitely cost you
some
good items when Bowser is still up with lots of HP and attacking you as if he
wasn't harmed at all. Hopefully you shouldn't have to use an Ultra Shroom more
than once if you keep your guard up. Don't forget that Bowser will still use the
power of tghe Star Rod to make himself invincible. This won't happen as often as
you may think near the end of the battle.

There is one final attack with the Star Rod that I need to point out. It's
definitely not as deadly as the others, and it's pretty much identical to the
fire breath (though easier to avoid). Bowser calls upon the Star Rod and a great
bolt of thunder will slam down onto Mario. This causes nine damage, eight if you
block it. Bowser sorta realizes that he's not really gonna gain anything by
wasting a turn making himself invincible. In fact, that might be some sort of
relief for you since while it uses up Mario's turn, no damage is caused to Mario
and Spike still has the chance to attack. Just keep your HP and FP up with Ultra
Shrooms and Jammin' Jellies, use the Peach Beam when needed, and use your
strongst attacks and you shouldn't have TOO much of a problem beating Bowser.

How come those conclusions to huge battles always make it sound like the battle
is extremely simple? Ah well. Once you beat him, congrats on beating Paper
Mario,
one of the hardest Nintendo 64 RPGs (and one of the best) that I've faced! This
is me frog, over and out.



THE END!
Or not. Stick around for a me frog-class description of the ending!

Episode 2: The End of the End?

Of course, I always describe the ending sequence in games. After you deal the
final blow to Bowser he'll spin about a million times before shrinking back to
regular size. Bowser is shocked that he managed to lose to Mario even when he
was
invincible. Mario will then recover the Star Rod from Bowser. Uh... end of
chapter I guess? It doesn't say. Ah well. Anyway, Peach wills tart to thank
Mario
but then the battle arena will begin to explode. According to Kammy Koopa's
calculations, the power that she used to make Bowser so big has started to
malfuntion and it's heading back to his castle. She'll tell Bowser that both the
battle arena and his castle are going to explode soon. And where is Peach's
Castle in all of this?


Too late, the platform explodes, sending Bowser and Kammy Koopa into the sky.
Bowser's castle will start to recieve several explosions that look as though
they're not even touching the castle and then it'll shine with light and...
disappear? Don't ask. Mario, Peach, and whoever you used as your partner will
fly
back to Peach's castle with the help of the Star Spirits. The Star Spirits will
thank you in turn and then the seven Star Spirits will fly off. Twink will say
goodbye to Mario and Peach and then he'll fly off to Star Haven as well. As the
Star Spirits and Twink return to Star Haven, Peach's castle will slowly lower
back onto it's rightful spot. Then we'll see Mario and Luigi talking. Mario will
have just finished telling Luigi about how he took the Star Rod back.

We'll then see a cut of the eight people who traveled with Mario. Parakarry will
arrive with a letter for Goombario from Princess Peach. Parakarry will fly off
and then deliver a letter to Bombette while Bootler will give Bow her letter.
The
Shy Guys will be talking to Watt when Parakarry arrives. Sushie will be in Jade
Jungle reading her letter when the Yoshis suddenly rush off. Parakarry will be
talking to Spike in Flower Fields and then we'll see Kolordao with his explorers
in Shiver City, Kooper now among them. Parakarry will arrive with a letter for
Kooper. Kolorado will tell Kooper to run off to the party and Parakarry will
give
Kolorado a message to him as well. He'll read it outloud to Kolorado, which is
from his very angry wife.

She'll explain in the letter to not bother coming back home, and Kolorado will
seriously freak and rush off back home, leaving ghe two explorers behind.
Parakarry will then deliver a letter to Mario's house and Luigi will go and get.
Everyone will go to the party which Princess Peach has held. You now have
control
of Mario and you'll find that, to your horror, that all Save Blocks have
disappeared. I hate it when you can never save after beating a game... oh well.
Head over to Peach's castle where you'll find people from Toad Town, Yoshi
Village, Boo's Mansion, Dry Dry Outpost, and Shiver City resting. Inside the
castle, Peach will walk out and recognize everyone who helped in the adventure.
Then the scene will switch.

Holy. Crap. Luigi is there in some crap uniform leading a gigantic parade while
the credits roll. Enjoy the parade! It's certainly a very odd one. And WHY IS IT
GOING TO THE LEFT! I WANT IT TO GO TO THE RIGHT!



 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				     Sidequests		        	02SDQS|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|


---Koopa Koot---


=============
Koopa Village
=============
Save your game on the west side of town when you get there. Then head to the
east
side of town. Go to the far house to find an old Koopa. If you haven't learned
already, he constantly asks favors of you. At first, they are simple and the
rewards plain suck. But the tasks get harder and the rewards get better as you
get further into him. Your first task (after accepting it) is to get a book from
Kolorado's wife. Head out and enter the far left house. Talk to the wife and
she'll give you the book. Return to gramps and give him the tape. He'll give you
one. lousy. coin. Talk to him again. Turns out he has another favor to ask you.
He wants a Sleepy Sheep this time. Head out and go into the west side of town.
Enter the shop and buy a Sleepy Sheep.

The man will give you a Silver Credit this time. This is a game card that allows
you to play games at the Playground in Toad Town. Talk to the man again. SHOCK
he
has another request. This one involves a bit of travelling. He wants you to go
to
Goomba Village and get a tape off Goombario's grandfather. We need to go there
anyway to deliver a letter so head back out of Koopa Village.


=============
Pleasant Path
=============
You know where to go. Climb the steps and go left for quite a while until you
get
back to Toad Town.


=========
Toad Town
=========
Go left, directly across this area and into the next one. Again, keep heading
left (jump in the pipe and rest at your house if you need to) and then exit Toad
Town.


===========
Goomba Road
===========
Head left and climb up a couple of steps. Continue going left into the next
area.
Cross the bridge and go through King Goomba's used-to-be fortress. Keep heading
west and get on the next screen. Keep going west for a while. When you get to a
Save Block, save and then continue your epic adventure west. The next screen has
a Heart Block and enemies will begin to appear. Like on Plesant Path, ignore
them
because they give you no star points and they're a damn waste of time.


==============
Goomba Village
==============
Open the gate and save using the Save Block. Talk to Goompapa (the father of
Goombario; he's the one with the moustache) and give him his letter. Instead of
a
well-deserved Star Piece, Goombario will ask you to deliver a letter -_- Oh
well,
Parakarry IS a postman after all. Now enter the house and talk to old man
gramps.
Mention "The Tape" and he'll go and get it. When you ask him what's on it, he'll
say it's a secret but it was great. Put two and two together and... HOLY CRAP!
0_0 Anyway, now exit Goomba Village.


===========
Goomba Road
===========
Just go right for a long while until you get back to Toad Town.


=========
Toad Town
=========
Return to Pleasent Path.


=============
Pleasant Path
=============
Go right until you can climb down some steps to your right (it's quite a few
screens ahead). From here, go into the next area to get to Koopa Village.


=============
Koopa Village
=============
Use the Save Block and head to the east side of town. Go into gramp's house and
give him the tape. You'll get your freaking one coin reward. Joyful indeed. He
wants some Koopa Tea, and the only way to get that is to receive it from Toad
Town's cook. With luck, you may already have made some Koopa Tea but maybe you
haven't. What do I know, I'm just some stupid FAQer. Go to the west side of town
and shake some bushes. A Koopa Leaf will pop out. Grab it since it's the
ingredient for making Koopa Tea. Head out of Koopa Village.


=============
Pleasant Path
=============
Go left all the way into Toad Town.


=========
Toad Town
=========
At Toad Town, head south into the next area. Enter the first house on your left
and you'll be a the cook's house. Talk to the Toad and give her the Koopa Leaf.
She'll whip up some Koopa Tea after about two seconds. Now return to Pleasent
Path. I'm not gonna bother to list it as a separate section 'cause you know the
path by now. If not, you might as well quit playing.


=============
Koopa Village
=============
Head east into the next area and go into the old Koopa's house. Give him the
Koopa Tea. This time, gramps will give you THE coolest thing: 3 Star Pieces!
Yeah, I told you the rewards would get better. Talk to the Koopa again. He has
another favor to ask you. He wants Luigi's autograph. Who would want Luigi's
autograph? WHO! Who is Luigi anyway? Some kind
of stupid Mario fanboy?


=========
Toad Town
=========
Go to Mario's house and talk to Luigi. After some talk, Mario will say that
Koopa
Koot wants his autograph. Luigi will give Mario the autograph. Great. Return to
the Toad Town Sewers.


================
Toad Town Sewers
================
Go left, past the hole, and into the next room. Jump into the middle Warp Pipe
to
get to Koopa Village.


=============
Koopa Village
=============
Head into Koopa Koot's house and hand him the autograph. As thanks, he'll give
you one coin. Talk to Koopa Koot and he'll ask for another favor. He's lost his
wallet and wants you to get it back. Luckily, you don't have to leave Koopa
Village. Head outside and go to the west side of town. Shake the closest bush to
get Koopa Koot's empty wallet. Return to Koopa Koot and give the wallet to him.
He'll give you another one-coin reward. Talk to him once more. He wants a Tasty
Tonic. They aren't found in most shops but you can buy them at one of the two
Toad Town shops. Head to the Toad Town Sewers.


=========
Toad Town
=========
Go to the port and then head right back one area. You'll pass a second shop. A
Shy Guy will run off with the storage room key. After talking to Harry, buy a
Tasty Tonic from the shop. Return to the Toad Town Sewers and get to Koopa
Village (I'm assuming you know the way... if you don't, you're hopeless).


=============
Koopa Village
=============
Give Koopa Koot the Tasty Tonic. He'll give you a stupid coin as thanks. His
next
favor involves getting an autograph from Shooting Star Summit's fortune teller.
Head out and return to Toad Town.


=========
Toad Town
=========
Go north one screen and then open the star door. Head past the destruction site
and go over the bridge into Shooting Star Summit. Take the lower path and enter
Merluvee's house. Talk to the fortune teller and she'll tell you that she'll
give
you an autograph if you get a Crystal Ball from her twin sister in Dry Dry
Outpost. Head out and then return to the main part of Toad Town. Make your way
to
the Toad Town Sewers and then to Dry Dry Outpost.


===============
Dry Dry Outpost
===============
Head to the east side of Dry Dry Outpost. Go back to the alleyway with the
boxes.
Jump over the boxes to be in an area with a tent. Talk to the girl in the tent,
Merlee, and she'll give you the Crystal Ball. Now return to Toad Town.


=========
Toad Town
=========

Go north one screen and then open the star door. Head past the destruction site
and go over the bridge into Shooting Star Summit. Take the lower path and enter
Merluvee's house. Give Merluvee the Crystal Ball and you'll get her autograph.
Okay, now that we have the autograph we can head back to Koopa Village. So do
just that.


=============
Koopa Village
=============
Give Koopa Koot the autograph. He's so overjoyed that he's going to give you 3
Star Pieces again! Great! Talk to Koopa Koot one more time. He wants you to do a
smaller favor (luckily). This time he wants you to read the Toad Town news.
Return to Toad Town.


=========
Toad Town
=========
Head north and then you should notice a billboard near Merlow's house. Read the
front to find a story of how Mario saved Skolar the Star Spirit. Read the back
(required) and you'll see a bunch of scribbles. Return to Koopa Village.


=============
Koopa Village
=============
After giving Koopa Koot the lowdown on what's happening, he'll give you a coin.
The next favor he wants is for you to go and get him a Life Shroom. These things
a freaking expensive, costing fifty coins, but just keep telling yourself "3
Star
Pieces" and that should encourage you. Head to the Toad Town Sewers and make
your
way to Boo's Mansion from there.


=============
Boo's Mansion
=============
Go inside the mansion and then into the not-so-secret passage that was behind
the
case. Here, head down the stairs and through the door. Drop down to the lower
level and buy a Life Mushroom. Exit Boo's Mansion and warp to Koopa Village.


=============
Koopa Village
=============
You know where to go. One coin is your reward after you deliver the mushroom, as
well as the Gold Credit. The Gold Credit lets you play the second game at the
Playroom. The next favor Koopa Koot has is that he wants you to get him a Nutty
Cake. So go to Toad Town and head to Tayce T's house.


=========
Toad Town
=========
I assume you know where Tayce T. lives since you've been there so many times
now.
Give her the Cookbook if you haven't yet and she'll be very overjoyed at you.
Now
enter the Toad Town Tunnels and use the Warp Pipes to get to Goomba Village.


==============
Goomba Village
==============
We haven't been here in a while, have we? Save using the Save Block. To the
right
of the Save Block there's a tree. Hit it with your hammer to get a Goombanut.
With that in your hand, head back to Toad Town.


=========
Toad Town
=========
Go back to Tayce T and give her the Goomnut. She'll make a Nutty Cake. Now give
her your two Cake Mixes and try to throw other items with the two Cake Mix for
different cakes. Cakes are powerful, so save them for moments when you really
need them. Now warp to Koopa Village


=============
Koopa Village
=============
Talk to Koopa Koot and he'll ask you to bring him a Nutty Cake. Give him the
Nutty Cake you just made and you'll get the one coin reward. Now Koopa Koot will
tell you that there's too much noise coming from Kooper's house and I think he's
right. Enter the house to find some Bob-ombs exploding. Talk to them as Bombette
and they'll calm down. Return to Koopa Koot and you'll get three Star Pieces!
Now
talk to him again. Apparently, he's not popular. What a shock. Anyway, there's
an
old photo of his in Boo Mansion that he wants you to get back. We need to go
there anyway because there's a little that needs delivering. So head out and go
into the Toad Town Sewers, where you should warp to Boo Mansion.


=============
Boo's Mansion
=============
Head inside and you should find a Boo floating around the stairs. Talk to him
and
he'll tell you that Koopa Koot's motto is, "Use it until it drops." What a
sneaky
bastard! We shouldn't do anything for him anymore! No, just kidding. Now warp
back to Koopa Village.


=============
Koopa Village
=============
Give Koopa Koot the Old Photo and you'll get the surprising one-coin reward. Now
Koopa Koot wants some Koopasta to eat. The ingredients require both a Koopa Leaf
and Dried Pasta. Get the Koopa Leaf from the bushes in Koopa Village. You'll
have
to warp to Dry Dry Outpost and by the Dried Pasta there. While you're there, go
to Dry Dry Desert. Locate the oasis and grab a lime from the tree since we'll
need it soon. Now head to Toad Town.


=========
Toad Town
=========
Here, head over to Tayce T's place. Give her both ingredients and she'll stir up
some Koopasta. Use the Toad Town Sewers to warp to Koopa Village.


=============
Koopa Village
=============
Give Koopa Koo the Koopasta and he'll give you a coin. The next favor is,
thankfully, a very simple one. He lost his glasses somewhere in the village and
he wants you to find them. Head to the western part of Koopa Village and shake
the bushes. Eventually, his glasses will pop out. Grab them and bring them to
Koopa Koot for a coin. The next favor is the easiest favor in the game if you
already go tthe lime. Koopa Koot wants a lime, but we already have one so give
it
to him and get the nice 3 Star Piece reward! Now Koopa Koot wants a Kooky
Cookie.
This is a difficult one to get since it requires some backtracking. Locate a
Koopa Leaf in the village. Then go to Toad Town and head to Shy Guy's Toybox.


================
Shy Guy's Toybox
================
Go left, through all the areas, until you reach the area with all of the Shy
Guys
that run away from you. A couple carry Cake Mix. Grab a Cake Mix from one of the
Shy Guys (you have to kill them) and then return to Toad Town.


=========
Toad Town
=========
Go over to Tayce T. and have her make a delicious Kooky Cookie for you. Too bad
we can't eat it... ah well. Anyway, you'll now want to return to Koopa Village.


=============
Koopa Village
=============
Talk to Koopa Koot and give him the Kooky Cookie. He'll be overjoyed and give
you
a stupid coin. Don't complain, we have three more favors to do but
unfortunately,
we can't do them until we beat the next chapter.


These last three tasks are differently formatted, because the Yami Shuryou did
it, and the Yami Shuryou's too lazy to convert it ;_;.

Summary: Koopa Koot has a Boo friend in Gusty Gulch who has a package for him.
He
wants you to go get it.
Go to Gusty Gulch, and talk to the second Boo, who will tell you that he needs
to
find it. Talk to another Boo, then talk to this Boo again for the package.
1 coin

Summary: Koopa Koot wants a Coconut.
Go to Lavalava Island, hit any of the trees for a Coconut.
1 coin

Summary: Koopa Koot wants a Red Jar from Dry Dry Desert.
Go to Dry Dry Outpost Shop, and buy in order; Dusty Hammer, Dried Pasta, Dusty
Hammer, and Dried Shroom for Red Jar.
3 Star Pieces


---Lyrics and Music Quest---

=========
Toad Town
=========
Here, go west two areas to be in the port area. Go inside the club. Talk to
Chanterelle, the lady on your right. Now talk to the lyrics writer. After some
talk, he'll give you the Lyrics to deliver to a famous composer around the
world.
Exit and return to the Toad Town Sewers.


================
Toad Town Sewers
================
Go left, past the hole, into the next room. Jump into the left Warp Pipe to go
to
Dry Dry Outpost.


===============
Dry Dry Outpost
===============
Enter the first house in front of you to find the Composer. Talk to him and give
him the Lyrics. In return, he'll give you the Music. Now take the pipe back to
Toad Town Sewers.


================
Toad Town Sewers
================
Go left and then take the Warp Pipe back up to Toad Town. Go left into the next
area. You'll pass a second shop. A Shy Guy will run off with the storage room
key. After talking to Harry, buy a Tasty Tonic from the shop. Now leave and
continue left into Toad Town Port. Enter Club 64 and give the Poet Master the
Melody. Chanterelle will start to sing her song. It's pretty good, I dunno, for
a
game. The lyrics plain suck but ah well. You'll get the Attack FX D badge in
return. Another FX badge!



--Star Pieces--


=======================
Jr. Troopa's Playground
=======================
(1). As you exit the playground go east and hop up some ledges to find the first
     Star Piece.

(2). When you reach the Heart Block, go to the right of the gray block and do a
     Ground Pound and the Star Piece will pop up out of a flipping panel in the
     ground.


==============
Goomba Village
==============
(3). You'll find the Princess Peach doll in Jr. Troopa's Playground. When you
     reach Goomba Village again, give the doll to Goombaria.

(4). Go back to the very, very beginning area of the game (in the little woods
     clearing) and then do a Ground Pound near the center of it. A Star Piece
will
     fly out of the ground.

(5). There is a letter in Dry Dry Outpost (the path to the mouse you have to see
     to get to Dry Dry Desert) that you can give to Goompa. As a reward, you'll
     earn a Star Piece.


===============
Goomba Fortress
===============
(6). The tree a tree up and to the left of the stone fortress. Whack it with
your
     normal hammer and a Star Piece will drop out.

(7). Go through the fortress and across the bridge, and then Ground Pound the
area
     north to reveal a Star Piece.

TOAD TOWN

(8). Near Merlon's house (on the left) there is a lone tree. Whack it with your
     hammer and a Star Piece will drop out.

(9). If you have Parakarry, you can give Merlon a letter after you get the
     previous Star Piece. Merlon will give you a letter as thanks.

(10). Cross the bridge leading to the Forever Forest area. In front of the Toad,
      Ground Pound the grass and it'll flip, revealing another Star Piece.

(11). If you have Parakarry, you can give Fice T. (the guard near you) a letter
after you get the previous Star Piece. Fice T. will give you a Star Piece
as
      thanks.

(12). Go south of the dojo and onto the grass where the Toads are standing.
Ground
      Pound some grass on your right and it'll flip, revealing the next Star
      Piece.

(13). In the Train Station, head to the right (on the grass, of course). Ground
      Pound the area and the floor will spin, giving you yet another Star Piece.

(14). In the dojo area, go left to find a small pond. There's a dock here. Use
it
to swim to a small patch of land near a house. On that patch of land
there's
      a Star Piece.

(15). Head to the Toad Town Port and Ground Pound next to the Save Block. The
      floor will spin and you'll get a Star Piece.

(16). Give the Letter you find in Flower Fields to Minh T. in the Flower Garden
      with Parakarry to get a Star Piece.

(17). There's a letter in Jade Jungle. Give it to Russ T., the scholar at the
      Toad Town entrance (near Mario's warp pipe) to get a Star Piece.

(18). Before Shy Guy's Toybox, you'll enter the post office and you'll find a
      Shy Guy making off with a mailbag. In the toybox, get the mailbag back
      and give it to the postman to get a Star Piece.

(19). Before Shy Guy's Toybox, you'll enter Russ T.'s house and you'll find a
      Shy Guy making off with a dictionary. In the toybox, get the dictionary
      back and give it to Russ T. to get a Star Piece.


=================
Toad Town Tunnels
=================
(20). After you get the Super Hammer, smash one of the red blocks and locate
      the ledge that has the Star Piece.


====================
Shooting Star Summit
====================
(21). When you get to the junction (where you can go to the summit or
      Merluvlee's area), Ground Pound the ground to reveal another Star Piece.

(22). In the main Shooting Star Summit area, go left for a while to find a
      Star Piece in the corner.

(23). To the right of Merluvlee and Merlow's house, Ground Pound the floor and
      Bill Gates will pop out. What, you think I'm lying? You say it's a Star
      Piece? WELL YOU'RE WRONG!

(24). In Shooting Star Summit (at the junction) jump up onto the step and Ground
      Pound it to get a Star Piece of Terror and Horror (TM).

(25). There is a letter you can give Merlow (located in the attic of Merluvlee's
house) by using Parakarry. You'll get a Star Piece as a reward (utter
shock
      and confusion).


=============
Pleasant Path
=============
(26). Head forward to the second screen and go forward a little here. When you
      reach some stairs leading down and to the left, take them. You'll find a
      small peninsula that is separated from you thanks to the water. There is
      no dock for Sushie either. Thankfully, Kooper's shell can reach far enough
      to reach the peninsula. So use his shell as a sort of boomerang to
      retrieve the Star Piece lying on the peninsula.

(27). Keep going right for a while until you get to a junction with some stairs
leading down and to the right. Ignore them and continue on for two
screens.
      When you reach two screens further, whack the first tree and a Star Piece
      will drop out.

(28). From the previous Star Piece, go back two screens again. You'll find three
small poles sticking out of the ground. Stand in the center and Ground
Pound
      the floor to get a Star Piece.

(29). Go east until you get to the bridge area. Here, Ground Pound a section of
      the grassy floor and you'll get the next Star Piece.


=============
Koopa Village
=============
(30). During the Fuzzy attack, a Koopa shell will be on a block. Get the shell
      then have Kooper join you. Return to the same area and then you'll find a
      Star Piece.

(31). There is some Bob-ombs here after you clear Chapter One. Ground Pound near
      them to reveal your Star Piece.

(32). With Parakarry as your partner, deliver a Letter you find in Dry Dry
      Desert to Mort T. (the mushroom guy running the Toad House) to get a Star
      Piece.


==========
Mt. Rugged
==========
(33). In the middle of Mt. Rugged is a Save Block. In this area, slide down the
      slide. At the bottom, Ground Pound the flat area to get a Star Piece.

(34). In the area where there is a letter (it's probably the last one you'll
get),
      go up a cave hill and drop down to a ledge below where a Star Piece lies.

(35). At the very northwest section, where there's a letter and a badge, you'll
      find a gap that Mario can't cross. If you use Parakarry, you can reach the
      other side where a Star Piece lies.


==============
Dry Dry Desert
==============
(36). In Mt. Rugged, one of the three letters you find for Parkarry is addressed
      to Kolorado. Locate his tent in Dry Dry Desert (it's not hard to find) and
      give him the letter to get a Star Piece.

(37). In Dry Dry Ruins, you'll find an Artifact. At Dry Dry Desert, give the
      Artifact to Kolorado for another Star Piece.

(38). Nomadimouse is located on the path east that heads to Dry Dry Outpost.
Give
      him the letter that is addressed to him for a Star Piece as a reward.

(39). West of Monadimouse (the west area) head to the center of the area. Do a
      Ground Pound to reveal a Star Piece.


===============
Dry Dry Outpost
===============
(40). At the very east side of town, where Mousetafa is at first, Ground Pound
the
      roof of the house to get a Star Piece.


=============
Dry Dry Ruins
=============
(41). In the second room where you have to drain the sand, you'll reveal a Star
      Piece in the corner.


=============
Boo's Mansion
=============
(42). Right when you get the Super Boots, talk to the Boo in the corner. He'll
say
      there's a secret floor panel in here. Below him is the panel. Ground Pound
      it to reveal a *SHOCK* Star Piece.

(43). After you use the weight to hold down the chandelier, enter the room it
      reveals. Go downstairs and Ground Pound in front of the grandfather clock
      to reveal yet another Star Piece.

(44). When you first enter the mansion, go towards the rug in the center and
      Ground Pound it (you'll need the Super Boots first) and you'll get a
      Star Piece.

(45). After you play the mini-game where you get the Record, Spin Jump on the
      floor and in the room is a floor panel that will reveal a Star Piece.

(46). After you get the Portrait atop the bookcases in the libary, drop down
onto
      the boxes to the left of the bookshelf sticking out. Ground Pound the top
      one and then the bottom one to reveal a Star Piece.

(47). In the Boo Mansion Shop, talk to Igor after you get his letter from Jade
      Jungle. With Parakarry, hand him your letter to get your Star Piece.


===========
Gusty Gulch
===========
(48). There's a block with a Super Shroom past the Gusty Gulch town. In this
area,
      behind a rock, there's a Star Piece.

(49). After you head through the gate that leads to the first part of Gusty
Gulch,
      Ground Pound the area to get a Star Piece.


=====================
Tubba Blubba's Castle
=====================
(50). As you're walking in the lower areas to get the key to the second part,
      you'll pass a large table that you can't jump on. When you reach the upper
      floors, drop down to the table below to get a Star Piece.

(51). Drop off the table from Star Piece fifty and head into the hallway. Here,
go
into the first northern room. The Star Piece lies on the table here. Jump
on
      some chairs to reach it.


================
Shy Guy's Toybox
================
(52). In the first room of the toybox, head right and Ground Pound the floor. A
      Star Piece should flip up.

(53). From Star Piece Fifty-Two, head right into the next area. There's a yellow
      building block here. Behind it is another Star Piece.

(54). From Star Piece Fifty-Three, head to the building in the middle. Use
      Parakarry to fly across. On the other side is the Star Piece.

(55). When you reach the Pink Station, Ground Pound the area to get a Star
Piece.

(56). When you reach the Green Station, Ground Pound the area to get a Star
Piece.

(57). When you reach the slot machine room, jump on the moving blocks. Go across
      to the other side and let the green block lower all the way so you can
      enter a hidden room that contains a Star Piece.

(58). When you reach the Red Station, Ground Pound the area to get a Star Piece.


=====================
Lavalava Island Beach
=====================
(59). In the the second area, hit one of the trees on the beach to get the Star
      Piece.


===============
Yoshi's Village
===============
(60). In the first area, locate the big raven statue. Ground Pound the floor in
      front of it and the Star Piece will pop out.


===========
Jade Jungle
===========
(61). After you get Sushie, use the dock in that same area to swim to an island
      with a Star Piece.

(62). After you get the Blue Yoshi, dive under the water to find the Star Piece.

(63). After you fight the Putrid Pirhanas and the Magikoopa in the second half
of
      the jungle, Ground Pound the area to get the Star Piece.


============
Mt. Lavalava
============
(64). Take the pully down and then Ground Pound the area next to the ledge with
      the Super Block to get the Star Piece.

(65). At the end of the level, there's a Heart Block. Ground Pound the area near
      that to get the Star Piece.


=============
Flower Fields
=============
(66). After Petunia gives you the Magical Bean for defeating her Monty Moles,
      Ground Pound the area next to her to get the Star Piece.

(67). When you reach the tree with the Yellow Berries, Ground Pound in front
      of it to get the Star Piece.

(68). The Star Piece is cleverly hidden in the flowers to the right of the tree
      with the Blue Berries.

(69). There is a huge tree in the middle of one area. Ground Pound near it to
      get a Star Piece.

(70). After the Bubble Plant floats you over the thorns, go up the stairs and
head
      right until you reach the Star Piece.

(71.) After you have Lakitu, go to the block raising puzzle. Enter the alcove to
      the right of the spring and use the spring to reach the upper ledge. The
highlight of this area is the Super Block but there is a Star Piece on
your
      right (Ground Pound the grass).


===========
Shiver City
===========
(72). To the right of the mayor's house, perform a Tornado Jump. You should spin
      the snow and get the Star Piece.

(73). With Parakarry, give the mayor his letter when you get it for a Star Piece
      in return.


================
Shiver Snowfield
================
(74). In the area with all the snowmen lined up, Tornado Jump in the south
      section of that scene to uncover a Star Piece.


===============
Shiver Mountain
===============
(75). In front of the Save Block near the top, drop down below to find a ledge
      with a Star Piece.


==============
Crystal Palace
==============
(76). Near the beginning of the dungeon you'll reach the opposite side of the
      mirror. Go left, left, and left. Keep going left until you actually exit
      the palace. Continue left and you'll enter a cave with the Star Piece.

(77). With the small statue of the rhino, Tornado Jump the area to the left of
      the room.

(78). With the large statue of the rhino, Tornado Jump the area to the left of
      the room.

========================
Miscellanous Star Pieces
========================
(79-160). Pieces 79 through 93 are gotten by completing the twenty favors that
          Koopa Koot asks of you. You can do this by looking at the side-quests
          section. 94-96 are gotten by buying the 1st, 5th, and 10th items from
          Rip Cheato (they each cost sixty-four coins). Star Pieces 97-160 are
          gotten by answering all 64 questions from Chuck Quizmo whenever he
          appears. A whole list of the questions can be found in this FAQ... and
          pretty much every other FAQ now that I think about it.

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				       Enemies			    	      |
|			    Your daily Source of Experience		ENMDSE|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

Amazy Dayzee
~~~~~~~~~~~~
20 HP, 20 Attack Power, 1 Defense Power
Strategy: The rarest enemy in the game is the Amazy Dayzee. They are located in
only one location in the game and that is in one of the patchs of flowers in
Flower Fields. It's after you cross the thorn gap, to the left of the tree. Keep
in mind that you will not always see an Amazy Dayzee in this area. You may have
to
exit and re-enter Flower Fields to spot one. But you DO want to see one because
they are worth mega star points! Anyway, if you enter battle with these guys
they
will basically run away on their first move. So you're going to have to have
powerful attacks to cause twenty damage at once! Mario is good if he can cause
five damage on his first attack. If he can't, you'll need to use the first
attack
of a party member.

Bombette is recommended for that. Then you'll have to deal at least nine damage
in one turn so use a badge to raise the power of your jump or hammer. After that
use Bombette to deal the final six damage.


"Amazy Dayzees are so rare that they're also the legendary Crayzee Dayzees.
These
guys almost always flee at their first chance. It would be nice to beat one, but
be careful! Their attacks pack a powerful punch."

Bandit
~~~~~~
5 HP, 2 Attack Power
Strategy: Keep your thumbs ready when defending yourself against these Shy-Guy
look-alikes, for they can steal your coins if you don't. Hit them to get back
your
stolen coins, and use Kooper's Power Shell when possible.
"Bandit's bump into you hard and shake up your pockets. They can steal up to 10
Coins. They'll slyly approach and then slam into you all of a sudden. If you can
damage them in an attack, you can get your stolen coins back. Let's beat 'em
before they can make off with our loot!


B. Bill Blaster
~~~~~~~~~~~~~~~
10 HP, 4 Defense Power
Strategy: These guys won't actually attack you, but they will whittle down your
HP
by firing out Bombshell Bills. A good strategy for EXP with these guys is to get
two of them in a battle, then continuously defeating their Bombshell Bills,
waiting a turn, and repeating it. They have some defense, so you'll want to
stick
to Hammer and Special Attacks.
"B.Bill Blasters shoot a constant stream of Bombshell Bills. They won't attack
you
directly. They're pretty resilient. You have to keep attacking 'em, though.
Otherwise the air will be filled with Bombshell Bills. And nobody wants that."


Bill Blaster
~~~~~~~~~~~~
4 HP, 1 Defense Power
Strategy: These guys won't actually attack you, but they will whittle down your
HP
by firing out Bullet Bills. A good strategy for EXP with these guys is to get
two
of them in a battle, then continuously defeating their Bullet Bills, waiting a
turn, and repeating it. They have some defense, so you'll want to stick to
Hammer
and Special Attacks.
"Bill Blasters are the cannons that shoot out Bullet Bills. They won't attack us
directly, but they'll keep shooting out Bullet Bills as long as they can. It's
efficient to attack 'em all at once, but you can also beat 'em one at a time."


Bob-omb
~~~~~~~
3 HP, 1 Attack Power
Strategy: Never jump on a Bob-omb when it is angry. Instead, use your hammer or
other long distance attacks, preferably Kooper's Shell Toss.
"Bob-omb are pretty temperamental, and they get steaming mad when you attack
'em.
You'd better not jump on 'em when they're angry or they'll blow up in your face.
In fact, stay away entirely. Attack 'em from a distance with items like Hammers.
Or you could send in other things, like shells. If they attack when angry
they'll
charge in and explode. So you'd better take care of them before they blow!"


Bombshell Bill
~~~~~~~~~~~~~~
3 HP, 6 Attack Power
Strategy: Hit them with quick force before they can attack. Jumping is
preferable
to using a hammer or other ground attacks.
"Bombshell Bills have such beautiful gold casings! Of course, if you sit and
admire 'em, you'll get hit. They're more powerful than Bullet Bills are, so
watch
your HP. Let's take 'em out before they get near us!"


Bony Beetle
~~~~~~~~~~~
8 HP, 5/3 Attack Power, 4 Defense Power
Strategy: You'll have to flip them over to deal substantial damage, otherwise
they
will sustain your hits. In addition, don't be using fire attacks, as they will
be
pretty useless.
"They're Bony Buzzy Beetles... Hence the name. It's tough to damage 'em. When
their spikes are out, their attack power is 5. When they retract their spikes,
take the opportunity to flip 'em over. After that, beating 'em will be a
breeze."


Bullet Bill
~~~~~~~~~~~
2 HP, 2 Attack Power
Strategy: Hit them with quick force before they can attack. Jumping is
preferable
to using a hammer or other ground attacks.
"This is a Bullet Bill, a kamikaze attacker. If you don't beat Bullet Bills
quickly, they�ll slam into you and explode. I'm serious, Mario! These guys will
really makes us pay if they manage to hit us! We have to beat 'em before they
get
the chance to strike us."


Buzzy Beatle
~~~~~~~~~~~~
3 HP, 2 Attack Power, 2 Defense Power
Strategy: You'll have to flip them over to deal substantial damage, otherwise
they
will sustain your hits. In addition, don't be using fire attacks, as they will
be
pretty useless.

"Buzzy Beetles are cute-- but mean. Fire attacks don't work very well against
these hardheads. If you can flip 'em, though, their defense power falls to 0.
Keep
flipping 'em Mario! I heard that they used to flourish all over the place, but
now
they're only found in dark, shadowy places."


BZZAP!
~~~~~~
3 HP, 6 Attack Power
Strategy: Bzzaps! are some of the most annoying enemies if you meet a bunch of
them in a group. They can cause about ten damage to you with one sting, along
with
both poisoning and shrinking you. If you have a Defense Plus badge, then their
bee-swarm attack will do no damage whatsoever and you won't shrink (so get a D
Plus badge... duh). You'll want to use an attack that can take out many enemies
at
once so you don't have to deal with any of the Bzzaps! attacks.
"Bzzap!s are monstrous bees. If they sting you, sometimes you'll be poisoned.
They
also occasionally call a swarm of bees to attack you in a cloud. Be careful of
those little attackers, because you'll sometimes shrink when stung. They don't
have a lot of HP, so take care of 'em as quick as you can."


Chomp
~~~~~
4 HP, 3 Attack Power, 3 Defense Power
Strategy: Although most of your attacks won't hurt Chomp, you can hurt him badly
with Super Attacks or Mario's Super Hammer, which you will have by the time you
actually encounter this toughie.


Cleft
~~~~~
2 HP, 2 Attack Power, 2 Defense Power
Strategy: Don't jump on them, unless you want to hurt yourself. Thank you. Now,
the Cleft is strong, and for how far you are in the game, usually only
Bombette's
bomb attack is strong enough to hurt them.
""Clefts are pretty strong, so you'd better be careful. Their specialty is
pretending to be rocks, so watch your step on the mountain. You'll get hurt if
you
jump on the spikes on their heads. You know, there's courage in running away
sometimes."


Clubba
~~~~~~
8 HP, 3 Attack Power
Strategy: The Clubbas are the main guards in Tubba Blubba's Castle and they are
almost always asleep. You'll want to walk slowly up to them and then when you
get
to them do one of the following: use Bombette's blow-up attack to cause massive
damage as a first strike or simply whack the Clubba with the hammer if you're
lazy. That'll do about three to four damage to the Clubba and then you can do a
jump attack on your first move and then use your most powerful attack with any
other party member. The Clubbas have one attack, and that's walking up to you
and
smashing you with their club. You can dodge it just as the clubs start to hit
you.
"Clubbas are the main guards of Tubba Blubba's Castle. They often sleep on the
job. If you walk very slowly, they won't wake up. They may look big, but if you
use the action command perfectly, they're not so tough."


Crazy Dayzee
~~~~~~~~~~~~
8 HP, 3 Attack Power
Strategy: The Crayzee Dayzee enemies are flowers that deliberetly try to make
your
life miserable... and succeed. Just like the Amazy Dayzees, these guys like to
run
away. However, they don't run away as fast as the Crayzee Dayzees. Chances are
they'll run away when they get to three HP or lower, though sometimes they'll
run
away even if they have a high amount of HP. If one of their comrades dies, they
can also flee to avoid being killed theirselves. They have an attack that puts
Mario to sleep for a few turns, something no one wants because Mario is your
most
powerful source of attacks. Just use powerful jump attacks (yours should do at
least seven damage and your hammer should be able to do at least eight) to
defeat
these guys.


Make sure to take them out before they get a chance to flee.
"Crayzee Dayzees look cute, but you won't think they're so cute after they
attack
you! They attack by singing a song. If you fall under the song's spell, you'll
fall asleep. If you get their HP low enough, they'll try to run away. Beat them
quickly so they can't flee."



Dark Koopa
~~~~~~~~~~
8 HP, 3 Attack Power, 2 Defense Power
Strategy: These guys are annoying pains, but they can be defeated. If you can
time
their dizzy attacks and dodge them, bring out Bow and then flip each one over
with
Mario, and follow up with Bow's Smack. Otherwise, bring out Goombario whose
Headbonk will be a great necessity here.
"This is a Dark Koopa. Dark Koopas are Koopa Troopas who live in the Toad Town
Tunnels. They're known for causing dizziness. Be extra careful when you see 'em
grin, because that means they're getting ready to do their dizzy attack. Their
defense power is 0 when they're turned over, so you should use Jump attacks."


Dry Bones
~~~~~~~~~
8 HP, 4 Attack Power, 2 Defense Power
Strategy: Once you defeat them, they'll just sink to the ground, and rise once
again after a turn. In order to defeat them totally, use any of Bombette's
explosion attacks, Kooper's Power Shell, or a fire-related attack.
Alternatively,
you could just beat all your other opponents and then finish the Dry Bones off
to
win.
"Dry Bones are skeletal remains from Koopa Troopas. Just when you think they're
beat, these guys rise back up and attack again! You're going to have to beat
them
all at once. Or you could use fire attacks, if they become ashes, there's no way
they'll recover."


Duplighost
~~~~~~~~~~
15 HP, 4 Attack Power
Strategy: They aren't really a threat so much as an annoyance, but you will want
to be on the safe side by bringing in somebody who has a strong FP-using ability
but a weak attack; one good thing is to bring in Bow with a Damage Dodge badge
equipped.
"Duplighost disguise themselves as members of our party. They love to attack in
disguise. It seems like they're generally stronger fighters when they're not
disguised though."


Ember
~~~~~
10 HP, 4 Attack Power
Strategy: Instead of using Sushie, bring out Lakilester for when you fight these
guys, and use his signature main attack, so that he won't have to come in
contact
with their flames. Also, if you don't have the Fire Shield equipped on, hit the
Embers with your hammer.
"Embers are fiery monsters forged from uncanny blue fire. They may look frosty,
but they're actually on fire, so fire attacks won't work. They divide themselves
when they're attacked. Keep attacking 'em, though. You'll get 'em eventually.
They'll probably fight back. Their attacks usually deal out 3 damage points.
Water
attacks will work well. Let's beat 'em before they get a chance to burn us."


Forest Fuzzy
~~~~~~~~~~~~
6 HP, 1 Attack Power
Strategy: The Forest Fuzzies are only able to attack by actually touching Mario.
Therefore, if you use a badge that makes Mario electric or a Volt Shroom, the
Fuzzies won't be able to harm Mario. Instead, they'll cause one damage to
theirself. If you don't want to use an electric badge or if you'd rather not
use a
Volt Shroom, then these guys are still pretty easy to defeat. Be warned though
because they're a lot tougher than the regular Fuzzy. They can jump onto you and
then start sucking out your HP. Rapidly tap A to get them off. They'll always
absorb at least one hit point and if you're not fast enough then they will be
able
to suck off two hit points. Don't worry about them absorbing more than two hit
points because two is their max per turn.

Also, they can sometimes split. The original will have the amount of HP it had
when it split but the new one will be at full HP so make sure to defeat the old
one first and then the new one.
"Forest Fuzzies are always green. If they grab hold of you, they'll absorb your
HP
and add it to their own. The fiends! Those no good...Oh! And they sometimes
divide. If they divide they become even stronger, so try to beat 'em before they
can split."



Frost Piranha
~~~~~~~~~~~~~
10 HP, 4 Attack Power
Strategy: These guys are annoying, with blizzard attacks that can freeze you.
You'll definitely want to use fire attacks, or hit them quick and hard.
Bombette's
Power Bomb comes to mind.
"Frost Piranhas are frozen Piranha Plants. They'll try to freeze you with their
icy breath. You'll be at their mercy if they freeze you, so you better try to
immobilize them right away. Icy attacks won't work they live ice! Fire attacks,
though..."


Gloomba
~~~~~~~
7 HP, 2 Attack Power
Strategy: Treat them as you would normal Goombas, with extra power on the side.
"Gloombas are nasty Goombas who live in the Toad Town Tunnels. They're stronger
than ordinary Goombas, but you can take 'em."


Goomba
~~~~~~
2 HP, 1 Attack Power
Strategy: They aren't really weak or strong to anything. At the time you're
fighting them, just attack head-on.
"Goombas are what you'd call, "small fries". Actually, they're pretty much the
smallest fries... Hey, Wait! I'm one of 'em! You can jump on them or whack 'em
with the Hammer, these guys are old school. They've been around since you were
in
Super Mario Bros.!



Grey Magikoopa
~~~~~~~~~~~~~~
11 HP, 3 Attack Power
Strategy: These sucka's can hurt you where it counts if you let them linger, as
they are able to cast magic to make your opponent's invisible for a few turns.
Seeing as they'll usually be kept at the back behind a trio of enemies, Power
Bomb
and other multi-hitting attacks as well as a strong Jump attack can work.
"He's one of the magicians in the Koopa clan. Those grey robes aren't very
flashy,
but they're kind of cool. He can use magic to make his companions transparent.
We
can't attack enemies that are transparent. Let's try to beat 'em before that
becomes an issue, what do you say?"


Grn Magikoopa
~~~~~~~~~~~~~
11 HP, 3 Attack Power
Strategy: The Green Magikoopas are one of the many types of magical Koopas found
in Flower Fields. This guy isn't that tough, though it can beef up both your
enemies defense and attack (not in one move though; they're separate moves and
they only last temporarily) and it can also cast a tri-spell at you with a
square
a circle and a triangle. That's long range so Volt Shrooms won't help. Just as
it
hits you, dodge it and it'll be all good :) At first, the Green Magikoopas are
flying so you'll have to stick to jump attacks. If they aren't dead by the time
their HP gets low, they'll fall off their brooms and onto the ground, allowing
you
to perform a wider variety of attacks.
"This is a Green Magikoopa. He's one of the magicians in the Koopa clan. I have
to
admit, I like those green robes. Very cool! He can magically increase the
defense
power of others. He looks pretty surly."


Groove Guy
~~~~~~~~~~
7 HP, 2 Attack Power
Strategy: These guys are like regular Shy Guys although they have one added
attack: they can call in other Groove Guys to help them. When they're doing bad
(like when you have some at low HP or you've taken out a few of the party
members
on the enemy side) they'll use up their turn to do a little dance that calls
another Groove Guy to the scene. On very rare occasions, the attack will luckily
fail. But don't always count on that. If you want experience (and they should
offer at least two experience points if you want to do this) then do very weak
attacks so more and more Groove Guys keep being called. Otherwise, do your
strong
attacks to take these guys out.
"Groove Guys wear weird clothes. They're probably stage clothes. Pssh... You
know
performers... They shake their booties to call in reinforcements. They also spin
around in front of you and make you feel dizzy. These rock 'n' rollers are a
drag,
so let's ditch 'em as fast as we can."



Gulpit
~~~~~~
12 HP, 2 Attack Power
Strategy: Gulpits are like guns; they're almighty with ammo, but they're weak
with
no ammo on hand. Seeing as these guys use rocks that are easily seen on the
battlefield, you may want to hit the rocks instead of taking on these high-HP
enemies.
"Whoa! Gulpits look pretty burly, don't they? Gulpits attack by picking rocks up
in their mouths and then spitting 'em back out. The bigger the rock they spit,
the
more damage you'll take. Big rocks take 7 HP in damage and small ones take 5 HP.
They can't do much damage without ammo, so you should concentration the rocks
first."


Hammer Bros.
~~~~~~~~~~~~
Strategy: Ouch. These guys will probably be the single most annoying enemy in
the
game, aside from the possibility of those Dark Koopas. However, they will at
times
throw a barrage of hammers that will cause a little hammer, so a little practice
on the buttonplay will help.
"These are the Hammer Bros. You've seen these punks before, haven't you?  Be
careful of that hammer! If it hits you, you'll get shrunk in a wink. When the
Hammer Bros. get desperate, they'll hurl a ton of hammers, so watch it. These
guys
have been a pain for ages, so let's give 'em an old-fashioned whopping. As
always,
they're not to be underestimated."


Hurt Plant
~~~~~~~~~~
8 HP, 2 Attack Power
Strategy: The Hurt Plants look EXACTLY like Heart Plants in Jade Jungle. Near
the
start of the level you won't find that many Hurt Plants but once you go deep
inside the jungle you'll learn that almost all Heart Plants are actually Hurt
Plants. You have to walk up to them and press A and if they're a Heart Plant,
they'll throw out a heart. Otherwise, they'll just snap at you and you'll enter
battle. They can bite you and poison you, so you'll have to be very careful when
fighting them.
"Hurt Plants pretend to be Heart Plants, which give you a Heart when you touch
them. If a Hurt Plant bites you, you'll be poisoned. Then your HP will slowly
fall
with each turn. We'd better beat 'em as quickly as possible. Unless you can
frequently restore your HP, you'll find yourself in trouble pretty fast."


Hyper Goomba
~~~~~~~~~~~~
7 HP, 1 Attack Power
Strategy: Hyper Goombas are a LOT more powerful than regular Goombas. They have
five more HP and they have much stronger attacks. They also have the ability to
charge their attack. When they do that, it can deal up to eight damage, seven if
you block it (or if you're wearing a Defense Plus badge). It takes a turn to
charge their attack so once they're glowing, quickly become invisible or do
something that decreases attack power. Don't waste a Repel Gel if you have one
because Repel Gels are much too valuable to waste. MUCH too valuable. Do regular
jump attacks on them or hammer attacks if you're not good with jumps. Slap with
Bow or use a more powerful character if you have one.
"Hyper Goombas are crazy, uncivilized Goombas living in Gusty Gulch. They
sometimes charger their power before attacking. That charged attack will take
away
8 HP, so watch out when they start to glow. It's a good idea to use Bow or an
item
to become transparent. The attack will miss for sure."


Hyper Paragoomba
~~~~~~~~~~~~~~~~
7 HP, 1 Attack Power
Strategy: Hyper Paragooombas are a LOT more powerful than regular Paragoombas.
They have five more HP and they have much stronger attacks. They also have the
ability to charge their attack. When they do that, it can deal up to eight
damage,
seven if you block it (or if you're wearing a Defense Plus badge). It takes a
turn
to charge their attack so once they're glowing, quickly become invisible or do
something that decreases attack power. Don't waste a Repel Gel if you have one
beacuse Repel Gels are much too valuable to waste. MUCH too valuable. Do regular
jump attacks on them or hammer attacks if you're not good with jumps. Slap with
Bow or use a more powerful character if you ahve one. Remember, you only need to
do a few points of damage and the Hyper Paragoomba will lose its wings.

Then it'll become a regular Goomba.
"Hyper Paragoombas are Hyper Goombas with wings. They sometimes charge their
power before attacking. That charged attack will take away 8 HP, so watch out
when
they start to glow. It'll miss you if you become transparent. Except for that,
they're no different from normal Paragoombas, so use a Jump attack to defeat
'em."


Jungle Fuzzy
~~~~~~~~~~~
7 HP, 2 Attack Power
Strategy: The Jungle Fuzzies are only able to attack by actually touching Mario.
Therefore,  if you use a badge that makes Mario electric or a Volt Shroom, the
Fuzzies won't be able to harm Mario. Instead, they'll cause one damage to
theirself. If you don't want to use an electric badge or if you'd rather not
use a
Volt Shroom, then these guys are still pretty easy to defeat. Be warned though
because they're a lot tougher than the regular Fuzzy. They can jump onto you and
then start sucking out your HP. Rapidly tap A to get them off. They'll always
absorb at least one hit point and if you're not fast enough then they will be
able
to suck off two hit points. Don't worry about them absorbing more than two hit
points because two is their max per turn.

Also, they can sometimes split. The original will have the amount of HP it had
when it split but the new one will be at full HP so make sure to defeat the old
one first and then the new one.
"Jungle Fuzzies are very similar to other Fuzzies, but they live in the jungle,
so... .... that's their name. They cling to you, suck out your HP and add it to
their own. What a sleazy move! They won't stop clinging to you unless you tear
'em
off with the action command. They also occasionally divide, so let's beat 'em
before they get the chance!"



Koopatrol
~~~~~~~~~
8 HP, 4 Attack Power, 3 Defense Power
Strategy: You remember those Koopa Troopas from a time ago? They weren't so bad,
so they didn't require such ends. So for such ends, use either a Quake attack
with
your hammer, or jump on them with the Spike Shield. You'll want to finish these
guys off, as in a last attempt, they'll do a painful attack that can only be
stopped by their defeat.
"They're elite Koopa soldiers. These are the highest-ranked guards of Bowser's
Castle. In case you hadn't noticed, they're fitted with spikes. Don't jump on
'em.
When their HP drops low, they'll charge up power for one last-ditch attack. The
power of this desperate attack is 10. They've also been known to call in
reinforcements when they're in trouble. Don't underestimate these nasty Koopas,
Mario."

Koopa Troopa
~~~~~~~~~~~~
4 HP, 1 Attack Power, 1 Defense Power
Strategy: Jump on the Koopa Troop to flip him over, thus rendering him
defenseless, then hit him. Bring in Goomba when doing battles with these
minions.
"Everybody knows Koopa Troopas. They're Bowser's followers. Their shells are
hard.
If you can flip 'em over, their defense power will fall to 0 and it will become
much easier for you to defeat 'em. You can flip 'em with a POW Block or a Jump
Attack."


Lakitu
~~~~~~
12 HP, 3 Attack Power
Strategy: The Lakitu is a common enemy in the Mario games and this time they're
more annoying than ever. Why? Because you can't actually do a First Strike in
the
playing field because they are always flying in the air. Also, they'll throw
Spinies down onto you and if one touches you, you'll have to engage in a regular
Spiny battle. Once in battle they can also trhow Spinies at you. Sometimes
they'll just throw them at you to damage you but other times they'll spawn
actual
Spinies that you have to fight. Take care of them with jump attacks but make
sure
you get the Spinies as well.
"Lakitu are strange Koopas that can ride clouds. They toss down Spiny Eggs, and
these sometimes turn into crawling Spinies. We'd better deal with them quickly
or
else we'll be surrounded by Spinies. It seems like Lakitus have been hassling
you
for your entire career, Mario."


Lava Bubble
~~~~~~~~~~~
9 HP, 4 Attack Power
Strategy: The Lava Bubble is a common enemy in Mt. Lavalava. They look like
regular fireballs. The only way to actually damage them during a First Strike is
to either attack with Mario's hammer or attack by means of a party member's move
(Kooper or Bombette's attack). Otherwise, you can't harm them by a First Strike.
Stick to Mari's hammer when you're fighting them in battles because you'll be
damaged if you attack them with a jump. Sushie is a great party member for this
battle because the Lava Bubbles fear water; it does a lot more damage to them.
"This is a Lava Bubble, a fire ball monster. Lava Bubble live near lava. They
are
obviously pretty hot, so you'll get hurt if you try to jump on 'em. They
sometimes
attack you friends (like me!) too. The power of that attack is 2. Because of
their
fiery nature, they fear snow and water."


M. Bush
~~~~~~~
8 HP, 3 Attack Power
Strategy: The M. Bushes are pretty annoying though you can usually recognize
them.
They're the lightest bushes in Jade Jungle, and they look different then the
regular or moveable bushes. Basically, you can spot one right after you come
into
battle with your first one. They have only eight hit points so it should be easy
to clear them out if you combine Mario's powerful attack with Sushie's powerful
attacks.
"M. Bushes pretend to be bushes and wait for unwary prey. Their bites are
sometimes poisonous, so be careful. If you get poisoned, your HP will gradually
fall. Your situation could become critical unless you restore your HP as soon as
possible. Lets clear 'em out quickly, OK? Why don't you use your most powerful
attacks?"


Medi Bush
~~~~~~~~~
7 HP, 1 Attack Power
Whenever the Medi Guys heal, they'll recover four hit points. They only have
seven HP so if you follow the guide, you should have two Power Plus badges which
means that Mario should be able to deal at least six damage to them. Then Watt
(or Bow if you haven't gotten Watt yet) should be able to deal the rest of the
damage. Try to have your party member do an attack that harms all enemies at
once
because it's a shame that you have to waste a turn by dealing only one damage to
a single enemy. If any Medi Guys are in a battle, take them out first so they
can't heal their party members.
"Medi Guys are the emergency workers of the Shy Guy clan. They have the power to
heal their wounded companions. Of course, they also attack. We'd better hurry up
and take them out of the mix. It's a pain if they keep fixing all the damage we
do."



Monty Mole
~~~~~~~~~~
3 HP, 2 Attack Power
Strategy: Like most of the Goomba family, Monty Mole doesn't have any noticeable
strengths or weaknesses, so divide your attention between jumping on them or
smashing them with your hammer.
"Monty Moles are rock-throwing moles, big time mischief-makers. Ugh. They have
kind of scary looking faces. They're pretty weak, though. Maybe they wear
sunglasses because they have really sensitive eyes. Or maybe they're just hip."


Paragloomba
~~~~~~~~~~~
7 HP, 2 Attack Power
Strategy: While they are in the air, you can't hit them with your hammer. One
hit
with your jumping attacks will topple its wings. They are just a more powerful
version of the Paragoomba.
"Paragloombas are nasty winged Goombas who make their home in the Toad Town
Tunnels. Just like Paragoombas, Paragloombas lose their wings when attacked,
then
they fall and become Gloombas.


Paragoomba
~~~~~~~~~~
2 HP, 1 Attack Power
Strategy: While they are in the air, you can't hit them with your hammer. One
hit
with your jumping attacks will topple its wings.
"Obviously, Paragoombas are Goombas with wings. You can't hit 'em with the
Hammer
while they're airborne. If you damage 'em, they'll fall to the ground and become
ordinary Goombas."


Paratroopa
~~~~~~~~~~
4 HP, 1 Attack Power, 1 Defense Power
Strategy: Jump on them to clip their wings, thus allowing you to hit them with
your hammer or other ground-based weapons.
"No surprise here--Paratroopas are Koopa Troopas with wings. When you jump on
them
or use a POW Block, their wings fall off and they become normal Koopa Troopas.
It's easy to beat 'em once they're Koopa Troopas. Just give 'em another Jump
Attack! They think they're pretty cool because they wear sunglasses, but they
aren't that tough."


Piranha Plant
~~~~~~~~~~~~~
5 HP, 3 Attack Power
Strategy: Piranha Plants basically stalk you constantly if you're in a certain
area. If you run away from them then they'll duck into the ground and pop out in
front of you once more. If you actually want to fight them then you can use this
to your advantage; simply stand in one place and whack the plants with your
hammer
the moment they pop up. In battle, don't jump on them; they lie upward with
their
mouth open so you can't actually jump on them without taking damage. Just stick
to your hammer.
"Piranha Plants pop out of the ground at unexpected moments, so be on your
guard.
You've seem 'em in every one of your adventures, so I imagine you know 'em
pretty
well. Their sharp jaws point upward, so you'll get bitten if you try to jump on
'em. They smile after biting people. That smug smile... it makes me hopping
mad."



Pokey
~~~~~
4 HP, 2 Attack Power
Strategy: Hit them with ground attacks or your hammer when possible, as jumping
on
them will hurt you. Eliminate them quickly - they can call in reinforcements.
"This is Pokey, an evil cactus. Pokeys attack by throwing parts of their bodies
or
by coming up and close and falling on you. Be careful fighting them! It'll hurt
if
you jump on their spiky heads! They also have an annoying habit of calling in
reinforcements. Let's beat 'em quickly!"


Pokey Mummy
~~~~~~~~~~~
4 HP, 2 Attack Power
Strategy: Hit them with ground attacks or your hammer when possible, as jumping
on
them will hurt you. Eliminate them quickly - their attacks can poison you.
"Pokey Mummies are Pokeys that dried out and became mummies then went to live in
the ruins. Careful! They have spikes on their heads! Trust me-- it'll hurt if
you
jump on 'em. The mummification also made 'em poisonous. If you get poisoned when
they attack you, you'll take damage for a while. What do you say we beat 'em
before they can poison us?"


Pyro Guy
~~~~~~~~
7 HP, 2 Attack Power
Strategy: Pyro Guys are just like any other fire enemies; they try to burn you
and
you can't jump on them. The only way to actaully damage them during a First
Strike
is to either attack with Mario's hammer or attack by means of a party member's
move (Kooper or Bombette's attack). Otherwise, you can't harm them by a First
Strike. Stick to Mari's hammer when you're fighting them in battles because
you'll
be damaged if you attack them with a jump. Then do long range attacks with your
party members.
"Pyro Guys are on fire, so any contact with them will cause damage. They're
tough
opponents, mainly because their attack power is so high. Any attacks that
involve
water or snow are our best bet because... well ...you know."



Red Magikoopa
~~~~~~~~~~~~~
11 HP, 3 Attack Power
Strategy: He can power up your opponents, which can easily make him a pain. Use
Bombette's Power Bomb and Mario's Jumping skills to take care of this guy
quickly.
"He's one of the magicians in the Koopa clan. Snappy red robes, huh? He can
magically increase the attack power of others. Take care of him before he can
pump
up his companions!"

Ruff Puffs
~~~~~~~~~~
10 HP, 4 Attack Power
Strategy: Not much to say about Ruff Puffs. They are always flying, so you're
going to have to do a jump attack. You have to use an attack that your party
members can do in the air if you want a party member to cause damage; otherwise,
you'll have to skip their turn.
"Ruff Puffs are nasty little cloud henchmen of Huff N. Puff. Ruff Puffs float in
the air, so a Jump attack or something similar may be best. Of course, it'd be
more then happy to give 'em a Headbonk! It's your call, Mario."


Shy Guy
~~~~~~~
7 HP, 3 Attack Power
Strategy: If you didn't figure out where these went then you either haven't
played
Chapter Four or you're the most pathetic person I've ever met. Yes, Shy Guys are
strong and very annoying. You'll find packs of them in the Toybox so get used to
them. Basically you'll just have to jump or hammer them until each are dead.
They
only have seven HP, so it should only take a turn to take them out, less than a
turn if you get a first strike.
"They're ne'er-do-wells. Big time rascals. No good... They occasionally do
acrobatic attacks that have an attack power of 3. Who knows what lies in the
hearts of these troublemakers? I guess they're dangerous, but they're pretty
small
time."



Spiked Gloomba
~~~~~~~~~~~~~~
7 HP, 3 Attack Power
Strategy: Never jump on them, for their spiked heads will hurt you and possible
paralyze you.
"They're Spiked Goombas who live in the Toad Town Tunnels. Be careful of the
spiked hats they wear. It'll definately hurt if you jump on 'em."


Spiked Goomba
~~~~~~~~~~~~~
2 HP, 2 Attack Power
Strategy: Never jump on them, for their spiked heads will hurt you and possible
paralyze you. They�ll try to leap onto Mario with their spike first.
"This is a Spiked Goomba. Spiked Goombas are Goombas with spikes on their
heads."


Spiny
~~~~~
5 HP, 4 Attack Power, 3 Defense Power
Strategy: The Lakitus throw Spinies out of their clouds and that is usually how
you're going to end up encountering a Spiny. However, you'll sometimes see them
wandering around on their own. When you fight them, try to flip them over. A POW
block will work, or if you have the Spike Shield Badge you can jump on them
without fear of their spikes. Avoid jumping on them otherwise; their spikes will
just hurt you.
"Spinies have spikes on their shells that are pretty sharp. They'll roll
into Spiny Eggs and slam into you. It'll be much easier to fight them if you can
flip them over. Their defense power falls to 0."



Stone Chomp
~~~~~~~~~~~
4 HP, 3 Attack Power, 1 Defense Power
Strategy: The Stone Chomp doesn't have any weaknesses or strengths, so just hit
him with what you have and defend yourself.
"This is a Stone Chomp, who guards the treasure in this room. He's made of
stone.
Duh! His jaws can supposedly crush a Coconut. I don't know about you, but I
don't
want to become a snack."


Swooper
~~~~~~~
4 HP, 2 Attack Power
Strategy: They'll start off hanging from the ceiling, of which you can't reach.
If
you use a special Hammer attack, you'll be able to force them to descend, thus

allowing you to jump on them. Alternatively, use Parakarry to attack them at any
time, which also forces them down.
"This is a Swooper, a ghost bat. Swoopers got their name because they swoop down
out of the shadows. Even Jump attacks can't reach 'em when they're hanging on
the
ceiling, but earth tremors will knock them loose. Parakarry can also knock 'em
loose with one of his moves. You can attack 'em however you choose once they're
hovering in the air."


Swoopula
~~~~~~~~
8 HP, 2 Attack Power
Strategy: They'll start off hanging from the ceiling, of which you can't reach.
If
you use a special Hammer attack, you'll be able to force them to descend, thus
allowing you to jump on them. Alternatively, use Parakarry to attack them at any
time, which also forces them down.
"Swoopulas attack from the air and cling to you to suck your HP. Hit A
repeatedly
to fight it off or else it'll keep sucking your HP. You can't jump high enough
to
attack them while they're on the ceiling. An Earthquake attack ought to work,
though Flying party members like Bow or Parakarry can also attack them with
ease.
If they fall and begin to flap around, you can attack them by jumping as well.


W Magikoopa
~~~~~~~~~~~
11 HP, 3 Attack Power
Strategy: The White Magikoopa is the first of the Magikoopa trio that you'll
meet.
These guys aren't that tough though you sometimes may have a problem with them
if
you are at low HP or FP. The White Magikoopa can heal it's party members. If it
heals one party member then that party member will recover five hit points. If
it
heals all party members then every party member (on the enemy side) will recover
three hit points. At first, the White Magikoopas are flying so you'll have to
stick to jump attacks. If they aren't dead by the time their HP gets low,
they'll
fall off their brooms and onto the ground, allowing you to perform a wider
variety
of attacks.
"He's one of the magicians in the Koopa clan. White robes, huh? How does he keep
'em clean? He's a healer. When he magically heals one companion it recovers 5
HP,
and when he heals all of his companions at once, they recover 3 HP. You'd better
take care of this guy but fast."



White Clubba
~~~~~~~~~~~~
12 HP, 5 Attack Power
Strategy: You'll honestly want fire attacks for these guys. That's all I really
have to say, except they're going to take a lot to defeat.
"They live in cold climates, who knows why they moved here... They're pretty
powerful. It's tough to swing such big clubs! Ice Attacks won't work on them, so
break out fire if you have it."


Y Magikoopa
~~~~~~~~~~~
11 HP, 3 Attack Power
Strategy: The Yellow Magikoopas are one of the many types of magical Koopas
found
in Flower Fields. This guy isn't that tough, though it can beef up your enemies
attack (not in one move though; they're separate moves and they only last
temporarily) and it can also cast a tri-spell at you with a square a circle and
a
triangle. That's long range so Volt Shrooms won't help. Just as it hits you,
dodge
it and it'll be all good :) Also, the Yellow Magikoopa is able to give its
allies
an electric shock that has the same effect as a Volt Shroom. That means that
jumping on them with Mario or doing any kind of attack that involves contact
with
a party member is a no-go. At first, the Yellow Magikoopas are flying so you'll
have to stick to jump attacks.

If they aren't dead by the time their HP gets low, they'll fall off their brooms
and onto the ground, allowing you to perform a wider variety of attacks.
"He's one of the magicians in the Koopa clan. Yellow is the new black, didn't
you
know? He can use magic to give his companions an electric charge. While his
cohorts are electrified, don't attack them directly or you'll be in for a
shocking
surprise."

 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				        Items			    	04ITES|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|
=========
Key Items
=========
Artifact - You can find this in Dry Dry Ruins. In Dry Dry Desert, give the
           Artifact to Kolorado to get a Star Piece in return.

Autograph - You can get this from Luigi after Koopa Koot requests it. Once you
            have this, bring it to Koopa Koot and he'll give you a coin as a
            reward.

Autograph - This is the second autograph. You can get this from Merluvlee after
            (1) Koopa Koot requests it and (2) you get the crystal ball from
            Merluvlee's sister. Give this to Koopa Koot for a single coin.

Blue Key - The Blue Key is found in Crystal Palace near the beginning. You can
           unlock the blue door near the beginning of the palace with this item.

Boo's Portrait - In Boo's Mansion, you'll only be able to reach Lady Bow and
                 Bootler by giving the missing frame his portrait. Locate this
                 and give it to the frame to gain access to the third floor of
                 the mansion.

Bucket - After you talk to Merle in the Star Kid area, you can return to
         the mayor in Shiver City. Talk to him and he'll give you his family
         heirloom, the Bucket. You can't get to Shiver Mountain without it.

Calculator - Before you enter Shy Guy's Toy Box, a Shy Guy will run off with
             Rowf's (the badge shop owner) calculator. Without the calculator
             the shop is closed. Retrieve the calculator and return it to
             Rowf for the I Spy Badge.

Castle Key - The Castle Key is found in the following three places: Tubba
             Blubba's Castle, Princess Peach's Castle, and Bowser's Castle.
             With them you can open one of the many locked doors in the area.

Cookbook - After you give the gigantic Shy Guy the Cake, he'll open the path
           for you in Shy Guy's Toybox and drop the Cookbook. Give Tayce T.
           this Cookbook and you'll be able to combine two items into one
           recipe.

Crystal Ball - After you talk to Merluvlee about getting her autograph
               (requested by Koopa Koot) you'll have to get the Crystal
               Ball located at Dry Dry Outpost from Merlee.

Crystal Berry - This is the only berry in Flower Fields where you can't
                eat it. Give it to Rosie after she tells you to get
                something more beatiful (it's found from Posie and her
                tree) than the Water Stone and she'll give you the Water
                Stone as thanks.

Diamond Stone - In Dry Dry Ruins, you'll need three stones to get to
                Tutankoopa's area. This is one of the three that you'll need.

Dictionary - Before you enter Shy Guy's Toy Box, a Shy Guy will run off with
             Russ T.'s (the scholar in Toad Town) dictionary. Without the
             dictionary, Russ T. can't give you any information. Give it back
             to him and he'll give you a Star Piece as a reward.

Diploma - Although this should be called a Master's Degree Card, it's called
          a Diploma. After you win the five battles at the dojo, you'll get
          this as proof that you beat the strongest character in the game.

Dolly - At the beginning of the game, whack the trees in Jr. Troopa's
        Playground. A Dolly will drop out of one of them. Give it to
        Goombaria and you'll get a Star Piece as a reward.

Empty Wallet - After Koopa Koot asks you to find his wallet, it'll become hidden
               in one of the bushes of Koopa Village. Give it to Koopa Koot to
get
               a coin as a reward.

Fertile Soil - Talk to Posie for the first time and she'll give you the Fertile
               Soil in Flower Fields. This is one of the four items (with
               coooperation of the Magical Bean, Miracle Water, and the Sun) you
               need to reach the Cloudy Climb.

First-Degree Card - After you win the first battle (against Chan) at the dojo,
                    you'll get the First-Degree Card.

Fortress Key - These keys are used to open one of the many locked doors in the
               Koopa Bros. Fortress.

Fourth-Degree Card - After you beat the fourth battle at the dojo (the second
                     battle with the Master) you'll get the Fourth-Degree card
                     as proof that you beat him.

Frying Pan - Before you enter Shy Guy's Toy Box, a Shy Guy will run off with
             Tayce T.'s (the cook) frying pan. Without the frying pan, Tayce T.
             can't make anything. Give it back to her and she'll whip up a
             Cake for you.

Glasses - After Koopa Koot asks you to find his glasses, they'll become hidden
          in one of the bushes of Koopa Village. Give it to Koopa Koot to get
          a coin as a reward.

Gold Credit - After you do Koopa Koot one of the many favors he requests, he'll
              give you the Gold Credit. You can play Smash Attack, the second
              mini-game, in the Playroom.

Jade Raven - After you rescue all five Yoshi Kids, talk to the Yoshi Chief. As
thanks for rescuing in the kids, he'll give you the Jade Raven.
This
             unlocks the second part of Jade Jungle.

Koopa Legends - The very first favor of Koopa Koot is to borrow the book Koopa
                Legends. Talk to Kolorado's wife to get the book and bring it
                back to Koopa Koot to get the super-awesome reward of a single
                coin.

Kooper's Shell - After you capture all of the Fuzzies in the jungle behind
                 Kooper's house, you'll get Kooper's Shell. Kooper willl join
                 your party as thanks.

Letter - There are many letters throughout the land. If you find one, deliver
         it to the addressed person to get a Star Piece as a reward (though
         sometimes you're just asked to deliver another letter).

Lucky Star - The most important Key Item in the game is the Lucky Star. With it
             you can use the Action Command (allows you to deal extra damage and
             block attacks) during your battles.

Lunar Stone - In Dry Dry Ruins, you need 3 stones to open up Tutankoopa's area.
              This is one of the 3 that you'll need.

Lyrics - After you talk to the lyricist at Club 64, you'll learn that he needs
         some music to make his song work. He'll give you the Lyrics in hope
         that you'll find a composer somewhere in the world.

Magical Bean - After you save Petunia from the Monty Moles in Flower Fields,
               you'll get the Magical Bean. You can use this in cooperation
               with the Fertile Soil, Miracle Water, and the Sun to reach
               Cloudy Climb.
    Found: Get from Petunia in Flower Fields after defeating the Monty Moles.
    Information: Plant this in the patch of fertile soil in the main area of
                 Flower Fields, then use Miracle Water to make it sprout.

Magical Seed - These things can be found in the following places: Mt. Rugged,
               Toad Town, Forever Forest, and Yoshi's Village. If you plant
               all four in Toad Town's Flower Garden, you'll open the path to
               Flower Fields.

Mailbag - Before you enter Shy Guy's Toy Box, a Shy Guy will run off with
          the post office's only Mailbag. Without the Mailbad, Mario
          can't read any letters. Give it back to the postman and he'll give you
          a Star Piece as thanks.

Melody - After showing the Lyrics to the composer, he'll give you the Melody and
         tell you to take it back to the Lyricist in Club 64. You'll get the
         Attack FX-D badge as a reward.

Miracle Water - After you save Lily by giving her the Water Stone in Flower
                Fields, you'll get the Miralce Water. You can use this in
                cooperation with the Fertile Soil, Miracle Water, and the Sun
                to reach Cloudy Climb.

Mystery Note - In Shy Guy's Toy Box, you'll get a strange note written in the
               language of the Shy Guys. After Russ T. has his Dictionary, he'll
               be able to translate the note for you.

Mystical Key - In Tubba Blubba's Castle, the Mystical Key is lying in Tubba
               Blubba's room. He'll shout that he's being stolen so quickly
               outrun Tubba Blubba and take it to Windy Mill to get to
               Tubba Blubba's Heart, his weak point.

Odd Key - After you talk to Rip Cheato in the Toad Town Tunnels, head through
the
          pipe. You'll appear in the room that's always locked from the inside.
Grab the Odd Key and unlock the room to create a shortcut to the end
of
          the Toad Town Tunnels.

Old Photo - After Koopa Koot asks you to get his photo, talk to the first Boo
that
you see at Boo's Mansion (near the stars by the entrance). He'll
give
            you Koopa Koot's old photo.

Package - Koopa Koot has a package addressed to him in Gusty Gulch. Retreive it
          from the old Boo and give it to Koopa Koot for your 3 Star Piece
reward.

Palace Key - There are a few locked doors (not red and blue) in Crystal Palace
and
             the normal Palace Key can unlock them.

Prison Key - There are two prisons in Bowser's Castle. Defeat the guards
guarding
them and they'll release the Prison Keys. Unlock the prisons and
the
             Toads in there will make a Toad House for you.

Pulse Stone - In Dry Dry Outpost, talk to Moustafa up in the secret house and
              he'll give you the Pulse Stone. This stone beeps faster as you
              get to the area of Dry Dry Ruins and when you reach it, place the
              stone on the rock to reveal the ruins.

Pyramid Stone - The final stone of the 3 in Dry Dry Ruins is the Pyramid Stone.
                You use this to unlock the path to Tutankoopa's area (the boss).

Record - After playing the mini-game where you try to guess which Boo has the
         Record, you'll actually get the record. This will allow you to draw
         the Boo guarding the chest with the weight away from it's guarding
         area.

Red Jar - After Koopa Koot asks a favor of you, he'll tell you to buy some
          certain items in Dry Dry Outpost in a certain order. Do so to
          get the Red Jar. Give it to Koopa Koot to complete one of his
          favors.

Red Key - This is the second of the two colored keys in Crystal Palace. There
          is a single door in the palace that's red. Astonishingly, the Red
          Key is used to open up that door.

Ruins Key - There are many locked doors in Dry Dry Ruins. Locate the Ruins Keys
            to unlock all of these doors.

Scarf - After you talk to Merle in the Star Kids area (Starborn Valley), you'll
        get the legendary heirloom the Scarf. Use this in combination with the
        Bucket to open the path to Shiver Mountain.

Second-Degree Card - After you defeat the second batttle in the dojo (it's
                     against Lee) you'll get the Second-Degree Card as proof of
                     your victory.

Silver Credit - After you complete the second favor for Koopa Koot (where you
                have to fetch a Sleepy Sheep for him) you'll get a coin and
                the Silver Credit. Use this to access the first mini-game, the
                Jump Attack, in the Playroom in Toad Town.

Star Stone - After Madam Merlar tells you the five-hour short version of why she
             can help you, you'll get the Star Stone. You need to place this on
             the ice block located in Shiver Mountain to unlock the path to
             Crystal Palace.

Storeroom Key - After you retreive the Storeroom Key from Shy Guy's Toybox,
bring
it to the second shop in Toad Town. Give it to the man and
you'll
                get to take any of the items, including the required Toy Train,
                out of the Storeroom.

Tape - After you clear favors one and two for Koopa Koot, he'll ask that you
       fetch a tape from Goompa in Goomba Village. Head there and talk to
       Goompa and get the Tape, then return it to Koopa Koot.
    Found: Get from Goompa in Goomba Village after Koopa Koot asks you to get
           it for him.
    Information: This is a tape of something, but it's something that Koopa
                 Koot wants back for some mysterious reason.

Third-Degree Card - After you defeat the Master for the first time (third
battle)
in the dojo you'll get the Third-Degree Card as proof of
your
                    victory.

Toy Train - After you get the Toy Train from the Storeroom in the shop, you can
            drop in into the Toy Box to access all the other stations.

Ultra Stone - Before Raphael leaves after he builds you the pully to get to the
              volcano, he'll give you the Ultra Stone. Use it to upgrade Super
              Rank members to Ultra Rank.

Volcano Vase - After clearing Chapter Five the treasure in the volcano will fly
               out and land in Jadge Jungle. Get the Volcano Vase from the chest
               and give it to Kolorado in exchange for a Magical Seed.

Warehouse Key - When you're trying to prove that you didn't kill Mayor Penguin,
                the frozen pond will be unguarded. Do a Tornado Jump on it to
                shatter the ice and you'll get the Warehouse Key. Shockingly
                enough, this unlocks the warehouse in Shiver City.

Water Stone - Lily needs this stone to survive but Rosie won't give it up until
              you fetch her a Crystal Berry.

Weight - After using the Record to lead the Boo away from the chest, open the
         chest to find the Weight. Attatch this to the chandelier to keep it
         hanging down so you can open a secret room.


============
Common Items
============
These can restore HP or FP, deal damage in battle, or cause effects in battle.
Listed in alphabetical order.

Apple - This will restore 5 HP. It's just like a Mushroom except it's... well,
an
        apple. And it's rarer.

Blue Berry - This will restore 5 FP. It's required once in Flower Fields and
after
             that it won't be a "required" item again. Whenever you exit and re-
             enter the area with the Blue Berries they come back (unlike other
             items) so you can keep eating them until your health is restored.

Bubble Berry - This restores 5 HP. DON'T eat this because you'll pretty much
only
               need it once for a very important thing. You can get as many as
               you like but it's a long trip to the tree that holds them.

Dizzy Dial -  Use this and it'll make all the enemies in battle dizzy. This
              doesn't work on all enemies. It works rarely on bosses, especially
              if it's a boss near the end of the game. For normal enemies, it
              depends on how much luck you have and the chapter you're playing.
              Anyway, enemies can't attack as long as they're dizzy.

Dried Fruit - This recovers 15 HP. It can be found in the Dry Dry areas (not
              surprisingly). It's useful for certain situatuions so don't
              instantly toss it or sell it.

Dried Pasta - This will restore three HP and two FP. Or maybe it's the other way
              around... I can't remember. Anyway, it is pretty much useless
because pratically nothing is restored. I suggest tossing it if
you
              get one.

Dried Shroom - This restores one hit point. If you get one, toss it. I shouldn't
               have to tell you that anyway.

Dusty Hammer - You can throw this hammer at any enemy to cause very minimial
               damage. Like the Dried Shroom, I suggest tossing it.

Egg - Like the Mushroom and the Apple, the Egg will give you five lovely HP
back.

Fire Flower - This will spit out a bunch of flames, causing three damage to
every
enemy. It's HIGHLY useful near the beginning of the game but
later,
              once you get to chapters four, five, six, seven, and eight, it
              becomes somewhat useless.

Fright Jar - I don't think highly of this, though some people may like it. If
you
             use it, a ghostsly spirit will come out and frighten some enemies
             away. This doesn't work on _all_ enemies, only a few at a time
             (though if you're lucky it can scare away all enemies at once).

Goomnut - This small nut recovers three FP. You can find it only by whacking the
          tree to the right of Goombario's house in Goomba Village. I find it
          useful only for creating things with Tayce T. It isn't that helpful
          on its own.

Honey Syrup - The Honey Syrup is a very common FP-restoring item. It'll restore
              five FP for you. It's sort of an annoyance because most moves with
              FP require more than five.

Iced Potato - The only place you can find an Iced Potato on the table in Shiver
              City's Toad House. Each time you exit and re-enter, a new potato
              rests on the table. It restores five HP.

Jammin' Jelly - The first of the four most important combat items in the game
                is the Jammin' Jelly. A very rare snack, I suggest you save this
                in a shop and take it out only when you are very, very close to
the final Bowser. Only use them in the final battle, since
they're
                too valuable to waste. Why? They restore 50 FP!

Koopa Leaf - If you shake the bushes in Koopa Village then you'll eventually
find
             the Koopa Leaf. The Koopa Leaf is a small snack that restores three
             FP. Good for a very brief moment at the beginning of a dungeon.

Lemon - Lemons are used to help you get through certain things in the game but
the
        effect that it actually has on Mario is pretty weak. It'll only restore
one HP and two FP. A Lemon should be a very rare item in the game.
Lemons
        are too tasty to restore only a hit point and two flower points.

Life Shroom - The second of the four most important combat items in the game is
the Life Shroom. You just have to keep it in your invetory and
it'll
take effect on its own when the time is needed. When Mario gets
down
              to zero HP, the Life Shroom will take effect and bring him back to
              life, along with giving him ten HP. It's enough for you to quickly
              use another healing item to get back in the game.

Lime - These are like the Lemons; used to get through certain things in the game
       but not that useful during a battle. The Lemon will restore three FP for
       you. If you want a quick FP boost at the beginning of the dungeon, then
       use this.

Maple Syrup - The Maple Syrup is an evolved version of the Honey Syrup. It will
              restore ten FP for you. Though not as common as the Honey Syrup,
              the Maple Syrup is still a pretty common item.

Mushroom - 5 HP. That's all I'm saying.

Mystery? - This is a totally random item. It can be found at the Boo shop for
one
coin. You never know what item this will be. It could be a Dried
Shroom
          or it could be a Jammin' Jelly. Maybe a Thunder Rage or a Fire Flower.
          If you're feelinig lucky, use this.

Pebble - Weakest attack item. Ever. Yes. Okay. Sure. Fine. Whatever.

POW Block - These things are sorta useful only when you're facing enemies with
            shells. So I suggest bringing these along for Koopa Bros. Fortress
            and Bowser's Castle (those are the two main ones). It deals two
            damage to each enemy on the playing field but it'll also flip the
            shells of turtle-type enemies over.

Red Berry - found in Flower Fields only, it restores five HP. Just a quick
            energy boost if you need one.

Repel Gel - This is a very rare item, but it is very useful. The Repel Gel will
            make Mario invincible. Well, he'll actually become invisible and
            enemies will go right through him. There are less than four of these
in the game so save them for when you really, really need to use
them.

Shooting Star - The Shooting Star is one of the most powerful attack weapons. If
you use this, then all enemies will suffer six damage. It's
like a
                slightly weaker version of the Star Storm... but portable! No,
wait, Star Storm is portable too >_< That wasn't even funny.
I'll
                be going now.

Sleepy Sheep - Something that is useful, but you'll probably never use it. The
               Sleepy Sheep has pretty much the same effect as the Dizzy Dial.
               Use this and it'll make all the enemies in battle sleepy. This
doesn't work on all enemies. It works rarely on bosses,
especially
               if it's a boss near the end of the game. For normal enemies, it
               depends on how much luck you have and the chapter you're playing.
               Anyway, enemies can't attack as long as they're sleepy.

Snowman Doll - The Snowman Doll is anything but a doll. Use this and a gigantic
               snowman will drop down and bounce around, causing four damage to
               each enemy. Useful especially in Mt. Lavalava where you're facing
               fire enemies.

Stinky Herb - Very few of these can be found in Flower Fields. They're not even
              useful either. The Stinkey Herb will recover 5 FP for you.

Strange Leaf - The Strange Leaf is in the bushes outside of Boo's Mansion. It's
               exactly like the Stinky Herb: it restores 5 FP.

Stop Watch - The Stop Watch is pretty much the same as the Dizzy Dial and the
             Sleepy Sheep. Use this and it'll make all the enemies in battle
frozen. This doesn't work on all enemies. It works rarely on
bosses,
             especially if it's a boss near the end of the game. For normal
enemies, it depends on how much luck you have and the chapter
you're
             playing. Anyway, enemies can't attack as long as they're frozen.

Super Shroom - A somewhat-common item near the middle and end of the game, a
rare
               item at the beginning of the game (except in shops). The Super
               Shroom is an upgraded version of the Mushroom; it can restore ten
               HP.

Super Soda - the Super Soda is an upgraded Tasty Tonic (listed below). This item
             will heal both shrinking and poisoning (if you're poisoned you'll
             lose one HP per turn and if you've shrunk then your attack power
             halves) but it will also recover 5 FP.

Tasty Tonic - an item that no one will really use, though it's there just in
case.
              The Tasty Tonic can heal both shrinking and poisoning (if you're
poisoned you'll lose one HP per turn and if you've shrunk then
your
              attack power halves).

Thunder Bolt - The Thunder Bolt is a step down from the Thunder Rage (listed
               below). When you use a Thunder Bolt it'll zap one enemy, causing
               five damage. Good for the beginning of the game, when Mario isn't
               that powerful.

Thunder Rage - The Thunder Rage is a step up from the Thunder Bolt (listed
above).
When you use the Thunder Rage, it'll zap all enemies, causing
five
damage to each enemy. Good for basically any point in the game
when
               you're out of FP.

Ultra Shroom - The third of the four most important combat items in the game is
               the Ultra Shroom. This might be the most important one, and it is
so rare that there are only three in the whole game. Save these
in
shops and take them out only before you face the final Bowser.
Why?
               They restore 50 HP!

Volt Shroom - The Volt Shroom is useful only for enemies that make direct
contact
              with Mario when attacking. If an enemy touches Mario when he uses
              the Volt Shroom, it'll prevent you from being hurt and the enemy
              will suffer one point of damage.

Whacka's Bump: The final of the four most important combat items in the game is
               the Whacka's Bump. While it is still very important, I'd say it
               is the least important out of the four. In order, it's the Ultra
               Shroom, Jammin' Jelly, Life Shroom, and the the Whacka's Bump.
You can get only eight Whacka's Bumps in the game, but you can
get
               them near the beginning. Whack Whacka (in Mt. Rugged) with your
               hammer and you'll get his bump. After eight times he disappears.
               Get all eight and then save them; save two for the final Bowser.
               You might want to save three even. Why? They restore 25 HP and 25
               FP!

Yellow Berry - The Yellow Berry is the final berry type that's located in Flower
               Fields. This will restore 3 HP and 3 FP.


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				        Badges			    	      |
|			    The Stuff that help you PWN easier		BDGPWN|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

Attack FX A
-----------
Location: In Merlow's Star Piece shop at Shooting Star Summit. Buy for a single
Star Piece.
Description: Changes the sound effects when Mario's attacking.
BP Cost: 0

Attack FX B
-----------
Location: Just outside Koopa Village, destroy the blocks in this order; left,
right, and middle. A red block will appear. Hit it to obtain the Attack FX B.
Description: Changes the sound effects when Mario's attacking.
BP Cost: 0

Attack FX C
-----------
Location: From the exit out of Mt. Rugged into Dry Dry Desert, go right one
screen
and then down three. Go onto the stone here and then jump up from it to reveal a
hidden block, of which you obtain the Attack FX C from.
Description: Changes the sound effects when Mario's attacking.
BP Cost: 0

Attack FX D
-----------
Location: Do the Chanterelle sidequest. Look up Sidequests for more information.
Description: Changes the sound effects when Mario's attacking.
BP Cost: 0

Attack FX E
-----------
Location: In West Shiver City, go into the first house on the screen. Jump on
the
bookcase and head up to the attic, and go through the window. Outside, go and
jump
to the second house's roof, and go through the window there. Open the chest
inside
for the Attack FX E badge.
Description: Changes the sound effects when Mario's attacking.
BP Cost: 0

Bump Attack
-----------
Location: 3rd purchase from Rip Cheato.
Description: Lets Mario destroy a weaker enemy in the field by hitting it.
BP Cost: 5

Chill Out
---------
Location: Merlow's shop for 3 Star Pieces.
Description: Keeps you from being hit by a First Strike.
BP Cost: 2

Close Call
----------
Location: A red box with a ? mark on its face in Goomba Village - Toad Town
path.
Description: When Mario's in danger, enemies sometimes fail to attack.
BP Cost: 1

Damage Dodge
------------
Location:
1. Mt. Rugged, where you get the second letter and a Star Piece. Behind the
pillars where some of the background is hidden, head left, and jump up. Travel
the
path, and get the Damage Dodge badge from the chest.
2. Buy it from Rowf's for 150 coins.
Description: If you do the action command, decreases Mario's damage by 1.
BP Cost: 3

D-Down Jump
-----------
Location: On the second floor of Tubba Blubba's Castle, after crossing the first
bridge, destroy the cracked section of the wall with Bombette's ability. Going
in,
use the Spin Jump on the upper-right floor panel, and on the bottom, fly left
with
Parakarry's ability.
Description: Disables an enemy's defense power and causes some damage.
BP Cost: 2

D-Down Pound
------------
Location: Rowf's Badge Shop, 75 coins
Description: Disables an enemy's defense power and injures it.
BP Cost: 2

Defend Plus
-----------
Location: One screen right of Pink Station in Shy Guy Toybox. Spin Jump onto
the first box, and up on the top, go left. Open the chest for the Defend Plus
badge.
Description: Decreases the damage that Mario takes by 1.
BP Cost: 6

Dizzy Attack
------------
Location: Red box with a ? mark on its face in Toad Town - Koopa Village path.
Description: Delivers a blow that makes an enemy dizzy and unable to move.
BP Cost: 2

Dizzy Stomp
-----------
Location: After getting the Ultra Hammer in Lavalava Volcano, go down the lower
path in the same room, and destroy the block. Continuing, fly across the lava
with Parakarry, and open the chest up at top.
Description: If it works, the enemy Mario jumps on becomes dizzy.
BP Cost: 1

Feeling Fine
------------
Location: Merlow's shop for 5 Star Pieces.
Description: Protects Mario from poisoning and dizziness during attack.
BP Cost: 3

Fire Shield
-----------
Location: In Lavalava Volcano, in the very large room, when taking the rope down
to the left of the Save Block, get off about midway onto a small island. The
Fire
Shield badge will be here.
Description: Makes the damage Mario takes from fire attacks go down by 1.
BP Cost: 2

First Attack
------------
Location: Rowf's Badge Shop, 100 coins
Description: Lets Mario destroy a weaker enemy with a First Strike.
BP Cost: 1

Flower Finder
-------------
Location: Merlow's shop, for 12 Star Pieces.
Description: After beating an enemy, makes more flowers appear than usual.
BP Cost: 3

Flower Saver
------------
Location:
1. Buy from Merlow's shop for 25 Star Pieces.
2. Throw a Blue Berry down the well to the right of Petunia in Flower Fields.
Description: During battle, saves 1 FP every time you attack.
BP Cost: 6

FP Plus
-------
Location:
1. On the screen left of the Koopa Brothers Fortress entrance, use Bombette's
explosion ability to destroy the wall. Go through the pipe and go right to get
the
badge.
2. Forever Forest, one screen north of the exit to Boo's Mansion. Get it from
the
center.
3. Buy it from Rowf's shop for 150 coins.
Description: Increases maximum FP by 5.
BP Cost: 3

Hammer Throw
------------

Location: Box on roof just outside of Toad Town in Goomba Village - Toad Town
path.
Description: Lets you do a Hammer Throw. Costs 2 FP.
BP Cost: 2

Happy Flower
------------
Location: In Flower Fields on the path towards Petunia, hit the three trees in
the
following order; middle, right, and left. The Happy Flower badge will drop from
the left tree.
Description: Restores FP automatically during battle at a slow rate.
BP Cost: 3

Happy Heart
-----------
Location: In Lavalava Jungle, when climbing the great tree, before you head into
the second room, continue on the outside of the tree. You'll easily spot the
Happy
Heart badge.
Description: Restores HP automatically during battle at a slow rate.
BP Cost: 3

Heart Finder
------------
Location: Merlow's shop, for 12 Star Pieces.
Description: After beating an enemy, makes more hearts appear than usual.
BP Cost: 3

HP Drain
--------
Location: Buy from Merlow's for 15 coins.
Description: Decreases Mario's attack power by 1. Restores 1 HP per turn.
BP Cost: 3

HP Plus
-------
Location:
1. Stump outside Kooper's house in Koopa Village. Use Kooper's ability to get
it.
2. Forever Forest. On the fifth screen of the regular path, go right instead of
left, and get the badge from the center.
3. Buy it from Rowf's shop for 150 coins.
Description: Increases maximum HP by 5.
BP Cost: 3

Ice Power
---------
Location: Go one screen right of Pink Station in Shy Guy Toybox. After heading
through the reversible wall and along the linear path, go up and grab the Ice
Power badge from the chest.
Description: Increases attack power against fire enemies by 2.
BP Cost: 2

I Spy
-----
Location: Get the Calculator from the Shy Guy two screens left of the entrance
to Shy Guy Box. Once you obtain it, go and talk to Rowf in his shop and give it
back to him. In return, he'll give you the I Spy badge.
Description: A sound and icon alert you to a nearby hidden panel.
BP Cost: 1

Jump Charge
-----------
Location: Buy from Rowf's shop for 50 coins.
Description: When charged, Mario's Jump power goes up by 2.
BP Cost: 1

Last Stand
----------
Location: Castle bedroom that is next to the kitchen, obtained by Peach. It can
be put into a magical box later on. It then can be obtained by Mario from the
magical box in the Shooting Star Summit's Fortune Shop.
Description: When Mario's in Danger, he receives only half the damage.
BP Cost: 1

Lucky Day
---------
Location: Finish the LONG letter chain, ending with getting the badge from
Goompapa. For more detail, check Sidequests.
Description: Sometimes makes enemies fail to attack Mario.
BP Cost: 7

Mega Jump
---------
Location: In the Shiver Valley, when climbing up the stairs to the Crystal
Palace,
after the first flight, continue heading right. Hit the red block that has a ?
expression on it's face to obtain the Mega Jump badge.
Description: Mario stomps on a single enemy using tons of attack power.
BP Cost: 3

Mega Smash
----------
Location: In Flower Fields, when going to see the sun, on the way, you'll notice
a Lakitu. When you encounter it, go up a bit to find a bunch of stairs. Head up
the stairs, and use Bombette's explosion ability on the rock, and drop down the
hole where the rock originally was. The Mega Smash badge will be there.
Description: Hammers an enemy with a huge amount of attack power.
BP Cost: 3

Money Money
-----------
Location: Buy from Merlow's for 20 Star Pieces.
Description: After a battle, lets Mario get twice as many coins as usual.
BP Cost: 7

Multibounce
-----------
Location: Rowf's Badge Shop, 75 coins
Description: Jumps on all enemies in a row if action command is timed right.
BP Cost: 1

Pay-Off
-------
Location: Merlow's shop, 1 Star Piece
Description: The more damage Mario takes, the more coins he receives.
BP Cost: 2

P-Down, D-Up
------------
Location: In Crystal Palace, in the upper part of the entrance hallway, go up
into
the center room. Hit the wood panel, go down, and head right two rooms. Open the
chest here for the P-Down, D-Up badge.
Description: Decreases attack power by 1. Increases defense power by 1.
BP Cost: 2

Peekaboo
--------
Location: At Merlow's shop, for 10 Star Pieces.
Description: Makes it possible to see your enemy's HP.
BP Cost: 3

Power Bounce
------------
Location: In the cell room of Koopa Brothers Fortress. Use Bombette's explosion
ability to destroy a crack in the wall, allowing you to get it.
Description: Lets you do a Power Bounces. Uses 4 FP.
BP Cost: 2

Power Jump
----------
Location: Get from Goompa after rescuing him and taking him to Goomba Village.
Description: Lets you do a Power Jump. Costs 2 FP.
BP Cost: 1

Power Plus
----------
Location:
1. Defeat the black Shy Guy in the room to the left of the entrance of Shy Guy
Box. After doing so, open the chest he was guarding to get a Power Plus badge.
Description: Increases Mario's Jump and Hammer attack powers by 1.
2. Buy from Merlow for 25 Star Pieces.
BP Cost: 6

Power Quake
-----------
Location: After obtaining Sushie as a partner in Lavalava Islands, in the screen
north of the second part of Yoshi Village, go off the dock using Sushie's
ability,
and go to the island in the middle. Hit the red block to get the Power Quake
badge.
Description: Greatly damages all enemies on the ground or ceiling.
BP Cost: 2

Power Rush
----------
Location: Castle Library after defeating Tutankoopa, obtained by Peach. It can
be put into a magical box later on. It then can be obtained by Mario from the
magical box in the Shooting Star Summit's Fortune Shop.
Description: When Mario's in Danger, his attack power increases by 2.
BP Cost: 1

Power Smash
-----------
Location: Toad Town Sewers in a chest, available after getting the Super
Hammer.
Description: Hammers an enemy using lots of attack power.
BP Cost: 1

P-Up, D-Down
------------
Location: In the mirror room, after you push the mini-rhino statue, head right
two screens. Open the chest for the P-Up, D-Down badge.
Description: Increases attack power by 1. Decreases defense power by 1.
BP Cost: 2

Quake Hammer
------------
Location: Mt. Rugged, same screen as Save Block. Use Parakarry to fly you over.
Description: Slightly damages all enemies on the ground or ceiling.
BP Cost: 1

Quick Change
------------
Location: Merlon's shop. Super Jump onto the floor three times in their, and the
Quick Change badge will drop down from the attic.
Description: Changes your party member and attacks with it on that turn.
BP Cost: 4

Shrink Stomp
------------
Location: Toad Town Undergrounds, 1 screen right of entrance in a chest.
Description: If it works, the enemy shrinks. Its attack power decreases.
BP Cost: 1

Slow Go
-------
Location: In Dry Dry Ruins, go to the top of the cage around the Super Hammer.
Circle the top ledge, then drop down to the ledge just a bit below. Go to the
left
part, and on the bottom, go through the wall to see a chest. Open this for the
Slow Go badge.
Description: Makes Mario unable to run. His pace becomes very slow.
BP Cost: 0

Smash Charge
------------
Location: Up a ramp from the exit to outside the top of Koopa Brothers Fortress.
Description: When charged, Mario's Hammer power goes up by 2.
BP Cost: 1

Speedy Spin
-----------
Location: Rowf's Badge Shop, 75 coins
Description: Increases the distance Mario can Spin Dash.
BP Cost: 1

Spiked Shield
-------------
Location: Second coffin in the room after Dry Dry Ruin's entrance.
Description: Lets Mario jump on a spiked enemy without taking damage.
BP Cost: 2

Zap Tap
-------
Location: Merlow's shop, for 10 Star Pieces.
Description: In battle, makes most enemies who touch Mario take damage.
BP Cost: 4



 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				   Tayce T Recipes		              |
|		           	    "Yum! Cookie!"			RCIPES|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|


Apple Pie
-=-=-=-=-
Cake Mix + Apple


Big Cookie
-=-=-=-=-=
	   Blue Berry
	   Egg
Cake Mix + Goomnut
	   Red Berry
	   Yellow Berry


Bland Meal
-=-=-=-=-=
	      Blue Berry
	      Coconut
	      Egg
	      Goomnut
Dried Pasta + Life Shroom
              Red Berry
	      Super Shroom
	      Volt Shroom
	      Yellow Shroom


	      Goomnut
	      Life Shroom
Fire Flower + Super Shroom
	      Volt Shroom

Goomnut + Strange Leaf

              Cake Mix
	      Coconut
Iced Potato + Egg
	      Life Shroom
	      Mushroom
	      Super Shroom
	      Volt Shroom

	     Blue Berry
	     Goomnut
Koopa Leaf + Red Berry
	     Yellow Berry


Strange Leaf + Goomnut


Boiled Egg
-=-=-=-=-=
      Stinky Herb
Egg + Strange Leaf


Cake
-=-=
Cake Mix


Coco Pop
-=-=-=-=
Coconut + Cake Mix


Deluxe Feast
-=-=-=-=-=-=
Whacka's Bump + Strange Leaf


Dizzy Dial
-=-=-=-=-=
Strange Leaf
	       Stinky Herb
Strange Leaf + Volt Shroom


Egg Missile
-=-=-=-=-=-
Egg + Fire Flower


Electro Pop
-=-=-=-=-=-
Volt Shroom + Cake Mix


Fire Flower
-=-=-=-=-=-
Dried Fruit + Strange Leaf


Fire Pop
-=-=-=-=
Fire Flower + Cake Mix


Fried Egg
-=-=-=-=-
Egg


Fried Shroom
-=-=-=-=-=-=
Dried Shroom
	       Fire Flower
Dried Shroom + Mushroom
Super Shroom

Frozen Fries
-=-=-=-=-=-=
Iced Potato + Fire Flower


Honey Candy
-=-=-=-=-=-
Cake Mix + Honey Syrup


Honey Shroom
-=-=-=-=-=-=
Honey Syrup + Mushroom


Honey Super
-=-=-=-=-=-
	      Life Shroom
Honey Syrup + Super Shroom
	      Volt Shroom


Honey Ultra
-=-=-=-=-=-
Honey Syrup + Ultra Shroom


Hot Shroom
-=-=-=-=-=
	       Super Shroom
Dried Shroom + Volt Shroom

	   Fire Flower
Mushroom + Super Shroom
	   Volt Shroom

Volt Shroom


Jelly Pop
-=-=-=-=-
Jammin' Jelly + Cake Mix


Jelly Shroom
-=-=-=-=-=-=
Jammin' Jelly + Mushroom


Jelly Super
-=-=-=-=-=-
                Life Shroom
Jammin' Jelly + Super Shroom
		Volt Shroom


Jelly Ultra
-=-=-=-=-=-
Jammin' Jelly + Ultra Shroom


Kooky Cookie
-=-=-=-=-=-=
	   Koopa Leaf
Cake Mix + Maple Syrup
	   Stinky Herb


Koopa Tea
-=-=-=-=-
Koopa Leaf


Koopasta
-=-=-=-=
Koopa Leaf + Dried Pasta


Lemon Candy
-=-=-=-=-=-
Lemon + Cake Mix


Life Shroom
-=-=-=-=-=-
	  Life Shroom
	  Mushroom
Goomnut + Super Shroom
	  Volt Shroom
	  Ultra Shroom

	     Life Shroom
	     Mushroom
Koopa Leaf + Super Shroom
	     Volt Shroom
	     Ultra Shroom

	       Life Shroom
	       Mushroom
Strange Leaf + Super Shroom
	       Volt Shroom
	       Ultra Shroom


Lime Candy
-=-=-=-=-=
Cake Mix + Lime


Maple Shroom
-=-=-=-=-=-=
Mushroom + Maple Syrup


Maple Super
-=-=-=-=-=-
	      Life Shroom
Maple Syrup + Super Shroom
	      Volt Shroom


Maple Ultra
-=-=-=-=-=-
Maple Syrup + Ultra Shroom


Nutty Cake
-=-=-=-=-=
Goomnut
Goomnut + Cake Mix


Potato Salad
-=-=-=-=-=-=
Iced Potato


Shroom Cake
-=-=-=-=-=-
	   Mushroom
Cake Mix + Super Shroom
	   Life Shroom


Shroom Steak
-=-=-=-=-=-=
	      Dried Shroom
Life Shroom + Mushroom
	      Super Shroom

Ultra Shroom

	       Dried Shroom
	       Life Shroom
Ultra Shroom + Mushroom
	       Super Shroom


Sleepy Sheep
-=-=-=-=-=-=
	       Blue Berry
Strange Leaf + Red Berry
	       Yellow Berry


Spaghetti
-=-=-=-=-
Dried Pasta.


Special Shake
-=-=-=-=-=-=-
Melon

        Apple
        Blue Berry
        Honey Syrup
	Koopa Leaf
	Lemon
Melon +	Lime
	Maple Syrup
	Strange Leaf
	Red Berry
	Yellow Berry


		Apple
		Blue Berry
		Coconut
		Honey Syrup
Jammin' Jelly +	Lemon
		Lime
		Maple Syrup
		Melon
		Yellow Berry


Strange Cake
-=-=-=-=-=-=
Cake Mix + Strange Leaf


Super Soda
-=-=-=-=-=
Apple
Blue Berry
Honey Syrup
Jammin' Jelly
Red Berry
Yellow Berry

	Blue Berry
	Lemon
Apple + Lime
	Red Berry
	Yellow Berry

Jammin' Jelly + Koopa Leaf

	Blue Berry
	Koopa Leaf
Lemon +	Red Berry
	Yellow Berry

       Apple
       Blue Berry
       Koopa Leaf
Lime + Lemon
       Maple Syrup
       Red Berry
       Yellow Berry

	  Apple
	  Blue Berry
	  Koopa Leaf
Coconut + Lemon
	  Melon
	  Red Berry
	  Yellow Berry

Honey Syrup + Koopa Leaf
	      Maple Syrup

Blue Berry + Red Berry + Yellow Berry (Any 2)


Sweet Shroom
-=-=-=-=-=-=
	   Life Shroom
Cake Mix + Ultra Shroom


Tasty Tonic
-=-=-=-=-=-
Bubble Berry
Coconut
Lemon
Lime
	      Apple
	      Blue Berry
	      Coconut
Honey Syrup + Lemon
	      Lime
	      Red Berry
	      Yellow Berry


Thunder Rage
-=-=-=-=-=-=
Volt Shroom + Dried Fruit


Volt Shroom
-=-=-=-=-=-
	      Life Shroom
	      Mushroom
Dried Fruit + Super Shroom
	      Ultra Shroom


Yoshi Cookie
-=-=-=-=-=-=
Melon + Cake Mix


Yummy Meal
-=-=-=-=-=
Dried Frust + Dried Pasta

	      Dried Fruit
Iced Potato + Strange Leaf

	       Dried Pasta
	       Egg
Ultra Shroom + Fire Flower
	       Dried Pasta

Whacka's Bump


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				      Shop List		    	        SHPLST|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

====================
Upper Toad Town Shop
====================
Fire Flower	10 coins
Fright Jar	5 coins
Honey Syrup	10 coins
Mushroom	5 coins
POW Block	5 coins
Sleepy Sheep	10 coins


========
Merlow's
========
Attack FX A	1 Star Piece
Pay-Off		1 Star Piece
Chill Out	3 Star Pieces
Pretty Lucky	5 Star Pieces
Feeling Fine	5 Star Pieces
Happy Heart	8 Star Pieces
Happy Flower	8 Star Pieces
Peekaboo	10 Star Pieces
Zap Tap 	10 Star Pieces
Heart Finder	12 Star Pieces
Flower Finder	12 Star Pieces
HP Drain	15 Star Pieces
Money Money	20 Star Pieces
Flower Saver	25 Star Pieces
Power Plus	25 Star Pieces


==================
Koopa Village Shop
==================
Dizzy Dial	10 coins
Fire Flower	8 coins
Honey Syrup	8 coins
Mushroom	4 coins
POW Block	4 coins
Volt Shroom	15 coins


====================
Lower Toad Town Shop
====================
Dizzy Dial	15 coins
Stone Cap	30 coins
Tasty Tonic	5 coins
Thunder Rage	20 coins
Volt Shroom	10 coins


======
Rowf's
======
All or Nothing  100 coins
Damage Dodge    150 coins
D-Down Pound    75 coins
Dodge Master    100 coins
Double Dip      100 coins
First Attack    100 coins
FP Plus         150 coins
Group Focus     100 coins

HP Plus         150 coins
Jump Charge     50 coins
Mega Quake      200 coins
Multibounce     75 coins
Sleep Stomp     75 coins
Speedy Spin     50 coins
Spin Smash      75 coins
S. Smash Chg.   100 coins


====================
Dry Dry Outpost Shop
====================
Dried Pasta	3 coins
Dried Shroom	2 coins
Dusty Hammer	2 coins
Honey Syrup	5 coins
Mushroom	3 coins
Thunder Bolt	5 coins


==================
Boo's Mansion Shop
==================
Life Shroom	50 coins
Maple Syrup	25 coins
Mystery?	1 coin
Snowman Doll	15 coins
Stop Watch	25 coins
Super Shroom	13 coins


====================
Yoshi's Village Shop
====================
Fire Flower	5 coins
Honey Syrup	6 coins
Snowman Doll	15 coins
Super Shroom	15 coins
Tasty Tonic	2 coins
Thunder Rage	15 coins


================
Shiver City Shop
================
Dizzy Dial	15 coins
Life Shroom	40 coins
Maple Syrup	20 coins
Shooting Star	30 coins
Snowman Doll	8 coins
Super Shroom	20 coins


===============
Star Haven Shop
===============
Life Shroom	25 coins
Maple Syrup	10 coins
Shooting Star	15 coins
Stop Watch	15 coins
Super Shroom	10 coins
Super Soda	3 coins


====================
Bowser's Castle Shop
====================
Dizzy Dial	25 coins
Maple Syrup	30 coins
Mystery?	5 coins
POW Block	15 coins
Super Shroom	30 coins
Thunder Rage	30 coins


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				   Tayce T Recipes		              |
|		           	    "Yum! Cookie!"			08BSCS|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

======
Battle
======
In battle, you will have a turn-based system, and you perform attacks based on
timing and button pushing. First Mario and then his partner take turns to
attack,
then the enemies attack. (There are some exceptions with monsters who attack
every
two turns, but they are rare) After you defeat an enemy, they will give off SP
according to your level.

During the fighting, you and your enemies exchange hits. Mario can be poisoned,
put to sleep, or paralyzed. Each of these statuses will last up to 3 turns. In
addition, if your partner is hit, that partner will be out for a number of turns
equal to how much damage he took.


======
Levels
======
After you defeat a monster or boss in battle, it will give off Star Points,
which
are this game's experience points. Once it reaches 100, you will gain a level,
and
be able to choose an increment of 5 in HP, FP, or 3 in BP. Once that particular
status reaches 50, or in BP 30, you will be unable to increase it any more.
Also,
monsters do not give a specific amount of Star Points, although bosses do. After
you get past a certain level, they will no longer give any Star Points, though
they will give off coins still.


======
Badges
======
Throughout the game, you can collect special items called badges. These badges
allow you to perform a special effect, whether in-battle or on the field. They
will require a prequisite amount of BP, though.


========
Controls
========
Control Stick - Move
Because it's 2-D characters in a 3-D world, Mario can't actually turn around
completely. Whenever you move Mario with the control stick he'll either walk up
without turning or walk down without turning. He'll always be facing the left or
right. Still, moving is quite easy. You can run across most surfaces, though
things like lava and spikes are dangerous. Walking on those will cause you to
fly
back (something you have no control over). Mario doesn't run that fast so when
you get Spike in Flower Fields I suggest you use him to move around. Controlling
Sushie and Spike while riding them is exactly like controlling Mario; use the
control stick to move up or down while facing left or right. They move faster
though, so use them whenever you can.

A Button - Jump
Like in most Adventure games (though not in RPGs) you use the A button to jump
up
in the air. Mario can't jump that high, though he can jump high enough to reach
most ledges. He can't jump far either; you'll usually have to use Parakarry if
you wish to get across lots of gaps late in the game. Until then, there really
aren't that many gaps that you have to cross. Half the time you'll use springs
to
reach higher levels but the other half you'll just jump. You can jump over most
enemies, though not all. It's risky to jump over a spiky enemy so I suggest not
trying.

B Button - Hammer
Very, very early in the game (like in the first ten minutes of the Prologue)
you'll receive the Hammer. From then on you can use your hammer ot smash blocks
and shake tress by pressing B. Your hammer is a combat item as well. You can use
it to smash enemies in combat, dealing damage (it's one of your biggest damage
dealers in the game). Outside, you can upgrade your hammer to the Super Hammer
and Ultra Hammer. They do more damage outside of battle and inside battle they
can perform more powerful smashes, causing you to break grey and eventually red
blocks.

Z Button - Spin Dash
The Spin Dash is available from the beginning of the game. It is used only to
let
Mario get around faster. He'll spin around in place and you can move him around
while he's doing so. It won't damage enemies and it is not an attack of any
kind.
You can't jump while doing it either. Also, when Mario reaches the end of the
Spin Dash, he'll stop momentarily in place.


=====
Moves
=====
GOOMBARIO - Headbonk: This is pretty much the same as Mario's jump attack. To do
                      this move, just up and press A just as you land. You'll do
                      an extra point of damage.

GOOMBARIO - Tattle: Before you get the Peekaboo badge, it's impossible to tell
                    the health of an enemy. With Tattle, you can get the health,
                    attack, defense, and some side information on an enemy. Very
                    useful attack, especially for FAQers who need these stats!

GOOMBARIO - Charge: Use this for 2 FP and Goombario will (the next turn) have
his
attack raised by two. If you use this with something like
the
                    Multibonk or even with the Headbonk it can lead to a very
                    powerful attack.

GOOMBARIO - Multibonk: This is the Headbonk evolved. For three FP, you can jump
            as many times as you want on an enemy as long as you don't miss the
            action command. So if you use this with Charge and if you're REALLY
            good, then you can take out a boss with this!

KOOPER - Shell Toss: Kooper will curl up into his shell and throw himself at an
                     enemy. You can use this on spiked enemies because Kooper
                     will be protected by his shell.

KOOPER - Power Shell: For 3 FP, you can use the upgraded Shell Toss move. This
                      is pretty much the exact same thing except it hits all of
                      the enemies instead of just one.

KOOPER - Dizzy Shell: For 4 FP, you can try to make as many enemies as you can
                      dizzy. Rapidly tap the A button before the attack and the
                      more you tap, the better chance you have of dizzying your
                      enemies.

KOOPER - Fire Shell: For 5 FP, you can use a very powerful Fire Shell attack.
                     Rapidly press left before use to make the attack super-
                     powerful.

BOMBETTE - Body Slam: This attack is Bombette's weakest. Hold A until the star
                      lights up and then release. Bombette should charge at an
                      enemy, causing some damage to whoever she aimed it at.

BOMBETTE - Bomb: For 3 FP, you can use the Bomb. Rapidly press A to make the
bomb
                 stronger and stronger. After a certain amount of time, Bombette
                 will run over to the enemy target and use this deadly move.

BOMBETTE - Power Bomb: For 6 FP, you can do a MUCH more powerful version of the
Bomb. Rapidly press A until it reaches a certain point
and
Bombette will blow up, damaging all enemies on the
ground.

BOMBETTE - Mega Bomb: For 9 FP, you can do a VERY powerful version of the Bomb.
                      Rapidly press A until it reaches a certain point and time
and Bombette will blow, damaging all enemies on the
ground,
                      in the air, AND on the ceiling.

PARAKARRY - Sky Dive: This is like a jump attack basically. Just before making
                      impact with whatever enemy you're facing press A to cause
                      extra damage. This is a very weak attack and doesn't work
                      on spiked enemies.

PARAKARRY - Shell Shot: For 3 (I think) FP you can do a fairly powerful attack.
For this, hold left as the target line moves up and
down.
                        When it is lined up with the enemy, release left and
                        you'll charge at the enemy, causing damage. If you mess
                        up the target line, you'll miss the enemy completely so
                        be careful.

PARAKARRY - Air Lift: For 3 FP, you can try to carry an enemy out of battle.
                      Rapidly press A for the enemy you want to lift and the
                      more you press A, the better a chance you have of carrying
                      it away. Keep in mind that spiked enemies will damage
                      Parakarry if he tries to carry them away.

PARAKARRY - Air Raid: For six FP, you can do a huge attack attacking every
single
                      enemy on screen (ground, air, and ceiling). Rapidly tap
                      left before attacking to increase power.

BOW - Slap: A very weak attack that doesn't work on sheleed enemies or bosses,
            but it's highly useful for the weaker enemies. Rapidly press left to
            build power and Bow will do several slaps, causing a point to a few
            points of damage each.

BOW - Outta Sight: For three FP, you can use one of the best attacks in the
game.
                   This will allow Mairo to be invisible and invincible for one
turn. However, it costs Bow two turns to use so you can't
make
                   Mario completely invisible/invincible for a whole battle,
                   sorry!

BOW - Spook: For three FP, you can try to scare as many enemies away from the
             field as possible. Rapidly press left before doing the attack to
             increase your chances of scaring enemies away.

BOW - Fan Smack: For five FP you can do an upgraded version of the Slap. Like
the
                 Slap, rapidly push the control stick to the left and you'll get
                 a very powerful attack. However, it fails on most bosses and
                 shell/spiked enemies but for everyone else, it's very useful.

WATT - Electro Dash: A weak but sometimes useful attack is the Electro Dash.
Hold
A until it charges up to the star and release to do the
most
                     damage to your target.

WATT - Power Shock: For 2 FP you can try to paralyze an enemy. Rapidly press A
to
                    increase chances of paralysis.

WATT - Turbo Charge: Watt can boost Mario's attack power for several turns by
                     using the Turbo Charge. Press A the moment the star lights
                     up to increase the amount of turns that Mario will have his
                     power increased.

WATT - Mega Shock: You can paralyze all enemies by using this move. For five FP,
                   press A and B rapidly and to increase chances of paralyzing
                   all enemies.

SUSHIE - Belly Flop: As usual, the first attack is a weak one. For this one,
hold
                     left until the star lights up, then release. Sushie will
                     jump onto an enemy and cause damage (keep in mind this
                     doesn't work on small enemies).

SUSHIE - Squirt: This is a strange type of action command. For three FP, you can
                 shoot a bunch of water at an enemy. Hold A, but don't let it
                 reach the edge. Instead, tap A near the end so it doesn't go
                 back down. That way, you'll get the most power.

SUSHIE - Water Block: For three FP, you can raise the defense of Mario in a
water
                      block. Tap A each time a star lights up to increase the
                      amount of turns the water block will last.

SUSHIE - Tidal Wave: This very powerful, 6FP attack will damage every enemy on
                     the screen. To do it, press the A, B, and up-C buttons when
                     they appear on the screen. You should always try to get at
                     least four to six buttons in before time runs out to cause
                     massive damage.

SPIKE - Spiny Flip: I find this to be a rather useful move even for just a first
attack (I used it constantly when fighting the final
Bowser).
                    You have to aim your cursor at the target before time runs
                    out. If you fail, you miss completely so be careful.

SPIKE - Spiny Surge: For 4 FP, you can have a bunch of spiny eggs thrown at all
                     enemies. Rapidly press the control stick to the left to
                     increase the chances of causing more damage.

SPIKE - Cloud 9: For 4 FP, you can try to hide Mario inside of a cloud. Press A
                 each time a star lights up to increase the time. Sometimes, an
                 attack will miss when Mario is hidden.

SPIKE - Hurricane: For 5 FP you can try to blow away all enemies on the field.
To
                   increase the chances of doing so, rapidly press A and B
                   together.


 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
| + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + |
|				    Author Stuff		    	      |
|		     The Information for all our secret Admirers	ATHSTF|
|_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_|

ME FROG

~~~~~~~~~~~~~~~~~
AIM Contact rules
~~~~~~~~~~~~~~~~~

My AIM: me frog 12345

PLEASE don't start whole conversations with me. Chances are, if I'm on, I'm
usually talking to somebody else, and I don't want to stop to have a
conversation
with somebody that I don't know. Just ask the question, you'll definitely get a
response, and then that's it.

Note that I don't know the answer to everything. If you ask a question that I'm
unsure about, I'll simply tell you that I don't know the answer and that'll be
the
end of it. Kthnxbye.

Also, if you IM me asking something about the FAQ, I'll simply say, "Look in the
FAQ" and then won't say anything else. I really don't like having to stop other
conversations for a few moments to answer some question that's obviously already
typed.

If you don't get an answer in a minute, don't flip. I might be away for just a
couple of minutes, or I might be talking to a bunch of other people at once.
I'll
usually answer within ten minutes of your question, so just keep the text box
open
while you do something else and you'll get a response. If you have no patience
and
keep posting, "What's the answer?" a dozen times, I simply won't answer you. If
it
gets too far, I might even block you, though I rarely do that to people who ask
me
questions.

Don't pop up later and start chatting with me. I personally don't like it when I
start to get into conversations where I don't know you. If it happens
constantly,
I'll simply block you. Note that you don't have to worry about warnings; I'll
never warn someone, I'll just block him or her completely.

Well, that should be it then. Now on to e-mail...

~~~~~~~~~~~~~~~~~~~~
E-mail contact rules
~~~~~~~~~~~~~~~~~~~~

My e-mail address is [email protected]. There are a few things that
you can e-mail me about, and few things that you can't. First the
things that are okay.

Information on the game. No this does NOT mean full world guides,
because if it isn't there I haven't gotten to them yet but I will. It means
additional TIPS on beating a world or correcting information that I messed up.
Secrets are _TOTALLY_ accepted.

Praise mail. I used to be against this, but now I realize how rare praise really
is. Just don't send me things like, "Yer faq is kewl, lol!!!"

Suggestions for the FAQ. Something like, "Why don't you add such and
such in your FAQ. NOT "Why don't you totally re-do your FAQ because it
sucks!" That is just plain rude and annoying. If you don't like my
FAQ, tell me things to make it better!

The things that you CAN'T e-mail me about are...

Spam. This is the NUMBER 0NE thing that you must not send. I get at least twenty
spam e-mails a day and I don't need yours it doesn't help. Please don't send
any.

Asking permission to use this FAQ. No, you can't, so don't bother. Only four
sites, which I have listed at the top of the guide, can use this FAQ.

Hate mail. No I don't appreciate it if you send me an e-mail saying, "Your FAQ
is
the biggest piece of **** ever created! It sucks!" That just
fills up my inbox and it really annoys me.

Spelling/Grammar mistakes. I used to get about ten e-mails a day
saying, "You spelled these two words wrong." or something like, "You
used inappropriate grammar in this chapter." Please people! I can find
those on my own!

And that wraps up the contact. Once again my e-mail is:
[email protected]

=======
CREDITS
=======
CJayC: His awesome game site, and for posting this guide on it.

YamiShuryou: He's my co-author. NO F'ING CRAP I'M CREDITING HIM.
                    __
                   / _|
 _ __ ___    ___  | |_  _ __   ___    __ _
| '_ ` _ \  / _ \ |  _|| '__| / _ \  / _` |
| | | | | ||  __/ | |  | |   | (_) || (_| |
|_| |_| |_| \___| |_|  |_|    \___/  \__, |
                                      __/ |
                                     |___/

You can check out all of my other work at:

http://www.gamefaqs.com/features/recognition/11408.html



YAMI SHURYOU


~~~~~~~~~~~~~~~
Contact Details
~~~~~~~~~~~~~~~
Email: yamishuryou AT gmail DOT com



Here's a list of rules; failure to follow any one of these rules can result in
me blocking you, so use your alternate accounts wisely.
NOTE: I know that there may be a few spelling errors in this guide, but since I
am Canadian, do not be surprised if I use -re instead of -er and other such
rules distinct to our spelling of English.

===================
=Instant Messaging=
===================
-I may usually be talking to friends, or otherwise my slow connection may be
taking a while to register an instant message. Don't freak out if you don't
get a reply after ten seconds.
-Good, proper grammar and spelling. However, you don't need to be too too
perfect, as I have a 60 wpm stroke, a bit too fast for some to keep up with.
-Be polite.
-And of course, always just ask questions that aren't in the FAQs.


=======
=Email=
=======
-Title your email 'Mario and Luigi Help/Errors'
-I usually should be able to respond back in a day or two, but sometimes I may
not be able to reply for a while. Don't freak out if I don't reply quickly
enough.
-Good, proper grammar and spelling. This is more warranted in emails, simply
because you should have the time to spell and punctuate.
-Be polite.
-And of course, always just ask questions that aren't in the FAQs.



Yami Shuryou's credits
----------------------
I'd like to thank the following;

CJayC of GameFAQs for hosting my FAQ.
Stephan NG of IGN for hosting my FAQ.
Leo Chan of Neoseeker for hosting my FAQ.
Myself for writing this.
me frog/Colin Scully for writing the other parts of the FAQ.
You for bothering to read this. I mean, who wants to read the credits? As long
as
you're here, I should say this: Don't do drugs.
Kao Megura who this guide is dedicated to, in his memory.
My cat Bo, for her purring is quite calming.
You, the reader, for still reading these credits.



  .-.  .-.
  (_  \ /  _)        __
       |   _.._ _ o (_ |_    ._  _
       |  (_|| | || __)| ||_||\/(_)|_|



This FAQ/Walkthrough is Copyright 2004 Yami Shuryou. I do not take lightly
the use of this FAQ except for personal use without my permission. Stealing it
may
be a form of flattery, but that doesn't work on me.