_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + | | Table of Contents | |_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_| 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? _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + | | Prologue to Prologue | | The Two Castles PTPTTC| | (Not to be confused with The Two Towers) | |_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_| 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. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + | | Prologue | | A Plea from the Stars PRAPFS| |_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_| ============== 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. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + | | Chapter 1 | | Storming Koopa Bros. Fortress C1SKBF| |_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+_| ==================== 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.