____ | _ \ __ _ _ __ ___ _ __ | |_) |/ _` || '_ \ / _ \| '__| That's as fancy as I get. OK? | __/| (_| || |_) || __/| | |_| \__,_|| .__/ \___||_| __ __ |_| _ | \/ | __ _ _ __ (_) ___ ------------------------------- | |\/| | / _` || '__|| | / _ \ - Paper Mario - | | | || (_| || | | || (_) | - By Mario Legend - |_| |_| \__,_||_| |_| \___/ - 2008 - - All Rights Reserved - - Copyright - - Nintendo 64 - - Started Walkthrough: 1/1/08 - -Finished Walkthrough: 22/3/08- ------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Contents [001] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOTE: If you want to find a particular section as quickly as you can, please just press and hold CTRL+F to open the search box. Type the Chapter code or skip towards the chapter/quest. Contents-----------[001] Introduction-------[002] Version History----[003] Story--------------[004] Controls-----------[005] Characters---------[006] In-game knowledge--[007] Speed Walkthrough ----------- Walkthrough Before the game: The Floating Castle [008] Prologue: A Plea From The Stars---------------[009] 1) Hammers and Gates-------------------[010] 2) The King and I----------------------[011] 3) The Starry Mountain-----------------[012] **How Peach Met Twink**------------------[013] Before the next Chapter----------------[014] Chapter One: Storming Koopa Bros. Fortress----[015] 1) A Pleasant Day----------------------[016] 2) A Fuzzy Problem---------------------[017] 3) The Fortress of Ninjas--------------[018] **Diaries and Secrets**------------------[019] Before the next Chapter----------------[020] Chapter Two: The Mystery Of Dry Dry Ruins-----[021] 1) Rugged and Ready--------------------[022] 2) Dry Dry Dry Dry...------------------[023] 3) Quest of the Mummy------------------[024] **Who Is Tubba Blubba?**-----------------[025] Before the next Chapter----------------[026] Chapter Three: The 'Invincible' Tubba Blubba--[027] 1) The Haunted Woods-------------------[028] 2) House of Boos-----------------------[029] 3) The Heartful Tubba Blubba-----------[030] **The Box of Shy Guys**------------------[031] Before the next Chapter----------------[032] Chapter Four: Trials in the Toy Box-----------[033] 1) The Blue Station--------------------[034] 2) The Pink Station--------------------[035] 3) The Green Station-------------------[036] 4) The Red Station---------------------[037] **Gourmet Guy's Return**-----------------[038] Before the next Chapter----------------[039] Chapter Five: Hot Hot Times on Lavalava Island[040] 1) Run-away Yoshi Kids-----------------[041] 2) Path to the Volcano-----------------[042] 3) The Great Mount Lavalava Treasure---[043] **Trivia Quiz-Off!!**-------------------[044] Before the next Chapter----------------[045] Chapter Six: Dark Says in Flower Fields-------[046] 1) Magical Beans-----------------------[047] 2) Fertile Soils-----------------------[048] 3) Miracle Waters----------------------[049] 4) Quest of the Clouds-----------------[050] **Undercover Princess**------------------[051] Before the next Chapter----------------[052] Chapter Seven: A Star Spirit on Ice-----------[053] 1) Murder Mysteries 101----------------[054] 2) Snowmen, Crystals and Star Kids-----[055] 3) The Palace of Frost-----------------[056] **Final Precautions**--------------------[057] Before our Depature--------------------[058] Chapter Eight: A Star-Powered Showdown!-------[059] 1) Bowser's Basement-------------------[060] 1) The Guard Doors---------------------[061] 2) The final Battles-------------------[062] Ending [063] < Sections A/B/C > *Section A Partners Goombario Kooper Bombette Parakarry Bow Watt Sushie Lakilester Star Spirits Eldstar Mamar Skolar Muskular Misstar Klevar Kalmar *Section B Toad Town Tunnels Map of the Underground The Blooper The Electro Blooper The Floor Panel Chain The Super Blooper -Rip Cheato and his Items -Ultra Boots Location Optional Stuff Koopa Koot Favors Playroom Post Man Mario Enemies Part One: Basic Enemies Part Two: Bosses and Mini-Bosses Sidequestrial Enemies The Amazy Dayzee Wonder Kent C. Koopa The Dojo's Challenges Russ, the boy Toad genius *Section C Frequently Asked Questions Hints & Secrets Legal Stuff and Rules The End ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction [002] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hello, i'm Mario Legend, and welcome to my walkthrough. This is my first ever walkthrough, so please be nice in regards to information and setouts. I realise this may be quite an old game, but thinking of all the things people have invented and created, like emulators and the popular Wii Downloads, i thought this may be a good idea. Something a DO realise is that i couldn't give you 100 % in this walkthrough, but i'll promise i will keep updating as much as i can. I realise I'm an Australian, and yet my walkthrough has American spelling and grammar, but that's because i couldn't get my spell check working in an Australian Spell Check. I hope you have fun, please email as much as you can REGARDING my walkthrough, for say, spelling mistakes, wrong information etc., and just, well, have fun, and i hope you have as much fun with this game as i did. And an important note. Whenever i write a (2) next to the Star Pieces, it means there is another one if you re-enter the area. I am not sure if that was just my game wrecking, though... Good luck! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version History [003] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOTE: I am an Australian, so please don't get confused. (DD/MM/YYYY) 10:14 PM 1/01/2008: Finished Contents and started most of the prior walkthrough sections. 6:40 PM 3/01/2008: Gathered knowledge of Status changes, Character descriptions and menus, and started the walkthrough from the very start. 10:06 PM 5/01/2008: Finished the Prologue after a while, and now in Toad Town. 5:14 PM 13/01/2008: With a lot of delay because of computer crashing, started Chapter one, after listing some of the things you should do before it. Lots left. 4:05 PM 14/01/2008: Finished Chapter 1 and onto the next Chapter. Started the Section's after the walkthrough and currently have only listed a Partners Section. 3:42 PM 16/01/2008: Skipped to some forward planning of after-sections in walkthrough, and used draft to write the Partner section. 11:50 AM 17/01/2008: After unlocking the Toad Town Tunnels, started the next Section, for the tunnels themselves. Lots to do and aiming to finish Chapter Two before the 19th. 7:06 PM 18/01/2008: Finished Chapter 2 one day before goal. Starting Chapter 3 after I finish the new Toad Town Tunnels areas and some Koopa Koot requests. 4:43 PM 21/01/2008: Still haven't started Chapter Three, moving very slowly because of all the errors I found. 5:23 PM 7/02/2008: I have heaps of school, and just finished updating the enemies list, the mistakes in my walkthrough are fixed, and everything is up to date after a re-run. Continuing Chapter 3. 4:33 PM 12/02/2008: Chapter Three is finished, yay! Now, onto the Toy Box. 4:22 PM 17/02/2008: Completed Chapter Four. Section A nearly completed, and Section B still needs working on. Enemies and Boss list is all up to date along with Koot favors and the Toad Town Tunnels visits. 6:25 PM 23/02/2008: In 5th Chapter, after getting Sushie. 7:47 PM 27/02/2008: Making Jade Jungle map... 7:48 PM 4/03/2008: Finished all of Jade Jungle, and halfway through the Mt. Lavalava volcano. Continuing parts after obtainance of Ultra Hammer. 1:01 PM 8/03/2008: Got back into doing walkthrough, and finished Chapter 5. 7:19 PM 11/03/2008: Chapter 6 finished. 8:44 PM 18/03/2008: Chapter 7 finished (and only took 7 days, coincidental?) 6:45 PM 21/03/2008: In Chapter 8 and just got past the second locked door. 6:35 PM 22/03/2008: Finally finished walkthrough, and running through spell check then sending it to sites. 7:29 PM 23/03/2008: Ran through it, added the remaining Star Pieces i was missing, and badges, and submitting to sites. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Story [004] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once upon a mushroom... Far, far away beyond the sky, way above the clouds, it's been said that there was a haven where the Stars lived. In the sanctuary of Star Haven there rested a fabled treasure called the Star Rod, which had the power to grant all wishes. Using this wondrous Star Rod, the seven revered Star Spirits watched over our peaceful world carefully...very carefully. Then one day, a terrible thing happened...The evil king Bowser appeared in Star Haven and stole the Star Rod! Using its incredible power he quickly imprisoned the seven Star Spirits! Completely unaware of the trouble in far-off Star Haven, Mario was back home in the Mushroom Kingdom, eagerly reading a letter from Princess Peach. It was an invitation to a party at the Castle! With much anticipation, he and his brother Luigi set off for the party, oblivious to the chaos that lay ahead... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Controls [005] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Button- Mario Jump on-field Lets Mario do an action command Continues through dialogue and written words Choose from options, yes/no etc. Choose a command when in battle Opens doors at houses or in dungeons Lets Mario do a Spin Jump by pressing again while in mid-air B Button- Lets Mario use his Hammer on-field Goes back a menu when in battle or when choosing something Speeds through dialogue and speech Declines options Executes action command for some partners C-Down - Use your current Partner that's beside you use their unique ability, press again for some partners to trigger another add-on to the ability, example, Bombette's explosion can be speeded up by hitting C-Down after pressing it to start her countdown. Lets you scroll through the small descriptions in the Start Menu C-Up - Shows Mario's HP, FP, Star Power, Star Points and Coins Lets you scroll through the small descriptions in the Start Menu C-Left - Opens all of Mario's current items on a screen to the right C-Right - Opens Mario's list of partners that he has befriended This lets you pick a partner any time other than during dialogue Z Button- Allows Mario to do a spin dash, prolongs for a short amount of time and can be extended with badges that can make it last longer and give it some special effects Scroll back through dialogue incase you missed something important Swaps attacking order with your partner while in battle Start - Opens the Start Menu, allowing you to access the Stats, Badges, Items, Part, Spirits or Map tabs. Analogue- Used to move Mario around the screen. Hold it down to enter a warp pipe Execute some action commands with you and your partner Pick options whether in dialogue or when buying something Digital - Not used L+R - Not used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Characters [006] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mario: The totally awesome mustached man is back! Unfortunately for all the wrong reasons. Bowser kidnapped Peach, Star Spirits are going missing and towns are falling apart with monster attacks! Luckily for Mario, with the help of his fellow companions, he tries to save Peach once again, but that depends on your strengths. Peach: Damsels in distress are very common in Mario games, so very common. Peach, the pink-dressed Princess (as I call her) is once again kidnapped by the evil "Koopa King" and needs Mario's help...once again...But with the help of her companion, Twink, she's able to contact Mario, and give him hints on the next location of any Star Spirit, soon enough resulting in a cataclysmic defeat of Bowser and Kammy Koopa, letting Peach be set FREE! (that spoiled it the game...) Bowser: The "Koopa King" is BACK! For once I'd REALLY like to see Kamek or Kammy Koopa led a Mario game, but not today. Kammy Koopa IS Bowser's helpful magical servant, but an annoying one at that. Bowser is NOT controllable in the game, unlike Mario/Peach, so he practically is in this is game as a Mega-Boss. After versing him multiple times, maybe Peach could be saved... Partners: Like in most Mario games, he always has a helper, guide or partner him or help him throughout the game. This time he has 8 companions, which help with certain events and battles in the game. There are Koopa's, fish and many more to befriend! (6 more to be exact) Twink: Peach's helpful companion, Twink sends messages from the floating Bowser castle back to the Mushroom Kingdom, to help Mario in his quest. Twink is like a mailman, or mailwoman, I never exactly did check Twink's gender. But I most definitely think that HE is a boy. Kammy Koopa: Kammy Koopa is Bowser's most trusted servant, if Bowser has ANY trust. She is a old aged Magikoopa, and feeds Bowser about Mario's current whereabouts, and gives Bowser some ideas on defeating Mario too. If only Peach had a teleporter to escape from Bowser, but that would end the series. Star Spirits: The most HELPFUL people, or "its", in the game I think are the Star Spirits, because they give you some powerful attacks! These include healing, attacking, sleeping and time-enducing moves! Although the attacks DO take some Star Power away, the amount of damage and helpfulness does pay its rewards. These Spirits have been scattered around Mushroom Kingdom, and it's your job to find them, and save them! Luigi: Only seen at the start of the game, he doesn't serve much purpose. Toads: Although useless and utterly, uhh, useless, these Toads are just here for some help and maybe some items, but it depends on who you ask. Maybe Toads are very greedy, and some Toads just Cook...yes cook. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In-game Knowledge [007] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When in game, you should know about some things before you start your adventure, here they are... -HP (Heart Points) These are basically Mario's/an enemy's life, or stamina. The higher your points are, the more you can stand up to a powerful attack and just laugh at it. These are redeemable with items such as mushrooms, but cannot exceed the total MAX you currently have. Say you have 10/15, reviving 10 HP with a Super Mushroom DOES NOT make your HP 20/15, like some bosses have the power to do. This status can be upgraded at a the leveling up stage by 5 points per level up. -FP (Flower Points) These, are a bit harder to explain. Basically these are like your Magic Power, which give you the ability to do some special moves depending on what and how much you have. These special moves can be made by equipping badges, and can also be made after getting certain items, or even some partners. If you don't have enough FP from your MAX to execute a move, then the move does not go ahead. The higher your FP the more you can use these moves, which are very useful. After you get some certain partners, ie, Goombario, after some vigorous adventures and obstacles, you will find what you call a "Super Block" which upgrades your partners Rank by 1, and stops upgrading at rank 3 (2 Dots.) Every Rank upgrade, your partner will learn a new move, which usually costs a fair amount of FP. -BP (Badge Points) In this game, there are things called, Badge Points, which let you use some badges depending on how many badge points you have. Badge points vary from 0-7 or more, and are very useful in battle and outside battle, depending on what badge you've obtained/equipped. -Enemy Descriptions Throughout the game, I made boxes made of -'s. These are Boss/Mini-boss strategies, and are what help you to beat a boss. The formula is simple. The top part of the box is the name, the second, is the information, and the third is what happens after. Example: --------------------------------------------------------------------------- Boss Battle: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: ATK: DEF: Strategy: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- However, this is different compared to the information given in Section B. It lists all the enemies life, attack, defense, first location, about the enemy and Goombario's Log. More descriptive, and better to use. The Start Menu -Stats Shows Mario's level at the top ranging from 1-27, Mario's current number of coins from battles and trades, your time spent playing Paper Mario (the current file), the number of Star Pieces you have collected during your journey and your current Hammer/Boots. Also your HP and FP out of your max, Current/MAX, and your Star Points from battle and your current amount of Star energy in your Star Gauge. -Badges Shows amount of Badges you currently own, and the other tab shows how many badges you have currently equipped. Having more than one badge will be grouped into the section most appropriate and to the left it will show how much BP you have and how much you have already used equipping the badges you have. -Items Has all the items you have currently obtained during your adventure. It's separated into 2 groups which shows the items that are most important (Key Items) and the items that are usable in battle. (Items...Items) Key items are for a special event, or are just too valuable to be listed as a "item" for you may not be able to progress throughout the game without them, like a scarf. Items items are for your everyday battling and healing. These can be stored up to a maximum of 10 items *sob* and can be used anytime during your battle phase or outside a battle on field. These items can heal your FP and HP depending on what you have, and can vary on the amount recovered depending on the type of item you have obtained. You will have to constantly say goodbye to these items because of the poor amount you can carry at 1 time. -Party After getting Goombario as your first party member, this tab can become available for your using. It shows all 8 party members, after you've befriended them. It also shows their current abilities, depending on whoever member is rotated to the front. Next to the partner also shows their Rank, which varies from 1/2/3. These are represented by dots, R1 having none, R2 having 1 dot, and R3 having 2 dots. -Spirits After saving the first Star Spirit in the Koopa Bro. Fortress, this Menu Tab becomes accessible. This shows you the amount of spirits you have saved, and where you saved them. After you save a certain Spirit, the silhouette is replaced by the Star Spirits actual self, and allows you to see the Star Spirits attack that it gave to you as its aid to your quest. -Map Basically it shows the Map of Mushroom Kingdom, and the paths you must take to get to a area. After visiting an area, the name and location of the area is shown on the map, for you to view. Although hardly ever used, it may come in handy sooner or later...? Status Changes -Attack/Defense UP Being a good ailment, this can come in very useful when executing certain attacks. Say for instance, after raising your attack about 5 times with a certain Item or Power, it can cause a higher consecutive damage counter depending on how much you raised, what badges you have equipped and your current Boots. Say you have Super Boots with 5-Charged up attacks, your damage will be 7, 6, 5, 4, 3, 2, 1, 1, 1, 1 etc. Depending on the enemies defense, the damage will be different. For a enemy with a high defense, your attack is subtracted from its defense. So, if you have a attack of 4, and your enemies defense is 1, 4-1=3, so your damage will only cause up to 3 damage. Also, after raising your defense, your enemies attack is subtracted by your defense, basically the reverse of raising your attack. To figure out what happens when ATK/DEF goes down, do the opposite. So, if you lose 1 DEF after you had 3, your enemies power against you becomes +1 of what it did before. -Zap Tap/Electrified After equipping the Zap Tap badge, Mario becomes a source of Static energy. When a enemy attacks Mario directly, or in a kinetic manner, the attacker is hit back with a static shock, causing some line of damage. -Status Recovery After equipping Happy Heart/Happy Flower or using a certain mushroom, Mario will slowly recover his HP/FP at a steady pace and will continue until it reaches the MAX. After using FP or losing HP after it reaches the MAX, the recovery system will start again, but that's only for the Happy Heart/Flower badges. Using a mushroom will fade after a while. -Transparency After Mario becomes transparent, basically this means he cannot be attacked until the countdown reaches 0. Easy. Unfortunately, some enemies can trigger this ability also, which makes it very fair...I guess... -Rock Hard Mario When Mario finds a Stone Cap, he can turn INTO stone, which makes all damage to Mario =0! But, threes a catch. Mario CANNOT attack once the Stone Cap has been equipped, so only your partner may attack, if your partner is able to, that is. -Sleep After becoming drowsy, or falling asleep almost instantaneously, Mario cant attack as long as the countdown sequence hasn't reached 0 yet. Getting attacked when sleeping, can cure this ailment. -Dizzy When you're Dizzy, attacking a opponent seems like trying to fit a elephant in a needle, even though you wont try. Sometimes, the elephant can be quite small, or the needle big, so it can fit. In other words, sometimes you land an attack, and sometimes you don't. -Poison When Mario is poisoned, Mario loses a Heart every time it's his turn, and always, ALWAYS, will do 1 damage. Luckily, sometimes you live through the poison because of White cells, but sometimes...*sniffle* This can be avoided by equipping the "Feeling Fine" badge, or just curing Mario with an item, simple. -Freeze Once Mario meets Ice-based enemies, way way WAY beyond the start of the game, he freezes. Like the Sleep ailment, you must wait for the countdown, or get hit by a very powerful fire attack. -Shock/Paralysis Self explanatory. Basically its like freeze or any other change. The enemy really cannot attack. -Time Stop When Mario uses Time Out, he literally freezes time around the enemies. This can last for up to 4 turns, and yet, they move when you hit them for some reason... NOTE: Some of these ailments can be caused to an enemy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Speed Walkthrough ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a basic and quick version of the walkthrough. It took about 10 minutes to write, so this just shows how much I extended this walkthrough for you. Prologue - 1. Talk to Goomba's until you fall off veranda. 2. Obtain Hammer in bushes at the left. 3. Head right until you end up back at Goomba Village, defeating the Jr. Koopa and all enemies. 4. Smash Yellow Block and head right to Toad Town. 5. Explore, and make your way two screens left, and enter the big blue door to the north. 6. Head right to the huge Summit, and talk to Star Spirits. Chapter 1 - 1. Talk to Merlon, then mysterious Toads outside to the right, then Merlon again. 2. Head right through Pleasant Path and defeat enemies, and take lower path once you come to the fork. 3. Defeat some Fuzzies, and head to Blue Koopa's house, and chase Fuzzy, and win his game. 4. Head back to the fork, and right to Koopa Bros. Fortress. 5. Progress through fortress, and collect keys to the boss, only to defeat the boss, and obtain first Star Spirit. Chapter 2 - 1. Head to Toad Town Train Station, exploding the rock to ride to Mt. Rugged. 2. Progress through Mt. Rugged collecting letters to get your partner, Parkarry, while collecting the Red Seed. 3. Head to the rightmost part of Mt. Rugged, defeat Buzzar and enter Dry Dry Desert. 4. Explore desert, head through centre path to the right until you end up in Dry Dry Outpost. 5. Explore and find Moustafa for the Key to the ruins. 6. Head towards ruins using the 'key' and enter them. 7. Progress through ruins obtaining Super Hammer and the 2nd Star Spirit. Chapter 3 - 1. Enter Forever Forest via Toad Town southeast's bridge. 2. Head through Forever Forest, collecting Blue Seed. 3. Zoom through Boo's Mansion, getting the Super Boots. 4. Head right through Gusty Gulch and its Outskirts to Tubba Blubba's house. 5. Find and run from Tubba Blubba, and enter windmill, defeating his heart and Tubba Blubba for next Star Spirit. Chapter 4 - 1. Destroy Shy Guys in Toad Town and enter the house leftmost in the area where Harry's Shop is. 2. Use Bow to uncover Toy Box entry, and enter. 3. Progress through Blue Station, left to right areas and enter Pink Station. 4. Progress through Pink Station, left to right areas and enter Green Station. 5. Progress through Green Station, feeding Gourmet Guy, areas right to left. 6. Enter Red Station, and obtain Watt from leftmost area, and defeat General Guy in the rightmost area, for next Spirit. Chapter 5 - 1. Find Kolorado and Whale in Toad Town Port and head to Lavlava Island. 2. Head right and constantly save Kolorado, and enter Jade Jungle after Yoshi Kids go missing. 3. Find Yoshi kids and collect Yellow Seed. 4. Unlock hidden path with Jade Raven from Yoshi Leader and get to Raphael Raven. Follow him until he makes a way for you to enter the Volcano. 5. Progress through the Volcano, getting the Super Blocks and the Ultra Hammer, and collect next Star Spirit. Chapter 6 - 1. Unlock Flower Gate with seeds from Bub-ulbs to Flower Fields. 2. Head east and defeat Monty Moles in Petunia's Garden for a Magical Bean, while smashing the tree for a Red Berry. 3. Head to the southwest corner, defeating everything until you reach Posie for the Fertile Soil 4. Head to the centre, then the southeast corner, progressing through while getting the Super Block to Lily, then head back to the eastern areas, and defeat the Lakitu's at the maze. 5. Head through the maze, and talk to Rosie, then go talk Posie, and then go talk to Lily. 6. Head northwest from the centre, and head through the area to talk to the sun, then go destroy the Puff Puff Machine in Northeast Cardinal Fields, and go back to the sun. 7. Plant the seeds and soils, and defeat Huff N. Puff in clouds for next Spirit. Chapter 7 - 1. Solve the murder mystery, by getting the key to the lake (the rest is self explanatory from there.) 2. Head into Shiver Snowfields, and defeat Jr. Troopa. Progress through areas, defeating the Monstar until you get to Starborn Valley. 3. Talk to Merlar and get the Scarf, and then to the Mayor of Shiver City for the bucket, and give to snowmen to access the Shiver Mountain. 4. Progress through the Mountain, getting the Star stone from Merlons ancestor, and enter Shiver Palace. 5. Do everything in Shiver Palace, defeating the Crystal King along with the Crystal Bits for final Spirit. Chapter 8 - 1. Go to Shooting Star Summit and take the portal to Star Road. 2. Head through the road and get to Star Haven, and enter the dome, where Mario will be granted the Star Beam and a ride to Bowser's Castle. 3. Progress through the castle, and prove the first guard door wrong to get past it. 4. Progress through the rest of the castle until you end up at Princesses castle, and defeat Bowser until you win the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Walkthrough ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ Please Read This - ------------------ Some notes before we start. -If you want to see an enemies description, type * then the enemy name. e.g., *Goomba. Type the singular form only. Finding Bosses is a little more hard, type exactly as a wrote, e.g.. if I wrote for a title Boss Battle: Bowser???, type the part after the colon, so don't type *Boss Battle etc, type the name of the boss, ie. *Bowser??? -If you do not follow my walkthrough exactly as I wrote it, things may turn out a little confusing. Say I said that you should go Toad Town Tunnels, and you don't. Then I start talking nonsense about Warp Pipes, that's what will happen. -Each time we exit and enter a area, I will list the areas name, items, badges, star pieces and enemies that lurk in it. I will always list items regardless of whether they are obtainable or not, that's just a indication that you missed something, or you'll need to backtrack later. -If you found something and I missed it, please email me. I know this guide isn't perfect. but it's as best as I got, for a first try. -Always read a Boss Section BEFORE you enter it's area. I use certain badge types to defeat it, so it's good to read it to see the badges I say before you realize you haven't equipped it. -At times when Mario has no Super Boots and cannot flip the Hidden Floor panels, I quoted before the guide to the area 'Before you do anything, remember there IS something called a hidden floor panel here, with a Star Piece, so that you can come back when you obtain some new boots.' Copy that quote (without the quotation marks) into the search box (ctrl+f) and revisit the areas that pop up. Or, just type part of that sentence, like 'Before you do anything,' to do it quicker. ------------------------------------------------------------------------------ ******************************** The Floating Castle [008] ******************************** ==Mario's House== Firstly, we start, at Mario's House, oh what a beautiful house. Firstly, we see Parakarry deliver a letter to Mario's House, shortly before Luigi comes out and takes the letter and reads it to Mario, inside the house with the giant "Mario" sign, not "Luigi." Apparently (yes apparently), the letter is from Princess Peach of Mushroom Kingdom, inviting both brothers to a Party back at her castle, along with many other distant townsfolk. (Notice the N64 Super Mario Background?) Like any other "friend," Mario departs his home into the pipe just outside his door to... ==???== Oh, well THATS descriptive. Anyway, watch Mario and Luigi walk all the way to Princess Peach's castle, until you gain control inside. ==Peach's Castle== Anyway, make your way up the close staircase, through the brown door with the star on it. Don't bother with the other doors, everything is locked... but the kitchen (OBVIOUSLY.) Anyway, on the next floor, once again make your way up the staircase yet again, into another brown door with a star on it. After that, make your way up the marble staircase, and enter yet another, brown door, with a star on it (when will this end!) NOTE: Before you enter that door, you can enter Peach's room by speaking to the guard on the 3rd floor several times until he lets you in. After going through the door with the Marble staircase, continue through the incredibly long corridor to the door and enter. After another half-journey through another incredibly long corridor, you meet up with Princess Peach, the Princess of Mushroom Kingdom...with apparently no nose? Anyway, after some chit chat, Peach invites Mario to some alone time on the Castle Balcony. Unfortunately, no balcony today, because Mushroom Kingdom is going for a SPACE TRIP! YAY! After some time going up up up into the distant skies, Peach is astounded by the starry backyard...then, Bowser suddenly crashes through the window, with his faithful servant Kammy Koopa. After some talking, Mario foolishly challenges Bowser, even though he's powered up with a Star Rod. --------------------------------------------------------------------------- Boss Battle: Bowser - First Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 10 ATK: Slash- 1/2 Flamethrower- ?/10 DEF: 0/1 Basically, just Jump on him. I'm not even going to do a strategy for him, threes no point for you will lose no matter what, and if you do win, your game will wreck. So let him defeat you after several jump attacks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After Bowser wins (for once), he rants and raves about his victory, and shoots Mario into the sky, with a thunderbolt attack from his Star Rod, so Mario plummets into the clouds, while Peach is left alone in the evil clutches of the Koopa King... --------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Prologue: A Plea From The Stars [009] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Hammers and Gates [010] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Forest Clearing== As Mario lays on the floor unconscious, 7 Spirits, the Star Spirits, come down to aid Mario. 2 Star Spirits talk for a while, as the elder Spirit, Eldstar, suggests they lend Mario power to walk again. After some powering up for Mario, the Star Spirits leave, as two Goombas come to aid Mario. It turns out the Goomba, Goombaria, recognizes Mario due to his signature clothes and moustache, so she calls the rest of her family over to take Mario back to the Toad Inn, in a town called: Goomba Village ==Goomba Village== As your still sleeping in the Toad Inn, Eldstar once again beckons Mario to wake up from his current state, and come to a location known as Shooting Star Summit, which you will be visiting very soon. After Eldstar pops into thin air, a Toad comes in as Mario wakes up, and mentions that this town only has 1 family in the whole town, and how that you may have dreamed about the whole thing. Once you gain control, head out the door. Go to your right, and Save your game for the first time. Head south and examine the bush for a coin. This is the only form of currency in this game. Now, head right to the Goomba Village gate, where the man is pacing. He says that the gate is currently broken, so you'll have to wait for it to get fixed. Now, head to the giant house to the right of the Toad Town Inn and enter. Make your way to the back of the house via the door, and talk to the Man on the veranda. His name is Goompa, and he's currently fixing the veranda. So, head outside again, and Goombario will tell Mario his dad, the one pacing at the gate, has finished fixing it. Go talk to his dad at the gate, and after some talking, the evil Kammy Koopa appears, and drops a Yellow Block onto the gate! Now, you can't pass through. After Goombario's dad throws a tantrum about how he just fixed the gate, he suggests that you go see Goompa, who's currently fixing the veranda, for a Hammer. So go do so and head into the back of the big house again. Once you arrive at the back, Mario realizes that the veranda is gone! Talk about Sherlock Homes. After Mario floats in mid-air for a while, which did remind me about the Road Runner and Kyote show, he plummets to the ground, floating like paper onto the floor behind Goomba Village. ==Under the Village== And a Repel Gel, so come back for that too when you get a new hammer (to the south in the grassy area is both the Repel Gel and Star Piece.) Pass the broken down veranda to your right and talk to Goompa. He says that he may have dropped the Hammer on landing, so you must look for it. Head to your left into the next area. And don't try to destroy the Yellow Block, waste of time. ==Under the Village, Left== Items: Hammer in the leftmost bush Coins in all bushes but lower right bush (4) Coins in the upper right bush (2) Coins (2) in the right and middle tree (2) Coins (1-10) in the Coin Block to the North (1-10) Peach Doll in rightmost tree --------------------- Firstly, Goompa says his Hammer is hidden somewhere around this area, and it looks like (see example.) Firstly, examine the bushes for 6 coins, and by bushes, that means every, last, one. Then, once you examine the bush to the left, you obtain a Hammer, YAY! That adds a new attack in battle BTW. Now, hit every tree for 2 coins and a Peach Doll, and the brown block to the north for 1-10 coins, depending on your speed. After you get all the items, head out of this area, but before we do that we have to defeat a new boss that bashes up Goompa. --------------------------------------------------------------------------- Mini-Boss Battle: Jr. Troopa - First Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 5 ATK: Jump - 1/2 DEF: 0 Firstly, doesn't matter what attack you use, so just Hammer or Jump on him at will. This battle is won no matter what for there really is no way to lose...unless you do nothing for about 10 turns, but that's just plainly weird. After some jumping, he powers himself up, so his attacks go up by 1. Doesn't make a difference. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As the little...person gets defeated, he runs off stating that 'I'll be back.' --------------------------------------------------------------------------- ==Under the Village== Items: Coin in the ? Block, southwest of broken veranda. Coins after jumping on the spring (5) Mushroom in tree south of broken veranda Fire Flower on the ledge from jumping on the spring --------------------- Back at this area, head right and Hammer the tree for a free Mushroom. Go southwest for a free coin in the ? block, and then head right and smash the yellow block, to open the pathway. Head towards the floating box, that looks clear and has a heart in it, to fully replenish your status. If you head from there, you will see a Grayish looking block, which is unbreakable at this point of the game. Head north and jump up onto the 3 ledges towards the spring, and jump on it to receive 5 coins, and a fire flower by holding left while in mid-air. After that, go down and head left to the next area. ==Under the Village, Right== Items: Coin in highest tree Star Pieces: Left of highest tree Enemies: Goomba, Spike Goomba, Paragoomba --------------------- As you can see, I've added 2 new sections called Star Pieces and Enemies. Before I explain what they mean, let's head to the right and up the ledges, to meet the first enemy of this game called, the Goomba. NOTE: Goompa mentions something about a 'First Strike' attack, this is when you hit a enemy before battle to cause some damage before entering combat. Read my enemy list for more details about the enemy. After defeating it, head right and defeat the new Spiked Goomba enemy. After that, head across the next pair of ledges, and battle the Paragoomba, AND, after that, head left and hit the tree for a coin, and head more to the left to find a Star Piece. Oooo, wonder what it does. Well, we shall find out soon. Jump down and head to the right again. After you head right, the path will curve and then enter the next area. ==Goomba Village== Items: Goomnut in towns only tree Badges: Power Jump, present from Goompa Star Pieces: Goombaria gives you one by returning her Peach Doll. --------------------- After you enter, open the gate and Goombario and Goombaria talk to Goompa about the veranda and yourselves, as Goompa gets a present for Mario, which turns out to be a Badge! Read the badge section for more on these. When he is the process of finding it, Goombario notices that you had a Peach Doll, which belongs to Goombaria. After choosing to give it to her, you obtain a Star Piece! After some chit-chat, Goombario is soon enough allowed to join your team! Check Section A for a list of Goombario's attacks + description. After that, head to the right, and hit the tree for a Goomnut. Then, smash the yellow block to access the next area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) The King and I [011] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Toad Town Path== Items: Coins (2) Hit the two ? blocks Enemies: Goomba, Paragoomba --------------------- Head to the right and read the sign stating "No Goombas," and a Goomba will come to life from the picture. NOTE: From now on, every NEW enemy you see, you must Tattle, just some forward warning. But, if you want to leave it to me, and you don't want to, that's fine with me. After defeating it, continue right and defeat yet another two Goombas. Head more to the right, and hit the two ? blocks for 2 coins, and head right and defeat the Paragoomba, and head into the next area. ==Toad Town Path== Items: Mushroom from sign Badges: Close Call Badge in red ? Block Enemies: Spike Goomba, Paragoomba --------------------- Head right and defeat the Spike Goomba, and hit the nearby RED ? Block for a Close Call badge. NOTE: Red ? Blocks will always contain a badge. Read the upcoming sign for a Mushroom, and defeat the Paragoomba flying to the right. Head towards the nearby exit, and head into the next area after heal- in at the Heal Block. In this next area, you hear some people start calling out about Mario being in the area, and it turns out to be the Goomba Bros. I call them the Mario and Luigi evolution, but then it ruins the hilariousness of the weird and a bit too big Goombas. After some talking, they challenge you to a battle. --------------------------------------------------------------------------- Mini-Boss Battle: Red and Blue Goomba Bros. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Red Goomba Blue Goomba HP: 7 HP: 6 ATK: 1 ATK: 1 DEF: 0 DEF: 0 Both only having a weak headbonk attack, the Goomba Bros. are very easy to defeat. Unlike most Goombas, this troublesome duo has higher HP than usual Goombas. Firstly, attack the Blue Goomba with Mario's Jump or Hammer. Once the Blue Goomba dies, attack the Red one! Easy as pie. --------------------------------------------------------------------------- After a very brotherly beating, the two Goombas run away crying like little babies, also stating, like Jr. Troopa, 'We'll be back.' --------------------------------------------------------------------------- Head back to the previous area, and heal at the Heal Block. Head back to were you battled the Brothers, and head southeast of the spring, to a Save block, for you'll be needing it. After saving, head onto the spring and go to the right into the next area. In this area, the Mushroom on that signpost is actually a Goomba in disguise, so don't get fooled. Unless you want some Star Points, like I did, battle the little guy. After that, head right and read the signpost, with writing spelling out "Goomba King's Fortress Ahead," which is clearly our next des- tination point. ==Goomba King's Fortress== Items: 1 Coin in the tree northeast of bridge Super Mushroom in hidden path before eastern exit Badges: None Star Pieces: In the tree left of the fortress Enemies: Goomba King Boss & Goomba Bros --------------------- When you enter, you hear the usual Bowser entry music, but for some reason, Bowser isn't here! Once you see the Goomba Bros. run into the Fortress and call for the Goomba King's help, Mario and Goombario enter the area and as Goombario mentions about the vast structure, and how there is a bridge on the other side. After he talks, a googley-eyed giant Goomba comes up, and challenges Mario to a battle. And this time, we have to defeat the little Goomba Bros. again! --------------------------------------------------------------------------- Boss Battle: Goomba King & Goomba Bros. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goomba King HP: 10 ATK: Leg Sweep- 1 Bramble Stomp- 2 DEF: 0 Red Goomba Blue Goomba HP: 2 HP: 2 ATK: 1 ATK: 1 DEF: 0 DEF: 0 This battle is extremely easy, if you know what you are doing. Get Mario to jump on the Goomnut tree in the backround, so a bramble falls onto the Goomba King causing 3 damage, and as the bramble bounces away, it ALSO hits the Goomba Bros, destroying them instantly! After that, Power Jump the Goomba King twice, and Headbonk him once, and you have defeated him! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After the battle, the Goomba King refuses to lose, and runs back into his Fortress. --------------------------------------------------------------------------- Now, head towards the Fortress door, and you overhear the Goomba King talk about a "switch" that Mario shouldn't find. So let's find it! Firstly, hit the nearby tree to receive a Star Piece, then head southeast towards the fortress, and you'll see a light green bush. Shake it, and a Blue Switch comes out. After you hammer it, the Goomba King, ever so slowly, warns you about a switch, and that you shouldn't press it. Luckily, for Mario that is, the switch is actually a self-destruct mechanism that destroys the Fortress! After it plummets to the floor, a new bridge will form. Go across the newly formed bridge via the fortress, and hit the tree above you to get 1 coin. Head right and then before exiting this area, head south to find a gap in the fencing. Enter it and head down the ledges to the right and Hammer the Brick Block to reveal a hidden ? Block! Hit THIS to get a Super Mushroom. Now you can exit via the eastern exit. Oh, what's this? Kammy Koopa... Bowser's/Peach's Castle ---------------------- As Kammy enters the castle and then the room Bowser is staying in, Kammy is reporting to Bowser as he makes sure he is truly invincible. After Bowser feels satisfied, the amazing Koopa Bros. come in! Unfortunately, I'd call them Teenage Mutant Ninja Koopas, but Leonardo and Donatello have been replaced, so we'll just call them the Koopa Bros. After some chatting, she (Kammy) tells the Bros. to show Bowser the amazing move they have. After some amazing Wow's from Bowser, he asks who is guarding the captured Star Spirit. Who I say? NO ONE. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The Starry Mountain [012] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Toad Town Entrance== Items: Sleepy Sheep in chest on the Shelter Badges: Hammer Throw Badge on top of the Shelter in the chest Star Pieces: None (yet) --------------------- Go to your right, and go down the several ledges, and when you get to the bottom, head left to find a ? block which contains a Sleepy Sheep. After you get that, head right towards the shelter and hit the nearby tree to get a Spring. Jump on it onto the shelter and open the chest to your right to get a Hammer Throw Badge! After that, jump off the ledge and head to the right and enter the next area. ==Toad Town, main== When you enter, a random Toad appears and begs for Mario to save Princess Peach. What does he think we're doing, joining the circus? Well, welcome to the terrific town, of Toad Town! This is where all our paths intertwine. Firstly, Toad Town has a variety of attractions, so I'll list them all now. Russ T. : This helpful Toad located in the local library gives helpful hints and secrets throughout the game. So if your missing something, or just want some helpful and secretive, juicy information, ask Russ! Pipe : Here is where you can go back to Mario's home. In here, you can talk to your brother for no apparent reason, or you can check the board to see some records you've made and the number of something you've collected. Dojo : At the Dojo, Mario battles certain people to obtain degrees, but these degrees don't do much other than for people to change what they say to you. The battlers in here are The Master, Lee and Chan. Shop : Here you can buy a variety of items to help you in battle ranging from Mushrooms and Syrups to Fright Jars and Fire Flowers. After some looking and buying (if you want) head to the next part of the town, in other words, head right to the next area. ==Toad Town, east== Star Pieces: Hit tree near western exit --------------------- Firstly, hit the tree nearby for a Star Piece. In this part of the town, once again there are a variety of shops and places you can go, so I'll list them again. Flower Gate: This gate leads to another place for another chapter. Located near the southern exit, this gate will warp Mario to a distant location where flowers lie and berries shine. Inn : This is where Mario can replenish his energy free of cost. Great for when you're low on HP and/or FP. Merlon : This strange fortune teller doesn't let you in at the start of the game, but once he does he helps Mario on his current quest. Say we could ask him now, he'd most likely mention Shooting Star Summit. Badge Shop : This is where Mario can buy some cheap and some whacked out expensive badges. With the owner, Rowf, and his son, Rhuff, are just setting up at this point. Post Office: At the Post Office, Mario and his Partners can get some mail from characters throughout the game. Right now, Goombario would've gotten a letter from the Goomba Bros. so go check that out for a bit. After some more sight-seeing, head north from the Eastern part of Toad Town into the big blue door with a star on it. Head right from the broken down castle, and head across the bridge in the next area. Once you see the upper and lower paths, take the lower path and head into the next area. ==Merluvlee's House== Badges: 15 with Merlow. --------------------- Yes, you read right, 15 badges here, but they're pretty hard to get. But first, enter the house. Here, you see the amazing Merluvlee at the table, with her floating pyramid/crystal "ball". Merluvlee, the basic psychic, gives Mario helpful hints on where Badges, Star Pieces and Super Blocks are. (BTW: Super Blocks +1 Rank to partner of your choice) The psychic does have to charge Mario for the hints, so her current fees are: Star Piece - 5 Coins Badges - 20 Coins Super Blocks - 30 Coins Note Merluvlee cannot give readings to any Badge/Star Piece being owned or carried by any enemy or person. After 1 reading, she does NOT give it again. Notice the purple chest to your right? Well, this chest is a magical chest that works as a "teleporter" for items and badges, so we'll use it later. Once you're done down here, head upstairs to meet Merlow. ==Merlow's Room== Badges: 15 --------------------- Yes, in this SMALL room is where all the amazing badges are located. Unless Merlow has 15 pockets, I've always wondered where he keeps them. Merlow does have a very great variety of Badges, but instead of costing coins, they will cost you some hefty amounts of Star Pieces. Badge BP Star Pieces Description Of The Badge ----- ---- ----------- --------------------------------- Attack FX A 0 1 Changes Mario's Attack Sound *Pay-Off 1 1 More coins the more Mario's hit Chill Out 2 3 First Strike doesn't work for enemy *Pretty Lucky 2 5 Enemies find it harder to hit Mario Feeling Fine 4 5 Shields Mario from some ailments Happy Heart 3 8 Automatically restore HP in battle Happy Flower 3 8 Automatically restore FP in battle Peekaboo 3 10 See enemy HP as long as it's equipped *Zap Tap 4 10 Enemy takes damage for physical attacks Heart Finder 3 12 More hearts dropped after battle Flower Finder 3 12 More flowers dropped after battle HP Drain 5 15 -1 Attack Point to regain HP in battle *Money Money 7 20 Doubles coins dropped after battle *Flower Saver 6 25 Saves 1 Flower point during attack Power Plus 6 25 +1 Attack for Mario's abilities All up there are 160 Star Pieces to collect. After/If you bought some things, exit the house and go back a area to the path where it goes up. Head to the next area, via the ledges to your right. And, where I put a small * in those badge names, it means that I highly do recommend them for you to buy and equip as early as possible, plus, I really do like my combination of Pay-off and Money Money, so soon enough if you bought them both, you will be overflowing with coins. ==Shooting Star Summit== Head up the vast structure, all the way to the top, until you see a fuzzish Eldstar floating at the top waiting for you. As the other 6 Spirits appear, they talk about how Bowser's selfish wishes were ignored, and how he stole the Star Rod for that very reason. After that, they talk about how Bowser is holding them in different locations around Mushroom Kingdom, and when you save every last one of the, how they will give you the power to defeat him. After they fade away, and Goombario says something, you will have a choice to save, so do so. **How Peach Met Twink [013]************************************************* Peach, being locked up in her room, hear Bowser and Kammy storm their way through. After they make Peach feel more doomed than she already is, a weird knocking sound, outside the window, grabs her attention. It turns out to be a Star Kid, named Twink. Twink heard most of Peach's wishes, and said that she can ask for what she wants, and then Twink will grant it. Unfortunately, because Twink is only new to this whole wishing thing, being a amateur, he cannot grant Peach's wishes to save herself and Mario. Luckily, Peach thinks of a wish that Twink CAN perform. Giving him a Lucky Star Necklace, Twink is able to fly away and give the present to Mario back at Mushroom Kingdom... **************************************************************************** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next Chapter [014] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Shooting Star Summit== Back at this place, head left onto the bridge, as Twink comes down to deliver Peach's, oh so useful, present. Lucky Stars actually give Mario the power to execute more damage during a attack, by following the directions located at the bottom of the screen. Unfortunately, during Twink's flight, he was chased by a Magikoopa, which thinks by "eliminating" Mario, it can be favored by Kammy Koopa. ---------------------------------------------------------------------------- "Mini-Boss" Battle: Magikoopa - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 8 ATK: 3 DEF: 0 This battle, by the way, is impossible to lose at. Just by jumping on the annoying Magikoopa for 4 rounds will kill it. And if you use action commands with Mario AND Goombario, 2 rounds, its over! Easy as pie...or cake. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As the Magikoopa flies away, Twink will chat for a bit, and then fly away, back to Princess Peach's side. ---------------------------------------------------------------------------- Firstly, head back to Toad Town, I think you'll know where that is by now. ==Toad Town, east== Back here, a Toad will mention that Merlon wants you at his house, and how rare it is that he calls someone. Before entering his home, have a quick rest from the Magikoopa battle, and Save once you exit the Inn. Now, head to Merlon's House, which is the house with the big blue spinning roof. When you try to open the door, you hear someone say "Merlon is out". Really he isn't, and he's actually just very annoyed of house guests. Try opening the door a lot of times until he opens it and slams Mario to the ground. Once you actually get into Merlon's House, the first thing he does, is tell you a extremely long and boring story, which makes Mario fall asleep. Once Merlon finishes, he states that the first act to save Peach is to head east, into the Pleasant Path to get to the Koopa Bro. Fortress. Great, another really annoying fortress. Head outside, and talk to the Toads that block the Pleasant Path entrance. Once you talk to them, head back to Merlon's house, and talk to him. Once he hears about the Toads blocking the path, he heads outside and uses his magical powers to reveal the true form of these very oddly colored Toads. Once you find out they're actually the Koopa Bros., they run into the Pleasant Path. Merlon will then mention, to get into the Koopa's Fortress, you must meet a, Blue Shelled, Koopa. Once he leaves, head into the path yourself. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter One: Storming Koopa Bros. Fortress [015] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) A Pleasant Day [016] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you left the Chapter Screen on for a while, you'll here the classic Mario theme song. ==Pleasant Path== Items: Coin in the ? Block Fright Jar in last ? Block POW Block in ? Block in second area Sleepy Sheep behind fence in second area Badges: Dizzy Attack in Red Block Star Pieces: Across the water gap, need shell toss ability, second area Enemies: Koopa, Paragoomba, Spike Goomba, Goomba. --------------------- Firstly, cross the bridge to the other side, and battle it out with the all new Koopa enemy! After defeating the annoying pest, head right and defeat the Paragoomba near the floating blocks. Hit the ? Block for 1 coin. Head more to the right and defeat the Spike Goomba, and hit the Red Block for a Dizzy Attack Badge, and may I say, that badge is INCREDIBLY useful. Head more to the right, and hit the Yellow Block for a Fright Jar, and head into the next area. In this area, head right and hit the ? Block for a POW Block, and smash the nearby tree with your hammer for a blue switch to come out. Hit the switch with your hammer to form a bridge to cross the nearby river. Go across the bridge, while defeating the Koopa. In this next part, if you want, hit the brick block nearby to make a Spike Goomba fall out, for a little bit more Star Points. Then defeat another non-spiked Goomba nearby. Head right, then up the ledges and get the sleepy sheep behind the fence. Ignore the path to the south, for you need a Shell Toss ability, from your next partner. Defeat the Koopa Troopa, and ignore every Brick Block until you get to the last one and hit it as quick as you can for 1-10 coins, for its a coin block. Now, head into the next area. ==Pleasant Path, Fork== Items: Infinite Hearts at the leftmost Candy Cane Badges: Attack FX B Badge in the Brick Blocks, Left Right Centre (Order) Star Pieces: On the small island at the riverbed, not accessible yet Enemies: None for now --------------------- When you enter, you'll notice the sign, saying there's a path to a Village, and a path to the Koopa Bros. Fortress. Before we take any route, lets head north, to the Magical Candy Cane! Where all hearts are refilled! At this very weird area, the leftmost Candy Cane, can actually give Mario infinite Heart Pieces, by running around it in circles. Anyway, head down the south fork and head right through the curved path, and you come across three very peculiar looking brick blocks. Smash the left one, then the right one, then the CENTRE one, and look, a Red Block! Hit it to reveal a Attack FX B Badge, which will change how Mario's attack sounds at landing. Now, head right into Koopa Village. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) A Fuzzy Problem [017] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Koopa Village== Items: Blue Shell with the Fuzzy in the green-roofed house Coins (2) In Bushes Coins (2) From bouncing Fuzzies Coin (2) from bouncing Fuzzies in second area (one in right tree) Dried Shroom in bottom bush Koopa Leaf in bush to the right Koopa Leaf in bush to the left in second area Badges: HP Plus Badge in Blue-Shelled Koopa's backyard Star Pieces: Hidden Floor Panel in grassy area Enemies: Fuzzy --------------------- When you enter the town, you notice that its being overtaken by Fuzzies! The little annoying creatures have stolen a Koopa's Shell, or they're just bouncing around really annoyingly. If you want to hit every Fuzzy for a big coin, or just for some pride, here are their locations. First Area: One Fuzzy bouncing clockwise One Fuzzy bouncing counter-clockwise Second Area: One Fuzzy hiding in the rightmost tree One Fuzzy hidden behind a shell bouncing in the dirt patch and please note, to hit that Fuzzy, slightly tilt the analogue stick so it doesn't get away One Fuzzy bouncing counter-clockwise And just for you to realize, hitting these Fuzzies will not give you any reward whatsoever. Maybe about 4 coins, but that's it. Once you've finished hammering all these Fuzzies until they run away, head into the second area again, and go into the green-roofed house (the one that is somehow shaking.) Once you try opening the door, a Koopa with no shell will come out, and tell you that a Fuzzy has stolen his shell, and that it is inside. Once you go in to try and grab it, the Koopa forgot to mention, that there's a backdoor. Once the Fuzzy escapes, follow it into the back. Once in the back, keep heading right and follow the Fuzzy until its fellow beings come out to play. Keep heading right and defeat every Fuzzy you come across, and ignore the nearby HP Plus badge on the logs. Keep heading right, defeating all the Fuzzies you come across, until you can head into the next area. When you arrive, the Fuzzy will jump into the trees with the blue shell, and will make you play a mini-game that involves a good eye. The Fuzzy and its friends will start jumping in the tree branches, and you have to hammer the tree the Fuzzy with the blue shell is in. There's three levels of difficulty and if you get it wrong, you either get a heart, of a nice Fuzzy battle! As you correctly (I hope) guess each of the 3 Fuzzy locations correctly, one of the Fuzzies will give Mario the shell back. When you try to exit this place, Kooper will come out and ask for his shell back, talk about a Professor, and then he will ask you if he can join your team. Due to the storyline of this game, you have to say yes, for saying no is not an option. See a description of Kooper in Section A. If you try heading to the left, to exit this area, you have to defeat the Fuzzy that stole Kooper's shell, plus 3 friends. So defeat them like normal with your newly made friend, or use 1 Fire Flower. After the battle exit the area. When heading back to Koopa Village, obtain the HP Plus Badge on the logs, by standing on the highest log to the right, and using Kooper's ability to get it with his shell. After that, head all the way left to Koopa Village. ==Koopa Village== Star Piece: On the Brick Block southeast of Kooper's House --------------------- Get the nearby Star Piece, southeast of where you just came out of, and go to the western parts of Koopa Village. Stock up on some POW Blocks, and sell/store some items for future use, and heal at the Inn, save at the Save Block, and head out of the town. ==Pleasant Path, Fork== Items: Honey Syrup being rightmost Candy Cane Star Pieces: Star Piece on small island on the river in area before. --------------------- Head left, and make your way up the ledges again. Head to the left area for a Star Piece. In this area, head left, and stay on the lower parts of the screen. Until you reach some ledges going down, head across the path after climbing down those ledges, to see a distant Star Piece. Use Kooper's shell toss and retrieve it, and head back to the fork. At this area again, go to the Candy Cane garden to the north, and head to the rightmost cane. Head behind it to find Honey Syrup. Now, head across the bridge to the right into the next area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The Fortress of Ninjas [018] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Path to Koopa Bro. Fortress== Items: Coins (5) In plain sight at the right entry Thunder Bolt on the Brick Block Fire Flower in invisible ? Block Star Pieces: In the first tree, second area Hidden floor panel with Star Piece Enemies: Koopa, Paratroopa, Spike Goomba --------------------- When you enter, you'd notice the 5 coins straight away and dive for them. BUT, this is a decoy for a Koopa to attack you, so use Kooper's ability to retrieve them one by one, until you have them all. If you'd like to battle the Koopa for Star Points, go ahead. Head northeast before you head down the ledges, and can you see the Thunder Bolt item? Use Kooper to smash the Brick Block, and head down the ledges, while defeating the Spike Goomba, to retrieve it. Head to the right of the sign, and stand at the edge of the stream. Get Kooper to hit the switch on the other side, to form a bridge. Go across the bridge, and meet the new Paratroopa enemy. After that, head north towards the brick blocks, and stand in-between them, then jump. You will see that there was a invisible ? Block containing a Fire Flower. After getting that, head to the next area. In this area, defeat the Koopa that's waiting for you, and hit the nearby tree it was at for a Star Piece. Head right and defeat the Paratroopa, and head right, ignoring the warp pipe to the nearby Heal Block. Hit it and go into the next area. ==Koopa Bro. Fortress== Items: Fortress Key 1 With Koopa in first room Fortress Key 2 Hallway with spinning fires Fortress Key 3 In jail cell, leftmost cell. Fortress Key 4 Lowered staircase, break wall with Bombette Maple Syrup in ? Block at Bullet Bill area. Badges: Power Bounce Badge in Cell Smash Charge Badge with the Bob-omb guarding it on the circle path. Refund Badge outside after bombing the wall at the Spiral path Enemies: Koopa, Paratroopa, Bob-omb, Bullet Bill, Bill Blaster Boss: Bowser??? and the Koopa Bros. --------------------- Head up and save, and then head southeast to the path that leads to the door of the Fortress. The Black Koopa Bro. will come out, and report that Mario has arrived, unexpectedly. Then head into the fortress. Fortress Key 1 --------------- Head around the U-shaped path, and defeat the Koopa for a Key to unlock the door to the next room. (That was short, wasn't it) Fortress Key 2 --------------- In this room, you will meet the next in this game, the Bob-omb ------------- Bob-omb <--1 attack sets off their Charge mechanism. Using Kooper's HP: 3 shell will finish it off with no damage to Kooper. ATK:1/2 DEF:0 ------------- Head right and defeat another Bob-omb and head into the next room. In here, you will see the Green Koopa Bro. locking the next key into a cell, and runs away after spotting Mario in the room. Defeat the Koopa here, and head right to where the Koopa in the cell is, once it comes out, defeat it. Then, this is a glitch in the game. Go to the right of the cell and head to the back. If you can see it, threes a thick black line on the cell. Try to jump into it, and you'll automatically be in the cell to collect the Power Bounce Badge! Head out the same way. Defeat the Koopa to the right, then head into the next room, but please make sure you have the Power Bounce badge equipped, so that you can kill Koopa's faster by repeatedly doing an action command. In here, head towards the Koopa to the right and defeat it, so that a switch will pop down to the left of the vast staircase. Hit the switch to lower the staircase, so that you can go down. Once downstairs, head left into the next part of this floor. In this room, the doors will suddenly rise, so that you cannot escape. In here, you will have to defeat 2 Paratroopas and a Koopa to get out, so beat them at will. Once you won, head to the newly lowered left hallway. In here, head right while trying to dodge all the spinning fires, and if you want some serious amounts of coins, keep jumping over the fire until it dies, like skipping. Once you kill the two spinning fires, head left and collect the Fortress Key. Fortress Key 3 --------------- When you leave here, you can come back to defeat the fire again for more coins, so keep that in mind, but no coins. Once you go two screens to the right, use your new found key on the door upstairs. Once you enter, you see the Yellow Koopa Bro. hammering at the top of the spiral "staircase". Wonder what he's up to. Go south of the spiral and into the door at the bottom of the screen. Outside again, save and enter, and go to the very top where the Koopa was hammering, and hit the ? Block dud. As Mario cartoonishly falls down (again) into a cell full of Bob-ombs, the Yellow Koopa claims victory and heads out of the screen again. When in the cell, the Bob-ombs turn out to be friendly Bob-ombs, that are unfortunately stuck in this cell. Go to the nearby Heal Block and recover, and talk to Bombette again until she wants to join your team as your 3rd befriended partner. Check out her description in Section A. After getting Bombette, she tells you to hit the nearby cracked wall so they can all escape. Do so with her Explosion and head out of the cell. Halfway towards the door, two Bob-ombs and a Koopa storm in and remind all Bob-ombs not to explode incase of emergency. Maybe that's why they didn't get out so quickly. Anyway, as they challenge you in battle, defeat them like normal, and head out towards the door, while collecting all the coins they dropped. Head up the stairs and into the left door, and use Bombette's explosion on the jail cell right behind you once you enter. Once you 'open' it, get the next Key. (Final) Fortress Key 4 ----------------------- Head two screens to the right, from where you got Key 3 from. Back at this spiral, save and head right from the door you came out from the block, and bomb the wall to get a Refund Badge in the chest, and head back to the spiral room. Walk to the top this time, and head into the door to the left. In here, don't lean on the fencing, there is a gap. Head right on the path and defeat the Paratroopa in your way. Open the door with your recently obtained Key, and head into the next room. Head down the stairs, and use Kooper's ability INFRONT of the cement block, that looks nothing like the wall. Hit the switch, and head across the rectangular block that comes out. Head across the other block, opposite the one you just went across, and get off of it and stand on the cell. Hit the switch again so you can continue. Repeat this until you get to the door at the other end. Once you enter the door, head South and then right, defeat the Koopa, and hit the Blue Switch to lower the staircase, then head down it from the other end. Use Bombette's explosion to open the cracked wall, and get the Fortress Key. Head back up the stairs into the cracked wall, and then head up the lowered staircase, and open the locked door. Head down then right, and hit the switch to lower yet another staircase, but this one disrupts 2 sleeping Koopa's which you must defeat. Head up the stairs, around the circle path, past the door, and to another Badge. Defeat the Bob-omb guarding it, and get the Smash Charge Badge. Then head out the door you passed half a circle ago. In here, the Koopa Bros. will all come out from the door all the way to the right, and start Shooting Bullet Bills at you, which, by the way, are an enemy. Quickly head right and then onto the path south of you, before the Bullet Bills come, and use Bombette's explosion to destroy the rock in your way of the ? Block. Hit the block to obtain a Maple Syrup, your first item which does not have the word 'key' in it from this fortress! Now, head right and then up the path to where the Bullet Bills are being shot. Try to jump on them with very good timing, so they don't get a first strike. Only because Bullet Bills have a annoying feature which hits Mario and then die. After fighting your way through all the Bullet Bills, or dodging, when you get close to the Koopa's head south just before the Cannons to a Save Block and a Heal Block. Heal and save, then, if you want to level up like me, try to battle as many Bullet Bills as possible, because I've always found this fight against the Bros. very hard. Do this by beating Bullet Bills near the Heal Block at the end, every time your down to about 5 HP heal. (I got up to level 5 by doing this) After that, head over towards the Cannons, or so called, 'Bullet Blaster' Please be warned, Bill Blasters are very annoying at this point in game, just say thank you because they're not the upgraded version. After your very annoying battle with the Blasters, heal and save again. Now, enter the door to where the evil 'Ninja' [:)] Koopa's are. Oh, and please have Bombette at your side, because her Bomb attack is extremely useful in the upcoming battle. When you enter, the Black Koopa notices you, and heads off screen. You hear them shoving and complaining, until they finally reveal themselves as... ---------------------------------------------------------------------------- Boss Battle: Bowser??? (Mecha Bowser) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 10 ATK: Arm Smash-1 DEF: 1 This battle is pretty easy, for if you do get to execute defensive action commands, the so called 'Bowser' will not do any damage on you. Just hit him with 10 action commanded Hammers, and he's done for. Or for the easier way, just get Bombette, and do 2 Bomb attacks, and get Mario to do 2 Hammers, and it will be over in 3 turns flat. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After defeating the very robotic Bowser, the Koopa Bros. will fall out and admit it was them, but... ---------------------------------------------------------------------------- Another battle... ---------------------------------------------------------------------------- Boss Battle: R/Y/B/G Koopa Bros. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Koopa Bros. Stacked HP: 0 ATK:Tornado Toss: 1-amount of Koopas (3=3 4=4 etc) DEF:0 R/Y/G/B Ninja Koopas HP: 5 ATK:1 <-- Only when once Koopa is left you get hit with this damage. DEF:1 When you enter battle, the Koopa Bros. unfortunately get the first attack, which I call a Tornado Toss. Basically, the Koopa's are piled one onto of the other, and start spinning, then dash towards Mario to do a 1/4 power attack. This is very hard to block with an action command, so have some very good timing as they hit you. Swap out Bombette (if you have her) for your partner, Goombario. If you still have this, which I oh so dearly hope you do, hit them with a Thunder Bolt that you got earlier in the game. If you have used it, switch to Bombette and hit them with her Bomb attack. Either way, somehow you will have to Tattle, if you want to. When the Bros. are defenseless on the ground, use Kooper's Power Shell to hit them all, and Mario's Power Jump to finish off their remaining HP. If they get up, use your POW blocks, to get them down again. Keep doing this to beat them for good. Also, if you run out of FP, use your Maple Syrup from the previous ? Block. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After that battle, if you won, the Koopas are knocked off the floor, and end up in the Jail Cell where they imprisoned the Bob-ombs, where the hole Mario and Bombette made has been fixed... ---------------------------------------------------------------------------- If you won, a orb of light will appear from under, and turn into the playing card? This is where Bowser and Kammy Koopa imprisoned the Star Spirits, and this is how we release them. Basically, touch it, and the Star Spirit is free! One chapter down, 6 to go! Watch the summary of this chapter, and Save once the screen pops up for it. **Diaries and Secrets [019]************************************************* Once again we viewing what Peach is up to at her castle in the skies. Twink and Peach are talking about what Mario may be doing now, and Twink lights a spark in Peach's memory, about a secret passage out of here. This is when we finally can control Peach. You can do multiple things in her room, but for this part, examine the small picture to the right of the fireplace. Once Peach reveals the secret button, concealed behind the drawing, the fireplace will reveal a secret hallway by going through the back of it! When in the end of the hallway, press the button and Peach will end up in Bowser's room. Head to the left, and read his Diary *giggle*. Keep reading about Bowser's feelings towards Peach, and how the next Star Spirit is located at the Dry Dry Ruins in the Dry Dry Desert. Strangely enough, this is actually a place. After you finish reading, Bowser barges in and orders the guards to take Princess Peach back to her room, not noticing Twink nearby... **************************************************************************** ==Koopa Bros. Fortress== Back here again, the Star Spirit, Eldstar, will then grant Mario the power to perform a Star Power. Let Eldstar go through what this means, and for your first 2 powers, you shall receive the Power Refresh, which lets Mario recover both HP and FP by 5, for the price of 1 Star Meter. As Eldstar flies away, or floats, head to the left, then go north. Save, and head to the left again into the previous area. ==Path to Koopa Bros. Fortress== Badges: FP Plus Badge, via warp pipe in the chest. --------------------- Back here, recover if you must, and head left. Get Bombette out, and use her ability on the nearby cracked wall. Head into the warp pipe at the other side, and jump off at the exit. Head right to the next area, and open the chest to obtain a FP Plus Badge. Head back to the warp pipe, and head south of it to jump of a ledge. Now, basically you must continue to the left until you enter the Pleasant Path Fork again. Head to the left, for if you want to do some Koopa Koot favors, we will do them soon. Keep heading left in the Pleasant Path, until you meet up with an old 'friend' the Jr. Troopa. When he enters the screen, he slips into the water and comes out to talk to Mario and your partner. Keep talking until he challenges you...again. ---------------------------------------------------------------------------- Mini-Boss Battle: Jr. Troopa - Second Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 15 ATK: 2 DEF: 1 With his new set of eyes, the rascal realizes he can use his shell as a weak shield! With 5 more HP than last time, he doesn't make me tremble. This is a easy battle, just use Bombette's Bomb while you unleash some Power Jumps. If you don't have Power Jump equipped, don't worry, just Hammer him to his demise. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you win this battle, Jr. Troopa seems to be somewhat dead on the floor. After passing his 'corpse', head into Toad Town. ==Toad Town, east== When you enter, you hear some familiar music and someone call out Mario! It appears to be Twink again, and he tells Mario of the next Star Spirit being located at the Dry Dry Ruins in the Dry Dry Desert. Once Twink flies away, save, and head to the south of this area. About 1 second away from the next area, Rowf, the son of the shop owner who sells badges, Ruff, tells Mario that their store has finally opened! The first badges, for at least, were the First Attack, D-Down Pound (Which is similar to the Piercing Blow in Paper Mario Thousand Year Door) and the Speedy Spin. At this point I say buy the D-Down Pound, because soon enough we will be meeting enemies with lots of defense. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next chapter [020] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *=Must Do Koopa Koot Favors -------------------- These being the most important of things to do, the Koopa Koot back in Koopa Village always has some things for Mario, but he needs something in return. Located at the rightmost house in the second area of Koopa Village, this Koopa will always ask Mario for a favor. Check out Section B for a list of his favors and when they unlock. Koot's favors also give Mario some rewards, such as Star Pieces, Coins, or even some membership cards to the Playroom... *Toad Town Tunnels -------------------- The Toad Town Tunnels, located in the southeastern area in the warp pipe, has some great things for Mario to collect. Read the Toad Town Tunnels guide in Section B for the things you should do now. In these tunnels lie a very useful item, and a pipe that takes you to a place when the hot weather is under 0 degrees. The two new enemies you will meet are the Gloomba and Spike Gloomba, so see those descriptions in Section B's enemy list. Chuck Quizmo -------------------- He is hard to find, but he usually pops up in most towns you visit. If you do the Koopa Koot's favors, you'll get a lot of Star Pieces from him. When you talk to Chuck, he asks you a question. If answered right, he gives you a Star Piece. If answered wrong, then he disappears until you find him again. The Dojo -------------------- Located in Toad Town, the dojo is really a fighting area, optional. Now, before we head onto our next chapter, time to explore some of Toad Town and its wonders. If you want to go now, skip to the Train Station section, but, read the southeast area for the pink seed, it is essential you obtain that. ==Toad Town, southeast== Items: Pink Seed; with the Bub-ulb. --------------------- In this part of the Town, there are many wonders, so many I will not list them. Firstly, do NOT head east from here into the Woods, for you are not ready for this chapter quite yet. This area seems pointless now. So before we head left, go south to the grassy area to the right, and talk to the flower in the ground. Once it pops out, it turns out to be a Bub-ulb, a flower-person from Flower Fields. Keep talking until you get a Pink Seed, and then head left to the next area. Note: The house on the curb belongs to the great Tayce T. who is a cook. she's pointless for now, but if you did some Koopa Koot favors, one of them do involve her. ==Toad Town, south== In here, the first thing you will notice is a platypus looking fellow to the north. His name his Chet Rippo, and he will change your HP, FP, and BP amounts. Note, his sales sound great, but he lowers the other two for a sad price. I never used him, and I advise you, don't use him either. Next to Chet Rippo, is a way more sophisticated shop, Harry's Shop. They sell some great items like Thunder Rages and Stone Caps. He also sells the better version of a Mushroom, the Super Shroom. So stock up if you must. In the house to the left near the next area, is a mystery for now. And if you enter it has some great backround music. Reminds me of my childhood...*wink* Anyway, after that area, head again to the left for another newly discovered area. ==Toad Town Port== Items: Hidden Coin Block, on the boxes. --------------------- The sound in this area sound like light flowing water, because it is. This is Toad Town Port, home to Club 49, and fish! Threes not much in this area but an Coin Block with a shadow. Walk to the far left, and then head south. You should see some boxes, and a shadow on the highest one. So, to get there head to the left of all the boxes, and go south. Head right into a gap, and south onto the small box. Use it as a platform to the box it's touching to the north. When on the box, jump to your right, and then jump on the box with the shadow. Hit the Coin Block for 1-10 coins. Now head right two screens, and then head south into yet another area. ==Toad Town Train Station== This is quite embarrassing, but after clocking this game 4 times, I never found the Play Room. Only until now I realized where it was, after so much searching. When you enter the area, head left, and jump onto the grassy path, and head left and hit the tree to reveal a warp pipe. Enter the warp pipe to... ==The Play Room== YES! FINALLY! After all these months! Anyway, in here, you can play a variety of games, but for now you can't play any. Head out again to the last area, the Train Station. ==Toad Town Train Station== After that, head right onto the path, and then right again to the Little Pig Generator, or so called Li'l Oink Farm. In here, you can make more than 10 pigs as pets, and breed them and play with them. But after the 11th...you receive a great prize! If you have enough, you can have a head start and make 10 Li'l Oinkies, but if you don't then just leave it. Each Oinky will give you a different prize, so here they are. Color Item ------- -------- Gold Flasher Ultra Shroom <-- Highly unlikely Silver Flasher Jamming' Jelly | - - - - - - - - - - - - - - - - | Question Mark Repel Gel <-- Unlikely Mushroom Life Shroom | - - - - - - - - - - - - - - - - | Starry Shooting Star <-- Probably Tiger Thunder Rage | - - - - - - - - - - - - - - - - | Flower Maple Syrup <-- Most Definitely Pinkish Fire Flower Black Dried Shroom But, if you got any of the 3 in the last group, then stop buying until you save up loads of coins. And the higher the group, the harder the pig. If you head south from there, you will see a Train Station. Unfortunately, a boulder is blocking the trains path, so use Bombette's Explosion to dispose of it. Talk to the conductor, and off you go to Dry Dry Desert! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter Two: The Mystery Of Dry Dry Ruins [021] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Rugged and Ready [022] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Mount Rugged Train Station== Items: Coins (3) in bushes southwest of the train Egg in up most bush where the 3 coins where --------------------- Oh, this isn't Dry Dry Desert! This is Mount Rugged! And apparently, there's a place called Dry Dry Outpost. So our mission? Scale Mt. Rugged, go to Dry Dry Desert to Dry Dry Outpost to Dry Dry Ruins! Simple...now, save at the Save Block, and get some coins and an egg at the bushes southwest of where you are standing. Then head north, and follow all the red arrows until you come to the top of the mountain...NOT! Heal at the Heal Block and then head right until you meet Parakarry! He was the one at the Post Office, remember? Once you talk to him, he says that he has lost 3 letters around Mt. Rugged and needs help getting them back. So head right, and then lets start to climb Mt. Rugged! ==Mount Rugged== Items: First letter, in second area, use Kooper's ability to retrieve Second letter, in second area, above area, after riding slide to left Third letter, under broken bridge, to the right of the Cleft Violet Seed with Bub-ulb where you first meet the Clefts Coins, down the big "slide" Coin in the ? Block Sleepy Sheep in ? Block first area 8 Whacka's Bumps with Whacka ? Block has a Mushroom in the above sections after the flinger slide Honey Syrup in ? Block next to the Cleft on the highest area Badges: Damage Dodge Badge in the chest, above areas after flinger slide Quake Hammer, use Parakarry's ability in second area Star Pieces: Third area, slowly head south of the two holes Upper Areas near red spring, use Parakarry's ability Enemies: Monty Mole, Cleft --------------------- Wow, that's HEAPS of items. Head right, and go onto where the arrow is pointing and press A, and then Mario will slide down this "slide" and get some coins, wonderful! Head right again, but walk beyond the slide. Here there are Monty Moles, hidden under the dirt, so be careful, they do throw rocks and they are a new enemy. Once that's defeated, head right and down the stairs, and right again toward the ? Block. A Monty Mole is hidden in the wall to the left of it, so be careful. Hit the block for a Sleepy Sheep, and then head left and hit the Yellow Block and head more to the left to meet Whacka! Every time you hit him with your hammer, you get 1 Whacka's Bump, which restores 25 FP and HP. I advise you not to hit him yet, because we only need a bump for some of Tayce T.'s cooking skills. Leave him alone, and only get one bump at this point, he only has 8, then head back up the stairs. Head north then right to the next area. Here at the next area, save at the Save Block, then head right into the big dirt patch. There are three Monty Moles here, so defeat them. Head right and defeat the Monty Mole that comes out of the wall, and then head right again and jump on the ledges. Then, head left to the edge of the floor you are on, and use Kooper's ability to retrieve the first letter. Then head right again to the next area. When you walk in here, make sure you have a D-Down Pound equipped, because we are about to meet a very annoying enemy called a Cleft. Before they see you, my strategy is to use Bombette's explosion to hit them for some extra before damage. They may not look like much, but that defense is annoying. Defeat that Cleft then head up more ledges and defeat another nearby Cleft. Follow the red arrows again up the mountain to the highest part. Head left and defeat the Cleft, and then you come to a shelter with two holes where you can see Mario and his partner. On that second hole, head south ever so slowly until you fall, landing on some wood leading to a Star Piece. Head back up to the two holes again and head left to the previous area. Head left and go down the slide, but it will fling you to the other side where a Cleft is practically breathing your air. Defeat it if you must. And head into the next area. Defeat the Cleft down the stairs to your left, and get the Mushroom in the ? Block above where the Cleft was. Head right and defeat all the Monty Moles that come out of the ground, and then head into the path to the north where it looks like two eyes. In the left hole, head left and you'll come across a secret passage leading to a Damage Dodge Badge. Get that and head back, and go down the stairs ignoring the Red Spring. Get the two coins and defeat the Cleft, and then head back up and jump on the spring. Ignore the Star Piece surrounded by Coins for we cannot get it for now. Once up, head left and hit the ? block for 1 measly coin, and head right and ignore the slide and head above it. Defeat the Cleft and head towards the ? Block and hammer it for a Honey Syrup. Go onto the slide, to an upper area with the second letter. Head down the ledge that has no rocks blocking it, and head right back to the 3rd area. Head two more screens/areas to the right, and you'll end up at a place with a broken bridge. ==Buzzar's Nest== Fall down and defeat the Cleft and head right to retrieve the last letter. Head left and go on the spring to the upper area again, and head all the way back to where Parakarry was. ==Mount Rugged Train Station== Talk to Parakarry, and give him all three letters. Once he repays you by joining your team, heal at the Heal Block, and head to Mount Rugged again. NOTE: Check out Parakarry's attacks and things he can do in Section A. ==Mount Rugged== Head two screens to the right, and go to the right until you have to jump on some ledges. Remember where the first letter was? Well, Parakarry's ability lets you fly over small gaps, so fly over to where the letter was. Fly over another gap, and get the Quake Hammer. Go to the next two area's, and head left after climbing the ledges. Go to where the secret passage was, as the red spring, and one there, use Parakarry's ability again to cross the small gap to where the Star Piece and Coins are. Head right two area's and where you met the Clefts, go up the ledges and head left but don't follow the red arrow. Use Parakarry's ability once again to reach the other side, and talk to another Bub-ulb for a violet seed. Head to the area where the broken bridge was after that. ==Buzzar's Nest== Enemies: Optional Boss: Buzzar --------------------- You're probably wondering who Buzzar is by now, so lets meet the mystery person. Use Parakarry's ability across the gap where the broken bridge is, and cross a mended bridge until a giant bird swoops down asking who you are. Luckily, the bird forgot its glasses, so if you feel quite weak right now,] say you're Luigi and Buzzar will let you pass. Yes, that's Buzzar. If you say you are Mario/Peach Buzzar will challenge you. So this is really an optional boss. I for one challenged it, so I'll write how to beat it right now. ---------------------------------------------------------------------------- Optional Boss: Buzzar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 40 ATK: Wind Whoosh - 1/2/3 Claw Grab - 4 Foot Tackle - 3 Feather Spears- 2 DEF: 0 That's a heaping of HP, but if you're strong enough you will do just fine. Power Jump it, make it sleepy with your Sleepy Sheeps, if you have any, and use Parakarry's attacks against it. It's Wind Whoosh attack does a certain amount of damage depending on how many times you press A. Parakarry's Shell Shot does greatly, and Mario can just keep Refreshing. His Claw Grab also does some damage, and a hard one to get out of too, otherwise, you'll do splendidly. Foot Tackle is easy to block, and feather spears too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After defeating him, he flies down into the backround, never to be seen. ---------------------------------------------------------------------------- Walk to the right, and keep following the arrows until you reach the next area with the Save and Heal block. After all that, you deserve a bit of a rest, so breath for 10 seconds, and go to the next area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Dry Dry Dry Dry... [023] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Dry Dry Desert== This place was so huge, I mapped it! 1 2 3 4 5 6 7 ______ ______ ______ ______ ______ ______ ______ / \ / \ / \ / \ / \ / \ / \ / \_/ \_/ Dry \_/ \_/ \_/ \_/ \ [ _ _ Dry _ _ ++++++++++TLP _ ] \ / \ / \ Ruins / \ / \ + / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ + _/ \_ _/ \_ _/ _\ /_ _\ /_ _\ /_ _\ /_ _\+ /_ _\ /_ _\ /_ / \ / \ / \ / \ / + \ / \ / \ / \_/ \_/ \_/ \_/ + \_/ \_/ \ [ _ _ _ _ TW4 _ _ ] \ / \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ / \ / \ / \ / \ / OB\ / \ / \ / \_/ \_/ \_/ \_/ \_/ \_/ \ [ MB _ _ _ ++++++++++TLP _ _ ] \ / \ / \ / \ + / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ + / \_ _/ \_ _/ \_ _/ _\ /_ _\ /_ _\ /_ _\+ /_ _\ /_ _\ /_ _\ /_ / \ / \ / \ / + \ / \ / \ / \ _/ \_/ \_/ \_/ + \_/ \_/ \_/ \_ _<-MT KO _ _ TLP _ TW3 _ NM _ _ DO-> _ \ SP / \ / \ + / \ SC / \ / \ / \ / \_ _/ \_ _/ \_ + _/ \_ _/ \_ _/ \_ _/ \_ _/ _\ /_ _\ /_ _\+ /_ _\ /_ _\ /_ _\ /_ _\ /_ / \ / \ / + \ / \ / \ / \ / \ / \_/ \_/ + \_/ \_/ \_/ OB \_/ \ [ _ TW1++++++++++ _ _ _ TLP _ ] \ / \ / \ / \ / \ / \ + / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ + _/ \_ _/ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ _\+ /_ _\ /_ / \ / \ / \ / \ / \ / + \ / \ / \_/ \_/ \_/ \_/ \_/ + \_/ \ [ _ _ _ _ TW2++++++++++ _ OA ] \ / \ / \ / \ / \ / \ / \ SB / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ _\ /_ / \ / \ / \ / \ / \ / \ / \ / \_/ \_/ \_/ \_/ \_/ \_/ \ [ OB _ _ _ _ _ _ ] \ / \ / \ / \ / \ / \ / \ / \______/ \______/ \______/ \______/ \______/ \______/ \______/ MT=Mount Rugged KO=Kolorado MG=Mega Block TW#=Tweester # DO=Dry Dry Outpost NM=Nomadi Mouse SB=Super Block TLP=Tweester Landing OA=Oasis OB=One Badge Point 10 seconds doesn't seem enough...as you can see, this place is ridiculously huge, with a total of 49 hexagonal area's. I certainly are not making a full guide for this place, but I will list the things you must get, including the lemon in the Oasis. And please upgrade Kooper, we need his new ability for later. ---------------------------------------------------------------------------- MB, Mega Block: Column One, 3 down Hit 100 times for a Ultra Shroom 10 times for a Super Shroom 1 time for a Mushroom OB, One Badge: Column One, 7 down Attack FX C Badge in Red Block OB, One Badge: Column 5, 3 down Runaway Pay Badge, jump in-between the 3 trees shaped as a triangle OB, One Badge: Column 6, 5 down Spin Attack Badge, use TW2 to get onto the hill the badge is on SB, Super Block: Column 7, 6 down/Oasis Jump to hit the block and upgrade a partner (Recommended: Kooper) Meanwhile, hit the trees in the Oasis for a lemon while your there Star Piece, where Kolorado is (before Mt. Rugged) Give him one of the 3 letters you found at Mt. Rugged for 1 Star Piece Letters - where Kolorado is, after his team leaves hit tree for a Letter - before entering Dry Dry Outpost, hit tree for a letter SC, Stone Cactus: Column 4, 4 down. Spin Jump (when you get your boots) for a Star Piece. ---------------------------------------------------------------------------- That's all the things you should get, exploring this area may get you some more coins, and a few items, but that's all. You also meet two new enemies here, the Bandit and the Pokey Tower. I call it a Pokey Tower, because that's its proper name, but they only use Pokey. Oh yes, and if you are going to explore the vast desert, beware of the Pokey areas, for they can have about 5 to 15 Pokies in them! (especially column 6, 1 down) *shudder*. After exploring this desert (if you did), go to the section in the map that has the letters DO, which means, Dry Dry Outpost. ==Dry Dry Outpost== In here, Save at the nearby Save Block, and head to the right. The villagers here are all pretty strange. One sings about someone named Moustafa, and one talks about some things about Dry Dry Desert we already know about. When you arrive at a certain point while going towards the right, a purple mouse will come out of the shop, and run away. Follow the mouse into the next area of this crazy town. Head all the way to the other side of this area, until you see the purple mouse run away back to the last area. Before you do anything else here, head right and stop before you come inline with the Toad Inn. Head north where the sign is of the Toad into the arch, and jump on the boxes and jump off the other side to arrive at a secret location where another fortune teller lays. This one is called Merlee, and she will give Mario a touch of luck. Merlee will give Mario a special gift, so when Mario is in battle, she will come at random times and raise Mario's attack/defense, give him more Star Points when you win (good for boss battles) OR get you more coins after battle. (That's a great combination with the Money Money and Refund badges.) Her crash courses vary from: Special Course - 50 Coins Ordinary Course- 20 Coins Petit Course - 5 Coins Each course varies from the amount of times Merlee pops up to help Mario, with the Special Course having a max of 10 times. After talking to Merlee, head back to where the purple mouse was in this area, and talk to the shady looking green mouse in front of the blue house. He says that someone who gives things is nice, and nice guys get told nice stuff. In other words, he wants a lemon. If you don't have a lemon, get it from the Oasis where the Super Block was in Dry Dry Desert. If you give him some items other than a lemon, he wont tell you how to meet Moustafa, but he will tell you everything else. So giving him a Lemon to make him tell you something extra. Pick how to see Moustafa, and he says to buy a Dried Shroom and a Dusty Hammer in that order to see him. Go to the shop in the first area and buy those things IN ORDER, and he will tell you that he is at the highest part of this town. If you already knew where he was beforehand, you can't get there, so buy the items to make that shady green mouse go away. Back at where that mouse was, the door seems slightly ajar, so enter it. Go right and you'll end up in front of some boxes. Climb the boxes, and keep heading left until you come across a letter behind a yellow pot. Get the letter, and continue heading left, jump across a small gap, and enter the green house. Inside the house, the shady looking green mouse turns out to be Moustafa! Moustafa will talk about how Mario wants to see Dry Dry Ruins, and gives you a Pulse Stone. Head out to the desert again, and look on the map above to find Dry Dry Ruins. On your way to the ruins, you'll know that you're getting closer as the Pulse Stone starts to respond. Avoid column 6, 1 down, for its Pokey Tower madness there. As soon as you arrive at the destination, there will be a rock with a oddly shaped top in the centre of this area. Put the Stone in the rock, and watch as the fabled Dry Dry Ruins rises out from the sands! Darkness falls across the lands, shudders from the earth vibrate the floors, and the Dry Dry Ruins...has been opened. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) Quest of the Mummy [024] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yes you heard me, a Mummy! 2 kinds to be exact. Heal at the Heal Block, and enter the ruins. ==Dry Dry Ruins== Items: Ruins Key 1, after getting Spike Shield take lower staircase Ruins Key 2, 1 floor under where the Buzzy Beetle was, to the right Ruins Key 3, where you hit the ? Block and battled 3 Pokies Ruins Key 4, right of the Buzzy Beetle long hallway, jump on switch Super Block after falling down, left of the long hallway with Beetles Super Hammer in chest, in the puzzle room Artifact after smashing Grey Block, two rooms before the puzzle room Diamond Stone, bottom leftmost room, left of the Super Block Pyramid Stone, two rooms right of where you found the artifact Lunar Stone, two rooms right of where the Stone Chomp statues are Badges: Spike Shield Badge in second coffin where the Pokey Mummies were Slow Go Badge in passage where the Super Hammer is Star Pieces: After draining the second amount of sand, Star Piece is shown. Enemies: Pokey Mummy, Buzzy Beetle, Swooper, Stone Chomp Boss: Tutankoopa & Chain Chomps --------------------- Ruins Key 1 ------------ The second you enter this place the music will hurt your ears as a mystery voice calls out threats to Mario. Apparently, it's a Tutankoopa, an everyday talking *gulp* Mummy. Save at the Save Block, and head into the next area. In here, the weird pointy coffins with the faces will open up, reveal some new species of Pokey Towers, the Pokey Mummy. I hope you upgraded Kooper by 1 rank, because he has a attack called Dizzy Shell which really comes in useful after having 5 poisonous Pokey Mummies attack you. Plus his attacks are the only kind that can't be hurt by the spikes of the Pokies. Defeat this new creature, and head to the next coffin and defeat another Mummy, and retrieve the Spike Shield Badge inside the coffin. This badge is very useful in these ruins, so please, equip it. The next coffin has another Mummy, so defeat that too with your new spike-proof jumping. When you come to two staircases, take the lower one into another area. Get the unguarded Ruin key, and head back an area, then go upstairs and use that key to open the locked door. Ruins Key 2 ------------ Enter the new room, and jump onto the pink square button to your left to make all the sand go down to the room beneath Mario. Head down the stairs again to where you found Ruin Key 1, and enter the reachable door, because of the sand. When you enter the next room, Tutankoopa will start scaring Mario again. Head up the stairs, and battle the new enemy. Multibounce really works well against a gang of these things. Defeat it, and use Parakarry's ability to take you across the gap to your right, then use Bombette's explosion to crack the wall so you can enter. Hit another pink switch to make some sand go to the room under you. Collect the Star Piece hidden in the sands, and head one floor down from where you are and into the room directly under where you just were. Ruins Key 3 ------------ After obtaining the 2nd key, head out and then downstairs two flights, and defeat the Buzzy Beetle crawling around. Head down some more stairs, and ignore the room northeast of where the Buzzy Beetle was. Use your 2nd Ruins Key on the door west of where you found the Buzzy Beetle. In here, head left and ignore all the coffins until you come across a ? Block. Hit it, and 3 Pokey Mummies will come out from the coffins, and the door will close at the other side of the room. Defeat the Pokey's, and soon enough, when battling some Pokies, you will meet a new enemy, so I'll list that now. It's really only a purple bat, but hardly any of your attacks will hit it. Quake hammer works quite well. After defeating them, the next Ruins Key will pop up where the ? Block was. Ruins Key 4 ------------ Unlock the door to your left and enter the new room. Go downstairs and use Bombette's ability to blow up the wall. Fall down in the next room, and you will be next to a Super Block. I recommend upgrading Bombette, because we need her power very soon. Use the spring to go back up, and head into the previous area. Go upstairs, and use Parakarry's ability to take Mario to the other side. Enter the next room, and Tutankoopa complains about Mario entering this room. If you look at the wall, it has a treasure, and an arrow pointing left (<--) This is a puzzle room, and took me a while to figure out. Basically, you have to hit certain switches in a certain order so you end up at a place with a chest. Climb up the green stairs, and hit the switch to rotate them. Fall off, back to ground level, and go up the green stairs that you just went up. Hit another green switch, and head up the green stairs to your left. Head left, and then down the red stairs, and hit the switch to rotate them. Fall off onto ground level, and head up the green stairs near the door at the other side. Ignore the switch, and head up more stairs, red this time, to the highest part of this room. If you wish to get the useless Slow Go badge, head left from the very top, and before you fall down, stay on the wall, and slowly walk to the left. You'll fall on the fence, and walk to the left, then south, and you'd notice part of the wall has a strange black line. Walk through it to a darkened room, and open the chest for a Slow Go badge. Go back to the top again, and fall down this time, and you'll end up in front of a giant treasure chest. Open it, and it reveals a Super Hammer! Yes, this hammer is a upgraded version of the hammer Goompa gave to you, adds one attack point to your hammer while in battle, and lets you destroy Grey Blocks! So let's put our new hammer to the test. Smash the Grey Block, and head to the right, out of this blasted room. Head right again, to the area where the 3 Pokey Mummies where, and head to the other side of this room until you come across read stairs. Climb them, and jump on the switch that it leads to. Climb the red stairs again from ground level, and smash the Grey Block, then collect an artifact after smashing the block. Head back to the room you just came from, and head into the wall Bombette cracked. Jump down again to where you found the Super Block, and crack the wall to the right with Bombette, and enter the room. Ruin Stones/Ruins Key ---------------------- Get Bombette ready, because we're about to battle a very defensive enemy. Hit the Grey Block, and then a Stone Chomp will attack Mario. If you upgraded Bombette before, her Power Bomb can wipe the Stone Chomp out cold in 1 turn flat. Head up the stairs, and collect the Diamond Stone on the pedestal. Head out of this room, and continue heading right again to the long hallway. Defeat all the Beetles that manage to get you, and in the middle of this hallway lays a map, which shows the items hidden in this place. Continue right, and out of this hallway, and hammer the Grey Block in the corner of the screen to reveal a pink switch. Jump on it, and the wall behind you will pop out, letting you get the Ruins Key. NOTE: In that hallway was a map showing where all the Stones are, so if you cannot understand me from now on, use that map as a guide. Head left again into the hallway, and come out and jump on the spring and go right to the next area. Head right into where you got the artifact, and go into the next area. Head up the stairs, and enter the room right of the red light farthest from you. In this room is another Stone, so hit the Grey Block and defeat another Stone Chomp with Bombette's Power Bomb. Head up to the pedestal and collect the Pyramid Stone. Now for the last stone, head up the stairs closest to you, and head down the stairs to your left into the room where the artifact was. Head left again, and then down some stairs, to where a Buzzy Beetle is. Defeat it, and then head right into a room where there are some Stone Chomp statues. After some more of Tutankoopa's annoying threats, continue right and open the locked door after going up 2 stairs. Jump on the switch to make some sand fall down, and then go to where the sand went (directly one room under.) Head across it, and then enter the room to the right. Hit the Grey Block...hey? Where are the Stone Chomps? Amway, collect the Lunar Stone and then head... oh no, there they are! After getting all the stones and defeating the Stone Chomps, head back two rooms, to where the Stone Chomp statues where. You have to place the stones in the right statue (out of the leftmost, middle and the rightmost slots.) So to figure out which stone goes where, head right and then up the stairs into the next room. If you look at the miniature statues here, the Lunar Stone goes to the far right, the Pyramid Stone goes to the far left, and the Diamond stone goes in the middle. Head back a room, and put them in their corresponding statue, so that the ground behind Mario becomes a staircase. Head down the stairs, and heal at the Heal Block you come across. Head down some more stairs, and enter the room to your right. When you enter, you hear another one of Tutankoopa's threats, and then after he talks, save at the Save Block right in front of you. Enter the next room and be prepared. When you enter this room, it's all dark and you can't see anything, as the Tutankoopa starts blabbing about how Mario didn't get scared. This isn't really a mummy, in my opinion, only because he mentions about Bowser, so he is probably is just a dressed up male Magikoopa. Keep letting him talk until you finally start this battle. ---------------------------------------------------------------------------- Boss Battle: Tutankoopa & Chain Chomps - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 30 ATK: Shell Throw- 3 Magical Chomp-2 DEF: 0 Chain Chomps HP: 4 ATK:3 DEF:3 This battle actually turns out to be quite annoying. Only because once he summons his loyal subjects, the Chain Chomps, you tend to steer of defeating the Tutankoopa but try to dispose of the Chain Chomp. Once he summons his Chain Chomp, start pulverizing it with Bombette's Power Bomb to hit it and the Tutankoopa, and use Mario's Power Bounce only the Tutankoopa. The other way of defeating it is to use Parakarry's Shell Shot while Mario uses his hammer with the aid of the D-Down Pound badge. This battle turns out to be quite easy, but still, very annoying. And sometimes, when Tutankoopa uses his Magical Chomp attack, it backfires and hits him instead. Perfect! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After you defeat Tutankoopa, he gets chased away by his angry Chain Chomp, and the next spirit comes... ---------------------------------------------------------------------------- As Tutankoopa gets chased away, touch the next Star Spirits card to free it, and finish Chapter Two! ****Who is Tubba Blubba? [025]*********************************************** Back with Peach again, Bowser walks in and says how Mario defeated the Mummy (Tutankoopa) and how he was weak anyway, but until Kammy walks in, Peach looks rather mad. Kammy starts whispering things to Bowser, and he roars out what she said, saying that the Star Spirit in Tubba Blubba's castle was able to escape. He also mentions about how Tubba Blubba is invincible, and then once they walk out, Twink reveals himself and you gain control. Hit the old button behind the picture next to the fireplace again to open the secret passage, and enter it. For once Bowser was smart, and took away his diary from Peach, so that option is down. Head out the door to your right, but just be careful of the guards, avoid their lights and you can stay safe. You don't exactly travel far, just to the door beneath you. The room turns out to be a library. So get to the other side, without being caught by the guards on the way. On the way you should get a Power Rush badge. Remember that purple chest, back at Merluvlee's house? This is where it comes in handy. Exit the library from where you came, or just get caught by a guard. Head into the room with the guards either way, and head to the door to the right of the room, closest to the stairs. When you enter, you'd notice the purple chest, like we saw back at Merluvlee's house. But if you go further, you will obtain, a Deep Focus Badge! After getting the two badges, open the chest and place them in it, and head back to the library. Go to the other side again, while avoiding the guards, and Peach will start to overhear two of Bowser's followers talking about the invincible Tubba Blubba, and how he loves ghosts. They also mention Forever Forest, and that he lives at Gusty Gulch. He also says something about a secret that may ruin Tubba Blubba. Then after Peach's loudmouth, she gets caught and taken back to her room. Typical. ***************************************************************************** ==Dry Dry Desert== After you finish being Peach, you're back at Dry Dry Desert, where the Star Spirit, Mamar, give Mario another Star Power, Lullaby, which puts enemies to sleep (Goodbye Sleepy Sheeps)! Well, you know what to do. Time to head back to Toad Town, so use the Map from before to navigate your way back to Mt. Rugged. Oh, and on your way, where Kolorado is, give him that Artifact you found back at Dry Dry Ruins, for a Star Piece. ==Mt. Rugged== Make your way back all the way to the Train Station. And if you didn't beat Buzzar before, here's the guide again. ---------------------------------------------------------------------------- Optional Boss: Buzzar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 40 ATK: Wind Whoosh - 1/2/3 Claw Grab - 4 Foot Tackle - 3 Feather Spears- 2 DEF: 0 That's a heaping of HP, but if you're strong enough you will do just fine. Power Jump it, make it sleepy with your Sleepy Sheeps, if you have any, and use Parakarry's attacks against it. It's Wind Whoosh attack does a certain amount of damage depending on how many times you press A. Parakarry's Shell Shot does greatly, and Mario can just keep Refreshing. His Claw Grab also does some damage, and a hard one to get out of too, otherwise, you'll do splendidly. Foot Tackle is easy to block, and feather spears too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After defeating him, he flies down into the backround, never to be seen. ---------------------------------------------------------------------------- Ok, NOW go to the Train Station. ==Mount Rugged Train Station== Now that we're here, on your way down to the Train, hit the Grey Block to get to a Super Block. Upgrade Parakarry (recommended) and board the train after saving. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next Chapter [026] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ One again we have some more things to do, so here they are. *=Must Do *Toad Town Tunnels ----------------- With our new hammer, we can access even more of these pipes! Once again, go to Section B for some insights on what you get. The one new enemy you will meet is the Paragloomba. Koopa Koot ----------------- He once again has more favors, and more Star Pieces! Skip to Section B for some more information on what tasks he has for you today. If you followed my Toad Town Tunnels guide just now, which I HIGHLY recommend, go to Koopa Village via the centre blue pipe after defeating the Electro Blooper for some shortcuts. He only wants three favors, so its pretty easy. Letters ----------------- Remember all those letters we got? Well that belongs to a giant chain which takes you all over Mushroom Kingdom! I'm yet to find the reward, but for now just keep following the locations of the letters. Chuck Quizmo ----------------- He's still out there? Well, go find him for more pieces! And that's all we have for this part! Let's continue our Story, so head back to Toad Town Main! ==Toad Town, main== Ok, the reason I made you come here is because we must get ready for some things beforehand. One being about Luigi's mysterious disappearance, but we won't worry about that right now. Head to Rowf's shop, and buy some badges, Merlow for some more Badges, and, while your are Merluvlee's house, remember back in Peach's Castle when we put two badges in the purple chest? Well, if you open it, oh, what do you know, there they are! Oh, and one of those badges being Deep Focus, which I HIGHLY recommend for this next Chapter. Head over to Toad Town southeast after all that. ==Toad Town, southeast== If you haven't noticed, there IS a bridge to the east of this place, so start to cross it as, well, a Toad starts claiming he saw a ghost. What a loon. But, wait, what was that...oh, must've been me. After talking to the petrified Toad, the ghost appears again! Run away! But lucky for you, the ghosty go bye bye. After the Toad stops telling Mario what to do, head into the area to the east, and Save in this area. Then head into the...very... creepy and...dark scary...forest, where the Bo...I mean Ghost, says for Mario to see his Master about a Star Spirit, and if you don't it will get you. So now, head into the...very...creepy and...dark scary...forest. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter Three: The "Invincible" Tubba Blubba [027] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) The Haunted Woods [028] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Forever Forest== Badges: FP Plus- Look at Map HP Plus- Look at Map Enemies: Piranha Plant, Forest Fuzzy, Bzzap! --------------------- This place isn't very big, nor is it very easy. You meet some new enemies here, the Piranha Plant, Forest Fuzzy and the Bzzap!. I also mapped this place [:)] _______ / _____ \ / / \ \ [ | FPP | ] \ \_____/ / \_ ^ _/ / __v__ \ / / \ \_ [ | | _ --> BME --> \ \_____/ / \_ ^ _/ _______ _______ / _____ \/ _____ \/ _____ \ HPP = HP Plus / / \ / \ / \ \ FPP = FP Plus [ | |< | | >| HPP | ] OAK = Oaklie \ \_____/ \_____/ \_____/ / BBU = Blue Bub-ulb \_______/\_ ^ _/\_______/ TTE = Toad Town Exit / _____ \/ _____ \ BME = Boo's Mansion Exit / / \ / \ \ [ | BBU |< | OAK | ] \ \_____/ \_____/ / \_______/\_ ^ _/ (Yes I know it's sideways, / _____ \/ _____ \ but I couldn't get my head _/ / \ / \ \ straight on which way it <-- TTE <-- _ >| | >| | ] is shaped like) \ \_____/ \_____/ / \_______/\_______/ Basic Way Through: Take opposite path, left path, left path, right path, right path, retrace steps 1 area, opposite path, right path, opposite path, retrace 1 area, left path. From the sign that is totally useless, head to the opposite of where you are, and defeat the Piranha Plant that attacks you. Head into the area opposite of the sign at the gate, and a man, Oaklie, will tell you not to go through here and that you should turn back. Talk to him again, and it says that you are allowed in because you're invited to Boo's Mansion, Boo's are the ghosts, by the way. When he speaks, he mentions about how your surroundings guide you to the end, and if you don't pay attention, you end up at the start again. So heed its warning about this area's clue, which is the trees, and enter it. For the rest of this part I will not write a guide. Just use that map as a guide, and if you get lost, tilt your head and follow Mario's turns. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) House of Boos [029] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Boo's Mansion Yard== Items: Strange Leaf in bushes --------------------- After your partner talks a bit, open the nearby gate, which suddenly will slam shut after entering. As the gate closes, Bootler, the Butler, tells you that the Master is at the highest room in the mansion. Once he fades away, Save and Heal, and head right. Don't go to the next area, but in the bushes you will find a Strange Leaf. Just saying really. NOW enter the mansion. ==Boo's Mansion== Items: Super Boots in the chest on the lower levels (Boo Mini-game) Record with the mass amounts of Boo's in the yellow cupboard Weight in the chest where the record player is Super Shroom one floor above the shop, in the wooden box Two apples in wooden box where the vase is, above the library. Star Pieces: Hidden floor panel in the room with the Super Boots Wooden Boxes, spin jump them in the library for a Piece. Hidden floor panel in living room Hidden floor panel in room with grandfather clock Hidden floor panel in room where you get the record for the record player Enemies: Boos? --------------------- Amazingly there are NO enemies in this house. Firstly, head right towards the green couch. You will see one of the seat parts are a yellowish gold. Jump on it, and Mario will be flinged to the lights. Not important now, but I was making you aware of what happened. (Did you notice?) Go to the brown door and try to open it, and a Boo will scare you! BOO *heart attack*. Once in, ignore everything, and jump on the box to the right of that fancy vase over there. Jump into it, and you become 8-Bit Mario! Have fun, and exit. Back in the lobby, climb the stairs to the right, and head to the right end of that floor. You'll see a frame with no picture in it, and the only way to get to the third floor, according to the frame, is to find whatever goes in this frame. Strange...so let's find it! Head into the door closest to the no-picture frame. In this room, go towards the oddly colored cupboard and press A, and a heap of Boo's fly out! This is another short minigame of Paper Mario, so I hope that you have fun. The aim is to keep your eye on where the record is going, while the Boo's pass and rotate with it. Don't worry about not finding it or losing track, this mini-game is accessible every time you enter. Plus, if you DO lose track of it, wait for a Boo to pass it, and your all good. Once you obtain the record, head next-door, into a room where a Boo is guarding a chest and keeping an eye out for thieves. In here, basically you must distract the Boo, but how? How you say? Let's DANCE! Head towards the record player to the right of this room, and insert the record you recently obtained. Play the record in time with the music, which basically is the classic Mario song. Head quickly towards the chest after you press B, once the Boo comes to dance along that funky beat. Open the chest for a weight. What do we do with a weight? Well, remember the lights in the lobby? Well, because we let go of it the lights went back up, so that door that was revealed behind the nearby cupboard? Jump on the yellow portion of the couch once again, and as Mario's weight lowers the lights, the weight can be used to keep it like that! So after putting the weight on, enter the secret room. Don't bother looking in that chest, the lights will only plummet down, only to miss Mario due to the treasure chest blocking it. Head down the stairs, and for those doing a re-run while reading my walkthrough, would know the secret about the wall. Being utterly useless due to the fact you'll be on the lower levels of the library on the other side, please just enter the door. Enter yet another door, to the right, and your in a foggy room. Head right, and open the nearby chest. It's pretty huge, so this must be good! Open it, and it reveals *drum roll* THE SUPER BOOTS...with the Boo's again. Win the mini-game, AGAIN, but with some more throwing action, and obtain, once again, the upgraded version of Mario's Boots! Yes yes, this lets Mario's jump attack/s gain 1 damage point, and lets Mario use a nifty new ability outside of battle. Basically its the classic Mario butt stomp, but rephrased to sound better as "The Spin Jump." This ability, lets Mario penetrate the wooden floor boards in the ground, and reveal hidden panels for Star Pieces. Head towards the Boo that was left behind, and he says something about a hidden floor panel in this room. Start Spin Jumping (press A in mid air after you jump once), until you see a portion of the floor rise, then fall. The way you do this, is to figure out where the panels edges are, and spin jump on the right or left edges, to flip the panel so that the Star Piece comes out. Another panel was where the record was for the record player, near the frame with no picture. Get that, and come back to this room. Head towards the wooden panel, and use Mario's new ability to head through it with ease. In this room, is the Boo Mansion Shop, which I say has some great items up for sale...but not for you. Lady Boo unfortunately said not to sell Mario anything, so we have to figure out what that pink mushroom does later. Walk left, and hit the nearby switch, to reveal another one. Hit it again, to reveal another GIANT switch, and jump on the chair onto the boxes ONTO the switch and spin jump to activate it. Basically that reveals some stairs, so head up them. In this place again, before you enter the door to the lobby, Spin Jump all the wooden boxes in the room, until you obtain a Super Mushroom from one of the boxes. Head into the lobby via all the doors, and enter the room to the right of the room you just came out of. Spin jump the wooden boxes at the right of the room, starting with the most high box, to obtain a apple...or two. Spin jump the wooden panel in the centre of this room to head into the library. You end up on some shelves, but don't jump off just yet. Use Parakarry's ability to cross the gap northeast from Mario to obtain a Boo Portrait. Use Parakarry's ability to get back, then head to where Mario landed on the shelves in this room. Jump to the right, and try to land on the two boxes stacked vertically. Spin jump them to get a Star Piece. Head right now, and bomb the nearby wall to reveal a path back to a previously visited room. Climb the stairs, and exit the room back into the lobby. Head towards the frame with no picture, and insert the Boo Portrait, and he will let you teleport to the third floor by jumping into it. Once on the third floor, enter any of the two mansion doors, into a room with a strange blue scenery. Once a mystery voice calls out, it turns out to be Bow, and her Butler, Bootler. Quite creative, really. Once Bootler explains about Tubba Blubba eating some of his fellow Boo's back at a place called Gusty Gulch, Bow says there is a reward for all this. What's the reward, 999 coins? Infinite fame? No, it's the Star Spirit that flew away from Tubba Blubba, Skolar! Apparently, he is the most powerful and useful spirit, so try and work really hard in the upcoming mission. After Bow orders Mario to save the Boo's, she abruptly tells Mario that she will join his team. Bootler, being the snobby ghost he is, insists she doesn't, but Bow really having no ears, joins you anyway. Read Section A about Bow and her attacks, and exit the Mansion. ==Boo's Mansion Yard== Save and Heal, and head to the area right of the house. Bow tells some Boo's that where being all invisible and hidden to open the gate, so you can enter. Head into the next area. ==Windy Mill== Enemies: Hyper Paragoomba --------------------- Nearly there. Defeat all the Hyper Paragoomba's, and head into the next area once again. Those little critters are pretty powerful, and notice your Boots don't seem as strong. And for the users of the Power Bounce, please un-equip it. The boots make it nearly impossible to execute due to the spinning in mid-air. But you will be using them again soon... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The Heartful Tubba Blubba [030] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Gusty Gulch== Heartful? Pff. Once you arrive into this town, a brownish Boo will start speaking to both you and Bow...poor Herbert. Once you gain some control over Mario again, head right and SAVE at the nearest Block. Keep heading uphill to the next section of this town, and heal. Head more to the right, and a Boo will talk to Mario until he yells to all the Boo's Tubba Blubba is coming. With no choice, Bow comes out (if not already she was) and tells Mario to press C-Down to use her power, which, by the way, is Outta Sight. Once you and Bow are invisible, the Boo that screamed for everyone to take cover is, well, doomed. He being the only Boo visible, becomes noticed by the overly fat lipped monster. Once Tubby *snicker* eats the Boo, who's name happens to be Stanley, Mario and Bow are to bolt right to his...house and dispose of him once and for all. Head to the next area after deactivating Bow's ability. ==Gusty Outskirts== Items: 1 Coin in ? Block Dizzy Dial on distant ledge Repel Gel in ? Block Another Coin in a ? Block Super Mushroom in ? Block Letter behind a log where the Cleft is. Brick/Coin Block And once again, a coin in the ? Block Star Pieces: Behind the Brown rock near Super Mushroom Enemies: Hyper Cleft, Hyper Goomba, Hyper Paragoomba --------------------- Once you enter, straight away hit the ? Block for a coin, and head right and defeat the nearby Cleft, or in better terms, the Hyper Cleft. Oh lord that IS some annoying defense (3) Too much sugar. Anyway, after defeating it, head up the small hill and stand at the edge of the ledge and use Kooper's ability to obtain the distant Dizzy Dial. Head right and jump to where the Hyper Goomba is and defeat it. Hit the two ? Blocks for a Repel Gel and a coin. Behind a nearby log is a letter, and then head right defeating enemies to the next area. Note that only 5 Repel Gels are obtainable in this game, unless you want to constantly waste 100 coins for 10 pigs and a random outcome just for them. I'd save this one for the upcoming fight against Tubba Blubba's H...uhh...just save it ok? Defeat the Hyper Paragoomba and head to the right and take the northern path that leads to a gap. Obviously use Parakarry to get across, and defeat the Hyper Goomba waiting for you. Collect a Super Mushroom in the ? Block, and defeat the Hyper Cleft waiting for you. Near the rock it was guarding, has a Star Piece hidden behind it, so access that by entering from the right. Hit the Brick Block, reveal a coin block. Hit the ? Block also for another coin. After all that, head into the next area. ==Tubba Blubba's Front Yard== Once you enter here, you'd notice the change of scenery. Head right and Save at the Save Block, and continue right towards the front door, and enter. ==Tubba Blubba's House== Items: Castle Key 1 in chest, spin jump the wooden panel. Castle Key 2 in the spikes room Maple Syrup in castles only ? Block Badges: Mega Rush, in Tubba Blubba's room Star Pieces: On the table, left hallway On the table, large one On the bed, with the three panels and a spring. Enemies: Clubba Boss: Tubba Blubba (Invincibility makes him undefeatable) --------------------- Castle Key 1 ------------ I know this place might not be a castle, buts its WAY too huge for me to call it a mansion. Once you enter, you'll notice all those saucers flying around. Well, if they see you, they will throw you straight out of this house, so be careful. If they do see you, switch to Bow as quick as you can and use Outta Sight to protect yourself. Head left while avoiding these aliens, and head into the big door. Can you see that fat green sleeping enemy? That is a Clubba, and if you want to battle it, run past it like crazy! Because these things are sleeping, sneaking past them is an option of defense. But because I have to run or else my controller wont work, so basically I'm doomed. Ignore the door it was guarding, for its a useless room, for now. Head left, and defeat another Clubba. Head more to the left, and before entering the big door, enter the smaller door to the north. Defeat the Clubba if desired, and get to the table via the boxes and chair. Collect the star piece glistening on top of it. Head out into the hallway again, and enter the big door to the left. In this room, threes another Star Piece on top a table, but it's inaccessible. Head into the small door, and head all the way down the stairs defeating any Clubba's that dare try to challenge you. Spin jump the wooden panel at the bottom of the stairs, and open the chest for a Castle Key. Head down, and jump off the ledge. A brown Boo is here, and he gives Mario advice about something on the highest room of the castle, and if you ever see Tubba Blubba, do NOT challenge him. Use Bow's Outta Sight at ANY time he sees you. I repeat, DO NOT challenge him. Heal, and head into the door to the left. This leads to a Super Block, so I'd say you have no choice, so upgrade Bow. If you have someone else available for upgrading, you OBVIOUSLY didn't read my walkthrough properly.. Start heading up stairs, and you'll notice the flying saucers again. Use Bow to avoid them, and continue up the stairs back to the room with the big table and star piece. Backtrack all the way to the first room, with the 4 saucers, and use the castle key on the door opposite of you. Castle Key 2 ------------- Head across this hallway, defeating all the Clubba's. Head up the stairs, defeating more of the Clubba's, and then avoid the saucers until the next room. This room, is the upper section of the main lobby, so just head left. In the next room, defeat the Clubba, avoid the saucer, defeat anther Clubba, and go into the small door before the big door. In this room, is how they got the idea for Paper Mario and the Thousand Year Door, for whoever played it. In that game, we ended up with a Spike Shield, but we already have that, so now what do we get? Well, the spikes come every 3-4 seconds, so in that period, use Bow's Outta Sight before they come up, until you arrive at the chest. Collect a Castle Key, and backtrack out of this room, or get hit by spikes, and enter the larger door in the hallway to the left. This room has some secrets for you to find. Firstly, the Clubba guards a door and the Grandfather Clock is pushable, as well as you can fall down the middle, from the left, and end up on the table with a Star Piece. Firstly, push the clock to the left, and enter the room. This is Tubby's room, so we must raid it! Open the drawer to the right of the already opened one, and jump on it, onto the higher one. Use Parakarry's ability to cross to the bed, and collect some worthless coins. But oh, we are not done yet. Jump onto the pillow, onto the back of the bed, onto the shelf, onto the books, and onto another shelf. Head south, and right of the blue book, only to find a secret path! This leads to a dark dark room, where a Mega Rush badge lurks! Head out of this room. This time, head south then right, and jump off the ledge onto a table with a Star Piece. Head right three area's up the stairs, and through the path above the main entrance again, and into the door. Now, I know we've been here before, but for those who didn't notice, that sleeping Clubba is guarding a cracked wall. Enter the wall, and spin jump the edges of the top right and left panels. IT IS IMPORTANT TO SPIN JUMP THE EDGES! Because then you don't fall into the hole so you have a shortcut back up. Enter the top right hole onto a bed, and use Parakarry's ability to get to the other bed where a D-Down Jump lurks. Onto the spring again, to the upper floor, and exit the room. Head right to the big door, and enter the room with the Grandfather clock again. This time, defeat the Clubba guarding the door, and use your Castle Key to open it. Hit the first ? Block of the castle for your first non-key related item, a Maple Syrup. Head up the stairs and enter another room. In this room, be warned, lurks Tubba Blubba. Whenever he sees you, use Bow's Outta Sight to avoid battling him. Head to the other side of the room, and ignore the door with the lock on it, and enter the smaller room. Defeat the Clubba's here, and head left. There is a lot, so beware! Head straight through them non-stop, and they won't get you. Collect the key at the end, and then for the fun of it, use Bombette's ability, if you wish, to battle all the Clubba's, and exit the room. Tubba Blubba is gone, so feel free to backtrack for items or Star Points. Use the key either way on the nearby door and enter. In this room, there is a Save Block and Heal Block. This usually gives the sign of a upcoming boss, but who knows. After doing what you wish, enter the next room. In this place, its the main lobby again, but its the HIGHEST point. Head right, and enter the room. Head all the way to the right, and try to open the chest, and then Tubba Blubba will walk in before you do so. He says he's in trouble for some reason, and then he has some beauty sleep. Open the chest now, to free the talking key, Yakkey. (Get it? Yak-Key.) He says he is the key to the Windy Mill in the foot of Gusty Gulch and that he asks that Mario's goal is to reveal whets inside. That wasn't exactly our goal, but either way, whatever you answer, he will scream and Tubba Blubba will wake up. RUN! RUN AWAY! He will try to challenge you, and by doing that, you must run losing coins. The FIEND! He destroys the paths, so Mario makes a quicker exit. RUN SOME MORE! After finally getting to the exit, try opening it. ==Tubba Blubba's Front Yard== Outside, are the Boo's finally building enough courage to overcome Tubba Blubba. As Mario comes out, the Boo's hold the door closed, and urge Mario to go to the Windy Mill. Save at the nearby block, and equip your most POWERFUL badges for the upcoming fight. Keep heading right and try to avoid the enemies, so that the thrill doesn't were off. Head into Gusty Gulch, and continue left with your badges equipped into Windy Mill. May I recommend the Power Jump, Power Bounce, Power Smash, Smash Charge, Pretty Lucky, Damage Dodge and Deep Focus for this fight. If you cant equip them all, try the first 4. ==Windy Mill== Head into the Windy Mill with Yakkey. Spin Jump the wooden panel on top the well, and fall in. ==Inside Windy Mill== Head into the door to your right, and continue down the pathway into the door near the sign. There were Hyper Goomba's there, but I didn't say, sorry. When you enter the door, threes...well, more Hyper Goomba's. At the end of the corridor, is another sign, but just ignore it. Enter the door again. Oh lord, more Hyper Goomba's. Ok, keep heading to the door. Finally, a room that is not a corridor. When you enter, you see this strange thing on a pedestal...or rock, I don't know. Apparently, it talks, so just listen to it blab about how Tubba Blubba is really a shell and the thing is controlling it from afar. Very idiotic, we didn't know that, now did we? But either way, it enters battle with you. Wow, we haven't had a boss fight in a while now have we? --------------------------------------------------------------------------- Boss Battle: Tubba Blubba's Heart - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK: Body Slam- 6 Torando- 12 DEF: 0 Ok, this is like it said, Tubba Blubba's Heart. What do we do? Annihilate it! For this battle, I say DEFINETLY get Bow out, for we need her Outta Sight. I on the other hand, for your pleasure, had to Tattle, so I was basically doomed to a 12 point damage attack on the second round. Now, to beat it. Note that when you get him to 5 HP, he will run away, so that's why I told you to equip those super strong badges. Firstly, every time he starts glowing and shining, use Bow BEFORE Mario's turn, to make him invisible. The reason for this is because, 1, you can die in 3 shots if he gets you 3 times, and 2, if we use Bow before Mario, Mario attacks instead of Bow next turn. Plus, sorry if you realize, you can't hammer him. For those who want the easy way, use Charge and Hammer Throw badges on it. Other than that, make sure you ALWAYS have 2 FP! Plus, lucky for me, Merlee's lucky power activated, so I bet it easily. Try to get him to 6 HP, so you can use a partner to finish him off. He doesn't give Star Points, so, boo-hoo. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HE RUNS! GET HIM! --------------------------------------------------------------------------- You can't catch him, so take your time. Just head out of the Windmill, so you end up outside. ==Windy Mill== Outside, the heart foolishly goes back into Tubba Blubba's body. If all those mathy people, do the math, Tubba+No Heart=Invincibility, so, Tubba+Heart= inverse of invincibility, equaling, utter weakness. --------------------------------------------------------------------------- Boss Battle: Tubba Blubba - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 10 ATK: Mario Squash- 4 Hip Drop- 6 DEF:0 He is WEAK. I killed him with a Power Jump and a headbonk for Pete's sake. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you win, Tubba Blubba cries his heart out. Poor guy. --------------------------------------------------------------------------- After Tubba Blubba releases all the Boos, including Frankie, he gets all emotional, and runs away. Poor guy. After Lady Bow comes out, she says that she agrees to stay with you longer, and to give you that Star Spirit back. Touch it, and end of chapter! **The Box of Shy Guys [031]************************************************* As you can see, you're back at the floating castle. After Peach and Twink talk a bit, enter the secret passage, into Bowser's room. Before you enter it, a bit of bad timing, it seems that Kammy Koopa and Bowser are in the room! Before they realize anything, it seems that the next Star Spirit is hidden away in a place called Shy Guys Toy Box. After Bowser and Kammy finally see Peach, Bowser asks Peach some things that Mario hates the most. Answer these well, but I chose Mushroom, for life, Hammer Bros. for a new Tattle and more experience, and Koopatrol, for the same reason. After Peach is carried to her room, we're back at Mushroom Kingdom, after that 3 minute Peach interval! ***************************************************************************** ==Windy Mill== Back at Windy Mill, the Star Spirit you just saved, is named Skolar. He gives Mario the BEST Star Power, which is called Star Storm, a power that takes heaps of damage from all enemies on the battlefield! Let Skolar talk for a bit more, and then you gain control. Head left, into the Boo's Mansion again. ==Boo's Mansion, front yard== Save and heal, and head south into Forever Forest. ==Forever Forest== Once you enter here, unfortunately, Jr. Troopa has found Mario once again, and has once again, added a new feature to his range of annoyances, and wants to battle Mario, again. Unfortunately, he got even more annoying. --------------------------------------------------------------------------- Mini-Boss Battle: Jr. Troopa - Third Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 40 ATK:Skydive Kick- 5 DEF:1 This guy is even MORE annoying. Luckily, you have STAR STORM! So use that as soon as possible. Keep Power Bouncing, Power Jumping and Shell-bashing him to his death. His skydive kick isn't anything to worry about, plus I bet him with a few attacks from Mario while Goombario charged in the sidelines. Maybe you can do that too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After you beat him, he screams and leaves, again. --------------------------------------------------------------------------- After he runs, keep heading into random gates until your OUT of here. Once your out, it turns out Jr. Troopa got out too. Why couldn't he stay there until he was a pile of bones...anyway, head into Toad Town, southeast. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next chapter [032] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Toad Town, southeast== Star Pieces: Hidden Floor Panel where the guard is --------------------- WARNING: SHY GUY INVASION! When you enter this place, head south to the grass and use Mario's spin jump to uncover a hidden star piece in a floor panel. Head across the bridge to the left, and a Shy Guy runs out of a house, with a persons favourite fry pan. Right now, it's not important. Head left, into Toad Town, south. ==Toad Town, south== After Twink comes down and delivers Mario the information, enter Harry's Shop and trigger the Shy Guy event, which is the stealing of his Store Room Key. Head right, and then up to Toad Town east. ==Toad Town, east== As you enter here, a Shy Guy runs away into the last area, with a calculator. Get rid of the two Shy Guys in the garden for a thanks from the gardening Toad, then head towards the Post Office, and try to enter to trigger another event, as a Shy Guy runs off with a Mail Bag. Head to the main section. ==Toad Town, main== Head more to the left, and a Shy Guy unfortunately stole a mans dictionary. There are some more Shy Guys around somewhere, but for now, that's all we needed to do. Head to the east section again. ==Toad Town, east== In here, you'd notice Merlon isn't in his house. Strange, go talk to him, and he mentions something about a red palm tree, and a oracle. Fortunately, if you run around a red palm tree in Dry Dry Outpost, you'd get something great. So, off to Toad Town Tunnels! ==Toad Town Tunnels== Head to the room to the left, and pass the floor board (Look at Section B for that part) and enter the Dry Dry Outpost warp pipe. ==Dry Dry Outpost== After exiting the pipe, head left and run around the palm tree, about four or five times, and then a Turban Toad will start talking to you. He says nothing will happen if you run around the tree, but, he also had a dream that if you do a spin jump in a whirling roofed house near a castle, something good will happen. Urgh, back to Toad Town via the Tunnels. ==Toad Town, southeast== Head up a area. ==Toad Town, east== Enter Merlon's house. ==Merlon's House== Badges: Quick change --------------------- Yes, a badge. Spin jump three times in front of the Crystal Ball, and then a Quick Change badge falls from his attic. This, is by FAR, the most USEFUL badge, EVER! Fortunately, it costs WAY less BP than in Paper Mario and the Thousand Year Door, so make room, and put it on! Head outside, and lets start the before stuff. *=Must Do Koopa Koot Favors -------------------- Yes, he is more needy. But when he needs a Nutty Cake, we can't make that for him because of Tayce T.'s stolen frying pan. Plus, we get the Golden Membership card for the Playroom, too! Dojo ----- For those who haven't done it yet. People respect you in different ways when you get diploma's. Chain letter mayhem -------------------- If you haven't delivered your letters yet, now is the time. You get nice Star Pieces. *Toad Town Tunnels ------------------ Explore the new section of Toad Town Tunnels, new enemy too, called the Dark Koopa. Composers Plea -------------- In the Toad Town Port, in Club 64, the singer and the writer cannot sing, because they have no music, so they ask you to go find someone who is a singer/composer. Do we know anyone, well if you don't, Dry Dry Outpost has someone who might (Reward = FX Badge, this is accessible from Chapter 2.) Star Pieces ----------- Throughout the game, before we got our new boots, there were hidden panels throughout the Kingdom, here they are: -Forest Clearings centre, to the left of Goomba Village -Under the Village, two pieces in a panel, near the Grey Block (revist area after getting the first one to get the second) -Pleasant Path's fork, near the Candy Canes -Koopa Village's first area, in the grass -Koopa Bros. Fortress path, where the coin trap was laid -Just after Goomba King's Fortress, near the fence before the next area -South of the Stone Cactus (look at Dry Dry Desert Map) -On Mt. Rugged, near the sandy patch with 4 Monty Moles infesting it -Dry Dry Outpost, on the roof near Moustafa, it looks like an L After all that, head to Toad Town, south. ==Toad Town, south== Talking to all the Toads here, one says (near the left area exit) that the Shy Guys ran into that yellow house, facing the Port. Enter it, and the music changes. Does anyone remember me talking about this place? Well, the secret in this place is...hey, where did that Shy Guy come from! Hm..suspicious. Any who, go ask Merlon. Once he tells you what to do (become *beep*), become *beep* and wait for a Shy Guy to appear. Once he comes in, he sings a bit, and enters a secret doorway on the wall. Swap out *beep* for anyone else, and then enter the doorway after disabling *beep*'s power. In here, you'd notice a spring, and a abnormally huge box. Jump on the spring, and Mario is magically shrunk INTO the box! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 3: Trials in the Toy Box [033] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) The Blue Station [034] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==SGTB, Blue Station== Items: Coin line in air, spin jump box " ", on the third box Coin in ? Block (3) Thunder Bolt, on the giant 3 block Mushroom (Maybe), near the chest Storeroom Key in chest Invisible ? Block at station, stone cap Mystery/Fright Jar in invisible ? Blocks, left area Badges: Power Plus in chest guarded by Anti-Guy Star Pieces: Hidden Floor Panel, south of the only Toad (Station) Behind the lime hexagonal prism (2) On the leftmost house Enemies: Shy Guy, Sky Guy, Groove Guy --------------------- Wow, this is all in a box? Well, any who, welcome to Shy Guys Toy Box (SGTB)! In this place, we have to solve some pointless mysteries and some wacked out ones too! Firstly, head south of the sleeping Toad, and spin jump to reveal a panel, with a Star Piece. If you talk to the sleeping Toad, you cannot ride a train, because the track is unfortunately broken. Save, and head to the right area. When you come here, you see Kammy Koopa putting a Mushroom (remember, the things we told Bowser?) into a chest. Once she flies away, head to the box under the coins, and spin jump to be catapulted to them. In this area, we meet a not-so new enemy, the Shy Guy. After defeating it, head right to the box and spin jump on it to be catapulted to the colourful cubes. Spin jump another box, while collecting coins, and jump off the colorful cubes. Head right, and meet another new Shy Guy related enemy, the Sky Guy. (Cheap name) Head right, and then behind that limeish hexagonal prism for a Star Piece. Continue heading right, and you'll come across some houses. Continue right, and ignore them, and hit the ? Block for a coin. Head left, and enter the house in the centre. Climb the stairs to the roof, and use Parakarry's ability to fly to the house to the left, for a Star Piece. Head back to the centre houses roof, and fly right with Parakarry to the rightmost house. Jump off the right of the house, down to another ? Block containing a coin. Head south, to the springy box, and spin jump it to be catapulted to the wall of colorful blocks. Head north, and use Parakarry to head right onto the ? Block, to the other giant blocks, and hit the ? Block for a Thunder Bolt. Jump off, and head right to collect the item you told Kammy Koopa to place. Open the chest, and get a Storeroom Key, one of the items, stolen by the Shy Guys. Head all the way back to the Train Station. This time, head to the left area. In here, head left and defeat the Shy Guy. Keep heading left, and you'll see a very grey-looking Shy Guy. He is actually a Anti-Guy, one of the hardest enemies to defeat. Ignore him, for we cannot defeat him now, and head left. After about 3 seconds, you'll come across another Shy Guy related enemy, called the Groove Guy. After defeating the Groove Guy, head left, and hit the ? Block for a coin, and then enter the next area. In here, are Shy Guys who run away from you! Only because they have all one item that were stolen by townsfolk in Toad Town. The rest of them have normal items. Defeat all of them, for a calculator, Fire Flower, a Mushroom and two Cake Mixes. After all that, head back to the Train Station, and jump on the spring back to Toad Town. ==Toad Town, south== Items: Snowman Doll in Storeroom Volt Shroom in Storeroom Toy Train in Storeroom Dizzy Dial in Storeroom Badges: I Spy Badge with Rowf --------------------- In this house again, head outside, and right to Harry's Shop. Remember how a Shy Guy stole his key? Well, let's go open the door! In here, lays four items up for grabs, a Snowman Doll, Volt Shroom, a Dizzy Dial, and a Toy Train. Firstly, all these items, except the Dizzy Dial, I find very useful. I put them all on check, incase I'd need them later. That Toy Train, however, is a item we need, so get that no matter what. After that, head to Rowf's Shop, and return his calculator, so that you can buy Badges again, plus he gives you a very useful Badge called I Spy, which lets you find hidden panels. Rowf also puts up some very powerful badges, if you bought the previous ones, like Group Focus, and Spin Smash. Then after that, enter Shy Guy's Toy Box. ==SGTB, Blue Station== Head to the Brown Toad sleeping, and try speaking to him to make the item list pop up. Use the Toy Train you obtained recently, and nothing happens, for it's too big. So, lets head back to the entrance, via the spring. ==Toad Town, south== Don't leave the room, just approach the box and put the Toy Train in. Once you do, it turns into a giant train, allowing you to travel between stations. Head back into the Toy Box. ==SGTB, Blue Station== Once you land, head to the conductor, or the Brown Toad at the station path, and talk to him. He says you can use the two switches to navigate throughout the 4 stations. So, head south, and hit the pink arrow to the right, and head to the Pink Station. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) The Pink Station [035] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==SGTB, Pink Station== Items: Mail Bag in the chest, at the Station Coin (2) in the ? Blocks Tayce T.'s frying pan, in the rightmost chest Invisible ? Block in-between two ? Blocks, left area Badges: Defense Plus in the chest Ice Power in chest Star Pieces: Hidden Floor Panel south of the Pink Toad (2) Enemies: Shy Guy, Sky Guy, Medi Guy, Groove Guy, Hammer Bro. (maybe) --------------------- Head south and spin jump to reveal a hidden floor panel for 2 Star Pieces. Go to the right, and open the chest for a Mailbag, one of the goods stolen from Toad Town. Head south, and into another area. In here, Kammy Koopa reveals the enemy you told her, which for me, was a Hammer Bro. Continue heading right, and defeat the Sky Guy. Somewhere in this area you will meet a Medi Guy. Those things are annoying, and should always be top priority in a battle. Defeat the Sky Guy, and head right, jump on the springy box to get catapulted to the upper parts, and head left. Defeat the Sky Guy, and open the chest for a Defense Plus Badge. Head right, and jump on the springy box you come across to get flung to the lower levels again. Head right, and stand near the glass fence to make a Shy Guy run after you. Quickly head right, and stand against the big blue wall to the left of the windows, so that Mario is rotated inwards, so that you can head right to the other side of the glass fence. Head right, and hit the ? Block for a coin. Head towards the nearby chest to get a Ice Power badge, and head right to the chest, with whatever may be guarding it, which for me, was a Hammer Bro. It's pretty powerful if you picked it, so be ready. Open the chest for Tayce T.'s frying pan. Head back to the station. Back here, if you haven't collected the second Star Piece in the panel, do so now. Head to the left area this time. Make sure you have the Ice Power equipped, for you'll need it. Head left, and jump onto the flowery blocks to get a coin. Keep going right, and battle, yet another Shy Guy relative, the Spy Guy. Head left to the next area. In here, keep heading left until you come across a immensely overweight Shy Guy, called the Gourmet Guy. He's really hungry, or he won't move. He wants a sweet cake. So, go back to Blue Station, and make your way to Tayce T. in Toad Town. ==Toad Town== Star Piece: In Toad Town Port, southeast of Save Block --------------------- Once in her house, you better have her frying pan, because that's what we need. Give her the frying pan, and she cooks you something extra special, a cake! What a coincidence, we needed that! Head back to Shy Guy's Toy Box, once you have the cake. (Make sure you collect that Star Piece) ==SGTB, Blue Station== Flip the switch, and enter the Pink Station. ==SGTB, Pink Station== Items: Super Soda, hidden ? Block to the left of the big red 1 Coins (4) in ? Blocks Coin Block in-between two ? Blocks --------------------- Once here, go back to the Gourmet Guy, and give him that cake. He literally goes crazy, and starts jumping up and down about its tastiness. I want one! Well, once he jumps up, he drops a Cookbook, so collect that for later use. Head across the track he was blocking, and head right past the big red 1, and start jumping around until you get a Super Soda. Head to the right, and defeat the Groove Guy. Sooner or later, you'll meet a new Guy, called the Pyro Guy. Wow, those are the most threatening 'Guys ever! Just defeat them, and head into the next area, while hitting the ? Blocks for 2 coins. Keep heading right, until you come across two ? Blocks and a Brick Block, containing 2 coins and a coin block with 10 coins. Keep heading right, and defeat the Pyro Guy, into the next area. In here, pull the pink switch, by standing in front of it and pressing A, so that the broken track is mended for use. Head back to the Train, and hit the switch to head off to the Green Station. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The Green Station [036] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==SGTB, Green Station== Items: 6 Coins on the moving paths Coin Block on the pink block 6 Coins surrounding the Star Piece Invisible ? Block, top right of station, contains a Fire Flower Badges: Star Pieces: Hidden floor panel, south of green Toad In lower room in 2nd area, between 6 coins Enemies: Shy Guy, --------------------- Once you come here, Save, and collect a Star Piece from the floor panel, south of the green Toad. Head right, and you'll see some boxes. They serve no purpose for now, and don't even try hitting them, if you get the order wrong, you must defeat 4 Shy Guys. Head off to the only area, to the right. Take out Bow for this section, and watch the cut scence of Kammy summoning the event you told Bowser, which for me, was a Koopatrol. Head right, and right the moving paths, collecting the 3 coins on the way. Keep taking paths that head right, and collect another 3 coins. Once you come to a fence, use Bow to become transparent so that you pass through it. Once you pass through it, defeat the Shy Guy, with the parchment, which turns out to be a mystery note. You can't read it for now, so you have to find someone who is very smart. Go right, and you'll find a Slot Machine. If you care to gamble, be my guest. If you get two Stars, you get a Mushroom, and 3 Stars will earn you about 15 Mushrooms. Shy guys are obvious, and coins are too. Head right and defeat the Spy Guy, and climb up the long blocks. In here, take the first orange block, climb the green block, and use Parkarry to get to the pink block at the right timing. Over here, is a Coin Block, so hit that for a average of 10 coins, but the block is moving, so I only got 4. Head right, and south, so you end up on the lower blocks. Walk right, and climb the pink block to the lime block, and enter the room to the right. Collect a Star Piece, and 6 coins. Head back out, and climb to the pink block where the Coin Block was. This time, use Parkarry to get to the blue block to the right, and use him again to land on the roof, above where the Star Piece was. Walk right and defeat the Koopatrol, if you picked it... These things are so threatening, they have a final smash attack with a power of 10! Amazing...anyway, open the chest to reveal a Dictionary. Now that we have done this area...now what? Well, firstly, let's return these items. ==Toad Town, south== Now, let's see...we have a Cookbook...and a dictionary....accompanied by a Mystery Note. O.k., lets deliver the Cookbook first, so head of to Tayce T. in Toad Town, southeast. ==Toad Town, southeast== Deliver the book, and Tayce T. talks about cooking two ingredients at once! Wow, what does a Ultra Shroom and a Jammin' Jelly cook into...well, the answer, is a Jelly Ultra! The most powerful and refilling item, ever, created in Paper Mario! It restores 50 HP and FP, so it's very good. Any who, lets go deliver that Mail Bag, to the Post Office now. ==Toad Town, east== Star Piece: For giving back the Mailbag --------------------- Head into the Post Office and give back the bag, for a Star Piece. Go to the main parts of town now. ==Toad Town, main== Star Piece: Hidden Floor Panel, in grassy area (2) From Russ T. for giving back his dictionary --------------------- Head south when you come here, and spin jump to reveal a hidden panel, for a Star Piece, spin jump again for another. If that doesn't work, go out of the area and come back to try again. Head into the top-leftmost house. Firstly, give Russ T. his dictionary back, and collect a Star Piece, then talk to him again and get him to translate the parchment. The note says "Hit yellow, green, red, and then blue." Hmm, I wonder...before you head back, make a trip to the Shooting Star Summit. ==Shooting Star Summit== Star Piece: Hidden Floor Panel, south of sign (2) --------------------- Head across the bridge, and south of the sign. Spin jump to reveal a Star Piece. Now, head to Merluvlee's house. ==Merluvlee's House== Star Piece: Right of the front door Train Station, south of the right of the track --------------------- Head towards the door, but then Spink jump to the right to reveal a floor panel, for a Star Piece. Buy some badges, and head out, and hit the same floor panel south of the sign again for another Star Piece. Now, go to the Train Station quickly, in Toad Town, and follow the track to the right, and spin jump to reveal a Star Piece. Head back to the Toy Box. ==SGTB, Blue Station== Enter the train, and skip Pink Station to Green Station. ==SGTB, Green Station== Back here, hit the boxes with your hammer in the order of what the parchment said (yellow, green, red then blue) to make a hidden track appear, letting you head of to the Red Station...so what are you waiting for? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) The Red Station [037] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==SGTB, Red Station== Items: Shooting Star, on brick block Sleepy Sheep in ? Block before the dark room Coin Block on 3 rotating platforms Invisible ? Block containing Snowman doll, before Big Lantern Ghost Invisible ? Block at left area's exit, containing a Badges: Deep Focus in-between two ? Blocks (invisible) Star Pieces: Hidden Floor Panel, south of red Toad Enemies: Shy Guy, Spy Guy, Stilt Guy, Shy Stack, Shy Squad Optional Boss Battle: Anti Guy (In Blue Station) Boss Battle: Big Lantern Ghost Boss Battle: General Guy's Army --------------------- Like always, walk south of the red Toad, and spin jump for a Star Piece. Heal and Save at the blocks to the right, and head into the right area. When you enter here, a Shy Guy runs off and jumps over a huge wall. Use Bombette to destroy the wall, and watch as how a horde of 'Guys run away. Now head to the right, and jump around a bit just after the big five to reveal a hidden ? Block, that you can jump to. Go to the left, and spin jump the box to get flung onto the big 5, and use Kooper to retrieve the Shooting Star item to the right from the revealed ? Block. Head right, and defeat the Spy Guy you come across. Hit the ? Block for a Sleepy Sheep, and enter the small room. When you enter here, the horde of Shy Guys come to battle you. Head right, and run from them, and yet nothing happens...well this was a waste of time. Head back to the Station, and let's try our luck in the left area. In this area, is like a giant construction of toys. Head left, and jump on the box with the flower on it, then the platform that's rising, to the top of the wall of blocks. Jump onto the 3 rotating platforms, and hit the block at the top as fast as you can, for its a Coin Block. Try to fall, and head off the left path. Defeat the Pyro Guy, and hit the ? Blocks for two coins. Jump in the centre of these blocks for a Deep Focus Badge (yes I know I wasn't supposed to tell you that YET, but I really love that badge) Now, head left, and jump on the block with a flower, then the wall. Head north, and jump on the platform to the left, ignoring the one to the right, and jump onto ground level. Head in the room to the left. In this room, you hear someone talking, as a giant fat and scary looking Shy Guy reveals himself. Apparently he knows Mario, and wants to battle him. --------------------------------------------------------------------------- Mini-Boss Battle: Big Lantern Ghost - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 40 ATK: Flash Attack- 2 Butt Thwomp- 5 DEF:0 When you first enter this battle, you can neither tattle him or attack him. Make sure you have Bow throughout the whole battle, for you'll need her. Now, the ugly ghost, has an annoying power. When his lantern is darkened, he is untouchable, literally. Attacking the lantern makes it brighter, so, use Bow against his lantern with 1 smack attack, and it lights up instantaneously! Keep doing this, and attack him with Mario, and he'll be finished in no time. His flash attack hits your partner too, dazing it for a while, so be careful. You can also put him to sleep, so that's pretty useful. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you win, he runs away, leaving behind a talking lantern? --------------------------------------------------------------------------- Talk to the talking lantern, and it says its name is Watt, and asks to be set free. Hammer the lantern, and release a sun-like...thing. Talk to it for a while, and it asks to be put on your team. Read Section A about Watt. One of Watt's abilities is illumination, which brightens up areas, plus you can find hidden blocks, too! Head out of here after you accept her partnership. If you read some before sections, you'd notice I wrote things about invisible blocks. Head to those area's, and hit them for the item! Once outside, use Watt to reveal a invisible ? Block, containing a Snowman Doll. Head right, and jump on the rising platform, and jump on the big 2 block. Keep going right, and jump on another rising platform, and jump to the right to go to a place with a Super Block. Upgrade Watt here, to make her learn Turbo Charge, and jump off to the ground. Head towards the exit, and before you leave, use Watt to reveal a hidden ? Block containing a Volt Shroom. Exit the area after all that. Head north, and use Watt again to show a ? Block with a Super Shroom, and head right to the area we visited before. (Visit other area's to see hidden ? Blocks listed in the items lists in the previous stations.) Now that we have Watt, we can finally battle that scary grey Shy Guy, in the Blue Station, for Watt's electrical attacks can shock it! Go battle it if you wish, for you get a Power Plus Badge from the chest he guards. --------------------------------------------------------------------------- Optional Boss: Anti Guy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK: Normal- 10 Show off- 12 DEF:0 This battle turns out to be a shocker. It's hard, and irritatingly annoying. The basic strategy is to use Power Bounce while Watt paralyzes the Anti-Guy. Make sure you have lots of Life Shrooms, you'll need them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you beat him, he leaves his chest, to reveal a Power Plus Badge. --------------------------------------------------------------------------- Head back to the room with the Shy Guy horde that screams and chases you, and use Watt's immense light to scare the Shy Guy's away, creating a hole in the wall to the right. Enter the room, and a Shy Guy, called the General Guy, starts talking about guarding the Star Spirit and following Bowser's orders. Soon enough, he sends out his Shy Guy horde to battle you. NOTE: Be healed, we're about to enter a very...long...battle. But on the bright side, cool music! --------------------------------------------------------------------------- Mega Boss Battle: General Guy's Army - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shy Squad HP: 15 ATK:1/15 DEF:0 Ok, this turns out to be easy. Unfortunately, if you are horribly low on life, you're doomed. Basically, 15 Shy Guys = 15 HP = 15 Attack, and so on. This is a very hard battle, if you don't have good attacks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stilt Guy HP: 7 ATK:4 DEF:0 Defeat them like you'd defeat any other enemy. You cannot attack the General Guy for some reason in this battle, so try your hardest. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shy Stack HP: 10 ATK:1 DEF:0 Same properties as the Shy Squad, but with two separate targets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - General Guy HP: 30 ATK: Bomb Throw- 4 Flash Attack- 4/2 DEF:2 Ok, now, his attack is quite high, along with his defense. He has a annoying Flash Attack, which does what the Lantern Ghost basically did, but with a bit more power. He also throws a weak bomb, which does about 4 damage. Watt's Turbo Charge really helps in this battle, due to the high defense of the tank itself. A good strategy, is to attack the bulb with Parakarry's Shell Shot, use Watt's Turbo charge to make Mario stronger, and Power Jump on the General Guy, causing a mass amount of 8 damage! Breaking the bulb, results to him having to stop using a Flash Attack, so you can use a Stone Cap cheat. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Quote from me: "I died making this Boss FAQ, you'd better be grateful." --------------------------------------------------------------------------- After they all run away, collect your next spirit, and congratulations, you finished Chapter Four! **Gourmet Guy's Return [038]************************************************ Today, you see Peach talking to Twink once again. Head into the secret passage, which actually automatically activates for once, and out into the lobby. Go to the door exactly opposite from where you are, so to the exact right of Peach, and then down a door, so that you're to the right of the main doors. Enter this room. In here, you will once again meet the Gourmet Guy, from the Toy Box. He says he'd report you to Bowser, but he's really hungry, and will let you off if you cook for him. Take the Castle Key, and head out of the room, and enter the lower main doors, so that you end up 1 floor down. Firstly, head down the stairs, and avoid the guards. Head to your right, and climb the small staircase into the room to your right. In here, Twink thinks he heard someone, and obviously, there is someone, for the closet is shaking. Open it, and free a measly Toad...who enters the closet again. Any who, go to your right, and open the chest for a Last Stand badge, which you should put in the chest right away. Head out the door, and go into the door just to your left, and up north. This ends up being the kitchen, and this is where you shall cook for the Gourmet Guy. Once Twink gets a Cookbook, let him read out the 'Special Strawberry Cake' recipe, as you make it. I set out the steps, for your needs. Step 1: Put Sugar and Eggs into a bowl. Head north, and take a egg from the basket under the cooking utensils. Walk two ingredients to the left of the eggs, and get sugar from the green box. Put both ingredients into the bowl. Note: You may only carry one ingredient at a time. Step 2: Talk to Twink for the next step, which is to mix and whip the ingredients in the bowl. Approach the bowl, and press A as fast as you can, if your too slow, you're end result won't come out as good. Step 2: Put flour and butter in the bowl. Approach the bag to the left of the sugar (flour) and put it into the bowl. Approach the last ingredient, or the rightmost (Not the cleanser) and put the (butter) ingredient into the bowl. Step 3: Talk to Twink for next step. Pour ingredients into pan (automatic.) Step 4: Bake the batter in the oven for 30 seconds. Make sure you have a timer on, because you must get 29, 30, or 31 seconds to make it properly. Step 5: Decorate it with cream and strawberries. Firstly, the cream is to the left of the Butter, and to the left of the Butter is the strawberries. Put those in, and make sure you do cream THEN strawberries, or the strawberries will be under the cream. After that, talk to Twink, and if he says it doesn't look great, then redo all the steps. If he said it looked great, pick the cake up, and exit. You'll be automatically taken to Gourmet Guy's room, so that's a plus. Give the over weight Shy Guy the cake, and watch him go crazy again. After he finishes his episode, he tells you where the next Star Spirit is (Lavalava Island on Mt. Lavalava) After that, keep rolling through the dialogue until it skips on to Mario again, as Peach is found by Kammy Koopa... *************************************************************************** ==Toad Town== Back here, the next Star Spirit, Muskular (which really looks like muscular) gives Mario yet another Star Power, Chill Out, which lowers attack power of enemies. Why didn't you give that to us BEFORE the Anti Guy...anyway, skip through the dialogue, and onto the before-events, after Twink talks to you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next Chapter [039] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Firstly, collect any Star Pieces mentioned throughout the walkthrough, and take a visit to Merluvlee, only for the Last Chance badge, and some new Badges from Merlow. After that, go back to Toad Town, and let's start the before stuff. Luigi's Diary ------------- Yes, he has a diary. It's accessible throughout the game, but I forgot to mention it. He writes about the Chapters in his view of himself, and about a mysterious item called a 'Nintendo 64'...to access it, go to Mario's house, and enter the back room and spin jump the oddly colored floor boards. Toad Town Tunnels ----------------- Amazingly, no places to explore...unless you need upgrading, which you really shouldn't. Rowf's Badges ------------- He has amazing badges up, Group Focus, Spin Smash and way more cool stuff. Be sure to visit him! Koopa Koot -------------- He should get a assistant, oh wait, Mario is the assistant. He has more needs to tend to, so do them and be rewarded. NOTE: Star Piece is mentioned in the Koot favors, at Dry Dry Outpost east side (floor panel.) Tayce T.'s Cooking ------------------ Well, for this, you must make food for Tayce T., really for the fun of it. You never know what would pop up, from cakes to wacky dishes! The Great Mushroom Kingdom Chain Letter ---------------------------------------- Once again, threes more letters. See your mail for more information. The chain will end after Dane T. Wow, that was great. Ok, now, time to head onto the next Chapter. Firstly, we know it's on Lavalava Island, and if you look at your Map, Lavalava Island is obviously the island southwest of Toad Town. It seems it's surrounded by the ocean, so we need a ride. If you look towards Toad Town, you'll see that the Port is the closest link we have to the island, so head off to Toad Town Port. ==Toad Town Port== Badges: Attack FX D badge, with composers in Club 64. --------------------- If you make your way to Club 64, and talk to the composer, he asks to perfect his lyrics. If you haven't done it yet, get the lyrics and search for a 2nd composer in Dry Dry Outpost...now, if you make your way to the piers, it seems Kolorado has bet you here! Talk to him, and it seems that there is a treasure hidden on Lavalava Island's volcano, but, he has no way of getting there. The simple way is, a boat, but where do we find a boat. Head out to the piers and climb aboard the blue 'platform.' Spin jump the platform, and it turns out to be a whale! Not a boat, but it will do. Kolorado thought it was a giant tuna, but on with the story. It seems the whale's stomach is hurting, and it wants Mario to help him out. So climb into the whale, and let's see what's making it ill. ==Inside the Whale== Enemies: Fuzzipede --------------------- Head across the tongue to the ribs, and use Watt's light to brighten things up. There is a strange creature in here, and it seems to hate light. Once it starts jumping about, touch it once it comes into contact with you. This enemy is actually quite annoying if you have no idea what you are doing. The only way to defeat it is with Watt, so do that. I think I glitched in this battle, for Mario was able to attack. There is no Tattle, so please someone help me out. After you win, the whale geysers you out and has a argument with the Fuzzy thing, and kindly admires the love of Mario (in a way) and offers to take them anywhere they want. Once Kolorado suggests Lavalava Island, talk to the whale, and off you go! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter Five: Hot Hot Times on Lavalava Island [040] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Run-away Yoshi Kids [041] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Ocean Beach== Items: Stop Watch behind northern bushes Four Coins above the twister plants (altogether) Coconut/s in trees Letter at the top of the rock ledges Hearts from Heart Plants Star Piece: In tree, right of the twister plant --------------------- Once Kolorado storms out to the next area impatiently, head to the north, and collect the Stop Watch that's barely visible behind the shrubs. Collect a coconut from the nearby tree if you wish, and head south. See all of those plants? Well, they give you hearts, or nothing. Right now they seem innocent, so collect some hearts. Head left, and jump onto the big purple flower. This is a twister plant, and when Mario is spinning, if you press Z you are flown up a short distance to collect items or just get flung to another ledge. Now, it has 2 coins for grabs, so collect those and head to the next area. In this area, Kolorado screams for help, probably got his shoe caught in the sand. Head right, and ignore him getting beaten up by a weird-looking Fuzzy, and head up the ledges to the north to collect a letter at the top. Now, you have two choices. One, battle the weird Fuzzy and save Kolorado, or two, keep walking and let him save himself. Either way, he is saved from the 'Fuzzy'. My recommendation is to battle it, but I still skipped it in laziness. After some walking, he comes running to Mario, if you skipped the battle, and says to carry on. Head north, and jump on the twister plant to collect 2 coins, then walk to the right of the plant and hit the tree for a Star Piece. Head right to the next area. (BTW: It's called a Jungle Fuzzy, and will be listed in the enemy list.) ==Yoshi's Village== Star Pieces: Hidden Floor Panel in front of weird looking statue --------------------- Now, welcome to Yoshi's Village, and to answer your questions, no, we will not be having a Yoshi as our next partner. If you want that, buy Paper Mario and the Thousand Year Door. Head right, and enter the next area. Notice all the babies? Anyway, this is like the main area, with a average no roofed Inn and a Yoshi Cabana/Item Store. Head north, and some of the Yoshi's talk of a man who ran to the right in desperation. Head to the right area. ==Mt. Lavalava Jungle== Enemies: Spear Guy/Shy Guy --------------------- When you enter here, you once again hear Kolorado being beaten up by another random enemy. It turns out to be a Spear Guy, so defeat it. Head right and follow Kolorado, and he notices that Mount Lavalava is surrounded by lava and cannot be accessed at this point. Head left, and ignore Kolorado's fake attempt at a scream, to scare Mario. Head left, back into Yoshi Village. ==Yoshi Village== As you can see, all the adult Yoshi's are scared out of their wits for some reason. It turns out that the Yoshi kids have run away to the Jade Jungle. Head north, and enter the area. ==Jade Jungle== Enemies: Hurt Plant, Spear Guy, M. Bush --------------------- This is where the Heart Plants get nasty. Some Hurt Plants disguise themselves as Hurt Plants, so that when Mario tries for a free heart, they attack him instead. The description of them is in the Enemy List for your pleasure. Walk north, and open up the bushes to the other side. Press A near the light green bushes, to make a M. Bush appear. Defeat it, and head to the right area. When you enter, a voice calls out about some little ingrates. Head right, and across the log, and a voice will call out to Mario. It turns out to be the babysitter, Sushie, and she needs some help getting down. Hammer the tree 3 times, and Sushie will land on the floor. Soon enough, she joins your team. Read section A for more details. For the next few parts we will be making our way back to Toad Town, for some things we can do now that we have Sushie. Do this by asking the Whale for a ride back. ==Toad Town Port== Enemies: Mini-Boss Battle: Jr. Troopa - Fourth Encounter --------------------- The first thing you must do is battle Jr. Troopa. He swam all the way from Mt. Lavalava trying to find Mario, and back, so give the guy some credit. --------------------------------------------------------------------------- Mini-Boss Battle: Jr. Troopa - Fourth Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 40 ATK:6 DEF:1 From all the swimming he just did, he's as tired as a overweight hamster on a wheel. Unfortunately, to even things out, he now is a un-hammerable, spike headed, charged up annoying little Troopa. He has a spike, so you can't Jump on him. A good strategy, is to equip the Group Focus, Deep Focus, and Spike Shield badges. That way, you can make your partner charge for a Star Storm, while you attack him with your jumping...or just 4 Shell Shots from Parakarry ...whatever suits you best. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once he becomes 'dead' again, he realizes with his wings, he could have just flown from Lavalava Island and back, and not wasted any life. So stupid... --------------------------------------------------------------------------- Now, there is one Super Block. It lies in Toad Town Tunnels, and is pretty easy to obtain. Note that you must have pretty powerful badges, for you will be battling the Super Blooper (75 HP) if you are not confident now, go back to Lavalava Island and drown in lava. In other words, yes, you have to do this part or you won't be able to access the next chapter, which is the plain truth. Read Section B's Tunnel guide, part 4 "The Super Blooper." If you do beat it, you get a Warp Pipe from Lavalava Island to Toad Town, which is a good thing. You also meet Chet Rippo. Once you done all that, you can collect some Star Pieces with Sushie, and find a new area. Walk to Toad Town, main. ==Toad Town, main== Star Pieces: After riding Sushie through the small bed of water --------------------- In this area, head south onto the grass, and southwest to the wooden pier. Use Sushie to ride along the water, and to the leftmost side lays a Star Piece. Re-enter the body of water, and dock in the middle, and enter the Warp Pipe. ==Toad Town Tunnels, Secret Area== Items: Super Block to the far right --------------------- In here, lays a Super Block. We don't need it now, but I'm just making you aware of it. Head into the Toad Town Tunnels now, but into Area One. ==Toad Town Tunnels, Area 1== Quickly fall into the hole to 4A, and use Sushie to cross the sewer waters. Battle the Blooper if you haven't, and enter the Warp Pipe to Lavalava Island (use the Whale if you aren't confident of the Blooper.) ==Yoshi's Village== Head north, back into Jade Jungle. ==Jade Jungle, J5== Items: Coins, in bushes. Badges: Power Quake in red ? Block Enemies: Spear Guy --------------------- Now, I know I didn't show you before, but here is a map of the Jungle. I like making maps...so I have another one for you soon enough. The lines on the small sections represent an island, some islands are linked, forming a log path. The water is marked with a 'w', so that means everything else is land. Places where there is a pier is marked with a '~', so keep an eye out for those. The letters 'YK' mean Yoshi Kid, and...that's it. Note that you can dive UNDER log paths with Sushie's diving ability. Basically for now we will be heading into the water via the pier to the north parts of the land. Head right from the M. Bush, and use Sushie to board the centre island where a Power Quake badge is. Ignore the annoying whistle sound from the sleeping Yoshi Kid, and head right into J7. J1 J2 J3 J4 __________ __________ ____||____ __________ / | \ / YK /\ /\ Statue /\ / \_____/\ /______| W \ /\________/ \ /W ~ _\ / \ | |__/\ - ~ / -\__/\__/\__/ - YK | | YK | \/ - W ~/ -/ \/ \/ \_ - | \ | W / \ _______/ / \ W ~_~ W / \ / \_____|____/ \/___ ____/ \___/ \___/ \__________/ ____||____ ____||____ __________ /_ \__/ W\ /YK ___| \ /_\~ ~/_\ /YK\ _|_ ___\ /____/ /\ /_ W _ \ J5 | / ~\_/-\_/ - | W ~ - \___/ \_ __| J7 | / | - | ~O / - _/ \_/ \/ | / \ W __|_/ \_|_ / / \ W ~/ / / /\_\~____\__/ \_/_____|__ \ \_______/__/ Ocean Beach->/_/ \ \ J6 \/ <--Yoshi's Village ==Jade Jungle, J7== Items: Yellow Seed from Bub-ulb (Not yet though) Letter in tree where Star Piece is Star Pieces: On secluded northeast island --------------------- Head right, across the two logs, past where Sushie was stuck, and board the pier onto the water. Dive under the log to the north, and board at the island to the top right for a Star Piece. Hit the tree here for a Letter, too. Head right to the opposite island to find the Yellow Bub-ulb, unfortunately it's seed isn't ready yet, for if it was it would ruin the whole idea of the next Chapter not being accessible yet...so head back to J6. ==Jade Jungle, J6== Nothing here for now, head left and enter the waters, and head left under the log to J5. ==Jade Jungle, J5== Items: 3 Underwater coins Super Block on southeast island Enemies: Spear Guy, Hurt Plant, M. Bush --------------------- What, is this about the 3rd Super Block we've found that is totally useless now? How many partners do we have? Any who, head across the water under the log, and collect the three coins in the water using Sushie. Head south, and board the pier. Head left, and you'll hear a sort of sneezing sound. Walk north, and open the bushes. Shake the M. Bush, and defeat it, then shake the bush above the path to reveal a Yoshi Kid. Once it leaves to home, access the Ocean Beach path, which was accessible the entire time! We are so blind.. well, you are. Head into the waters, and depart at the other pier. Defeat the Spear Guy, and head south to a Super Block. Once again, if you can use this to upgrade somebody, you haven't been following my guide properly. Head north, then left, and then north again, to the next area, J2. ==Jade Jungle, J2== Items: Fright Jar near tree guarded by M. Bushes Coin above snapper plant Enemies: Spear Guy ( [sometimes] accompanied with Jungle Fuzzies), M. Bush --------------------- I'd rather you don't get that nearby coin, for you lose a life for trying. Head north of the snapper plant (where the one coin is floating) and open the bushes up. Defeat the M. Bushes if wanted, and hit the tree they're guarding for a Fright Jar, our first actual item for Jade Jungle! Board the pier, surf left, and get off at the other nearby pier. Head to the twister plant, and use it to get to the upper level of the small island. Defeat the Spear Guy, and open up the bushes to a Warp Pipe. Enter it. --Small Cave-- In here, ignore the boulder, for that's useless for now. Head right, and climb the ledges to a crying Yoshi. He's complaining about the darkness, so use Watt to calm him down. Once he leaves, head outside, and use the pier to enter the left area, J1. ==Jade Jungle, J1== Star Pieces: Underwater, under the fallen log Enemies: Jungle Fuzzy --------------------- This won't take long, so listen up. Head past the pier, and dive underwater to retrieve the Star Piece. Board the pier, and hammer the small trunk and it flings up, and snaps in half, creating a path across the water. Don't hit the tree to the left of the crying Yoshi, unless you like Jungle Fuzzies. Talk to the Yoshi, and let it go home, then head back to J2, and head to the far right, and enter the next area. ==Jade Jungle, J3== Items: Underwater coin Enemies: Hurt Plant, Spear Guy, Jungle Fuzzy --------------------- Change of scenery...hmm...suspicious. Head right, and ignore the disguised Hurt Plant. Head across the log, and defeat the Spear Guy, then hammer the trunk to make another path. Once again, that thing IS a Hurt Plant, so ignore it. Head south, and board the pier, and depart from the extremely close pier southwest of where you are, then enter J6. ==Jade Jungle, J6== Enemies: Jungle Fuzzy --------------------- Once you enter, you hear a snoozing sound. Don't hit the tree to the right, for it contains a Jungle Fuzzy. Head left, and hit the tree to make the Yoshi Kid tumble down and wake up. Head South, and create a path from the island to the southwest to the southeast by hammering the trunk. Head back to J3. ==Jade Jungle, J3== Enemies: Jungle Fuzzy, Hurt Plant, Spear Guy --------------------- Head onto the pier, and to the other close-by pier, and enter the area to the right. ==Jade Jungle, J4== Enemies: Putrid Piranha --------------------- When you enter the area, a Yoshi Kid is being attacked by oversized Piranha Plants! Head towards them, and they'll approach Mario for a battle. Defeat them, and save the Yoshi Kid! Once some cool music plays for about 3/4 of a second, head all the way back to Yoshi's Village. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Path to the Volcano [042] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Yoshi's Village== Items: Jade Raven from leader --------------------- Head to the circular beach area to the left, and talk to the Yoshi Leader at the centre island, via the bridges. He thanks Mario for finding all the Yoshi Kids, and gives Mario a Jade Raven, which is the perfect way to get to Mt. Lavalava. Head back to the right area, and go to Jade Jungle again. ==Jade Jungle, J6== Enemies: Spear Guy, Hurt Plant --------------------- When you enter here, straight away head across the fallen log to the left, and north then northeast to J3. ==Jade Jungle, J3== Enemies: Spear Guy, Hurt Plant, Jungle Fuzzy --------------------- Have Sushie out, and enter the water. Dive under the fallen log to the north, and board the pier to the north. Place the Jade Raven in the slot under the giant Raven statue, and watch as it magically moves to the left, revealing a secret path. ==Jade Jungle, Secret Path== Items: Mushroom is tree with vine Volt Shroom in Invisible ? Block in 'puzzle' area Stone Cap in Invisible ? Block where the Spear Guy is Star Pieces: Hidden Floor Panel, to the right of the Heart Plants Enemies: Spear Guy, Putrid Piranhas, W Magikoopa --------------------- Head to the right, and defeat the pacing Spear Guy. Head northeast of where it was, and move the bushes to reveal another path. Enter it, and you'll come into a puzzle area...sort of. All you must do is cover up the holes letting out the geyser of water, to make the boulder blocking the next path fly away. Once you've done that, remove the block from the last covered hole, and head through the next area. Don't forget the ? Block (invisible.) which contains a Volt Shroom. Use the blocks to reach it. Head to the far right, and approach the two trees with vines hanging out from them. On the southeast tree, jump under the vine to pull it down, so that a Mushroom falls out. Head to the tree northwest of that tree, and jump on its vine to reveal another path. Head back to the right before you enter it, and use Watt to uncover a Invisible ? Block on the small upper ledge. In this area, the two Heart Plants do contain hearts, so use them, because we need as much life as we can get. Spin jump to the right of the plants to reveal a floor panel, with a star piece, and head more to the right and enter combat with the Putrid Piranhas blocking the next area. Note that they also had a W Magikoopa in their group, so look at the enemy section for more details about that. The items they drop are extravagant too, so if you have Money Money, Heart Finder or Flower Finder badges, now's the time to equip them. ==Rafael Raven's Tree== Badges: Happy Heart, outside tree's trunk --------------------- In the next area, you find yourself at a giant tree? Well, it sure does remind you of the Boggly Woods tree in the 2nd Paper Mario game, but anyway.. head into the tree, and Save. Now, for the vast climb. Keep jumping to the nearly top, and exit. Head around the trunk on the branch, and don't stop until you come across a Happy Heart Badge. Head back, and enter the tree, again. Start climbing again, and exit at the other door. In here, is a giant Raven, in a nest, might I add. His name is Raphael the Raven, and he is to help Mario get to Mt. Lavalava. Once he calls on his Raven companions, he starts talking to them, only to fall about 75 stories. Follow him down, then talk to him so that he raises the tree's giant roots, to form another path. ==Mt. Lavalava entrance== Take the path, and follow Rafael and his little Ravens to the right, and talk to them. Once the Ravens start being constructive, Kolorado comes out of thin air. I thought we got rid of him (I wanted that treasure to myself)! The little Ravens, actually made a lift, and once Kolorado takes it, Rafael gives Mario an Ultra Stone, before leaving. The Ultra Stone gives Mario the right to upgrade his partners to Ultra Rank, raising their attack and move list by one! Head to the previous Jade Jungle Super Block, and the Toad Town mains Block in the Warp Pipe in the centre of the body of water, and upgrade two partners to their most powerful level. I recommend Sushie, because we need her extremely powerful Tidal Wave (water based) attack, and Parakarry, for his incredibly powerful Air Raid attack. Once you upgrade them, head back to the lift, and go up to the tree. Head past the Raven, and across to the 'flying fox' is what I call them. Jump onto the string, and head down to the volcanoes entrance. Heal, and enter the Volcano. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The Great Mt. Lavlava Treasure [043] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Mt. Lavlava== Items: POW Block on Brick Block in 3rd area Four Coins in Four ? Blocks. Super Block after path of revolving fires Super Block on high flat rock Life Shroom in Invisible ? Block Ultra Hammer in big chest Maple Syrup in ? Block near final area Super Shroom in ? Block near final area Badges: Fire Shield on high ledge under flying fox Dizzy Stomp in chest after Metallic Block one area before Ultra Hammer Star Pieces: Star Piece in area with the high flat rock where the Super Block is Star Piece near final area, where the Heal Block is, hidden panel Enemies: Lava Bubble, Spike Top, W Magikoopa, R Magikoopa, Putrid Piranha Boss Battle: Lava Piranha & Lava Bud --------------------- Please NOTE: Have at least two Stone Caps, because, well, you'll need them. It's a Volcano, so don't be surprised by the amounts of treasure. Head down the smoky corridor, and a Piranha Plant will come out, and alert it's boss about Mario being inside the Volcano. Enter the next room. Kolorado, being the greedy man he his, has bet us here, and he says he senses danger. After he gives an example about what happens when we star on the platforms on the lava, head across the platforms QUICKLY and defeat the new enemy, the Lava Bubble. Note that Sushie's water attacks do +2 damage, so keep that in mind. Continue jumping platforms until you get to the next room. Jump onto the flying fox, and get off at the end. Climb the Brick Block, and use Kooper to destroy the POW Block on the Brick Block so you can get it. Defeat the two Spike Tops, and collect 1 coin from each of the ? Blocks. Walk left, and jump on the string, to the flying fox, and enter the room to the bottom right hand corner. In here, head past all the revolving fires, and constantly jump over one of them for some coins, and find a Super Block at the end of the path. Upgrade a partner (Recommended: Watt, for his Power Shock attack.) Head back to the previous area, and south of the spring, and down all the steps to the right. Save at the block, and use the flying fox again down to the lower levels. When you're on the way down, by the way, you'll see a small glimpse of a Badge on a high ledge, so when you see that, quickly press A to let go of the rope so you can collect it, and it's a Fire Shield badge, which reduces fire damage by one. Note that if you've followed my walkthrough, you'll notice that you have both a Fire Shield and Ice Power badge, a great combo, for Mt. Lavalava. Head to the left, into the next area. In here, use Watt straight away to uncover a Invisible ? Block containing a Life Shroom, and head left from the block. Use Parakarry to get across the lava river, and push the blue blocks to create a path so that you can get across easier. It also stops most lava flow, so head right, south, then left to the lower path, and use Parkarry across the lava river. Enter the next area. As you can see, there is yet another giant chest, so it's either Ultra Boots, or an Ultra Hammer. It is a Ultra Hammer, because all the Metal Blocks gave it away. Push two of the Blue Blocks into the river, and head across the rest with Parakarry's ability. Defeat the Lava Bubbles here, and their R/W Magikoopa partners, then climb the ledges to the north until you can get to the chest, which contains a ULTRA HAMMER! Yes, this nifty trinket allows Mario to smash Metal Blocks, and it +1's his Hammer ability damage ratio! Smash the Metallic Block to the right, and head out of this area. In this area again, use Parkarry across the lava, and this time take the lower staircase, to a Mettalic Block. Smash it, and enter the area. Head across more lava with Parakarry, and defeat the Putrid Piranha. Climb the ledges, and get the Dizzy Stomp badge. Head back an area, and take the higher stairs and exit the area. Head to the right, and defeat the Spike Tops, and Putrid Piranhas, then jump onto the spring to the other spring to where the Save Block was. Hit the Metal Block, and let Kolorado go in. Enter the area, and watch as Kolorado foolishly steps out of the edge, only to plummet to his near death. Ride the flying fox, and press A when Mario is in the rays of the light, on the wall, and he'll fall onto a ledge with a Super Block. Upgrade (Bow) a partner, and jump off to the right. Spin jump to reveal a hidden floor panel, then head left and defeat the Putrid Piranha and the Spike Top. Head out the area, back to the spring, to the other spring and then back to this area, then ride the flying fox, but don't let go! BEFORE YOU GO TO THE NEXT AREA: Make Bow your active partner, HEAR ME? In this area, head to the right just a little bit, and a giant rolling spike ball Thwomp thing comes rolling down to damage Mario. Use Bow to evade it, and head to the next area. (I shall call it, the Spike ball Thwomp!) Head across the moving platforms, and destroy the rotating fire. Defeat the Lava Bubble, and head more to the right, defeating everything in your way. Jump onto the moving platform to the right, and jump off onto ground, and then into the next area. In here, defeat the Spike Top and Putrid Piranha, then head right across the narrow path, to a blue block. Once Kolorado obviously makes a statement that we are close, push the block all the way to the left, and climb onto the steps. Smash every Metal Block you see, and let the giant Spike ball Thwomp roll all the way across the narrow path, destroying a extremely obvious rock blocking a secret path. Head across the path to the new area, ignoring the somewhat dead Kolorado. Head right, and listen to Kolorado, stating that the treasure is this way. Follow him into that area, and hit the two ? Blocks for a Maple Syrup and a Super Shroom. Head back an area, and Spin Jump to reveal a panel with a Star Piece. Head down the stairs, and save, then all the way to the right. After a while, a Putrid Piranha will alert the boss again of Mario's location. Head right into another area. This is a Boss area, so I recommend that you equip the following badges: Fire Shield - To shield Mario against ?'s fire Ice Power - To power up Mario's attacks against ? All or Nothing- To +1 on Mario's action commands Power Bounce - For multiple butt-whopping Group Focus - So Star Storm is accessible at all times Damage Dodge - To -1 on Mario's damage counter Note that this adds up to 15 BP, so if you don't have enough, I'll reconsider the All or Nothing badge. Also, have Sushie, because she's the BEST at this boss. Head right, and soon enough you'll approach a lava pool. When you're close enough, a giant Piranha will emerge from the depths of the lava. Once it makes its short speech, battle the fearsome, Lava Piranha! --------------------------------------------------------------------------- Boss Battle: Lava Piranha & Lava Bud - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Lava Piranha Lava Bud HP: 40 HP: 8 ATK: Lava Fire- 5 ATK: Bud Fire- 4 DEF:0 DEF:0 Well, this boss seems not one ounce terrifying! All you must do, is use Sushie to deal with the two Lava Buds and some HP from the Lava Piranha, then use Mario's Power Bounce, letting the Ice Power badge take in affect. Each part of the enemy attacks separately, so the order is usually Bud, Bud, Lava Piranha, leading to a top of 11 damage. If you equipped Damage Dodge like I told you to, and Fire Shield, that damage plummets to a mere low of 7. When you defeat either Lava Bud, they crinkle into dead plants, but soon enough come back. The main root, or Lava Piranha, is the only way to win. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After receiving your Star Po...wait a minute, it's BACK! --------------------------------------------------------------------------- Oh lord... --------------------------------------------------------------------------- Boss Battle: Lava Piranha & Lava Bud & Petit Piranha - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Lava Piranha Lava Bud Petit Piranha HP: 40 HP: 8 HP: 1 ATK: Lava Fire-6 ATK:0 ATK: Sacrifice- 6 DEF:0 DEF:0 DEF:0 Well, they are fire charged, so they seem stronger. In this battle, you must defeat 5 enemies on one field at a time, usually, and win. Stone Caps are great here, for the attacks will add up to 18 if you don't block properly. Petit Piranhas will come from Lava Buds, which have no power in this battle. The reason is that the Petit Piranhas do all the work, with a extra 2 damage points than the Lava Buds original attack. Chill Out, works wonders here, and Tidal Wave from Sushie. If you use Chill Out, with the aid of the Fire Shield and Damage Dodge badges, the Lava Piranhas attack becomes a measly 1. Star Storm is a must here, and Life Shrooms are the way to go. I used a spare Repel Gel in this battle, so you can use that too. Fortunately, for you, the Lava Piranha has one fatal weakness. It's fire. Once you use a Tidal Wave attack, it automatically shuts down for a short period of time, allowing you to attack with the aid of the Ice Power badge. Lullaby will also work, so you can use your Star Power to heal yourself. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you win, so god may hope so, Kolorado runs off, wanting the treasure even more. --------------------------------------------------------------------------- Once he runs off, the Star Spirit, will come from the lava, allowing you to finally finish Chapter 5 for good...but, hey! What's the matter with the Volcano? It MUST BE ERUPTING! Quickly follow the unidentified Star Spirit, and climb the stairs. Blow up the wall with Bombette once instructed to, and enter the area. Climb the stairs quickly, before hitting the lava, or hit the lava for a shortcut if you have 1^ HP. At the top, Kolorado finally found the treasure, but it's on a high pillar, and he can't get it. The Star Spirit will then get Mario and Kolorado, and fly out of the Volcano, as the treasure lands in Jade Jungle... **Trivia Quiz-Off!! [044]**************************************************** Once again, in another Peach scene, Twink and Peach decide to try for another searching of the castle. Walk into the fireplace via the passageway, and exit Bowser's quarters. Head down one floor, and enter the door northwest of the bottom of the stairs. In here, a Koopatrol catches Peach, and suggests taking her back, but a Hammer Bro. talks to Koopatrol, and says "She'd be idea, and we need a third person..." After he talks, he directs her, to the Trivia Quiz -Off game show! With the host, Mr. Hammer, he asks 10 questions, and press A when you think you know the answer. Here are the questions. Note that you must rapidly press A on questions related to Flower Fields. 1. What's the name of the boss inside the Volcano on Lavalava Island? Answer: Lava Piranha 2. Where did Master Huff N. Puff imprison the Star Spirit? Answer: Flower Fields (Spoiler Number 1...) 3. What is the name of the scary round monster living in Dry Dry Ruins? Answer: Chomp (Hard not to remember) 4. How would you get to Flower Fields? Answer: Pass Flower Gate (Spoiler Number 2...) 5. What's the name of the person that King Bower really loves? Answer: Princess Peach 6. What thing is most deeply related to Flower Fields? Answer: Flower 7. What's the name of the most admirable, invincible, just downright cool guy around? Answer: King Bower 8. What's the name for the ghosts who live in and around Forever Forest? Answer: Boo 9. What's the name of the area just to the south of the Post Office in Toad Town? Answer: The Flower Garden (Spoiler Number 3...) 10.Where is Peach's Castle now? Answer: On Bowser's Castle Well, after that ends, we just got the next location of the Star Spirit! According to Spiky Tom, the pink Koopatrol contestant, it is in Flower Fields...via the Flower Gate...in the Flower Garden south of the Post Office! That was a coincidence. If you did win, you'll receive a Jammin' Jelly, and a Sneaky Parasol. That Parasol allows Peach to become whoever she wants by pressing B, but Bowser ruins our fun by storming in... ***************************************************************************** ==Mt. Lavalava entrance== Once you head down, the new Star Spirit talks a bit, and Kolorado stays as sad as ever. The new Spirit's name, is Misstar, and she allows Mario to use a healing Power, called Smooch, which heals 20 HP! Watch Kolorado walk away, and head all the way to the left back to Yoshi's Village. ==Yoshi's Village== Head left, and north of Kolorado to Jade Jungle. ==Jade Jungle== Items: Volcano Vase near tree where Sushie was stuck --------------------- Head north through the bushes, and head right an area. Walk towards where you found Sushie stuck in the tree, and open the supposed Mt. Lavalava chest for, a Volcano Vase? Head left, then south to Yoshi's Village again. ==Yoshi's Village== Items: Brown Seed from Kolorado --------------------- Walk south, and talk to Kolorado. He praised Mario for finding the vase, and soon enough gives Mario a Brown Seed. Head two area's left, and board the whale to Toad Town. (DO NOT TAKE THE WARP PIPE, we need Kolorado to come with) ==Toad Town Port== Head north, after Kolorado heads back home in Koopa Village, and head to the other parts of Toad Town. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next Chapter [045] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *=Must Do *Toad Town Tunnels ------------------ It's not exactly a must do situation, but it's good if you want stronger partners. Head to the appropriate area, and activate it. (I recommend the partner, Kooper for this. Rowf's Badges -------------- Yes he has more. If you've been buying his Badges, every time you finish a Chapter, he has even better ones today. Koopa Koot ------------ God, this man doesn't stop wanting to be needy! That's one of our shortest ones yet. Once you've finished anything else that you want to do, head to Toad Town east. ==Toad Town, east== Head to the right, and talk to the Gardening Toad. She says that the Flower Fields are in great danger, and that she needs seeds to get to the Flower Fields via the Flower Gate. Give her the four seeds you have gotten throughout the adventure... Pink Seed with Bub-ulb in Toad Town Blue Seed with Bub-ulb in Forever Forest Violet Seed with Bub-ulb on Mt. Rugged Yellow Seed with Bub-ulb on Lavalava Island with Kolorado ...and watch as the magical Flower Gate reveals itself, allowing you to go to Flower Fields! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter Six: Dark Days in Flower Fields [046] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Magical Beans [047] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Centre Flower Fields== Here is a map, of this place, just before we start. N W+E S \ _____________________ / Sun's Keep<--Northwest.C \/ \/ Northeast.C -->Puff Puff \ Wise / Machine / Wisterwood's \ _| Entry/Exit |_ Rosie's<--Maze<--West.C_ _ East.C --> Petunia's Garden | | Garden+Well \ .Liar / / Flower \ Posie's <-- Southwest.C/\_____________________/\ Southeast.C --> Lily's Garden Spring When you enter, the first thing you realize is the whacked out, weird looking scenery, and the talking tree? His name is Wise Wisterwood, and he's the oldest tree in Flower Fields. He talks of a evil cloud called Huff N. Puff, and how they took over Flower Fields sunny skies. He says that Mario must defeat it, and the only way is with a Magical Bean. He says to find a flower named Petunia, and she lives to the east. Now, this place, it is made up of the 6 cardinal points, not including North and South. Each point has it's own mystery, but we must visit everything in order if you want to progress. Head to the left, and talk to the big mouthed orange plant. This is what I call the liar flower. She tells Mario the wrong information...in a way. All of her information is oppositised. Here's a list of what she says, but what she really means. 1.Petunia is to the west. -Petunia is to the east. 2.Hit a group of trees left, right, then middle for a great gift. -Hit a group of trees middle, right, then left for a great gift. 3.Throw a item into a well for a great reward, but don't throw a Blue Berry. -Throw a item into a well for a great reward, but only a Blue Berry. That's about it, so head to the East Cardinal area. ==East Cardinal Flower Fields== Badges: Happy Flower in the left tree, after hitting them in order Enemies: Crazee Dayzee --------------------- Once you enter, you'd notice the flowers running around. These are Crazee Dayzees, and they have one of the most annoying attacks, that I call hurtful lullaby, which makes you sleep but at the same time you take damage. Very annoying. Walk right, and ignore the first tree, for it contains a Bzzap!. More to the right is a Bzzap! once again, so defeat that, and notice the three trees? Maybe this was what that flower was talking about. Hit the trees in the order: middle, right then left, and a Happy Flower badge will come down from the left tree. Defeat the Crazee Dayzee to the right, and enter the next area. ==Petunia's Garden== Items: Red Berries in tree Enemies: Green Monty Mole, Crazee Dayzee? --------------------- Notice the change of music? Talk to the purple petalled flower to the right, and she asks Mario to dispose of the Monty Moles. They are green, and are a new breed, so I named them the Green Mole. Type that in the search box for it's information. After you defeat them all, talk to Petunia. She is so grateful, she gives Mario a Magical Bean! After that, she tells you not to plant it with, let's say, fertile soil and Miracle Water. She doesn't like her seeds to grow basically, for they cannot move after they grow. Before you leave, where the Crazee Dayzee is hiding, hit the tree, for a Red Berry. Yes, we need this. Head all the way back to Centre Flower Fields. ==Centre Flower Fields== Head to the left, and talk to the Liar Flower again. She has some more info about the Fields, so here it is. 1. The Posie only has soil, and nothing beautiful. -The Posie has something more beautiful other than soil. Well, that sure does sound strange. Head south of that Flower, to the Southeast Cardinal Flower Fields. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Fertile Soils [048] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Southwest Cardinal Flower Fields== Items: Stinky Herb on wall flowers Yellow Berry in tree Star Pieces: South of tree Enemies: Ruff Puff, Bzzap!, --------------------- Remember that Red Berry we got before, well, that flower guarding the gate, would sure love one! Once that gate opens, defeat the Bzzap!, which is sometimes accompanied by a new enemy, called the Ruff Puff. Head right, and stand near the wall flower for a Stinky Herb, then defeat the Ruff Puff to the left. Hit the tree for a Yellow Berry, and Spin Jump to the south of the tree for a Star Piece, then head to the next area. ==Posie's Garden== Head to the left of this wonderful bridge, and talk to the yellow flower in front of the magnificent tree. Her name is Posie, and she calls that tree, the Crystal Tree. After Mario rudely compliments her strange mouth, and she 'compliments' his nose, she gives Mario the Fertile Soil almost instantly. Hmm, that was quick. Head back to the central fields. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) Miracle Waters [049] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Centre Flower Fields== Save, and then head to the southeast corner. ==Southeast Cardinal Flower Fields== Items: Stinky Herb in wall flowers Dizzy Dial in ? Block Maple Syrup in invisible ? Block Star Pieces: Hidden Floor Panel, leftmost part of the area In the flowers to the right of the Amazy Dayzee location Enemies: Crazee Dayzee, Amazy Dayzee, Bzzap! --------------------- Talk to the yellow flower, and give her your Yellow Berry. Head through the gate, and use Parakarry to get across the pit of thorns, from platform to platform. Head north, and see that small batch of flowers, with the Crazee Dayzee? Sometimes, those two Crazee Dayzees may be accompanied by a Amazy Dayzee, a enemy which gives off about 40 Star Points per win. It sounds easy, but the Amazy Dayzee has 20 HP, with a attack of 20 to match it. The easiest way to defeat it is by a two turn kill. Equip the Dizzy Spin, Power Jump, All or Nothing and Power Plus badges, and use Parakarry, to defeat it. Look at Section B for a better insight. I achieved level 27 (the maximum level of this game) by battling these things, with my strategy. Head to the left, up the stairs, and defeat all the Crazee Dayzees that are in your way so that you can get to the Super Block. Upgrade a partner (Bombette), and head all the way to the right, hit the nearby tree for a Blue Berry, and collect the hard to see Star Piece hidden in the flowers to the right of the tree. Head into the next area. (Get two Blue Berries, you'll see why soon) Hit the nearby ? Block for a Dizzy Dial, and head down the stairs, and across the path, and up some stairs. Head north, and Spin Jump for a Star Piece, then use Watt to find a ? Block containing a Maple Syrup. Head to the next area. ==Lily's Spring== Head down the stairs, and talk to the pink flower. She's having a crisis, for the cloud people took her water stone, so her water is gone, and she's going to wither and die soon. She asks Mario to find her water stone, so we will be going for a treasure hunt. Head all the way back to Centre Flower Fields. ==Centre Flower Fields== Now, remember that well the Liar Flower was talking about? Head to East Cardinal Flower Fields... ==East Cardinal Flower Fields== ...And head all the way to Petunia's Garden again. ==Petunia's Garden== Star Piece: Hidden Floor Panel left of Petunia --------------------- While you're here, get the Star Piece I missed before, and head once more area to the right (forgot to mention that area before.) ==Dead Man's Well== Badges: Flower Saver from mysterious stranger in well --------------------- Firstly, you'll here a sniffle from a distance. Head right, and press A at the well. Throw down 1 of the 2 Blue Berries you got, and watch as you get a Flower Saver badge in return! Head back to the centre, then take the West Cardinal area. ==West Cardinal Flower Fields== Items: Coin in invisible ? Block Shooting Star in invisible ? Block above Brick Block Enemies: Spiny --------------------- Give you're remaining Blue Berry to the Blue Flower, so she opens the gate. Head right, and defeat the new Spiny enemy. Use Watt to reveal a hidden ? Block, containing a Coin, then use the spring to jump onto that block. Jump onto the Brick Block, and jump again to get a Shooting Star item. Defeat the Spiny to the left, and then enter the next area. ==Garden Maze== Items: Coin Block before left exit Enemies: Lakitu, Spiny --------------------- When you enter here, two Lakitus are trying to find the lost Water Stone. Once they see Mario, they automatically enter combat. Defeat them, and now, it's time to progress through this maze. Mapping it was too hard, so I'm just going to guide you. Basically, we have to get to the centre. The maze is divided into hedge squares, so try to understand me. Head left two squares, north until you come across a high hedge where you can't see Mario, all the way left, all the way north, then left two squares, then south. until you come across another high hedge, then you go right, north two squares, then left into the centre. Enter the Warp Pipe here, to the other side. Before you leave the maze, head through the hedges to a Coin Block, then head left an area. If you understood none of that, then try going through on your own. ==Rosie's Garden== In here, is a selfish rose, named, Rosie. She claims to be the most beautiful thing that had ever been born. Answer her question respectfully, then let her show you the Water Stone she found the other day. Mario starts complaining about how Lily may die, but then Rosie says that she thinks she's prettier than she. After some insults, she says, until Mario finds something even prettier than the stone, then she will hand it over. Go to Posie, and she has something even prettier (remember what the Liar Flower said?) which is the Crystal Berry, then give it to Rosie for the Water Stone. Then, head all the way back to Lily. ==Lily's Spring== NOTE: At this point of the game, I highly recommend that you get to level 27, for the upcoming enemies are monstrous. Talk to Lily, and she tells you to put the Stone in the small hole, so do so. Once a geyser of water comes up and water fills the spring, Lily says that it can make any plant grow...but, because of the lack of sunshine, it won't work. So, she suggests to go talk to the Sun! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4) Quest of the Clouds [050] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Head one area to the left, and use Sushie at the pier. Get off at the pier near the very blue looking tree, and hammer it for a Bubble Berry. Head all the way back to the centre, then walk to Northwest Cardinal Flower Fields. (The top left-hand corner) ==Northwest Cardinal Flower Fields== Items: Shooting Star hidden behind flowers Badges: Mega Smash under high stair case Star Pieces: After the Log, on the upper area Enemies: Bzzap!, GRN Magikoopa, Lakitu, Spiny --------------------- Talk to the weird blue plant, who's name is Bubble Plant, and give it your Bubble Berry. Once it creates a giant bubble, hop into it, and get carried to the other side of the thorns. Head up the stairs, and through the log to the Star Piece. Head back, and defeat the Bzzap!, who is sometimes accompanied by a GRN Magikoopa, then through the log, to the next area. Avoid the Lakitu, for it's too high to battle, and climb the vast amount of stairs. Use Bombette to blow up the rock in the flower patch, and enter the hidden hole, to obtain a Mega Smash badge. Head southeast, and collect the Shooting Star hidden behind some flowers, then left avoiding another Lakitu to the next area. ==Sun's Keep== Notice the Mexican style music? This is the Sun's Keep, and we need to get to the top of that tower. Head past the stairs, not climbing them, and go through the passage to the right of the wall. Use Bombette on the grey rock, so that the stairs fall down, and go back to climb them. Once you reach the top, talk to the Sun. He says that he 'was' the sun, only because the Puff Puff Machine blocked his way to the sky. He also said it is to the east of this area. Head down the stairs, back and area, and halfway through that area, you'll be stopped by Lakilester...or Michael...or Spike. Whatever his name is, he challenges Mario. Defeat him like you would an ordinary Lakitu, but a bit harder... --------------------------------------------------------------------------- Mini-Boss Battle: Spike? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK: Spiny Throw- 4 DEF:0 This, is really a partner battle. "Spike" is your final partner, but why is he battling us? Well, he has 50 HP, so he's no ordinary Lakitu. A good way to defeat him is to treat him like an ordinary Lakitu, but I did this battle with a few Super Smash Charges, a Hammer Throw and a whole lot of Smacking. Always use Bow, because I think she relates to this enemy. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you win, Spikes girlfriend, Lakilulu, if that IS her real name, comes flying down... --------------------------------------------------------------------------- Once Lakilulu comes down, we finally learn his real name, Lakilester. Soon enough after some dialogue, you are given a 4 part answer question, which will lead to Lakilester becoming your partner no matter what, really, either way. His ability, is what I call the Taxi, and he let's you ride him over places you couldn't originally go. Hop onto him, and ride him all the way back to the centre, over the thorns. ==Centre Flower Fields== From the northwest fields, opposite are the northeast fields, so go there now. ==Northeast Cardinal Flower Fields== Items: Super Block on high level Letter being orange flowers after first log Thunder Rage in Invisible ? Block, before eastern exit Star Pieces: In small tunnel, Spin Jump above it Enemies: Ruff Puff, Y Magikoopa, Lakitu, Spiny --------------------- This is a puzzlish area. Use Lakitu to head onto the thorns, and you must Spin Jump the ! Blocks to raise and lower the other same color ones to get to the top. Here is a quick way to do it. --------- --------- --------- --------- --------- --------- --------- - - - - - - - - - - - - - - - R!B - - G!B - - R!B - - G!B - - P!B - - G!B - - P!B - - - - - - - - - - - - - - - --------- --------- --------- --------- --------- --------- --------- 3 4 2 1/5 6 Hit the ! Blocks in order, from 1-6, and climb to the upper grounds. Defeat the Ruff Puff's, accompanied with the Y Magikoopas, and head through the small tunnel to the right of the caged one. Walk to the left, into the wall, and you'll end up in the middle tunnel. Jump on the spring, and head left to upgrade a partner (Lakilester.) Use Parakarry to cross the gap in the flowers to the right, and then Spin Jump above the small tunnel with nothing in it to make a Star Piece fall in. Get it, and head to the next area. Now, we can do this area, in two ways: Head through the logs and paths, having to battle all Spinies from Lakitus. OR Use Lakilester to head straight through all the thorns under the logs to the other side. But, just remember to get the letter after the first log, behind the orange flowers, and the Invisible ? Block before the eastern exit. Choice one, is for people who did NOT level up to 27 from the Amazy Dayzee, and choice two, if for people who did. Either way, head to the next area, following the paths. Now, this is where the Puff Puff Machine is. Basically, you must destroy it. Either one of the following two options will lead to a battle: Hammer the machine until the Y Magikoopa notices who you are. Talk to the Lakitu to the right of the Y Magikoopa. The idea of three Lakitus an a Y Magikoopa does seem laughable, but the Y Magikoopa can electrically charge the Lakitus while they summon Spinies... smart, aye? Once you win, hammer each side of the machine, then another time to destroy it. After that, the Sun realizes that the clouds are gone, and he can finally rise to the sky! Lily's Pond forms a rainbow...Rosie still acts snobby, and Petunia stops complaining about being stuck in one place. Now, it's time to deal with Huff N. Puff. Head to the centre. ==Centre Flower Fields== Head to Wise Wisterwood, so that Mario can get the idea of planting the bean, and head to the dirt patch to the south. Plant the soil, then the bean, then the water, and a giant spiral, paper-like beanstalk grows to the clouds! Jump onto the big leaf in front of you, and watch as it twists like an elevator, to the clouds themselves. ==Cloudy Climb== Badges: S. Jump Chg. on cloud --------------------- Head northwest, and wait for the cloud to come down. Jump onto it, and wait for it to go up, then jump to the other cloud for a S. Jump Chg. Badge! Jump off, and head to the next area (to the right.) Before you do that though, I will recommend some badges quickly. For those on level 27: S. Jump Chg. Quick Change Damage Dodge Pretty Lucky Power Jump Group Focus Damage Dodge Dodge Master Power Plus All or Nothing (All up: 30 BP) For those lower than that: S. Jump Chg. Damage Dodge Power Jump All or Nothing Quick Change Pretty Lucky (All up: 16 BP [equip some from other list if possible] And, read the Toad Town Tunnels section for how to get the Super Boots (they are now obtainable.) After all those preparations (yes, they were necessary) head to the area to the right. Make Lakilester your partner for this battle, and head right up the cloud steps, until you come to a ugly brown looking cloud. Touch it, and listen to its annoying plot to turn Flower Fields into a cloud infested "haven". Keep rolling through the dialogue until he battles you. (He looks adorable for an evil villain, don't think?) NOTE: PLEASE do NOT make the same mistake that I did, of not healing before battling this cloud, and ending up with 1 FP at the start... --------------------------------------------------------------------------- Boss Battle: Huff N. Puff & Tuff Puffs - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Huff N. Puff HP: 60 ATK: Belly Bounce- 5 + amount of Tuff Puffs Lighting- 6 Charged Lighting- 12 Tornado Breath- 3/7 Recovery- 1 Big Tuff Puff=2 HP / 1 Small Tuff Puff=1 HP + # Of DEF:0 Tuff Puffs HP: 1 ATK: Recurrent Bash- 2+> DEF:0 He looks adorable! Now, to beat him. Every time we attack him, something called a Tuff Puff appears, and Huff N. Puff will swallow these things if we don't beat them, healing himself. 10 Tuff Puffs can be on at one time, and each regenerates 1 HP. To defeat this monster, use Lakilester's Cloud Nine, and your Super Jump Charge. Use Lakilester's Spiny Surge to damage Huff N. Puff, and his minions when they come out, but otherwise, just use the Spiny Flip attack, to save FP. After about 10 charges, unleash, POWER JUMP! Now, the reason for all these badges, you ask? Well, Super Jump Charge + Power Jump are the key to this battle, while Quick Change allows you to swap between Lakilester and Watt quickly (you'll see why soon.) Then, Group Focus is so that your partner can recharge Star Power if needed, while you keep charging, and Power Plus for more power, same with All or Nothing and the Super Boots. Damage Dodges are for his Lighting attacks, which cause 6 or 12 damage depending on if he charges, and the Pretty Lucky badge to increase Cloud Nines effect (I am SO smart!) Now, once you are happy with the way your charge is going, swap out Lakilester, and put in Watt, and make him use his Turbo Charge on you, after that, unleash your Power Jump, and it should do heaps of damage (my calculations are, if correct, after 10 charges, Mario's damage ratio will be 35, and after 20, it will be 70, completely wiping out Huff N. Puff, and, with the added damage from Lakilester, you win anyway after 10 charges) And, one more thing. If you are low on HP/FP, get rid of all of the Tuff Puffs, and charge Star Power. Huff N. Puff is a lot more weak without them, so this gives you time to Smooch, Refresh and Chill out (get it?) Remember, this is a FP draining strategy, so be prepared. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Watch as Huff N. Puff blows up, literally, and the near last Spirit comes into reach... --------------------------------------------------------------------------- What are you waiting for, touch the card and free the Star Spirit! **Undercover Princess [051]************************************************* Amazingly, Peach, after what may seem like 6 hours in Mario time, finally got enough brains to figure out that she can use the Sneaky Parasol to sneak out of the castle! Head through the secret passage, and out the door. Head towards two off duty Koopatrols, and press B to become one. Now, we can see fit that we get around the castle as we please. Firstly, head to the room with the strange chest, and put the Jammin' Jelly you won from the quiz into it, and the Last Stand badge. Head into the library, and make your way to the back, where you found out about Tubba Blubba. Talk to the Hammer Bro., and for some reason he panics and gives you a Shooting Star. Put that in the chest as well. We only have one place worth searching, so head to the highest level, and talk to the Koopatrol guarding the Star Door, so he lets you through. Head to the other side of the corridor, and talk to the other guard guarding the door, for another Castle Key, that you must use to access the lower level and find a slacking Clubba. Head to the lowest level and use the key. Become the Clubba, don't bother talking to it, and go to the guard again so that he leaves and lets you through. Head through the corridor to another door, and climb all the stairs in the next room. Head through another door, to the outside bridge, and walk to the other side. Kammy Koopa comes out, saying that even if Mario comes with all the Star Spirits, that they'll be ready. As Kammy walks past Peach/Clubba, she stops and says 'Good Job', but then stops again, noticing the nice smell that Peach/Clubba has. Once Kammy uncovers Peach, and sends her back to her room, you're back at Mushroom Kingdom... **************************************************************************** ==Centre Flower Fields== Once the next Star Spirit, Klevar, introduces himself, and gives you the Star Power Time Out, which stops time around your enemies, letting you attack while they helplessly stand there. Head back to Toad Town. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before the next Chapter [052] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Toad Town, east== Well...now what? That Peach thing didn't give us much of an insight of the last Spirit, and Rowf has run out of badges (if you've been buying), and the only thing really to do now, is the *Koopa Koot favors. Really, this was what psychics where invented for. Head to Merlons house, and make him tell you your next path. Although there is no point, for imp about to tell you anyway, follow the storyline. At Merlon's House, you would notice a small and very strange looking creature. He says he is from Starborn Valley in the Shiver region. He asks for Mario's help, or Merlon does, well either way we must get to Shiver City, which is where...? Now, once the little dude leaves, there are two ways to get to Shiver City. 1. Take a Toad Town shortcut, only accessible if you found Rip Cheato and taken warp pipe via blue house next to Tayce T, and head two areas before him through the warp pipe. 2. Look into the Tunnels guide, find 4AC and look for how to get there. ==Toad Town Tunnels, 4AC== In here, either way, you'll end up in a room with a Blue Door to the right. Get Watt out, and use him to reveal all the invisible ? Blocks. Now, if you DON'T have Ultra Boots yet, shame on you. Read the Ultra Boot location section in the Toad Town Tunnels guide. Use your Ultra Boot ability, the Tornado Jump, and hit all those blocks, to form a path (yes, they must be visible for some reason.) Head across the blocks from the stairs, and enter the door. ==Shiver Pipe== Enter the Warp Pipe. ==Frosty Tunnels== The first thing you'd notice, is the tunnel is FROZEN! Yes, frozen. Walk left, and hit the Super Block and upgrade the eagerly waiting Goombario, and head right, past the warp pipe, up the stairs, and into another warp pipe. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter Seven: A Star Spirit on Ice [053] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Murder Mysteries 101 [054] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Shiver City== Items: Key in frozen lake Badges: Attack FX E Badge in house with no door Star Pieces: Second area to the left, hidden floor panel --------------------- Welcome, to Shiver City. Home of the penguins. No matter what you do, really, there is nobody who gives you the slightest hint of what to do. Head one area left, and collect the star piece in the floor panel, under the mound of snow and shovels. Now, for the Attack FX E badge. See that house with no door? Enter the house to the right of it, and jump onot the drawers, then the fireplace, then the shelf, the books and the window cill, and exit via the bottom window. Walk to the left and jump to the other house with no door, and enter via the window. Walk down the stairs, and open the Chest for the FX badge. Head back outside, and to the leftmost house (so many directions.) Head into that house, for I can't exactly hint you on what to do. The pink penguin says that her husband is in the other room, let's go meet him! ...oh look, whatt'ya know, he's dead. Press A near him, and a speech bubble states 'No reply... Mayor Penguin's body doesn't budge an inch." Ok, I lied about the no hint thing, for a penguin in the right part of town says something, but this is a walkthrough, not a hint station. Anyway, continue reading, 'What's this? He has a memo in his hand that says, "Herringway."' After that, his wife comes in, as she notices her dead husband. She calls it a 'penguin murder mystery', but my heading is way cooler. Once she comes back in with a green penguin, she blames Mario for the accident. She makes up some bogus stories about Mario barging in and what not, and she even claims that she saw Mario do it. But, because he's so nice, he gives Mario a chance to find the real murderer, but he cannot leave the city, leaving out the option of visiting Merlon (oh how I loath the smart Nintendo gaming people...) Outside again, word has ever so quickly spread about what happened. Now, i'm going to list some clues on this mystery. 1. A penguin in the other house on left area says that Herringway has mysteriously disappeared, and that he's a expert at crime and criminals. 2. Penguin in town centre talks about Herringway's novels being suspicious. 3. Penguin in town centre talks about, and I quote,'(a) Crazy guy I saw running around her the other day.' With those three clues, it is obviously pointing to Herringway. A Penguin says that he lives in a house right by the lake, so go visit him. He's in the leftmost house...or that's what everyone claims. The house is empty, apparently, so head outside again. If you haven't noticed the key in the lake yet, you obviously didn't explore. Before, if you tired, you couldn't Tornado Jump the ice, so try now, 3 times. Use Sushie to get into the water via the pier, and get the key. Use the key in the locked house north of the lake. Climb the stairs, and use the spring to get to the roof. Head left down the ice slide, and climb into the chimney, into Herringway's house. Apparently, he has actually turned up this time, in the upper level of his home. Talk to him, and make him climb down the secret staircase. Follow him all the way to the Mayor's House, as the green penguin starts blaming Herringway, making false accusations about the paper in the Mayor's hand that says "Herringway". After some talking, the Mayor makes a movement and a small squeak sound with his foot. Once the Mayor gets up and explains about a small accident, involving a hard fall, he gives Herringway a present, which would explain the paper saying Herringway. Once he leaves, and the Mayor gives Mario permission to head to Shiver Snowfield, which is in the right parts of town, at the rightmost edge, head there. (For those who haven't tried, who keeps leaving a potato at the Inn when you recover...) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) Snowmen, Palaces and Star Kids [055] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Shiver Snowfield== Items: Letter in tree Repel Gel behind biggest tree Star Pieces: Hidden Floor Panel in area with snowmen Enemies: Frost Piranha, Gulpit Mini-Boss Battle: Jr. Troopa - Fifth Encounter Mini-Boss Battle: Monstar --------------------- Walk through this path, and soon enough, Jr. Troopa will appear. He once again, challenges Mario to a duel, but with a more...magical side to it. --------------------------------------------------------------------------- Mini-Boss Battle: Jr. Troopa - Fifth Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK:8 DEF:1 With some faith, trust, and red boots, we can win. He has a magical attack now of 8, so be careful. There is one extremely easy way to defeat him. Equip All or Nothing and a Mega Smash badge, and Mega Smash him 10 times. But if you don't have that equipped right now, jump him. Jump him a lot. Use Goombario's new Multibonk, and this will be easy. Power Bounce is way easier to execute now, with your new boots, so make sure to equip that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you win, he, again, "dies". --------------------------------------------------------------------------- Walk across the scary-looking Troopa, and into the next area. One of the trees here have a Letter in it, and its layers of leaves will fall off every time you hit it. It's along the east, and once you see the Letter, hit the trunk to collect it. Get the star piece in the panel near the south, and before heading to the next area, collect the Repel Gel hidden behind the humongous tree before the exit. Now you may enter the next area. (Notice the weird looking snowmen lined up against the wall...?) In here, you'd notice the nice music, from S.S. Summit. Walk right, and battle the new Frost Piranha enemy, usually accompanied by the new Gulpit enemy. Walk to the right, and when you come across another Piranha, defeat it and head north behind the ice rock to get a Letter (the rock isn't exactly non-transparent.) Head up the ledges to the right, and when you get to the top, a strange voice calls out to you. It turns out to be a very cool multi- colored ghost. This thing says it's scary, but not until you Tattle it... --------------------------------------------------------------------------- Mini-Boss Battle: Monstar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 20 ATK: Star Drizzle- 1 DEF:0 This is utterly sad. If you read Goombario's Tattle, he says "It's attack must be high, judging by its looks." Well, 1 attack doesn't seem much, and it is our Star Storm in its "Beta Version", if you know what that means. 2 turns this is over, if you battle it with action commands, no FP needed! Well, at least that's my recommendation. I used Power Bounce, and it turns out you can Power Bounce it 25 times. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you defeat it, it turns out to be a horde of Star Kids! --------------------------------------------------------------------------- Walk to the right, into the next area. ==Starborn Valley== This place turns out to be a town, and Merle is waiting for you. Merle invites Mario to her home, for she cannot say anything out in the cold. Follow... him, into... his home. ==Merle's Home== Items: Scarf from Merle --------------------- Merle will start talking about the importance of this place. Starborn Valley turns out to be the birthplace of all Stars. But, because of Bowser, the Stars cannot rise to the sky for his place is too powerful, blocking off the Kids paths. Merle says, that he had a dream, a dream about the next Spirit. He talks about a place called Shiver Mountain, in the Crystal Palace. He then gives Mario a scarf, a item passed down, said to unlock the way to the palace on top the mountain. Exit the house after that. ==Starborn Valley== Merle quickly comes out with final words for Mario," Truth lies not only in the eyes. Sometimes, even walls may lie." After that confusing sentence, we must find whatever may accompany the Scarf, which is the second item. Well, do you remember the creepy snowmen about...2 area back? Head there. ==Shiver Snowfield== Now, walk to the row of snowmen, and you'd notice one is missing a scarf, and another is missing a hat. Hand the scarf to the snowman who needs it, and now to find that hat. I used Merlon (yes I "cheated") to figure out the next part, so head back to Shiver City. ==Shiver City== Items: Bucket with the Mayor --------------------- Walk to the Mayor's house, and he'll give you...a bucket? Oh, the hat IS a bucket... Well, walk to the snowmen already! ==Shiver Snowfield== Give the Snowman the bucket, and both snowmen you've given the clothes will thank you, and they reveal the path to... somewhere. ==Shiver Mountain== Items: Star Stone with Madam Merlar Ultra Shroom in invisible ? Block Pebble in second area Last Super Block up the stairs left of first White Clubba Badges: Mega Jump in red ? Block Star Pieces: In small area, south of Save Block (fall of ledge) Enemies: Gulpit, Frost Piranha, Duplighost, White Clubba --------------------- Love the music, aye? Save at the block, and continue up the stairs. Fall down the ditch, and Tornado Jump the block of ice. Tornado Jump the switch, to make the floor rise, and continue to the right down the stairs. Defeat the Gulpit, and follow the path to the right and defeat the Frost Piranhas you come across. Climb more stairs, and destroy the Brick Block. Stay under where it was, and Tornado Jump to reveal a hidden ? Block for a Ultra Shroom. Walk to the next area. Head down the stairs to the right and follow the path for a... pebble, and go up the stairs again. Use Kooper to hit the switch to raise the floor, and then...hey? Why are there two Koopers? After some arguing, you must pick which is the REAL Kooper. Obviously, if you've been reading the dialogue, it's the one to the right, so whack your hammer on the left Kooper (dare call me a moron...), and enter battle with the Duplighosts, and no, I'm not referring to these things as bosses, for they're too weak. But incase you want a strategy, here is one: Power Bounce + Multibonk = 1 turn K.O. After you defeat them, head right, up the stairs and into combat with the new enemy, the White Clubba. Defeat them, and walk up the stairs to the left, and hit the LAST Super Block, and upgrade Lakilester. Head right an area. In this path, lies three items. A Shooting Star, Snowman Doll and Thunder Rage. Each item is obtainable, but a ice wall will come down if you even think of obtaining one. Put another item, like our Pebble, into the slots so that the ice goes up. Your items will not disappear, so this is like extra storage if you run out at the Item stores. Head right an area. Don't climb the stairs, for it leads to a for-now dead end. Behind the stairs is a secret path, so take it. Use Bombette to crush the wall to the right, and enter it. Nice music. Head right, and you'd notice it's a dead end. Remember what the Mayor said? "Truth lies not only in the eyes. Sometimes, even walls may lie." Walk through the wall to the right, and you'll be welcomed by Madam Merlar, yet another descendant of the psychics (Merluvlee, Merlon, Merle etc.) Once again, you must sit through a boring story, fast forwarded by periods because of Mario's laziness. Unfortunately, that was the short version, so hopefully she won't come back to tell us the rest. Collect the Star Stone, and head back outside. Head through the hidden path, and this time go up the stairs. Insert the stone into the indent, and a obscenely huge mass of icicle staircases rise from the depths of the ground (that was probably the most smartest and most sophisticated sentence I've said in this walkthrough.) Climb the first flight and defeat the White Clubba across the path to the right, and hit the red ? Block for a Mega Jump badge (how long since we've seen a red ? Block...) Climb the second flight of stairs now, and save at the block. Walk south of the block, and fall off the edge, ever so slowly, to land on a high path with a Star Piece on it. Climb three flights this time, and heal at the block, then enter the next room. In this room, you'd notice the giant mirror. It's the "front yard" of the Palace, so enter the nice door to enter the palace. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The Palace of Frost [056] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Crystal Palace== Items: Blue key in chest #1 Red Key in chest #2 Coin Block in room 2 right of the Blue Door Coin Block in room 2 right of the Blue Door (Flipside) Super Shroom in ? Block, inside door halfway through first room (Flipside) Shooting Star on pedestal inside door halfway through first room (Flipside) Maple Syrup in high ? Block, southern door in 5-part room Jammin' Jelly in high ? Block, northern door in 5-part room Badges: P-Down, D-Up in chest, room halfway through first room (Flipside) P-Up, D-Down in chest, northern 5-part room, under the Dino statue Star Pieces: In cave outside of Palace (Flipside) Hidden Floor Panel under ? Block with Maple Syrup Hidden Floor Panel (2) under ? Block with Jammin' Jelly (Flipside) Enemies: Swoopula, Duplighost, Frost Piranha, GRN Magikoopa, GRY Magikoopa, Y Magikoopa, W Magikoopa & White Clubba Boss: Crystal King & Crystal Bits --------------------- Now, the items with the word, Flipside, beside them in brackets, means that they are obtained in the mirrored sections. Blue Key -------- The music to this place just gives you...an eerie tingle in your spine. Well, firstly, welcome to the Crystal Palace. The whole place is a giant puzzle, like a literal house of mirrors, which unfortunately this place is obsessed over. Enter the doorway, halfway through this room. Save, and enter the next door, and ignore the suspicious 'X' on the floor. Defeat the new Swoopula enemies, and enter the next room to collect a Blue Key in the chest. Red Key ------- Go back to the lobby, or the room with the giant mirror, and walk to the right more and Tornado Jump the red switch to make the Blue Door come down. Use your key, and enter the room. Use Bombette on the cracked wall, and notice the same thing didn't happen in the reflection...strange. In the next room, more strangeness! No reflection! So in other words, it's just glass. Two Coin Blocks are in this room. Ok, it looks like one because of the "mirror" but it's 2 because its not a mirror so you're just looking through the glass to the OTHER Coin Block. Hit the first Coin Block to the right, and go through the gap (you'll see it when the glass shines and doesn't reflect off the wall.) I call this Flipside, after Super Paper Mario's town, for Mario...flips. Get the other Coin Block, and bomb the wall to the left into the previous area. Once again, Mario is confronted by a Duplighost. So sad. They are like the previous ones, so do what you did to the other ones to them. Walk through the Blue Door again, and head right, out to where the mirror was first introduced before. Head "out" of the palace, and into the previous area where the Heal Block was. Now, because of Mario's Flipside state, it's just a cave with a Star Piece. Collect it, and head back into the palace, and enter the door halfway through the room. Hit the ? Block for a Super Shroom, and defeat the Swoopula to the right. Tornado Jump the wooden panel, and progress through this room like you did before. Collect the P-Down, D-Up badge, and head back onto the spring to the above-rooms again. Enter the door to the right, and defeat the Duplighost and in the next room get a Shooting Star item. Head to the lobby again, through the Blue Door, one room to the right, and out of Flipside. Now, the matter of the Red Key. The mirror "reflects" whatever is done in Flipside to the normal world, and vise versa. So, remember that 'X'? In Flipside, that was a wooden panel, so if we go to that room opposite of the room in Flipside, it should be gone! So, in non-flipside, head halfway through the first area into the door, and down the hole. Bomb the wall at the end of the path, and there will be about...7 Bombettes (random guess.) These Duplighosts are getting annoying. Now, if you've been paying attention to Bombette's speech throughout the game, you would notice most of her speech is accompanied by a symbol. The symbols everyone uses are, a star, 1 !, 3 !'s, a heart, or periods. Our Bombette uses 1 !, so hammer every Duplighost, other than the one near the bottom right. After that, enter the room and open the chest for a Red Key. Palace Key ---------- Enter the Red Door, by flipping the switch. The fake part of the glass is obvious, right smack bang in the middle. Don't enter Flipside, but head to the next room to the right. There is a White Clubba guarding a path, and a Clubba statue in Flipside. I wonder what happens when we defeat the White Clubba. Battle it, along with the annoying GRY Magikoopa, and watch as it's Flipside statue explodes. Advance across the bridge, and battle yet another White Clubba, accompanied by the W Magikoopa, to blow up its Flipside statue. Walk right, and defeat, yet ANOTHER White Clubba, accompanied by the GRN Magikoopa, so that the Clubba statue in Flipside is destroyed so we can access a door. Head an area back, and enter Flipside through the gap in the glass. Enter the area to the right. Head through the bridges to the new unblocked door, and use Bombette on the wall to the right, so that you can enter to get the Triple Dip badge past the Duplighost. Head back an area, and use Bombette on the switch, but before she explodes, climb onto the circular pedestal so that when she explodes, the glass will spin WITH Mario. Enter the next area, and defeat the White Clubba, to access the next area. Yet, another Duplighost is nigh, but it actually helps us! At the end of the hallway, it shows us that if we use Kooper and hit him through that small indent... well, let's just do it. When he comes back, Luigi, Kolorado, Goompa, Kooper and Koopa Koot impersonations come back with him. You must smash...the real...Kooper...do they think we're complete idiots? You know what to do, and after you do do what you did, enter the next area through the cracked wall. Here, is a five part room. Two doors leading right, two doors north and south, and the door you just came through. The only door we can enter for now is the door to the south. Tornado Jump the ? Block for a Maple Syrup, and on landing you'll notice the floor panel, with the Star Piece. Head to the 5-part room again, and enter the door to the right. While looking at Flipside, use Kooper on the switch to separate a bridge so that we can cross. Enter the next room, and head through the door to Flipside then back two rooms, and then a room up. Use Watt to reveal a ? Block with a Jammin' Jelly in it (use Tornado Jump), and get the Star Piece in the hidden panel like in the opposite room. Walk right, and push the Dino statue to the left, so that Mario falls down a hole. Defeat the White Clubba in the next room, and in the room after that, get the P-UP, D-Down badge. Head back a room, and Tornado Jump the panel again for a second Star Piece. Head to the southern 5-part room, and fall down the hole to the right of the oversized Dino statue (we moved the one in Flipside, so this one got moved, too.) Defeat the Duplighost, and enter the next room, to get a Palace Key from the chest. This lets us get to the next room where the two locks where, so enter the bottom right door. This is a puzzle room. Talk to the first Dino from the southern part of the room, from the south, and the third Dino from the right. Push the third Dino statue (in the north parts of this room) the right onto the floor print, and push the first Dino statue north once. Talk from him from the left, and push him from the right onto the floor print. Talk to the first Dino from the left, and push his statue from the right onto the floor print. Talk to the second Dino from the north, and push his statue from the north, south. Talk to the same Dino from the right, and push his statue from the left, onto the floor print, to make some stairs appear. Climb them, and enter the door. Heal, and Save, and before you enter the next room, equip these badges. For level 27's Mega Jump -For a good Jump attack Super Jump Charge-To charge the Mega Jump Happy Flower -We need the FP Deep Focus -Incase you need healing (20 HP) or just a Star Storm Flower Saver -We don't have to waste THAT much FP... Damage Dodge -He has an attack of 16, which will go down to 14, then 11 Damage Dodge -Same reason as that ^^ P-Up, D-Down -To increase attack (so we have 4 attack and +1 defense) All or Nothing -To increase attack (so we have 5 attack) Feeling Fine -He has ICE powers Defense isn't an issue, really. For those who aren't level 27 you have two choices. Either train with an Amazy Dayzee, or choose which badges to take out of the group. If my calculations are correct, here is the outcome of how this battle will end up, firstly, what's our attack and defense, you ask...? ATK: 3 + P-Up + All or Nothing = 5 / + Mega Jump + Super Jump Charge/s = 13> (Note that ??? has 2 defense) So, all up, an average of 13 ATK points is what we have per 2 turns... DEF: 0 - D-Down = -1 + Damage Dodge = 0 + Damage Dodge = + 1 + action command = +2 defense ...and yet at the same time we've kept our defense balanced at +2! Enter the next door, and you'll be outside the palace. Head up the snowy path, and at the top you'll meet up, with the Crystal King. A totally random boss. After his dialogue, battle him. --------------------------------------------------------------------------- Boss Battle: Crystal King & Crystal Bits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Crystal King HP: 70 ATK: Crystal Spears- 4 x # of Crystal Bits Frost- 7 Heal- 20 HP (max use of 3 times) Multiply- x2 Crystal Kings, 1 is real DEF:2 Crystal Bits HP: 1 ATK: Thrown- 4 DEF:0 This is, by far, the most COOLEST backround music ever. Now, a flaw in my badge plan. His Crystal Spears attack, is powerful. If you don't defend with the action command, they do 5 damage each (5 + 5 + 5). Don't let this be your downfall. If you do execute it, the damage is taken as normal so Mario's defense is up, so each bit does 2 damage. Now, for the real strategy. His crown is NOT spiky, even though it looks as it is. The three little crystals around him are called Crystal Bits, and have no attack. They serve one purpose, to hurt Mario. As long as you can get rid of this, say with Lakilester, the better. They are thrown by the Crystal King, so if you can stop him in his tracks somehow, like a Lullaby, the Bits just...float there. He does waste one turn summoning them, so try to take advantage of that. Use Cloud Nine, Water Block and Super Jump Charge, like with Huff N. Puff, and you'll do fine. After a while, the King will heal himself up. He heals 20 HP, but can only do this 3 times. His Frost does a decent amount of damage, but it can freeze you, which is why you equipped Feeling Fine. After a while, he will multiply, so you're going to have to guess which King is real. Use Spiny Surge to find him, and continue charging. When you feel best, release the Jump attack, but that's AFTER powering it up with Watt. While you wait for your turn after putting him in, Hammer the King. Just remember the Jammin' Jellies, and Life Shrooms for this battle. Now, for his final attack. It has a power of 8, and Goombario said its called divide and conquer. The problem, I couldn't witness the attack, for I wiped out the Crystal King with a 49 damage point Mega Jump attack... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The King disappears, the Star Spirit is revealed, and Mario won! --------------------------------------------------------------------------- Watch as the Spirit is freed, read the Chapter summary, and let's head of to the Peach Scene! **Final Precautions [057]************************************************** Oh, the sad music makes me weep... Peach and Twink are talking about how Mario must be coping, and how Peach has done so many things to aid him. Once they go back into the room, Bowser walks in asking for a 'friendly' talk. After some ranting of how he has won, how Mario cannot win anymore, you should give up...etc...Kammy comes in delivering some news. Once Bowser hears of how Mario has saved all 7 Spirits, he orders the guards to take high precautions, and orders them to take Peach away. After Twink, or the glittering confetti, tries to save her, he gets slapped away from the castle, and Peach is once again taken away to another location. *************************************************************************** ==Shiver Mountain== Back outside the Palace, Mario and Kalmar, the Spirit we just saved, talk of how he is ready to challenge Bowser. Kalmar gives Mario the last power, Up & Away, which totally destroys nearly all monsters in battle, and for a cheap cost too, but yet, no Star Points. After Kalmar tells Mario to head off to Shooting Star Summit, then to the Star Haven, via the Star Way (this is Chapter Two all over again), he flies away, letting you take control of Mario once again. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before our Depature [058] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now, before we leave Toad Town to go rescue Peach, we have some things to do. 1. Buy badges with your Star Pieces from Merle 2. Complete Koots final favors 3. Deliver post to people for Star Pieces 4. Collect items in chest from Peach's findings 5. Buy a heaping of Life Shrooms, stacks of Ultra Shrooms and Jammin' Jellies and make some Jelly Ultra out of them (with Tayce T.'s help) 6. Head to Pleasant Path and defeat Kent C. Koopa, read Monsters List (boss) for more details. He's listed in both the bosses list AND a section of his own. 7. Get to level 27 (or 25, so that you can level up before Bowser) 8. Battle the Dojo now, if you wish. Look up the battles in the Dojo section in Section B, or skim through the Bosses lists. Now, we CANNOT collect items once we enter the castle, so stock up on things like Jelly Supers, Jelly Ultras and things like that. For a more extensive list of recommended items, read this next paragraph, or skip it. ========================================= If you want the BEST and most recommended items, here they are. Because we are limited to only 10 items, I recommended you have wise pickings of which item to cook or obtain. Jelly Ultra --> Basically because they restore 50 of each HP and FP. Useful for the major hard battle against Bowser. How to make it: Use a Ultra Shroom and Jammin' Jelly. -------------------------------- Sweet Shroom -> It recovers decent amounts of life, 30HP and 20FP, and is useful against mini-bosses throughout the castle. How to make it: Use a Cake Mix, and Life Shroom (Ultra Shrooms are too hard to find) -------------------------------- Jelly Pop ----> You might need major FP healing, because this restores 64 of your FP! How to make it: Use a Cake Mix and Jammin' Jelly -------------------------------- Deluxe Feast -> Restores 40 HP and FP How to make it: Either way it's a sacrifice. Whacka's Bump + Strange Leaf, or a Shroom Steak + Potato Salad. The Salad is made of a Potato, and the Steak is a Life Shroom and Mushroom. -------------------------------- Maple Super --> For those small recoveries, it heals 10 FP + HP How to make it: Super Shroom and Maple Syrup -------------------------------- The rest of the things you should stock up on are 3-5 Life Shrooms. You can deduct the amount of Life Shrooms, and add some more Jelly Ultras, Sweet Shrooms etc. Find Cake Mixes at Shy Guys Toy Box Blue Station, left area, Potatoes are from the Inn at Shiver City (spend a night sleeping and a potato appears on the table), Strange Leaves are outside Boo's mansion in the bushes and Whacka's Bumps are with Whacka on Mt. Rugged. For me though, I had: 2 Jelly Ultras 2 Repel Gels (it wasn't mention for it isn't a healing item) 2 Deluxe Feasts 4 Life Shrooms So, I have 4 recovery items, 2 backup battle items and 4 recover-if-you-die items. Good combo? =========================================== All right, now that we've covered THAT up, head to the summit. ==Shooting Star Summit== Star Pieces: Head left of summit to secret area Spin Jump first ledge for piece in floor panel --------------------- Get the two Star Pieces listed just above, and climb the summit, to where the Star Road is opened. ==Star Road== Enemies: Ember --------------------- Head right, and defeat the new enemy, the Ember. Keep climbing the road until you get to the Star Haven. ==Star Haven== This, is where all stars are supposedly born. There is a Inn, Items shop and Save station here, so do what you will and follow the oath to the right. ==Star Sanctuary== Enter the magnificent dome, and head to the centre to talk to the Spirits. They will give Mario the Star Beam, which destroys Bowser's Star Rod protection, and the Star Ship, a flying ship that can lead Mario to Bowser's Castle. Enter if you're ready, but from now, be ready. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter Eight: A Star-Powered Showdown [059] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Bowser's Basement [060] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Bowser's Castle== Items: Castle Key with first Koopatrol you meet Castle Key in chest Castle Key in highest ledge where the chains and water is Prison Key with lone Koopatrol Tasty Tonic in jail cell crates Mystery? on ledge surrounded by lava Thunder Rage on second ledge surrounded by lava POW Block in ? Block in darkened area Shooting Star in second ? Block in darkened area Enemies: Koopatrol, Hammer Bros., Magikoopa, Bony Beetle --------------------- Note, that if you are level 27, you really only need Up & Away for this. Exit this area from the bottom right, and you'll be outside. Equip the Spike Shield Badge, for Russ T. recommended it, and so do I. Walk across the bridge above the lava, and ignore the locked door and head to the right. Enter the doorway. Head right, and defeat the Koopatrol. Collect the Castle Key he drops, so that you can unlock the door outside, into the castle. Head right, defeating all the Koopatrols until the next area. Defeat yet even more Koopatrols, and some Hammer Bros. Head into the next area, where your first Guard Door awaits you. Guard doors shield the upcoming paths but always have a way around them. They always trick Mario, so this Guard Door asks for Mario to stand in front of him after you tell him you want to pass through. When you do as you're told, he makes you fall into a trap door, and you end up, for the second time, stuck in a jail cell. Tornado Jump the crates to the right, starting from the highest, for a Tasty Tonic, and the one you used as a step for a Life Shroom. Bomb the wall to the right, and enter the area. Save, and head 1 area to the right. Cross the lava onto the platforms by jumping to the right all the way to yet another door. Take out Lakilester, and use his hover to cross the lava to the switch so that a moving platform appears. Cross it, and use his ability again to hit another switch to make another platform move. Ignore the door in the lava, and use the platforms to cross to the other side into the door, with Parakarry's help at the very small platforms to the end. Use Lakilester across the next area's lava, and jump onto the platform, and use Parakarry to get to the Mystery to the left. Head to the right across lava, and use Bow to get onto the platform, and head across the lava flowing from the ceiling. Use Lakilester again, and this time enter the doorway in the lava. Head around the giant lava fountain, and climb the stairs to the right, then the left. At the top you will meet up with some Koopatrols and a Magikoopa, which, even though was a boss a while back, has turned into a ... well, the tattle is different, so I don't know what happen. It has all the powers of all the Magikoopas, so take it out quickly. Once you win, hit the switch to stop the lava flow so you can walk on it, and head an area back. If you noticed, there was a Thunder Rage on a ledge before surrounded by lava that we couldn't get. Now we can, so head to the left and jump to it, then go to where you bombed the wall out of the jail cell. Save, and walk an area to the right, then take the lower door south of the one we just came from. Walk around, and climb the stairs to the ? Block for a Life Shroom, and keep walking to the left until you end up outside. Walk under the bridge, and jump onto the ledges to a red ? Block for a Deep Focus badge. Walk back three areas after you get that. Enter the doorway about halfway through where the lava was flowing into, and jump to the chest for a castle key. Head back an area, and right an area, all the way to the far right. Jump onto the ledge and unlock the door to the next area. WARNING: This area is darkened, not using Watt in this area and then having to enter battle will force Mario to inflict NO damage on the enemies. Use Watt, and head right, north, and then left, and meet the new enemy; the Bony Beetle. Now, Bony Beetles are annoying, for they cannot be tattled, because you need Watt to do any attacks, so its impossible. Coming across one will force you to run, and therefore lose your coins. Head right, and north, then left up the hill. Hit the ? Block for a POW Block, and head back right down the hill, then south to the three way fork. Head to the left-centre, and use Parakarry to get across the gap. Head left to the next area. There are two paths, both with Koopatrols. Head to the north, and defeat the Koopatrol to the right. Head up the hill and hit the ? Block for a Shooting Star. Head back down and take the centre, then use Parakarry across the gap. In the next area, take the northern path, and fall down the gap. Head left, and battle the Magikoopa with Watt, and then more to the right to the next area. Push the block in the middle with a picture of Bowser on it to the left, and it will somehow reveal a hidden door. Enter it, and you'll end up back in the area where the Guard Door was. He must keep his word for some strange reason, and lets you through. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2) The Remaining Guard Doors [061] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Bowser's Castle== Items: Castle Key in the rightmost room after outside bridge Prison Key with Koopatrol guarding the second cell Maple Syrup in invisible ? Block after revealing path in wall Super Shroom in ? Block in room after the B. Bill Blasters Maple Syrup in invisible ? Block after the B. Bill Blasters room Super Shroom (2) in ? Blocks on bridge after second Guard Door Maple Syrup on bridge after second Guard Door, in a ? Block Jammin' Jelly on wall under stairs outside the second Guard Door Ultra Shroom in left path after bridge AFTER second Guard Door Enemies: Hammer Bros., Koopatrol, Magikoopa, B. Bill Blaster, Bombshell Bill, Dry Bones / Dark Koopa Troopa, Shy Guys, Goombas, Bob-ombs Optional Mini-Bosses: Anti Guy x3 Mini-Boss: Jr. Troopa - Sixth Encounter --------------------- Walk to the right and Save at the block, and take the right route to an area with a jail cell. Defeat the lone Koopatrol guarding it, and get the key from him to open the cell. In the cell area 4 toads, 2 are locals, 1 is a guard Toad and the other a Toad from the Outpost in Dry Dry Desert. The Toad to the right that looks normal lets Mario refresh his body and soul, so it's basically an inn. Heal, and head back to the area with the Save Block. Head up the stairs to the north, and head to the eastern path to another doorway. In here, is a Items shop. Yes, sorry for before, I forgot to mention it so that you can store items back at Toad Town and claim them here. He has some good items, everything except for a Life Shroom...once you're done buying, head out, and around the path to the door opposite of the shop. In here is a hallway of enemies, completely avoidable by staying to the bottom of the screen and spin dashing to the other side. Once there, head to the right one area, and then more to the right until you see a Blue Spring. Jump onto the higher ledge to the left, and walk to the right to where a bluish chain is hanging. Jump onto it to pull it down, so that water comes from nowhere. Pull it again so that it goes back to who knows where, but for now we need the water. Use Sushie on the pier to the right, and head back an area through the enormous doorway. Board the pier to the left, and hit the blue switch to reveal a Blue Spring. Jump onto the higher level to the right, and use Bombette on the wall to break it (have you noticed we've used almost every partner in this castle?) Head through the hole, and Tornado Jump the brick block so we can access the switch. Hit it to reveal a path in the wall, and head through it. When you come to a part where you must exit the path to get around a wall, use Watt to reveal a ? Block with a Maple Syrup. Continue through the path, and pull yet another chain. Head back an area, and use the pier to get to the other pier to obtain a Castle Key. Now, do everything I told you to do movement wise backwards, to get all the water back to the lowest level, then pull the 1st chain to drain it. Use the key on the door on the lowest level to the far right and enter the area. In this area, are upgraded versions of a Bill Blaster and Bullet Bill. They are painted gold, and have a whopping 4 defense, close to Kent C. Koopa's 6 defense, which so far is the highest. Head through the paths and stairs defeating the B. Bill Blasters and Bombshell Bills (all I have to say to those battles, is thank god for Mega Smash, Mega Jump and Mega Quake.) Once you get to the end enter the doorway. The second you get in here start running around, for the two Dry Bones will start throwing bones at you. The only funny thing about these guys is that they have a horrible weakness against fire. I didn't even execute an action command for Kooper's Fire Shell and they died with 11 damage! Defeat the Dry Bones, and get the Super Shroom in the ? Block. Use Watt then to reveal an invisible ? Block to the left of the other ? Block for a Maple Syrup. Push the rightmost stone with the Bowser picture on it, and enter the doorway, and walk through the corridor to another room. Defeat the Bony Beetle, which, now can be tattled if you wish, and Save at the nearby block. Push the leftmost stone to the right or left, and enter the hallway. Heal at the block, and walk right. Enter the area, and defeat the crazy Hammer Bro. This room tricks you a bit, for it already has shown you the path of which you must take. Although, at the end of the hallway in the centre path, is nothing. Push the stone to the right to reveal a hidden path, and walk through that path to the end for the next Castle Key. Head back to the room where the Save block was, which was about 4 rooms, and unlock the door to the right. In here, is the next guard door. Talk to it, and it says that it wants to quiz you, then you can go through. There are 7 questions, and you're only allowed 2 mistakes, so that is a 5 out of 7 chance you will get through. But, if you get 3 mistakes, you are forced to battle three Anti Guys! Although that sounds horrifying, it's easy with Watt's Mega Shock. But, if you don't want that option here are the answers. Basically, you must observe the enemies that come out, their feet, color, number, EVERYTHING! 1. (Goombas and Koopas start storming out) Q) Now. Tell me, how many Koopas were there!? 3 <-- Correct Answer 4 5 2. (3 different colored Shy Guy groups come running out) Q) Now. Which were there three of!? Red Shy Guys <-- Correct Answer Blue Shy Guys Green Shy Guys 3. (2 Shy Guy groups and 1 Bob-omb comes out from the doors) Q) Now. Who came out of the middle entrance!? Blue Shy Guys Red Shy Guys <-- Correct Answer Bob-ombs 4. (Koopas, Goombas and Shy Guys come out) Q) Now. How many Goombas were there!? 2 <-- Correct Answer 3 4 5. (A Dark Koopa Troopa, a normal Koopa Troopa and a Goomba come out) Q) Now. How many arms did you see just now!? 4 <-- Correct Answer (Goombas don't have arms) 5 6 Second last chance question: 6. (Bob-ombs, Koopas and Shy Guys come out) Q) Now. Which were there three of!? Red Shy Guys Koopa Troopas Bob-ombs <-- Correct Answer Last chance question: 7. (PURPLE shelled Koopas come out, with Goombas and multi-colored Shy Guys) Q) Now. You just saw some Koopas. I ask you this: What color were their shells? Green Purple <-- Correct Answer Red Once you win, or lose, either way he lets you in, if you win the battle. Enter the doorway, and you'll end up being outside. Hit the two nearby ? Blocks for a Super Shroom and Maple Syrup, and head right, defeating the Koopatrol and get the second Super Shroom in the ? Block to the right. Climb the stairs, and after the first flight, stand near the southern edge ever so slowly, to fall onto a ledge with a Jammin' Jelly (I had to throw that away...*sniffle*) Climb the stairs, and follow the path straight though the Magikoopas on the brooms. Head through the door, and to the left, so you can Save at the block. To the left is another jail cell with a Inn, so go there if you need healing, just remember the key is with the Koopatrol. Head up the stairs, and there are two paths. The path to the left has a Ultra Shroom waiting for you, while the path to the right leads to Bowser. The next paragraph is for the left path, then the next after that is the right. Head to the left and open the door. Avoid the Dry Bones, unless you want some Star Points, and climb the little multi-colored blocks. Keep walking to the left, and jump down when you get to the end onto a lower ledge. Get out Bombette, and deploy her to the left. Wait for her to go off, and the ledge you're on will rise, and so will a nearby one. Jump onto the other one, then onto the other wall, before time runs out. Head through the door and get the Ultra Shroom waiting for you, and head back to the room that leads to Bowser. Head to the right, and open the door. Defeat the Hammer Bro. to the right, and defeat the other Hammer Bro. on top the stairs. Enter the door after the stairs, and defeat the Magikoopa in your way. Head to the right, and you see that path on the floor? Right before the red switch, you can see the top part of a wall. Step onto that, and use Kooper on the switch, and race to the other platform that rose to the door, and collect the Castle Key. Walk back two rooms, to where the Hammer Bros. were, walk down the stairs, south then to the right, and unlock the door with your key. The next room is like a remake of the old Super Mario games, where you must take certain routes to make it to the end. Here is a little one word per room guide, north meaning the northern door to the right, and south meaning the southern door to the right. 1st Room: North 2nd Room: South 3rd Room: South 4th Room: North 5th Room: South 6th Room: North In the next room after the 6th, is a bridge. Defeat all the enemies on the bridge, and head back to the Inn at the jail cell, heal, and save at the block outside. Make your way back to the bridge, then enter the doorway to the right. Heal at the block if you wish for no reason (we went to the inn for our Star Power, by the way) and head to the right. Amazingly, at the end of this corridor, is Princess Peach!? She says that she got away from Bowser, and there's no need to fight, and you should go. If you head back out to the bridge, she won't come. Head back to the corridor, and then, you'll see a Duplighost? Ah, I see...head to Peach again, and Hammer her a little, until, she becomes a Duplighost! Into battle, defeat the Duplighost foursome, and enter the door, remember to equip Spike Shield! In the doorway, is the third and last Guard Door. He summons the Koopa Bros., the annoying Ninja's from the Fortress in Chapter one, remember? But then, an unexpected guest arrives. It's, the Jr. Troopa! Well, I'd rather battle him than those annoying ninjas any day! (Only because they said they're more... 'powerful'.) --------------------------------------------------------------------------- Mini-Boss Battle: Jr. Troopa - Sixth Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 60 ATK: Head butt- 8 Turns Spiked and Flies- <30HP Spike Charge- 9 DEF:2 I say, with that attack to think he'd at least grown a LITTLE muscle. He is very easy to beat, actually. This was my exact doing, I Super Jump Charged, Tattled, then defended. I did that another two times, including Goombario's Charge alongside me, and then, I unleashed Power Bounce + Multibonk. He ended up with 2 HP, and I Jumped him with the aid of Spike Shield. It's as easy as that. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Watch as the little Koopa gets mad again, and runs away...poor dude. --------------------------------------------------------------------------- Once he leaves, the Door is left with a sort of paradox, because the Jr. Troopa defeated the Koopa Bros., while Mario defeated Jr. Troopa. So he is left to think whether because Mario defeated Jr. Troopa, is he stronger than the Koopas? Well, the Door lets you through anyway stating that you cannot beat Bowser anyway. Head through the door, and you'll end up outside Peach's Castle! Finally! Save, and head inside. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3) The final Battles [062] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Peach's Castle== Items: Life Shroom in library Enemies: Boss Battle: Bowser - Second Encounter Bowser - Final Encounter Inside, head to the right and climb the stairs, into the room where that Toad was locked in the closet a while back. Free him, and it turns out he's running a Inn! Heal, and head back out. Go one floor up, and enter the library to the left. Head through the shelves, and get to a part where a vase with some flowers is in it. Head to the books northwest of the vase, and jump onto them, making your way up to the shelf, and follow the left path to the Life Shroom you may have noticed when we came here with Peach. Head up the stairs to the next floor, and walk through the corridor. Before you enter the next door, heal, and equip these badges: Fire Shield Power Plus Power Plus All or Nothing P-Up, D-Down Power Bounce Head into the next room, and you'll see that Bowser has tied Peach onto a string. He automatically battles you after some dialogue. --------------------------------------------------------------------------- Boss Battle: Bowser - Second Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK: Squashier- 6 Slash- 6 Flamethrower- 6/13 Light Blast- 2 Heal- 20 HP DEF:1/4 with Star Rod's help Now, if you chose to ignore my badge list and made some charging implements, you are doomed. Bowser's Light Blast will destroy those of the attack you have been charging. Don't waste your time on him, don't use any items, and remember to use Star Beam when he uses his rod. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you win, Bowser will fly off with Princess Peach, and tells Mario to head to the upper parts if you want her back. --------------------------------------------------------------------------- Head back to the inn and heal, and go back to this place. Follow the path to a door, and enter it. Climb the stairs, and exit through another door. Walk across the bridge, as you see Bowser fly away with Peach, and enter yet another door. Save at the block, and equip the following badges: Note: Be at level 27 for this, otherwise, take out a Power Plus badge or the Quick Change. Power Plus -For an extra attack boost Power Plus -For more attack boost All or Nothing-No such thing as too much attack! Power Bounce -For a consecutive defeat Fire Shield -His flamethrower is more threatening Damage Dodge -To defend against his great amounts of attack Quick Change -Incase you need quick swapping Dodge Master -To make our All or Nothing and Damage Dodge work better Deep Focus -Incase we need some smooching Climb the spiral staircase, and enter, the door, at...the top. Note, you cannot come back at this point in time, so do what you must, train, get more badges, ANYTHING! Head across the cool looking bridge, and Bowser starts ranting about himself and his win. Once he destroys your only way out, Kammy Koopa says that she had invented a device to make Bowser stronger! Once the platform you are very well standing on powers up Bowser, making him twice as huge, he enters battle with Mario. --------------------------------------------------------------------------- Final Boss Battle: Bowser - Final Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 99 ATK: Slash- 8/16 Foot Stomp- 8/16 - Command Loss Light Blast- 10/20 Flamethrower- 9/20 Heal- 30 HP DEF:1/invincible with Star Rod's help He, seems utterly undefeatable. Don't use any form of FP yet, because something unexpected will soon happen. Just jump him for now, and once he uses the Star Rod, use Star Beam on him... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ??? --------------------------------------------------------------------------- For some reason, Star Beam didn't work! Once Peach realizes what happen, Kammy comes towards Peach, as Twink comes down and hits Kammy on the head. Once Kammy comes back, she enters a small battle with Twink. He only has a Dash attack, but with Peach's wishes, she gives Twink enough power to defend completely against Kammy. Once Twink wins, Peach starts making a huge wish to aid Mario, along with Mushroom Kingdom. After a bit, the Star Spirits will appear, and grant Mario the Peach Beam, as Bowser realizes something's up, you re-enter battle... --------------------------------------------------------------------------- Final Boss Battle: Bowser - Final Encounter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 99 ATK: Slash- 8/16 - Poisoning Foot Stomp- 8/16 - Command Loss Light Blast- ?? Flamethrower- 9/20 Thunder- 10/20 Heal- 30 HP DEF:1/invincible with Star Rod's help Ok, let's start again. Use Peach Beam first turn, and then Lakilester's Cloud Nine. When it's Mario's turn, use Power Bounce, which should do about 10 damage, or if you want, charge it with Watt. Repeat this, and defend against Bowser's attacks, use Peach Beam, and this should, amazingly, be one of the easiest battles ever. Although the occasional Light Blast may ruin this, you can use your Items that you've saved up. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once Bowser is defeated, he accidentally drops the rod, giving it to Mario... --------------------------------------------------------------------------- Once you win, Peach thanks Mario, but the platform starts exploding. Once Bower and Kammy are blown away, Mario and Peach are doomed to... ...be rescued by the Star Spirits! Yay! Once the Star Spirits finish their talking, and head back to the Star Haven with the Star Rod in safe hands, Twink must depart, wanting to say something (supposedly I love you, proving Twink is a boy) but doesn't, and flies away. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ending [063] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ==Mario's House== Back at Mario's house, Mario and Luigi start talking, and then it becomes a cutscence to Parkarry, delivering letters to Mario's partners, an invitation to Peach's party at her castle! And after a funny scene of Kolorado realizing that he left without telling his wife again, back at Mario's house they also get a letter, and Luigi and Mario set off. ==Toad Town, main== You control Mario at the centre Toad Town, so head to Peach's Castle. ==Peach's Castle== Around the castle are groups of all we met, from Moustafa to the Mayor Penguin! Enter the castle, and Princess Peach makes a short speech about what happened, and how she thanks everyone, then it goes to the credits (pretty entertaining credits if you ask me, they show nearly every character in the whole game, like Huff N. Puff, Gourmet Guy, and even Bowser. Then, at night time, you see all the Psychics, to some great shows.) Game Finished! I didn't completely clock the game, but here were my statistics on the board at Mario's and Luigi's house: *Coins Earned: 7483 *Badges Collected: 80/80 *Star Pieces Collected: 160/160 *Tayce T.'s Recipes: 8/50 *Chuck Quizmo's Quizzes: 19/19 *Number of Battles: 371 *Your First Strikes: 127 *Enemies' First Strikes: 50 *Total Power Bounces: 56 Star Pieces may look different to you, say something around the lines of 90/160 to 120/160. This is because of Chuck Quizmo. He has 64 questions, meaning 64 Star Pieces, the Koot has 15, and you must get the other 11 from the letter delivery. That leaves 90 up for grabs around Mushroom Kingdom. Without all the Star Pieces, Mario cannot get all the Badges, for Merlow has some badges which you need to clock the game. I didn't list any recipes for Tayce T., so i only go to cook 8 types of foods. Other than that, here are the percentages of progress. Star Pieces --> 16 % Badges --> 11 % Tattles --> 5 % Chuck Quizmo Questions --> 13 % Level 27 --> 2 % --> All up 100 % --> Add up for your Recipes --> 5 % score Letter Delivery --> 10 % Completion of Game --> 20 % Item obtainance --> 10 % Completeing Sidequests and optional enemies --> 8 % like Kent C. Koopa 100 % --> Well done, you obviously figured out the other recipes AND followed my walkthroughs every, single, word. 90 % --> You left some things out, but otherwise great! 80 % --> You could do better... 70 % --> Now you're just lazy. 60 % --> Ok, this is utterly saddenning. 50 % --> Not completing half the game is a TRADEGY. And lower --> MAKE A NEW GAME AND READ MY WALKTHROUGHS EVERY WORD! Now, onto the sections [ :) ] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Section A: Partners ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here I will list all of Mario's partners he will come across during the game with a attack list and a short description of what they can do and where you can find them. Also, how to execute the attack (action command form only.) I have also listed the Star Spirits, and their powers too. Goombario, the brains of the bunch (Goomba) Specialty: Tattle, Description of area/enemy. Location: Goomba Village, Goombario joins your team after helping Goompa get back to the Village. When he joins your team, he also lets you access the partners tab in the Start Menu. Goombario is a special Headbonker, and is usually the teammate who spends the most time battling, because of his Tattle ability, which should be used every time you encounter a new enemy. But that IS totally optional. Attacks ------- Headbonk - NR: 1 SR: 2 UR: 3 Action Com. NR: 2 SR: 4 UR: 6 Hit a enemy with an airborne head butt. Fire, Spiked and ceiling-clinging enemies can/should not be hit. This attack is basically Mario's Jump attack, but with side-by-side fighting this attack is like a shadow of Mario. How to use: No hassle. Press A if you want to do an action command before striking the chosen enemy. Tattle - NR:-- SR:-- UR:-- Action Com. NR:-- SR:-- UR:-- Tattle an enemies description, ranging from its HP, ATK, DEF and some helpful hints and weaknesses. How to use: Automatic usage. *Charge - SR:-- UR:-- Action Com. SR:-- UR:-- FP=1 Add 1 attack point to the next attack, use more than 1 time to add another attack point until attack is executed. How to use: Automatic usage. **Multibonk- UR: 1 Action Com. UR: ?-3 FP=2 Consecutively headbonk 1 enemy, damage goes down one point per attack. E.g.., 3, 2/1, 1, 1 recurrent. This attack looks, so cool. How to use: Press A before each impact to consecutively Headbonk the enemy. Same properties as a Power Jump. Kooper, the blue-shelled wonder (Koopa) Specialty: Shell Toss, retrieve item/hit distant switches Location: Koopa Village, Kooper's backyard, where the Fuzzy stole his shell. He joins you once you beat the small mini-game with the Fuzzy and its little friends. Kooper is only used outside of battle to hit distant objects on ground level retrieve coins or badges close by and hit enemies for a first strike. He has some of the best moves, and likes to hit distant switches too! In battle, he sets Fire to his shell, and confuses enemies at will. Attacks -------- Shell Toss -NR: 1 SR: 2 UR: 3 Action Com. NR: 2 SR: 3 UR: 5 Shell Toss, Kooper's default attack. Hits one enemy on ground with his shell, and immune to everything under his shell. How to use: Push analogue stick to the left, and release when it reaches the red star. Power Shell -NR: 1 SR: 1 UR: 1 Action Com. NR: 2 SR: 3 UR: 4 Hit all enemies on ground with a single hit. Executing a action command will add 1/2/3 damage, depending on your rank. How to use: Push analogue stick to the left, and release when it reaches the red star. *Dizzy Shell-SR:-- UR:-- Action Com. SR:-- UR:-- FP=4 Confuse all enemies. Chance of confusing depends on the amount the meter is filled during the execution process. How to use: Repeatedly press A as fast as you can. **Fire Shell-UR: 1 Action Com. UR: 6 FP=5 Hit all enemies with a devastating fire attack, doing +2 damage to ice enemies. Also ranges in power, and is quite useful when battling a gang of Ice Piranha Plants. How to use: Repeatedly push the analogue stick to the left as fast as you can. Bombette, the woman you don't want to get mad (Bob-omb) Specialty: Explosion, crumbles walls and other things Location: Koopa Bro. Fortress, jail cell, where all the Bob-omb prisoners are held. Bombette joins your team after "falling" for the Yellow Koopa's booby trap, once Mario plummets into the cell. Bombette has some of the most powerful attacks, and on-field she uses her explosion attack to break open cracked walls, and hit enemies (with very good timing, for she is a slow walker) She also has a, as I call it, an self- explosion button, once you press C-Down after pressing it to set her off. Attacks -------- Body Slam -NR: 1 SR: 2 UR: 3 Action Com. NR: 2 SR: 3 UR: 5 Bombettes basic move. She slams her body onto a ground opponent and does a small amount of damage. How to use: Hold A until the big red star lights up. Bomb -NR: 1 SR: 1 UR: 1 Action Com. NR: <4 SR: <5 UR: <6 FP=3 She flips shelled enemies, makes Clefts flip too, does some great damage, but costs some FP. Only the front enemy gets hit. Power differs on how much you can press A. How to use: Repeatedly press A as fast as you can. *Power Bomb -SR: 1 UR: 1 Action Com. SR: 6 UR: 7 FP=6 Hit all enemies with a massive bomb attack, doesn't include ceiling or flying enemies. How to use: Repeatedly press A as fast as you can. **Ultra Bomb-UR: 1 Action Com. UR: 7 FP=8 This move requires a heaping helping of FP, but hits every enemy on the field regardless of their position. Also does the same things to Clefts and Shelled-enemies like the Bomb/Power Bomb. How to use: Repeatedly press A as fast as you can. Parakarry, the Flying Koopa (Paratroopa) Specialty: Air Lift, fly over small gaps Location: Found at Mt. Rugged, after agreeing to help him find some letters scattered on the mountain. When you found them all, he kindly sets off with Mario on his quest to Dry Dry Desert to save the next Star Spirit. Parakarry has one of the most useless abilities ever (and that's speaking from my point of view.) His ability lets Mario cross gaps he cannot reach with a jump. Really, only used at Mt. Rugged, and barely used anywhere else, it is quite sad. But his awesome attacks make up for it...and a plus side is his attacks range from ground enemies to ceiling! Attacks ------- Sky Dive - NR: 1 SR: 2 UR: 4 Action Com. NR: 2 SR: 3 UR: 5 His basic attack, hits any enemy on the field. But still gets hurts by spike/fire enemies...but it does some good damage. It's really only an airborne kick. How to use: Press A when Parakarry is heading towards the enemy for a kick. Shell Shot- NR: -- SR: -- UR: -- Action Com. NR: 5 SR: 6 UR: 7 FP=3 Unfortunately, if you don't nail an action command for this attack, it automatically does 0 damage. Able to hit any enemy, but all you have to rely on is good timing. Parakarry hits one enemy with a flying, speeding, shell attack. How to use: Hold the analogue stick to the left, and release when the aim in pointing at your target (it will be highlighted for you.) *Air Lift - SR: -- UR: -- Action Com. SR: -- UR: -- FP=3 Flies at an enemy and takes them away. Note you cannot use this on Bosses or Mini-bosses, and if it works, you do not receive any Star Points. A downside, but if facing an enemy like an Anti-Guy and you came unprepared, it may be quite useful. How to use: Repeatedly press A as fast as you can. **Air Raid- UR: 2 Action Com. UR: 6 FP=6 Hits every enemy onscreen with a extremely powerful attack, this attack shows no mercy, and does some great damage, with a very easy-to-pull-off action command. How to use: Repeatedly push the analogue stick to the left as fast as you can. Bow, the shifty Ghost (Boo) Specialty: Outta Sight, making Mario invisible Location: Back at Bow's Mansion, she agrees to come after Bootler, her Butler, thinks it will be ok. She accepts to join your team, but you really have no choice, for she is holding your most useful Star Spirit, Skolar, captive. Bow is a very mischievous character in Paper Mario, and has some very girly attacks. Although that makes it sound pretty weak, Bow actually has some of the best consecutive attacks, and defensive attacks too. From scaring her opponent to slapping them with a fan, she is definitely, in my opinion, the Queen of the Boo's. Attacks ------- Smack - NR: 1 SR: 1 UR: 1 Action Com. NR: +3 SR: +4 UR: +5 Although those +'s and sound promising, this attack is merely useless again enemies with 1 or more defense points. This is her basic attack, and smacks your target up to 5 times at Ultra Rank. If the Action Command isn't executed properly, the damage you cause will range from Rank to Action Com. Rank. How to use: Repeatedly push the analogue stick to the left as fast as you can. Outta Sight- NR: -- SR: -- UR: -- Action Com. NR: -- SR: -- UR: -- FP=2 This attack basically is Bow's ability outside of battle, but as a battle move. It makes Mario invisible for one turn, but Bow cannot attack next turn. If Bow uses her ability before Mario, then Mario cannot attack, because being invisible, you really can't touch the enemy, can you? How to use: Automatic usage. *Spook - SR: -- UR: -- Action Com. SR: -- UR: -- FP=3 Spooks all enemies into running away from battle, basically like the Fright Jar, but instead of a giant Bowser shadow, its a very scary Bow. Doesn't work on enemies that are resistant, because they either have no eyes or ears, or just are very brave. How to use: Repeatedly push the analogue stick to the left as fast as you can. **Fan Smack- UR: 2 Action Com. UR: x5 FP=5 Even with the damage of 10 points with a perfectly executed action command, this still has it's downsides. Like shelled enemies usually do less damage, clefts are awfully resistant to this, and that enemies with 2+ defense cannot be damaged. How to use: Repeatedly push the analogue stick to the left as fast as you can. Watt, the little ray of Sunshine (???) Specialty: Lighting up darkened areas / revealing hidden ? blocks Location: Shy Guy's Toy Box, after freeing her from the evil grasp of the Lantern Ghost, she joins your team almost immediately. Watt has some of the most useful attacks and one of the best specialties in the game. With her light, in the most darkest of areas can be lit up so you know where you are going. Also, her ability also lets you find hidden ? Blocks, probably using light reflection. Her attacks are also very useful, for if you come across a enemy with 4 defense, and you can't seem to pierce it, Watts attacks are all you need... Attacks ------- Electro Dash-NR: 1 SR: 1 UR: 1 Action Com. NR: 3 SR: 4 UR: 5 This attack actually pierces enemy defense! It's extremely useful against Clefts, and it does some great damage too! And, unfortunately, because what may be only a little baby, this is her only attack. Notice the pacifier? How to use: Hold A until big red star lights up. Power Shock -NR: -- SR: -- UR: -- Action Com. NR: -- SR: -- UR: -- FP=2 Induces shock/electrify on an enemy, making it unable to move. This move depends on the action command, because if the bar is not full, the attack is basically useless. Useful against the Anti Guys, because they have a bad resistance to this ailment. How to use: Repeatedly press A as fast as you can. How to use: *Turbo Charge-SR: -- UR: -- Action Com. SR: -- UR: -- FP=3 +1 to Mario's attack and defense. This comes in useful with some Badge attacks Mario gets throughout the game, such as the Power Bounce badge, or if you have a damage-reducing badge on. Even though +1 doesn't sound like much, its worth it. If used with the Charge Badges, this can be devastatingly powerful, for even the toughest of bosses. How to use: Press A at the second each of the red stars, light up. **Mega Shock-UR: -- Action Com. UR: -- FP=5 This is just like Power Shock, but it hits every enemy with a status ailment. Unfortunately, the command is very hard, but if done well still has a high chance of paralysis. How to use: Press A+B at the same time as fast as you can. Sushie, the talking fish (Cheep Cheep) Specialty: Acts as a submarine, swimming over AND under water. Location: Lavalava Island, after the Yoshis play Hide-and-seek will Mario, without any choice, Sushie agrees to help you find them, and then becomes on your team ever more. Sushie's ability lets you swim in water. But not any old water, the water must be accessible via a plank. Sushie lets you swim underwater, but only for a limited time, and just lets you hover on top of the water. With Sushie's very useful attacks, I've created an amazing combo move, which let me defeat one of the hardest bosses. Attacks ------- Belly Flop -NR: 1 SR: 2 UR: 3 Action Com. NR: 3 SR: 4 UR: 5 It's just like a cannonball in a swimming pool, but with no water. Sushie slams the opponent with her stomach, causing up to 5 points of damage to an enemy (without a defense.) It's like a normal jump, but weaker. How to use: Hold the analogue stick to the left until big red star lights up. Squirt -NR: 3 SR: 3 UR: 3 Action Com. NR: 5 SR: 6 UR: 7 FP=3 Sushie charges water in her body, and squirts it out like a hose with a thin nozzle. Being water, does +2 to fire enemies, and it is one of my most favorite moves. How to use: Hold A, but not to the point she must take back all the water. *Water Block-SR: -- UR:-- Action Com. SR: -- UR:-- FP=3 Charges Mario's defense by some points. Lasts for an average of 1-4 turns depending on what you got in the charge sequence during the action command. How to use: Press A the second each of the red stars light up. **Tidal Wave-UR: 1 Action Com. UR: >1 FP=6 This attack does some extremely devastating damage on every enemy exposed on the field, and does 1 and above damage. The highest damage I got, with an action command, was 12, but that was when I got mad and started smashing the A, B and C-Down buttons. Also being water based, +2 damage to fire enemies. How to use: Press A, B and C-Down, according to what pops up on the screen. Lakilester, the 'Cloud-rider' (Lakitu) Specialty: Lets Mario hover over Lava, spikes and is a great taxi. Location: Flower Fields, after battling Mario, Lakilester agrees that he shall depart from Huff N. Puff, and come join Mario on his quest to save Peach and all the Star Spirits. Attacks -------- Spiny Flip - NR:-- SR:-- UR:-- Action Com. NR: 3 SR: 4 UR: 5 Even without a wide range of power, this attack can prove nice and powerful to enemies. This is Lakilester's basic attack and it sure makes you gloomy. How to use: Move the cursor with the analogue stick until it is inline with the enemies highlighted section. Press A for a quicker release time. How to use: Spiny Surge- NR:-- SR:-- UR:-- Action Com. NR: 2 SR: 3 UR: 4 FP=4 This attack hits every enemy on the field with a surge of small Spinies. It hits every enemy on field, but has a very low range of damage. How to use: Repeatedly push the analogue stick to the left as fast as you can. Cloud Nine - SR:-- UR:-- Action Com. SR:-- UR:-- FP=4 Shield Mario from enemy attacks in a thick cloud of fog. This proves extremely useful when used with the Pretty Lucky Badge, for Mario may even be untouchable, even with attacks that are usually sure to hit. How to use: Press A the second each red star lights up. Hurricane - UR:-- Action Com. UR:-- FP=5 Blows all enemies away on the field, but once again, Mario gets no Star Points. Basically like the Fright Jar and Bow's Spook, or even Parakarry's Air Lift, so this is really a 4th version of something already we've seen. How to use: Press A repeatedly as fast as you can ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Star Spirits ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is a short list of the Spirits and their corresponding power. Focus charges our Star Power, so we can use more. Spirit Power ----------------------- Eldstar | Focus/Refresh Mamar | Lullaby Skolar | Star Storm Muskular | Chill Out Misstar | Smooch Kelvar | Time Out Kalmar | Up & Away ----------------------- ************************ Eldstar The Respected Location: Koopa Bros. Fortress Power: Refresh SP Cost: 1 Refresh will heal Mario 5 of his HP and FP, and will cure poisoning and shrinkage. ************************ Mamar The Kind Location: Dry Dry Ruins Power: Lullaby SP Cost: 1 Lullaby will put enemies to sleep. Greater chance with enemies, like a Clubba who are already known to sleep, and less chance with enemies that are not exactly human, like a Bill Blaster. ************************ Skolar The Scholar Location: Boo's Mansion Power: Star Storm SP Cost: 1 Star Storm will send a fury of stars onto all enemies on the field, and has a damage count of 7 no matter what the enemy and its defense. ************************ Muskular The Energetic Location: Shy Guy's Toy Box Power: Chill Out SP Cost: 2 Chill Out will lower most of the enemies attack power by 3 for a limited time. ************************ Misstar The Pure Hearted Location: Mt. Lavlava Power: Smooch SP Cost: 3 Smooch will recover Mario's HP by 20, and cannot exceed max. ************************ Kelvar The Clever Location: Flower Fields Power: Time Out SP Cost: 2 Time out will temporarily stop time around all enemies. ************************ Kalmar The Peaceful Location: Crystal Palace Power: Up & Away SP Cost: 2 Up & Away will somewhat kill all monsters on field, and turn them into stars. Excludes mini-bosses and bosses, and you don't receive any star points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Section B ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is all about the optional things, side quests and some non-important adventure related happenings. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Toad Town Tunnels ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before I start this Section, note that throughout each area I will copy the map before the guide to help you. If you want to use the Master Map, just for a quick overview of the tunnels and where everything leads including names of areas, look at the Map just underneath this section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Map of the Underground ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This will basically show you, linked areas, named of areas, and some other stuff. Wow, to think it seemed bigger... #Letter = Area E/E = Entry / Exit W1 = Warp Pipe to Goomba Village W2 = Warp Pipe to Koopa Village W3 = Warp Pipe to Dry Dry Outpost W4 = Warp Pipe to Boo's Mansion W5 = Warp Pipe to Lavalava Island SA1 = Secret Area 1 Pipe SA2 = Secret Area 2 Pipe . = Location of ??? _________ _________ _________ _________ _________ /3B \ /3A \ /A1 \ /2A \ /2B \ / \/ W1 W2 W3 \/ E/E \/ \/ \ / -- . -- -- -- . \ ( Electro Blooper ) \SA1 -- Blooper -- -- -- / \ /\ /\ /\ /\ / \_________/ \_________/ \___ ___/ \_________/ \_________/ _________ _________ ___|-|___ _________ _________ /4C \ /4B \ /4A W5\ /4AB \ /4AC \ / . \/ W4 \/ \/ \/ . \ / Super -- -- Super .-- -- Shiver \ ( Block Blooper City ) \ -- -- -- -- Door / \ /\ /\ /\ /\ SA2/ \_________/ \_________/ \_________/ \_________/ \_________/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Blooper (Hammer) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ YB=Yellow Block SB=Save Block FP=Floor Panel GB=Grey Block HB=Heal Block !!=Destination MB=Metal Block WP=Warp Pipe BB=Brick Block BL=Blooper 1/2/3 CH=Chest #A=Area IB=Invisible Block Area One --------WP------------------- - || - - || |SB| - ------- ||_ ------ 3A |GB| |__| |YB| 2A --> !! ------- ------ - - - - ------_FP_------------------- 4A The reason I put Area One above the guide is because this is your starter map for every Blooper Quest. ==Toad Town Tunnels EE== No, this is not a comedic tunnel. The Blooper is actually the Mario version of a Squid/Octopus. If you just finished Chapter One, this first section now is what you need. The area you enter from in Toad Town, will always make you end up at Area One. So look at that map for some insights. Firstly, we wont be getting much out of this part so head into Area 2 to you right by hammering the Yellow Block to the right. ==Toad Town Tunnels 2A== Items: Coin Block in 3rd BB to the left Invisible ? Block, in-between gap Enemies: Gloomba --------------------- Area 2A ------------------------------- ------ BB BB BB BB BB BB IB BB------- 1A 2B ---> !! ------ ------- ------------------------------- In this Area of the Tunnels, you will meet the Gloomba, a very grey Goomba. Basically a upgraded Goomba, you better be prepared. Defeat the Gloomba, and head towards all those Brick Blocks. The third one from the left is a Coin Block, so hit that, and the first one from the right has a Gloomba on it. The Gloomba is actually a Spike Goomba once you hit the Block, so defeat it and head into the next area after hitting the Invisible ? Block between the two Brick Blocks. ==Toad Town Tunnels 2B== Badges: Shrink Stomp Badge in Chest Enemies: Boss Battle: Blooper --------------------- Area 2B ----------- --------- - ------ - ----- BL1 !! - !CH!- ----- ------ !! - ----------- --------- This is where our journey for now is coming to a end. In this part of the tunnels, about two steps after the Pipe Pathway, the Blooper will challenge you. ---------------------------------------------------------------------------- Boss Battle: Blooper - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 30 ATK: Ink Squirt-3 Spin Stomp-3 DEF: 0 The Blooper may look small, but it sure packs a punch. With a whopping 30 HP its already sounding intimidating. To beat this Blooper is basic. Have a Jumping or Flying partner at your side, because this Blooper floats. Get some FP ready, and Goombario at your side. Let Goombario keep on Jumping on him, while Mario uses Power Bounce (which does about 10-15 damage.) Use your Refresh Power when you run low on FP, and when the Blooper is weak enough for a final strike, just jump it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you beat the Blooper, it spins back from the darkness of where it came from. ---------------------------------------------------------------------------- When the Blooper is eliminated, head right for your first prize of the tunnels, a Shrink Stomp Badge. That finishes the Blooper section. See you next Blooper! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Electro Blooper (Super Hammer) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Back at area one again. YB=Yellow Block SB=Save Block FP=Floor Panel GB=Grey Block HB=Heal Block !!=Destination MB=Metal Block WP=Warp Pipe BB=Brick Block BL=Blooper 1/2/3 CH=Chest #A=Area SP=Star Piece RP=Rising Platform Sb=Super Block IB=Invisible Block Area One --------WP------------------- - || - - || |SB| - ------- ||_ ------ !! <--3A |GB| |__| |YB| 2A ------- ------ - - - - ------_FP_------------------- 4A ==Toad Town Tunnels== This time, we will be heading to 3A. So head right and use your newly obtained hammer against the block. ==Toad Town Tunnels, 3A== Enemies: Boss Battle: Electro Blooper --------------------- ------------------------------- ------ WP WP WP ------- !! <-- 3B |GB| 1A ------ BL2 ------- ------------------------------- Oh lord, why that was extremely fast! ---------------------------------------------------------------------------- Boss Battle: Electro Blooper - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK: 4/+6 - when charging electricity Static Drill -6 (Pierces defense) Ink Squirt- 3 DEF: 0 Oh dear, this one has way more HP than our last Blooper, and it's way bigger too! This is really the same strategy as the other Blooper, but this one has a little spark to it. Whenever the Blooper starts to go static and looks like little sparks are coming out of its body, use Parakarry's Shell Shot to stop the Blooper from attack you. The Electro Blooper is also immune to your new Lullaby power, and hammer ability. He still has his Ink Squirt, so that's pretty lame. If you fail to stop him from attacking you when charging, his attack will pierce all defenses and do 6/5 damage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ...You won, why are you reading me? Celebrate! ---------------------------------------------------------------------------- After the Blooper gets smooshed, hit the switch it drops to open three warp pipes that take you to Goomba Village, Koopa Village and Dry Dry Outpost. Hit that Grey Block more to your left, and enter the next area. ==Toad Town Tunnels, 3B== Items: Coin (2) in ? Blocks Snowman Doll in ? Block (middle) --------------------- ------------------------ -- ?B ?B ?B ------- |WP!! 3B -- ------- ------------------------ Hit the ? Blocks for 2 coins and a Snowman Doll, and then head up onto the platforms heading up and jump off when your high enough to get to the other ledge, and enter the warp pipe. ==Toad Town Tunnels, Secret Area 1== Items: Super Block in the lowest level after warp pipe Super Block in the rightmost room Badges: Power Smash in chest, leftmost room Star Pieces: In the room to the right of the main room, a Star Piece on the ledges Enemies: Gloomba, Paragloomba, --------------------- Master Map (Secret Area) ------------------------------ - - ------ ------------- ------- - - - - ------------ ---------------------- ------ ------------- -------- - - - WP ---- WP - - - - -SP- WP - - CH ------- RP RP ---- ---- ---- Sb - - BB ---- RP - - - ------- WP - - - - ------------ -----------------||--- ------------------------------- -||--------------- -||_ | Sb - -\__| | - - MB - - MB - ------------------ This place leads to two Super Blocks, a chest AND a Star Piece. Unfortunately you can't get the second Super Block, so everything else is up for grabs. From where you are now, head to the room to your left, and defeat the two Gloomba's in it. Hit the Brick Block to make the Spring come down, jump on it, and open the chest it leads to obtain Power Smash Badge. Head back an area, and ignore the warp pipe on the floor, for it leads to a Super Block, but it's blocked by two Metal Blocks. Back at the area with the two platforms, jump on the first one and head to the edge, so that it drops and the two Gloomba's fall, so you don't have to battle. Start jumping up and the platform so that it rises all the way up, and when your high enough, confident that you can jump to the ledge after the next platform, jump. In the next area, go defeat the new Paragloomba enemy, which I listed in the enemy list. Change your partner to Parakarry, jump on the rising platforms, but before you hit the room jump north so you're on a squary ledge. Use Parakarry's ability until you reach the last ledge, and collect the Star Piece. Head to the rising platforms, and let it take you to the roof, where there is a secret corridor. Head to the other side until you come to a hole, and jump into it. In this room, defeat the Paragloomba enemy, and hit the Super Block to upgrade one of your partners. You only have Goombario to upgrade, if you have been LISTENING TO ME, but if you have someone else re-read the walkthrough. Head out of here through the warp pipe, then backtrack all the way back to Toad Town, finishing this segment of the Toad Town Tunnels... minus the Super Block but...JUST CONTINUE. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Floor Panel Chain (Super Boots) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Area One is my love. YB=Yellow Block SB=Save Block FP=Floor Panel GB=Grey Block HB=Heal Block !!=Destination MB=Metal Block WP=Warp Pipe BB=Brick Block BL=Blooper 1/2/3 CH=Chest #A=Area ~~=Water IB=Invisible Block --------WP------------------- - || - - || |SB| - ------- ||_ ------ 3A |__| 2A ------- ------ - - - !!!! - ------_FP_------------------- v4Av ==Toad Town Tunnels== Once in here, head southwest towards a wooden panel, and spin jump it to reveal the next part of Toad Town Tunnels. ==Toad Town Tunnels 4A== ------------ -WP ~~~~~ ? ---- ~~~~ ? !!<--4B ? ----~~~~~~~~~~? -~~~~~~~~~~~? ------------ In this area, there are some places we cannot visit, and a new sign (~) which means water. Head left, into 4B. ==Toad Town Tunnels, 4B== Enemies: Dark Koopa Troopa --------------------- ------- ------- ------ - ------ ------ - ---- WP ----- !!<--4C 4A ---- ----- - ------ ------ - ------- ------- ------ In here, the gates close, and your doomed to battle a new enemy, called the Dark Koopa Troopa, which is listed in the enemy list. Note, when they smile, they are going to use a dizzy attack, so be careful. Defeat them all to make a switch appear, and hit it to activate a warp pipe, leading to Boo's Mansion front yard. After heading in and out of it, head left to 4C. ==Toad Town Tunnels 4C== Items: Super Block --------------------- ------------------------ - Sb -IB IB IB- = ---- ------- ----- - | | ---- -____|___________|_____- ~~~~~~~~~~~~~~~~~~~~~~~~ This room does contain a Super Block, but, how in the world, do we get there? Now, this room would be hard for people without the partner, Watt, who you will be getting VERY soon. But, for your own pleasure, I'm going to tell you how to get it...not like you need it though. Anyway, head down to where the Blue Block is, and push it into the exact centre. Jump of the block, and aim around it, soon enough a hidden block will appear. There are 3, so get those to make a path. So far we don't need this block, so that's it for now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Super Blooper ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oh Area One can't you see... YB=Yellow Block SB=Save Block FP=Floor Panel GB=Grey Block HB=Heal Block !!=Destination MB=Metal Block WP=Warp Pipe BB=Brick Block BL=Blooper 1/2/3 CH=Chest #A=Area ~~=Water IB=Invisible Block -->=Water Access Points ^^=Spikes --------WP------------------- - || - - || |SB| - ------- ||_ ------ 3A |__| 2A ------- ------ - - - !!!! - ------_FP_------------------- v4Av ==Toad Town Tunnels, Area One== Basically, we'll be heading into the Super Block region. Basically, you must head from Area One to 4A, then 4B, then 4C. So, head into the hole south of the warp pipe, and head left two area's. Collect the Super Block after you reveal the Invisible Blocks. Collect the Super Block, and head back to 4A. ==Toad Town Tunnels, 4A== Enemies: Boss Battle: Super Blooper & Blooper Babies --------------------- ----------------------- -WP ~~~~~~~~~~~ WP - ---- ~~~~~~~~~SB~ ---- 4B ------------> 4AB ----~~~~~~~~~~~~~~~~ ---- -~~~~~~~~~~~~~~~~ - ----------------------- Now that we have Sushie, we can access the parts of the sewers beyond the waters. The symbol --> means where we are going to travel. Head to the small pier, and use Sushie (C-Down) to head into the water. Travel to the right, and when you get to the other side, the Blooper will appear, ready for some combat. --------------------------------------------------------------------------- Boss Battle: Super Blooper & Blooper Babies - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Super Blooper HP: 70 ATK: Ink Squirt- 5/7 Frustration- +2 Attack Mega Drill- 10+10 Drill- 3 DEF:0 Blooper Baby/ies HP: 6 ATK:2 DEF:0 Oh, my, god. It can't even fit on the screen! It took 6 Life Shrooms for me to beat it, so I hope you have some better luck. Depending when you came down to battle this beast, is how hard he can get. With a whopping 70 HP, and awesome attacks, you better be ready. Hammers won't work here, so you're doomed to jump. This may take a while, so get comfy. Firstly, he spawns Blooper Babies, which means he has little minions to attack us. Save some Star Power for a Star Storm each time a swarm of them appear. The Blooper has no defense, but a mighty attack. For some reason, it still has it's Ink Squirt attack, so be ready to defend for that. I recommend having Sushie out at Super Rank, so we can use her Water Block, to guard against the Blooper's powerful attacks, like it's Frustration attack, which does a amount of 7 damage. The Blooper Babies, however, are very threatening. They suckle on Mario like the Fuzzies, and add it to their own, but they have 2 Attack instead of 1. But, on the bright side, Chill Out works in this battle! So use that to lower the Blooper of its attack power. Now, the Blooper's most annoying attack, the Mega Drill. It hits Mario 2 times, with a damage ratio of 20! It pierces defense, and this is what led me to using 6 Life Shrooms. I can't give a way to defend against that, other than a Damage Dodge and Chill Out defenses. Use BOTH Water Block and Turbo Charge from Sushie and Watt, and this battle MIGHT be a breeze, depending on what badges you equipped (which for me was a lame Power Jump.) Bow is the star of this battle, for she smacks its HP away while hiding Mario from the Mega Drill. Other than that, you should die a horrible, horrible death, unless you know some more strategies. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once the Blooper dies, a switch comes down allowing you to access Lavalava Island. --------------------------------------------------------------------------- And...that's it. If you want to keep going for Rip Cheato, feel free. ======================== Rip Cheato and his Items ======================== Head to the room to the right from 4A, to 4AB. ==Toad Town Tunnels, 4AB== Items: Inaccessible ? Block Enemies: Dark Koopa, Spike Top --------------------- ------------------------------------------- - |^^^^^^^^^^^^^^^^^^^^^^^| WP -~~ ?B- - |^^^^^^^^^^^^^^^^^^^^^^^| -~~ - ------------^^^^^^^^^^^^^^^^^^^^^^^------~~ ------- 4A ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4AC-->!! ----- ------- ------------------------------------------- Head southeast, and defeat all the Dark Koopa's and Spike Top's (new enemy) you come across. Ignore the horribly high ? Block, and enter the next area. ==Toad Town Tunnels, 4AC== Items: 4 Invisible ? Blocks (empty) 1 Visible ? Block (empty) ------------------- - -?BIBIBIB- ? ----------- ----- ----- - -WP ---__Rip Cheato ------ !WP!--->- --- ------------------- ----- Head right, and ignore everything that Watt reveals, enter the Warp Pipe, and an area to the right. ==Toad Town Tunnels, 4AC1== ----------- \ Rip - _/Cheato - _ WP-(Toad Town) / - ----------- Yes, I know the area codes are getting confusing, but it's all for a good reason. The Toad Town Tunnels are now revealing to you the places where they can transport you, and where it leads to another world. The code 4AC1 means 4A, C Section, area 1. In here, lays the faithful Rip Cheato. He is somehow, maybe, related to Toad Town south's Chet Rippo, but we won't question the game designers. He gives Mario mystery items, but makes him pay a lot for it. I'll just draw up a little graph here... Column 1 = Item Number, Column 2 = Coins, Column 3 = Item. Rip Cheato's Items ---------------------------------- <--Overly Excited 1 | 64 Coins | Star Piece ---------------------------------- 2 | 64 Coins | Life Shroom ---------------------------------- 3 | 64 Coins | Bump Attack Badge ---------------------------------- 4 | 64 Coins | Repel Gel ---------------------------------- 5 | 64 Coins | Star Piece ---------------------------------- <-- From here and down, the next few items 6 | 64 Coins | Super Shroom seem utterly useless. ---------------------------------- 7 | 64 Coins | Mushroom ---------------------------------- 8 | 64 Coins | Dried Shroom ---------------------------------- 9 | 64 Coins | Dried Shroom ---------------------------------- 10| 64 Coins | Star Piece ---------------------------------- <-- From here and down, he only has Dried Shrooms. All up, you spend 640 coins. ==================== Ultra Boots Location ==================== YB=Yellow Block SB=Save Block FP=Floor Panel GB=Grey Block HB=Heal Block !!=Destination MB=Metal Block WP=Warp Pipe BB=Brick Block BL=Blooper 1/2/3 CH=Chest #A=Area ~~=Water IB=Invisible Block -->=Water Access Points ^^=Spikes --------WP------------------- - || - - || |SB| - ------- ||_ ------ 3A |__| 2A ------- ------ - - - !!!! - ------_FP_------------------- v4Av ==Toad Town Tunnels== Head to 4A. ==Toad Town Tunnels, 4A== ----------------------- -WP ~~~~~~~~~~~ WP - ---- ~~~~~~~~~SB~ ---- 4B ------------> 4AB ----~~~~~~~~~~~~~~~~ ---- -~~~~~~~~~~~~~~~~ - ----------------------- Head to 4AB. ==Toad Town Tunnels, 4AB== ------------------------------------------- - |^^^^^^^^^^^^^^^^^^^^^^^| WP -~~ ?B- - |^^^^^^^^^^^^^^^^^^^^^^^| -~~ - ------------^^^^^^^^^^^^^^^^^^^^^^^------~~ ------- 4A ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4AC-->!! ----- ------- ------------------------------------------- Now, head up the ledges, and use Lakilester to glide over the spikes into a secret area via the warp pipe. ==Toad Town Tunnels, Secret Area== (I'm not mapping this place, too hard.) Items: Coin in ? Block Coin in high ? Block Life Shroom in invisible ? Block between the 2 Brick Block and ? Block clusters Coin in high ? Block Maple Syrup in invisible ? Block left of warp pipe Enemies: Spiny, Dark Koopa Get the Maple Syrup in the invisible ? Block to the left of the warp pipe, and head across the path, defeating all the Spinies in your way. Hit the ? Block for a Coin, and the Grey Block to the next area. Head left, ignore all ? Blocks, but defeat the Dark Koopas. Hit the Brick Block to make the spring come down, and head off the high wall. Open the chest, for the ULTRA BOOTS! Yes, with these boots, we can finally hit those hard-to-reach ? Blocks, and Brick Blocks! Head back right, and use your new, Tornado Jump ability, to smash the Brick Block so you can access the spring. Now, read on the walkthrough (collect all the high up ? Blocks in Toad Town Tunnels before you leave though.) Wow. Toad Town Tunnels, FINISHED! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Stuff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This next section of the section, will list everything you need to know for all the Koopa Koot favors. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Koopas Koot: For those who just finished Chapter One ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Favor: Borrow back a book from Kolorado How to: Firstly, this is the easiest mission. His wife lives in Koopa Village, so go consult her about it. She lives in the leftmost house in the second area of this village. When you obtain it, go back to Koot and give it to him. Apparently, its really a exercise book. Reward: 1 Coin ---------------------------------------- Favor: Koot needs a Sleepy Sheep How to: Just go buy from the shop in the first area of this town. I already had one, so it was easy. Shop is located in the first area of the town, centre house. Give it to Koot after that. Reward: 1 Coin Silver Credit-Playroom. ---------------------------------------- Favor: Goompa has my tape How To: This mission is really hard if you don't have the warp pipes accessed in the Toad Town Tunnels. If you don't, this can be a real pain. Go to Goompa in Goomba Village, and ask him for "The Tape", and give it back to Koot. I really don't want to know what was on that tape, though. Reward: 1 Coin ---------------------------------------- Favor: Some Tantalizing Tea How To: Go outside Koots house, and look through the bushes until you find a Koopa Leaf. Then go back to Toad Town, and head into the southeastern parts. Go into the house on the curb, and talk to the chef, Tayce T. Tell her to cook your Leaf, to get a Tea. Head back to Koot and give it to him. Reward: 3 Star Pieces ---------------------------------------- Favor: Luigi's Autograph How To: Go to Toad Town Centre and head into the warp pipe near the arch, and talk to Luigi for an autograph. He is on a rock, so bomb that with Bombette. Go back to Koot's house, and give it to him. Reward: 1 Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Koopa Koot: For those who just finished Chapter Two ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Favor: Wallet gone missing How To: Head to the first area of Koopa Village, and head to the house right of the Items Shop. Don't enter it, but head southeast of the door and look in the bushes for Koot's wallet. Return it to him for your reward. Reward: 1 Coin (The wallet was empty, how did he get that coin?) ---------------------------------------- Favor: I want a Tequila How To: You must find the old Koopa a Tasty Tonic. For now, I can only tell you of two places to obtain a Tasty Tonic, one for free, and one for some coins. Tonic 1: Dry Dry Desert (Look around) Tonic 2: Harry's Shop back in Toad Town. Either way, once you get it, head back to the Koot and give it to him. Reward: 1 Coin ---------------------------------------- Favor: Psychic Autographs How To: Head to Shooting Star Summit, and talk to Merluvlee face to face, NOT at the other side of her table, and get the autograph for the Koopa...what's this? She isn't giving it to you, and she wants her Crystal Ball back from her sister? Oh, ok. Head to Dry Dry Outpost and talk to Merlee in the secret alleyway. Get the ball from her, go to Merluvlee, give her the Ball, get the autograph, head back to the Koopa, and claim your prize. *Huff Puff* Reward: 3 Star Pieces ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Koopa Koot: For those who just finished Chapter Three ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Favor: News Updates How To: Head to Toad Town, east, and read the news south of Merlon's home. Make sure to read both back and front, and come back to the Koot to tell him the daily news. Reward: 1 Coin ---------------------------------------- Favor: Lively Shrooms How To: In this mission, Koot wants a Life Shroom. Head into the warp pipe to Toad Town Tunnels, and make your way to Bow's Mansion, via the warp pipe in 4C. Head into the house, and go to the shop in the basements, and buy a Life Shroom there. Head to Koot, and claim the reward. Reward: 1 Coin/Golden Credit ---------------------------------------- Favor: I'm feeling nutty How To: Head to Goomba Village, and whack the towns only tree for a Goomnut. Head to the cook (Tayce T.) and make her cook it. Give it to Koot for your next faithful reward. (NOTE: You cannot do this mission if you haven't obtained the Frying Pan back after triggering the Shy Guy scene. Reward: 1 Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Koopa Koot: For those who just finished Chapter Four ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Favor: Noisy Neighbors How To: Head next-door to the green roofed house, and take Bombette out. Talk to the Bob-ombs, and shut them up. Head to the Koot for a reward. Reward: 3 Star Pieces ----------------------------------------- Favor: Boo's have my picture How To: Go to Boo's Mansion, via the warp pipes in the Town Tunnels, and talk to the lone Boo in the main lobby. Talk for a while, and retrieve the portrait. Go to the old Koopa for a reward. Reward: 1 Coin ----------------------------------------- Favor: Pasta Cravings How To: Head off to Tayce T., with some Spaghetti from Dry Outpost, and while you're there, collect the Star Piece in the hidden panel in the east side if you haven't yet. Also, collect a Koopa Leaf while you're at it. Make Tayce T. cook the ingredients, and give them to Koot for your reward. Reward: 1 Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Koopa Koot: For those who just finished Chapter Five ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Favor: Missing Glasses How To: Head to the left area, and shake the bushes, for the glasses. Give them to the Koot. Reward: 1 Coin ----------------------------------------- Favor: Before the lemonade How To: This time, he asks for a fresh Lime. Head to Dry Dry Outpost's Warp Pipe, and then to the Oasis in Dry Desert. Get a Lime from the trees, and give them to Koot. Reward: 3 Star Pieces ----------------------------------------- Favor: Coo-coo Kooky Cookie How To: Get a Koopa Leaf from the bushes in the town, and head to Shy Guy's Toy box for some Cake Mix. Cook them both at Tayce T.'s, and give the finished result to Koot. Reward: 1 Coin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Koopa Koot: For those who have just finished Chapter Six ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Favor: My Package How to: Head to Gusty Gulch, via the Warp Pipe in Toad Town Tunnels, and talk to the second Boo on your way up, just next to the Save Block. He tells you to wander around a while when he finds it. Leave the area, and come back, and he gives it to you. Give the package to the Koot. Reward: 1 Coin ----------------------------------------- Favor: I like a lovely bunch of coconuts... How to: Go to Lavalava Island beach, and collect a coconut from the trees there. Give it to Koot. Reward: 1 Coin ----------------------------------------- Favor: My little Red Jar How to: Head to Dry Dry Outpost, and enter the shop. Buy a Dusty Hammer, a Dried Pasta, then a Dusty Hammer again. Unfortunately, there is one more item, that he can't remember. The item, is a Dried Shroom, just incase you're wondering. Give the Red Vase to Koot. Reward: 3 Star Pieces After that, he only asks for you to defeat Bowser once, and for all. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Playroom ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Located: Toad Town Train Station, warp pipe. Hit tree near the northern entry/exit. This is the playroom. In the playroom you can earn instant coins if your lucky, and get rich quick! ==Jump Attack== Game Options ---------------- 9, 7, 5 Block Games, totally optional. Standard Set Out ---------------- 9 Block Challenge 11 Blocks, 5 coin panels - 3 1 coin panels - 4 x5 coin panels - 2 Bowser panels - 2 7 Block Challenge 09 Blocks, 5 coin panels - 3 1 coin panels - 4 x5 coin panels - 2 Bowser panels - 2 5 Block Challenge 07 Blocks, 5 coin panels - 3 1 coin panels - 4 x5 coin panels - 2 Bowser panels - 2 In the Jump attack room, you have either 9, 7, or 5 options of Brick Block games you can choose from. The way this game works, is that when you hit a block, a panel comes out. That panel can be a 1 coin, a 5 coin, a x5, or a Bowser panel. Bowser panels instantly end your game, so be careful of those. The maximum amount of coins you can earn in this game is a whopping 950! But to get that you must get 5 5 5 1 1 1 1 x5 x5 to get it, it's merely very unlikely you will get it. But because I am familiar with game cheats, I get rich quick here. You'll never see me with less than 100 coins ever again. And note, the order MUST BE 5, 5, 5, 1, 1, 1, 1, x5 x5 to get 950 coins. The difference in the games is that you get less shots at the blocks than the higher ones. So if you pick the 9 block challenge, out of the 11 blocks, you can hit 9, then the 7 block challenge, you only hit 7, and 5 block challenge, you only hit 5. ==Smash Attack== Game Options ------------ Non-optional. Standard Set Out ----------------- 10 Peach Blocks The rest of the blocks are Bob-omb, empty or Fuzzy Blocks This game, I'd say, is the harder of the two. Basically, threes a heaping of blocks set out, and 10 of them contain a Peach. The total of coins you get is 300, and is determined on how much time you have left. So if you have 7.6 seconds left after getting 10 Peach Blocks, you get 76 coins. You start with 30 seconds, and in that 30 seconds, you must hit all the Peach Blocks, before time runs out. The Peach Blocks usually pop out occasionally for your own needs, but if you hit a Bob-omb, you're temporarily paralyzed, and if you hit a Fuzzy, you must shake it off by pressing A rapidly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Post Man Mario ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Throughout the game, Mario recieves letters around Mushroom Kingdom, to be delivered around to people. These are seperated into two groups: Chain Letters One-Way The chain letters are letters that are received after delivering a letter, so in other words, after you give someone their letter they give you one, and so on. The One-way letters are for one person only. Here is an easy way to understand what i'm saying. It shows the letter, the location (not exact, look in walkthrough for exact), who it is for, and what you get out of it. One-way letters: Letter From To Item -------- ------ ----- ------ First Letter --> Mt. Rugged --> Merlon --> Star Piece Second Letter --> Mt. Rugged --> Kolorado --> Star Piece Third Letter --> Dry Dry Desert --> Mort T. --> Star Piece Fourth Letter --> Dry Dry Outpost --> Nomandimouse --> Star Piece Fifth Letter --> Dry Dry Desert --> Goompa --> Star Piece Sixth Letter --> Gusty Gulch --> Fice T. --> Star Piece Seventh Letter --> Lavalava Island --> Igor --> Star Piece Eigth Letter --> Lavalava Island --> Russ T. --> Star Piece Ninth Letter --> Flower Fields --> Minh T. --> Star Piece Tenth Letter --> Shiver Snowfield --> Mayor penguin --> Star Piece Eleventh Letter --> Shiver Snowfield --> Merlow --> Star Piece Chain Letter: Letter From To Item -------- ------ ----- ------ First Letter --> Mt. Rugged --> Goompapa --> Second Letter Second Letter --> Goompapa --> Muss T. --> Third Letter Third Letter --> Muss T. --> Koover --> Fourth Letter Fourth Letter --> Koover --> Fishmael --> Fifth Letter Fifth Letter --> Fishmael --> Koover --> Sixth Letter Sixth Letter --> Koover --> Mr. E --> Seventh Letter Seventh Letter --> Mr. E --> Miss T. --> Eigth Letter Eigth Letter --> Miss T. --> Little Mouser--> Ninth Letter Ninth Letter --> Little Mouser --> Franky --> Tenth Letter Tenth Letter --> Franky --> Red Yoshi Kid--> Eleventh Letter Eleventh Letter --> Red Yoshi Kid --> Dane T. --> Twelth Letter Twelth Letter --> Dane T. --> Frost T. -->Thirteenth Letter Thirteenth Letter --> Frost T. --> Goompapa --> Lucky Day Badge And there you have it. Most of the locations of the people are written on the letters, so i'm not writing their locations. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Enemies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this section, I will list the enemy, and then right a description on how to defeat them. Also, I will write what Goombario describes them as. The order they are in is the order I wrote them in my walkthrough, so you can come down here and think of where you are, and then you'll find your enemy. Plus for easier use, I put a * before each name, so that if you have trouble finding it, type <* to find it. Oh, and I took some liberty on fixing some of Goombario's bad grammar and punctuation, for those who aren't used to. . . slang --------------------------------------------------------------------------- --------------------------------------------------------------------------- Part One: Basic Enemies --------------------------------------------------------------------------- --------------------------------------------------------------------------- For this particular section, I will list a enemy like so: * Life - Attack - Defense- First Location: < First Location, of where you can Tattle it > About the enemy: < A short description of any status changes or anything else rather than attacks and all that about the enemy > Goombario's Log: < What Goombario has to say when you Tattle > --------------------------------------------------------------------------- *Goomba Life -2 Attack -1 Defense-0 First Location: Under the Village, right. About the enemy: -- Goombario's Log: "This is a Goomba. Goombas are what you'd call "small fries" Actually, they are pretty much the smallest fries. 4...Hey, wait! I'm one of them! Max HP: 2, Attack Power: 1 Defense Power: 0. You can jump on them or whack them with the Hammer. These guys are old school. They've been around since you were in Super Mario Bros." *Spiked Goomba Life -2 Attack -2 Defense-0 First Location: Under the Village, right. About the enemy: Spike Hazard- If you jump on it you get hurt. Goombario's Log: "This is a Spiked Goomba. Spiked Goombas are Goombas with spikes on their heads. Max HP: 2, Attack Power: 2, Defense Power: 0. Whatever you do, don't jump on their spikes or you'll get hurt, or even paralyzed." *Paragoomba Life -2 Attack -2 Defense-0 First Location: Under the Village, right. About the enemy: Enemy Change- Changes to Goomba when you jump on it. Flying- Flying ruins Hammer and Quake abilities. Goombario's Log: "Obviously, Paragoombas are Goombas with wings. Max Hp: 2, Attack Power: 1, Defense Power: 0 You can't hit them with the Hammer while they're airborne. If you damage them, they'll fall to the ground and become ordinary Goombas." *Koopa Troopa Life -4 Attack -1 Defense-1 First Location: Pleasant Path. About the enemy: Hard Shell- Line of defense. Flip Shell- Negate line of defense by jumping on it. Goombario's Log: "This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's followers. Max HP: 4, Attack Power: 1, Defense Power: 1 Their shells are hard. If you can flip them over, their defense power will fall to 0 and it will become much easier for you to defeat them. You can flip them with a POW Block or a Jump attack.." *Fuzzy Life -3 Attack -1 Defense-0 First Location: Koopa Village, behind the house. About the enemy: Health Drainer- Suck HP, hard defensive action command. Goombario's Log: "This is a Fuzzy. Why do Fuzzies always jump up and down? They need to chill out! Max HP: 3, Attack Power: 1, Defense Power: 0. 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." *Paratroopa Life -4 Attack -1 Defense-1 First Location: Path to Koopa Bros. Fortress. About the enemy: Enemy Change- Becomes Koopa when jumped on. +Enemy Flip - Flips over after becoming a Koopa IF action command is executed. Goombario's Log: "This is a Paratroopa. No surprise here-Paratroopas are Koopa Troopas with wings. Max HP: 4, Attack Power: 1, Defense Power: 1. 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 them once they're normal Koopa Troopas. Give them another Jump attack! They think they're pretty cool because they wear sunglasses, but they're not that tough." *Bob-omb Life -3 Attack -1/2 Defense-0 First Location: Koopa Bros. Fortress. About the enemy: Anger Management - +1 Attack when attacked. +One-Strike Blow- Blows up on contact when +1 is on. Fire Weakness - Blows up instantly when exposed to fire. Explode Weakness- Blows up instantly when exploded on. Goombario's Log: "This is a Bob-omb. Bob-ombs are pretty temperamental, and they get steaming mad when you attack them. Max HP: 3, Attack Power: 1, Defense Power: 0. You'd better not jump on them when they're angry or they'll blow up in your face. In fact, stay away entirely. Attack them 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." *Bullet Bill Life -2 Attack -2 Defense-0 First Location: Koopa Bros. Fortress. About the enemy: One-Strike Blow- Blows up on 1st contact. Goombario's Log: "This is a Bullet Bill, a kamikaze attacker. If you don't beat Bullet Bills quickly, they'll slam into you and explode. Max HP: 2, Attack Power: 2, Defense Power: 0. I'm serious Mario. These guys will really make us pay if they manage to hit us! We have to beat them before they get the chance to strike us." *Bill Blaster Life -4 Attack -0 Defense-1 First Location: Koopa Bros. Fortress. About the enemy: Enemy Summon- Summons Bullet Bills to attack. Goombario's Log: "This is a Bill Blaster. Bill Blasters are the cannons that shoot out Bullet Bills. Max HP: 4, Attack Power: 0, Defense Power: 1. They won't attack us directly, but they'll keep shooting out Bullet Bills as long as they can. It's efficient to attack them all at once, but you can also beat them one at a time." *Gloomba Life -7 Attack -2 Defense-0 First Location: Toad Town Tunnels, investigation 1. About the enemy: -- Goombario's Log: "This is a Gloomba. Gloombas are nasty Goombas who live in the Toad Town Tunnels. Max HP: 7, Attack Power: 2, Defense Power: 0. They're stronger than ordinary Goombas, but you can take them.." *Spike Gloomba Life -7 Attack -3 Defense-0 First Location: Toad Town Tunnels, investigation 1. About the enemy: Spike Hazard- Hurts to Jump on. Goombario's Log: "This is a Spiked Gloomba. They're Spiked Goombas who live in the Toad Town Tunnels. Max HP: 7, Attack Power: 3, Defense Power: 0. Be careful of the spiked hats they wear. It'll definitely hurt if you jump on them." *Monty Mole Life -3 Attack -2 Defense-0 First Location: Mt. Rugged (then Flower Fields.) About the enemy: Enemy Summon- Summons Monty Moles in the holes after defeat (Not proven yet, but holes are suspicious.) Goombario's Log: "This is a Monty Mole. Monty Moles are rock-throwing moles, big time mischief makers. Max HP: 3, Attack Power: 2, Defense Power: 0. 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." *Cleft Life -2 Attack -2 Defense-2 First Location: Mt. Rugged. About the enemy:Enemy Flip - Flips over when exposed to quakes/explosions. Immunity - Not affected by fire. Spike Hazard- Hurts to Jump on. Goombario's Log: "This is a Cleft. Clefts are pretty strong, so you'd better be careful. Max HP: 2, Attack Power: 2, Defense Power: 2 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..." *Bandit Life -5 Attack -2 Defense-0 First Location: Dry Dry Desert. About the enemy: Coin Theft- Steals 10 Coins on contact and runs on next turn (Attack again to steal coins back.) Goombario's Log: "This is a Bandit. Bandits bump into you hard and shake up your pockets. They can steal up to 10 coins. Max HP: 5, Attack Power: 2, Defense Power: 0. 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 them before they can make off with our loot." *Pokey Tower Life -4 Attack -2 Defense-0 First Location: Dry Dry Desert. About the enemy: Reduction - Reduced attack numbers when hammered. Enemy Summon- Summons more Pokies. Goombario's Log: "This is Pokey, an evil cactus. Pokeys attack by throwing parts of their bodies or by coming up close and falling on you. Max HP: 4, Attack Power: 2, Defense Power: 0 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 them quickly!" *Pokey Mummy Life -4 Attack -2 Defense-0 First Location: Dry Dry Ruins. About the enemy: Reduction - Reduced attack numbers when hammered. Enemy Summon - Summons more Pokey Mummies. Poison Hazard- Poisonous attacks. Goombario's Log: "This is a Pokey Mummies are Pokeys dried out and became mummies then went to live in the ruins. Max HP: 4, Attack Power: 2, Defense Power: 0. Careful! They have spikes on their heads! Trust me-it'll hurt if you jump on them. The mummification also made them poisonous. If you get poisoned when they attack you, you'll take damage for a while. What do you say we beat them before they can poison us?" *Buzzy Beetle Life -3 Attack -2 Defense-2 First Location: Dry Dry Ruins. About the enemy: Shell Flip- Flips over when jumped on (For that turn only.) Goombario's Log: "This is a Buzzy Beetle. Buzzy Beetles are cute - but mean. Max HP: 3, Attack Power: 2, Defense Power: 2 Fire attacks don't work very well against these hardheads. If you can flip them, though, their defense power falls to 0. Keep flipping them, Mario! I heard that they used to flourish all over the place, but now they're only found in dark shadowy places." *Swooper Life -4 Attack -2 Defense-0 First Location: Dry Dry Ruins. About the enemy: Ceiling- Cling to the ceiling (Quake abilities still work.) Flying - Flying ruins Hammer and quake abilities. Goombario's Log: "This is a Swooper, a ghost bat. Swoopers got their name because they swoop down out of the shadows. Max HP: 4, Attack Power: 2, Defense Power: 0. Even Jump attacks can't reach them when they're hanging on the ceiling, but earth tremors will knock them loose. Parakarry can also knock them loose with one of his moves. You can attack them however you choose once they're hovering in the air." *Stone Chomp Life -4 Attack -3 Defense-1 First Location: Dry Dry Ruins. About the enemy: -- Goombario's Log: "This is a Stone Chomp, who guards the treasure in this room. He's made of stone. Duh! Max HP: 4, Attack Power: 3, Defense Power: 1. His jaws can supposedly crush a Coconut. I don't know about you, but I don't want to become a snack." *Paragloomba Life -7 Attack -2 Defense-0 First Location: Toad Town Tunnels Investigation 2. About the enemy: Flying- Flying ruins Hammer and quake abilities. Goombario's Log: "This is a Paragloomba. Paragloombas are nasty winged Gloombas who make their home in the Toad Town Tunnels. Max HP: 7, Attack Power: 2, Defense Power: 0 Just like Paragoombas, Paragloombas lose their wings when attacked, then they fall and become Gloombas." *Piranha Plant Life -5 Attack -3 Defense-0 First Location: Forever Forest. About the enemy: Jagged Teeth- Hurts to Jump on. Goombario's Log: "This is a Piranha Plant. Piranha Plants pop out of the ground at unexpected moments, so be on your guard. Max HP: 5, Attack Power: 3, Defense Power: 0. You've seen them in every one of your adventures, so I imagine you know them pretty well. Their sharp jaws point upward, so you'll get bitten if you try to jump on them. They smile after biting people. That smug smile...it makes me hopping mad." *Forest Fuzzy Life -6 Attack -1 Defense-0 First Location: Forever Forest. About the enemy: Health Drainer- Suckles on HP. Hard action command. Enemy Summon - Summons more Forest Fuzzy (clones.) Goombario's Log: "This is a Forest Fuzzy. Forest Fuzzies are always green. Max HP: 6, Attack Power: 1, Defense Power: 0. 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 them before they can split." *Bzzap! Life -3 Attack -6 Defense-0 First Location: Forever Forest (then Flower Fields) - found in hives. About the enemy: Shrink- Swarms of bees sometimes educe the Shrink status. Poison- Single attack may poison Mario. Flying- Flying ruins Hammer and Quake abilities. Goombario's Log: "This is a Bzzap! Bzzaps! are monstrous bees. Max HP: 3, Attack Power: 6, Defense Power: 0. If they sting you, sometimes you'll be poisoned. They also occasionally call a swarm of small 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 them as quick as you can." *Hyper Paragoomba Life -7 Attack -1/8 Defense-0 First Location: Windy Mill. About the enemy: Charge- Charges attack to 8. Flying- Flying ruins Hammer and Quake abilities. Enemy Summon Goombario's Log: "This is a Hyper Paragoomba. Hyper Paragoombas are Hyper Goombas with wings. Max HP: 7, Attack Power: 1, Defense Power: 0. 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 can become transparent. Except for that, they're no different from normal Paragoombas, so use a Jump attack to defeat them." *Hyper Cleft Life -4 Attack -3/8 Defense-3 First Location: Gusty Outskirts. About the enemy: Enemy Flip - Flips over when jumped, exploded or quaked on. Charge - Charges attack to 8. Spike Hazard- Hurts to Jump on. Immunity - Resistant to fire. Goombario's Log: "This is a Hyper Cleft. Hyper Clefts have more defense power than normal Clefts. Max HP: 4, Attack Power: 3, Defense Power: 3. 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 can become transparent. Their defense power will fall to 1 if you use an explosion to flip them over. And in case you hadn't noticed, they have spikes up top! It'll hurt if you jump on them." *Clubba Life -8 Attack -3 Defense-0 First Location: Tubba Blubba's House/Mansion. About the enemy: -- Goombario's Log: "This is a Clubba. Clubbas are the main guards of Tubba Blubba's Castle. Max HP: 8, Attack Power: 3, Defense Power: 0 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." *Dark Koopa Life -8 Attack -3 Defense-2 First Location: Toad Town Tunnels. About the enemy: Dizzy - When they smile, they'll induce a Dizzy attack. Enemy Flip- Flips over when Jumped on. Goombario's Log: "This is a Dark Koopa. Dark Koopas are Koopa Troopas who live in the Toad Town Tunnels. They're known for causing dizziness. Max HP:8, Attack Power: 3, Defense Power: 2. Be extra careful when you see them 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." *Shy Guy Life -7 Attack -2/3 Defense-0 First Location: Shy Guy's Toy Box, Blue Station. About the enemy: -- Goombario's Log: "This is a Shy Guy. They're ne'er-do-wells. Big time rascals. No good...Max HP: 7, Attack Power: 2, Defense Power: 0. 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." *Sky Guy Life -7 Attack -3 Defense-0 First Location: Shy Guy's Toy Box, Blue Station. About the enemy: Enemy Change- Becomes Shy Guy when balloons are attacked. Flying - Flying ruins Hammer and Quake abilities. Goombario's Log: "This is a Sky Guy. Sky Guys are master balloonists. Max HP: 7, Attack Power: 3, Defense Power: 0. We can attack the balloon, too. Once they fall, they're just like normal Shy Guys. I wish I had a balloon so I could float... That looks awesome!" *Groove Guy Life -7 Attack -2 Defense-0 First Location: Shy Guy's Toy Box, Blue Station. About the enemy: Enemy Summon- Summons more Groove Guys. Dizzy - Induces Dizzy on Mario. Goombario's Log: "This is a Groove Guy. Groove Guys wear weird clothes. They're probably stage clothes. Pssh... You know performers... Max HP: 7, Attack Power: 2, Defense Power: 0. 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 them as fast as we can." *Medi Guy Life -7 Attack -1 Defense-0 First Location: Shy Guy's Toy Box, Pink Station. About the enemy: Enemy Heal- Heals selected enemies HP, including own. Flying - Flying ruins Hammer and Quake abilities. Goombario's Log: "This is a Medi Guy. Medi Guys are the emergency workers of the Shy Guy clan. Max HP: 7, Attack Power: 1, Defense Power: 0. 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." *Hammer Bro. Life -12 Attack -5 Defense-1 First Location: Shy Guy's Toy Box, Pink Station About the enemy: Multi-attack- Fury of Hammer attacks when in danger. Shrink - Mario Shrinks when hit by a Hammer. Goombario's Log: "These are the Hammer Bros. You've seen these punks before, haven't you? Max HP: 12, Attack Power: 5, Defense Power: 1. 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 them an old fashioned whopping. As always, they're not to be underestimated." *Spy Guy Life -7 Attack -2 Defense-0 First Location: Shy Guy's Toy Box, Pink Station. About the enemy: Minus Command- Takes away 1 command when you get Hammered. Multi Weapons- Changes weapon per-attack. Goombario's Log: "This is a Spy Guy. Spy Guys look like they're ready for war in their spiffy camouflage gear! Max HP: 7, Attack Power: 2, Defense Power: 0. They change their weapons each time they're attacked. You'd best try to avoid their hammer attack! Every time you're hit by it, you lose one of your commands!" *Pyro Guy Life -7 Attack -2 Defense-0 First Location: Shy Guy's Toy Box, Pink Station. About the enemy: Fire Hazard - Hurts to Jump on. Snow/Water Weakness- Weak to Snow and Water (+1 Attack) Goombario's Log: "This is a Pyro Guy. Pyro Guys are on fire, so any contact with them will cause damage. Max HP: 7, Attack Power: 4, Defense Power: 0. 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." *Koopatrol Life -7 Attack -4 Defense-3 First Location: Shy Guy's Toy Box, Green Station (then Bowser's Castle.) About the enemy: Spike Hazard- Hurts to Jump on. Charge - Charges attack to 10 when in danger. Enemy Summon- Summons more Koopatrol when in need. Goombario's Log: "This is a Koopatrol. They're elite Koopa soldiers. These are the highest-ranked guards of Bowser's Castle. Max HP: 7, Attack Power: 4, Defense Power: 3. In case you hadn't noticed, they're fitted with spikes. Don't jump on them. 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." *Jungle Fuzzy Life -7 Attack -2 Defense-0 First Location: Attacking Kolorado on Lavalava Island. About the enemy: Con. Health Drain- Non-stop draining until command is done. Enemy Summon - Summons more Jungle Fuzzies (clones.) Goombario's Log: "This is a Jungle Fuzzy. Jungle Fuzzies are very similar to other Fuzzies, but they live in the jungle, so...that's their name. Max HP: 7, Attack Power: 2, Defense Power: 0. 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 them off with the action command. They also occasionally divide, so let's beat them before they get the chance." *Spear Guy Life -7 Attack -3 Defense-0 First Location: Mt. Lavalava Jungle. About the enemy: Weapon Face - Changes direction of Weapon (1=Up 2=Down.) Spike Hazard 1- Hurts to Jump on. Spike Hazard 2- Hurts to Hammer. Enemy Change - Changes to Shy Guy when spear is thrown. Goombario's Log: "This is a Spear Guy. Spear Guys are relatives of Shy Guys. They live in the jungle. Max HP: 7, Attack Power: 3, Defense Power: 0. You'll get hurt if you attack with the Hammer while they're pointing the spear at you. You'll also get hurt if you try to jump on them when the spear's pointing upward. Pay attention to the position of their spears when we attack. Oh yeah, they also sometimes call in reinforcements. After they throw their spears, they become ordinary Shy Guys." *Hurt Plant Life -8 Attack -2 Defense-0 First Location: Jade Jungle. About the enemy: Poison- Mario is poisoned when bitten. Goombario's Log: "This is a Hurt Plant. Hurt Plants pretend to be Heart Plants, which give you a heart when you touch them. Max HP: 8, Attack Power:2 Defense Power: 0. If a Hurt Plant bites you, you'll be poisoned. Then your HP will slowly fall with each turn. We'd better beat them as quickly as possible. Unless you can frequently restore HP, you'll find yourself in trouble pretty fast." *M. Bush Life -8 Attack -3 Defense-0 First Location: Jade Jungle. About the enemy: Poison- Mario is Poisoned when bitten. Goombario's Log: "This is an M. Bush. M. Bushes pretend to be bushes and wait for unwary prey. Max HP: 8, Attack Power: 3, Defense Power: 0. 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. Let's clear them out quickly, OK? Use your most powerful attack, why don't you?" *Spike Top Life -4 Attack -3 Defense-4 First Location: Toad Town Tunnels, 4AB. About the enemy: Spike Hazard- Hurts to Jump on. Immunity - Resistant to Fire. Goombario's Log: "This is Spike Top. Spike Tops have spikes on top. Duh! Max HP: 4, Attack Power: 3, Defense Power: 4. They're tough, just like Buzzy Beetles, and fire attacks don't affect them at all. But their defense power drops if you can flip them over." *Putrid Piranha Life -12 Attack -3 Defense-0 First Location: Jade Jungle. About the enemy: Poison- Mario is poisoned when breathed on. Goombario's Log: "This is a Putrid Piranha. Max HP: 12, Attack Power: 3, Defense Power: 0. Putrid Piranhas sometimes bite, but the truly scary thing is their nasty, poisonous breath. The power of their bad breath is 2, but your HP will begin to fall if you get poisoned. You should try to recover as quickly as possible if you get poisoned." *W Magikoopa Life -12 Attack -3 Defense-0 First Location: Jade Jungle, secret path. About the enemy: Enemy Heal- Recovers other enemy HP + Own. Whole group recovery = 3 HP each + 5 HP to itself with any type of healing. Flying - Flying ruins Hammer and Quake abilities. Goombario's Log: "This is a White Magikoopa. He's one of the magicians in the Koopa Clan. White robes, huh? How does he keep them clean? Max HP: 11, Attack Power: 3, Defense Power: 0. 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 all recover 3 HP. You'd better take care of this guy but fast." *Lava Bubble Life -9 Attack -4 Defense-0 First Location: Mt. Lavalava. About the enemy: Fire Hazard - Hurts to jump on. Water Weakness- Weak against water/ice. Goombario's Log: "This is a Lava Bubble, a fire ball monster. Lava Bubbles live near lava. Max HP: 9, Attack Power: 4, Defense Power: 0. They are obviously pretty hot, so you'll get hurt if you try to jump on them. They sometimes attack your friends (like me!), too. The power of that attack is 2. Because of their fiery nature, they fear snow and water." *R Magikoopa Life -11 Attack -3 Defense-0 First Location: Mt. Lavalava. About the enemy: Attack UP- Increases attack of other enemies. Flying - Flying ruins Hammer and Quake abilities. Goombario's Log: "This is a Red Magikoopa. He's one of the magicians in the Koopa clan. Snappy red robes, huh? Max HP: 11, Attack Power: 3, Defense Power: 0. He can magically increase the attack power of others. Take care of him before he can pump up his companions!" *Crazee Dayzee Life -8 Attack -4 Defense-0 First Location: Flower Fields. About the enemy: Run Away- Runs away when low on HP Sleep - Makes Mario fall asleep when it attacks Goombario's Log: "This is a Crazee Dayzee. Crazee Dayzees look cute, but you won't think they're so cute after they attack you! Max HP: 8, Attack Power: 4 Defense Power: 0. 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." *Green Monty Mole Life -12 Attack -3 Defense-0 First Location: Flower Fields, Petunia's Garden. About the enemy: -- Goombario's Log: "This is a Monty Mole. You remember Monty Moles from Mt. Rugged, don't you? Max HP: 12, Attack Power: 3, Defense Power: 0. They're vicious rock-throwers. They may look intimidating, but they're not very strong." *Ruff Puff Life -10 Attack -4 Defense-0 First Location: Flower Fields. About the enemy: Flying- Flying ruins Hammer and Quake abilities. Goombario's Log: "This is a Ruff Puff. Ruff Puffs are nasty little cloud henchmen of Huff N. Puff. Max HP: 10, Attack Power: 4, Defense Power: 0. Ruff Puffs float in the air, so a Jump Attack or something similar may be best. Of course, I'd be more than happy to give them a Headbonk! It's your call, Mario." *Amazy Dayzee Life -20 Attack -20 Defense-1 First Location: Flower Fields. About the enemy: Run Away- Runs away almost instantly Goombario's Log: "This is an Amazy Dayzee. Amazy Dayzees are so rare, that they're also called the Legendary Crazee Dayzees. Max HP: 20, Attack Power: 20, Defense Power: 1.T 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!" *Spiny Life -5 Attack -4 Defense-3 First Location: Flower Fields. About the enemy: Enemy Flip- Flips over when quaked on. Goombario's Log: "This is a Spiny. Spinies have spikes on their shells that are pretty sharp. Max HP: 5, Attack Power: 4, Defense Power: 3. They'll roll into Spiny Eggs and slam into you. It'll be must easier to fight them if you can flip them over. Their defense power falls to 0." *Lakitu Life -12 Attack -3 Defense-0 First Location: Flower Fields, Garden Maze. About the enemy: Flying - Flying ruins Hammer and Quake abilities. Spike Hazard- Hurts to Jump on when Spiny is above them. Goombario's Log: "This is a Lakitu. Lakitus are strange Koopas that can ride clouds. Max HP: 12, Attack Power: 3, Defense Power: 0. 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 these Lakitus have been hassling you for your entire career, Mario." *GRN Magikoopa Life -11 Attack -3 Defense-0 First Location: Flower Fields. About the enemy: Flying - Flying ruins Hammer and Quake abilities. Defense Up- Increases the defense of other enemies. Goombario's Log: "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! Max HP: 11, Attack Power: 3, Defense Power: 0. He can magically increase the defense power of others. He looks pretty surly." *Y Magikoopa Life -11 Attack -3 Defense-0 First Location: Flower Fields. About the enemy: Flying - Flying ruins Hammer and Quake abilities. Electric Charge- Charges enemies with electricity. Goombario's Log: "This is a Yellow Magikoopa. He's one of the magicians in the Koopa Clan. Yellow is the new black, didn't you know? Max HP: 11, Attack Power: 3, Defense Power: 0. 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." *Frost Piranha Life -10 Attack -4 Defense-0 First Location: Shiver Snowfield. About the enemy: Immunity- Immune to ice damage. Freeze - Freezes Mario with cold breath. Goombario's Log: "This is a Frost Piranha. Frost Piranhas are frozen Piranha Plants. Max HP: 10, Attack Power: 4, Defense Power: 0. They'll try to freeze you with their icy breath. You'll be at their mercy if they freeze you, so you'd better try to immobilize them right away. Ice attacks won't work--they love ice! Fire attacks, though..." *Gulpit Life -12 Attack -2>7 Defense-0 First Location: Shiver Snowfield. About the enemy: Varied Attack- Attack varies among situation. Goombario's Log: "This is a Gulpit. Whoa! Gulpits look pretty burly, don't they? Max HP: 12, Attack Power: 2, Defense Power: 0. Gulpits attack by picking rocks up in their mouths and then spitting them back out. The bigger the rock they spit, the more damage you'll take. Big rocks take 7HP in damage and small ones take 5HP. They can't do much damage without ammo, so you should concentrate on the rocks first." *White Clubba Life -12 Attack -4/6 Defense-0 First Location: Shiver Mountain. About the enemy: Consecutive Attack- Attacks repeatedly. Immunity - Immune to ice damage. Goombario's Log: "This is a White Clubba. They live in cold climates. Who knows why they moved here....Max HP: 12, Attack Power: 5, Defense Power: 0. They sometimes attack consecutively. 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." *Swoopula Life -8 Attack -2 Defense-0 First Location: Crystal Palace. About the enemy: Ceiling - Cannot be reached with ground attacks. HP Drain- Suckles on Mario's life until action command...ed. Goombario's Log: "This is a Swoopula. Swoopulas attack from the air and cling to you to suck your HP. Max HP: 8, Attack Power: 2, Defense Power: 0. 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 hanging from the ceiling. An earthquake attack ought to work, though. Flying part 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." *GRY Magikoopa Life -11 Attack -3 Defense-0 First Location: Crystal Palace About the enemy: Transparency- Makes foes transparent. Goombario's Log: "This is a Gray Magikoopa. He's one of the magicians in the Koopa clan. The gray robes aren't very flashy, but they're kind of cool. Max HP: 11, Attack Power: 3, Defense Power: 0. He can use magic to make his companions transparent. We can't attack enemies that are transparent. Let's try to beat them before that becomes an issue, what do you say?" *Ember Life -10 Attack -4 Defense-0 First Location: Star Road. About the enemy: Fire Hazard- Hurts to jump on. Goombario's Log: "This is an Ember. Embers are fiery monsters forged from uncanny blue fire. Max HP: 10, Attack Power: 4, Defense Power: 0. 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 them, though. You'll get them eventually. They'll probably fight back. Their attacks usually deal out 3 damage points. Water attacks will work well. Let's beat them before they get a chance to burn us." *Magikoopa Life -11 Attack -6 Defense-0 First Location: Bowser's Castle About the enemy: Heal - Heals all partners and itself with 3 HP, and itself with 5 HP. Defense UP - Powers up ally defense. Attack UP - Powers up ally attack. Transparency - Makes allies transparent. Electric Charge- Charges an electrical flow in allies. Flying Broom - Flying, jump on to dismount them. Run away - Runs away when threatened alone. Goombario's Log: "This is a Magikoopa. Magikoopas are the elite magicians of the Koopa clan. Max HP: 11, Attack Power: 6, Defense Power: 0. Tread carefully, Mario! Their magical attacks pack a serious punch! They know many nasty spells. We'd better beat them before they can do anything crazy." *Bombshell Bill Life -3 Attack -6 Defense-0 First Location: Bowser's Castle. About the enemy: Sacrifice- Attack automatically kills itself. Goombario's Log: "This is a Bombshell Bill. Bombshell Bills have such beautiful gold casings! Of course, if you sit and admire them, you'll get hit. Max HP: 3, Attack Power: 6, Defense Power: 0 Pay attention to their HP, because their explosions get bigger as their HP drops. Let's take them out before they get near us." *B. Bill Blasters Life -10 Attack -0 Defense-4 First Location: Bowser's Castle. About the enemy: Enemy Summon- Summons Bombshell Bills to attack Mario. Goombario's Log: "This is a B. Bill Blaster. B. Bill Blasters shoot a constant stream of Bombshell Bills. Max HP: 10, Defense Power: 4 They won't attack you directly. They're pretty resilient. You have to keep attacking them, though, otherwise the air will be filled with Bombshell Bills. And nobody wants that." *Dry Bones Life -8 Attack -4 Defense-2 First Location: Bowser's Castle. About the enemy: Resurrection - Comes back from the dead. X Resurrection- Fire permanently destroys them. Goombario's Log: "This is a Dry Bones. Dry Bones are skeletal remains from Koopa Troopas. Max HP: 8, Attack Power: 4, Defense Power: 2. 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." *Bony Beetle Life -8 Attack -3 Defense-4 First Location: Bowser's Castle About the enemy: Enemy Flip- Jump on when spikes retracted to flip them over. Goombario's Log: "It's a Bony Beetle. They're bony Buzzy Beetles...Hence the name. Max HP: 8, Attack Power: 3, Defense Power: 4. It's touch to damage them. When their spikes are out, their attack power is 5. When they retract their spikes, take the opportunity to flip them over. After that, beating them will be a breeze." --------------------------------------------------------------------------- --------------------------------------------------------------------------- Part Two: Bosses and Mini-Bosses (Copied Strategy From Walkthrough) --------------------------------------------------------------------------- --------------------------------------------------------------------------- In this section, I grouped some people, so if they appeared more than once, they'd most likely be together one after the other e.g.. Jr. Trooper 1, 2... Bosses that aren't part of the storyline, like the Bloopers, Master or Kent C. Koopa, are at the top of the walkthrough, in the order mentioned in my walkthrough, also Bowser is there, if you need him. For this particular section I list a Boss/Mini-Boss like so: * Life - Attack - Defense- Location: < Where you meet the Boss/Mini-Boss > Strategy: < A basic and easy guide on how to beat it > Goombario's Log: < What Goombario has to say when you Tattle > --------------------------------------------------------------------------- *Bowser - First Encounter Life -10 Attack -Slash- 1/2 Flamethrower- 9/10 Defense-0/1 Location: Peach's Castle, before the game began. Strategy: Basically, just Jump on him. I'm not even going to do a strategy for him, threes no point for you will lose no matter what, and if you do win, your game will wreck. So let him defeat you after several jump attacks. Goombario's Log: Not available *Bowser - Second Encounter Life -50 Attack -Slash- 6 Flamethrower- 6 Light Blast- 2 Heal- 20 HP Defense-1/4 with Star Rod's help Location: Peach's Castle, in Chapter 8. Strategy: Now, if you chose to ignore my badge list and made some charging implements, you are doomed. Bowser's Light Blast will destroy those of the attack you have been charging. Don't waste your time on him, don't use any items, and remember to use Star Beam when he uses his rod. Goombario's Log: "It's the Evil King Bowser! Finally, after all this time! Max HP: 50, Defense Power: 1. He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 8, Stamp 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!" *Bowser - Final Encounter Life -99 Attack -Slash- 8/16 Foot Stomp- 8/16 - Command Loss Light Blast- 10/20 Flamethrower- 10/20 Heal- 30 HP Defense-1/invincible with Star Rod Location: Highest point of Peach's Castle. Strategy: Goombario's Log: "It's the Evil King Bowser! Uh... I think he got bigger. That's not a good sign... Max HP: 99, Defense Power: 2. He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. Kammy Koopa's mysterious device has somehow beefed up his power even more. That's hardly fair! You should use that Star Beam whenever he uses the Star Rod to increase his power. Oh, you already knew that?" After the short scene of which Mario gets Peach Beam: "It's the evil King Bowser! No more messing around! Max HP: 99, Defense Power: 2. He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8. I'm sure he has other attacks that I don't know. When he increases his power with the Star Rod, our attacks will be totally useless. When that happens, you must use our ultimate weapon, the Peach Beam! It has the power of everyone's wishes! This is our time, Mario! Let's take this chump! We're coming, Princess!" *Jr. Troopa - First Encounter Life -5 Attack -Jump- 1/2 Defense-0 Location: Under the Village, left. Strategy: Firstly, doesn't matter what attack you use, so just Hammer or Jump on him at will. This battle is won no matter what for there really is no way to lose...unless you do nothing for about 10 turns, but thats just plainly weird. After some jumping, he powers himself up, so his attacks go up by 1. Doesn't make a difference. Goombario's Log: Not available *Jr. Troopa - Second Encounter Life -15 Attack -2 Defense-1 Location: Path to Koopa Bros. Fortress, facing Toad Town. Strategy: With his new set of eyes, the rascal realizes he can use his shell as a weak shield! With 5 more HP than last time, he doesn't make me tremble. This is a easy battle, just use Bombette's Bomb while you unleash some Power Jumps. If you don't have Power Jump equipped, don't worry, just Hammer him to his demise. Goombario's Log: "What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid! Max HP: 15, Attack Power: 2, Defense Power: 1. He looks so adorable hiding in his egg, doesn't he? So cute! It should be a snap to beat him now...I think." *Jr. Troopa - Third Encounter Life -40 Attack -Skydive Kick- 5 Defense-1 Location: Forever Forest, after getting Skolar back. Strategy: This guy is even MORE annoying. Luckily, you have STAR STORM! So use that as soon as possible. Keep Power Bouncing, Power Jumping and Shell-bashing him to his death. His skydive kick isn't anything to worry about, plus I bet him with a few attacks from Mario while Goombario charged in the sidelines. Maybe you can do that too. Goombario's Log: "It's Jr. Troopa. I can't get enough of this guy! Waa ha ha ha! Did the little guy get lost in the big, bad forest? Max HP: 40, Attack Power: 5, Defense Power: 1. Apparently he's grown wings, so he can fly now. You'll have to jump to reach him. He's a bit stronger, so it may be worth it to use any items you have to attack him." *Jr. Troopa - Fourth Encounter Life -40<20 Attack -6 Defense-1 Location: Toad Town Port. Strategy: From all the swimming he just did, he's as tired as a overweight hamster on a wheel. Unfortunately, to even things out, he now is a un-hammerable, spike headed, charged up annoying little Troopa. He has a spike, so you can't Jump on him. A good strategy, is to equip the Group Focus, Deep Focus, and Spike Shield badges. That way, you can make your partner charge for a Star Storm, while you attack him with your jumping...or just 4 Shell Shots from Parakarry...whatever suits you best. Goombario's Log: "It's Jr. Troopa! He swam all the way after us! This kid... he's got guts! Max HP: 40, Attack Power: 6, Defense Power: 1. 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 swan to Lavalava Island and back! It seems better to attack from a distance with an item or something, rather than attack him directly." *Jr. Troopa - Fifth Encounter Life -50 Attack -8 Defense-1 Location: Shiver Snowfield. Strategy: With some faith, trust, and red boots, we can win. He has a magical attack now of 8, so be careful. There is one extrememly easy way to defeat him. Equip All or Nothing and a Mega Smash badge, and Mega Smash him 10 times. But if you don't have that equipped right now, jump him. Jump him a lot. Use Goombario's new Multibonk, and this will be easy. Power Bounce is way easier to execute now, with your new boots, so make sure to equip that. Goombario's Log: "It's Jr. Troopa! I'm stunned! Really! This guy just will not quit! Max HP: 50, Attack Power: 8, Defense Power: 1. He's obviously been training. It seems he can use magic now. Sigh... Let's get this over with." *Jr. Troopa - Sixth Encounter Life -60 Attack - Head butt- 8 Spike Charge- 9 Defense-2 Location: Bowser's Castle. Strategy: I say, with that attack to think he'd at least grown a LITTLE muscle. He is very easy to beat, actually. This was my exact doing, I Super Jump Charged, Tattled, then defended. I did that another two times, including Goombario's Charge alongside me, and then, I unleashed Power Bounce + Multibonk. He ended up with 2 HP, and I Jumped him with the aid of Spike Shield. It's as easy as that. Goombario's Log: "It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww! Max HP: 60, Attack Power: 8, Defense Power: 2. 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?" *Blooper Life -30 Attack -Ink Squirt-3 Spin Stomp-3 Defense-0 First Location: Toad Town Tunnels, 2B. Strategy: The Blooper may look small, but it sure packs a punch. With a whopping 30 HP its already sounding intimidating. To beat this Blooper is basic. Have a Jumping or Flying partner at your side, because this Blooper floats. Get some FP ready, and Goombario at your side. Let Goombario keep on Jumping on him, while Mario uses Power Bounce (which does about 10-15 damage.) Use your Refresh Power when you run low on FP, and when the Blooper is weak enough for a final strike, just jump it. Goombario's Log: "This is a Blooper. Bloopers lurk in the dank pools of Toad Town Tunnels. Max HP: 30, Attack Power: 3, Defense Power: 0. They seem pretty unremarkable. Although... You have to wonder how they float in the air like that..." *Electro Blooper Life -50 Attack -4/+6 - when charging electricity Static Drill -6 (Pierces defense) Ink Squirt- 3 Defense-0 First Location: Toad Town Tunnels, 3A. Strategy: Oh dear, this one has way more HP than our last Blooper, and it's way bigger too! This is really the same strategy as the other Blooper, but this one has a little spark to it. Whenever the Blooper starts to go static and looks like little sparks are coming out of its body, use Parakarry's Shell Shot to stop the Blooper from attack you. The Electro Blooper is also immune to your new Lullaby power, and hammer ability. He still has his Ink Squirt, so thats pretty lame. If you fail to stop him from attacking you when charging, his attack will pierce all defenses and do 6/5 damage. Goombario's Log: "This is an Electro Blooper. Electro Bloopers are electro-charged. Max HP: 50, Attack Power: 4, Defense Power: 0. A bit of advice: When they're emitting electricity, it'd be a smart move to avoid contact with them. If you can manage to damage them while they're emitting electricity, they'll go back to normal. Their attack power when they're emitting electricity is 6. Let's try to be careful, what do you say." *Super Blooper & Blooper Babies (longest strategy ever) Super Blooper Life -70 Attack -5 Defense-0 Blooper Babies Life -6 Attack -2 Defense-0 First Location: Toad Town Tunnels, 4A. Strategy: Oh, my, god. It can't even fit on the screen! It took 6 Life Shrooms for me to beat it, so I hope you have some better luck. Depending when you came down to battle this beast, is how hard he can get. With a whopping 70 HP, and awesome attacks, you better be ready. Hammers won't work here, so you're doomed to jump. This may take a while, so get comfy. Firstly, he spawns Blooper Babies, which means he has little minions to attack us. Save some Star Power for a Star Storm each time a swarm of them appear. The Blooper has no defense, but a mighty attack. For some reason, it still has it's Ink Squirt attack, so be ready to defend for that. I recommend having Sushie out at Super Rank, so we can use her Water Block, to guard against the Blooper's powerful attacks, like it's Frustration attack, which does a amount of 7 damage. The Blooper Babies, however, are very threatening. They suckle on Mario like the Fuzzies, and add it to their own, but they have 2 Attack instead of 1. But, on the bright side, Chill Out works in this battle! So use that to lower the Blooper of its attack power. Now, the Blooper's most annoying attack, the Mega Drill. It hits Mario 2 times, with a damage ratio of 20! It pierces defense, and this is what led me to using 6 Life Shrooms. I can't give a way to defend against that, other than a Damage Dodge and Chill Out defense. Use BOTH Water Block and Turbo Charge from Sushie and Watt, and this battle MIGHT be a breeze, depending on what badges you equipped (which for me was a lame Power Jump.) Bow is the star of this battle, for she smacks its HP away while hiding Mario from the Mega Drill. Other than that, you should die a horrible horrible death, unless you're incredibly under leveled. Goombario's Log: "This is a Super Blooper. Whoa! It's huge! Easily the biggest Blooper ever! Max HP: 70, Attack Power: 5, Defense Power: 0 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." "This is a Blooper Baby. Super Blooper spits them out and they come to drain you. Max HP: 6, Attack Power: 2, Defense Power: 0. We need to beat them quickly so they can't drain us dry. They're so cute, though!" *Kent C. Koopa Life -70 Attack -Shell Squasher- 3 Defense-When Standing up- 6 Lying down (stomach)- 3 Lying down (tail)- 0 Location: Pleasant Path, soon after Chapter 4, or 5...never checked. Strategy: Ok, basic strategy. Mega Quakes penetrate his defense, so use that in an emergency. You can flip him by jumping on him WITH a command, but before that put him to sleep (he has a weakness, according to the Koopas in Koopa Village), charge with Super Jump Charge, and Power Bounce HIS TAIL! His tail has 0 defense and still contributes to major damage, but his stomach has 3. Pretty basic...but remember, his defense standing up is bizarre, so remember to Jump on the Koopa. Beware his Shell Squasher, though, because it attack Mario AND your partner. Now, another way to defeat him, is to flip him over with a action commanded Sleep Stomp, so he stays in his shell for 5 turns. While that happens, charge Goombario's and Mario's attack, then unleash Power Bounce and Multibonk before he gets up. Simple! Goombario's Log: "This is Kent C. Koopa. He seems pretty greedy for such a large Koopa. Max HP: 70, Attack Power: 10, Defense Power: 6 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..." *Chan Life -15 Attack -2 Defencs-2 Location: The Dojo. Strategy: If you where like me, and leaving this battle 'till later in the game, say, just before you left to the Star Road, you'd notice his utter weak status. He is like a Buzzy Beetle, so treat him like one, and this battle will be a breeze. Goombario's Log: "This is Chan, of the Dojo. He's training under The Master and is happy to fight us. Max HP: 15, Attack Power: 2, Defense Power: 2. Hammer attacks don't work well, but you can turn him over with Jump attacks. One he's flipped over, he's easy. No mercy, Mario!" *Lee Life -20 Attack -5 Defense-0 Location: The Dojo. Strategy: Being a Duplighost, Lee can shape shift into all of our partners. I didn't write all their descriptions, for they all have the same statistics as the partner he has shape shifted as. A simple Power Bounce may do good. Goombario's Log: "This is Lee, of the Dojo. He's training under The Master and is happy to fight us. Max HP: 20, Attack Power: 5, Defense Power: 0 He has mastered the art of disguise, so don't let it faze you when he suddenly mirrors us. Remember, he can't stay disguised forever. Don't let his strange tactics throw you off guard, no matter how many times he transforms." *The Master #1 Life -50 Attack -6 Defense-0 Location: The Dojo. Strategy: Goombario's Log: "This is The Master. He owns the Dojo-- and he's the strongest member. Max HP: 50, Attack Power: 6, Defense Power: 0 If he's the best in the Dojo, he must be pretty tough!" *The Master #2 Life -75 Attack -8 Defense-0 Location: The Dojo. Strategy: He's powered up, and still has cool music. He has new yellow clothes, showing his power. Charges and Power Bounce is a GREAT combo, in all Master battles, just don't forget your defending. His stamina is now 75, with an attack power of 8 to match his large figures. With no defense, he still is no challenge. Goombario's Log: "This is The Master. He owns the Dojo-- and he's the strongest member. Max HP: 75, Attack Power: 8, Defense Power: 0 He knows both. normal and advanced methods of attack. You'd better concentrate, Mario! This guy doesn't mess around at all!" *The Master #3 Life -99 Attack -Double- 6 + 7 Triple- 5 + 6 + 7 Defense-1 Location: The Dojo. Strategy: Oh, my, god. Let me just say this is nearly as hard as the final battle with Bowser, and this is an optional event! He has combo attacks, a double and a triple, all ranging in different powers. He has now turned to a super sayan, like in Dragon Ball Z, and started glowing with fire. He has his punch attack still, which now does 10 damage, and his other attacks are from 13, for the Double attack, and 18, for the triple. These can be decreased by 2/3 each with an action command, but timing is everything! Super Jump Charge and Power Bounce this man to Pluto for all I care. Also note that the Master has very poor accuracy, so Cloud Nine will do fine. Goombario's Log: "He is The Master. He owns the Dojo-- and he's the strongest member. Max HP: 99, Attack Power: 10, Defense Power: 1 He may well know a few moves I've never heard of... We can't expect mercy from this guy, so let's take the fight to him." *Goomba Bros. Red Blue Life -7 Life -6 Attack -1 Attack -1 Defense-0 Defense-0 Location: Toad Town Path Strategy: Both only having a weak headbonk attack, the Goomba Bros. are very easy to defeat. Unlike most Goombas, this troublesome duo has higher HP than usual Goombas. Firstly, attack the Blue Goomba with Mario's Jump or Hammer. Once the Blue Goomba dies, attack the Red one! Easy as pie. Goombario's Log: "This is Red Goomba. He's the older of the two notorious Goomba Bros. Max HP: 7, Attack Power: 1, Defense Power: 0. 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." "This is Blue Goomba. He's the younger of the two notorious Goomba Bros. Max HP: 6, Attack Power: 1, Defense Power: 0. 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." *Goomba King & Goomba Bros. The Goomba King Life -10 Attack -Leg Sweep- 1 Bramble Stomp- 2 Defense-0 Red Bro. Blue Bro. Life -2 Life -2 Attack -1 Attack -1 Defense-0 Defense-0 Location: Goomba King's Fortress. Strategy: This battle is extremely easy, if you know what you are doing. Get Mario to jump on the Goomnut tree in the backround, so a bramble falls onto the Goomba King causing 3 damage, and as the bramble bounces away, it ALSO hits the Goomba Bros, destroying them instantly! After that, Power Jump the Goomba King twice, and Headbonk him once, and you have defeated him! Goombario's Log: "This is the Goomba King. He's really big. I mean, look at him! He looks really powerful. Max HP: 10, Attack Power: 1, Defense Power: 0. He's the boss of Red Goomba and Blue Goomba. Who cares if he's strong? You're much stronger. Gee, I wonder what he ate to become so big? I'd like to be a bit bigger, too." *Magikoopa (Is this technically a boss?) Life -8 Attack -3 Defense-0 Location: Shooting Star Summit. Strategy: This battle, by the way, is impossible to lose at. Just by jumping on the annoying Magikoopa for 4 rounds will kill it. And if you use action commands with Mario AND Goombario, 2 rounds, its over! Easy as pie...or cake. Goombario's Log: "This is a Magikoopa. Magikoopas use magical rods. Max HP: 8, Attack Power: 3, Defense Power: 0. Magic attacks are no joke, Mario. You'd better take these guys seriously." *Bowser??? (Mecha Bowser) Life -10 Attack -Arm Smash- 1 Defense-1 Location: Koopa Bros. Fortress. Strategy: This battle is pretty easy, for if you do get to execute defensive action commands, the so called 'Bowser' will not do any damage on you. Just hit him with 10 action commanded Hammers, and he's done for. Or for the easier way, just get Bombette, and do 2 Bomb attacks, and get Mario to do 2 Hammers, and it will be over in 2 turns flat. Goombario's Log: "Bowser...? But he looks kind of...lame. I mean, he's lame anyway, but... Max HP: 10, Attack Power: 1, Defense Power: 1 Does Bowser really look like this? I always imagined him looking, well, a lot scarier." *R/Y/B/G Koopa Bros. (Longest EVER!) Stacked Single Life -0 Life -5 Attack -1/2/3/4 Attack -1 Defense-0 Defense-1 Location: Koopa Bros. Fortress. Strategy: When you enter battle, the Koopa Bros. unfortunately get the first attack, which I call a Tornado Toss. Basically, the Koopa's are piled one onto of the other, and start spinning, then dash towards Mario to do a 1/4 power attack. This is very hard to block with an action command, so have some very good timing as they hit you. Swap out Bombette (if you have her) for your partner, Goombario. If you still have this, which I oh so dearly hope you do, hit them with a Thunder Bolt that you got earlier in the game. If you have used it, switch to Bombette and hit them with her Bomb attack. Either way, somehow you will have to Tattle, if you want to. When the Bros. are defenseless on the ground, use Koopers Power Shell to hit them all, and Mario's Power Jump to finish off their remaining HP. If they get up, use your POW blocks, to get them down again. Keep doing this to beat them for good. Goombario's Log: Log only available for a single Koopa. I forgot to type it down here, so someone email me the log. Plus, I can't go back to it... *Buzzar Life -40 Attack -Wind Woosh-1/2/3 Claw Grab-4 Foot Tackle-3 Feather Spears-2 Defense-0 Location: Buzzar's Nest (Mt. Rugged.) Strategy: That's a heaping of HP, but if you're strong enough you will do just fine. Power Jump it, make it sleepy with your Sleepy Sheeps, if you have any, and use Parakarry's attacks against it. It's Wind Whoosh attack does a certain amount of damage depending on how many times you press A. Parakarry's Shell Shot does greatly, and Mario can just keep Refreshing. His Claw Grab also does some damage, and a hard one to get out of too, otherwise, you'll do splendidly. Foot Tackle is easy to block, and feather spears too. Goombario's Log: "This is Buzzar. He guards Mt. Rugged. Wow! That's one big bird! Max HP: 40, Attack Power: 3, Defense Power: 0. 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..." *Tutankoopa & Chain Chomps Tutankoopa Life -30 Attack -Shell Throw-3 Magical Chomp-2 Defense-0 Chain Chomps Life -4 Attack -3 Defense-3 Location: Dry Dry Ruins Strategy: This battle actually turns out to be quite annoying. Only because once he summons his loyal subjects, the Chain Chomps, you tend to steer of defeating the Tutankoopa but try to dispose of the Chain Chomp. Once he summons his Chain Chomp, start pulverizing it with Bombette's Power Bomb to hit it and the Tutankoopa, and use Mario's Power Bounce only the Tutankoopa. The other way of defeating it is to use Parakarry's Shell Shot while Mario uses his hammer with the aid of the D-Down Pound badge. This battle turns out to be quite easy, but still, very annoying. And sometimes, when Tutankoopa uses his Magical Chomp attack, it backfires and hits him instead. Perfect! Goombario's Log: "This is Tutankoopa. 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 sort of a pharaoh complex. Max HP: 30, Attack Power: 3, Defense Power: 0. He attacks by throwing shells from that high perch. Try to dodge when he uses magic: its attack power is 2 and it'll sting for sure. And he also summons Chomps, his loyal subjects. Those Chomps have some serious attack power. Think hard about who to attack first, Tutankoopa or Chomp." "It's a Chomp. You've heard about Chomps before, I'm sure. Max HP: 4, Attack Power: 3, Defense Power: 3 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." *Invincible Tubba Blubba Life - 10 Attack - 4 Defense- ? First Location: Tubba Blubba's House. Strategy: -- Goombario's Log: "This is Tubba Blubba. He is one of Bowser's toughest followers and he's the master of this cursed castle. Max HP: 10, Attack Power: 4, Defense Power: ?. I don't know his defense power. Everyone says he's invincible because he has never been hurt. I'd say it's a good idea to run from immortal enemies! If you get in deep trouble, Bow can hide you from him." *Tubba Blubba's Heart Life -50 Attack -Charge Blast- 12 Defense-0 Location: Windy Mill Windmill. Strategy: Ok, this is like it said, Tubba Blubba's Heart. What do we do? Annihilate it! For this battle, I say DEFINETLY get Bow out, for we need her Outta Sight. I on the other hand, for your pleasure, had to Tattle, so I was basically doomed to a 12 point damage attack on the second round. Now, to beat it. Note that when you get him to 5 HP, he will run away, so that's why I told you to equip those super strong badges. Firstly, every time he starts glowing and shining, use Bow BEFORE Mario's turn, to make him invisible. The reason for this is because, 1, you can die in 3 shots if he gets you 3 times, and 2, if we use Bow before Mario, Mario attacks instead of Bow next turn. Plus, sorry if you realize, you can't hammer him. For those who want the easy way, use Charge and Hammer Throw badges on it. Other than that, make sure you ALWAYS have 2 FP! Plus, lucky for me, Merlee's lucky power activated, so I bet it easily. Try to get him to 6 HP, so you can use a partner to finish him off. He doesn't give Star Points... Goombario's Log: "This is Tubba's Heart. You might say it's the "heart" of Tubba's secret. Ha! Ok, that wasn't funny. Max HP: 50, Attack Power: 6, Defense Power: 0. He has a terrible attack, so hide when he tells you he's about to unleash it. This attack will take away 12 HP! Whoa! Try to beat him before he can do his huge attack again, trust me, it's dangerous. This is Bow's turn to shine! *Tubba Blubba Life -10 Attack -Mario Squash- 4 Hip Drop- 6 Defense-0 Location: Windy Mill. Strategy: He is WEAK. I killed him with a Power Jump and a headbonk for Christ's sake. Goombario's Log: "This is Tubba Blubba, now reunited with his heart. This is finally his true self. Max HP: 10, Attack Power: 4, Defense Power, 0... probably. His hip attack causes 6 points worth of damage. Be careful, because I'm not exactly sure what his other attacks can do...But...I think he's definitely weaker than before..." *Big Lantern Ghost Life -40 Attack -Flash Attack- 2 Butt Thwomp- 5 Defense-0 Location: Shy Guy's Toy Box, Red Station. Strategy: When you first enter this battle, you can neither tattle him or attack him. Make sure you have Bow throughout the whole battle, for you'll need her. Now, the ugly ghost, has an annoying power. When his lantern is darkened, he is untouchable, literally. Attacking the lantern makes it brighter, so, use Bow against his lantern with 1 smack attack, and it lights up instantaneously! Keep doing this, and attack him with Mario, and he'll be finished in no time. His flash attack hits your partner too, dazing it for a while, so be careful. You can also put him to sleep, so thats pretty useful. Goombario's Log: "This is a Big Lantern Ghost. He avoids attacks by hiding in the dark. Max HP: 40, Attack Power: 5, Defense Power: 0. Your friends, like (ahem) me, will also be damaged when he does the flash attack. The flash attack's power is 2. Hit the Lantern many times to make it brighter, then you'll be able to attack him. As soon as you can see, hit him right in the head!" *Anti-Guy Life -50 Attack -Normal- 10 Show off- 12 Defense-0 Location: Shy Guy's Toy Box, Blue Station. Strategy: This battle turns out to be a shocker. It's hard, and irritatingly annoying. The basic strategy is to use Power Bounce while Watt paralyzes the Anti-Guy. Make sure you have lots of Life Shrooms, you'll need them. Goombario's Log: "This is an Anti Guy. His attacks are so intense that he's also called Deadly Guy. Max HP: 50, Attack Power: 10, Defense Power: 0. His attack power is 12 when he does an acrobatic attack, so dodge it! This guy is for real, so we'd better take him seriously." *General Guy's Army *Shy Squad Life -15 Attack -1 Defense-0 Location: Shy Guy's Toy Box, Red Station. Strategy: Ok, this turns out to be easy. Unfortunate, if you are horribly low on life, you're doomed. Basically, 15 Shy Guys = 15 HP = 15 Attack, and so on. This is a very hard battle, if you don't have good attacks. Goombario's Log: "This is the Shy Squad. It'll attack us with all its members at once. Max HP: 15, Attack Power: 1, Defense Power: 0 The number of times we're attacked will equal the number of Shy Guys in the Squad. Its attack power is huge when there are many Guys, but it drops for each one that falls. Let's use an attack that does tons of damage so we can decrease their numbers and increase our chances." - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *Stilt Guy Life -7 Attack -4 Defense-0 Location: Shy Guy's Toy Box, Red Station. Strategy: Defeat them like you'd defeat any other enemy. You cannot attack the General Guy for some reason in this battle, so try your hardest. Goombario's Log: "This is Stilt Guy. Yes, as the name suggests, Stilt Guys are Shy Guys on Stilts. I mean, it seems pretty obvious to me... Max HP: 7, Attack Power: 4, Defense Power: 0 If you attack them by shaking the ground, they'll fall off their stilts and become normal Shy Guys." - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *Shy Stack Life -10 Attack -1 Defense-0 Location: Shy Guy's Toy Box, Red Station. Strategy: Same properties as the Shy Squad, but with two separate targets. Goombario' Log: "This is a Shy Stack. Whoa, this pile has an incredible sense of balance! Look at that stack! Max HP: 10, Attack Power: 1, Defense Power: 0. Its attack power equals the number of Guys in the stack. It will be 4 if there are four Shy Guys stacked up. If you have the Spin Hammer ability, you can knock them off one by one. Obviously, their attack power decreases when there are fewer of them in the stack." - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *General Guy Life -30 Attack -Bomb- 4 Flash- 5/2 Defense-2 Location: Shy Guy's Toy Box, Red Station. Strategy: Ok, now, his attack is quite high, along with his defense. He has a annoying Flash Attack, which does what the Lantern Ghost basically did, but with a bit more power. He also throws a weak bomb, which does about 4 damage. Watt's Turbo Charge really helps in this battle, due to the high defense of the tank itself. A good strategy, is to attack the bulb with Parakarry's Shell Shot, use Watt's Turbo charge to make Mario stronger, and Power Jump on the General Guy, causing a mass amount of 8 damage! Goombario's Log: "This is General Guy in his tank. The tank seems to be dangerous even though it's a toy. Max HP: 30, Attack Power: 4, Defense Power: 2. Not only does the General give commands from the tank, but he also throws bombs and uses electric attacks. The power of his electric attack is 5, and your party member takes 2 damage points, so defend yourself carefully. He'll lose the electric attack if we break the light bulb. Normal fighting styles seem ineffective because the tank is well fortified." *Lava Piranha & Lava Bud Lava Piranha Life -40 Attack -Lava Fire- 5 Defense-0 Buds Life -8 Attack -Bud Fire- 4 Defense-0 Location: Mt. Lavalava Strategy: Well, this boss seems not one ounce terrifying! All you must do, is use Sushie to deal with the two Lava Buds and some HP from the Lava Piranha, then use Mario's Power Bounce, letting the Ice Power badge take in affect. Each part of the enemy attacks separately, so the order is usually Bud, Bud, Lava Piranha, leading to a top of 11 damage. If you equipped Damage Dodge like I told you to, and Fire Shield, that damage plummets to a mere low of 7. When you defeat either Lava Bud, they crinkle into dead plants, but soon enough come back. The main root, or Lava Piranha, is the only way to win. Goombario's Log: "This is a Lava Piranha. Lava Piranhas are plants that can somehow survive in lava. Max HP: 40, Attack Power: 5, Defense Power: 0. They blow out huge balls of fire to attack. That is one big flower! Wow!" "This is a Lava Bud. Lava Buds are little flowers branching out from the main stem on the Lava Piranha. They love it in the lava. Hey, if you were a fiery plant, you'd love it there, too. Max HP: 8, Defense Power: 0. They blow small seeds or other projectiles to attack. The small Lava Buds' attack power is 4." *Lava Piranha & Lava Bud & Petit Piranha Lava Piranha Life -40 Attack -Lava Fire- 6 Defense-0 Buds------------Petit Piranha Life -8 Life -1 Attack -0 Attack -Sacrifice- 6 Defense-0 Defense-0 Location: Mt. Lavalava Strategy: Well, they are fire charged, so they seem stronger. In this battle, you must defeat 5 enemies on one field at a time, usually, and win. Stone Caps are great here, for the attacks will add up to 18 if you don't block properly. Petit Piranhas will come from Lava Buds, which have no power in this battle. The reason is that the Petit Piranhas do all the work, with a extra 2 damage points than the Lava Buds original attack. Chill Out, works wonders here, and Tidal Wave from Sushie. If you use Chill Out, with the aid of the Fire Shield and Damage Dodge badges, the Lava Piranhas attack becomes a measly 1. Star Storm is a must here, and Life Shrooms are the way to go. I used a spare Repel Gel in this battle, so you can use that too. Fortunately, for you, the Lava Piranha has one fatal weakness. It's fire. Once you use a Tidal Wave attack, it automatically shuts down for a short period of time, allowing you to attack with the aid of the Ice Power badge. Lullaby will also work, so you can use your Star Power to heal yourself. Goombario's Log: "This is a Lava Piranha. Lava Piranhas are plants that can somehow survive in lava. Max HP: 40, Attack Power: 5, Defense Power: 0. Since their bodies are on fire, you'll take damage if you step on them. Don't worry if you're fireproof. They'll try to burn you with their fire breath. They're creatures born of fire, so water attacks will work extremely well against them." "This is a Lava Bud. Lava Buds are little flowers branching out from the main stem on the Lava Piranha. They love it in the lava. Hey, if you were a fiery plant, you'd love it there, too. Max HP: 8, Defense Power: 0.T They blow out Petit Piranhas. The Lava Buds' stems themselves won't attack you. "This is a Petit Piranha. Petit Piranhas spew from Lava Buds. Max HP: 1, Attack Power: 6, Defense Power, 0. These things can do some serious damage, so watch it!" *Spike? (Lakilester) Life -50 Attack -4 Defense-0 Location: Flower Fields. Strategy: This, is really a partner battle. "Spike" is your final partner, but why is he battling us? Well, he has 50 HP, so he's no ordinary Lakitu. A good way to defeat him is to treat him like an ordinary Lakitu, but I did this battle with a few Super Smash Charges, a Hammer Throw and a whole lot of Smacking. Always use Bow, because I think she relates to this enemy. Goombario's Log: "He said his name is Spike. He seems to be a Lakitu, but he's the weirdest one I've seen. Max HP: 50, Attack Power: 4, Defense Power: 0. He throws Spiny Eggs. 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..." *Huff N. Puff & Tuff Puffs Huff N. Puff Life -60 Attack -Belly Bounce- 5 Thunder- 6 Charged Thunder- 12 Tornado Breath- 2/7 Defense-0 Tuff Puffs Life -1 Attack -Recurrent Bash- 2+> Defense-0 Location: Cloudy Climb, Flower Fields. Strategy: He looks adorable! Now, to beat him. Every time we attack him, some thing called a Tuff Puff appears, and Huff N. Puff will swallow these things if we don't beat them, healing himself. 10 Tuff Puffs can be on at one time, and each regenerates 1 HP. To defeat this monster, use Lakilester's Cloud Nine, and your Super Jump Charge. Use Lakilester's Spiny Surge to damage Huff N. Puff, and his minions when they come out, but otherwise, just use the Spiny Flip attack, to save FP. After about 10 charges, unleash, POWER JUMP! Now, the reason for all these badges, you ask? Well, Super Jump Charge + Power Jump are the key to this battle, while Quick Change allows you to swap between Lakilester and Watt quickly (you'll see why soon.) Then, Group Focus is so that your partner can recharge Star Power if needed, while you keep charging, and Power Plus for more power, same with All or Nothing and the Super Boots. Damage Dodges are for his Lighting attacks, which cause 6 or 12 damage depending on if he charges, and the Pretty Lucky badge to increase Cloud Nines effect (I am SO smart!) Now, once you are happy with the way your charge is going, swap out Lakilester, and put in Watt, and make him use his Turbo Charge on you, after that, unleash your Power Jump, and it should do heaps of damage (my calculations are, if correct, after 10 charges, Mario's damage ratio will be 35, and after 20, it will be 70, completely wiping out Huff N. Puff, and, with the added damage from Lakilester, you win anyway after 10 charges) Remember, this is a FP draining strategy, so be prepared. Goombario's Log: "This is Huff N. Puff. He's a giant cloud monster. Max HP: 60, Attack Power: 5, Defense Power: 0. 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." "These are the Tuff Puffs that break of when you damage Huff N. Puff. Max HP: 1, Attack Power: 2, Defense Power: 0. Tuff Puffs will fly over and attack you directly. You have to shake them off using the action command, or they'll keep 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." *Monstar Life -20 Attack -Star Drizzle- 1 Defense-0 Location: Shiver Snowfield. Strategy: This is utterly sad. If you read Goombario's Tattle, he says "It's . attack must be high, judging by its looks." Well, 1 attack doesn't seem much, and it is our Star Storm in its "Beta Version", if you know what that means. 2 turns this is over, if you battle it with action commands, no FP needed! Well, at least that's my recommendation. I used Power Bounce, and it turns out you can Power Bounce it 25 times. Goombario's Log: "This monster...Even I don't know what it is! I don't know why, bit it looks really terrifying. ...I get the funny feeling I had a nightmare about it...Max HP: 20, Defense Power: 0. I don't know its attack power, but it must be very powerful, judging by its looks." *Crystal King & Crystal Bits Crystal King Life -70 Attack -Crystal Spears- 4/x # of Crystal Bits Frost- 7 Heal- 20 HP Multiply- x2 Kings; 1 is real Defense-2 Crystal Bits Life -1 Attack -Thrown- 4 Defense-0 Location: Crystal Palace. Strategy: This is, by far, the most COOLEST backround music ever. Now, a flaw in my badge plan. His Crystal Spears attack, is powerful. If you don't defend with the action command, they do 5 damage each (5 + 5 + 5). Don't let this be your downfall. If you do execute it, the damage is taken as normal so Mario's defense is up, so each bit does 2 damage. Now, for the real strategy. His crown is NOT spiky, even though it looks as it is. The three little crystals around him are called Crystal Bits, and have no attack. They serve one purpose, to hurt Mario. As long as you can get rid of this, say with Lakilester, the better. They are thrown by the Crystal King, so if you can stop him in his tracks somehow, like a Lullaby, the Bits just...float there. He does waste one turn summoning them, so try to take advantage of that. Use Cloud Nine, Water Block and Super Jump Charge, like with Huff N. Puff, and you'll do fine. After a while, the King will heal himself up. He heals 20 HP, but can only do this 3 times. His Frost does a decent amount of damage, but it can freeze you, which is why you equipped Feeling Fine. After a while, he will multiply, so you're going to have to guess which King is real. Use Spiny Surge to find him, and continue charging. When you feel best, release the Jump attack, but that's AFTER powering it up with Watt. While you wait for your turn after putting him in, Hammer the King. Just remember the Jammin' Jellies, and Life Shrooms for this battle. Now, for his final attack. It has a power of 8, and Goombario said its called divide and conquer. The problem, I couldn't witness the attack, for I wiped out the Crystal King with a 49 damage point Mega Jump attack... Goombario's Log: "This is the Crystal King. He's one of Bowser's main guys. I don't know how he managed to take over this palace, but... Max HP: 70, Attack Power: 6, Defense Power: 2. 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?" "This is a Crystal Bit. Basically, Crystal Bits are just pieces of the Crystal King. You can drop them with ease. Their Max HP is 1 and they're only dangerous when the Crystal King spews them out. Their defense power is 0. These guys are pretty weak. They'll keep coming, though, until you've finally beaten the Crystal King." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sidequestrial Enemies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Amazy Dayzee Wonder ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Through Flower Fields, is a bed of flowers with two Crazee Dayzees. It lies two areas before Lily's Spring, and it has the best Star Point give-away in the game! Here is a way to defeat it. Step One: Equip: Power Plus - To add 1+ to Mario's Attack, making his power 3/4. All or Nothing- To add 1+ to Mario's Attack when doing an action command, making his power 4/5. Dizzy Spin - To make the Dayzee Dizzy before entering battle. Power Jump - So that his attack is a whopping 7/8. Step Two: Find an Amazy Dayzee, constantly leave the area of which it is, and come back (go to the right area, where the Bubble Berry tree is, then come back.) Step Three: Once the Dayzee appears, Spin on it with 'Z', so that the Dizzy Spin takes in affect before battling it. Step Four: Battle the Dayzee, use 2 Power Jumps and 2 Shell Shots, so if you have the Super Boots, it would be: 7+7+5+5=24, and for Ultra Boots, 8+8+5+5=26, which will automatically destroy, the Amazy Dayzee. -- -- -- -- -- -- -- -- Amayzee Dayzee Statistics -- -- -- -- -- -- -- -- -- 20 HP 20 ATK -- Approx. 2-3 attacks will kill Mario. 01 DEF -It will, with a 85% chance, run away on the first turn. -It will, with a 15% chance, attack Mario, then run 2nd turn with a 90% chance. -Always is alone, so you don't have to worry about Crazee Dayzees. -It will stop giving out Star Points after Mario reaches MAX level (27). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Kent C. Koopa ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Soon after, I think, Chapter 5, a giant oversized Koopa, named Kent C., comes to the Pleasant Path and demands 100 coins for a pass, as his toll, the choice not to pay and leave, and battle him. He has 6 defense, and heaps of life, so do not battle him UNLESS you are level 27. Here is a badges list and a classical way to defeat him. Badges: BP Needed|BP Count Power Plus --> +1 Attack --> 6 --> 6 Power Plus --> +1 Attack --> 6 --> 12 All or Nothing --> +1 Attack --> 4 --> 16 P-Up, D-Down --> +1 Attack --> 2 --> 18 Feeling Fine --> He has a dizzy enducing attack--> 3 --> 21 Mega Quake --> He's a Koopa, after all... --> 3 --> 24 Power Bounce --> For a consecutive attack --> 2 --> 26 Super Jump Charge--> Charge our Power Bounce --> 2 --> 28 Sleep Stomp --> He loves sleeping...a lot... --> 1 --> 29 Now, head to the right, and talk to the giant Koopa blocking your path to the Koopa Village. His name is Kent C., obviously, and ask him to fight twice. Don't press Pay, for he will make you pay 100 coins. --------------------------------------------------------------------------- Boss Battle: Kent C. Koopa - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 70 ATK: Shell Squasher- 3 DEF: Standing Up- 6 Lying Down (stomach)- 3 Lying Down (tail)- 0 Ok, basic strategy. Mega Quakes penetrate his defense, so use that in an emergency. You can flip him by jumping on him WITH a command, but before that put him to sleep (he has a weakness, according to the Koopas in Koopa Village), charge with Super Jump Charge, and Power Bounce HIS TAIL! His tail has 0 defense and still contributes to major damage, but his stomach has 3. Pretty basic...but remember, his defense standing up is bizarre, so remember to Jump on the Koopa. Beware his Shell Squasher, though, because it attack Mario AND your partner. Now, another way to defeat him, is to flip him over with a action commanded Sleep Stomp, so he stays in his shell for 5 turns. While that happens, charge Goombario's and Mario's attack, then unleash Power Bounce and Multibonk before he gets up. Simple! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ... --------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Dojo's Challenges ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Located in the main centre of Toad Town, the dojo has 3 enemies that you must battle to earn degrees, which make people give you more information, or just changes dialogue a bit. There are a series of battles you must attend to, so here are the guides. --------------------------------------------------------------------------- Mini-Boss Battle: Chan - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 15 ATK:2 DEF:2 If you where like me, and leaving this battle 'till later in the game, say, just before you left to the Star Road, you'd notice his utter weak status. He is like a Buzzy Beetle, so treat him like one, and this battle will be a breeze. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Battle one, complete! --------------------------------------------------------------------------- Mario is awarded a First-Degree Card, and can now battle Lee. --------------------------------------------------------------------------- Mini-Boss Battle: Lee - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 20 ATK:5 DEF:0 Being a Duplighost, Lee can shape shift into all of our partners. I didn't write all their descriptions, for they all have the same statistics as the partner he has shape shifted as. A simple Power Bounce may do good. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Battle two, complete! --------------------------------------------------------------------------- Mario is awarded with a Second-Degree Card, and can now battle The Master #1. --------------------------------------------------------------------------- Boss Battle: The Master #1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 50 ATK:6 DEF:0 He has one of the many cool backround musics, but he is nothing to laugh at. He has a attack with 6 damage, but that's about it. He is defeatable with yet some more Power Bounces, and some good charging. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Battle three, complete! --------------------------------------------------------------------------- Mario is awarded with a Third-Degree Card, and can now battle The Master #2. --------------------------------------------------------------------------- Boss Battle: The Master #2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 75 ATK:8 DEF:0 He's powered up, and still has cool music. He has new yellow clothes, showing his power. Charges and Power Bounce is a GREAT combo, in all Master battles, just don't forget your defending. His stamina is now 75, with an attack power of 8 to match his large figures. With no defense, he still is no challenge. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Battle four, complete! --------------------------------------------------------------------------- Mario is awarded with a Fourth-Degree Card, and can now battle The Master #3. --------------------------------------------------------------------------- Boss Battle: The Master #3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HP: 99 ATK: Punch - 10 Double - 6 + 7 Triple - 5 + 6 + 7 DEF:1 Oh, my, god. Let me just say this is nearly as hard as the final battle with Bowser, and this is an optional event! He has combo attacks, a double and a triple, all ranging in different powers. He has now turned to a super sayan, like in Dragon Ball Z, and started glowing with fire. He has his punch attack still, which now does 10 damage, and his other attacks are from 13, for the Double attack, and 18, for the triple. These can be decreased by 2/3 each with an action command, but timing is everything! Super Jump Charge and Power Bounce this man to Pluto for all I care. Also note that the Master has very poor accuracy, so Cloud Nine will do fine. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Last battle, complete! --------------------------------------------------------------------------- Mario is awarded with a Diploma, and now, Mario is officially the strongest in Mushroom Kingdom! (Well, Bowser is a different story...) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Russ, the boy Toad genius ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Russ T., a old geyser living at Toad Town, has one of the biggest book collections along with a brain to match. He gives you hints of things that are throughout the game, like secrets and even some spoilers. Here is a list of his points he's trying to make in his extremely long descriptions. 1. Description of Star Spirit and Haven, including how wishes are granted 2. Making Mario sneak by lightly tilting the analogue stick 3. The Psychics and their uses 4. About the messages behind the board, in front of Merlon's house 5. The infinite heart-giving Candy Cane on Pleasant Path 6. The Koopa Koot and his rewards, ie. coins and Star Pieces 7. The three blocks on Pleasant Path and the Badge they reveal 8. Defeating the Fire Bars by jumping over them for some coins 9. FM Shrooms 10th anniversary prize give-aways 10. How Chet Rippo increases a Stat, but decreases the other two 11. Block in Dry Dry Desert, if it's hit 1/10/100 times it gives you things 12. Merlee's hiding spot in Dry Dry Outpost, in the alleyway behind crates 13. Whacka and his bumps, on Mt. Ruggeds first area 14. Playrooms location and how the Koot possesses the membership cards 15. The linked chests in Peach's castle and Merle's house 16. Forever Forest, finding the right path, extremely obvious facts 17. How the I Spy badge reveals floor panels 18. Anti Guy's obsession over Lemon Candies 19. Defending with A for Party Members when they're attacked 20. How first attacks damage enemies before battle and the different damages 21. How enemies have symbols on their heads that mean they can shock, sleep.. 22. Selling items in different shops for more money (profit) 23. Li'l Oinks uses by giving Mario items and such and such 24. Using a Koopa Leaf and Dried Pasta to make a Koopasta 25. Give any food from Tayce T. to the Yellow Yoshi for a reward 26. Lavalava Islands past, and all about Kolorado 27. Kent C. Koopa's sleeping weakness, figured out by the residents 28. Amazy Dayzee located at Flower Fields east 29. Put a Melon and Cake Mix together to make a Yoshi Cookie 30. Rip Cheato and how he can fool Mario with his stat trickery 31. Sell hot foods to cold places and vise versa. E.g., sell a Iced Potato to Lavalava Islands shop, or a Fire Flower to Shiver City 32. Items with a Koopa Leaf mixed into them sell greatly at Koopa Village 33. Highly recommended to use Spike Shield and Bowser's Castle 34. Goompa's fighting past 35. The history of Crystal Palaces names, what people believed etc. 36. Short story resembling the Paper Mario 64 tale He says more, but most of the things he says are irrelevant to the point he makes, such as it didn't say anything more or he/she is and so and so. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Section C ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section is basically all the final stuff. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Frequently Asked Questions (FAQ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ None yet... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hints & Secrets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The infinite heart Candy Cane: At Pleasant Path's fork, you may have noticed a series of striped plants. One of those plants, when you run around them, will continue looking at you. This is the infinite heart Candy Cane. Like the giant eyeballs back in the old Mario games, that when you run around them they die, the Candy Cane instead gives you some Hearts! It's great for some quick healing, but then again you may lose more hearts by getting there and back. Classical Mario: Back in Boo's Mansion, there is a vase in a certain room, accessible by jumping onto some crates. Once you jump into it, you come out as 8-Bit Mario, or, Classical Mario. Unfortunetly, you can only be in that form for that room alone, because one you leave, he becomes 2-D again. No charge readings: When you get psychic readings, from say, Merlon or Merluvlee, you must pay. Well, not anymore! Before you visit them, save, and then get a reading. Whatever she says, or he, reset the game and get what you wanted, so that you don't have to pay! Whacka OW: If you bomb Whacka with Bombette, he'll give out two bumps instead of one. This still means he has 8 Bumps though. Bowser Glitch gone wrong: If, at the start of the game, when you battle Bowser, and you win, your game will wreck. Also, if you're able to beat Bowser before the final battle when the Star Beam doesn't work, he ends up with 1 HP because the storyline will get ruined. Profiting Regions: Throughout the regions, wouldn't you think the Lavalava Island residents would want something cold rather than hot, and the Shiver City want something hot rather than cold? Well, selling, let's say, an Iced Potato to the Yoshi items shop will give you a GREAT profit, and vise versa, but with something like a fire flower. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Legal Stuff and Rules ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This walkthrough is my property. Copyrighted, and restricted. Any indication of stealing, or more commonly known as plagiarism, will not be accepted. I want full notification of any use of my walkthrough. Using my walkthrough as a basic view of how you may set yours out is fine, but do not copy anything from my walkthrough. 2008 - Mario Legend, Copyright. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My Thanks and My Misses ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Firstly, I'd like to say a big warm fuzzy THANKYOU to all those who read my walkthrough. Some more people I'd like to thank are rockystarpro- For convincing yoshifav to convince me to make this walkthrough yoshifav - For convincing me My family - For not stopping me Nintendo - For making this game My Computer - For not overloading Now, before I say The end, I'd like to just quickly show your attention to my things that I missed. **Notes on things I missed: - Ninjakoopa's for Goombario's Log - Fuzzipede's Log **Notes on things I need advice on: -Is the Magikoopa at the S.S. Summit really a boss? ---------- -------- - - - - - - - - - - - --- ---- ---- - ---- ----- - -- - - - - -- - - - Finished: - - - ------ - - - - - 6:34 PM 22/03/2008 - - - - - - - - - - - - ---- -------- - - ----- See, this line means NO MORE. =============================================================================