Paper Mario ----------- Copyright 2005-2006 Brian McPhee Author: Brian McPhee (Kirby021591) E-mail: Kirby0215@aol.com Most Recent Update: February 26, 2006 Originally Created: March 24, 2005 Version 1.0 ----------------------------------------------------------------------- ---------------------------Table of Contents--------------------------- ----------------------------------------------------------------------- Section 1* Introduction* Navigation* Storyline* Game Play* Section 2* Prologue* Chapter 1* Chapter 2* Chapter 3* Chapter 4* Chapter 5* Chapter 6* Chapter 7* Chapter 8* Section 3* Super Blocks* Attacks & Powers* Badge List* Star Pieces* Chuck Quizmo* Koopa Koot* Letters* Items and Shops* Item Sales Prices* Recipes* Toad Town Tunnels* Enemy List* Secrets* FAQ* Section 4* Credits and Legal Information* ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 1*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= =============================Introduction*============================= ======================================================================= And we’re back! Hello, everybody. This is a guide for Paper Mario, the classic N64 RPG sequel to Super Mario RPG. Yes, I realize that I still haven’t covered the remaining Zelda games that I’ve promised, but they will be done in due time. I chose Paper Mario for a special reason to be my next guide. Anyways, you really made the right decision when you bought Paper Mario. This game is, without doubt, the standard of excellence for RPG games. Although it was released late in the SNES lifespan, Super Mario RPG was a great game. It was the first of its kind (that is, a Mario role-playing game), and it was very unique. It also sported stunning graphics for the Super Nintendo. And then, for a long time, there was nothing to play afterwards for its fans. Eventually, Nintendo figured out that a sequel would make them lots of money, and Paper Mario was born. Now, this game is very similar to its predecessor in some respects, but it is very different in several. For one, note the graphics. Rather than saying this in a straightforward manner, I’ll give an anecdote to explain it. You see, way back in 2001 I was looking for a game to keep my attention. The Nintendo 64 wouldn’t be around much longer at that point, so we might as well get some use out of it. As I was looking, I remember saying, out loud and to myself, “Gee golly gosh, wouldn’t it be SO neat-o if there was a game in which Mario appears as paper? It would be totally tubular.” And, as if in response to my geeky inquiry, there it was – Paper Mario. Now, this may or may not be a true story, but it makes little difference. In Paper Mario, you are Mario and you’re made of paper, a cardboard cut-out. Everything is 2-D on an overhead plane (like Zelda games or some Game Boy games), and is also made of paper. At first, this might not sound so appealing. However, the graphics are quite charming and engaging. Besides, it gives the game’s creators more leeway for artistically expressing Mario and the other residents of the Mushroom Kingdom. Other changes, although less obvious, are the addition of badges, Star Pieces, Star Spirit attacks, many new partners, and many other subtle elements. The game really plays on Mario’s paper qualities, although not as much as the sequel. Yes, there’s a GCN Paper Mario (The Thousand-Year Door), which I think is better than the original. All and all, Mario has a hammer and you’d better get this game. It is undoubtedly an RPG experience you won’t soon forget. By the by, if you see any of my guides, called walkthroughs, on any site other than GameFaqs.com or on the sites of its affiliates, please contact me at the e-mail address listed above. With your help, this guide won’t be plagiarized. Thanks for your contributions. ======================================================================= ==============================Navigation*============================== ======================================================================= This is a pretty big (who am I kidding? This is HUGE) guide, so I thought I’d include this useful tip. On your keyboard, press CTRL and F at the same time to bring up a Find/Search box. If you are using a Mac, then press Apple and F. Now, you may’ve been wondering why I included asterisks (*) next to the name of each section. Although they add a decorative flair, they are mostly for distinguishing section titles from times I use the words in text. Type in the name, asterisk and all, and click Find/Search. It will take you first to the Table of Contents, and then to any other time I used the text you typed, namely the beginnings of each section. It is quite handy in navigating the walkthrough. ======================================================================= ==============================Storyline*=============================== ======================================================================= The plot in Paper Mario is not spectacular, but it gets the job done. Like every Mario role-playing game (RPG), the goal is to collect seven Stars to access the final boss’s lair, where you then defeat him/her. Of any type of Mario games, Mario RPG’s hold the record for introducing original final enemies (percent-wise); 66 % of Mario RPG’s did not have Bowser as the final boss. This game is the exception of the three. Personally, I thought the plot for Paper Mario: The Thousand-Year Door was better, but simplicity isn’t always a bad thing. Below is the summary. +---------------+ | Summary | +---------------+ High in the skies is a mystical place called Star Haven. It is rumored that a legendary treasure rests there called the Star Rod. With its great power, the seven Star Spirits watched over the land and gave it peace. But one day, the evil King Bowser came and stole the Star Rod! Using its awesome power, he began a siege of Mushroom Kingdom. Of course, Mario was oblivious to this. Like usual, he and his brother were off to see Princess Peach to eat cake and party. But, this was the first step in a long adventure for Mario, and only by saving the Star Spirits can Mario ever be powerful enough to face the now- invincible Bowser and rescue Princess Peach… Pretty standard Mario plot. However, there are many important characters, and I’ll list them below. +------------------+ | Characters | +------------------+ Mario: Mario is the most famous plumber ever. Originally called Jumpman, Mario made his debut in Donkey Kong, an arcade classic. Everyone loved the game, and Mario became an instant celebrity. He was named after the landlord of the Nintendo of America building because he bore resemblance to him, and Mario was originally depicted as a carpenter. In his first NES game – Super Mario Bros. – Mario and his younger brother Luigi adventured in Mushroom Kingdom to rescue Princess Toadstool from the insidious Bowser. This was the formula for success, and Nintendo is still banking on it. Mario is the mascot of Nintendo, practically of videogames in general, and I’d venture so far as to say that he has appeared in more games than any other character in all time. Mario has changed over the years, though. He’s still famous for his high jumps, but he once swapped the color of his trademark overalls and shirt. Luigi: Mario’s little brother doesn’t play a big role in Paper Mario. Like in the sequel, Luigi is here for jokes rather than game play. Luigi, often called the eternal understudy because he is constantly in the shadow of his big brother, was first introduced as an Italian plumber from Brooklyn, serving mainly as a change of color for Mario, the real star of Super Mario Bros. on the NES. Luigi began to differ from his brother immediately afterward, though. He was gifted with better jumping abilities in Super Mario Bros. 2, although he was weaker. Constantly the under-achiever, Luigi finally got his chance to shine in a game of his own, Luigi’s Mansion for the Game Cube. Although it portrayed Luigi as cowardly (it is the first reference to Luigi’s fear of the dark), Luigi rescued Mario in it from King Boo. Luigi is finally being recognized as a character independent of Mario (although he’s still made fun of). His days as Player 2 are over. Of course, we have a blast making fun of him in this game. Princess Peach: In Mario’s first game, Donkey Kong had kidnapped his girlfriend. She was named Pauline (it was a very popular name for damsels in distress in the movie era of the 1900’s), and Mario was her knight in shining armor. However, their relationship didn’t last. In fact, Pauline was completely out of the picture when Super Mario Bros. arrived, and she’s never appeared in a game since. In Super Mario Bros., Mario and his under-appreciated brother go to rescue Princess Toadstool of Mushroom Kingdom. Although Mario strayed from Toadstool’s side once to rescue Princess Daisy of Sarasaland, Mario has remained loyal to Toadstool ever since. They vacation together, and Mario rescues her every time. In Super Mario 64, Peach finally dropped her formal last name to get to know Mario on a more personal level; she started using her first name instead of her last. Princess Peach is very desirable prey for kidnappers, and she gets abducted every time she steps outside. What a bother it must be… Also, it is safe to say that Peach is Mario’s girlfriend, although he never brags. Bowser: Bowser is the king of Koopa Troop, and he has been kidnapping Peach and causing trouble for Mario since day one. At first, Bowser kidnapped Princess Toadstool a.k.a. Peach because she had the power to dispel a Koopa curse he placed on Mushroom Kingdom, but he later kidnapped her just for the sport of it. He has become obsessed with defeating Mario, and he even revealed that he abducted Peach in Super Mario RPG solely for a fight against the plumber. Some might speculate, largely because of evidence in this very game, that Bowser kidnaps Peach because he secretly loves her. Motivation aside, just know that he is Mario’s archrival. Surprisingly, Bowser is the father of nine, eight of whom are the dreaded Koopalings. The Koopalings are total losers, and they deserved their swift and hopefully painful deaths in Super Mario World, although they appeared in Super Mario Bros. 3. Bowser’s other child appeared first in Super Mario Sunshine. Bowser Jr., not to be confused with Baby Bowser or the Koopa Kids (Baby Bowser refers to Bowser as an infant, while Koopa Kids are miniature Bowser clones that serve Bowser in the Mario Party games), tried to best Mario and failed, just like his old man. Bowser Jr. actually has a following, unlike the accursed Koopalings. Anyways, the fact that Bowser even has children proves that Koopa can reproduce asexually (zing!). In all Mario games, Bowser is either regarded as a cunning mastermind or a buffoon, or both as is the case in this game. There’s much more to say, but I’ll cut this short. In Paper Mario, Bowser has stolen the Star Rod and is commanding its power to conquer the Mushroom Kingdom. Can Mario stop him? I sure hope so. Kammy Koopa: When Bowser was a kid, his advisor was named Kamek. In his older years, Bowser got this hag to be his advisor. She has appeared in each Paper Mario game to date, often being made fun of. Kammy is the chief Magikoopa (Bowser’s division of wizard Koopas), having broom and all, and pesters Mario throughout this game. If you’re her, you can get through any of Bowser’s defenses… Star Spirits: When Bowser stole the Star Rod, he used it to imprison the seven Star Spirits. In the shape of five-pointed stars, these guardians of Star Haven have the ability to negate, to a degree, the effects of the Star Rod. Only by collecting all seven can Mario even scratch Bowser, who has been made invincible by the Star Rod. Star Spirits can talk, and they each have star-oriented names. Bowser has entrusted all of his most powerful troops with them, and Mario will have to travel far and wide to recover them. If he does, he’ll learn new techniques and get advice from each Stat Spirit. In Super Mario RPG, the equivalents of Star Spirits were “Stars,” and they are called “Crystal Stars” in Paper Mario: The Thousand-Year Door. One of the main symbols in the Mushroom Kingdom is the star. Twink: A Star Kid, Twink is too young to really aid the heroes, but he keeps Princess Peach company while she is held captive. He has some magical powers, and he helps out Peach whenever possible. Mario’s Friends: During his travels, Mario meets new characters who join him in his travels. They aid in fighting, and there are many – eight in total – partners to get. All of them are peaceful versions of old enemies who have a reason to want to help Mario (defeating a boss, he’s a cool guy, they have nothing better to do, etc.). This idea was first introduced in Super Mario RPG. In it, Mario could get the help of Mallow, Geno, Peach, and Bowser. This Paper Mario features more partners than either of the other Mario RPG’s. Of all them, two of them go on to appear in Paper Mario: The Thousand-Year Door, although none of them are playable. Jr. Troopa: I got to say, Jr. Troopa is one persistent bully. Mario taught him a lesson when he met his first partner, Goombario, who was being picked on by the Koopa. A sore loser, Jr. Troopa continued to stalk Mario and challenge him as he grew stronger right up to the very end. He even made an appearance in Paper Mario: The Thousand-Year Door. If you look in the background of the e-mail from Zip Toad, you can see him in the sky. Man, that’s one persistent Koopa! He still wears the egg he was born in. He does not seem to be directly affiliated with the Koopa Troop… Those are all of them. There are many other colorful characters in this game, but the above ones contribute to the storyline or are famous characters from past Mario games. Now, to the game basics. ======================================================================= ==============================Game Play*=============================== ======================================================================= This isn’t your everyday jump-on-enemies Mario game. All fights are turn-based with a bit of timing involved. There are also important things to know when it comes to items, badges, and gauges. First, you can save your progress at Save Blocks. If you’ve ever played Mario Kart 64, they look just like the item blocks. If not, Save Blocks are multicolor cubes with S’s on them. Save often, especially after clearing a hard part of the game. Get a Game Over and you start where you last saved. Mario has four different sets of points. The first and most important is HP, or heart points. These show Mario’s health, and your partners also have them. If they reach zero, then you get a Game Over. Partners can faint temporarily, too, but they don’t result in Game Overs. If you have five HP, you are said to be in danger. If you have one HP, then you are in peril. Mario also has Flower Points (FP). If you’re an RPG junkie, then consider these your magic points. Flower Points allow you to use special attacks, the number required varying with the attack. These are very important, too. Then we have Badge Points (BP). Paper Mario has no items that you can equip like most RPG’s, but it makes up for that with badges. Wear these and they take effect. Each has different effects, and they can be utilized in combinations to wreak havoc on enemies. Finally, Mario has Star Points. Most of the time, you get Star Points by beating enemies. Sometimes, like if you face a really weak enemy when you are really strong, you’ll receive none. Some enemies are unable to give Star Points, by the way. When you get 100 Star Points, they reset back to zero and you gain a level. When Mario gains a level, you can choose to upgrade his HP, FP, or BP. Personally, I think FP is the least important and HP the most, but you decide. To upgrade your partners, you’ll have to find Super blocks. They are cubes with blue orbs in them. When partners are upgraded, they receive new attacks and their stats are upgraded (offense). Every time you level up, your HP and FP is filled back to the maximum. As a note on upgrades, you can have a total of 50 HP, 50 FP, 30 BP, and you can go as high as Level 27. Heart Blocks are cubes with hearts inside of them. Hit them to restore all HP and FP for you. Always use these, as they usually appear before bosses or in the middle of long battle periods. You can buy items or badges using coins. They are the official currency of Mushroom Kingdom, and you can exchange them at many stores for goods and services. Buying the right items can save you in battle. You can hold 999 coins at once. Items can be used either in battle, outside of battle, or in both. You can carry at most ten at a time. There are several types of items. Some attack enemies, some heal you, some are used to progress the plot, and some have other uses still. Items and coins can be found in yellow cubes with question marks on them, called ? Blocks, or in brick cubes called Brick Blocks. Mario has two natural abilities. From the start, Mario can jump with A. Use this to reach new heights, hit blocks, or attack enemies. Once you find the Hammer, you can use it with the B Button. It can clear obstacles, or be used in battle. New Hammers and Boots are found periodically throughout the game. Finding them will enable you to use a new move, like the Spin Jump and Super Hammer, and will also increase the strength of your attacks in battle. Each of Mario’s partners also has an ability that will help you overcome obstacles or get secret items. Press down with the C Buttons to use an ability. Tilt it right to switch out your partners. Only one partner can be out at a time, in both Field and Battle Screens. You may also find switches as you play the game. Hit them and something happens nearby. They look like little pads of differing colors with exclamation marks on them. Roaming about Mushroom Kingdom are enemies. Touch them and you start a battle between you and them. You don’t always just face the enemy you touched; you may touch a Goomba but face a Goomba and a Koopa Troopa in battle. Jump on enemies or strike them with your hammer to get the First Strike. This gives you the advantage as you start the battle off by attacking a foe. It works the other way around, too, though. That is, if an enemy attacks you before a battle starts, then your opponent will get the First Strike. Not taking First Strike into account, you automatically get the first turn. Also, note that enemies see you when an exclamation mark appears over their head. If you run away successfully, a question mark over their head indicates that they lost sight of you. In battle, Mario has four options. He can use a jump-based attack, a hammer-based attack, a special attack, an item, or use a tactic. Certain badges give you new attacks, which fall into either the jump or hammer category. You can almost always jump on an enemy, but you can only use a normal hammer attack on the first ground-based enemy. If an enemy is on the ceiling of a battle screen, then you cannot use either attack on them. Mid-air is only jumping territory. Choose attacks wisely. If an enemy is on fire or has a spiky head, then you won’t be able to jump on it. If it has spikes on the side of its body, then you can’t hammer it. Jumping and hammering have advantages and disadvantages, although badges can change this. When using a jump or hammer attack, there is such a thing as Action Command. This strengthens your attacks or lets you use them multiple times. There are three types of Action Command. When you use your hammer, keep the control stick tilted left until the bar is filled, and then let go. Jump attacks are timing types. Press the right button at the right time to use the action command, which would be, in the case of jumps, a second jump. The other kind is called consecutive type. Press buttons in a certain order to strengthen attacks. Many special attacks use the consecutive type. The better you do with an Action Command, then words like “Nice,” “Good,” and “Great” appear by you. Every time you free a Star Spirit, you get a new special attack. They are very effective and have differing effects (from attacking enemies to healing yourself to raising your offense and defense), but they all cost Star Power. You gain one bar one unit of Star Power every time you save a Star Spirit. You regain Star Power after every turn. You can also use an item in battle. This constitutes as your entire turn, and different items have different effects. In battle, they heal you, attack opponents, or implement a status. In battle, you can get certain statuses. For example, if you are poisoned, then you will slowly lose HP every turn. There are many different statuses, and certain attacks, by you and enemies alike, can put them into effect. Some statuses are desirable, like raising offense, while others aren’t, like putting you to sleep. You also have the option of using a strategy. There are three. If you have more than one partner, then you can change your ally in battle. This is very useful when a partner has a bad status, is not good against a certain enemy, or is very weak. Yes, certain partners are better suited for certain enemies. Another tactic is choosing to do nothing. This is rarely a good move to make, but it can be effective in some rare cases, like if an enemy that you can’t attack is poisoned and right about to die at the beginning of their next turn, or when fighting a Bob-omb. You can also try to run away. Sometimes, you won’t be able to because you’re facing a boss or an important enemy. An arrow picks a random location on your run bar, and you must try to press A as quickly as you can to fill the bar so that the arrow lands in a filled space. If it does, you may run away. Use this if you can’t win or if you’d lose too much health by fighting. There are three ways a battle can end. First, you defeat all your enemies. Some enemies run away, which still counts as a victory for you. If you defeat enemies, they drop items, you gain Star Points, and that enemy is cleared temporarily from the Field Screen. If you run away in battle, you’ll appear back on the Field Screen and the enemy will still be there. You get nothing if you run away. If you lose all your health, you get a Game Over. If that happens, you start back at where you last saved. Most of the time, you’ll win battles. In these cases, enemies drop Hearts, Flowers, or coins. Hearts restore one HP, Flowers one FP, and coins have their aforementioned uses. Some enemies may also drop items or badges. There is also such a thing as defensive action command. Use it to temporarily raise the defense of the target by one when being attacked. This is very handy, but be sure to master it. Press A right before you’d normally be dealt damage. I repeat, do not press A before an attack makes contact with you but before it damages you. A few enemies, bosses in particular, have tricky attacks that hit you before doing damage. Guard against those especially. To assure victory, defend Mario. Most enemies attack the character in front, but they can attack either or both you and your partner. You may also want to attack in different turn order. Press Z to switch the order of attacks, only if neither you nor your partner has acted that turn. Also, bear in mind that your partners, you, and enemies have defense and offense. The offense of an attack minus the defense of the target equals the amount of damage the target takes to their HP. If your defense is higher than opponents’ attacks, then you do not gain HP. Some partners have natural defense, but badges can increase the defense of you and your partners. In battle, your partner can either use a tactic (they cannot run away), or they can attack. Partners get new attacks from level upgrades. Their attack power is also upgraded when they are. Note that partners have no HP or FP – they use yours. If partners take damage, then they are stunned temporarily for the number of turns that equal the damage they took. Now for a look at three institutions. In towns and villages, item shops have flower signs on them. Here, you can buy or sell items for coins. At Toad Houses, which have mushroom signs over them, you can take a nap to restore all your HP and FP. Also, there are items called Star Pieces hidden around the Field Screens. As you collect them, you can trade them to someone in the game for badges… There are a few other elements of the games. They will be explained to you as you play. In fact, everything I said is explained to you as you play the game, but this is a good guide for beginners. Now onto the walkthrough! ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 2*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ===============================Prologue*=============================== ======================================================================= “A Plea from the Stars” +-------------------------------+ | Bowser and the Star Rod | +-------------------------------+ At Mario’s pad, a Paratroopa mailman delivers a letter to the Mario Bros. Luigi goes out to get out and then returns. He says it’s from Princess Peach. Luigi decided to read it to Mario. She’s a throwing a party at Mushroom Castle and Mario plus Luigi are invited. Determined to attend, they go outside and use the warp pipe to go straight to Toad Town, the city that lies before the castle. Entering the castle, notice that it has the near same setup and music from Super Mario 64. Once Luigi is done yapping, you get to roam around. If you’d like, walk around and talk to people by pressing A when you’re close to them. You can run faster by tilting the control stick all the way or by pressing Z. A few rooms have changed from Super Mario 64… Like Whomp’s Fortress is now the kitchen. When you’re ready to move on to see Peach, take the stairs up and go through the door. Open doors by pressing A by them. Here, you’ll find even more interesting characters. When you’re ready again, take the stairs up and go through the door. Go down this hallway and take the door. Head down this hallway to Princess Peach. As they go to the balcony, the castle begins to rumble. The trees around it fall and the ground shakes! From the ground rises a giant floating machine! The castle rises high into the altitude, with a balloon that resembles… Bowser’s here! I wasn’t expecting that! Bowser crashes into the castle with his air ride and Kammy Koopa at his side. Bowser heads over to capture Peach when Mario heroically stands up to Bowser. Who will win in this clash of these two ancient enemies? Bowser admits that he’s had problems beating Mario in the past, but this time he’s going to really ruff him up. And so the battle begins. Peach stands at your side and you’ll face Bowser, who has Kammy supporting him. This seems a lot like Super Mario RPG. You have no items or strategies; just jump on Bowser. He takes one damage! Then Bowser comes over and hits you with his claw, also doing one damage. You only have 10 HP, and this won’t last long. After dealing Bowser three damage, he pulls out his trusty Star Rod. Wait a second… Oh my goodness! Bowser has the Star Rod! NO!!!! It has the power to grant any wish, and Bowser uses it to make himself invincible. He walks up to Mario and deals three damage. When you face enemies later on in the game, Bowser will seem like a wimp. Jump on the titan again and he’ll take no damage. Then Bowser will walk up and give you three more reasons to hurt. Jump again. Now Bowser uses his fire breath to deal you ten damage. Mario is beat. Bowser starts cheering. He finally beat Mario! Using the Star Rod, Bowser casts Mario out of the castle and he falls far down to the ground. Koopa warriors come to clean out the other guests in the castle. And so, Mario fell down to a remote region of Mushroom Kingdom, nearly dead. +---------------+ | Eldstar | +---------------+ Seven star-shaped figures appear above Mario’s body and try to revive him. How nice. The oldest star says that the fate of the Star Spirits rests in Mario’s hands. Now, sending their power to Mario, he is restored to good health… err, he won’t die. They disappear, and then a Goomba comes to see Mario. Uh-oh. A Goomba girl walks over to Mario’s unconscious body. All Goombas know and fear Mario. He’s famous for crushing them under his mighty jump. When she fails to rouse him, she gets help. In a dark room, that old star appears before Mario. He is Eldstar, a Star Spirit. He needs to tell you something, but he doesn’t have the strength to talk right now. Go to Shooting Star Summit, he says. The Star Spirits will await you at the summit. And poof! He’s gone. +--------------+ | Goompa | +--------------+ Mario awakens and a Toad enters. You’re at a Toad House. If you sleep here, you’ll restore all your HP and FP. Apparently, you’ve been out cold for days. You are in Goomba Village right now, a village just west of Toad Town. Aside from the Toad, a single family of Goombas live there. It was they who carried you here. When Mario references a Star with a mustache, the Toad thinks he’s a loon. When the Toad is done talking, jump the step and go out the door. To the right of the Toad House is your biggest stalker, err, fan. It’s a Goomba named Goombario, which is kind of ironic. You’ll also find his two sisters, his grandmother Gooma, his grandfather Goompa, his parents, and a troublesome bully. More on that later. Go right to see a Save Block. You might want to save, considering that you don’t want to go through the whole cinema sequence again, now do you? Talk to his dad, right of the Save Block and down, and Kammy Koopa flies down! Although Bowser took you for dead, she thought she’d check. As a “gift,” Kammy uses her magic to drop a giant block over the gate, trapping you in Goomba Village. Then she flies away. Naturally, Mario explains things and they’re very worried. To leave Goomba Village (why he can’t hop the fence I don’t know), Mario should use Goompa’s Hammer. Let’s go find him. Go left of the Save Block to the building there. Enter and go right to the veranda. Goompa is trying to fix it due to the earthquake. Step out the door and you fall. The veranda collapsed! Go right to find him. It collapsed when Kammy dropped the block. Well, Goompa must’ve dropped it, ‘cause it is yet to be found. Goompa then begins to follow you. Yes! Our first partner… sort of. +-------------------------------+ | The Hammer & Jr. Troopa | +-------------------------------+ Go down and head left. Walk around the area here and shake bushes by pressing A by them. Soon you’ll find the Hammer. Press B to use it! Of course, this area is a practice zone for the hammer. Jump to hit aerial Brick Blocks or hit the grounded ones with your hammer. Also, hit trees for coins. Hit the rightmost tree for the Dolly! Aw, how cute… That’s the one Goombaria, Goombario’s sister, lost. Go right a screen and poor Goompa is knocked back! Oh no, it’s el Diablo! No, but seriously, it’s Jr. Troopa, and this is his playground. Now get ready for your first real battle. Bowser was a one-way street, but you have two options for fighting Jr. Troopa. He’s a bully, and you need to beat him up. First, it doesn’t matter if you attack with your hammer or you jump him. After dealing four damage to him, he uses his full power attack. It does a whopping two damage. Attack him again and he loses, yielding twenty Star Points. Get 100 and you gain a level. When you gain a level, you can upgrade either your HP, FP, or BP. After claiming twice that he’ll be back, that loser storms off. In your face, Jr. Troopa! +-------------------------+ | To Goomba Village | +-------------------------+ Go right and hit the ? Block with your hammer. You get a coin for it. Now go right and hit the large yellow block to destroy it. Now go right to a Heart Block. Hit to recover all your HP. Continue right to some tiered ledges. Jump them to reach a spring. Bounce on it to reach a ledge with an item on it. It’s a Fire Flower, and it attacks all enemies on the screen with an attack of 3. To check what items you have, press the left C Button. Now go right again. Goompa warns you about some bad Goombas loyal to Bowser ahead. He explains the First Strike. Jump on enemies or hammer them on the Field Screen to hit them first in battle. You can practice this on the Goomba to your right. It has two HP. Beat it and head right. A Spiked Goomba jumps from behind a bush. Hit it with your hammer. Because of their spike hat, you cannot hit them with jumps; use your Hammer. They have two attack. After fighting it, go right to a Paragoomba. These are flying Goombas. Jump on them and they become normal. Your hammer won’t reach airborne enemies, and you’ll have to jump on them. Paragoombas also have two HP. After beating it, go left on the upper road. Defeat the Goomba and continue left to find a Star Piece. Maybe someone would want these… Now continue right back into Goomba Village. +-----------------+ | Goombario | +-----------------+ Go right to the gate and Goompa will open it. Goombario and his sister are there to greet you. After some small chat, Goompa goes to the house to give you something. In the meantime, Goombaria takes her Dolly back. Give it back to her and you’ll get a Star Piece. And a kiss (ugh… Goombas). When Goompa returns, he gives Mario his first badge – Power Jump. This is somewhat like Paper Mario: The Thousand- Year Door… Equip it for a more powerful jump. Goompa explains how to put on and take off badges. Press Start and move the cursor to the “Badges” option. Press A twice to get to the list. Most badges require BP. Power Jump takes 1 BP. Press A to put it on. A again takes it off. Aside from wearing the badge, Power Jump costs FP, or Flower Points. He explains that the Heart Blocks refill all your HP and FP, too. Goompa decides that you can keep the Hammer. It’s a shame he couldn’t accompany you on your quest to save Princess Peach, or else he’d beat those baddies up. Well, Goombario is old enough. Goompa decides to have Goombario join your quest. Goombario joined your party! Man, we lost Goompa for this nerd? Anyways, press down on the C Buttons and he’ll tell you about nearby places, people, or things. With his Headbonk move, he can jump on enemies, Goomba- style. With Tattle, he can look up enemies’ HP and other tidbits. Well, Goompa could fly and had laser eyes, but I guess he’s an adequate substitute. Goompa goes off to take a nap. Let’s go! +-------------------+ | Goomba Road | +-------------------+ Take a rest at the Toad House by entering and talking to the Toad. This way, we’re at maximum HP before we set out on our quest. Make sure to equip Power Jump, too. Notice how Mario enters bed… Once you’re refreshed, exit and go right to the block Kammy dropped. Go right now to a new screen. Press A by the sign and a Goomba jumps down to attack you! Now that we have Tattle, we can really learn about enemies. Regular Goombas have 2 HP, 1 Attack, and no defense to speak of. Tattling on enemies is always wise because then you can see the HP of every enemy of that type. After beating it, go right to face more Goombas. With First Strike and Goombario, though, it should be easy. Note that you need only tattle on one enemy of a species to see the HP for all of them. Have you and your partner attack the same enemy at once to defeat them in the same turn. As you go along, you’ll reach two ? Blocks and a Brick Blocks. Right of that is a Paragoomba. Tattle on it with your new partner and you’ll learn that each have 2 HP, 1 Attack, and zero defense, just like Goombas. However, hammer attacks don’t work on them. Go right a screen and you’ll see a Spiked Goomba. They’re a bit tougher, and you’ll want to use the Hammer to get the First Strike. Tattle on them to find out that Spiked Goombas have 2 HP, 2 Attack, and no defense. Switch turns with Z to attack more effectively, as Goombario cannot jump on Spiked Goombas. Right of that first Spiked Goomba is a pink/red ? Block, which I will call Badge Blocks henceforth. They give you badges when you hit them. This one gives you Close Call. When you’re in danger (you have five or less HP), it makes enemies miss you on occasion. You start with three BP and it costs only one, so why not equip it? Go right and check the sign for a Mushroom. Use it in or out of battle to regain 5 HP. Go right and you’ll fight a Paragoomba, or dodge it by zipping past with Z. Heal at the Heart Block and go right. +------------------------+ | The Goomba Bros. | +------------------------+ Go right and you’ll see a spring. Where’s that voice coming from? It’s Red Goomba and Blue Goomba (who?)! By order of the Goomba King, you’ll have to get through the Goomba Bros. to pass. They jump down to attack you. Blue Goomba, the younger of the duo, has 6 HP, 1 attack, and zip in terms of defense. Two Power Jumps, which you can afford after that Heart Block, will do the trick on him. Then you’ll have to take the Red Goomba. When Blue Goomba is done for, Red Goomba gets angry. Tattle on him to learn that he’s the older of the “notorious” Goomba Bros. He has 7 HP, one attack, and no defense. Four turns of normal attacks will do him in. Don’t worry about HP, though. You get 20 Star Points for winning, and then you can pass. Before you do, go left and heal at the Heart Block. Now go right. Right of the spring is a save block. Heal and then bounce to the next ledge and go right. Don’t check the sign here (it’s a Goomba). Go right to the Goomba King’s fortress. +-----------------------+ | The Goomba King | +-----------------------+ I guess you could say that he’s the boss of the prologue, or at least the mini-boss. The beat up Red and Blue Goomba enter the castle. Now, Goombario is pretty dumb. See that castle? Of course! There used to be a bridge there… Suddenly, the earth begins to shake. And, out comes a giant Goomba with a mustache, a crown, and Red and Blue Goomba at his side. King Goomba looks just like Goomboss from Super Mario 64 DS. And so the battle begins. Because you just beat them earlier, the Goomba Bros. only have two HP. So, when the battle begins, use Z to switch to Goombario and tattle on the king. Goomba King has 10 HP, one attack, and no defense. Tag- team, his minions could take him down. Actually, Goomba King has the same stats as Mario… Anyways, when it’s Mario’s turn, start the match off by using your Fire Flower. This defeats the Goomba Bros. and brings the king down to 7 HP. From there, use two Power Jumps and a Headbonk to finish him. His sweep kick is incredibly weak, and he isn’t a problem in the least. Note that he may attack by jumping, causing Goomnuts to fall on your heads (2 damage). kyogre505 has this to say about this battle for the ages: “Instead of wasting a Fire Flower you could always hit the Goomnut Tree (there is a white bandage on the tree). When you hit it for the first move it deals the king and the Goomba Bros. 3 damage, therefore knocking out the Goomba Brothers and damaging the king. It is equal to using the Fire Flower, but you still have it afterwards.” Beating him earns you plenty of Star Points – over thirty. This levels you up. Pick HP (you’re very low right now and you have no badges or FP moves to spend it on). After being beat, they retreat into the castle. Try to enter and they reveal the location of a switch outside. Check the bush with A and a switch appears. Jump on it and Goomba King pops up to trick you. It doesn’t work, and the castle crumbles. Cool graphics! Goomba King is cast into the distance and you can cross the bridge to Toad Town. Hooray! Cross it and Kammy flies off to report your progress. Having practically beaten the prologue, you can now save. +---------------------------------------+ | Bowser Presents the Koopa Bros. | +---------------------------------------+ Kammy flies off to Peach’s castle in the sky. She tells Bowser that Mario defeated the Goomba King. As they talk, the Koopa Bros. pop out. They’re Italian and they love pizza… no, sorry, wrong cliché. They claim that they can whoop Mario with the power of teamwork. Bowser orders them back to the fortress to guard the Star Spirit. Ha, those idiots crack me up! +--------------------+ | To Toad Town | +--------------------+ Goomba Road is still dragging on. Take the ledges down and you’ll reach a ? Block. Hit it for a Sleepy Sheep. This item makes enemies fall asleep, totally defenseless with no attack, provided it works. Go right and you’ll find the pavilion before Toad Town. The world is open for exploration! Before you go right a screen, though, hit the tree with your hammer to make a spring fall down. Bounce on it to get atop the pavilion and open the chest here for the Hammer Throw Badge. With it, you can hit enemies anywhere on the screen with your hammer. It’s an FP-consuming badge, but you won’t be able to (and shouldn’t) equip it. Fall off the pavilion and go right to enter the town. +-----------------+ | Toad Town | +-----------------+ The center of the map in this game is Toad Town. It’s a thriving city, but it’s in an uproar right now according to the first Toad you see. In Mario games, Toads are the subjects of Princess Peach. They wear mushroom hats on their head to show that they’re from Mushroom Kingdom. However, not all Toads are Peach’s servants. In fact, most aren’t. Anyways, we shall systematically explore Toad Town. First, go right. The house here is home to Russ T., the wisest Toad. If you’re interested, he can share information with you. Now, the pipe outside his house is interesting. Jump on it and tilt the Control Stick down. This is the warp pipe between Mario’s pad and Toad Town. The point of being able to go here is purely for visits to Luigi. Lucky for him, he ran outside as the earthquake began. He also notices that you have an enemy following you. Luigi would help on the adventure, but he has to watch the house. Right now, we can’t really laugh at Luigi well; let’s leave. Take the pipe back to town. Right of Russ T.’s humble abode is an item store, Shroom Grocery. Nothing is that good, but POW Blocks are a good deal. Get two of them for the price of one Fire Flower. Honey Syrup is an item you haven’t seen yet. It restores 5 FP and it costs 10 coins. Fright Jars cost five coins. They summon a spooky spirit to scare away some minor enemies. Don’t buy it. Fill up on items you want and exit. You can carry up to ten items at a time, and you can sell anything you don’t want. To the right of them is a dojo, but you cannot train there – yet. Go right a screen. There’s a news board here you can read for updates and behind it is a building. It is for the fortune-teller, Merlon, and he can predict what you need to do next in your adventure. However, he’s missing at the moment. Right of it is the post office. Talk to the Paratroopa behind the desk to read letters (you have one). It is from the Red & Blue Goombas. They realized the error of their ways and want to be friends when Goombario returns. Right of the post office is a Save Block and a Toad House. Right of them are some bad Toads. They’re, like, totally villainous and not budging. Rowf and Rhuff have a badge shop toward the south, but it’s not set up yet. Now for the main attraction. Between Merlon’s house and the post office is a blue gate that leads to Peach’s castle’s former location’s position. Check it and go forward. +----------------------------+ | Merluvlee and Merlow | +----------------------------+ There’s a huge gaping hole where the castle was, but you want to go right, anyways. Do so and continue right to a sign. This is Shooting Star Summit. It’s sort of like Star Hill in Super Mario RPG. Take the lower path to reach a large house. The fortune-teller here is named Merluvlee, and she appears in both Paper Mario games. She can foresee the location of badges, Star Pieces, and Super Blocks. Super Blocks upgrade your partners. But you have a guide, and you need not waste your coins. Go right and take the stairs up to find Merlow. He collects Star Pieces, like Dazzle does in Paper Mario: The Thousand- Year Door. Swap badges for your hard-earned Star Pieces. Right now, you can afford either Attack FX A, which changes the sound effects of your attacks, or Pay-Off, which gives you more coins after battle if you lose lots of health. I suggest you buy both, as you do have two Star Pieces (if you’ve been using my guide, that is). The sound for Attack FX A is a rather strange echoing noise. It costs zero BP, and is more of a novelty than anything else. Pay-Off costs 2 BP. With those in hand, exit the house, go left, take the upper path, and go right. +----------------------------+ | Shooting Star Summit | +----------------------------+ When you enter, go left to find a Star Piece. Now go right and jump the ledges to reach the top. There you’ll find Eldstar, the Star Spirit who contacted you earlier. The six others appear around it. Their job is to grant the wishes of good people while they live in Star Haven. Bowser and his followers invaded the haven and stole the Star Rod. The Star Rod can grant any wish. Bowser, who is evil, has been making wishes (like “I’d like to trounce Mario” or “I want Princess Peach to like me.”), but he is selfish and evil, and they were never granted. Because his wishes were ignored, he stole the Star Rod. For now, he is content with what he has, but soon he will wish for worse things. He already wished that the Goomba King would be stronger. The only way to stop him is to retrieve the Star Rod and place it back in its rightful place. You need the Star Spirits, and they need you, to do this. He is all-powerful now, and you cannot face Bowser as you currently are. But, if you reunite the seven Star Spirits, they can give you the power to resist his terrible strength. But, they are currently being held by Bowser’s minions, and they cannot talk to you without exhausting nearly all of their power. Now, they are only illusions. First, you must rescue the Star Spirits. They are cut off midway in their speech, and they disappear. You can save afterward. +--------------------------------+ | Twink and Action Command | +--------------------------------+ Before each chapter ends, you get to control Peach shortly to discover things from the inside-out. Right now, Peach is worried because Mario is probably six feet under, or at least extremely hurt. Those who didn’t escape the castle quick enough are imprisoned, and the Mushroom Kingdom will be destroyed at this rate. As she talks to herself,
Bowser and Kammy Koopa enter her room. When they’re done rambling and
they leave, Peach hears someone outside. Mario! Nope, it’s not. Out
on her balcony is a tiny Star. His name is Twink, and he’s actually a
Star Kid. It is the duty of the Stars to grant wishes.
Peach wishes that Twink steals the Star Rod, but no can do. In fact,
Twink can’t do much of anything. He can’t do big wishes, you see.
Peach asks for something doable, though. She asks Twink to take a
Lucky Star to Mario. Also, Twink will deliver a message. Twink flies
off to Mario up on Shooting Star Summit. As Mario, go left and Twink
will crash into you. He gives you the Lucky Star. With it, you can
perform action command. Finally! Have him explain it to you.
Goombario will be your sparring partner to example action command.
It’s quite easy and very useful.
Before you land on an enemy from a jump (just before), press A to
bounce up and land on them again, doing double the damage. Now
Goombario tries to attack Mario. The other action command is
defensive. Exactly before an enemy deals you damage, press A to block
it. This raises your defense by one during their attack. If you use
the Hammer, then hold the Control Stick to the left and wait for the
gauge to fill completely to release it. It does one point more damage
than normal. Keep practicing it if you need to master it. Now we are
way stronger than before. But, following Twink was a Magikoopa looking
for Mario.
Determined to become famous, the Magikoopa tries to defeat Mario here
and now. If you tattle on it, you’ll find out that it has 8 HP, three
attack, and no defense. It’s the perfect opportunity to practice using
none other than the action command, of course. If you’re looking for a
quick battle, use Power Jump. If not, two turns will be plenty for you
to defeat this guy, assuming you don’t tattle on him. You get fifteen
Star Points for beating him. After delivering a message to you, Twink
takes off. Peach is okay, boys! Remember, the fate of Mushroom
Kingdom rests in your hands.
+------------------------+
| The Eastern Path |
+------------------------+
I don’t know; maybe this is just me. But, I got a bad feeling about
those black Toads near the eastern exit in Toad Town. First, though, a
Toad tells you that Merlon is looking for you. Merlon is a tad
eccentric. He’s a fortune-teller, and a real recluse at that. Knock
on his door once and he’ll say he’s out. Knock again and he barges
out. Enter his house and you’ll see that it’s one big fortune-teller’s
tent. As Merlon relates the story to you, though, Mario doses off.
Although you didn’t hear it, Merlon was telling the story of how he got
his psychic powers.
For a small price, he can show you the right path. By his second
sight, you must first defeat the Koopa Bros. in their fortress. To
reach the fortress, go east of the Toad House. That is all. Exit.
Just a note, Merlon is also in Paper Mario: The Thousand-Year Door.
Now go right. Heal at the Toad House and talk to them. Gasp! They
reveal that you shouldn’t talk to old man Merlon. Hmm, they seem oddly
suspicious. Just to be a jerk, let’s go see Merlon.
Talk to him (not from behind the desk, but right next to him) and he’ll
lead you to those wicked Toads. Merlon doesn’t think they’re Toads.
Using his powers, he reveals their true forms. The Koopa Bros.! Those
phony bolognas are always up to no good (what?). According to Merlon,
we should stop the Koopa Bros. and seek help from a blue-shelled Koopa.
Hmm, maybe he’s an ex-member. Now Merlon leaves. Boy does he walk
fast. And with that, head east.
=======================================================================
==============================Chapter 1*===============================
=======================================================================
“Storming Koopa Bros. Fortress”
+---------------------+
| Pleasant Path |
+---------------------+
Go right to see a Koopa Troopa. They’re a new enemy, and they are as
old as Goombas when it comes to Mario. Tattle on it now. There are
some definite strategies to use against these Bowser followers. In
fact, Bowser is a Koopa, but not a Koopa Troopa. Each have 4 HP, one
attack power, and one defense. They’re all but invincible unless you
use an action command Hammer attack – normally. However, they are
actually incredibly easy to beat.
Jump on them once and they flip onto their backs. Now they have no
defense and they can’t attack for a while. First, flip the Koopa
Troopa with a First Strike. Then tattle on it. Then you should beat
the Goomba with an action command jump attack. After fighting a
Paragoomba, hit the blocks near it for coins and go right. Beat the
Spiked Goomba and then hit the Brick Block and its matching Badge
Block. Out comes the Dizzy Attack Badge. With it, costing 2 BP, you
can use attacks that make enemies dizzy. When the dizzy status is in
effect, the dizzied character cannot move. Go right again and hit the
blocks for a Fright Jar. Now go right a screen.
Hit the ? Block for a POW Block. They deal two damage to all enemies
on the screen, and flip over Koopas. Get the First Strike on the Koopa
Troopa here and then beat it with distributed jumps. Now, it would
seem you’ve reached a dead-end. Looks can be deceiving, though. Hit
the tree to make a switch fall and hit it to make a bridge form.
Beware the Spiked Goomba on the block overhead. Defeat the other
Goomba in the area and go right. Behind the fence near the first ledge
is a Sleepy Sheep item. Take it and go right, hitting the blocks as
you go for coins, one screen. Now, first note the pillar-like plants
to the right. Behind one is a Honey Syrup item. Take it and go down
at the fork in the road to reach Koopa Village.
+---------------------+
| Koopa Village |
+---------------------+
The village is overrun with Fuzzies, old Mario enemies. Just as that
Koopa is speaking, a Fuzzy drops down and stales his shell. They are
all over the place. Go right and hit the block to give the Koopa there
his shell. Right of him is another Koopa. Hit the tree with your
hammer to reunite him with his shell. As for the one near the
beginning, hit it with your hammer too and its shell will return to
him. If you need to heal or if you’re low on items, go to the Toad
House or shop. You’ll find some new items there and cheaper prices
than in Toad Town.
For 15 coins, you can by a Volt Shroom. They briefly electrify Mario
so that enemies who hit him are shocked. You’ll also find a Dizzy
Dial. Use it on enemies to make them dazed. Also, the Bob-ombs who
normally work at Koopa Bros. Fortress are on strike. Shake the tree in
the bush in front of the place for a Koopa Leaf. I suggest you store
it in the store right now. You’ll need these for recipes, and they are
hard to come by (not really, but you might forget where they are). By
the way, the shop here is called Koopa’s Shop, for your information.
There is also a Save Block in that screen.
+--------------+
| Kooper |
+--------------+
Moving on, go right once. There’s another Koopa Leaf in the bush here.
Store it. In the center is a Fuzzy with a shell. Whack it to give the
Koopa there his shell back. I don’t see why Koopas would think Mario
is cool… Go right of that Koopa and push the here down twice and right
twice to a hole. Use the block to reach the Brick Block, which makes
you a hero again. Check the one house that is jumping around to see a
blue-shelled Koopa come out.
This Koopa, named Kooper, wants you to go hit the Fuzzy in his house
and get his shell back. Enter the house and the Fuzzy takes off.
Follow it to another screen. Fuzzies will come to challenge you
(tattle on them). They have 3 HP and one attack, no defense. They
absorb HP, making them formidable. Beat them quickly if you want to
survive. Go right again to play whack-a-tree. The Fuzzy is hiding in
a tree and you must hammer the right one to knock it down, but it
changes trees.
Follow it with your eyes and hit the right tree. It may differ for you,
but it was the second tree from the right for me. It was the same tree
for me the second time. It was one tree to the left the third time
(for me). It gives up and you get Kooper’s Shell. Huzzah! Go left
and Kooper comes over. Kooper realized that he has to stand in fight
if he wants his shell back. But, you already got it. Give Kooper his
shell and he asks if you know Professor Kolorado. He’s an explorer and
professor of archaeology. He emulates him, and he’d like nothing
better than to travel the world. So, our second tag-along joins the
crew. Take him along. He’s very useful, too. When he’s out, press
down with the C Buttons and you launch him into the distance to hit
switches or retrieve items.
He can use Shell Toss to hit enemies in battle, or Power Shell to hit
them all at once. He is almost exactly the same as Koops from Paper
Mario: The Thousand-Year Door, just as Goombario is equal to Goombella.
You can switch partners with C ->. Conveniently, the Fuzzy you got the
shell back from earlier wants a fight now. It’s the perfect chance to
take Kooper for a spin. There are four opponents, and you can beat
them all in the first turn. Use a POW Block and then use Power Shell.
Power Shell costs 3 FP, by the way. To do an action command, hold the
control stick back like you do in a hammer attack. You get twelve Star
Points for winning. Now that they’re gone, let’s kick butt with our
newest member.
+-------------------------+
| Items with Kooper |
+-------------------------+
Two new items are now accessible to us that previously were not in
Pleasant Path and Koopa Village. Go left of the Fuzzy fight screen and
jump to the second stump here. Use Kooper’s Shell Toss to reach the
badge across the gap. It’s HP Plus, and it raises your maximum HP by
five. I highly recommend using it if you have three BP to spare. Now
go left to continue back to Koopa Village. Fortunately, the Fuzzy
infestation is over. Go down from Kooper’s house and push the block
right twice and down twice to a marked panel. Jump and hit the Brick
Block to knock down a Star Piece.
Now, go right and up to the last house in the village. Inside is Koopa
Koot, the mayor of the fair town. Do him a favor – specifically, he
wants the book “Koopa Legends,” and he wants you to borrow it from
Kolorado. A note about Kolorado. His father dies in Paper Mario: The
Thousand-Year Door, in Hooktail’s Castle. It might be annoying that I
keep referencing the sequel, but it was just such a good game.
Anyways, exit and go left a screen. By the Save Block you’ll see Chuck
Quizmo, a bug wearing a silk hat who has his own game show. Talk to
him to play (you might want to save first). He will quiz you, and you
get a Star Piece if you answer his questions correctly. Try it and
he’ll ask a question. This time, it’s “What is the name of Goombario’s
younger sister?” The answer is Goombaria. There’s another Star Piece
in the bag. And now Chuck takes off. Now, go right a screen and enter
the first house. Talk to the Koopa here, who is Kolorado’s wife. She
gives you the book Koopa Koot requested. With it in hand, go back to
Koopa Koot and deliver the goods. “Great galloping Goombas!” is right.
He gives you a coin for helping him. He has many other favors.
Lately, he’s been having bad sleep. Give him a Sleepy Sheep and he’ll
give you a coin. He also gives you a Silver Credit. It will let you
into the Playroom in Toad Town. At the moment, he needs no other
favors. So, exit his house and go left twice.
Go left up the path here and go left again. Here, go down and, at the
end of the ledges, go down (toward the screen). Follow the path here
to see a gap with a Star Piece on the other side. Use Kooper’s Shell
Toss to reach the Star Piece and retrieve it. Now go right a screen.
This time, go right a screen over the bridge. Use Kooper to retrieve
the coins here (otherwise a Koopa Troopa will assault you). Now go
straight forward to a ledge. Use Kooper here to hit the Brick Block
and then fall down to retrieve the Thunder Bolt. It strikes one enemy
and deals five damage. Go further right past the Spiked Goomba to see
a gap. Use Kooper to hit the blue switch across it and make a bridge
form.
+-------------------------------+
| To Koopa Bros. Fortress |
+-------------------------------+
Cross the bridge and you’ll see a Koopa Paratroopa. Tattle on it with
Goombario (switch them out either in battle or before it) to learn that
they have 4 HP, one attack, and one defense. Like Paragoombas, jump on
them and they become normal Koopas. They should be easy for you. When
you’ve won, go right. Face the Paratroopa here if you’d like and go
right again. Keep going to find a Heart Block. Use it and go right.
+----------------------------+
| Koopa Bros. Fortress |
+----------------------------+
Go to the door and Black comes out. Black retreats to tell his leader
that Mario’s already here. Save at the Save Block and enter the
fortress. Go down and around the path here to a Koopa Troopa.
Accompanying it is a Bob-omb, a new enemy. The black kind are evil,
the pink ones are good. They have 3 HP, 1 attack, and no defense to
their name. Attack them and they become angry. Attack again and boom!
They blow up in your face, which is not good for your health. Beating
the Koopa Troopa makes it drop a Fortress Key. In large buildings like
this one, keys can be used to unlock locked doors. They come in many
varieties. Use it to unlock the door to the right.
In this room, go right past two Bob-ombs and go through the door.
Green has hidden a key behind the bars here. Green hightails it out of
their and leaves you to fight his underling. Bring it on! Defeat the
enemy here and go right past two cells. A Koopa Troopa slips through
an opening to attack you. Beat it or skip it and go through the tiny
crack between the wall and the cell to reach the Power Bounce Badge.
Finally, being papery pays off! This badge lets you jump on enemies
continually until you miss an action command. It costs 2 BP, but it is
one of the better badges for many bosses.
Now exit the cell and go right. Ugh, how tantalizing! Another cell
with a fortress key in it. Go right a room to a staircase room.
Defeat the Koopa Troopa here and a blue switch falls. Hit it and the
stairs lower to lead down. Take it down and go left. In here, you
must defeat two Paratroopas and a Koopa Troopa. Get out Goombario for
this fight. When you’ve won, go left a room. In here, you’ll see two
flame chains made up of Podoboo links. In Mario games, Podoboos are
living flames. Jump to avoid the flames (should you be hit, you lose
one HP) and go left all the way to get a Fortress Key.
Now return to the stairs room. Take the stairs up and unlock the door
to the right at the top. Now go through the door. Yellow is there
nailing something to the ground… He’s going to skedaddle when you
arrive, though. Take the upper path up to the ? Block Yellow stood by
and jump to hit it. This triggers a trapdoor, causing you fall into
the prison cell of the fortress… As always, Mario’s reputation
precedes him.
There are five Bob-ombs in total in this jail cell, four not including
the pink one, who is a Bob-omb Buddy. Her name is Bombette, and she
tells a tragic tale… The Bob-ombs were being enslaved and worked into
the ground, and the Koopa Bros. imprisoned them because they might
revolt. Promise to spring her from this joint and she’ll join your
group! Ha, two partners in one chapter.
Press the down C Button to throw Bombette, who will explode. She
recovers afterward, but now you can dent cracked walls and blow up
obstacles. In battle, attack with Body Slam or Bomb. Bombette wants
to demonstrate her abilities by destroying the cracked wall to the
left. An escape route! Of course, they were small enough to fit
through the bars… Exit the cell and walk around. A Koopa Troopa and
two Bob-ombs have come to spoil the fun. Start off by jumping the
Koopa and having Bombette body slam that sucker. To do her action
command, hold A until the gauge is full. Now, defend against the Bob-
omb attacks and hammer/body slam the Koopa to beat him. Defend again
and the rest should be cake.
When you’ve won, exit this room through the door. Take the stairs up
and go through the door to the left. See the crack in the cell wall?
Have Bombette explode by it. Now go through the opening for another
Fortress Key. Now go right two rooms. Take the lower path here around
past double doors to reach a crack. Blow it up with your newest
partner and go outside. Note that if you want to save, there’s a Save
Block just outside those two doors before the crack in the wall.
Go right and open the chest for the Refund Badge. Wear it and you get
coins back for using items in battle. It only costs 1 BP. Now go back
inside. Head up the walkway you used to fall down the pit and go left
through the door. In here, walk around. Note the presence of a
Paratroopa. On the other side of the room is a locked door. How
convenient! Go through it with your key and pull out Kooper. Use him
in here to hit the switch across the gap. Now cross the stone
platforms until you reach the wall. Hit the stone while on the stone
wall platform to lower the wall. Go left and repeat the process to
reach a set of stairs. Take them up to a door (go through it).
On the other side, go around toward the screen and hit the switch with
your mallet. Beat the Koopa Troopa if you desire and take the lowered
stairs down to a concrete slab. Have Bombette blow up the wall and go
through the crack to a Fortress Key. Go left a room and take the
stairs back up to a locked door, which you will now unlock. This leads
to a switch. Hit it and stairs appear in the watery pool in the first
room. Fight the Koopa Troopas there if you want and then take the
stairs up. Follow the path all the way up, not stopping at the door,
and you’ll reach a Bob-omb and a badge. Touch it to get it – the Smash
Charge Badge. Wear it to increase Mario’s hammer’s power by two when
you charge it at the price of 1 BP. If you can spare the BP, it’s not
a bad badge. Make note that it costs 1 FP to use, but can be effective
in boss battles.
Go back down with your new badge and open the door. We’re outside! Go
forward and you’ll see the Koopa Bros. come out. Red explains that
they simply hadn’t had time to prepare for him, or else he’d be kissing
daisies (he’d be dead). In the meantime, the Koopa Bros. set up
cannons. Get out Goombario, ‘cause it is tattling time. Just to let
you know, there’s a Maple Syrup (restores 10 FP) behind a stone you can
blow up with Bombette down the first alley you reach. Dodge in the
alcoves to avoid them.
If you do face them, know that they are kamikaze fighters; don’t beat
him quick and they suicide attack you. They’re old Mario characters.
Each has 2 HP, 2 attack, and no defense. POW Blocks and Fire Flowers
are effective here. By the way, notice the music. It’s the Super
Mario Bros. 3 ship music. Jump over Bullet Bills to avoid fighting
them. At the last alcove, you’ll find a Heart and Save Block. Heal
up, save, and then close to the cannons. Wait for them to fire and
jump! These enemies, Bill Blasters, are not hard. However, they’re
probably the toughest things you’ve ever faced so far. Each have 4 HP,
no attack, and one defense. No attack? That’s right. They do not
attack you directly, but instead they fire continuous Bullet Bills to
sacrifice themselves for the cause.
So, how do you beat them? First, Goombario is useless. Kooper and
Bombette are better for this battle. Use Mario’s hammer (you might
want to use Smash Charge) and get action command. If you still have
that Thunder Bolt we got on Pleasant Path, use it against one of them
now. If you equipped your newest badges, it’s most effective to charge
twice and then beat them all in a single shot (assuming you got the
action command). Of course, they’re not hard, and they yield many Star
Points.
After beating them, save at the block and heal at the Heart Block. Now
enter the fortress through these doors. It’s Black! And Red! And
they’re getting into formation. They sure are cool. Now let’s fight!
+-------------------+
| Koopa Bros. |
+-------------------+
Ah! It’s Bowser! This enemy, called Bowser???, has 10 HP, 1 attack,
and one defense. He’s really quite easy. Get out Kooper, or Bombette
if you prefer, and do two damage each attack with action command.
Don’t jump, as it will be useless. Unless you’re saving your FP, it is
worth it to charge your hammer. When you win, the costume crumbles. A
fake? Afterward, the Koopa Bros. come out. They’re so cool… Stacked
on top of each other, they get ready to show you no mercy.
Their special spinning attack is pretty effective. It does four
damage. Attack them twice and they fall to the ground. Each Koopa has
five HP, with one attack individually, but with defense one. After
knocking them down, attack each relentlessly. Eventually, you’ll have
one beat. They reform their special formation and do one less damage.
Continue the process to beat them. Spend each turn that you have when
multiple ones are alive jumping on them (Goombario is useful for this
battle). They are quite useful if you use this strategy.
You get thirty-two Star Points for winning, and the Koopa Bros. fall
down to their own prison cell! Hilarious! The wreckage of Bowser???
blocks the escape route, too. After winning, a mysterious card
appears. Touch it and you’ll free Eldstar, the first Star Spirit. And
then they play the Super Mario Bros. 3 level-clear music. If I may
copy what the game has…
“And so Mario and friends beat the Koopa Bros. at their fortress and
rescued the first Star Spirit. Still, six Star Spirits remain
imprisoned, and they must save them as quickly as they can. The future
of the Mushroom Kingdom, Star Haven, and, of course, Princess Peach
lies in the hands of Mario… and his new friends. Their adventure has
just begun.”
+-----------------------+
| Enter the Peach |
+-----------------------+
Twink stops in to speak with Peach. Peach is depressed, as she needs
to find a way out of her room. She remembers hearing about a secret
passage from the Minister. Of course, the secret lies in the
fireplace. Now you can control Peach! Finally, err, aw man! Check
the picture by it (right) and you’ll find a switch. Flip the switch
and the fireplace simmers down to a hallway. Enter and go left to
another switch. Press it to flip the wall and get into a new room. To
the left is a diary... of Bowser.
Keep reading (it’s irresistible) to learn that Bowser loves Peach!
Whoa, that’s crazy. In this entry, Bowser records how the Koopa Bros.
got owned by Mario. It also writes that the next Star Spirit is being
held in Dry Dry Ruins. Twink is going to go off to tell Mario where it
is being held. As they read, Bowser enters the room. Koopatrols enter
to take away the princess. And the guards get pay cuts, I’m sure.
+----------------------------+
| Eldstar’s Star Power |
+----------------------------+
Eldstar believes that you will save them all. He will now recover his
power slowly. To aid you in your quest, he gives you a new attack.
Actually, it’s more of a move. You got Star Power and Star Energy!
Listen up, folks. Under your HP is your Star Energy gauge. Each star
on it marks one unit of Star Energy. For every Star Spirit at your
command, you have one more unit. Eldstar will give you two abilities,
the first being Refresh. It lets you restore five points of HP and FP
at once. It also cures poisoning and shrink, making it even better at
times. It costs 1 unit to use, which means you’re empty for the time
being.
Every turn, you regain a bit of lost Star Energy. The other Star Power
Eldstar teaches you requires no Star Energy. It is called Focus. It
lets you regain more Star Energy than normal during a turn. It fills
almost an entire unit. You also replenish Star Energy by napping at
Toad Houses. And then, Eldstar reveals their plan against Bowser.
When all seven Star Spirits are gathered, they can bestow upon you the
ultimate ability – Star Beam. It is the sole attack that can
counteract the Star Rod. If Bowser was smart, he’d go to Star Haven
and kidnap Eldstar again, but he does not. The chapter continues until
we reach the next new area.
+-----------------------------+
| Revenge of Jr. Troopa |
+-----------------------------+
Go left of Koopa Bros. Fortress and heal if you somehow managed to get
hurt. Notice, when you first come out and go left, that there’s a wall
here you can blow up with Bombette. You’ll see it as you make the
curve. Blow it up and enter the warp pipe here. Go right to a chest.
It contains the FP Plus Badge. Costing 3 BP, it increases your max FP
by five. Now go left and fall down the front wall to be back at the
Heart Block. Continue left until you reach the Koopa Troopa. By it is
a tree. Hammer it for a Star Piece. Continue down this path as if
headed for Toad Town. Near the entrance, Jr. Troopa jumps out of the
bushes to ambush (pun) you!
As he runs at you, he falls in the water, but that won’t stop him.
He’s right, though, he’s much stronger than before. Jr. Troopa can now
use his egg to hide in and raise his defense. He has 15 HP, 2 attack,
and one defense. Power Jumps or Smash Charges are good to use here.
He attacks by jumping, making him pretty easy to defend against.
Combined with your partner, who should not be Goombario, you can easily
beat this runt in eight turns at most. Beat him for twenty Star
Points. Afterward, you can hammer his body. Jump on it, too, or use
partners to explode in his face. Now return to Toad Town.
+-------------------------+
| Toad Town Changes |
+-------------------------+
As soon as you enter, Twink stops by to tell you to look for the next
Star Spirit somewhere in Dry Dry Desert. Save, rest in the Toad House,
and get ready to experience a whole new side of Toad Town, literally.
First, Rowf has set up the badge shop. Currently, he’s selling Speedy
Spin, a badge that increases the distance Mario can spin dash (Z), for
50 coins, Multibounce, which lets Mario jump on all enemies in a row if
action command is right, for 75 coins, and 100 coins for First Attack,
which lets Mario beat weaker enemies with a First Strike alone.
Personally, First Attack is a rip-off if you buy it now.
If you have the coins, then buy all three. But, if you have 150, I’d
buy Multibounce and Speedy Spin. Right now, you’re so weak that hardly
any enemies are considered weak enough to be defeated by First Attack.
Note that each badge requires just 1 BP. If I were you, I’d equip
Speedy Spin right now. It is the most useful way of getting from point
A to point B. You have a new letter, from Kolorado’s Wife, at the post
office. It’s for Kooper. If you go to Luigi’s, you can use Bombette
to blow up the rock he’s sitting on.
Also, the Dojo is now open. You can now fight Chan. When you fight
him, note that he has 15 HP, 2 attack, and two defense. He is easily
beaten, though. Use Goombario to jump on him, flipping him, and then
attack his underside with Mario. You get no Star Points for winning,
but you do get the First-Degree Card. Beat Chan and you can then fight
Lee. Like Doopliss, just about the coolest character ever (Paper
Mario: The Thousand-Year Door), Lee can transform into you or your
partner. Lee has 20 HP and, depending on who he takes the form of, the
attack and defense of your partners. It’s kind of funny if disguised
Goombario tattles on Mario, though. Definitely hope he becomes
Goombario. He’s easiest to counter with action command, and tattle is
useless against you. But, normally, Lee is extremely strong. In his
regular state, he has 5 attack and no defense. You want him to
transform, and it’s lucky for us he does it every other turn. You get
no Star Points, but you do get the Second-Degree Card.
Then you can face The Master. He’s incredibly tough – he has 50 HP, 6
attack, and no defense (thankfully). If you want to beat him, then
come with many Mushrooms and the like. However, he’s out of your
league for now. Best leave him for later (of course, you might stand a
chance if you buy ten Thunder Bolts, but you’ll die before you can use
them). Now, leave the dojo.
Go right a screen (to the one before Peach’s castle) and then go south.
Previously, the earthquake had knocked down some crates and beams
stacked here, blocking the path south. From here, you can do many
things. First, go south to the exit, but do not leave the screen. To
the right is Bub-ulb, a flower creature. Talk to it to get the Magical
Seed. Now go north. To the left, south of the post office, is Minh
T., a Toad with planting abilities. Talk to her and give her the
Magical Seed. This is for something much later on in the game. Go
back south. To the left is Tayce T.’s house. Remember her? You saw
her in Peach’s castle before Bowser took over. Like Zess T. in Paper
Mario: The Thousand-Year Door, she cooks if you give her ingredients.
See the section entitled “Recipes” to learn how to cook.
There’s also a pipe here, but we’ll explore it in a future chapter. To
the east of this fair town screen is Forever Forest. We cannot
penetrate it yet, so we’ll leave that for later. Go west. See that
strange duck-billed thing there? That’s Chet Rippo (he looks much
different in the sequel). Do NOT pay him. He will upgrade one of your
stats for coins, but he downgrades another one to do it. There’s also
a nice item shop here with several new items (it’s called Harry’s
Shop). Super Shrooms, priced at 20 coins, restore 10 HP. Tasty Tonics
cure poisoning and shrinking. Thunder Rage, a very good item, deals
five damage to all enemies on the screen (it costs 20 coins). Stone
Cap, at 30 coins, turns Mario to stone, defending him, but making him
immobile for a while.
There’s a port west of there, but it is of no use to use now. Go right
and then south to the Train Station. First things first. Go left and
hit the tree with your hammer to make a pipe appear. This is the
Playplace, the one you have a Silver Credit for (from Koopa Koot).
Gamble there if you’d like. Otherwise, go right to a big pig-looking
think. A Toad runs up to explain Li’l Oinks. Li’l Oinks are
mysterious creatures that hatch in eggs. If you hit the bar overhead,
an egg comes out. Hit it with your hammer and it hatches. They are
more of a novelty than anything else, but they can be addictive.
Anyways, this happens to be the Train Station to Dry Dry Desert that
everyone has been talking about. However, the train can’t leave due to
a rock blocking the path. Get out Bombette and fix the problem. Now
go catch the train (talk to the conductor Toad). It’s bound for Mt.
Rugged, overlooking the vast desert. Take it and so begins Chapter 2.
=======================================================================
==============================Chapter 2*===============================
=======================================================================
“The Mystery of Dry Dry Ruins”
+--------------------------------+
| Mt. Rugged and Parakarry |
+--------------------------------+
Conditions are harsh here on the mountain. Shake the bushes in the
area for an Egg (it restores 5 HP). Now go left and up through the
opening. Follow the path to a Heart Block. Really, it’s quite
straight forward with no forks at all. Notice the metal box. Our
current hammer can’t bust it. We’ll have to get either a new hammer or
a new partner… Heal at the block and go right. A Paratroopa flies
from nowhere and hits you! Wait, it’s Parakarry, the mailman. He’s
lost a letter and he can’t find it. If you find it, let him know.
For now, though, go right a screen. See that slope? According to two
Toads in Toad Town, it’s what Mt. Rugged is famous for. Climb the
stairs and you’ll see a wooden beam. Check it and you’ll slide down,
collecting the coins on it. Now climb the stairs again and head right.
As you go, a new enemy pops out of the ground. It’s a Monty Mole.
These Mario old timers have 3 HP, 2 attack, and no defense. They’re
not exactly a big deal.
As you go right, you’ll reach a fork in the road. Go down. Head right
to find a Monty Mole and a ? Block. Hit both and you’ll end up with
Star Points and a Sleepy Sheep. Go left to a yellow block. Hit it and
go left. See this mole? His name is Whacka, and you can hit it with
your Hammer for an item called Whacka’s Bump, which restores 25 HP. Do
not do it. There’s a limit to how many times you can, and it is needed
for some recipes. Instead, go right, up the steps, and then right a
screen.
Save at the Save Block and head right. Head right up the steps until
you see a letter on the ledge. Go right a bit more to a step and then
head left to the edge of that step. Use Kooper to retrieve the Letter.
Apparently, it’s for Merlon. Now return to Parakarry. Make sure to
heal while you’re there. He reveals that he’s actually looking for two
other letters.
Return to where you found the last letter and go right one screen. See
that rock? Of course you do! It is one of the worst additions to the
Mario world… ever. It is called a Cleft, and it’s the first of many
types to “grace” the Mario world. They have 2 everything – HP, attack,
and defense. This makes them almost unbeatable. For now, it would be
foolish to attack. Unless you want to charge them (assuming you have
the badge Smash Charge equipped), I’d run. You’ll lose a few coins,
sure, but it’s safe. Head up the steps to the right and follow this
slope upward. Head left here, avoiding the Cleft.
See the two arches in the rocks? Fall from the left one to get a Star
Piece. Fall down from here and get back to where you were before the
fall. Head left one screen. There’s a slide here, which you should
take. Take the slide across the gap and then go left one screen.
Here, beware of Clefts. Take the steps to the left down and hit the ?
Block for a Mushroom. Take the steps to the left up and note the
presence of Monty Moles. Bounce on the spring to be highly elevated on
a cliff.
To the left is a ? Block. Hit it for a coin. Go right (Spin Dash past
the Cleft with Z) to find Maple Syrup. Now go back left and take the
slide here down. When you land, go right all the way to find a Letter
for Kolorado. Now fall off the edge and go right. Slide here and go
back to Parakarry. Heal and hand him the Letter. Now, return to where
we got the first Letter and go right one screen. Continue right and
head up the slope. This time, go right. Go right one screen and
you’ll see a gap. The bridge is out… Jump down the hole, avoid the
Cleft, and grab the Letter.
This one’s for Goompapa, Goombario’s dad, in Goomba Village. Use the
spring to the left to bounce back up and then return to Parakarry.
Heal while you’re there. Now give him the final letter (finally).
But, Parakarry admits something. He hasn’t just lost letters here.
He’s lost them all over Mushroom Kingdom. Accept his proposal to help
him and Parakarry joins your party! Press C (down) to let him carry
you across gaps as he flies. When battling, he can use Sky Dive or
Shell Shot. His Action Command is like Goombario’s or Mario’s jump.
Now, let’s get off this mountain.
+--------------+
| Buzzar |
+--------------+
Return to where you found the second letter. Do not go to that point,
but instead the slide that led to the letter (the slide you slid before
reaching the letter). Drop down to the spring that you got to the
slide from and use Parakarry to fly over the gap to the left for
several coins and Star Pieces. Now take the slide and use it to return
right a screen. Go to where you got the first letter. From it, fly to
the left twice using Parakarry. This earns you the Quake Hammer Badge.
With it, you can attack all enemies on the ground or ceiling. It costs
1 BP and 2 FP to use. Now go to where we got the third letter.
Do not fall down the pit this time, though. Instead, use Parakarry to
hover over where the bridge it out. Now get out Goombario. Head
across the bridge very quietly. Don’t wake the bird in the background.
It doesn’t matter in the end, though, as it flies over no matter what.
It wants to claim you for a reward (you’re on Bowser’s most wanted
list). Now it asks you your name. You can give an honest Mario, a
fake Luigi, or a fake Princess Peach. I think you can pass as Peach.
Say Luigi and it will let you pass. Say Peach or Mario and you’re in
for a fight.
This bird, named Buzzar, is very tough. He has 40 HP, 3 attack, and no
defense. You’re limited to jump attacks since it’s in mid-air. Buzzar
has two notable attacks. If it flaps its wings, press A as fast as you
can to reduce the damage you and your partner take. Remember that,
when damaged, partners can’t move for the number of turns that they
received damage. Buzzar may also lift you in the air by its talons.
Press A as fast as you can to fill the gauge. If the spinner lands on
a filled part, nothing happens. Otherwise, you receive four damage.
Note that Buzzar also has weak attacks. He may launch feathers at you
(two damage). Assuming your partner’s Goombario and able-bodied
throughout the battle, it’ll take ten turns to be him at least. You
can shorten it with moves that require FP (Parakarry is better in that
respect). If you want to beat him down with Shell Shot, hold the
Control Stick left until the cursor is over your target. It can do
five damage in one shot. That can speed things up dramatically.
When you do win, you’ll get plenty of Star Points. Buzzar retreats
over the side of the cliff. Now follow the path down (don’t worry,
there are no enemies) to a Heart Block and Save Block. Use them before
going right a screen.
+----------------------+
| Dry Dry Desert |
+----------------------+
Unbeknownst to Mario, Dry Dry Desert is rich in Texas tea. That is,
there is a ton of oil under it, and Mario has a chance to share in the
profit when an enterprising Ratooey named Lumpy goes to this very
desert in search of crude oil (in Paper Mario: The Thousand-Year Door).
Now, it’s true what they say. It is dangerous to wander off path.
Keep Goombario out for tattling. If you don’t follow the path, you’ll
be really lost. Go straight forward to see some archaeologist Koopa
Troopas. The mustachioed Koopa is Kooper’s idol, Professor Kolorado.
Currently, he’s searching for the elusive Dry Dry Ruins. When you’re
done conversing, head right. Immediately, a new enemy assaults you.
It’s a sleek relative of the Shy Guy, a Bandit.
They’re quick and mildly strong, and they can steal up to ten coins.
Each has five HP, 2 attack, and no defense to speak of. Once they’ve
stolen something, they’ll try to run away on the next turn. Simply
damage them once they’ve stolen your money to retrieve it. They come
in large numbers, and you’re better off running. Keep following the
path. To the right one screen you’ll meet ancient Mario enemies,
Pokeys. These walking cacti have 4 HP, 2 attack, and no defense. They
can call in reinforcements, and they cannot be jumped on. They are
quite damaging, and you’ll want to use Kooper or Bombette against them.
Sometimes, you get Dried Fruit from beating Pokeys. It restores 15 HP.
Persevere and head right again. Here, you’ll see a stone Pokey.
However, there is also another old Mario enemy, a Tweester. You can’t
fight it, though. Instead, walk into it and you’ll be transported to a
random spot in the desert. Avoid these and head right again. In this
screen, a mouse is resting against the tree. Head right twice more to
reach Dry Dry Outpost.
+-----------------------+
| Dry Dry Outpost |
+-----------------------+
The people here are descendants of the ancient race that built the
ruins. Keep in mind that Moustafa is the leader of the town. Go right
and a mouse exits an item shop and runs off. The first house you see
has a helpful man in it. Remember: go three south and two west of the
stone cactus to find something special. Also, south of where you exit
town is an oasis. This man knows tons. In the desert, there are three
trees in the shape of a triangle. Jump in the center of them and
something good happens. Right now, the item shop is closed. A
composer lives in the next house over. Go right a screen.
Look! It’s our good pal Chuck Quizmo. Talk to him to take his quiz.
The answer to “What is the color of the block you can break with the
first Hammer you got?” is yellow. That’s another Star Piece in the
bag. Here you’ll find two interesting characters. The first is a
Koopa assistant of Kolorado. The other is the mouse who says that long
ago there was a kingdom called Dry Dry Kingdom where King Mousta lived.
His subjects rose against him, and the kingdom lies in ruins. Mousta
vowed vengeance as he escaped. With those loyal to him, he crushed the
traitors. King Mousta’s followers were the thieves who built this
town. You’ll find a Toad House in the area.
In the alley by it is a crate. Jump over it to find another
fortuneteller, Merlee. Pay her coins and she enchants you. In some
battles for a limited time, you may get more coins. Other
unpredictable effects may incur as well. Go right again and you’ll see
a desert mouse, the other mouse that ran away earlier runs back into
the item shop. Follow it in.
These are good prices. Thunder Bolt for five coins, and everything
else is rather bad. Yep, it’s Little Mouser’s Shop of Dry Dry Outpost.
Dusty Hammer is a lousy item that you can throw at enemies for two
coins. Honey Syrup costs five coins here. Dried Shrooms restore 1 HP
and cost 2 coins (might as well splurge on a Mushroom). Dried Pasta
costs three coins. It restores 3 HP and 2 FP. You can also buy
Mushrooms here for 5 HP. Buy what you want and return to the desert
mouse that was by the jittery mouse.
Talk to him and he’ll ask for stuff. Give him something – Honey Syrup
or an item like that – and he’ll ask for another thing. Give it to him
and then give him yet another item. Three items do the trick. He
reveals that he is Sheek, and information trader. You can inquire
about three things – either Dry Dry Desert, how to reach the ruins, and
his favorite food. Choose the second. He says that you must see Mr.
Moustafa to reach them. He could tell you who it is, but only the
nicest of the nice guys can learn. Give him more items to learn
something else. By the way, his favorite food is a lemon. If you
bring him that fruit, he might be persuaded to reveal who Mr. Moustafa
is. To the oasis!
+-----------------+
| The Oasis |
+-----------------+
After emptying our pockets, we’ve learned the secret. Exit town and go
south two screens. This is the oasis. Toward the south in it is
something called a Super Block. Hit it and you can upgrade any of your
partners, like Mario gaining a level. Hit it and you can upgrade one.
I recommend you upgrade Kooper. Right now, he’s your best partner. If
you choose Kooper, he’ll learn Dizzy Shell, letting him paralyze
enemies. Now, while you’re here, pound the trees for a Lemon and a
Lime. Lemons restore 1 HP and 2 FP. Limes restores 3 FP. For now,
store the Lime in shops. You’ll make use of it in cooking in the
future.
Now that you have it, return two spaces north. Before reentering Dry
Dry Outpost, pound the rightmost tree with your Hammer. Out comes a
Letter, for Mort T. in Koopa Village. Now head back to Sheek. By
giving him the Lemon, you will prove you’re a last-place-finishing nice
guy. But, we do get a new subject added to his inquiry list. Select
“How to see Moustafa.” Go to the shop in town and buy a Dried Shroom.
Then buy a Dusty Hammer. Buy in that order to see the master of the
town.
+--------------------+
| Mr. Moustafa |
+--------------------+
Go to the item shop in town and buy a Dried Shroom and then a Dusty
Hammer for a total cost of four coins. Mouser here reveals that to
find Moustafa, go to the highest point in Dry Dry Outpost. Return to
Sheek. He’s left his post and the door he guarded is open. Enter and
go right to some crates. Hop up them the rooftops. You’ll find a
letter for Nomadimouse, the mouse we met on the road outside the
outpost, up here. Continue going, using Parakarry to cross the gap to
a door.
Enter this place and speak with Moustafa. He is not really Sheek, but
Moustafa! Moustafa entrusts you with the secret to finding the ruins,
the Pulse Stone. The closer you are, the faster it flashes. The Pulse
Stone will also act as the key to open the ruins to you. Good luck,
chosen one, err, nice guy.
+---------------------------------+
| Side Quests in the Desert |
+---------------------------------+
Before we stop at the ruins, save in the outpost, rest at the Toad
House, and leave. We have two letters to deliver to desert dwellers,
and we’ll do that plus a few other things while we’re here. First,
head west two screens upon exiting the outpost. This is where you’ll
find Nomadimouse. Have Parakarry out and talk to him to deliver the
letter. It is from Moustafa. As thanks, he gives you a Star Piece.
Go north to find a group of trees in the shape of a triangle. Stand in
their center and jump to earn the Runaway Pay Badge. With it, you get
Star Points even if you run from battles. It cost 2 BP.
Now go south and west once more and avoid the Tweester as you do. If
you do get sucked into the Tweester, go south and then west to return
to that screen. Here is the stone cactus, the first secret of the
desert. As we learned in the outpost, go three south and two west of
that cactus. Avoid the actual cacti. When you reach this screen, it’s
a rock in the middle of the desert. Stand on it and jump to hit a
Badge Block. It’s the Attack FX C Badge. It changes Mario’s attack
sounds to a light “ugh” sound. It costs 0 BP.
From here, go north three times and west once. This is Kolorado’s
tent. Go west again to reach the Save Block and Heart Block of Mt.
Rugged. Anyways, at the tent, give Kolorado his letter. Like the
others, he gives you a Star Piece. Although he doesn’t say, I’m sure
the letter was from his wife. Now go west five times. Go south once.
See the watch to the left? Stand on the block near it and use Kooper
to break the block. This is a Stopwatch, temporarily paralyzing
enemies for a short time when used in battle.
Now, see the other thing here? We cannot get it directly; let’s cheat.
Go south and then west once. This is the only place in the desert with
blue cacti. Hop in the Tweester to be sent right next to the badge,
which is the Spin Attack Badge. At the cost of 3 BP, you can defeat
weaker enemies with the spinning move (Z). Now we have everything in
the desert but the ruins.
Now that you have thoroughly explored the desert, allow me to more
thoroughly search it by making a map below with a key. I warn you
ahead of time, though, that I’m not great at making these new-fangled
computer arts or whatever you youngsters call them (*cough, hack*).
Therefore, many thanks to Rory O’Kane for sending this in! Thanks to
Rory, you can scroll down with the assurance you won’t turn to stone.
| C1 | C2 | C3 | C4 | C5 | C6 | C7 |
+------+------+------+------+------+------+------+----
| 2Pky | | | | | | 1Bdt |
| 2Con | 2Pky | DDRn | 4Pky | 2Pky | 10Pk | 7Con | RA
| ** | | | | | | ** |
+------+------+------+------+------+------+------+----
| | 1Bdt | | 1Bdt | Twst | | |
| Nthg | 1Pky | 3Pky | 2Pky | 10Cn | 2Pky | Nthg | RB
| | | | | ** | | |
+------+------+------+------+------+------+------+----
| 2Bdt | | 1Bdt | | | 2Bdt | 1Bdt |
| 1Con | Nthg | 1Pky | Twst | RaPB | 7Con | 1Pky | RC
| ** | |*5Con*| | ** | ** | |
+------+------+------+------+------+------+------+----
| Klrd | | 1Bdt | Twst | | | Letr |
| MtRg | 1Bdt | 2Pky | StCs | Nmdm | 1Bdt | DDOE | RD
| ==== | ==== | ==== | ==== | ==== | ==== | =**= |
+------+------+------+------+------+------+------+----
| 2Bdt | | | | 1Bdt | 2Con | 3Pky |
| 4Con | Nthg | 2Bdt | 1Con | 2Pky | Swch | 1Con | RE
| ** | | | ** | | ** | ** |
+------+------+------+------+------+------+------+----
| | 1Bdt | | | Twst | 2Pky | Osis |
| Nthg | 1Pky | 4Con | 3Pky | 2BCt | 1Con | HtBl | RF
| | | ** | | | ** |*SrBl*|
+------+------+------+------+------+------+------+----
| | | | | | | |
| 1Pky | AFXC | 3Pky | 2Pky | 2Pky | 1Con | 6Con | RG
| | ** | | | | ** | ** |
+------+------+------+------+------+------+------+----
+----------------------------------------------------+
| KEY |
+----------------------------------------------------+
| ====: Path from Mount Rugged to DDO |
| **: A place with collectible items |
| (not from enemies or characters) |
| AFXC: Attack FX C Badge |
| Bdt: Bandit |
| Con/Cn: Coin |
| DDOE: Dry Dry Outpost entrance |
| DDRn: Dry Dry Ruins |
| HtBl: Heart Block |
| Klrd: Kolorado |
| Letr: Letter |
| MtRg: Mount Rugged |
| Nmdm: Nomadimouse |
| Nthg: Nothing |
| Osis: Oasis |
| Pky/Pk: Pokey |
| RaPB: Runaway Pay Badge |
| SrBl: Super Block |
| StCs: Stone Cactus |
| Swch: Stopwatch |
| Twst: Tweester |
+----------------------------------------------------+
Pretty good in the updated, although it was once a monster. As you can
see, most of the desert is pointless tracts of land put there for coins
and enemy ambushes (particularly C6, RA). Get everything in it to
assure that you never have to return. Read this section to discover
the secrets.
+------------------------+
| To Dry Dry Ruins |
+------------------------+
Go to Dry Dry Outpost to rest and save. You may also want to buy items
(like the ultra-cheap Thunder Bolts which will come in handy for the
boss battle). Now enter the desert. You can either use the Pulse
Stone, or the map. The Dry Dry Ruins are hidden in C3, RA. From the
outpost, the safest path is rather obvious. It’s filled with
Tweesters, but I’m sure you don’t mind. Go straight forward to the
stone cactus. Go north twice, west once, and north once. Here, what
appears to be little more than nothing is actually a huge secret. When
you arrive, you’ll see a stone. Place the Pulse Stone in it and the
boulder fades. In an awesome cinema, the sky dark as night, the ruins
rise from their ancient slumber. Kolorado is shaking, the residents
confused, and Moustafa quietly aware. There is a Heart Block outside
the ruins, which are maintained quite nicely. Enter if you dare…
+---------------------+
| Dry Dry Ruins |
+---------------------+
As you enter, the scary Tutankoopa calls out to you. He is the
remorseless king of the desert. The letters in his text shake when he
talks. Look at me, I’m Tutankoopa! Bleoorgh! Anyhow, there’s a Save
Block in this first room. Use it and move on. Here, a Pokey Mummy
comes out. They are the green type of Pokey that appeared in Super
Mario Bros. 3, the second level. They have dried out, you see. Each
has 4 HP, 2 attack, and no defense, just like their brethren. The
difference is that they are poisonous. Of course, beat them as quickly
as possible and use action command to defend against their poisons.
When poisoned, you lose HP every turn. Now, the next Pokey Mummy is
the guardian of a great treasure – the Spike Shield Badge.
Wear it and you can jump on spiked enemies without taking damage.
Equip it. It’s very useful not only now but in the future, especially
against otherwise difficult Clefts (flip them over like Koopa Troopas).
This place is crawling with spiky enemies. It is 2 BP you can afford
to spend. If I were you, I’d just run away. Take the steps down and
go through the door. Look, a key, and sand is leaking in from the
roof. Well, I don’t care why, I’m taking it. This room might be
upside-down. Go back a room and use the Ruins Key on the door. In
here, press a button and sand drains from this room to the one below
that we couldn’t reach the door in. Go down there and go through the
door, of course. What else is there to do at this point? Note, that
at any point your HP is low, leave the ruins and heal at the Heart
Block outside. This will help you a lot.
It’s Tutankoopa again. He just warns you about turning back. There’s
a new enemy here you’ll want to use Goombario against. It’s on the
stairs. If you fought at the Dojo in Toad Town, Lee was one of these
creatures. They are called Buzzy Beetles, old Mario foes. Each has 3
HP, 2 attack, and two defense. To penetrate their defense, jump on
them. Beat them with jump home attacks. At the top of the stairs, get
out Parakarry to fly across the gap to the right. Now use Bombette to
blow this wall. Stand on the switch to drain the sand into the room
below. Also, get the Star Piece that was in the sand before leaving
this room. Exit the room and fall down to another door, which you
should take. Here, nab the Ruins Key and exit.
Take the stairs leading down behind the ones going up. At the bottom,
beware the Buzzy Beetle. To the left is a locked door. Open it and go
through. Here, hit the ? Block at the end. Yep, three Pokey Mummies
come out and the door locks behind you. You’ll have to win. Some
might be paired with new enemies, Swoopers. These bats hang on the
ceiling, making them nearly impossible to hit except by good old
Parakarry. They each have 4 HP, two attack, and no defense. Beat all
of them and a Ruins Key falls to you. Take the door and down the
stairs you go. Defeat/run away from the Buzzy Beetle and blow up the
wall to the left with the crack with Bombette. Here, fall down the pit
and hit the Super Block. Upgrade anyone you want, but I chose
Goombario. With an upgraded jump attack, he can do four damage in a
single jump. Now take the spring up and go right one room. Take the
stairs up and have Parakarry take you over the gap.
Go through the door. This room’s a big stairs puzzle that Tutankoopa
wants us to stay out of. Take the first flight of stairs and hit the
switch. Now take the stairs to the right up and hit that switch. Drop
down a level and take the stairs to the left up. Take the red stairs
down and hit the switch. Now get on the floor and go around to the
first set of green steps. Take them up and then the red stairs to the
left. You’re done! Go forward to fall to a big chest. What is
inside? Open it for the Super Hammer! Finally! The attack of Mario’s
hammer has increased, now allowing you to break stone blocks.
There are a few we should break, not only in here but on Mt. Rugged.
Break the one to the right and exit this room. Drop to where we got
the Super Block. Blow up the wall to the left and go through. Break
the stone block here. Uh-oh. Stone Chomps jump out at you. They are
quite strong. Each has 4 HP, three attack, and one defense. Well
guess what? The new hammer will kick their butts. Not to mention your
upgraded partners. When you’ve won, head up the steps to get the
Diamond Statue. Now, return to the entrance to heal at the Heart Block
and save. We’ll be storming the ruins’ stone block rooms. We start in
the first room.
Go right one room and then down the steps through another door. Go
right again and then take the stairs down. Beat the Buzzy Beetle if
you want and then go right. Hit the stone block and a Stone Chomp
drops down from the hieroglyphs. Grab the Pyramid Statue quickly and
get out of there, unless you want to fight the Stone Chomp. Now exit
this room and take the left door. Here, take up the red stairs and hit
the switch to flip them around. Now take them up and hit the stone
block there. Behind it is an Artifact. Maybe someone would want it...
Or we could use it... Now go left a room once more.
Drop down the steps and go left through the crack in the wall you made
earlier. Drop down the pit and go right. Here, be careful not to get
hit by the Buzzy Beetles. Well-timed spin dashes (Z) will do this for
you. When you emerge, hit the stone block and then the switch beneath
it (why wasn’t it being pressed?) to make a staircase form. Take it up
to another Ruins Key. Now we’re done over here. Go left through the
hallway to the spring, which you should bounce on and then go right,
avoiding the Buzzy Beetle as you do so.
It’s that creepy Tutankoopa again. Tutankoopa, you’ll never stop me.
I’m coming for you! Although, I must admit that he gives me
nightmares. Although it may be technically true that we are tomb
robbers, it’s for a good cause. Now, see those statues? Put stones in
them. It doesn’t matter where for now. Now go right through the
locked door, using your last key. Hit the switch here to drain the
sand. It also reveals the order that you put the stones in. Put the
Pyramid Stone in the far left, the Diamond Stone in the middle, and the
moon-shaped stone in the far-right. Go back a room and rearrange the
stones to that description. Now we only need the last stone.
Go right through the lower door. Go right over the sand to a stone
block room. Of course, guarding this treasure chamber is a Stone
Chomp, which attacks you as soon as you smash the block here.
Actually, he hasn’t attacked yet. Get the treasure here, which turns
out to be the Lunar Stone, and beat the Stone Chomp that falls on you.
Remember to use good combos – an upgraded partner with your hammer (use
action command to deal three damage to them). Beat them in two turns
in this way. Now go back left through two doors and place the final
stone in the final slot.
Remember the pattern: Pyramid, nothing, Diamond, nothing, Lunar. This
makes the eyes of the Chain Chomps flash and the floor in this room to
form a staircase. As you take it down, you’ll find a Heart Block.
Heal, and go through the door to the right. Your Save Block is here if
you need it. Tutankoopa gives you one final warning before you face
him. Go right through the door.
+------------------+
| Tutankoopa |
+------------------+
The room is pitch dark save two flames. Suddenly, the headdress of a
pharaoh appears and the flesh of the creature flutters about the room
to combine into a single being. It is Tutankoopa, who admits he is a
faithful follower of Bowser. Then the battle begins. Living
incarnation of Horus, son of Ra, or not, we’re taking you down, Tutan-
dork!
Tutankoopa has 30 HP, three attack, and no defense. Really, he’s a
weaker version of Buzzar, who we beat with weaker partners and lower
levels. The best option for this battle is Parakarry. If he summons
Chomps, beat them quickly with action command Super Hammer attacks.
Chomps are new enemies, each with 4 HP, three attack, and three
defense. They are very hard to beat, though, and I recommend you use
items solely in this battle. Here’s what to do – do not attack Chomps.
For a quick and easy finish to this battle, use Parakarry. Note that
you must’ve bought several Thunder Bolts as I instructed when we were
back in Dry Dry Outpost. Use every, and I mean every, turn with Mario
to unleash thunder on the pharaoh. This will bring him down quickly.
Then, use Parakarry’s Shell Shot attack to do five more damage. I
think you can afford to keep a Chomp around for three turns, which is
how long it will take to beat Tutankoopa. If your partner is injured
by his magic attacks, you may want to play more defensively and defeat
the Chomps first. Once the pair start attacking, you can survive for
only five turns before dying, which may not be enough alone. Now,
occasionally Tutankoopa’s magic attacks will hit him, doing damage to
him. Take advantage of his stun period by using more items, or
hammering him if you’re low on items. In any case, Tutankoopa is not
hard to beat. When you’ve won, you get twenty-nine Star Points
(assuming you were at the same level as me). It was easy, no?
When you’ve won, Tutankoopa’s Chain Chomp minions come and chase him
around. He did, after all, put them through slave labor. What became
of Tutankoopa? He is out of commission. When you win, the card of
another Star Spirit appears. Touch it to have retrieved it!
“Thus Mario and party unearth the legendary Dry Dry Ruins deep within
Dry Dry Desert. They smashes Tutankoopa the Wizard and freed Mamar,
the second of the wish-granting Star Spirits. But the enemies awaiting
Mario grow stronger… and the challenges more difficult. What’s in
store for Mario and friends… Where will their adventure take them
next?”
+---------------------+
| Peach the Spy |
+---------------------+
Bowser enters Peach’s room (that’s just peachy, pun) to make small
chat. According to her, Bowser is the single greatest disaster to ever
befall the Mushroom Kingdom. This time, Mario will have to face Tubba
Blubba, who is invincible. Using the Star Rod, Bowser has made him
untouchable, although he is not quite as strong as Bowser himself.
Suddenly, Kammy barges in. According to her, the Star Spirit flew away
from Tubba Blubba. Bowser exits the room to hear the details. Now you
can take control of Peach with her partner, Twink the Star Kid. Exit
the room like last time; check the picture by the fireplace, flip the
switch, go through the hall, and press the button to enter Bowser’s
room. His diary is not here, so let’s go right through the door.
Guards are walking around with flashlights. Avoid them and work your
way to the door that is opposite this one (the room is symmetrical).
Here, you’ll find a badge, Deep Focus. Pick it up. It lets you charge
more Star Energy than normal when you use Focus. Now open the treasure
chest. This chest is a portal of sorts. Put something in the chest
here and there is a corresponding chest in the Mushroom Kingdom that
you can that thing out of. Where it is, no one knows. For now, put
Deep Focus into the chest. Now, there is a door below the one you came
from (Bowser’s door). Enter this door. It’s a library. Here, you
have to dodge the guards. Down one alley in here you’ll find another
badge – Power Rush.
If you get caught, put it in that chest, too. At the end of the
library there is a Koopatrol talking with a Hammer Bros. The Hammer
Bros. says that he heard a rumor that Tubba Blubba loves eating ghosts.
He lives in Forever Forest, the top of Gusty Gulch to be specific.
Also, he has a terrible secret that would ruin him if anyone ever found
out. They then find you and throw you back in your room.
+--------------------------+
| Mamar’s Star Power |
+--------------------------+
With a new Star Spirit comes a new unit of Star Energy and a new
attack. As a gift, you can now perform Lullaby. Use it to make
enemies fall asleep in battle. And now she is off. Now let us return
to Mt. Rugged to get the few remaining items there. From the ruins, go
west twice and south three times. Here, give Kolorado the Artifact
from the ruins. Thrilled, Kolorado gives you a Star Piece for all your
trouble. Accept it cordially. Now go east of here to be back on Mt.
Rugged.
+--------------------------------------+
| The Super Hammer in Mt. Rugged |
+--------------------------------------+
First, after going left of Buzzar’s nest, stop at the ramp going down.
Take it down and then go right on it. Use Parakarry to fly across this
gap and reach a Bub-ulb. Talk to it and it will give you a Magical
Seed. It is needed much later on in the game, but I’m saving you a
return trip to the mountain. Go left a screen again and then once
more. Here, go left until you see a stone block. Hit it and go left
to find a Super Block. This time, upgrade Parakarry. Bombette is not
a favorite of mine, as you can tell. Plus, Parakarry’s technique is
pretty handy. Now, there is but one thing on the mountain we’re
missing. Maybe we will return for it someday. For now, back to Toad
Town on the train!
+-------------------------+
| Toad Town Tunnels |
+-------------------------+
It is now time to explore the sewers beneath Toad Town. From the
station, go north one screen. To the left is a warp pipe. Take it
down to Toad Town Tunnels, the mysterious underground world beneath the
picturesque town. This place really looks in need of a plumber, too.
Cross the pipe bridge to the right and go through the door. The enemy
here is called a Gloomba, dark Goombas that thrive without light.
They’re also considerably stronger, sporting 7 HP, 2 attack, and no
defense.
Ideally, an action command hammer and then the action command attack of
your upgraded partner will beat them in one turn. Also, you’ll find a
Spiked Gloomba on one of the Brick Blocks here. Each of those has 7
HP, three attack, and no defense to its name. Also, there’s a Super
Mushroom between the two Brick Blocks that have a large space between
them (hidden ? Block). Go right across another pipe bridge and you
hear something – BLOOPER!
It’s a Blooper, and it fights you. This one has 30 HP, three attack,
and no defense, just like Tutankoopa. Goombario or Parakarry’s Shell
Shot are good choices for this bout. When you have FP, use Parakarry.
If not, use Goombario, who can do four damage in one turn. When you
win, you get quite a few Star Points. Go right to a chest containing
the Shrink Stomp Badge. With it, jump to shrink enemies (if it works).
Shrinks decrease enemies’ attack powers.
Surface, heal at a Toad House, and reenter the tunnels. To the left is
a stone block. Hit it and go left. Immediately, a giant Blooper
attacks. This is the Electro Blooper, weighing in at a tremendous 50
HP, 4 attack, and a whopping no defense. However, they are very
powerful when electrically charged – six attack. The entire bout, use
Parakarry. To bring it out of its electrically charged state, do
damage to it (which can only be done by not making contact). Well,
Parakarry’s attacks are from his shell, which makes them non-contact.
It’s really an easy battle when it comes down to it. Electro Blooper
uses one turn to become charged. Use Shell Shot on it at these times,
dealing six damage and bringing it back to its weaker state. Have any
Thunder Bolts left? Let Mario use them. If you have no FP left to use
against the beast as Parakarry, still let him attack. He’ll be stunned
for a turn, but you won’t get pulverized. Electro Blooper shouldn’t be
much of a challenge to you, though. He does yield many Star Points,
too. When you win, a blue switch falls. Hit it and three pipes
appear. Hello shortcuts!
The far left one leads to Dry Dry Outpost. The middle leads to Koopa
Village. The far right leads to Goomba Village. At Goomba Village,
you’ll find Chuck Quizmo. This time, he asks the third question: “What
ability does Goombario use frequently?” The answer is “Tattle.”
Winning gets you a Star Piece. At any one of these places, save and
heal. Now return to the sewers. Smash the stone block to the left to
find a new area. Hit all the ? Blocks for a coin, a Snowman Doll (it
crushes all enemies, doing four damage), and another coin. Take the
platform up and go through the pipe to the left. Now go through the
left door. Here, hit the Brick Block by the Spiked Gloombas and bounce
on the spring to a treasure chest holding the Power Smash Badge. At
the cost of 1 BP and 2 FP, you can do extra damage with hammer attacks.
Now go back right. Take the platforms here across the gap (stand on
the first one for a while, then jump the gap) and go through the right
door. Stand on the rising platforms here and take it up to the top.
Go right and fall down the pit. Immediately you’ll fight off a
Paragloomba. Tattle on it to find out that it has 7 HP, 2 attack, and
no defense. They revert to normal Gloombas when hit. When you victor,
go right to a Super Block. Upgrade the only partner you haven’t
upgraded yet and then head left to the pipe. This time, stand on the
platforms that rise and get on the first ledge. Use Parakarry to reach
the Star Piece. Now return to the surface world. Our venture into
Toad Town Tunnels was quite profitable. Aside from items and Star
Points, we gained something even more valuable – shortcuts to the
villages. No more treks through the desert and mountains or annoying
paths for you!
+---------------------------------------+
| Other Things to do in Toad Town |
+---------------------------------------+
While we’re here, let’s get things accomplished. First, Rowf is
selling new badges. You have your choice of three badges, but I
suggest Dodge Master. For 2 BP, you can make action commands work more
easily for you. It costs 100 coins, but is quite useful. You also
have mail at the post office for Bombette. It’s from the Dry Dry
Railroad, and they want Bombette (she cleared the rubble, after all) to
be there for a gala bash at the opening of a new route for the
railroad. Now, go to Minh T., the planter. Give her the second
Magical Seed you got from Bub-ulb on Mt. Rugged. Now go to Shooting
Star Summit.
Go to Merlow’s house. While there, notice the chest to the left.
Remember when we were Peach and we put Deep Focus in the chest? Open
this chest to get that badge. Now go up the stairs to Merlow. For ten
Star Pieces, purchase Zap Tap from him. Three more will let you buy
Chill Out. Chill Out prevents you from succumbing to First Strike.
Zap Tap makes you constantly electrified, which damages most enemies
when they attack you. They cost two and four BP, respectively. Zap
Tap will be useful in an upcoming battle.
+------------------+
| The Master |
+------------------+
Believe it or not, we can fight and beat The Master right now. Go to
the Dojo. If you’ve beaten Chan and Lee as I instructed earlier, you
can take The Master. As of now, he’s the toughest opponent you’ve ever
faced. The Master is no joke. He has 50 HP, six attack, and no
defense. Use Parakarry and be good at Shell Shots. Now, there are
certain badges to be used for effect. Below is a list of the badges
you should wear. I had 9 BP at the time.
Dodge Master
HP Plus
Zap Tap
That’s not very many badges, but it is still very effective for this
battle. And, if you notice, I think The Master’s face is on the Dodge
Master Badge. Now, every turn you must hit The Master with a charged
Super Hammer attack, doing four damage. Then use Parakarry’s Shell
Shot to do six damage. Your FP must be at least 15 for this strategy
to work. Now, each time The Master attacks, he’ll lose one HP. This
lets you do eleven damage in one turn, while he does only six. If you
find yourself in a risky position because you missed a Shell Shot, then
quickly use a Super Mushroom to buy yourself time. You’ll win by the
skin of your teeth, but you will beat The Master. You receive the
Third-Degree Card for winning. Remember to change your badges back to
normal, by the way.
+---------------------------+
| Into Forever Forest |
+---------------------------+
Let’s get started with Chapter 3 already! From the Merlon/Post
Office/Garden/Badge Shop area go south once. As you go right over a
bridge, the guard shrieks. A Boo just passed right in front of him!!!
The Boo also tries to scare you afterward. Now let us bravely venture
into the deep and eternal wood, Forever Forest. Go right, save, and
then go right again. The Boo appears before us. This Boo, who looks
like a butler, wants you to go to the mansion on the other side of this
forest. For incentive purposes, his master also has important
information regarding the Star Spirit.
=======================================================================
==============================Chapter 3*===============================
=======================================================================
“The ‘Invincible’ Tubba Blubba”
+----------------------+
| Forever Forest |
+----------------------+
There are two very well-hidden badges in this place, as well as plenty
of new enemies and confusing paths. Now, there are four possible
escape routes, err, exits to each screen, the correct one being the one
that is different from the others. Forgive me for not speaking in
paragraph, but I will now use bullet style writing to make it easier to
use. Each area I refer to is each four-way fork in the road you come
upon. For your convenience, though, I’ll describe the two enemies in
this area here.
Forest Fuzzies have 6 HP, 1 attack, and no defense. Big joke, right?
Actually, they suck out your health to refill their own. Beat them in
one hit with a Super Hammer strike and your partner’s attack. If you
guard, wait to hear the second “sucking” sound to press A. The other
enemies are Piranha Plants. Each have 5 HP, three attack, and no
defense. They are definitely the tougher enemies. Because they face
upward, you can’t jump on them. They are definitely the main threat.
If possible, use attacks that harm everyone (Kooper’s Power Shell is
perfect) to take them out as quickly as possible.
Area # 1: Exit by the flowers that laugh when you are near them.
Area # 2: As you enter, a strange creature addresses and tells you the
secret of Forever Forest – look for the differences, as subtle as they
may be. Tell him that you’re headed for Boo’s Mansion and he’ll leave.
The difference in this one is a pair of red eyes coming from the hollow
end of a tree in the background.
Area # 3: Here, there are four flowers instead of three on the bushes.
Also, they have a different petal formation.
Area # 4: First, circle around the area to find a path leading into the
center of this area. You’ll find the third Bub-ulb, the second-last
one. He gives you another Magical Seed. The difference here lies in a
creepy red jack-o-lantern-like face appearing on the bark of a tree.
Area # 5: When you look around, you can check the mushrooms against the
back wall. When you check some, they light up in a crazy pattern.
That’s the one.
Alternate Area # 1: Before going to Area # 6, you can check some
mushrooms that light up longer than the others. Take that path to
reach the secret area. In it, you’ll see a beehive. Circle this area
to find a path leading to the center, which has a Badge Block there.
Hit it for an HP Plus Badge. To return to Area # 5, go through the
path by the tree with the beehive dangling from its branches.
Area # 6: Here, when you check flowers, some giggle and fade away. One
giggles and remains. That’s the path to take.
Area # 7: You can check rocks here. One has a red face appear on it
after checking it. Take it for the alternate path. The exit to
Forever Forest is in the large sign that directs you to Boo’s Mansion.
Alternate Area # 2: Circle the area to find a path leading to the
center of this patch of forest with a Badge Block in it. Hit it for FP
Plus. To return to Area # 7, find a bush that you can check to make
flowers appear.
When you’ve exited, you’ll arrive at Boo’s Mansion, which doesn’t look
much better. Head right and hit the ? Block for a Volt Shroom. Now
head through the gates. The Boo appears and welcomes you. His master
is in the highest room of this mansion. Shake the bushes for a Strange
Leaf. Now save and heal, and then enter the mansion.
+---------------------+
| Boo’s Mansion |
+---------------------+
Boos first started getting their very own mansions in Super Mario
World. They were good levels because you could save after beating them
(and I usually saved at the lesser ghost houses). The master of this
mansion will be testing you to see if you can get through here alive.
Go up the stairs and then head right all the way to find a talking
picture frame. You must find the picture, presumably a painting, that
goes inside it to reach the third floor. Go left to the door there and
open it. If you check the wardrobes, things happen.
Check the middle one and a group of Boos fly out, one holding a record
in his hand. If Mario wants it, he must guess which Boo holds it. It
is rather easy. One Boo appears over the others and drop the record
into one of the circling Boos. Keep your eye on it and smash it with
your hammer. Now go and take the Record. Exit this room and go left a
room. The Boo here was ordered to guard the chest by his master.
There’s also a phonograph in this room. Check it and play the Record.
Now, you must tap A quickly to keep the bar on the “OK” mark, and you
must do it for a short time. The song is, by the way, the Super Mario
Bros. first level theme song. Remember that When the Boo comes right
next to the phonograph to dance, press B to stop playing it and run
over to the chest. Open it for the Weight. Believe it or not, this
will help up greatly. Go outside and return to the first floor. To
the right are some chairs, and the discolored one has strong springs.
Jump on it to bounce to the chandelier, which Mario pulls down with
him. Put the Weight on it at the end to keep the hutch out of the way
of the door, the effect of the chandelier.
You’ll find a treasure chest in this room. Open it and the chandelier
above you falls, but does not hit, above you. Take the stairs here
down to the basement and go through the south door. Go right again to
see a big chest. Open it and a bunch of Boos pop out. One has a pair
of Boots. This is the same game as before. Only this time, they toss
the Boots around. Hit the correct Boo to get the Super Boots! Your
jump attack has now increased and you can perform the Spin Jump by
pressing A while in air (this is in field screens)! First, you can
crush the crates with this new move of yours for a Maple Syrup.
In front of the Boo is a hidden panel. Spin jump on it to knock out a
new Star Piece. Now, see the obvious X on the ground? Spin jump there
to be brought down to the second basement level. Here, hit the
switches (to hit the last one, use the chair and box to reach it and
then spin jump on it) to make a staircase leading to the first basement
appear. To the left is an item shop, by the way. Right now, though,
you can’t buy any. So, take the stairs up and crush these crates for a
Super Shroom. Now take the northern door.
You’ll find another hidden panel in front of the grandfather clock
here. Spin jump on it to get another Star Piece. Now take the stairs
up and go south into the main room of the mansion. Enter the normal
first floor room that we haven’t yet explored. Want to see an amazing
cameo? Jump on the crate and into the cauldron. Out comes 2-D Mario
from the olden days! As soon as you leave the room, though, it wears
off.
Break the crates for items. Specifically, you’ll get an Apple, which
restores 5 HP. Actually, there are two. Now spin jump the wooden X to
fall to a library in the basement. Take out Parakarry and use him to
fly to the right bookshelf. On it is Boo’s Portrait, the picture you
need. Now, drop down and head left. Blow up the wall here with
Bombette and go through the opening. We’re back in here. Go up the
stairs and head south through the door to the main room. Now take the
stairs up and go all the way right to the frame. Put in Boo’s Portrait
and he’ll take you to the third floor if you jump into his frame. Do
so and go left all the way to a door. Out of nowhere, two Boos appear.
The master, the girl, is named Bow. It can be pronounced in either way
– Bow like in bow and arrow, because she wears a bow in her, um,
“hair,” but to bow as in bending forward to show courtesy is also
acceptable because she is in a position of power. I prefer the latter.
The butler ghost that we’ve been following is named Bootler. Bow needs
a favor, and Bootler gives you the rundown. Near here is Gusty Gulch.
In it is the castle of Tubba Blubba, an invincible monster who eats...
Boos! Many servants of Bow have been eaten… Tubba Blubba is
invulnerable to attacks, and all of theirs failed. But, they say that
this fiend has a secret that relates to his weak point, one which he
guards closely. So, Bow wants you to beat him up. To reward you, you
will get the Star Spirit, which Bow has captured. The Star Spirit is
named Skolar, and he had escaped the castle only to wind up here.
Besides, Bow will be accompanying you. With her powers, you’ll be able
to reach the castle alive.
Bow joined your party! With her out, press down C to make Mario
transparent. This way, you can avoid enemies. Plus, objects go right
through you! But, you cannot move in this state. In battle, she can
use Smack (like Peach did in Super Mario RPG) or use Outta Sight to
make both of you evade your enemy’s attacks. Exit this room and then
exit the mansion. If you need, you can use the shop in the basement
now if you’d like. It is called Boo’s Shop. Mysteries, costing one
coin, give you random items. Stop Watch paralyzes enemies briefly for
25 coins. Snowman Doll you’ve seen, and it costs 15 coins. Also,
notice the Life Shroom. 50 coins and it restores 10 HP of yours when
you hit 0. It is very nice to have. When you’re ready to leave, heal
and save outside. Then go right along the path.
+-------------------+
| Gusty Gulch |
+-------------------+
When you go right, Bow commands two Boos to open the gates to the gulch
for you. Welcome to Gusty Gulch! Go right to see a Hyper Paragoomba
in the next screen. Just like their grounded counterparts, they have 7
Hp, one attack, and no defense. They should be no problem for you.
However, when they charge attacks, they can do eight damage. Eight!
Watch out for that and beat them down quickly when that time arrives.
Use Bow to become invisible if you cannot defeat them fast enough. As
you keep going, you’ll fight two more Hyper Paragoombas and pass a
locked windmill. To the right is a village of Boos.
They are sort of like serfs, living on the land of Lady Bow. These
Boos have been most often consumed. Notice their tans... Just
yesterday, that gruesome beast ate Herbert! Why? Regardless (*sob*),
head right. The Boos here have good tips, like walking slowly not to
wake sleeping people. There’s also a Save Block. The one house with a
door open has a coin block in it. Now go right. A Heart Block! Keep
going right and a Boo comes over.
Encouraging you at first, the ground rumbles. IT’S TUBBA BLUBBA! Si
quiere vivir necesita correr Ud.! Oh, back to English. Where was I?
Ah, yes. Run for your lives! Use Bow to hide from the monster. Do
and Tubba walks over. Man, he be ugly! Grabbing the Boo who saved
you, he gobbles him whole. A tad tangy, but good. Now he leaves.
Poor Stanley... Stay strong and go right. We’re back in the gulch.
Hit the ? Block to gain a coin and advance right past a hiding Cleft.
Actually, this breed of Cleft is called the Hyper Cleft. Each has 4
HP, 3 attack, and a whopping three defense. Best strategy? Run. They
can also charge attacks, dealing eight damage apiece. But, one partner
can save you, and she is Bombette. Of course, I suggest you still run,
as wasting FP for explosions is useless. To the right are two more ?
Blocks, one with a coin and the other Repel Gel.
Use it to become invulnerable for a short period of time. Ahead,
notice the Letter by the tree. It is for Fice T., the guy near the
entrance of Forever Forest. Now, walk around the Hyper Cleft and go
right again. Use Parakarry ahead to bridge the gap and go forward,
hitting more blocks along the way. End by going right. There’s a Save
Block ahead. I advise you use it. Now enter the lair of the beast.
+-----------------------------+
| Tubba Blubba’s Castle |
+-----------------------------+
This has been quite the straight-forward chapter. Notice the annoying
creatures here. They are sentries, and they will personally escort you
out of the castle should they spot you. Use Bow to turn invisible when
they see you and work your way to and through the left door. See that
sleeping enemy? It’s Clubba, much like the one from Donkey Kong
Country 2. Each has 8 HP, 3 attack, and no defense. Despite their
maces, you can jump on them. Use Goombario for one-turn takeouts of
these creatures. Of course, you can avoid the battle altogether by
walking slowly as not to wake them.
Proceed forward to find another Clubba. Fight it or run from it and go
through the small door at the end of the hall. Here, quietly jump on
the crates and chair to reach a Star Piece. Now exit and head through
the left door. Fight off two more Clubbas and head through the small
door to the north. Here, take the stairs down (quietly as not to
awaken the two enemies in here) to reach a wooden panel you can spin
jump to break. Do so to fall between the floorboards. In case you
haven’t noticed, everything here is big to accommodate Tubba Blubba.
When you fall, go left and open the chest for a Castle Key.
Now go down and drop to see a Boo hiding in here. He and his friends
came here to find Tubba’s weak point, but they only discovered that he
hides something in his room on the highest floor. He also warns that,
if you do find Tubba Blubba, don’t engage him. Heal at the Heart Block
to the right and go through the left door. A Super Block! Use it and
choose to upgrade Bow, your only normal partner as of now. As you head
up the stairs to the left, be wary of a guard that can carry you out of
the place. Really, that’s not that bad. Either return to the first
room from here or get caught and carried out.
In the first room, there is a locked door against the east wall.
Unlock it with your new key and open the doors. Head through this hall
quickly to avoid guards and Clubbas, and you’ll come out in a hallway
over the first room. Go left in it to another door and continue left
in it, slowly going with Bow to hide from guards. Sneak up on the
first Clubba you see and beat it. Then use Bombette to blow the crack
that was behind it. Here, you’ll see three breakable panels. First,
take the one directly ahead of you, the leftmost one. Hitting it makes
you fall to a spring below in a lower room, letting you pass easily
between the two floors.
Hit the others now to land on a table in that room. Now use Parakarry
to cross the gap and retrieve the D-Down Jump Badge. With it, you can
disable an enemy’s defensive power while doing damage. Now bounce back
to the second story. Toward the end you’ll see two doors. Take the
small one. Here, wait for the spikes to drop and run forward for about
three seconds before using Bow to turn invisible. In this way, you’ll
reach the chest containing another Castle Key.
Now return to the doorway and go south through it, going west afterward
through the large door. Welcome to an a room that overlooks a lower
one. The west side is free of rails; drop in to the room below. This
brings you onto the table that had the Star Piece on it. Grab it and
go through the right doorway. Head down this old hallway to reach the
rightmost small door. Use the spring in here to return to the second
floor and then go left back to the room you were in before falling.
See the clock? Push it aside to reveal a secret room. In here, pull
back the right drawer and jump on it, then onto the left one. Use
Parakarry to fly onto the bed and collect the coins. Then use the
pillow and books to reach a secret passage. Down it lies the badge
Mega Rush. Wear it so that Mario’s attack goes up by four when he’s in
peril, at the low, low cost of 1 BP. Now return to the previous room.
With Goombario out, sneak up on the Clubba here and nail it with your
Super Hammer. Let the battle commence. There are four enemies.
You’ll take quite a bit of damage, but you must to unlock the door it
was guarding. Go through it and head up these stairs. Uh-oh! Here
comes a whole Tubba Blubba. And he smells Boo...
Use Bow to hide from it and wait for it to walk away two times before
spin dashing far away. At the end of the hall, quickly take the door.
There are six Clubbas in here, and you’ll surly get massacred if you
face them. Slowly walk past them and jump for the Castle Key at the
end. Now, equally as slowly, exit this room. Go through the door to
the right to be in the room before Tubba Blubba’s room. Save and heal
before you enter. Actually, I lied. Go through the door and cross a
hallway before reaching another door. This time, it actually is the
beast’s bedroom. When you reach a treasure chest at the end, Tubba
comes in, talking to himself. He thinks someone’s in the castle, and
he knows that the Star Spirit is missing. And, he’s afraid of King
Bowser. It was by his Star Rod that Tubba Blubba become almighty. As
he walks forward, he jumps into his bed for some beauty rest. This
time, it really counts. DO NOT RUN!
Quietly open the chest. It’s Yakkey, the key. Yakkey is able to talk
to inform his master that someone’s taking him. He unlocks the Windy
Mill at the foot of Gusty Gulch. He asks you if your goal is to find
out what is inside the windmill. Either way you answer, he screams for
help, thus awaking Tubba Blubba. Quickly high-tail it out of there!
He’s after you, and you don’t want to get caught. With a mighty ground
pound, he destroys the entire bridge! Run right and head through the
doors to reach the first floor. Quickly exit south. Right now, the
villagers of the Gusty Gulch have assembled to beat down Tubba Blubba.
But, we have no intention of fighting that power-mad beast. The Boos
here hold the door down. It’s your job to run to the windmill and open
it to discover his weak point. Quickly run! Before you can even
leave, Tubba’s sweet tooth is getting the best of him, but no time for
that. Keep running, avoiding enemies if you can. The Windy Mill is
right after the village of Boos.
+------------------+
| Windy Mill |
+------------------+
Unlock the mill with Yakkey, the Mystical Key. Inside, spin jump the
panel to reach the basement. Now go right in it. After a hallway with
a lone Hyper Goomba defender, you reach a door. There’s another
hallway of this type, too. After one more such hallway (in each, the
Hyper Goomba count rises by one), you’ll reach a chamber. Oh dear
lord! What is that thing? Huh? It’s the secret strength of Tubba
Blubba, his tainted heart. The castle being is just a shell, this
thing is controlling it from afar. No wonder it was invincible! It
felt no pain. Now it’s going to fight us to assure that we don’t tell
anyone. Hey, nice music. Now, onto our battle.
+---------------------+
| Tubba’s Heart |
+---------------------+
This evil thing is basically The Master in the Dojo. It has the same
stats – 50 HP, 6 attack, and no defense. I recommend you use Bow, as
this loudmouth will tell you when he’s about to use his charged, oh-so
terrible attack. His charged attack will do a whopping twelve damage.
Yes, when it is about to unleash its might, use Outta Sight at the cost
of 2 FP. It’s well-worth it. In the meantime, use every turn you have
to hit that thing. You can only use the Super Boots effectively
against it. By the way, in case you haven’t figured it out yet, you
determine how many times Bow attacks by pressing left on the control
stick as many times as you can.
It’s very easy, and be sure to do it quickly and in rhythm. Remember
that you can still attack before using Outta Sight to avoid his charged
attacks. He uses it so often that he’s quite easily beaten by
patience. I just hope you have Maple Syrup. Anyways, use Bow and
you’ll win easily. This guy is just obsessed with charging attacks.
However, before you can completely beat the heart, it runs away.
Follow it out of Windy Mill and it will reunite with its shell outside.
+--------------------+
| Tubba Blubba |
+--------------------+
How do we beat it now? Tubba Blubba has 10 HP, 4 attack, and no
defense. Ha! He has a hip attack that deals six points of damage,
though. However, he’s definitely not as strong as before. It’ll take
you two turns to beat him. Really, it’s hardly worth mentioning. Hit
him twice with your Super Hammer and have your partner finish the job.
At least you get lots of Star Points. After winning, Tubba Blubba
starts crying. For mercy, Tubba Blubba releases every Boo he ever ate.
He’s really just a sensitive guy trapped in a huge body. So, Tubba
runs away and Bow appears, or is there if you had her out. Back in the
old days, before Tubba Blubba was invincible, they used to scare him
because he was such a coward… Well, in the end, Bowser’s own fear
caused Tubba Blubba to lose – his fear of making someone as powerful as
himself, and that is why he gave the creature one weakness. Bow
decides to stay with you in the end. She still wants to learn more
from the great Luigi, err, Mario. Let her come with you, of course,
and Bootler brings you the Star Spirit. Be sure to touch the card to
take the star.
“After solving the secret of ‘Invincible’ Tubba Blubba, Mario and party
set free Star Spirit Skolar. Now, with Tubba Blubba just a bad dream,
the Boos are free to haunt to their hearts’ content. Even the lonely
wind echoing through Gusty Gulch seems to be celebrating the victory…
at least for now. With the newest party member, Bow, in tow, Mario and
friends are ready to take on their next challenge.”
+----------------------------------------+
| Mario’s Torture at Peach’s Hands |
+----------------------------------------+
Just as Mario is kicking can, Peach and Twink wonder how Mario is
faring against Tubba Blubba. For all they know, we’re having a tea
party with the guy. Twink, quite the naughty Star Kid, wants to
eavesdrop again to find out just how Mario did. Press the switch
behind the painting and go through the chimney hall. Press the button
to the left to enter Bowser’s room. In it, Bowser and Kammy are
talking. Kammy Koopa has just delivered the news… Tubba Blubba was
beaten by Mario. And, to top it all off, they don’t realize that Peach
is listening to them, hiding in plain site. Their next Star Spirit is
in Shy Guy’s Toy Box. And then they see Peach. Now you have to tell
them his weakness, either Goombas, Clubbas, or Mushrooms. Answer the
latter. Then pick Thunder Rage. Then pick Super Soda. Looks like
Bowser’s going to whoop Mario with helpful items. The guards then
redeliver Peach to her room. This time, Mario’s going down!
+---------------------------+
| Skolar’s Star Power |
+---------------------------+
As usual, you gain a new unit of Star Energy. And, Skolar actually
gives you a useful technique. Imbued with his strength, you can now
use Star Storm. It costs 3 Star Energy, and it rains down stars to
attack all enemies. But, Skolar has some bad news, too. Bowser’s life
force is getting stronger constantly. Oh, and the part about Skolar
getting lost in Forever Forest – never happened. Adios, Skolar.
+------------------------------------+
| Jr. Troopa in Forever Forest |
+------------------------------------+
Go left two screens to reach Boo’s Mansion. Go south through the gates
and enter Forever Forest. When you enter, Jr. Troopa runs over to you.
Man, that guy’s persistent. Here comes the pain! He has now learned
to create wings. This time, he has 40 HP, five attack, and one
defense. Also, he’s airborne. Now, he might seem tough because you do
very little damage to him, but there’s one character you can stand up
to the little tyrant. And that partner is Parakarry. Pull him out and
use Shell Shot. With good aim, you’ll do five damage. Add that on to
Mario’s two damage, and you’ll beat him in eight turns. If you do run
low on FP or HP, use Refresh for each of Mario’s turns. This will keep
you going, and it gives Parakarry more attacks. In the end, he isn’t
so bad. Plus, he yields many Star Points.
When he loses, exit this screen and then, in Area # 6, use one of the
false exits to return to Area # 1, and then go left to return to the
forest edge in Toad Town. Jr. Troopa is still ahead of you, but it
makes no difference.
+-----------------+
| Mail Call |
+-----------------+
It’s time to deliver all the mail we’ve accumulated. First, the guard
near the entrance to Forever Forest in Toad Town is Fice T., for whom
we have a Letter. Give him his mail (it’s from Bootler) for a Star
Piece. Go across the bridge and Tayce T.’s frying pan is stolen. Shy
Guys are running a ruckus here in Toad Town. So, let us be quick. Go
north to see Merlon... outside. He’s had a dream about going around
red palm trees in the desert. Anyways, deliver his Letter, from his
granddaughter, Merlee. She opened her business in Dry Dry Outpost, as
we know. In exchange for it, you get Star Pieces.
Now, use the Toad Town Tunnel pipes to go to Goomba Village. Deliver
one letter to Goompapa, the father of Goombario. It is from a fishing
friend. But, instead of rewarding you for your efforts, he gives you
another Letter. Heal at the Toad House here (since you can’t in Toad
Town). Now enter the pipes and go to Koopa Village.
Mort T. is the Toad who lives in the first house of the village. That
letter is from his wife. For the letter, you get a Star Piece. Now
return to Toad Town via the pipes. Back where the castle used to be is
a Toad named Muss T. His Letter is from Goompapa, obviously, and he
gives you another letter. It’s for Koover, in Koopa Village. Return
to Koopa Village and talk to the Koopa in front of the Toad House.
First, though, you’ll find Chuck Quizmo in the area. Answer his
question “What color of pants was the Goomba King wearing?” with “Red
and White.” This earns you another Star Piece.
Now, deliver Koover’s letter, from Muss T., and Koover gives you a
letter for Fishmael in Toad Town Port. This is getting annoying. As
you go to the Port, Twink flies down to tell you that the next Star
Spirit is being held captive in Shy Guy’s Toy Box. What that is, no
one knows. One Toad here says that Bootler once went on an adventure
with a Goomba and a Koopa Troopa, and that he loved the mistress of the
mansion, Bow’s grandmother. Anyways, the fish-like creature fishing
here is Fishmael. Now, he wants you to deliver a letter to Koover. Do
so and you’ll meet Chuck Quizmo along the way.
This time, he wonders “Which of Mario’s battle commands is on the far
left?” The answer, of course, is Strategies. Now, give Koover the
Letter and take another one. It’s for Mr. E, who lives in the desert
(wears a blue turban and stands by the Toad House). Use the pipes to
go to Dry Dry Outpost quickly. While here, go to the red palm tree.
It’s what Merlon was talking about. Walk around it over and over and
the Toad by there asks you why you’re doing that. He thinks you’re
stupid for believing a dream. He once had one that said to spin jump
thrice in the house with the whirling roof, but it meant nothing. Keep
that in mind and go find left. It’s Chuck Quizmo again. This time,
answer “One.”
Now go right a screen to find Mr. E. He gives you another letter.
It’s for Miss T. in front of the Dojo. Return to Toad Town and stop
first in Merlon’s house. Spin jump three times in it to make a badge
fall. It’s called Quick Change. Take it. For 4 BP, you can switch
partners and attack in the same turn. It’s very handy. Now go to the
Dojo and talk to Miss T. in front of it. She has a letter for the shop
owner at Dry Dry Outpost.
Go there and enter the item shop. Talk to him and let Parakarry
deliver another letter. Afterward, Little Mouser gives you a Letter
for Franky, a Boo in Boo’s Mansion. Here is where we stop, folks.
Later, we’ll continue this annoying chain letter. But, as long as
we’re getting mail, stop at the Post Office. Up, a Shy Guy just took
off with the mail. We’re going to do something about that...
eventually.
+-----------------------------------+
| Toad Town Tunnels Continued |
+-----------------------------------+
Enter Toad Town Tunnels. See the wooden X? Spin jump through it and
go left. These are new enemies – Dark Koopas. They can cause
dizziness. Each has 8 HP, three attack, and two defense. Use your
turns to flip over the menacing Koopas and attack their undersides.
When you’ve beaten the trio of Dark Koopas, hit the switch that falls
down to make a pipe appear. Use it to go straight to Boo’s Mansion
easily. Go there real quick to heal at the Heart Block, and then
reenter the tunnels. Go back to Toad Town.
+---------------------+
| Luigi’s Diary |
+---------------------+
Before we advance the plot, there’s one more thing to do. Go to your
house. As you do, Russ T.’s dictionary is stolen by a Shy Guy.
Anyways, at Luigi’s, you’ll find a Shy Guy harassing him, too. Enter
the house and go left into the sleeping room. See that panel on the
ground slightly more elevated than the others? Spin jump on it to
enter Luigi’s secret basement. Here’s where we really start tormenting
him. It’s his diary! There are only two pages so far. In the first
page, Luigi complains that Mario went on another solo adventure… He
reflects on the good old days when they played golf, tennis, and
parties (references to Mario Golf, Mario Tennis, and Mario Party).
In the second entry, he heard that a ghost appeared in Toad Town.
Luigi thinks it’s very scary (what a coward!). Also in Luigi’s house
is a collection of letters you’ve received. So far, you have one from
Little T., Vanna T., Koopa Bros., Koopa Troopas, Moustafa, and
Kolorado. Little T. is taking lessons at the Dojo to learn to fight
and save Princess Peach. Vanna T. is Chuck Quizmo’s assistant,
thanking you for boosting their show’s ratings. The Koopa Bros. vow
revenge, while the Koopa Troopas thank you for solving their Fuzzy
problems. Moustafa informs you that some relics are missing from the
ruins, and that a Koopa is snooping around there. Speak of the devil!
Kolorado writes about his exhausting research in those ruins, which he
uncovered, by the way. But, he will press on in search of treasure.
You do that, Kolorado.
+-----------------------------+
| Shy Guys in Toad Town |
+-----------------------------+
Let’s save Toad Town from the invading Shy Guys. Originating in Super
Mario Bros. 2, these shy creatures where masks to protect their true
faces. It wasn’t until Luigi’s Mansion in 2001 that we were able to
take a peek under the mask. So, let’s start small. Go to the
Merlon/Post Office area. See the gardens? Two Shy Guys are running
through the flowers, which is not good for them. Wait for them to
approach you (they run in a circle) and hammer them. This rids two of
them from the area. Now you can give Minh T. the third Magical Seed.
Let’s head for the Toad House. Hammer the Shy Guy here and you can
then use the house. Now, let’s recap what was stolen.
Russ T.’s Dictionary is gone, Rowf’s Calculator is gone, the mail is
gone, Tayce T.’s Frying Pan is missing, a Shy Guy stole a key from the
southern item shop (enter it for this to happen), a Shy Guy took over
the other item shop in town, and that’s all so far. For now, go to the
Port real quick. To the far left is a group of crates. Climb up them
(there’s an opening in the left side) to reach a Brick Block you can
hit for coins. Now go right a screen. The leftmost house here is
vacant. Spin jump around it and a Shy Guy enters, sees you, and runs
away. And, he does this periodically. Use Bow to hide from his view.
That way, he enters and jumps through the secret passage in the wall.
Do the same and jump on the spring to shrink to the size of a toy.
=======================================================================
==============================Chapter 4*===============================
=======================================================================
“Trials in the Toy Box”
+---------------------+
| The Toy Train |
+---------------------+
This is a colorful representation of the many different Shy Guys. Shy
Guys come in many variations, and each has a unique perspective. Head
right and take that path. As you do, Kammy Koopa stops in and casts a
spell by the chest. It’s whatever you said Mario hates when you were
Peach in the last chapter. Hopefully, you were smart and said the
Mushroom. Head right to fight your first Shy Guy. Each has 7 HP, 2
attack, and zip in terms of defense. They can deal three damage,
though. When you’ve won, head over to the jack-in-the-boxes.
Spin jump on them to be launched into the air. Collect coins and spin
jump on the rightmost one to get onto a higher ledge. Spin jump some
more to get over the gap ahead of you, and then fall down to see a Shy
Guy suspended by balloons attack you. These are called Sky Guys, not
to be confused with Fly Guys. These variations are airborne and each
has 7 HP, three attack, and no defense. Also, notice the other
opponent. It’s a Shy Guy, but it’s bright yellow. Regular Shy Guys
can come in any color, although they usually are red like the Sky Guys.
As you continue, get the Star Piece behind the yellow cylinder on the
ground. Keep going right to see a blue building with a door. Hit the
? Block for a coin to the right and then head back to the building.
Enter and head left up the stairs in it. At the top, use Parakarry to
hover left and retrieve a Star Piece. Now fly right and jump the gap.
Fall over the side to be onto the wall.
Stand on the lower half of the blue block and have Parakarry fly you
onto the block. Then fly forward again to reach another ? Block. Hit
it for a Thunder Bolt. Now head right to see the Mushroom and a
treasure chest. Take both to get 5 more HP and the Storeroom Key,
which was stolen earlier. Now go west, spin jumping the block, and do
this repeatedly to return to the entrance on this box. Return to
normal by hitting the switch and then exit this house. Go right two
houses to reach the item shop.
Give the owner his Storeroom Key and he’ll let you raid the storeroom
if you want. In it, you’ll get three good items – a Dizzy Dial, a Volt
Shroom, and a Snowman Doll. But, far more importantly, you’ll get the
Toy Train. Now, check any items you don’t need or buy any you do, then
return to Shy Guy’s Toy Box. That is, don’t enter, but instead go to
the box. Stand next to it and check it. Drop in the Toy Train. The
railroad is now running.
+----------------+
| Anti Guy |
+----------------+
Now, heal if you’re hurt and equip the below badges. We’re about to
take on a titan. Note that, from now on, when you get level-ups, you
should take a BP increase. Do this until you have 30 BP, the maximum.
Power Bounce
Dodge Master
HP Plus x 2
Close Call
Zap Tap
This adds up to 15 BP used. If you have more BP, use more badges (good
ones, like Quick Change, FP Plus, or other nonessential but nice-to-
have badges. Now, to reach this great oppressive beast, enter Shy
Guy’s Toy Box and go left. Avoid the initial Shy Guy (we’re conserving
energy) and you’ll see a black one guarding a treasure chest. Choose
to fight him for the treasure in that chest and you’ll fight the god
among Shy Guys, Anti Guy. He is also known as Deadly Guy. He has 50
HP, 10 attack, and no defense. Bow down before him!
Now, depending on your HP count, this guy will kill you in three to
four turns. However, there is a strategy that can be used. The goal
of this battle is to do as much damage to him as possible in one turn.
With the Super Hammer, Parakarry’s Shell Shot, and Zap Tap, you’ll do
eleven damage to him per turn. However, it will take you five turns to
beat him this way, and he has the edge. His acrobatic moves can do 12
damage, too. So, the strategy revolves around items, too. Use Repel
Gel and Super Shrooms to stay in the game while your partner beats him
silly. Seriously, Repel Gel is your best friend. In the end,
Parakarry will run out of FP, and you’ll have to weaken him normally.
Keep using Super Shrooms (I used three throughout the battle) until
your partner or you can finish him. I won with 2 HP left, but I still
won.
Open the chest for the Power Plus Badge. With it, you raise Mario’s
strength by one. Quickly run back to Toad Town once you’ve triumphed.
Heal at the Toad Town and put your badges back to their normal
positions. But, I do recommend keeping Power Plus on. It is really
handy.
+----------------------+
| The Calculator |
+----------------------+
Now that you’re healed, reenter Shy Guy’s Toy Box. Anti Guy was tough,
but not invincible. Not even the boss of this place is that hard.
With Power Plus equipped (it’s a pricy 6 BP), you can five damage with
the hammer and six with your jumps. Go left, like when you went to
beat Anti Guy, and continue left. You’ll meet a new enemy – Groove
Guy. Each has stylish clothes, 7 HP, two attack, and no defense, just
like their non-thespian relatives. They can also call in
reinforcements, though. They also have a dizzy attack. Hit the ?
Block in the background and go left a screen.
Here you’ll find several Shy Guys with items, some of which were the
stolen ones (actually, all of which. Some are from the shops). Beat
them down to have two Cake Mixes, a Mushroom, Rowf’s Calculator, a
Super Shroom, a Fire Flower, and a Dizzy Dial. With it, return to Toad
Town. Give Rowf his Calculator and he’ll open his shop again. For
helping him, he gives you a special badge called I Spy. When you’re
near a secret panel, you are alerted by a sound and icon. It costs a
measly 1 BP, and I think you can use it. Also, while there, be sure to
buy badges from Rowf. You can get all of them probably, since coins
are given out by the dozen in Shy Guy’s Toy Box.
Collectively, they cost 275 coins. Sleep Stomp lets you jump on
enemies to put them to sleep. First Strike lets you defeat weaker
enemies with your First Strike. Group Focus lets your partners use
Focus to gain Star Energy. But, I Spy was the real bargain here. Go
south. It already comes in handy. In front of the guard’s house is a
hidden panel. Spin jump there for a Star Piece. Go west a screen and
reenter Shy Guy’s Toy Box. In the initial room there is a hidden
panel. It is in front of the train station steps.
+--------------------------------------+
| The Mailbag and the Frying Pan |
+--------------------------------------+
If you need cheap items, go to where you fought the Calculator-thieving
Shy Guys and beat them. If not, let’s ride the train. To use it, jump
on the switches on the sides. You cannot go west for now due to a snag
in the tracks, but you can go east. So, press the switch and then go
to the Pink Station. This area also has a Star Piece hidden in it.
It’s in front of the station. Open the chest to the right to get the
Mailbag. Now we can return it to the Post Office. Go left now. As
you follow the trail, jump onto the blocks to hit a ? Block (one coin).
As you go, you’ll fight two new enemies – Spy Guys and Medi Guy. Spy
Guys have 7 HP, two attack, and no defense. When the Spy Guy uses its
hammer to attack, you’ll lose one of your commands. Medi Guys have 7
HP, one attack, and no defense. They accompany warriors to heal them
in battle. Defeat them first. Continue right, going to a new screen,
and you’ll reach Gourmet Guy. He’s one fat Shy Guy! And, he’s hungry.
However, he’s also picky, and he wants cake. We will note that.
Return to Pink Station and go right from it. Here, Kammy casts another
spell to place a Thunder Rage by the chest. All the more incentive to
reach it. As you go forward, you’ll reach a jack-in-the-box. Use it
and go left, fighting another Sky Guy. Go further left to a chest. In
it is Defend Plus, the opposite of Power Plus, but still costing 6 BP.
Go right and bounce on the jack-in-the-box down to ground level. See
the solid blue wall? It rotates as Shy Guys periodically file out of a
runway. Wait at the right end of it for a Shy Guy to push the left end
and flip the wall around. Now follow this path out to a chest
containing Ice Power, a new badge (they’re just throwing them at us in
here). When fighting fire-based enemies, your attack is raised by two.
It’s nice to have here, and especially in the next chapter. Now go
right and take Thunder Rage. Then open the chest for the Frying Pan.
Now that we have these two items, let us leave the Toy Box to heal and
deliver them.
+-------------------+
| Bake a Cake |
+-------------------+
In what other RPG but Paper Mario are you required to bake a cake? At
least we don’t have to fight a cake like in Super Mario RPG… Heal at
the Toad House in Toad Town and then go to the Post Office. Give him
the mailbag and you get a Star Piece in return. Also, you can read
letters again. You have two new ones. First, read Goombario’s. It’s
from Goompa. It is just encouragement. Bow also has one. It is from
the Boos. It thanks her for rescuing them from the horrible Tubba
Blubba. It’s from the Gusty Gulch Boos. Now that we’ve checked our
mail, go to Tayce T.’s house. In case you forgot, it’s south of here
and it has yellow walls. Give her the Frying Pan and she prepares food
for you. You get the Cake. It restores 15 FP, but it’s not for you.
Return to Shy Guy’s Toy Box.
+-------------------+
| Gourmet Guy |
+-------------------+
Go to Pink Station and head left to see Gourmet Guy. That fat Shy Guy
wants cake, and that’s exactly what he’ll get. IT’S SO GOOD! He runs
around in a panic before leaping into the air, leaving behind the
Cookbook. Maybe giving it to a good cook will do something.
Regardless, press on.
+----------------------------+
| Mending the Railroad |
+----------------------------+
Cross the path Gourmet Guy was blocking and head right. Pass the
Groove Guy and hit the ? Blocks for two coins. Now go right again.
After doing battle with a Groove Guy, you’ll reach a bundle of coins
and a new enemy, Pyro Guy. Each has 7 HP, four attack, and no defense.
With Ice Power equipped, you can beat one with a single blow by the
hammer. As one might guess, they cannot be jumped on, making the most
effective partners Kooper or Bow. Go right again to reach a switch.
Check it to pull it down and flip the broken tract of railroad over to
the good kind. Now we can further explore Shy Guy’s Toy Box.
+----------------------------------------------+
| The Mysterious Note and the Dictionary |
+----------------------------------------------+
From Pink Station you should go to Green Station. Like usual, there’s
a Star Piece in front of the station. Go right to see Kammy Koopa make
another item appear by a chest, which must contains Russ T.’s book.
Here, use the Spin Dash to get past the first few conveyor belts and
then you’ll reach a solid net. Use Bow to turn invisible and pass
through it, then fight the Shy Guy holding the paper. When you beat
it, you get the Mysterious Note. Go right, past a slot machine and Spy
Guy, to reach a bunch of rising platforms.
Reach the end – the right/uppermost platform, and wait for it to lower.
Walk into the wall to the right to enter a secret alcove with coins and
a Star Piece. Now go back to that lowered platform and jump to the
pink/purple one below. When it rises, jump to the blue one to the
left, and then use Parkarry to cross the gap. Here, take the Super
Soda, which restores 5 FP and cures poison or shrinking. Now open the
chest for the Dictionary belonging to Russ T. of Toad Town. Exit Shy
Guy’s Toy Box ‘cause that’s where we’re headed.
+---------------------------------+
| Russ T.’s Words of Wisdom |
+---------------------------------+
As you head to Russ T.’s whose home is just outside the pipe to your
house, stop at the Dojo. In front of it is a hidden panel (on the
grass across the street) for another Star Piece. Now enter the item
shop. Jump on the Shy Guy here to kick him out and let the owner take
control of his store. Now go left to reach Russ T. Give him the
Dictionary and he’ll give you a Star Piece. Give him the Mysterious
Note and he deciphers it (it’s written in the language of the Shy
Guys). It says “Hit yellow, green, red, and then blue.” I think I
know what it means. Return to Shy Guy’s Toy Box, Green Station.
+-------------------------------+
| Working on the Railroad |
+-------------------------------+
The track of the train is terribly damaged. In front of the Green
Station are four colored blocks, and you can light them up with your
Super Hammer. If you hit them in the wrong order, four Shy Guys jump
out to attack you. Hit them in the right order and who knows what’ll
happen? As the note said, hit yellow, green, red, and finish off with
blue. This makes four panels against the wall fall down to act as
tracks for the railroad. Hooray! We can now advance to the last
station.
+------------+
| Watt |
+------------+
Go to the Red Station. Like usual, you’ll find a Star Piece in front
of the station (hidden panel). There are two paths here, one leading
right, and one left. This time we’ll go left. On the ground, you’ll
see a Pyro Guy. Fight it if you so desire, but in the end, go right of
it, jump on the block, and ride the rising platform up. Jump to the
Ferris wheel style elevators to the left. Get the four coins from the
Brick Block and jump left over a wall. Defeat the Pyro Guy on the
ground and hit the ? Blocks for two coins. Jump between them to get a
second Deep Focus Badge.
Now use the elevator to the left and then fall left over the wall. Go
left to a dark room. Ah! It’s a scary, Tutankoopa-like voice. Oh no!
It’s the Big Lantern Ghost! How does this loser with no life know
Mario? Because you can’t see him, you can only hit his lantern as the
battle begins. This makes the light come out stronger (use jumps to
hit the Lantern for more effect). Soon, you’ll be able to see, and
thus hit, Big Lantern Ghost. It has 40 HP, 5 attack, and no defense to
speak of. Not too hard after fighting Anti Guy. Also, his flash
attack does two damage to both you and your partner, which disables
him/her for two turns. Use an action command jump to hit the Lantern
twice (which is why Goombario shines here), which lets you or your
partner hit the ghost immediately afterward. When you’ve beaten Big
Lantern Ghost, it leaves behind its Lantern. As you leave, it talks.
Go over and talk to it.
His name is Watt, and she was trapped in the Lantern. Smash it with
your Super Hammer and a tiny sun baby comes out. Aw. Even this kid
knows who you are. To make it up to you, Watt will now travel with
you. Watt joined your party! Press the down C button to illuminate
the darkness. With HER light, not a him, you can also see invisible
blocks. While in battle, use Electro Dash or Power Shock. Now, I said
at the beginning of this guide that all your partners were based on
enemies from past Mario games.
I did not lie, but most of you probably don’t recognize what enemy Watt
is based on. Well, Watt is from a really annoying species of enemy
from Super Mario Bros. 3. In the second and eighth world, which was
the desert area, some levels had a sun (called an Angry Sun) that
followed you and tried to kill you as you moved along. Watt is one of
those enemies, although she’s a good guy in this game. It is rather
funny to me, though, that such a strong enemy is included among a bunch
of weak partners. Seriously, a Goomba, Koopa Troopa, Bob-omb, Koopa
Paratroopa, and Boo… They seem to get more advanced as you go along.
However, Watt would therefore have to be your last partner, which she
isn’t.
+-------------------------+
| Shy Guy’s Toy Box |
+-------------------------+
As you exit, notice an invisible block made visible by Watt. Hit it
for a Snowman Doll. Take the elevator up and jump onto the next
elevator. Have Parakarry take you across the gap when the platform is
at its peak. It’s a Super Block! Hit it and upgrade your only normal
partner, Watt. As you continue, you’ll see an invisible ? Block at the
end containing a Volt Shroom. In the Red Station room, there’s one
containing a Super Shroom. Now, before we move on, let’s fix the
railroad one last time. Go to Blue Station. Along the way, you’ll
stop to pull a lever, thus completing the track. Now go back to Red
Station. The right path has a Save Block and a Heart Block near it.
Heal and go right. A Shy Guy sees you coming and makes an amazing jump
over the wall. Mario is Jumpman? Yeah right. He can only jump a
fraction of the way. Use Bombette to blow down the wall they made and
the Shy Guys run away screaming, literally. Follow them. See the
Brick Block with the star on it? Use Watt to see an invisible block
near it. Hit that block and then use it to use Kooper on the Brick
Block, making the item fall. Take it for a Shooting Star, an item that
does six damage to all enemies. With it, go east, hitting the ? Block
for a Sleepy Sheep. Now go right into a dark room. The Shy Guys see
you coming and run through the door. Pass through the opening.
+-------------------+
| General Guy |
+-------------------+
Note: A good badge to wear for this battle is Defend Plus. This will
make the Shy Squad unable to hurt you.
It is General Guy and his elite squadron. Following the orders of King
Bowser, they are guarding the Star Spirit. As long as they keep it
secure, they have permission to do whatever they want. Charge! Let
the battle begin. First, you must take down the Shy Squad. They have,
collectively, 15 HP, one attack, and no defense. Talk about tough…
However, they attack you the number of times equal to how many Shy Guys
are in the Shy Squad. But, Zap Tap will prevent them from attacking
you multiple times. It shouldn’t take long to beat them. Now it’s up
to General Guy. You may have beat his infantry, but this wave is far
stronger.
Oh no! Stilt Guys! Each has 7 HP, four attack, and no defense.
Damage them and they drop their stilts. With them gone, he summons his
special battalion, Shy Stacks. Each has 10 HP, one attack, and no
defense. Like the Shy Squad, the attack power equals the number of Shy
Guys in the stack. They shouldn’t prove too tough. Now, with no Shy
Guys left in his army, General Guy is taking you on by himself.
General Guy in his tank has 30 HP, four attack, and two defense. You
can attack either the tank or the Bulb. Attack the Bulb to get rid of
his electric attacks, which are devastating in this battle. They do
five damage to you and two to your partner. The Bulb can be beaten
easily, and I recommend taking it out first. Use items to fight the
tank, like Snowman Doll, Shooting Star, Fire Flower, or Thunder Bolts.
You probably have some from fighting in Shy Guy’s Toy Box. He cannot
defend against those attacks, and it is the most effective way of
beating him. For the most effect, use items like Shooting Star at the
beginning to destroy both the tank and the Bulb. And don’t forget
about Star Storm if you are low on items. The best partner to use is
Parakarry for his Shell Shot, but Bow is also effective if you have low
FP (her Smack attack can do four damage in one shot, which is more than
the other partners can do).
When you’ve beaten General Guy, his tank explodes and the soldiers run
away. They leave behind the Star Spirit. Go touch it to rescue the
fourth one.
“To save the fourth Star Spirit, Muskular, Mario and team disbanded the
gang of Shy Guys toughs. Slowly, it seems as if the life force is
returning to the once bleak night sky… But the stars won’t truly shine
until the Star Rod is wrested from Bowser’s evil grasp. Three Star
Spirits await rescue. Where in the world are they being held?”
=======================================================================
============================Peach the Baker============================
=======================================================================
Press the switch in Peach’s room to enter Bowser’s room. Now exit it
and walk along the wall to reach the door opposite the one you entered
by. Put Power Rush in the chest (from way back in Chapter 2), and Deep
Focus if this is your first time here. Now, exit that room and go down
one room. In here, you’ll find Gourmet Guy. He still doesn’t see why
everyone calls him that. He’s very hungry, and he’ll keep you a secret
if you make him something really yummy. Peach agrees, but she has no
ingredients or utensils. No problem for Gourmet Guy. There’s a
kitchen one floor below here.
So, Gourmet Guy gives you the Castle Key so you can reach the first
floor. That Gourmet Guy is pretty useful. So, exit this room and
unlock the locked door to the south. Go down the stairs and head for
the rightmost room (up some steps). Here, open the chest for the Last
Stand Badge. Now open the wardrobe. It’s a Toad hiding from the
Koopatrol.
He gets back in the closest when done talking. Exit this room and go
to the room left of here. It’s the kitchen. Twink grabs a cookbook
and peruses through it for good recipes. He wants to make the “Special
Strawberry Cake.” First, put sugar and eggs in a bowl. The Eggs are
behind the bowl and the sugar is two to the left of it. Now, mix and
whip ingredients. When Twink says “start,” press A as fast as you can
for ten seconds to mix the batter. If you like how you did, go to the
next step. Put flour and butter in the bowl. They’re on the back
counter. Now walk up to the bowl to pour into the pan. That
accomplished, bake the batter in the oven for thirty seconds. Press A
to put it in, and then wait for thirty seconds. You might want to use
an accurate clock or stopwatch. Press A to end the thirty second
heating period.
When it’s done, let the cake cool on the table. The last thing to do
is decorate the cake. To do this, put cream and strawberries on it.
Tada! My masterpiece! Now take the cake and exit the room. You
automatically reappear in the next floor up. Gourmet Guy eats it and
loves it! It’s too delicious, actually. He gets excited and runs
around for a bit before showing his gratitude. It lies in a secret.
The next Star Spirit is on Mt. Lavalava on Lavalava Island. However, a
nasty Lava Piranha is guarding it. Gourmet Guy has nothing against
Mario, which is why he tells you this. Twink takes off to alert the
media, err, Mario. But, Kammy enters to find Peach just at that
moment. The guards take her back to her room.
+-----------------------------+
| Muskular’s Star Power |
+-----------------------------+
With a new unit of Star Energy comes a new move. You also learned
Chill Out. Use it to lower the attack power of all your enemies. But,
as Muskular is talking, Twink comes down. Then Twink sees an honorable
Star Spirit. Holy jeepers! Muskular takes pity on the dorky Twink and
remembers his name (you really do care!). Muskular leaves quickly to
avoid conversation with Twink. Now Twink must deliver you a message.
According to Gourmet Guy, another Star Spirit is being held on Lavalava
Island. Thanks for the tip, Twink.
+-----------------------------+
| Odd Jobs in Toad Town |
+-----------------------------+
There’s not a whole lot of new stuff to do, and so let’s get it over
with quickly. First, go to Tayce T.’s house. Give her the Cookbook we
got from Gourmet Guy. She can now cook food with two ingredients. Now
go south to the Train Station. Here, in the southeastern-most corner,
is a hidden panel. That’s another Star Piece for us. Purchase some
Li’l Oinks if you’d like, and then go north twice. Rowf now has new
badges. If you can afford them, buy Double Dip (let’s you use two
items in one turn) and Jump Charge (let’s you charge jumps, adding two
attack strength to them) for 150 coins.
Heal at the Toad House and then go to the post office. Kooper and
Parakarry have mail. Kooper has a letter from Koover. He just wishes
you good luck. Parakarry’s letter is from Frost T., a resident of a
far-off frozen land. He thanks Parakarry for delivering mail, even in
harsh conditions. Now go to Luigi. He was reading your mail! You
have three new letters. First, one is from Goombaria. She just wants
to hear your amazing tales of adventure. Tayce T. thanks you for the
Cookbook. She also reveals a recipe – Fire Flower and Egg. Finally,
Rowf thanks you for your continued patronage and saving his business.
Now, let’s go read Luigi’s diary. Spin jump the panel and read the new
pages – three and four. Luigi found a Shy Guy asleep in his bed. Then
he writes a confession in page 4. The Goomba family visited him today,
and they gave him a Goomnut for Mario. Luigi ate it anyways and his FP
increased by three. He wonders if Mario will notice his FP upgrade…
+------------------+
| Badge Stop |
+------------------+
Head for Shooting Star Summit. As you go, you should get another Star
Piece by spin jumping the ground after the bridge. Also, on the summit
is a Star Piece hidden under a panel (first ledge). With them in hand,
go to Merlow’s house. Outside of it is another Star Piece (spin jump
near the plants). Now enter the house. In the chest there should be
another badge, Power Rush. If you’re in danger, your attack is raised
by two. You should have 26 Star Pieces if you’ve been following the
guide. If not, see my Star Pieces section. For 25 Star Pieces you can
buy Power Plus. Yes, you already have this badge, but you want two.
It will prove extremely useful.
+------------------------------+
| The Master Version 2.0 |
+------------------------------+
Remember the days when we thought The Master was so tough. Well, those
days are now ‘cause he is. He went easy on us! He actually is much
tougher, and it’ll take a lot of fancy footwork to beat him this time.
Go to the Dojo fully healed with the below badges equipped.
Power Bounce
HP Plus
Power Plus x 2
Zap Tap
I have a way of determining how tough an enemy is. It doesn’t work in
all cases, but it is adequate for comparing The Master and Anti Guy.
Add up their attacks and HP, then divide by 3. The Master scores
27.66, while Anti Guy scores 20. I hope you have 21 BP to spare,
because that’s how much my combo needs. If you have more, spend it on
Dodge Master, Defend Plus, FP Plus – whatever you can. You might want
to fight The Master once with Goombario to tattle on him and get a feel
for his moves. But, when you’re actually ready to fight him seriously,
have Parakarry out.
Note: You might want to stop at Boo’s Mansion for this battle. Note a
Star Piece is present in the first room (by the carpet), and in the
room you got the Record in. At the shop there they sell Super Shrooms
and Life Shrooms, both of which I recommend buying.
The strategy here is rather simple. Use Parakarry’s Shell Shot to do
six damage a turn. Use Mario’s jump to do eight more damage. The
Master loses one point more by attacking, making him lose a total of
fifteen health every turn. The Master now has 75 HP, 8 attack, and no
defense, so he can beat you relatively quickly. In this setup, it’d
take five turns to beat him. If you can survive five turns against
him, then by all means use it. However, every more must be executed
perfectly, or done differently. That is, I put Power Bounce up there
for a reason. It is actually the heart of the strategy. So, taunt
your enemy and get ready.
Power Bounce is an interesting badge. In Paper Mario: The Thousand-
Year Door, the strongest and optional boss was named Bonetail, and he
has 200 HP and six attack. I’m serious. In that game, you could gain
more levels, but the attack and defense system is identical to this
one. How do you beat something with 200 HP? Use an attack that can
hit your enemy more than once of course! Many badges in this game made
it to the sequel, and Power Bounce did so in flying colors. Use Power
Bounce to jump on opponents over and over until you miss an action
command. Each time you use it, you use 3 FP. It is worth it, though.
Each time you hit, you’ll do less damage, but you can do 10 damage or
more with one jump! It might not be worth it now, but if you’re really
good at it, you can beat The Master easily.
Another alternate strategy that is more costly requires that you buy
the Double Dip Badge from Rowf. It lets you use two items in one turn.
Stock up on cheap Thunder Bolts from Little Mouser in Dry Dry Outpost
and use two per turn, doing ten damage each turn. But, the first
strategy is probably your best bet. If you aren’t good with Power
Bounce, then replace it with Dodge Master. Also, consider using Close
Call and Power Rush. Good luck.
This is definitely the hardest battle you’ve yet fought. But The
Master never kills you; he always leave you with 1 HP, just enough to
challenge him again after resting. If you win (I won with only 1 HP
left), you get the Fourth-Degree Card. The final form of The Master is
impossibly hard, almost as hard as Bowser in the final battle. Later
on, about two chapters from now, we will be able to beat The Master
again, and this time once and for all.
+----------------+
| The Port |
+----------------+
Go to the Port. First things first; spin jump a hidden panel near the
street sign for a Star Piece. Now, look around. It’s Kolorado! He’s
headed for Lavalava Island, but has no transportation. Walk out on the
lower dock and you’ll reach a... thing in the water. Spin jump it and
it comes up. A giant tuna! Err, whale! It is sick, though.
Something’s jumping around in its belly. It’s a classic trick. Walk
into its mouth and pull out Watt. Its mouth is quite dark, and you’ll
need your buddy to light the way. Go right and you’ll find a strange
creature. Jump into it to fight.
You must fight with Watt. Fuzzipede has twenty HP, three attack, and
no defense. At first, you can hit it, but afterward it moves to the
ceiling where it’s all too untouchable. Use Star Storm at this time.
Fuzzipede can also disable your commands. Beating it shouldn’t be
hard, though. The whale feels better, and it sends you up through its
spout. Fuzzipede hops off and the whale thanks you. They should call
you Dr. Mario or something! The whale will repay you by joining your
party! No, I’m kidding. It will give you a ride anywhere, including
Lavalava Island. Kolorado will come with. Talk to him and off you go.
=======================================================================
==============================Chapter 5*===============================
=======================================================================
“Hot Hot Times on Lavalava Island”
+-----------------------+
| Yoshi’s Village |
+-----------------------+
Kolorado immediately takes off to the east for the volcano top. Follow
him right and you’ll see a yellow Fuzzy kicking his old Howard-Carter-
impersonating shell. First, let the Fuzzy have its fun and go take the
Letter, to Igor, the Boo who runs the shop in Boo’s Mansion, on the
stone. Now go over to help Kolorado. This new breed of enemy, called
a Jungle Fuzzy, has 7 HP, two attack, and no defense – just like most
Shy Guys. Like their fuzz-ball brethren, they absorb your HP; what you
lose they gain. They can also divide (the term is fission), which
proves that they are real simpletons when it comes to cellular
structure. What?
If you have equipped two Power Pluses as I do, you can beat them with
one jump. To block their HP absorption technique, press A as fast as
you can to fill the gauge and rip them off. Continue right to reach
Yoshi’s Village. In every Mario RPG game, there is a Yoshi, usually
more. These Yoshis aren’t the legendary Yoshi that is friends with
Mario, but they are the same species as him. Yoshis were first
introduced in Super Mario World, in which a vacationing Mario rescued
this dinosaur species from Bowser, along with Peach. You can find the
Village Leader on the central island on the village. He’s the fat
green Yoshi with a feather on his head. The entrance to the volcano is
in the jungle, and the volcano seems ready to erupt.
North of the leader is a statue of a raven. In this village is a tree
where the ravens live, and they are disciples of Raphael the Raven.
They speak a different language, though, and they never come down.
Spin jump in front of the statue for a Star Piece. Now go right a
screen. The youngsters of the village are the Fearsome 5, and they
have an oh-so secret plan. The Fearsome 5 speak ill of the Cheep Cheep
over there (in Mario games, fish are called Cheep Cheeps) because she
is their baby-sitter, and she won’t let them out into the jungle.
Also, the adults say that Kolorado ventured into the jungle.
To the right of them is Yoshi’s Cabana, the item shop. They have good
prices on some items, but there’s nothing new here. Thunder Rage is
comparatively cheap, but Super Shrooms are two coins cheaper in Boo’s
Mansion. Right of them is a sort of Toad House. Now go north of
Sushie, the Cheep Cheep. See the plants? Check them. You might fight
a Hurt Plant, each of which having 8 HP, two attack, and no defense, or
they might by Heart Plants, which slightly heal you. They can poison
you, which is really their only good offense. Check the bushes and
they part. Now go right a screen. Currently, we can do nothing, so we
will return later.
+-------------------+
| Jade Jungle |
+-------------------+
Go back to the village and go right a screen. Kolorado is getting beat
up by the natives. Head right and fight the Shy Guy with a spear
attacking him. This jungle Shy Guy is called a Spear Guy. Each have 7
HP, three attack, and no defense. If they throw their spears, they
become Shy Guys (one attack point weaker). Attack them based on how
their spear is pointed (if up, you cannot jump on them). Note that
they might summon reinforcements. Continue right to see the entrance
to the cave. However, it’s very high up, and we cannot reach it. Go
left and Kolorado plays a practical joke on you. Huh, such
incompetence. Go left again to reach Yoshi’s Village. The children
are missing!
+--------------+
| Sushie |
+--------------+
Like last time, go north where Sushie was and then shake the bushes.
Go right from there to hear Sushie. Sushie is trapped in a tree. She
was built for swimming, not flying. To help her out, hit the tree with
your hammer three times. While chasing the “Fearsome 5,” Sushie fell
into a trap they had set. Now they’re exploring the jungle, those
little ingrates. When she hears that you’re also searching those
diminutive hoodlums (little rascals was trademarked), she decides that
you two should look together. She then learns that you’re the famous
Mario, of whom she’s never heard. Sushie joined your party! Huzzah!
Press down C on the platforms bordering the water to ride on her.
Press down C in water again and she dives. In battle, she can use
Belly Flop or Squirt.
Go right over the tree bridge and get in the water using her special
ability. Head left, diving beneath another bridge, and get off her at
the dock platform. It’s a Bub-ulb. It also gives you a Magical Seed,
the final one. Well, it would, except the seed isn’t ready yet. We’ll
come back later. Now get back in the water and swim right. Here, take
the Star Piece and hammer the tree for a Letter to Russ T. in Toad
Town. Thanks, Sushie!
+----------------------------------------+
| The Fearsome Five Rescue Mission |
+----------------------------------------+
Return to where you first docked off and go left a screen. Here, get
in the water and go to the central island. Fight off the Spear Guy (to
perform action command with Sushie, hold left on the Control Stick like
you would Kooper’s moves or the Super Hammer). Now you can hit the
Badge Block here. It is Power Quake, a strong hammer attack that
affects enemies on the ground on ceiling. It costs 2 BP and 4 FP. Get
back in the water and head left a screen by diving under the tree-
bridge. Look around for a dock on the central island. Go up and check
the bushes. It’s a monster! No, it’s a M. Bush, having 8 HP, three
attack, and no defense. They occasionally poison you. When you win,
go down and right on the tree-bridge. Beat down that Spear Guy and go
south to a Super Block. Hit it and upgrade Sushie, your only average
partner. Now go back into the water. Swim left and dock at the
western side of the screen. Go forward, defeating an M. Bush, and
check the bush ahead to find the red Yoshi.
Now it runs home. One down, four to go. Go down to the dock and head
left of it to go left one screen. You’re at the whale. Go right twice
to reenter the village. Heal and save, then reenter Jade Jungle to the
north. Go through the bushes and swim left. Dock at the central
island and go north one screen. Check the bushes to make them separate
and then hit the tree if you want a Fright Jar. Get in the water at
the dock by the tree and go left to another dock. Take it and go
right. Press Z when you’ve jumped on the flower and you’ll hover up to
reach the next ledge. Destroy your opposition – namely a Spear Guy.
Tip: avoid fighting legions of Fuzzies by using Star Storm. It does
seven damage per attack. Check these bushes to find a pipe. Take it
down and use Watt to light the place. Hop up the steps to the green
Yoshi. Talk to it and it returns to Yoshi’s Village safe and sound.
Two down, three more to go.
Take the pipe back up and switch to Sushie as your active partner. Go
to the dock to the south and head west to a new screen. Swim around
and dive for a Star Piece. Now dock and go left. Here, hit the log
bump to form a bridge. It’s the first blue Yoshi. Talk to it and it
leaves for the village. Mario officially takes that Yoshi’s position
as “it.”
Go back right and get in the water. Continue right and dock at the
easternmost platform. Go right a screen on land. Here, fight off
swarms of enemies and traverse the tree-bridge. Slam your hammer into
the long here and cross the bridge. This is a Hurt Plant; do not touch
it. Continue across this path and go right a screen. Poor Yoshi!
It’s surrounded by two Piranha Plants. Run up to them and let the
battle begin. Each Putrid Piranha has 12 HP, three attack, and no
defense to speak of. Their weaker breath can poison you, which you
should action command defend against. They aren’t too tough. When
you’ve won, the orange/yellow Yoshi proclaims his savior and runs off.
Now that it is safe, go left. Here you’ll find a dock. Take it and
get on dry land to the left at another docking platform. Go south. In
a tree here is the fifth Yoshi. Hit the tree to the right and combat a
Jungle Fuzzy. Go left and hit that tree to knock down the snoozing
Yoshi. It goes back home. To make a major shortcut, go south and hit
the log there to form a bridge. Now cross it and go south. Welcome
back to the village.
+-------------------------+
| Raphael the Raven |
+-------------------------+
The Village Leader wants to thank you. Go see him at his stone table
and he’ll be missing. Instead, he’s in front of the raven statue
nearby. To reward your valor, the leader shall teach you a good way to
reach the volcano. Follow him and he gives you the Jade Raven.
Whenever events beyond the Yoshis’ control occur, they seek guidance
from Raphael the Raven, the master of this island. Should you place
the Jade Raven in Raphael’s statue, he will reappear from the depths of
the jungle.
Sushie would leave your party, but she hears your touching, romantic
story of rescuing Princess Peach. Romance in a Nintendo game?
Whatever, Sushie is still staying with us. Now go to the Toad House to
heal. Buy any items you might want, and then reenter the jungle by
where you entered to find the Fearsome 5. Go left over the bridge you
made and then go north a screen. Get in the water with Sushie and get
on land at the northern dock. Place the Jade Raven in the statue here
and it moves aside.
Take this new path north. Welcome to the jungle. That before was just
water and trees. This is the thicket. Defeat the Spear Guy and check
the bushes to the right to find a new path north. Take it. Go right
here to see water gushing from a hole in the ground. Push a block onto
it and the water rises somewhere else. Continue this sequence until
you’ve clogged all the holes but the last one, which raises a rock
until the rock is sky-high. Push a block onto this geyser of sorts and
go north. Here, you can pull down the ivy on the tree to make stuff
fall down. You’ll get a Mushroom, a Fire Flower, fight two Fuzzies,
and create a path to the north this way. Take the path. First, spin
jump right of where the Heart Plant’s heart appear for a Star Piece.
Now go right. It’s the boss of the jungle, three Putrid Piranhas and a
W Magikoopa, the W standing for white. Bowser must have his hand in
this if a Magikoopa is present. This enemy has 11 HP, three attack,
and no defense. W Magikoopas are healing Magikoopas. He can make his
companions recover 5 HP at a time, or all of them at once for 3 HP.
Beat the W Magikoopa first. He can heal himself, too. Star Storm is
effective here; let your partner take out the W Magikoopa after using
it. From there, you’ll have little trouble besting the Putrid
Piranhas. When you’ve won, take the many coins that result and go
right. This is the home of the master of this island, Raphael the
Raven.
Enter the tree. Save and climb the stair steps. Nice music… When you
reach the top, go outside and climb the sloping path here. Keep going
until you reach the top to find a Happy Heart Badge. Equip it to
slowly refill HP during battle. Now go back left down the steps and
enter the door you see. Climb these steps and go right when outside.
This is Raphael the Raven, venerable guardian of Lavalava Island. To
help you, Raphael becomes angry and lets out a giant “caw.” This
summons his minion ravens, who he then dishes out orders to in their
language. Raphael then jumps from his nesting place to the ground.
Fall with them and talk to Raphael, who then ground pounds the land
here to create an arch for you to pass under. Follow him right a
screen and continue following them. Talk to him and the ravens get to
work sawing down a tree. Kolorado then wanders over. Now the ravens
are done making some sort of contraption. Kolorado is the first to
jump into the lift. Before you take it, Raphael gives you an important
item. It is the Ultra Stone. With it, you can upgrade partners a
second time at Super Blocks. Use it and prosper. The ravens then
leave. Take the lift up and go right. Jump to the chain and ride it
across the rope to the other side of the volcano. As a note, if you
want to return here, just go right from Yoshi’s Village. Now heal at
the Heart Block and enter the volcano.
+--------------------+
| Mt. Lavalava |
+--------------------+
Go forward in the smoking cave and a Putrid Piranha guard pops up. It
identifies you as Mario and takes off to alert its boss. Continue down
this tunnel to reach a large, magma-filled room. Kolorado is here, and
he senses danger. He’s a genius! Kolorado jumps to the platform and
is burnt. To cross these sinking stones safely, have Parkarry at your
side. Let him fly you across the magma. At the other end, ride a
stable platform across some magma (if you fall in, you lose one HP and
start over) and jump to a safe platform, on which is a new enemy.
Lava Bubbles have 9 HP, four attack, and no defense. However, they’re
beaten quite easily. Use the Ice Power Badge to boost your attack by
two when fighting them. It also allows you to jump on them. The
partner of choice here is Kooper. They can also do two damage to your
friends. Also, Sushie’s Squirt attack is effective. When you’ve
triumphed, use Parakarry to cross some rocks in the magma and go right,
further into Mt. Lavalava.
Here, use Kooper to destroy the Brick Block and knock down a POW Block.
Also, you’ll face a Spike Top, relatives of the Buzzy Beetle. If you
have the badge Spike Shield equipped, they’re a piece of cake. If not,
their 4 HP, three attack, and four defense will leave you begging for
mercy. If you don’t have Spike Shield equipped, beat these enemies
with Star Storm quickly and equip Spike Shield afterward (2 BP well-
spent).
Go left and you’ll face another Spike Top. Beat it and continue down
this path. Save at the Save Block and then take the rope down. As you
fall, drop about three seconds in. Your goal is to land on that raised
platform. If you do, you’ll find the Fire Shield Badge. At the cost
of 2 BP, the damage you take from fire attacks is reduced by one.
Maybe later… Now head left. Go through this tunnel to a new cavern.
Here, go left and use Parkarry to cross the upper magma flow. Push the
blocks into it to block off some of the waterfall, so to speak. Now go
down and use Parakarry to cross the remaining magma. Now go left to a
new cave.
Here, push the two blocks so that they form a line, and then use
Parakarry to cross the gap. Here, you’ll face two Lava Bubbles. With
the first is an R Magikoopa, the R standing for red. Each has 11 HP,
three attack, and no defense. These are the pumps of Bowser’s army;
they increase the attack of others with their magic. This is a major
waste of time on their part, as you can easily beat a Lava Bubble with
a single jump (assuming you have Ice Power equipped). If you damage
the R Magikoopa, it may run away. The second has a W Magikoopa with
it, nothing special. Now climb the path and open the chest for the
Ultra Hammer! Your hammer’s attack strength is now increased, and you
can break any blocks. It will be useful to us here and in Toad Town
Tunnels.
Give it a test run by smashing it into the block to the right. Go
right once and reach the east edge of this screen. Smash the metal
block here and use Parakarry to cross over the magma stream. Avoid the
Putrid Piranha and climb the steps to open the chest containing the
Dizzy Stomp Badge. If effective, it makes the target dizzy. Exit here
and go right twice (once into the tunnel, once out of it). Bounce on
the spring to then left and then head left (not on the rope, on the
land) to reach a spring. Bounce on it and take the rope here across
the gap. Now head right. See the flame chains? Like in Koopa Bros.
Fortress, those are Podoboo chains. Time spin dashes well to pass them
and reach a Super Block.
Upgrade any of your partners (I chose Kooper) to Ultra-Rank thanks to
the Ultra Stone. Go back left and out of this room. Head left along
this trail and then right to return to the Save Block by the rope that
you took earlier (when you got the Fire Shield Badge). Save and talk
to Kolorado, who has made it this far. Smash the block to let him move
onward. Take the rope and hang onto it for about three seconds.
You’ll fall down to a Super Block. With the Ultra Stone, you can now
upgrade a party member to Ultra-Rank.
Upgrade whoever, although I did Sushie, who is quite useful in this
fiery place. Now that you have it, jump to the ground and spin jump
the ground right of the Super Block for a Star Piece. Go left to exit
this room, take the springs up to the Save Block, and take the cave to
the right. Take the rope all the way across to reach a cave. Take it
and you’ll reach the tunnel of no return. A giant spiked ball falls
down, and you must run right to escape it.
In the new room, use Parkarry to safely reach a platform navigating the
magma. Cross over it and go right past more Podoboo chains. They also
throw Lava Bubbles into the mix for challenge. Toward the end you’ll
have to time a good jump to the platform in the magma to escape the
Podoboo chain. Cross the gap and go right through the cave. Defeat
two enemies and then head right. Kolorado finally catches up with you.
Unfortunately, the treasure is just around the corner, but there is a
solid wall. Push the block here all the way to the left and jump on
it. Hit the metal blocks in the way and a boulder falls.
It crushes poor Kolorado, but it does make a dent in the wall that you
two can pass through. Head right and Kolorado runs to you. He heads
right because of his treasure-sensing intuition. Spin jump the panel
left of the Heart Block for a Star Piece. Head right and take the two
treasures of the ? Block. Further right is a disappointed Kolorado who
has found nothing. Go left down the steps to a Save Block, which you
should use. Now head right. Another Putrid Piranha sentry pops up,
concludes a Code Red, and goes to its boss. Follow it to the right.
You might want to have the following badges on:
Dodge Master
HP Plus x 2
Power Plus x 2
Power Rush
Close Call
Ice Power
Fire Shield
This combo takes 26 BP, and you might supplement it with Deep Focus or
Mega Rush (just in case). Now go right. Have Sushie out and continue
right to see a disgusting creature appear from the lava. You made it,
Mario. After accusing you of being evil, it decides to kill you. By
trapping the Star Spirit, Bowser gave the Piranha Plants Mt. Lavalava.
Prepare to fight.
+--------------------+
| Lava Piranha |
+--------------------+
This plant has 40 HP, five attack, and no defense. Not too bad, but
not too good. However, it is pretty strong. All of its buds can
attack at once. Each Lava Bud has 8 HP, four attack, and no defense.
They seriously jeopardize your health, so take them out right away. It
should be done easily with a jump if you’re using my strategy. With
them gone, it’ll be easy for you to beat Lava Piranha quickly. After
all, assuming you use the right characters, you can do tons of damage
each turn – eight with just Mario alone. Right when you’ve won another
easy battle, Lava Piranha’s buds fall into the lava, which revitalizes
them. They’re back, they’re on fire, and they are tougher than ever.
Actually, now it’s even easier to win. Sure, you’re weak, but you have
a plus two attack power. Don’t waste time attacking the buds; they
come back to life shortly after dying. He may be easier to hurt than
before, but there is still the matter of survival. Use Sushie’s Squirt
attack to hurt Lava Piranha (after being damaged greatly, it will not
move for a while). The damage to the plant will be spectacular. Focus
all your energy, all your FP, and all attacks to Lava Piranha, not the
buds. It now takes the buds two turns to attack, which may buy you
some time. Damage Lava Piranha nonstop and you can win in a three
turns. Survive long enough and you’ll win.
This time, though, the Lava Piranha falls forward, not into the lava,
and it’s down for the count. It drags itself back into the pit.
Kolorado comes over and runs to the cave to the right for treasure. As
for you, you’ll have to settle for the Star Spirit.
“Venturing deep into the steaming Mt. Lavalava, Mario and friends
plucked the Lava Piranha… and rescued the fifth Star Spirit, Misstar,
from a fiery fate. But the ‘treasure’ Kolorado is looking for is yet
to be found. Wherever could it be? What’s that…? Something… strange…
is… going on around here…”
+--------------------------------+
| Escape from Mt. Lavalava |
+--------------------------------+
The place is collapsing! Follow Misstar right and up some steps.
Kolorado decides to check if Lava Piranha had it, but then the mountain
trembles much more violently. Magma is rising! The mountain is
erupting. I bet the Lava Piranha is enjoying it. Use Bombette to blow
up the wall to the right. Go right and run across the stairway.
Kolorado sees a treasure chest! Misstar grabs the two and takes them
up before the volcano blows. The treasure was launched down onto the
ground in the distance. That was too close for comfort…
+--------------------------------+
| The 64th Trivia Quiz-Off |
+--------------------------------+
Peach has gotten quite bold. She wants to sneak out again. What
terrific timing! Like usual, hit the switch behind the picture to go
to Bowser’s room. Now go right to exit the room. Enter the door
opposite the one you’re in. Put Last Stand, the badge we got last time
we were out and about in the castle, in the mysterious chest here. Now
exit this room and go down to the first floor. Take the stairs down
and go left to the leftmost door. Take it. A Koopatrol sees you, and
his first instinct is to carry you back to your room.
But, a Hammer Bros. nearby wants Peach to participate in their little
game. After all, she can’t leave the castle or anything. They need a
third person, and they don’t want one of Bowser’s minions because then
they’d know that they’re goofing off. This is the 64th Trivia Quiz-
Off!!! Mr. Hammer is the host. Mr. Hammer will ask ten questions, and
the contest who answers the most wins. Everyone gets at least a
participation prize. But, the winner gets a fabulous prize. Some
questions below might be slightly off. You’re not given much time to
answer, let alone type them.
1) Question: What’s the name of the boss inside the volcano in Lavalava
Island?
Answer: Lava Piranha
2) Question: Where did Master Huff N. Puff imprison the Star Spirit?
Answer: Flower Fields
3) Question: What is the name of the scary round monster living in Dry
Dry Ruins?
Answer: Chomp
4) Question: How would you get to Flower Fields?
Answer: Pass Flower Gate
5) Question: What’s the name of the person who King Bowser really
loves?
Answer: Princess Peach
6) Question: What thing is most deeply related to Flower Fields?
Answer: Flower
7) Question: What’s the name of the most admirable, invincible, just
downright cool guy around?
Answer: Bowser
8) Question: What’s the name for the ghost for the ghosts who live in
and around Forever Forest?
Answer: Boo
9) Question: What’s the name of the area just to the south of the post
office in Toad Town?
Answer: The Flower Garden
10) Question: Where is Peach’s Castle now?
Answer: On Bowser’s Castle
For winning, you get Jammin’ Jelly. It restores 50 FP. And for
participating (this way, you get it even if you lose), you get the
Sneaky Parasol. What does it do? If you face someone and press B, you
can transform into that person. Just as she gets it, Bowser comes in.
Bowser wants to go on the quiz show, and Peach walks off, but Bowser
catches her. The guards then take her back to her room.
+----------------------------+
| Misstar’s Star Power |
+----------------------------+
Kolorado is depressed because of his lack of treasure. Misstar scolds
him because his life is more important than that treasure, and he as
willing to risk it. Misstar then thanks Mario. You’re up to five now.
With her aid, you now have five Star Energy. And you learned Smooch, a
new Star Spirit Power. Use it to restore more HP than Refresh can.
Misstar takes off for Star Haven, and Kolorado complains. He was so
close, but then he had to get saved by a starfish… He walks off sadly.
Poor Kolorado…
+------------------------------------+
| The Treasure of Mt. Lavalava |
+------------------------------------+
Of course we weren’t in it for the Star Spirit. Ha, it makes me laugh!
No, we were there for the treasure, and we’re very fortunate that the
treasure chest was lava-proof. Go right to Yoshi’s Village and save.
Now go north into Jade Jungle. Check the bushes ahead of you to make
them split and then go right. Continue right to a treasure chest.
Open it for the Volcano Vase! Wait, remove that exclamation mark.
This treasure reeks. We’d might as well give it to Kolorado. But,
first let’s get the Magical Seed from the Bub-ulb here. That deadbeat
skipped on us last time. Swim to his island and talk to him.
Apparently, he just gave the seed to Kolorado, who somehow missed the
treasure chest here. So, we must give the vase to him. Return to
Yoshi’s Village and give Kolorado the vase. You ARE the cat’s meow.
Thanks, Kolorado. Feeling guilty, Kolorado gives you the Magical Seed
in return. Now return to the whale and ride him back to Toad Town.
Good-bye, Lavalava Island, and hello Mushroom Kingdom!
+--------------------------+
| Jr. Troopa Returns |
+--------------------------+
Well, not yet. Jr. Troopa has come to challenge you before you leave
for Toad Town. He swam all the way here, and there’s no way he’s
letting you leave now. That would be funny, though. And it is, too,
because that’s what happened. Kolorado plans to leave for Koopa
Village to be with his wife. Cheerio, old bean. In the meantime, Jr.
Troopa wants to challenge you, this time in the Port. What will the
little loser do this time?
Because of swimming, Jr. Troopa only has half his normal HP, which
leaves him with 20. His new skill makes up for it. Now how will you
beat him? He has a horn on his head and he flies. Jr. Troopa has 40
HP, six attack, and one defense, although he starts with 20 HP.
Assuming you have the Spike Shield Badge on, you can bypass his spike
and jump on him normally. This makes this battle even easier than the
last one. As for partners, Watt is the way to go in this battle. Use
her Electro Dash to do four damage. Remember, Watt’s move gets action
command by holding A until the bar fills, and it penetrates defenses.
Once you’ve won, you’ll get quite a few Star Points. Beaten, Jr.
Troopa realizes that he could have flown to the island. Poor Jr.
Troopa… You can now hammer and jump on his body, plus use partner’s
abilities, to further torment him if you’d like. When you’re done, get
ready to check the mail.
+---------------+
| Letters |
+---------------+
As you return to the main Toad Town area, you’ll see Goombaria and her
mom in Toad Town. Goombaria did mention that she might come over in
her letter to Mario. Now go to the post office. Everyone but Kooper,
Parakarry, and Sushie has letters. Goombario’s letter is from Gooma.
It’s encouragement and a stop-by letter. Bombette received mail from
Bruce, her unreciprocated boyfriend. His heart burns like a fuse. Oh,
that’s so sweet. Bombette has (*giggle*) ignited his passion. Bow has
a letter from Bootler. He wishes you safety and regrets not having
joined you on your adventure. That would’ve been pretty cool. Watt’s
letter is from Fuzzipede, the guy in the whale he beat up. He
appreciates you helping him out of the whale’s stomach. Basically,
he’s de-establishing all relations between you two. Hooray!
Now we’ll deliver two Letters. One that we have takes forever to
deliver, as you experienced earlier, and we won’t get into it. First,
go to Boo’s Mansion. Go to the shopkeeper, Igor of Boo’s Shop.
Deliver the Letter, an order list from Gusty Gulch (talk about lazy),
and you’ll be rewarded with a Star Piece. Now return to Toad Town via
pipe. Deliver a Letter to Russ T. of Toad Town. It’s from a young and
curious Yoshi of Lavalava Island. Take the Star Piece reward and exit
the house.
+---------------------+
| Luigi Updates |
+---------------------+
Go to your house. It’s time we checked our mail and read more of
Luigi’s diary. You have one new letter from Kolorado. He thanks you
for helping him along in his volcanic expedition. Now spin jump the
platform to reach Luigi’s diary. Read the new pages – five and six.
Luigi learned that Mario went to Lavalava Island on a tuna. He’s so
jealous. In the next page, Luigi thinks Yoshi kids are just the cutest
little things. He admits to being a bit jealous of his brother. As
for Luigi himself, he’s sitting atop a metal block singing. If you
want, you can break the block.
+-------------------------------------+
| Findings in Toad Town Tunnels |
+-------------------------------------+
With the addition of Sushie and Watt to our party, as well as the Ultra
Hammer, we can now do much more than before. First, drop into the pit
in the first room you’d normally take to go to Boo’s Mansion by pipe.
Go left in here and left again. Here, if you use Watt, you can see
three invisible blocks leading to a Super Block. Push the block on the
ground around to be under them and then jump to hit the blocks, making
them physical. Now jump across them to the Super Block. Upgrade any
partner, although I chose Goombario. Now go back right twice. Get out
Sushie and go right in this disgusting sewer water. At the other end,
a giant Blooper pops out to battle you.
It’s a Super Blooper. It has 70 HP, five attack, and no defense. It’s
not that tough. When it’s mad, it’s attack goes up. Also, it can
spawn Blooper Babies. I hope you like long battles. Each Blooper Baby
has 6 HP, two attack, and no defense. Use Star Storm to effectively
eradicate both of them and damage Super Blooper at the same time. When
Super Blooper is mad, switch to Bow and use Outta Sight to protect
yourself. Quick Change is a good badge to use for this battle. After
quite the easy battle and many Star Points, a switch falls down. Hit
it and a pipe appears as a shortcut to Yoshi’s Village. While there,
save and heal before reentering the sewers.
Go right of the pipe to a new room, following the lower path to another
room. You can do nothing for now, so just go to the pipe. Take it and
blow up the wall to the right. The weirdo here is named Rip Cheato,
and he must be a convict to live down here. This guy’s a total con
artist. Do not buy his merchandise. However, you can take a pipe to
the right. When you do, you’ll appear in the house in Toad Town that’s
always locked. Take the Odd Key to the left and unlock the door. You
now have a quick path to Rip Cheato if you need him. Now, if you have
enough coins, he can help you. Buy his first three items. 64 coins
apiece, they are a Star Piece, a Life Shroom, and then the Bump Attack
Badge. Wear it to defeat weaker enemies by simply walking into them.
Now stop buying items from him. Now reenter the tunnels by the normal
entrance.
When you enter, go left a room. Left again, take the rising platforms
up and enter the pipe. When you emerge, go right onto the platforms
and cross them to a door. Go through it and go right to the pipe on
the ground. Take it and defeat the Buzzy Beetle here. Now destroy the
metal blocks and climb the steps to a Super Block. Hit it and upgrade
any partner, preferably Watt or Bow. Now exit the tunnels, for we are
out of things to do there once again.
+-------------------+
| Badge Break |
+-------------------+
You probably don’t have a lot of money since you bought so many items
from Rip Cheato, but, if you do, you should still buy some badges from
Rowf. Because I was low on coins, I bought Spin Smash for 75. It
costs 1 BP and 2 FP, but when used, it knocks the target into the
character behind them. Now go to Merlow’s place. In the first room,
take Last Stand from the treasure chest. It will only be there if you
delivered it as I said when you were controlling Peach. Now go see
Merlow. If using my guide, you should have thirteen Star Pieces.
Spend them on Feeling Fine and Pretty Luck, both for 5 Star Pieces.
That was quite a fruitful venture, now wasn’t it?
+---------------------+
| Kent C. Koopa |
+---------------------+
Kolorado is off by the Toad House. He would return to Koopa Village to
spend time with his wife, but Kent C. Koopa is blocking the road. He’s
a terrible brute, and this is a sticky wicket. Of course, he could
always use Toad Town Tunnels, but he wouldn’t think to do that. Healed
and saved, go right to Kent C. Koopa. He’s a big, ugly bully. He is
charging a toll of 100 coins to use Pleasant Path. You can either pay,
don’t pay, or fight. He gives you a chance to run before you face him.
Get ready for him.
Kent is extremely strong, having 70 HP, 10 attack power, and six
defense. Do a double jump on him to flip him into his back. However,
there’s an easier way to beat goliath. It seems like a useless
ability, but it’s not. Use Lullaby at the cost of one Star Energy
unit. He’ll fall asleep for four turns, which lets you use Goombario
to knock him down and Mario’s hammer to back you up. Use Quick Change
in this battle and then switch to Kooper. Use Shell Shot while Kent C.
Koopa is asleep. When he wakes up, use Dizzy Shell at the cost of four
FP. Alternate between Dizzy Shell and Lullaby. Using this method, he
is absolutely and laughably easy, despite his brawn. If you want to
brawl it out to the bloody finish without using Mamar, use Watt to
break his defense, although I must warn you that you’ll lose unless you
are extremely wasteful with items or you use my above strategy.
When you win, Kent gives plenty of Star Points. He then flees, crying
as soon as he turns his back (although generally unscratched). Now
Kolorado can return home! Man, we never stop helping that guy.
Really, it was for the experience, and for the fact that Kent C. Koopa
is fun to write.
+-----------------------+
| The Flower Gate |
+-----------------------+
It’s time to open the portal to Flower Fields. That is where Bub-ulbs
come from. Bowser’s minions are darkening the place, and humans can
reach that place only by planting four seeds from different Bub-ulbs
around this portal gate. Merlon is a fortune-teller, and he can help,
but I write guides, and I can help more. First, you already have them
all if you’ve been using my guide. In case not, I’ll make a list so
you can get them all, for all those people just tuning in.
1) Go south of Minh T., the Toad girl who stands near the gate, and
talk to the Bub-ulb there. At the end of Chapter 5, this Bub-ulb
stands next to Minh. Talk to him for a Magical Seed.
2) Head for Mt. Rugged. In the screen before Buzzar’s nest, there’s a
fork in the road, either go up a slope or down a level path. Follow
the level path, avoiding a Cleft (actually, at this point in the game
it doesn’t matter at all), and use Parakarry to cross the gap to a Bub-
ulb. Talk to it for the Magical seed.
3) This one’s in Forever Forest. When you reach Area # 4, circle
around the place to find an opening leading into the center of the
area. That’s where you’ll find a Bub-ulb yielding another Magical
Seed.
4) You are guaranteed to have this one. On Lavalava Island, go to the
screen you got Sushie in. Do so and swim from the docks to the island
with a Bub-ulb on it. Before you beat Lava Piranha, it says that it’s
making the seed, or something to that extent. Afterward, it says that
it gave the seed to Kolorado. Retrieve the Volcano Vase from the chest
in that screen and trade Kolorado the vase for the Magical Seed.
Now that we’re all caught up, give Minh T. the seeds. She’ll plant
each in the garden. When all four are together, the Flower Gate lights
up and a doorway to Flower Fields is created. Take that door and let
Chapter 6 begin. We’ll come out smelling like a rose (pun!).
=======================================================================
==============================Chapter 6*===============================
=======================================================================
“Dark Days in Flower Fields”
+-----------------------+
| Wise Wisterwood |
+-----------------------+
When you come out, a giant tree talks to you. He, Wise Wisterwood, is
the oldest tree in all of Flower Fields, land of plants. You are in
Flower Fields, which is geographically positioned north of Goomba
Village. Flower Fields is in dire straits. Recently, a creature named
Huff N. Puff and its followers invaded these lush fields. Clouds
covered the beautiful sky, and evil spread. Without sunlight, the
flowers are dying.
And there is a rumor that Huff N. Puff is holding someone captive... a
Star Spirit perhaps. Huff N. Puff is high in the sky in a place called
Cloudy Climb. To reach him, you’d have to use a Magical Bean or
anything else that grows high. Somewhere in Flower Fields is a flower
named Petunia with such a bean. Wisterwood believes she is to the
east. For Flower Fields!
+------------------+
| To Petunia |
+------------------+
Go right through the middle path. As you go, you’ll encounter a new
enemy, the Crazee Dayzee. They have 8 HP, 4 attack, and no defense.
They sing a song to attack, and it can put you to sleep. Also, they
run away when their HP runs low. If you hit the tree to the right with
your hammer, you’ll face another new enemy – Bzzap!. Bzzaps! are bees
with 3 HP, six attack, and no defense. They can poison you with their
stings. Another attack they have can shrink you. However, they should
be easy to defeat due to their miniscule HP level. As you go right,
you’ll face more of them. Go right once more to find Petunia, who is
angry.
Without the sun, Petunia has no energy, and the Monty Moles are biting
her roots. She can’t even fight back! Let’s teach them Monty Moles a
lesson. This a new breed to Monty Mole, and it has 12 HP, three
attack, and no defense in the least. You fight each of them
individually (each one has one more fighter than the last), four in
all, and I doubt they’ll trouble you. To show how grateful Petunia is,
she gives you a Magical Bean. She asks you not to plant the seed, for
if you do, it will never move again. Just don’t plant it with Fertile
Soil and Miracle Water. Now, before you leave Petunia, spin jump the
panel to the left for a Star Piece.
+----------------------------+
| The Great Berry Hunt |
+----------------------------+
There are three types of berry in Flower Fields, and we’ll be needing
one of each. First, whack the tree to the left of Petunia for a Red
Berry. Take two. Now go to Wisterwood. Take the lower-left path here
to see a red flower guard. It will only open the gates if you feed it.
Let him chow down on a Red Berry and he’ll open the gates.
Go left here, and you’ll fight a Bzzap! accompanied by a Ruff Puff.
Ruff Puffs have 10 HP, four attack, and no defense. Continue left and
you’ll face more of the same. Soon you’ll reach a tree. Hit it for
Yellow Berries. Spin jump in front of the tree for a Star Piece. With
it, go left once more to see the Crystal Tree. Talk to the plant here,
a flower named Posie, and it has a long nose. The Fertile Soil around
the tree made her nose grow so long, and yours could stand to be a bit
longer, so she gives you Fertile Soil. Now that we have it, return to
Wisterwood and take the lower-right path. You’ll find the yellow
flower guard. Give it Yellow Berries and it opens the gate.
To cross the thorny abyss, use Parakarry and the platforms in the
spikes. At the end, take the stairs above you up and head left to a
Super Block past five Crazee Dayzees. This time, make Bombette Ultra-
Rank. See the pattern I’m going in? Now head back down those stairs
and go right to a tree. Hit it for Blue Berries. Take two. Now, one
Crazee Dayzee in this screen is sometimes an Amazy Dayzee. They are
very rare and they have 20 HP, 20 attack, and one defense. They give
tons of Star Points, and it’s good to hunt them (use Lullaby or a
status attack on the first turn to put it to sleep and then beat it up
from there). If you see one, engage it. Anyways, go right again.
Here, step into the drained pond and walk across. At the end, spin
jump on the grass for a Star Piece. Now go right.
A flower lives in the dry spring here. She is named Lily. Some cloud-
riding freak stole the Water Stone, the source of the spring water.
When Lily sees you, she asks you to take back the Water Stone. Lily
has trusted us, and we will find that stone…
+-------------------------------------+
| Blue Berries in Flower Fields |
+-------------------------------------+
Go to Petunia. Go right of her and to a screen with barren trees and a
well. A sniffle comes from within the well. Throw a Blue Berry into
said well and they throw you a Flower Saver Badge. Use it to save 1 FP
for every FP-based attack you use. Now go back to Wisterwood and go
through the middle-left opening. Give the blue flower guard here a
Blue Berry and he opens the gate. Now go left.
The enemy here is called a Spiny, old Mario enemies. They each have 5
HP, four attack, and an impressive three defense. Use the Spike Shield
Badge to jump on them and flip them over. Then they are easy.
Continue left to reach a hedge maze. Overhead, two Lakitus are
circling around. Lakitus are traditional Mario enemies back from the
old days. They ride clouds, throw Spinies, and are relatives of the
Koopa. These two lost the Water Stone! When they see you, the battle
begins!
Each Lakitu has 12 HP, three attack, and no defense whatsoever. They
toss down Spiny Eggs, which can turn into Spinies. I suggest that you
start the battle off with a Star Storm to defeat the Spinies and weaken
the Lakitus, and then use your partner to further injure them. On
their turn, they will either attack you or throw Spinies. Either way,
they aren’t hard to beat. When you’ve beaten them, the hedge maze can
begin.
+-----------------------+
| The Water Stone |
+-----------------------+
Enter the maze and go up into a solid wall. Go left at it and follow
the path to a curve, at which you should go down. Walk against the
right wall and follow it into an inner path, and then go around here,
walking against the hedges that fence off the pipe, until you get in.
Take the pipe and go left. Here you’ll see a poor flower named Rosie,
a rose spirit. Say that she is beautiful and she’ll show you the Water
Stone.
Rosie won’t give it up because she dislikes Lily, but she’ll trade you
the Water Stone if you bring her something more beautiful than it. I
know just the plant that can help us. And that plant is a flower. And
that flower is named Posie. And… sorry, I’ll stop now. Return to
Posie, who is at the end of the lower-left path. After a bit of
gossip, Posie shakes the roots of the Crystal Tree (their roots are
joined) to make a Crystal Berry fall down. Take it and return to
Rosie.
Make the exchange and then hurry back to Lily. She’s at the end of the
lower-right path. As you go, notice a Star Piece in the grass at the
end of the first screen. Anyways, at Lily’s, put the Water Stone in
the hole in the ground. Water will spew out and carry you into the sky
before you drop down. Now the spring is restored and you saved Lily’s
life. Huzzah! Take the Miracle Water from her as a reward, and then
go left. With all those items, surly you can get a plant to grow… if
the sun was out.
+---------------+
| The Sun |
+---------------+
Go left of Lily and pull out Sushie. Get in the water and go to the
blue tree in the center of the screen. Hit it and two Bubble Berries
fall down. Take both and then return to Wisterwood. Here, use the
upper-left path. The flower here is named Bubble Plant. Give him a
Bubble Berry and it’ll encapsulate you in a bubble (jump in it). Use
it to cross the thorny gap. When you stop, fight the Bzzap! to
encounter a new foe, a GRN Magikoopa, GRN standing for green. It has
11 HP, three attack, and no defense. It specializes in raising defense
of the troops. He runs away if isolated. When you win, take the steps
up and cross the log for a Star Piece. Now go back to where you fought
the Bzzap! and go left through the log. Go left again to see a Lakitu.
Avoid it and continue left.
Climb the steps and use Bombette to blow up the rock, creating a hole
to the Mega Smash Badge below. It is a powerful hammer attack costing
6 FP that requires 3 BP. Now go left a screen. It’s a castle! Go
left and around to a boulder that Bombette can blow up. Now climb the
steps to reach… the sun? Well, at least he was the sun. Clouds came
from the Puff Puff Machine built by Huff N. Puff and the clouds
prevented the good sun from rising. The Puff Puff Machine is to the
east, and it cannot be destroyed. Woe is he.
+----------------------------------+
| Michael “Spike” Lakilester |
+----------------------------------+
Go down the steps and go east. As you do, a Lakitu comes over wearing
sunglasses. Wicked shades, man. His name is Michael, no Lakilester,
no Spike. Yeah, it’s Spike, not Michael Lakilester. He’s been ordered
by Huff N. Puff himself to bring you down, so prepare to get beat up.
Tattle on Spike? to find out that he has 50 HP, four attack, and no
defense. That’s not half bad. He’s not hard, though. Jump on him
with all of Mario’s turns, use Watt or Goombario for offense, and he’ll
be a piece of cake. When you win, he gives up and lets you beat him
up. You know, Flower Fire in the eyes, that sort of thing.
Just before you beat up Michael “Spike” Lakilester, his girlfriend
drops in. Her name is Lakilulu, and she begs that you don’t beat him
up. Forgive the man and he asks what you are fighting for. You can
answer “For myself,” “For world peace,” “No reason,” and “Why Spike?”
No matter how you answer, he thinks you’re cool and he joins your
party. He is quite a useful member of this party. Press down C to
ride him over spikes or lava. In battle, he can use Spiny Eggs with
Spiny Flip, or use Spiny Surge to hit everyone at once.
Head back for Wisterwood. Use Spike to hover over the spikes at the
end. Now, go to Toad Town and save and heal, then return to Flower
Fields. We’re going to go kick some mechanic hide. Note that, in this
guide, I may call Lakilester either Michael (I only do this once,
though), Spike, or, more often, Lakilester. They are all the same
person.
+-----------------------------+
| The Puff Puff Machine |
+-----------------------------+
At Wise Wisterwood’s screen, take the upper-right path. Here, get on
Spike and take him across the thorns to a green platform. Spin jump on
it and go left to a purple platform. Spin jump on it to lower the
purple blocks. Get on Spike and take him to the beginning red
platform. Spin jump it to reach the green platform, which you should
also spin jump. Now get on Lakilester and take him right to a green
platform. Spin jump it and go right onto the purple platform. Spin
jump it and go right to two Ruff Puffs. One is accompanied by a Y
Magikoopa, Y for yellow, who has 11 HP, 3 attack, and no defense. It’s
magic gives it companions electric charges. When you’ve beaten them,
go right and into the alcove. Go left to the spring and bounce up to a
Super Block. Bring Lakilester up to speed by upgrading him to Super-
Rank.
Go right again, avoiding Lakitus as you do, and go right again to the
Puff Puff Machine. Talk to the Y Magikoopa and it barks some orders to
the Lakitu workers. Keep talking to him and he’ll turn around to see
you. Let the battle begin! Start by defeating the Y Magikoopa to
prevent it from electrifying the Lakitus. Then you have three to beat.
Use Star Storm if you can afford it, but jumping will be good enough to
beat them. When you’ve won, bring a mallet to the Puff Puff Machine
until it explodes. The explosion heralds the return of the sun in the
sky, and Mario has saved Flower Fields! And, because helping people
feels to good, Spike is going to continue to follow you around (well,
duh). If I were a nerd, I’d say “w00t.” But, we still have no Star
Spirit.
+---------------------------+
| The Magic Beanstalk |
+---------------------------+
The conditions in Flower Fields are perfect for planting. Go to the
path of soil before the tree and lay down the Fertile Soil, plant the
Magical Bean, and douse it with Miracle Water. The sprout grows high
into the sky, up to the very clouds. With it, we can ascend to Cloudy
Climb. To assure safety for Flower Fields, and to free the sixth Star
Spirit, we must defeat Huff N. Puff once and for all. Jump on the leaf
of the beanstalk and let it take you up to Cloudy Climb.
+--------------------+
| Cloudy Climb |
+--------------------+
Before doing anything, make sure you have Defense Plus, two Power
Pluses, and Quick Change equipped. Zap Tap is also good if you can
afford it. Now, go right and follow the trail here in peaceful Cloudy
Climb to a large discolored bump. Walk near it and it speaks. Did you
break the Puff Puff Machine? What possessed you to do that? He was
going to transform this clear-skied nightmare into a cloudy paradise,
but a person of your stupidity could never understand that. And he
sees Spike! Traitor! You shall be punished, and he shall never give
the Star Spirit to the likes of you. Prepare to fight!
+--------------------+
| Huff N. Puff |
+--------------------+
For such a good vocabulary, Huff N. Puff sure looks dumb. But, you got
to respect him. He has 60 HP, five attack, and zero defense. Each
time you attack, the damage you do is transferred to creating tiny Tuff
Puffs, and Huff N. Puff can swallow them to restore his own HP. In
this way, it would seem that he’d never take damage. Further
aggravating are the Tuff Puffs themselves, who can attack you. To
avoid their attacks, tap A as fast as you can to stop their onslaught.
Tuff Puffs have 1 HP, two attack, and no defense. When they come out,
use Star Storm or an item to damage them. This is where Lakilester
shines, as well as other enemies. You must use attacks that hurt all
enemies to damage Huff N. Puff. If not, he’ll recover all damage with
his annoying Tuff Puffs. Several characters have attacks that damage
anyone. Lakilester’s Spiny Surge is sufficient. It takes four FP.
Bombette is good, but her attacks cost too much FP. So, if you want to
win, you practically must use Spike.
Do not use your FP, only let your partner use it to defeat Huff N.
Puff’s Tuff Puffs. Also, Star Storm is effective, and you should save
for it and Smooch, which recovers 20 HP. Now, the strategy is rather
simple, but Huff N. Puff is still no pushover. Most of his attacks, as
well as the attacks of his minions, require you tap A quickly. I’m not
too good at this, but you’ll need to be good to not lose tons of HP.
In one attack, the faster you press A, the less damage you take. It
ranges from 7 to 2. This is a good reason to use the badge Defense
Plus. Also, Quick Change is good for one reason.
About midway through the battle, Huff N. Puff generates electricity
periodically for charging. Lakilester has a Cloud Nine move to cover
you, but Bow’s Outta Sight is much cheaper (2 FP). Use her to
withstand the lightning attack, which does massive damage otherwise. I
am also told that, if you take too long in the battle, Huff N. Puff can
use his lightning attack in one turn without warning you. So, finish
the match quickly. If you run out of FP, restore it with Maple Syrup
or berries. Come with Fire Flowers and POW Blocks just in case you do
run out. When you win, all Tuff Puffs die with Huff N. Puff. Upon
losing, Huff burst and flies off. Take the Star Spirit that results.
“So it is that Mario and party defeat cruel cloud Huff N. Puff and set
free the sixth Star Spirit. The thick clouds that once cast dark
shadows have gone, and Flower Fields is bathed in sunshine again. A
single Star Spirit waits to be rescued, waits to take its place in the
Star Sanctuary. Perhaps you will see Princess Peach soon… Perhaps…
Just wait and see. Kammy Koopa, who watches impatiently from Bowser’s
castle, is waiting, too… for you to try to save them.”
+-------------------------+
| Peachy Camouflage |
+-------------------------+
With the Sneaky Parasol, Peach will be able to infiltrate the castle as
anyone she sees. Press the button behind the picture and go through
the chimney hallway. Go right and exit the room. See the Koopatrol
taking a break to the right? Face him and press B to become him.
First, cross the room and enter the mysterious chest room. Put the
Jammin’ Jelly in the chest. Now exit the room and take the stairs up.
As a Koopatrol, you can pass into the next room. Walk down the hall to
see a Koopatrol looking for a slacker. He’s a Clubba, the mace-
wielding monsters, and his shift started a while back.
The Koopatrol gives you a Castle Key to find him. Now go back
downstairs and enter the library. Talk to the Hammer Bros. at the end
for a Shooting Star. Now return to the chest and put it in. Yes,
you’ll find that talking to people is quite rewarding. Now go down one
floor. Open the locked door and go outside. There’s the lazy Clubba,
asleep of course. Instead of waking him up, transform into him. Now
return to that Koopatrol that wanted you there. I bet you never
thought you’d control a Clubba. Now that he’s gone, go through the
door.
It’s the hallway Mario fought Bowser in all that time ago. Continue
right in it and take the door. Continue up the stairs and you’ll be
outside. Go left and try to open the door. Kammy Koopa comes out. As
Kammy’s saying goes, “It pays to except the worst.” Kammy can smell
you, and she turns you back into Peach. You are then delivered back to
your room.
+---------------------------+
| Klevar’s Star Power |
+---------------------------+
Flower Fields can exist peacefully once more. Now, only one Star
Spirit remains in captivity. Use his power well in your quest for
goodness. Your Star Energy rises to six, and you learned Time Out.
Use it to stop time, and enemies, in their tracks. All of Mushroom
Kingdom is depending on you. Klevar must now return to Star Haven. He
leaves and Wise Wisterwood congratulates you on your valiant efforts.
It was worth living so long for Wisterwood to meet a man of your
stature. Now we can leave Flower Fields for familiar Toad Town.
+-------------------+
| Catching Up |
+-------------------+
Enough flower power, let’s check our mail. This time, only Kooper has
received mail. It’s from Kooper’s Fan, and it’s a love letter from a
secret admirer. Now, let’s head for Luigi’s. Luigi has a far superior
jump to Mario, as he can reach the high block he’s sitting on. Don’t
worry, though. You’ll meet him later in that respect. Go to your room
and spin jump the panel to read Luigi’s diary. Page 7 is the prelude
to Luigi’s Mansion, the release game for the Nintendo Game Cube. Also,
it reveals that Luigi has low self-esteem. Page 8 is… well, I won’t
comment. You also have new letters, Mr. Mario. It’s from the Yoshi
Kids (the Fearsome 5). They want to hear your stories and play with
you. The volcano has stopped erupting on Lavalava Island, you see.
Well, isn’t that touching? But, something’s bothering me. I can’t
break the Brick Block Luigi is sitting on. Let’s fix that.
+-------------------------+
| Toad Town Tunnels |
+-------------------------+
First, let’s enter the tunnels from a new entrance. In the screen of
Toad Town that has Russ T.’s house and the pipe to Mario’s swinging
pad, there is a dock platform. Use Sushie to swim left on it and take
a Star Piece opposite that dock. Now go to the central dock in the
pond and enter the pipe from it. Go right and you’ll reach a Super
Block. Use it to upgrade Lakilester to Ultra-Rank. Now go and enter
Toad Town Tunnels from the locked house, the way that leads to Rip
Cheato. Go left of the con artist and take the pipe here. Now climb
the stairs to the left and go to another room. Here, head left as you
fight off Dark Koopas and Spike Tops. At the end, go up and to the
spikes. Use Lakilester to float over them and go right to a pipe.
Take it to a room full of hidden blocks. Use Watt to see them. After
facing some Spinies, you’ll find two ? Blocks for syrup and a Stop
Watch. You’ll then arrive by two more invisible blocks (coin and Volt
Shroom) near a stone block. Crush it and go left. Defeat the Dark
Koopas here and break the metal block to the left. Here, jump to break
the Brick Block and bounce on the jump pad. Go left and open the chest
for the Ultra Boots! With them, you can now jump higher and your
abilities have increased in battle, too. To perform the Tornado Jump,
press A while in air. It gives you a height boost, too. We’ll use it
to get a few things while we’re here in the tunnels.
Go right a room and use the tornado jump and Watt to hit every block.
You’ll end up with a Life Shroom and two new coins. Go right again.
Take the pipe here up and cross the spikes with Michael (Lakilester).
Use the Ultra Boots to hit the ? Block for a Shooting Star. Now go
right. Use Watt and the tornado jump to hit the invisible blocks, and
then use them and Parakarry to cross the gap. And then we reach a
securely locked door. We’ll return later when it’s open. Other than
that, we have every single item and secret in Toad Town Tunnels.
+------------------------+
| Badges and Items |
+------------------------+
At Rowf’s shop, you want to buy the badge “All or Nothing.” It raises
the force of your attacks by one if you pull off the Action Command,
but it reduces its effect to zero if you miss. By now, you’ll have no
problems doing an action command, and this is a useful badge for select
battles. It costs 4 BP to wear. If it’s not for sale, go to Goomba
Village and back with the pipes in Toad Town Tunnels. When you return,
they’ll be restocked with different badges. Also, if you haven’t
already done so, be sure to buy Double Dip for 100 coins. It lets you
use two items in one turn. Now head for Merlow’s home. First, open
the chest to the left and withdraw the Shooting Star and Jammin’ Jelly
that Peach put there. Now go upstairs to Merlow and trade Star Pieces.
This time, buy Happy Flower for 8 pieces. It slowly and automatically
refills lost HP. Now we’re ready to fight The Master (of disaster).
+--------------------------------+
| The Master’s Final Fight |
+--------------------------------+
It’s time to beat The Master once and for all in his strongest form.
It is quite powerful, but we can handle him. As always, we’ll want to
use only the best badges for this fight. I assume that, by now, you
have all 30 BP, and I will utilize it all.
Dodge Master
HP Plus
Power Plus x 2
All or Nothing
Power Rush
Close Call
Pretty Lucky
Zap Tap
That’s how we spent our BP. It is designed to be unstoppable, but
you’ll still have to work for this win. First, consider your pure
offense. Pull off an attack (a jump of course, as it can do more
damage than a hammer attack) and you do ten damage to The Master. The
whole time, have Watt as your partner. She is the only character in
the game who can penetrate defense, and he can do five damage each
time. Add Zap Tap to the mix and you do sixteen damage per turn.
Plus, he might occasionally miss you! But, The Master is no wimp.
This time around he has 99 HP, 10 attack, and one defense. However,
Zap Tap serves another hidden effect that greatly helps you. Normally,
The Master can use action command moves that do up to 18 damage in one
hit. With Zap Tap, he’ll be stopped on his first attack, making it a
wimpy 5-damage hit. And, if you should happen to run low on HP, save
Star Energy to use Smooch, recovering 20 HP. You can use it twice now
that you have six Star Spirits, which should be more than enough to
hold you over until you beat The Master.
The battle has become unbelievably easy. You’ll beat him in no time.
You just have to be smart and know when to heal. I think you’ll find
The Master is refreshingly easy this time around. I finish with 20 +
HP. Of course, you get no Star Points, but you do get the Diploma. It
is proof that you are the strongest in the Dojo. You can thank your
badges that you won, though, especially Zap Tap. Now run around and
announce your power. Do it!
+--------------------------+
| Message from Merle |
+--------------------------+
Wondering what to do? Me too! Go to Merlon’s house and you’ll see a
small creature. This creature is from Starborn Valley, and is an enemy
from Super Mario Bros. 2, annoying ones at that. Starborn Valley is to
the north in the Shiver region of Mushroom Kingdom. Merle, someone
from there, has an important message for you. Merle is Merlon’s son.
Somewhere below Toad Town in the sewers is a pipe to Shiver City… We
must make haste.
+----------------------+
| To Shiver City |
+----------------------+
Go to Toad Town Tunnels from the locked house entrance. Go left of Rip
Cheato and take the pipe up. Use Parkarry to reach the door above and
go through it. It’s open this time. Take the pipe in it to an icy
region of the tunnels. Go left to find a Super Block, the last one in
Toad Town Tunnels. Use it to upgrade Parakarry to Ultra-Rank. Now go
right through the pipe to Shiver City.
=======================================================================
==============================Chapter 7*===============================
=======================================================================
“A Star Spirit on Ice”
+-------------------------------+
| Scandals in Shiver City |
+-------------------------------+
Of all the chapters, I dislike this one the most. I hate ice worlds,
and they stuck one in with hard enemies at the end of the game. But,
Shiver City is nice. Really, I may dislike this chapter the most, but
I like them all very much. Penguins are the major inhabitants of
Shiver City. Chuck Quizmo is to the right (maybe not for you, though,
as Chuck appears randomly). This time, answer his question “Goomba
King.” There’s nothing new at the shop (called Shiver Shop), and there
are real rip-offs on some items. If you sleep at the Toad House here,
you’ll get an Iced Potato, which restores 5 HP when used.
Now head west twice. When you do, enter the westernmost house and go
through the second door to Mayor Penguin’s room. Uh-oh! He’s dead!
His wife comes in and tries to wake him, and realizes the tragedy.
Wrong place at the wrong time, my friend. Guards run in to arrest you.
After interrogating you (the wife lies about seeing you do it), Mario
claims to be innocent. To prove your innocence, you must find the real
murderer.
Of course, people saw a stranger running around earlier (who sounds
like Jr. Troopa by description), and you have all the evidence stacked
against you. I’m beginning to wonder if you did it. Lying with Mayor
Penguin was a note that said “Herringway.” Herringway is a mystery
novelist who lives in Shiver City. Now we must prove our innocence.
In this twisted city, it’s guilty until proven innocent…
+-----------------------------+
| The Murderer Revealed |
+-----------------------------+
I bet it was a political enemy of Mayor Penguin from the opposing party
who hired an assassin to kill Mayor Penguin and frame the shady Mario
as a convenient scapegoat so that said political enemy would win the
next election, but that’s just me. We have to prove the real murderer
wasn’t you, and we can’t leave town until we do. Go to the screen with
the pipe and go right. Now that the guard is investigating the murder,
we can vandalize public property. Go to the lake and tornado jump on
it three times to crack the ice and expose water. Get out Sushie and
dive in. Literally, dive for the Warehouse Key in the ice.
With it, enter the warehouse, the building with the locked door. Take
the stairs up and bounce on the spring to be launched up through the
chimney-like structure. Now slide on the roof to the chimney of
Herringway’s house. Enter and fall to find Herringway! This is his
secret room where he writes. Talk to him and Mario tells him that
Herringway is the chief suspect in the murder, and he decides to go
check things out. Follow him down some stairs to the mayor’s house.
Go through the door with him to see the body and let the tale unfold.
Herringway looks pretty guilty of this heinous crime right about now.
As they talk, the corpse twitches and Mayor Penguin gets up. As it
turns out, he was heading for a present for Herringway, which explains
the paper, and he slipped and hit his head. He was out cold. Mayor
Penguin gives Herringway the present, a souvenir from Toad Town. Now
the mayor can help you. He’ll tell the guard to let you pass to the
east.
+--------------------------------------+
| Jr. Troopa in Shiver Snowfield |
+--------------------------------------+
Go right along this path to find Jr. Troopa. Jr. Troopa can’t stand
the cold, so he must beat you up in record time to get out of this
place. Jr. Troopa’s been taking a magic course on the side, and he now
uses a rod to fight. This time he has 50 HP, 8 attack, and one
defense. Not bad. But still, we could’ve beat him after Chapter 2
with those stats! He uses Magikoopa-style spells (that is, the magic
attack that Magikoopas use in Super Mario World), but he isn’t hard at
all. I still had on my badges from fighting The Master, and I was more
than prepared to beat him. If you do have trouble with him, use Watt
as your partner. She can penetrate defense, as you know. When you
win, you can torment him further by hammering his body. Anyways, you
must’ve taken some damage from him; return to Shiver City and heal
before returning to Shiver Snowfield.
+------------------------+
| Shiver Snowfield |
+------------------------+
As you go, you’ll see Jr. Troopa’s body encased in ice. Ha! Continue
right to reach a line of snowmen. Here, tornado jump the ground far
ahead of the snowmen for a Star Piece. For now, go right a screen.
You’ll experience two new and annoying enemies here. First, the Frost
Piranha is a tough Piranha Plant enemy with 10 HP, four attack, and no
defense. They wouldn’t be hard normally, but they can freeze. Beat
them quickly if you hope to survive. When frozen, you cannot move, so
keep that in mind. Then you’ll fight Gulpits, enemies with 12 HP, two
attack, and no defense. They spit rocks at you, and the bigger the
worse. Big rocks deal 7 damage, but small ones only 5. You can hammer
Gulpits’ Rocks, though, and I highly recommend it, too. They are wimps
without their rocks.
Work your way right, avoiding battles as you do, and you’ll see a scary
ghost! Turn away or he eats you… yuck. However, he’s all bark and no
bite, as you’ll find out when you fight him. Monstar has 20 HP, X
attack, and no defense. Goombario doesn’t know its attack power, but I
will have you know that it is one. You can beat it in two turns, and
doing so makes its true identity be revealed – a bunch of Star Kids.
Hmm? Why are they trying to scare off visitors? Oh well, they can
lose tourism if they want to. Continue right to be in Starborn Valley.
+-----------------------+
| Merle’s Message |
+-----------------------+
Look, Merle. He’s the spitting image of his old man. He cares for the
Star Kids born in Starborn Valley. Follow him and he tells you things.
The Star Kids tried to frighten you so that you’d run away. They are
trying to keep this place a final refuge for peace against Bowser’s
minions. When you enter his house he tells you that you are in
Starborn Valley. It is named this because Stars are born here and are
raised here until they can rise to the night sky. But, without the
Star Rod, the Star Kids are unable to mature into adults and rise into
the sky. He sent a Ninji, the black creatures, to Merlon to coax you
here. Why?
It is because the last Star Spirit is here in the Shiver region, and
you need to rescue it quickly to let the Star Kids rise. The final
Star Spirit is atop Shiver Mountain, even further north of here. On it
is Crystal Palace, and that is where the Star Spirit is actually being
held. The palace was built to honor the Stars, but it was abandoned by
the local people and now no one knows how to reach it. But, there is a
way. Merle gives you one of the items needed to get there. It is a
Scarf. You must use it and another item to reach it, but no one knows
where that other item is or how to use this one. Also, there is a
shrine along the way. Remember this verse from a legend of the land:
“Truth lies not only in the eyes. Sometimes, even walls may lie.”
Thanks, Merle!
+--------------------------------+
| The Scarf and the Bucket |
+--------------------------------+
Talk to people around town to learn that Twink was the last Star Kid to
rise before the Star Rod was stolen. Nap at the Toad House and save.
Now exit Starborn Valley. As you do, look behind the ice blocks for a
Letter. It’s for Merlow on Shooting Star Summit. Go left again to the
line of snowmen. Check the one with no Scarf. You can put it on him,
making it look just like the other six, except one has no hat. Hammer
one tree here to find a Letter for Mayor Penguin in Shiver City. Let’s
go deliver it. By the way, right of the mayor’s house is a hidden
panel that you can tornado jump for a Star Piece.
Anyways, enter his house and talk to him. Mayor Penguin goes to give
it to you. It’s the Bucket. With it, we can open the path to Crystal
Palace. Before that, let Parakarry deliver the Letter. It’s from
Yoshi’s Village. Again, you get a tip. Take the Star Piece as your
reward. Now return to that line of snowmen. Oh, that frozen Jr.
Troopa on the way just cracks me up! Good times, good times… Put the
Bucket on the far-right snowman’s head and it speaks. The seven
snowmen comes to life and hop around, and a door rises from the ground.
Neat-o!
+-----------------------+
| Shiver Mountain |
+-----------------------+
We must pass through this shrine to reach Crystal Palace. Walk forward
here and you’ll fall into a pit. Tornado jump on the ice to crack it
open and then tornado jump the switch to make an ice block rise so that
you can cross the gap. Continue right to face a Gulpit. I suggest
beating the Gulpits first. Now continue right to face more enemies,
what else? As you go, you’ll go right a screen and be outside. To the
upper-right is a switch; hit it with Kooper. There are two!
Obviously, the right one is the real one.
Hit the fake one to reveal a ghost-like enemy. It is a Duplighost, and
one of the coolest characters ever – Doopliss – is one of these.
Doopliss appears in Paper Mario: The Thousand-Year Door, slick.
Anyways, Lee at the Dojo is also one of these. They have 15 HP, four
attack power, and no defense. They often disguise themselves as your
party members, and they shouldn’t be hard to beat. They’re actually
weaker as your party members than they are normally. When you win,
they vamoose. If you want, take the lower path to reach a Pebble.
Throw it at enemies to do damage.
If not, follow the upper path to a White Clubba. They have 12 HP, 5
attack, and no defense. They’re not entirely challenging at all,
really. Note that they can attack consecutively to do six damage, but
they rarely do. Also, note that you CAN jump on them when they have
their maces up, even without Spike Shield. After fighting it, go up
the stairs to the left. They lead to the last Super Block in the game.
Use it on whoever you haven’t made Ultra-Rank yet. For me, that was
Bow, but it might be different for you.
Here, you can pick up items, but then a wall of ice blocks your
passage. However, you can get around it. Pick up the Shooting Star
and put the Pebble in its place. Do this for all the items (Snowman
Doll isn’t that good here because ice attacks heal ice enemies, but it
doesn’t matter) by taking them and replacing them with lesser items to
move on. In this screen, go right and fall of an edge to reach a solid
wall. Blow up the center with Bombette to enter the Shrine. The rhyme
Merle told us helps here. In the upper-right corner is a slit you can
pass through due to your papery stature. Suddenly, a ghastly figure
appears.
It is Madam Merlar, messenger of the Stars. She is the common ancestor
of all the mystics in this game – Merlon, Merle, Merluvlee, Merlow,
Merlee, etc. Bowser’s cohorts have invaded Crystal Palace, and……………
Mario falls asleep and you don’t hear the story, but it entails why you
must stop Bowser’s men in Crystal Palace. You need this Star Stone to
reach the palace. She gives it to you, and you must use it to open the
path to the palace. Exit the shrine and go left.
In the alcove is another narrow passage left that you can use to reach
the stairs. At the top, place the Star Stone in the ice. This causes
stairs to be carved from the ice below. It rises high to the peak of
the mountain. At the first stop, go right past a White Clubba to a
Badge Block. Hit it to get the Mega Jump Badge. There’s a Save Block
at the second stop. Go right at the third stop to enter a cave. To
the right is the door, and this is Crystal Palace.
+----------------------+
| Crystal Palace |
+----------------------+
This place has a mirror in it throughout, so get used to seeing your
backside. As you go forward, stop at the first door and go through it.
It’s another Save Block. Save and go right. There is a bat enemy
here. If you don’t have it equipped, equip Zap Tap. You’ll see why in
the battle against that bat, called a Swoopula. It’s a relative of the
Swooper, which you fought way back in Dry Dry Ruins. Like Fuzzies,
they suck HP, but they stay on the ceiling to avoid your attacks. They
have 8 HP, two attack, and no defense. Press A repeatedly to force it
off. Otherwise, it will keep sucking your HP (like Tuff Puffs). But,
if you have Zap Tap equipped, they’ll be stopped before you touch them
by electricity, meaning they can’t attack! It’s an easy way to defend
yourself. Use characters like Parakarry, Bow, or Watt to fight off the
Swoopulas on the ceiling. When you attack them with one of these
characters, they drop to mid-air, allowing you to jump on them.
They’re elementary opponents, really.
Now go right again to a new room. Here, open the chest for the Blue
Key. Now return to the first room. There is a door here with a red
lock on it. You cannot open it as of now. Instead, tornado jump on
the switch to make the second floor lower to the first floor. Unlock
the door with the blue lock that comes down and go through the door.
Go right in here and use Bombette to blow up the wall. Go right in
here and hit the Brick Block until you’ve gotten all the coins. That’s
odd… Mario isn’t in the mirror here. Walk against the wall and you’ll
pass into the mirror side of the room.
Hit the Brick Block to the right and then go left, using Bombette to
blow up the wall. Pass through the opening to see your reflection.
Wait, it wasn’t a reflection, it was a pair of Duplighosts! How clever
is that? Of course, this is an easy battle, just like our last one
with Duplighosts. When you’ve won, follow them right through the door.
Go all the way across the room and through these doors, and then
through the cave entrance to find a Star Piece.
Now go right two rooms to be on the mirror side of the main room. Go
through the door there. Hit the ? Block for a Super Shroom. Notice
how everything is symmetrical. The Save Block was where the ? Block
is, and there’s a wooden X ahead where the red X was on the ground.
Tornado jump against the X and go right through the door there. Here,
fight off dual Swoopulas and go right. Open the chest for the P-Down,
D-Up Badge. Wear it to decreases your power by one and increase your
defense by one. Now go left twice to the spring. Bounce back up and
go through the right door.
Defeat the Duplighost, accompanied by an R Magikoopa. Now go right
again to find a Shooting Star. Now return to the regular side of the
main room. Take the door leading south here. Because of your actions
on the north side of the palace, the south side was affected, and the
red X has been made a hole. Fall through it and go right. Here, blow
up the right wall with Bombette and five Bombettes appear. One of them
is real, and that one is the second from the right. Hammer the
impostors, all Duplighosts. Now head through the crack. Open the
chest for the Red Key.
Return to the main room. Use the Red Key on the big door and go
through it. Go through the right door to see a White Clubba. It
claims that the great and honorable Crystal King has ordered that no
one can pass. Prepare to do battle. This White Clubba fights with a
new enemy, a GRY (grey) Magikoopa. It has 11 HP, three offensive
points, and no defense. It specializes in making enemies transparent,
which is a horrid ability for you. I suggest either you beat the White
Clubba first, which is advisable, or you take out the other first.
When isolated, GRY Magikoopas, as well as all other Magikoopas, run
away. When you’ve beaten it, the statue in the mirror world also
disappears.
Now cross the bridge to fight another White Clubba. It is accompanied
by a W Magikoopa, the type that heal their comrades. You’ll face one
final White Clubba at the end, this one with a GRN Magikoopa, the type
that raises the defense of its comrades. Defeat the White Clubbas
first. When you win, the final statue disappears in the mirror side of
the palace. Go back a room and walk against the mirror to find an
opening. Go right through the door and into another room on the mirror
side. First, take out Bombette and blow up the wall to the right. Go
through it and fight off a Duplighost.
Then open the chest for the Triple Dip Badge. It lets you use three
items in one turn. But, you’ll have to pay 3 BP if you want to use it.
Now go back left a room. Here, you must get to the normal side, but
you must hit a switch far away from the gate between them to open it.
Rather clever, really. Get out Bombette and set her to explode. Wait
by the flipping mirror wall for her to explode, which sends you through
it to the regular side.
Head right through the door. Defeat the White Clubba here. It is
accompanied by a Y Magikoopa, the type that electrically charges its
friends. Beat it first. When you’ve won, go right through the door.
Two Duplighosts are setting you up. Take out Kooper and send him
through the slot at the end of the path. When you do, Koopa Koot,
Kooper, Goompa, Kolorado, and Luigi come out, but which is the real
Kooper? Hit all of them but the one that looks like Kooper and they
leave.
Now go right. Here, take the southern door. Tornado jump to reach the
? Block, which contains Maple Syrup, and then tornado jump beneath it
to get a Star Piece from beneath the panel. But, there’s a giant
rhinoceros statue, and we cannot continue. Exit this room to the
previous one. Go through the right door. Use Kooper to hit the switch
in the mirror and make a bridge form. Cross it and go left. Here, go
through the opening in the mirror and go left twice. Go through the
north door.
First, there’s an invisible block containing Jammin’ Jelly present, and
a Star Piece panel under the block. Now go right to a small rhino
statue. Push it to the left and you’ll fall down a hole. Go right in
here. The best strategy for fighting this White Clubba is simple. Use
your partner to attack all the enemies and then use Star Storm to beat
them. Now continue right to a treasure chest. Open it for P-Up, D-
Down. It’s just the opposite of the last badge you got. Now return to
the jump pad and bounce back up to the little rhino statue.
Go back to the regular side of that room and go south. You’ll find
that the large rhino statue is moved. Fall down the hole there and go
right. Defeat the Duplighosts and go right. Open the chest for the
Palace Key. Return to the locked door (go left twice, up the pad, and
right until you reach it), which you should then unlock. Here, talk to
the rhinos from different angles to make them turn that way. You can
only push the statues opposite them from their behinds, and you must
talk to the living ones to move the statues. Your goal is to move the
statues onto the pads. When this is accomplished, a staircase appears
to the right. Take it up to a Heart Block and a Save Block. Heal,
save, and go right a room.
+--------------------+
| Crystal King |
+--------------------+
Follow the short path to the king. From the air appears the Crystal
King, who is transparent with a crystal crown. First, you will be
defeated, and then Crystal King will present Bowser with an iced Mario
gift! The Crystal King is one of Bowser’s strongest units, and it has
70 HP, six attack, and two defense. Impressive. He attacks with
Crystal Bits. The number of times he attacks equals the number of
Crystal Bits. As you can imagine, this can be very lethal. He can
split into multiples, too (when his HP is low).
If you want to even stand a chance, you’ll have to kill Crystal Bits as
soon as they develop. The ideal partner for this is Watt because she
can penetrate defenses. As for the Crystal Bits, they have 1 HP and no
attack or defense. Their only use is for attacks by the Crystal King.
Use items you picked up in Shiver Mountain – Shooting Stars, Fire
Flowers, Thunder Rage, and Snowman Dolls – to hurt them all at once.
Save Star Energy for Smooches for yourself to recover 20 HP at once,
but you can use them for Star Storms if need be. Crystal King has an
attack where he freezes you, which will be very bad. He uses it when
he has no Crystal Bits but still wants to attack. Action command to
block it and prevent freezing.
Use Lakilester’s (have Quick Change equipped) to hurt all enemies at
once. When he creates his duplicates, use another multi-target attack,
but use an effective one like Star Storm of Shooting Star. It’s easy
damage to him. Also, Crystal King can restore 20 HP at once.
Afterward, though, he’s a sitting duck; try to hurt him as much as you
can when he’s finished. He’s made much easier thanks to Watt. When
you win, take many Star Points – over forty – and then the Star Spirit.
Crystal King disperses himself into the wind, leaving behind the final
Star… Next stop, Bowser!
“Mario has saved the last Star Spirit, Kalmar, from the Crystal Palace
at the edge of the world. Now, with the seven Star Spirits together,
he has the power to challenge Bowser… and the Star Rod. At last, it is
time for Mario’s showdown with Evil King Bowser. Can Mario rescue
Princess Peach and recover the Star Rod? Or will wishes forever go
ungranted?”
+-------------------------+
| The Fall of Twink |
+-------------------------+
After being cheered up by Peach, she steps back into her room from the
balcony. Just then, Bowser comes to burst her thin-layered bubble.
Just as Bowser is talking her down, Kammy Koopa enters. This is why
Bowser should’ve held onto a Star Spirit himself! Kammy reports that
Mario has rescued the final Star Spirit, and he can use their power to
come here and, possibly, defeat Bowser. Bowser will spend his time
organizing offense for Mario so that he can’t pass, and he ties up
Princess Peach to assure that she doesn’t interfere. Twink can’t take
this, and he comes out, calling Bowser a big Koopa. Burn/zing! Bowser
punches him straight into the stratosphere, and they then carry Peach
to a new hiding location.
+---------------------------+
| Kalmar’s Star Power |
+---------------------------+
The final Star Spirit is named Kalmar. His power is now yours. Your
Star Energy rises to 7, and you can now use Up & Away. With it, you
can turn all enemies into stars. Now go Shooting Star Summit. From
there, they shall make a path to Star Haven. That route is known as
Star Way. Good-bye for now, Kalmar.
+---------------------------+
| Return to Toad Town |
+---------------------------+
Go left to exit this cave and really reenter Shiver Mountain. Fall
from the Save Block to a ledge with a Star Piece on it. Now continue
left. You can reclaim the items in these podiums since you’re now
leaving. Continue left past a White Clubba into a cave. Head left in
here past Gulpits and Frost Piranhas to exit Shiver Mountain. Go south
from the snowmen. Jr. Troopa is no longer frozen in ice… He must be
on the move again. Continue left into Shiver City. Stay at the Toad
House here and, when you awaken, there will be Mushrooms on the floor.
One of them is an Ultra Shroom. It restores 50 HP! Accept it gladly
and take the pipe back to Toad Town Tunnels. Inside, go left and take
the pipe there, and then go left again. Fall down to the pipe, take
it, go right, and then take this pipe back into Toad Town.
+----------------------------------------+
| Odd Jobs In and Around Toad Town |
+----------------------------------------+
Bombette, Watt, Sushie, and Lakilester have mail at the post office.
Bombette has another love letter from Bruce, the crazed Bob-omb in
Koopa Village. All it says is “I love.” over and over. Watt’s letter
is from her mommy, Li’l Sparky. Li’l Sparkies are the electric bolt
enemies from Super Mario World. Sushie’s letter is from Sashimie,
Sushie’s daughter. In Paper Mario: The Thousand-Year Door, Sashimie is
the name of the Cheep Cheep chef aboard the Excess Express. And,
Lakilester has two letters. One is from Flight, one of Huff N. Puff’s
Lakitu minions. After all, Lakilester was a turncoat. He’ll only
forgive Spike if he does something real impressive... like beat Lord
Bowser. Will do. His other letter is from Lakilulu, of course.
That’s his girlfriend if you don’t remember. She just wants him home.
Now go to Mario’s pad. Nothing exciting is happening with him, but he
did get stuck in the trapdoor. Ha! Now check Mario’s mail. The new
one is from Wise Wisterwood, who can somehow write letters. The stamp
shows Lily, Posie, Rosie, and the Seed Maniac Petunia. All of Flower
Fields is wishing to the Stars that your dreams will come true.
Everyone’s counting on us! We have to succeed! I’m going to try to
stop using so many exclamation marks!
+----------------------------------+
| The Great Letter Trade Off |
+----------------------------------+
First, go to Merlow and deliver his Letter to him (from Merle, his
dad). He’ll give you a Star Piece. This is rather pointless, as it’s
one that you’ve already spent, but let’s go with the flow. For 10 Star
Pieces, buy Peekaboo. It lets you see your opponent’s HP at all times.
It’s great if you never tattle on enemies. Now, we will begin a long
chain of letter (it’s like a chain letter only we’re delivering)
delivering. How will it end? You’ll see… In case you didn’t do the
first part back when I covered it in Chapter 3, I will post it here for
your convenience. I edited it a bit because at the time we did some
Shy Guy stuff and Chuck Quizmo questions. If you already did this
part, skip the enclosed section.
-----------------------------------------------------------------------
Use the Toad Town Tunnel pipes to go to Goomba Village. Deliver one
letter to Goompapa, the father of Goombario. It is from a fishing
friend. But, instead of rewarding you for your efforts, he gives you
another Letter. Heal at the Toad House here before you leave. Now
enter the pipes and go to Koopa Village.
Return to Toad Town via the pipes. Back where the castle used to be is
a Toad named Muss T. His Letter is from Goompapa, obviously, and he
gives you another letter. It’s for Koover, in Koopa Village. Go to
Koopa Village and talk to the Koopa in front of the Toad House. Now,
deliver Koover’s letter, from Muss T., and Koover gives you a letter
for Fishmael in Toad Town Port. This is getting annoying. The fish-
like creature fishing in the port is Fishmael. Now, he wants you to
deliver a letter to Koover.
Give Koover the Letter and take another one. It’s for Mr. E, who lives
in the desert (wears a blue turban and stands by the Toad House). Use
the pipes to go to Dry Dry Outpost quickly. Now go right a screen to
find Mr. E. He gives you another letter. It’s for Miss T. in front of
the Dojo. Return to Toad Town and go to the Dojo to talk to Miss T. in
front of it. She has a letter for the shop owner at Dry Dry Outpost.
Go there and enter the item shop. Talk to him and let Parakarry
deliver another letter. Afterward, Little Mouser gives you a Letter
for Franky, a Boo in Boo’s Mansion.
-----------------------------------------------------------------------
That’s the condensed version of what we did in Chapter 3. Now, use the
Toad Town Tunnels to go Boo’s Mansion. Franky is the first Boo in the
mansion in the main room. This time, a Letter is given to you for Dane
T. in Toad Town. He’s playing by the Train Station. Return to Toad
Town and go to the station. Dane T. has a red cap and is a kid. It’s
an invitation to a haunted mansion. The kids want to go, but they want
their red Yoshi Kid friend in Yoshi’s Village to come with. So, you’re
delivering a Letter to him! Go to Yoshi’s Village, Lavalava Island,
via Toad Town Tunnels and talk to the red Yoshi Kid.
He wants you to send the Letter back to Dane T. about a game he had
just made up. Head back for Toad Town and Parakarrry delivers the
Letter. Mini T., Dane’s friend, wants you to deliver another letter.
It’s a Letter for his Uncle, Frost T., in Starborn Valley. Go to
Shiver City and then make the trek to Starborn Valley. Frost T. is to
the far right in the city on the level of elevation you’re on when you
first enter.
He then gives you a Letter for Goompapa, Goombario’s dad. NO! The
cycle is starting over again... Return to Toad Town and use the
tunnels to go Goomba Village. But, instead of getting another Letter,
you get the Lucky Day Badge! Finally, it’s all over! Luck Day
increases the chances of enemies hitting Mario in battle. Now, for the
first time ever, we’re out of Letters to deliver. Hoorah!
+---------------------------+
| Note Before Leaving |
+---------------------------+
There are still tons of things to do in the game. If you’ve been using
my guide, you are missing some badges and plenty of Star Pieces. To
assure that you are at full speed for invading Bowser’s castle, get all
of them that you’d like. See “Section 3” for details on those kind of
things. Starting now, we will begin the fight for the Stars.
+----------------+
| Star Way |
+----------------+
Go to Shooting Star Summit, where so long ago you met Eldstar and the
other Star Spirits. Ascend to the top and you hear a voice. A path
opens on this hill, and you must enter the light. Welcome to Star Way.
But, this place is not without its enemies. The first enemy is a blue
flame called Ember. Have Ice Power out for fighting these creatures.
They have 10 HP, four attack, and no defense (only 1 HP more than Lava
Bubbles). When you attack them, they split into enemies with the same
HP as them (like, if you did eight damage to one, then two Embers would
appear with two damage). Still, are they ever weak. By the time you
reach the end of this celestial path, you’ll have faced three Embers.
Continue right and you’ll reach Star Haven.
+------------------+
| Star Haven |
+------------------+
This is like a city in that you can find Chuck Quizmo, a Save Block,
and a Toad House. There’s also a GREAT item shop here, called Star
Haven Shop. They sell Life Shrooms for 25 coins and Super Shrooms for
ten. But, go right of the Toad House and you’ll find the main
attraction, the Star Sanctuary. Walk to it and enter. There they are
– Eldstar, Mamar, Skolar, Muskular, Misstar, Klevar, and Kalmar – all
the revered Star Spirits. Walk forward to the pedestal that once held
the Star Rod. Now, these seven shall join together to bestow upon you
the final Power.
It is the ultimate attack, Star Beam! With it, you can drain the power
of the Star Rod whenever Bowser uses it. It is the only thing able to
negate the effects of the Star Rod. And they have one final gift for
you. It is Star Ship of Star Haven. It can travel far into the sky,
even to Bowser’s castle. Take off in the ship, and let the final
showdown begin. Everyone sees the Star Ship below, a shooting star, a
glimmer of hope for a bleak world. Everyone wishes upon it. All of
Mushroom Kingdom is counting on you! We must defeat Bowser, for the
Star Rod, for Mushroom Kingdom, and for Princess Peach…
=======================================================================
==============================Chapter 8*===============================
=======================================================================
“A Star-Powered Showdown!”
+-----------------------+
| Bowser’s Castle |
+-----------------------+
You enter through the mouth of the Bowser-head, and three escape
vehicles – Bowser’s classic Super Mario World clown-float – are lined
up near the Star Ship. Go right to the Save Block. Save here and go
south to a new room. Follow this path to a locked door. You have no
key, of course, so go right through a new door. Go right to find the
elite guard of Bowser’s Koopa Troop, the Koopatrol. Each has 8 HP,
four attack, and three defense. They are with their weaknesses,
though. Jump on them to flip them over. Only jump if you have Spike
Shield equipped, though.
They can charge attacks for blows with ten damage behind them. They
can also call in reinforcements. Beat it for a Castle Key. With it,
go back left and return to the locked door. The only thing to the
right are imprisoned Toads who didn’t escape the castle. Unlock the
door and go right. Here you’ll face another Koopatrol. Watt is the
best partner for fighting them. Continue right to face another
Koopatrol. Continue right to enter a hallway. Here you’ll face more
Koopatrol and a new enemy.
It’s called a Hammer Bros., and each has 12 HP, five attack, and one
defense. Their hammers can shrink you, which reduces your attack.
They cannot be knocked onto their backs, even though they are Koopas,
and they can throw a ton of hammers at you in desperation. If shrunk,
use the hammer over the jump. Go right again to meet the Guard Door.
Say that you want to go through the door and stand right in front of
it. It uses a trapdoor to drop you down into the prison cell.
If you can make it back up, it taunts you, it will let you pass. Of
course, Mario could turn sideways and walk through the bars (he’s
wafer-thin), but let’s instead blow up the wall to the right with
Bombette. Heal at the Heart Block first, though. Now go right down
this hallway. Save at the Save Block and go right a room. Use
Lakilester to float on the lava and go left. Follow this path to a ?
Block containing a Life Shroom.
Get back in the lava and head left again. At the end, go through the
door and pass under the bridge to some platforms. Jump up them to a
Badge Block. Hit it for Deep Focus, you’re third one so far. Now take
lackey-lester (snicker) back to where you first entered the lava. Now
use Parakarry to safely cross the gaps. Now, to the right, carefully
jump across the lava. Parakarry is too slow for this, and you’ll have
to be quick yet precise in your jumps. When you cross, go right into
the lava with Lakilester. Stop at the blue switch and give it a whack.
Now a platform is crossing the lava. Use it to make it over.
Go right past the door and continue right to a blue switch. Hammer it
and ride the platform across the gap. Now jump the platforms with
Parakarry and go right again. When you pass two items, get on the
platform and jump to the moving one. Use Bow to turn invisible and
pass under the waterfall of lava. At the other side, use Parkarry once
more to soar over the gap. Well, not quite a soar as much as a hover…
Go through the next door you see by using Lakilester and then head
right to some stairs. Jump up them and you’ll reach three Koopatrol, a
Magikoopa (blue), and a blue switch.
The Magikoopas of blue color are the elite magicians, and they have 11
HP, six attack, and no defense. Take them out first. They have all
the spells of other Magikoopa at their disposal, and the magic attack
Jr. Troopa used the last time you fought him (only weaker). Finish
this quickly by using Power Shell (Kooper) and then Star Storm. If you
use action command, it will just barely work. Beat all of them and
press the switch to stop the flow of lava. It’s now hard as rock, and
you can walk on it. Exit this room and go left back to the other door
I told you not to enter. Along the way, pick up Thunder Rage.
In the room, jump to the chest and open it for a Castle Key. Now
return right past the door with the switch in it. Unlock the door and
go through it. Use Watt to light up the room and then head right.
You’ll see a new enemy, straight from Super Mario Bros. 3, called a
Bony Beetle. Sometimes it has spikes on its head, at other times not.
Either way, the badge Spike Shield should serve you well. Jump on them
to flip them over. Then they have no defense. Normally, they 8 HP,
three attack, and four defense.
When you win, continue along the path. You’ll have to use Parakarry in
there twice before you move onto the next screen. The second is
basically the same. Use more Watt/Parakarry combos to cross a gap. At
the three-way fork in the road, take the upper path and fall through
the gap, then head left to a door. The path is now lit. Hooray! Push
the block here left to return to the Guard Door. Now walk up to it and
go through. There’s a Save Block right in this hallway.
First, go right down the path to a prison cell. Defeat the lone
Koopatrol defender for the Prison Key, and then open the cell. This is
a very cheap Toad House. You can heal here if you need to. Now exit
back to the main room. Refreshed, start by taking the stairs up and
going left at the fork in the road. Open the doors and you’ll find
yourself at a warehouse. The Spiky Goomba is really bored, and he will
sell you stuff for coins. Now, this guy is really overpriced, but you
might consider buying from him. Buy what you want and exit the
warehouse.
Go right across the upper path to another door. Open it and you’ll
face lots of enemies. Lots of Magikoopa in particular. When faced
with many Magikoopa, use Up & Away at the cost of 2 Star Energy. It
may not work on all of them, but it may on some. At the end, go right.
Go right again and bounce onto the ledge here. Pull the chain to flood
the rooms with water. Use Sushie to go left, and then dock in this
screen. Hit the blue switch and a jump pad falls out. Bounce on it to
the right and use Bombette to blow up the wall to the right.
Here, use the tornado jump to hit a Brick Block, then hit the switch.
Go through he path is made to a chain. Pull it down to flood the place
with even more water. Now go left back a room. Pull out Sushie and
get in the water. Go left and take the Castle Key. Now go back to the
chains and pull them again to drain the water. Open the locked door to
the right and go through it. Heal up, because this is going to be a
trying battle ahead of us.
Pull out Bow. Ahead of you, Bombshell Bills are pouring from blasters.
Use Bow to dodge the Bombshell Bills and then hammer the B. Bill
Blasters at the end. They have 10 HP, four defense, and they
indirectly attack by shooting suicidal Bombshell Bills. On your turn,
use Shooting Star the first time, and Thunder Rage the second.
Otherwise, use Star Storm and a Fire Flower. As for Bombshell Bills,
they have 3 HP, six attack, and no defense. If you have no items, let
your partner (Goombario, Watt, or Lakilester are all good choices)
handle them. If you are very cautious, use Outta Sight for Bow’s turn
on every Bombshell Bill attack turn. Really, though, Watt is best
equipped for fighting B. Bill Blasters. You’ll fight four pairs of B.
Bill Blasters before these stairs end, though.
At least they give good Star Points... The last two have a Koopatrol
and Magikoopa, respectively, on their sides. Another good strategy for
facing them is take out both the Bombshell Bills until they spend a
turn idle. You’ll rack up experience and soon be able to attack them.
When you’ve won, take the door and go right.
It’s a new enemy. They’re called Dry Bones, and they are old Super
Mario Bros. 3 enemies that are the skeletal remains of Koopa Troopas.
They’re no joke – 8 HP, four attack, and two defense. The problem is
that they can come back to life after dying. You can either use fire
attacks (Fire Flowers or Kooper’s Fire Shell) to make them ashes and
permanently beat them, or use an attack that beats them both at once.
Again, Watt really shines (I sure am punny) here, as she can penetrate
defenses. As you go right, you’ll face two more. Note an invisible
block containing Maple Syrup in this room.
Now push aside the third Bowser block and go through the door. Go
right in this hallway and you’ll emerge in a new room. Beat the Bony
Beetle and save to the right. For now, push aside the first block here
and enter the new passage. Heal at the Heart Block to the left and go
right down this corridor. Defeat the Hammer Bros. to the right and
noticed the pushed aside block in here. Follow this path right to a
room with seemingly nothing in it. You know what? There is nothing in
it. Go back to the room where you defeated the Hammer Bros. and push
the block that was already out right. This creates a hallway leading
left. At the end of it is a Castle Key. Return to that locked room,
heal and save, and then unlock it, going right.
It’s another Bowser guard door! He figures there’s no way you’ll make
it to Bowser anyway, so he’ll give you a chance to pass. It’s a quiz
game. More than that, it’s a memory quiz. Several enemies come out
and you must remember their number, color, etc. and answer his
questions correctly. You need to answer five questions correctly to
pass. I’ve listed the questions and their respective answers below.
1) Question: Now. Tell me, how many Koopas were there?
Answer: 3
2) Question: Now. Which were there three of?
Answer: Red Shy Guys
3) Question: Now. Who came out of the middle entrance?
Answer: Red Shy Guys
4) Question: Now. How many Goombas were there!?
Answer: 2
5) Question: Now. How many arms did you see just now!?
Answer: 4
6) Question: Now. Which were there three of!?
Answer: Bob-ombs
7) Question: Now. What color were their shells!?
Answer: Purple
Answer five correct to pass. Go through the Guard Door to be outside.
Hit the ? Blocks around you for a Super Shroom and Maple Syrup. To the
right, defeat the Koopatrol and continue right to a staircase. Drop
off the side to get Jammin’ Jelly, and then take the stairs up again.
At the top of it you’ll face a Magikoopa duo. Beat them and then go
left to some doors (open them). Here, go left to a Save Block.
Continue left in a similarly set-up floor plan as before. To the left
is a prison cell. When you reach it, defeat the Koopatrol for the
Prison Key. Take it and open the cell.
Oh, those poor prisoners. We’ve been checking mail and partying for
eight chapters while they’ve been in here. Plus, some people came from
Dry Dry Outpost or Shiver City to be here. Use this as your Toad House
if you need. When you awaken, go back to the main room two rooms to
the right and save at the Save Block. Take the stairs up and use the
left door. Defeat the Dry Bones and go left up these steps until you
can drop to a block toward the screen. Drop there and throw Bombette
at the red switch to the left. Before she explodes, jump to the block
to your upper-left, and then through the door you go. Here, take an
Ultra Shroom.
Now return to the main room. Use the right door. The ground door is
locked, but the upper one isn’t. Take it and go right, defeating a
Magikoopa. Now, see the slightly elevated ground to the right? Stand
on it and launch Kooper at the red shell. You’ll rise and you must
quickly reach the door. Run to the platform to the right and jump
across the gaps, reaching the door in this manner. In this room is the
Castle Key. Return to that locked door we saw earlier. Take it and go
right. Note the order of the torches. Up, down, down, up, down, and
up. This is the order you must go right in. You see, there are two
doors, top and bottom. Do this to reach a bridge.
Defeat the Koopatrol and Magikoopa to the right as you go. For the
Magikoopa, I suggest Up & Away. At least it will carry two of them
away. Then you’ll face a Hammer Bros. Upon beating it, go right.
Heal at this Heart Block and go right to Princess Peach. She’s okay,
so we can leave the castle now. Get ready for a long trip back, my
friend. Go left and out the room. When you do, though, Peach falls
behind. Reenter the room and go right. Gasp! A Duplighost! Follow
it right and it becomes Peach. Hammer it three times and it assumes
its true form.
Now you’re up against four Duplighosts. First, use Star Storm. Then
let Lakilester use Spiny Surge to do at least one damage to them. Now
use Star Storm again to beat them all. After winning, go back left to
heal at the Heart Block. Then go right to another Bowser guard door.
Prepare for the ultimate defense! You will not believe who jumps out.
The Koopa Bros.! They swore revenge in an angry letter they sent us,
and they meant it, too. If you beat them, you can go through the door.
I’m sorry, they’re actually called the Super Ultra Mighty Koopa Bros.
the Great.
But, before you can fight them, Jr. Troopa runs in and kicks them all
out. Wow, he’s REALLY persistent. Not only did he fly all the way up
here at gale force winds in the stratosphere, but he fought his way
past guards and monsters this far into Bowser’s Castle. Well, I
would’ve preferred to fight them separately, but oh well. Let’s just
take on Jr. Troopa. This is your final fight with Jr. Troopa.
This time he has 60 HP, eight attack, and two defense. Also, he uses
every tactic he’s ever used against you in this battle. Use Watt for
this battle (she can penetrate defense, remember?). It shouldn’t be
hard for you. At first, he’ll use his old attacks from when you kicked
his butt in Goomba Village. Just hammer and Electro Dash him down to
around 30 HP, below 35. He then activates his “Ultimate Power,” which
gives him wings and a spike on his head. This is no problem for Watt
and you can still attack by jumping (provided you have Spike Shield
equipped). When he’s down to 10 HP, he pulls out his cane and uses the
magic power he did earlier. Give him one final beat-down and take his
Star Points. He runs away and swears he’ll beat you next time (there
won’t be a next time… in this Paper Mario). Go right twice more to
reach the outside. Save and then enter Peach’s Castle.
+-----------------------+
| Mushroom Castle |
+-----------------------+
You can thank Peach for all the unlocked doors in here. When you first
enter, go into the room to the far-right. Out jumps a Toad. He hid
here to avoid being captured by guards. You can nap in this room like
it was a Toad House. Also, if you didn’t get it when we were Peach,
you can open the chest here for a badge. Now exit the room and go up
the stairs. Boy, it’s deserted. You’re interested in the upper-right
room (the mysterious chest) for taking out any items that you put in it
but didn’t take out at Merlow’s. Also, if you haven’t been using my
guide, you’ll find a Deep Focus Badge in here.
Also, go to the lower-left door. Here, you’ll find the Power Rush
Badge in the aisles (if you didn’t already get it with Peach), and a
stack of books in here. Jump on them to reach the upper aisle overhead
and go left on it to get a Life Shroom. Now go to Peach’s room. She’s
not there… Exit it and go up the stairs through the double doors. Go
forward here through the hallway. This is the hallway where we first
fought Bowser… And we shall fight him here again. Peach is tied here
and Bowser has his air ride ready. Can Mario beat Bowser, the
invincible wielder of the Star Rod?
+--------------+
| Bowser |
+--------------+
In this battle, Bowser has 50 HP, one defense, and too many different
attacks to assign a number. His Fire Attack does 8 damage, Stamp
Attack/Nail Attack does 6. He has other attacks, too. Although he’s
invincible with the Star Rod, he’s not using it right now, leaving us
time to beat him. Attack with everything you’ve got! Watt is the best
partner for this, as she can do five damage per turn. Really, his
stats aren’t great, and Mario could beat him by himself if need be.
About midway through battle, though, Bowser pulls out the Star Rod.
With it, he becomes invincible. No matter how you attack him, it will
fail.
At this point, we must trust in the Star Spirits, and use the only
thing that can stop him – the Star Beam. It requires no Star Energy,
and it’s the sole way you can stop him. It only works temporarily.
Bowser can also heal himself 20 HP using the Star Rod, and he can also
use the Star Rod to attack you and your partner, dealing four and three
damage, respectively. Then deliver the final blow for many Star
Points. Bowser’s been defeated! Huh? He’s uninjured.
He runs off, taking Peach, and flies through the window he broke so
long ago. Go right and through the door. Now climb the stairs to get
outside, and run left. Enter this new room (where you can save). Dash
up the stairs and go through the door. Cross the bridge to a hovering
platform. It’s a special arena designed for your defeat. Bowser
presses the switch there to destroy the bridge. And, Kammy reveals
that she’s created a device that increases Bowser’s power. Using the
arena itself, Bowser is struck by lightning and becomes massive. He’s
exploding with power! Only one will walk away from this fight... the
other will fall.
+-------------------------+
| Invincible Bowser |
+-------------------------+
Bowser has a variety of new attacks, as well as 99 HP and two defense.
His Fire Attack does ten damage. Stamp Attack/Nail Attack does eight.
Note that you’re not healed from the last battle, and I hope you
conserved some energy. Use your hammer primarily, as the jump does
less damage. Watt is, again, the best partner. I’d still use Quick
Change, though, for certain attacks. Bowser still uses the Star Rod to
become invincible every now and then, but this time, Star Beam has no
effect! We cannot win… Use Star Beam and Bowser laughs, and Peach
watches. The battle is now over. Suddenly, Twink flies in and knocks
out Kammy Koopa! And he then unties Peach! It’s now Peach and Twink
against Kammy. This is unexpected…
+-------------------+
| Kammy Koopa |
+-------------------+
All Twink can do is use Dash, which does no damage. During Peach’s
turn, all you can do is use Focus on Twink. Kammy uses spells to hurt
Twink. When Twink is focused, Dash does one damage. Wow! Keep
focusing on Twink with Peach’s turn and his Dashes do progressively
more damage. And, Kammy’s attacks do less and less. It takes only a
few turns before Twink is totally unaffected by Kammy’s block attack,
and Twink does only ten damage before Kammy loses. That was pathetic!
And then, Peach wishes to the Stars that Mario is stronger, that the
Star Spirits are stronger, and that the Star Beam is as well. This
upgrades the Star Beam… to the Peach Beam! Let the battle continue.
+------------------------+
| Evil King Bowser |
+------------------------+
Mario is completely healed, and Bowser is still at his HP count from
before. On your first turn, use the Peach Beam (which includes Twink).
Now you can really fight Bowser. During Mario’s turns, use hammer
attacks, and let Watt be your partner. Again, Bowser has 99 HP, 2
defense, and varying attack strengths. He occasionally uses the Star
Rod to become invulnerable again, but this is a good thing. Why?
Because Bowser wastes his turn doing that. Waste Mario’s turn
countering with Peach Beam, and then let Bowser have it with Watt. As
for Bowser’s other uses of the Star Rod... Bowser has several strong
attacks that involve the Star Rod.
His lightning attack does 10 damage, and he won’t be afraid to use it.
When down past 30 HP, it’s all he used on me until he became invincible
again. Also, he has one very bad move, in which he restores 30 of his
own HP. He’ll use it when he’s low, and it can seriously prolong the
battle. However, it’s not hard. Use the same strategy each time –
hammer and Electro Dash. You can use all your fanciest moves if you
want, but I’d only use Star Power, exclusively, for Smooch. You can
use it twice in this battle, which is almost an Ultra Shroom. Another
bad attack he has causes a wave to radiate out from the Star Rod. It
does only six damage to you, but it knocks out your partner for three
turns.
Bowser has a decided advantage during those three turns (unless you can
pull off a ten-point hit), and you should spend them attacking or
healing. Bowser sure will (+ 30 for him). Honestly, when I fought
Bowser, he healed 90 HP in total. It’s like beating him twice. Also,
note that he can poison you with his Nail Attack. At that point, I
recommend using Refresh or any other move you might have that cures
poison. When you’ve finally won, Bowser shrinks to his normal size,
defeated.
This time, he drops the Star Rod. Peach comes back to Mario, and the
arena explodes. Because of the intense battle, the arena
malfunctioned, and the electricity flowing into it is reversing to the
castle. Both of them are about to explode. The place explodes,
sending Bowser and Kammy into the distance. And Peach’s castle alls
safely to the ground, with Mario and Peach, by the strength of the Star
Spirits. Eldstar takes back the Star Rod, and the Star Spirits thank
you. They thank Mario (and Twink, that glory-hog). For his
commendable bravery, Twink shall be made an adult Star. May the stars
forever shine brightly upon you. The Star Spirits leave and Twink says
good-bye to everyone. The world is forever in Mario’s debt…
+--------------------+
| The Epilogue |
+--------------------+
Mario is telling his story to Luigi at his home. Luigi is quite
impressed, and just then they wonder what’s going on for your partners…
Goombario is playing with his sister when Parakarry drops in. He’s
delivering a letter from Princess Peach. Reading it, Goombario sees
that it’s an invitation to a party! At Koopa Village, Bombette
receives the letter, and Bootler delivers one to Bow. Watt, living in
Shy Guy’s Toy Box, also gets one, and Sushie reads it as the Yoshi Kids
nap and play. Lakilester is interrupted with his girlfriend when he
gets the letter, and Kolorado now has Kooper on his archaeological
team. They are going to scale Shiver Mountain and excavate Crystal
Palace, and Kooper is the guide. Parakarry delivers his letter as
well, and Kolorado also receives a message... from his angry wife. It
looks like the expedition is over.
Just then, Luigi hears something outside. Checking the mail, it’s an
invitation to a party. Parakarry was also invited to the party, and so
are Mario and Luigi. And, just as the adventure began, Mario and Luigi
go to Toad Town to party. You’re back in control, and you can stop to
talk to everyone. Chuck Quizmo is there, and Kolorado is making up
with his wife. Now go to the castle. Everyone’s there – Moustafa, the
Village Leader of Yoshi’s Village, Mayor Penguin and wife, and inside
are all your partners and their friends. The Minister greets you.
Princess Peach comes out just as Mario did to welcome the guests.
Enjoy the festivities.
Now for the credits. They’re funny, because Luigi is the leader of the
parade, just like he was in Super Mario RPG. All your partners are
hanging around the Star Ship. Everyone appears – even the Koopa Bros.
Kolorado is on the whale in the background, and I think Kolorado is
combining his two loves. Tutankoopa is still being chased by his
enslaved Chomps, and Buzzar, who is a girl, is back to hatching her
eggs. Bootler and friends now lead the friendly Tubba Blubba, and the
Red and Blue Goomba still follow the Goomba King. Raphael the Raven is
reigning as the leader of Lavalava Island, and Lava Piranha is alive
and well in the volcano, but peaceful now. Huff N. Puff is alive, and
so is Gourmet Guy, as is Crystal King (and his duplicates and
Duplighosts).
Jr. Troopa has made a friend in Kammy Koopa, and the two practice magic
together. Bowser reluctantly takes part in the celebration, and falls
under fire from Kammy and Jr. Troopa, who are then roasted. And, the
Star Spirits watch over the parade as well. The pop diva of Club 64 is
back to singing, and the mystic family is back together. The Sun
watches over a peaceful Flower Fields, and Shy Guys are busting out of
Shy Guy’s Toy Box. General Guy is now a dance guru with Groove Guys.
Even his acrobatic infantry join in, including the one Shy Guy who
always trips. Last, but not least, Mario, Peach, and Twink are on the
last float. The two go to Mario’s pad and watch the fireworks over
Mushroom Kingdom, made peaceful by Mario…
The End
CONGRATULATIONS! You beat the game! But, there’s still more to do.
You can’t save afterward, but you can still leave Bowser’s Castle to
discover all the secrets of Mushroom Kingdom. What’re you waiting for?
-----------------------------------------------------------------------
_________________________________________________________________
/ \
/ \
||----------------------------Section 3*-----------------------------||
\ /
\_________________________________________________________________/
Note: I don’t normally put notes at the beginning of a section, but I
want to warn you that Section 3 is chockfull of spoilers. That is,
things that reveal the game’s plot. If you don’t want to ruin things
for yourself, then don’t read it. For example, Bowser is listed in the
enemy section. Read at your own risk.
=======================================================================
=============================Super Blocks*=============================
=======================================================================
As Raphael the Raven once said, upgrading partners is the key to
success. Mario can gain levels by fighting, but partners cannot, no
matter how much battle they’ve seen. To enable partners to be
upgrades, there are sixteen special blocks, called Super Blocks,
scattered around Mushroom Kingdom. Hit them and you can upgrade
partners. When you do, their offense is increased, and they learn a
new move. Truly, upgrading will help you time and time again.
Because, let’s face it, most partners reek when you first get them.
Now, this section is not intended to be used as a compendium for moves
and attacks, but for actually finding Super Blocks. Also note that I
won’t tell you who to upgrade. This is your personal decision, but I
do tell you who I recommend in my guide. This is because upgrades are
good for certain characters before bosses at particular times (like
upgrading Sushie before the Lava Piranha).
Note: All partners can be upgraded exactly twice. At first, you can
upgrade them only once to Super-Rank. Before you enter Mt. Lavalava,
Raphael the Raven gives you the Ultra Stone, letting you upgrade
partners twice (to Ultra-Rank).
-----------------------------------------------------------------------
Super Block #
Notes:
-----------------------------------------------------------------------
The above setup will be used for showing them. In my list, I first
organize them by locations, and I organize locations by when you can
first visit those places (and get a Super Block). Then, in each
location I organize Super Blocks but when you can get them in that
place. The actual list is below.
=======================================================================
Dry Dry Desert
=======================================================================
Super Block # 1
Notes: This is in the oasis in the desert. To reach it, exit Dry Dry
Outpost and go south twice. Here you’ll find the tree with the Lemon
and Lime, as well as a Heart Block and a Super Block in plain site.
=======================================================================
Dry Dry Ruins
=======================================================================
Super Block # 2
Notes: In Dry Dry Ruins, there’s a room where you can blow up the left
wall with Bombette. This reveals a room with a large gap in it. Fall
in this gap to reach a spring and a Super Block. As a note for
location, to the right of this Super Block is a hallway filled with
Buzzy Beetles, and to the left is the room with the Diamond Statue
inside.
=======================================================================
Mt. Rugged
=======================================================================
Super Block # 3
Notes: Once you have the Super Hammer, go to the screen with the train
station in Mt. Rugged. Follow the path left until you reach a fork in
the road. To the left is a stone block. Crush it and go left for a
Super Block.
=======================================================================
Toad Town Tunnels
=======================================================================
Super Block # 4
Notes: This is the first of many Super Blocks in Toad Town Tunnels. In
the interest of briefness, I will be a bit loose here. From the
entrance, go left twice and get on the rising platform. Enter the pipe
to the left and then go across the platforms to the right (through the
door). Here, take the rising platforms up and go right to another
hole. Defeat the Paragloomba and you’ll find the Super Block right in
here.
-----------------------------------------------------------------------
Super Block # 5
Notes: From the entrance of the tunnels, fall in the hole and go left
twice. Here, push the block around and use Watt to see invisible
blocks. Hit them and then jump across the these blocks to the Super
Block.
-----------------------------------------------------------------------
Super Block # 6
Notes: Outside of the tunnels, in Toad Town’s first screen (with the
pipe that leads to your house), use Sushie at the right dock and swim
to the central dock of this pond. Take the pipe down and go right to
reach a Super Block.
-----------------------------------------------------------------------
Super Block # 7
Notes: When you enter Toad Town Tunnels, go left twice, ride the rising
platforms up, and then run into the warp pipe. Drop to the ground and
take the warp pipe there. Smash the metal block to the right with the
Ultra Hammer and take the steps up to a Super Block.
-----------------------------------------------------------------------
Super Block # 8
Notes: When in the room with the pipe that leads to Shiver City, go all
the way to the left and you’ll find a Super Block.
=======================================================================
Tubba Blubba’s Castle
=======================================================================
Super Block # 9
Notes: Go to the basement room of the castle (where there’s a Boo from
Gusty Gulch hiding and a Heart Block). Left of it is a staircase, and
at the beginning is a Super Block.
=======================================================================
Shy Guy’s Toy Box
=======================================================================
Super Block # 10
Notes: Go right a room from where you fought the Big Lantern Ghost and
got Watt. Ride the elevating platform up here and then ride the one
right of it up to a Super Block.
=======================================================================
Jade Jungle
=======================================================================
Super Block # 11
Notes: Two screens left of where you get Sushie (and the Volcano Vase,
for that matter), you’ll find this Super Block south of a Spear Guy.
Note that you’ll have to swim to reach that screen and take tree-
bridges to the block.
=======================================================================
Mt. Lavalava
=======================================================================
Super Block # 12
Notes: In the large cavern that has the Fire Shield Badge in it, go to
the Save Block and smash the block to the right. On this rope, slide
down for about three seconds and let go to land on a platform with the
Super Block hovering over it.
-----------------------------------------------------------------------
Super Block # 13
Notes: In the same large cavern mentioned in the above Super Block
description, go to the entrance from the upper-left and take the rope
down. Go right through the door to a long hall with Podoboo chains
circling around in it. Jump over these and you’ll reach a Super Block
at the end.
=======================================================================
Flower Fields
=======================================================================
Super Block # 14
Notes: From Wise Wisterwood, take the lower-right path. Cross the
thorn bed with Parakarry and take the stairs here to the left. After
fighting off five Crazee Dayzees, you’ll reach a Super Block.
-----------------------------------------------------------------------
Super Block # 15
Notes: In the screen before the Puff Puff Machine, cross the thorns in
the puzzle here and then go under the arch to bounce on a jump pad.
Here’s the Super Block.
=======================================================================
Shiver Mountain
=======================================================================
Super Block # 16
Notes: When you reach your first White Clubba, take the stairs by it up
to reach a Super Block. Pretty obvious, huh?
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
That’s all of them. Super Blocks are essential to surviving, and some
of them are very good. Upgrade wisely. For example, with increased
strength, Goombario can divide his attacks into two waves, each doing
three damage, whereas Kooper can only do five damage at most when
upgraded. I hate to quote Raphael so much, but I will anyways. Caw.
No, that wasn’t it. Here it is. Use it and prosper.
=======================================================================
===========================Attacks & Powers*===========================
=======================================================================
Every time Mario rescues a Star Spirit, he gains a new attack, called a
Star Spirit Power. Also, partners learn new attack every time they get
upgraded. Here I will list all of those attacks, or moves, and tell
you how to use their action command. I do not list badge-based
attacks. There are too many of them to list here, and my “Badge List”
section already lists them. To save your time and mine, I will not
write it twice and you won’t have to read it twice. Also, let me note
that the action command for all badge attacks fall under two categories
– jump and hammer. Remember that Flower Points is denoted as FP, and
Star Energy as SE. SE is only used for the Star Spirit Powers.
-----------------------------------------------------------------------
Name of Attack
FP/SE:
Action Command:
Notes:
-----------------------------------------------------------------------
Above is the setup. Before I make the actual list, I’ll tell you what
the different types of action command are and how I write them in the
list. Note that you must have “Lucky Star,” an item given to you in
the Prologue, to use action command.
NA: This stands for “not applicable.” Some attacks have no action
commands. Goombario’s Tattle is one example.
Timing: These are attacks where you must press a certain button at the
exact right time to pull off an action command. The best example is
Mario’s jump attacks, in which you must press A before landing on an
enemy.
Hold: In these attacks, you must hold the Control Stick to the left as
a bar fills. The other variation has you hold A while the bar fills,
but it’s the same concept. When the star at the end lights up, you let
go. Mario’s hammer and Watt’s Electro Dash are two examples of this.
Continuous: You must tap a button as fast as you can or you must push
the control stick left as many times as you can to up the damage dealt.
Bow’s Smack attack is a perfect example.
Special: You must press different buttons in a certain order or you
must press a button only when the star lights up to pull off an action
command. Watt’s Turbo Charge is one example of this.
Those are how I categorize all of the action command types, although
the game only categorizes them into three types (hammer, timing, and
consecutive, which is everything else). Read my notes on each attack
to learn exactly how it’s done. Now for the list.
=======================================================================
Mario
=======================================================================
Jump
FP/SE: 0
Action Command: Timing
Notes: Press A right before you land on an enemy to perform the action
command. Note that, on large enemies, you don’t always land on them as
soon as you make contact (some enemies are so huge that Mario is
touching them before he lands on them). This is the attack that made
Mario famous. His name was originally Jumpman back in the 80’s.
-----------------------------------------------------------------------
Hammer
FP/SE: 0
Action Command: Hold
Notes: Hold the Control stick left until the fourth circle, the star,
lights up, and then release. Mario made his hammer famous in Donkey
Kong as an occasional upgrade, and he’s used it in every RPG-styled
Mario game to date.
=======================================================================
Goombario
=======================================================================
Headbonk
FP/SE: 0
Action Command: Timing
Notes: This is essentially the same thing as Mario’s Jump attack.
Press A right before landing to bounce off an enemy and land on them
again, causing double the damage.
-----------------------------------------------------------------------
Tattle
FP/SE: 0
Action Command: NA
Notes: Here’s where Goombario earns his keep. Tattle is one of the
most useful moves in the game. Use it and Goombario tells you how much
HP, attack power, and defense power an enemy has. I relied on it for
all my listed stats for enemies in my walkthrough. Afterward, you’ll
be able to see the HP of all enemies of that type once you’ve tattled
on one of them. You can tattle on nearly all enemies, but not on one –
Fuzzipede. He also gives you other hints about them. What a
tattletale…
-----------------------------------------------------------------------
Charge
FP/SE: 1
Action Command: NA
Notes: This is Goombario’s Super-Rank attack. Use it to raise his
attack power by two for the next turn. Try using it in combination
with Multibonk.
-----------------------------------------------------------------------
Multibonk
FP/SE: 3
Action Command: Timing
Notes: This is a continuous Headbonk attack. That is, you keep using
Headbonk until you miss an action command. Try using it in combination
with Charge. However, each time you hit the enemy again, you lose one
point of damage until you reach one. That is, if you hit an enemy with
Multibonk with an attack of three, then you’d do three damage, two
damage, one damage, and then one until you missed the action command.
=======================================================================
Kooper
=======================================================================
Shell Toss
FP/SE: 0
Action Command: Hold
Notes: Kooper gets in his shell and slides into the first enemy on the
ground. Note that, when using this attack, Kooper will not be affected
if an enemy is electrified, afire, spiked, and so on. The action
command is the same as it is for the Hammer. That is, hold the Control
Stick left until the star circle is lit, and then release.
-----------------------------------------------------------------------
Power Shell
FP/SE: 3
Action Command: Hold
Notes: This is a bigger version of Shell Toss. Basically, it’s a Shell
Toss that hits all enemies on the ground. Note that it does one less
damage than Shell Toss because the force of it is distributed. The
action command is the same, too.
-----------------------------------------------------------------------
Dizzy Shell
FP/SE: 4
Action Command: Continuous
Notes: Press A repeatedly as many times as you can to strengthen the
shot. It does no damage, but it can dizzy an opponent (put the Dizzy
status effect on them). The more you press A, the greater chance that
you’ll dizzy your target. If you totally fill the gauge, it’s a sure
thing. However, it won’t work against bosses and very strong enemies.
It’s actually quite easy to do and very effective. This is a Super-
Rank attack.
-----------------------------------------------------------------------
Fire Shell
FP/SE: 5
Action Command: Continuous
Notes: Tilt the Control Stick left over and over as many times as you
can to strengthen the attack. This is the Ultra-Rank attack. It hits
all enemies on the ground, too, and has the potential to do more damage
than Power Shell.
=======================================================================
Bombette
=======================================================================
Body Slam
FP/SE: 0
Action Command: Hold
Notes: Hold A until the bar is full, and then let go when the star is
lit. This will fail if an enemy has spikes on the side of their body,
like Spear Guys.
-----------------------------------------------------------------------
Bomb
FP/SE: 3
Action Command: Continuous
Notes: Press A as many times as you can as Bombette walks up to her
target, which must be on the ground. The more you press A, the more
damage is dealt.
-----------------------------------------------------------------------
Power Bomb
FP/SE: 6
Action Command: Continuous
Notes: Press A over and over to increase power. This is Bomb, only it
affects all enemies on the ground.
-----------------------------------------------------------------------
Mega Bomb
FP/SE: 8
Action Command: Continuous
Notes: Press A as many times as you can. The more you do, the more
strength is added. This attack affects all enemies, regardless of
position. It’s a stronger version of Bomb.
=======================================================================
Parakarry
=======================================================================
Sky Dive
FP/SE: 0
Action Command: Timing
Notes: Parakarry gets in the air, descends downward, and kicks an
enemy. Press A right before he makes contact to perform the action
command. What’s nice about this is that it can hit any enemy anywhere
on the stage.
-----------------------------------------------------------------------
Shell Shot
FP/SE: 3
Action Command: NA
Notes: This has no action command because you either hit the target or
you don’t, and there’s no way to increase it’s power if you do make
contact. Hold the Control Stick left and watch the cursor. When it is
lined up with the target, release. Parakarry will fly at the target
and do quite a bit of damage, up to seven at a time. For a long time
in the beginning of the game, it will be your most powerful move.
-----------------------------------------------------------------------
Air Lift
FP/SE: 3
Action Command: Continuous
Notes: Press A as many times as you can to increase the probability of
this attack working. The more you press A, the more likely it is that
Parakarry will carry the enemy out of battle. Use this against some
stronger enemies in the last chapters. This is Super-Rank.
-----------------------------------------------------------------------
Air Raid
FP/SE: 6
Action Command: Continuous
Notes: Push the Control Stick to the left as many times as possible to
strengthen the attack. It hits all enemies on the screen and is a
cheap alternative to Mega Bomb. As always, the last attack is Ultra-
Rank.
=======================================================================
Bow
=======================================================================
Smack
FP/SE: 0
Action Command: Continuous
Notes: Tilt the Control Stick left as many times as you can to increase
the attack strength. However, all attacks are done in one-damage
increments, which can make it useless against enemies with even one
defense.
-----------------------------------------------------------------------
Outta Sight
FP/SE: 2
Action Command: NA
Notes: As soon as you use it, Bow makes Mario and herself transparent
for one turn. This is great if an enemy is charging an attack or if
you want to escape a barrage of powerful attacks, use this. The
drawback? Bow cannot attack on the next turn. That makes this the
only attack in the game that takes two turns to use.
-----------------------------------------------------------------------
Spook
FP/SE: 3
Action Command: Continuous
Notes: The action command only makes the move more effective; it does
no damage. Tilt the Control Stick to the left over and over. The more
you do, the more likely it is that Bow will be scary and scare an enemy
from battle. Obviously, this does not work against strong enemies or
bosses. This is Super-Rank.
-----------------------------------------------------------------------
Fan Smack
FP/SE: 5
Action Command: Continuous
Notes: Just press left on the Control Stick over and over. The more
you do, the more times Bow attacks with her fan, which is a highly
upgraded version of Smack. This is because each smack does multiple
points of damage. This is Ultra-Rank.
=======================================================================
Watt
=======================================================================
Electro Dash
FP/SE: 0
Action Command: Hold
Notes: This is a great attack for one reason – it can pierce defense.
Yes, Watt is the only character in the entire game who can attack the
same amount on a character with 0 defense as one with 6. That is, if
Watt’s attack did five damage and he attacked a character with two
defense, it would still do five damage. To action command this one,
hold A until the star lights up and then release.
-----------------------------------------------------------------------
Power Shock
FP/SE: 2
Action Command: Continuous
Notes: The more you press A, the greater the chances or this attack
succeeding. If it does work, it paralyzes an enemy. That is, they
cannot move.
-----------------------------------------------------------------------
Turbo Charge
FP/SE: 3
Action Command: Special
Notes: Press A as the star lights up. As the bar goes, press A at the
right time and the move is more effective. It raises Mario’s attack
for a short time.
-----------------------------------------------------------------------
Mega Shock
FP/SE: 5
Action Command: Continuous
Notes: Press A and B simultaneously as many times as you can. This
increases the likelihood of Watt paralyzing all enemies on the stage
with her electricity.
=======================================================================
Sushie
=======================================================================
Belly Flop
FP/SE: 0
Action Command: Hold
Notes: Hold the Control Stick left until the gauge is full, just like a
hammer attack. Sushie body slams targets in midair or on the ground.
It can also flip over enemies like Koopa Troopas.
-----------------------------------------------------------------------
Squirt
FP/SE: 3
Action Command: Hold
Notes: This is a slight variation of the Hold action command, somewhat
Special but mostly Hold, so I categorized it as such. Press and hold A
until it nears the end of the bar, and then tap A to keep it in that
area, but do not let the bar be filled at any time, or else the attack
fails. The further out it’s filled, the more damage is done. It’s
great against fire enemies.
-----------------------------------------------------------------------
Water Block
FP/SE: 3
Action Command: Special
Notes: Press A when the stars light up. The better you do, the more
complete a cube of water is made. This temporarily raises Mario’s
defense by one.
-----------------------------------------------------------------------
Tidal Wave
FP/SE: 6
Action Command: Special
Notes: Press the right buttons at the right time to increase strength.
On the screen you’ll see either B, A, or Down C, and you’ll have to
press them as they appear. This attacks all enemies.
=======================================================================
Michael “Spike” Lakilester
=======================================================================
Spiny Flip
FP/SE: 0
Action Command: NA
Notes: A cursor appears and you must move it into the region of an
enemy in a limited time. Either you miss or you hit; there is no
action command. Tilt the Control Stick lightly as the cursor really
skids.
-----------------------------------------------------------------------
Spiny Surge
FP/SE: 4
Action Command: Continuous
Notes: Tilt the Control Stick to the left as fast as you can to
increase the strength of your attack. Sticking to his Lakitu roots,
Lakilester throws Spiny Eggs at all enemies.
-----------------------------------------------------------------------
Cloud Nine
FP/SE: 4
Action Command: Special
Notes: Press A when the star lights up to surround Mario is a cloud.
The more circles you get, the greater the chances that an enemy’s
attack will miss Mario. It only lasts for a brief period of time,
though.
-----------------------------------------------------------------------
Hurricane
FP/SE: 5
Action Command: Continuous
Notes: Press A and B together as many times as you are able to. The
more you fill the bar, the greater the chance is that you’ll blow
enemies away from battle. Obviously, it does not work on bosses and
very strong enemies.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Now I’ll list the Star Spirit Powers. You get a new one each time you
rescue one, and there’s one that you cannot get permanently (the game
doesn’t let you save after the final battle). The last two entries are
major spoilers. Do not read them unless you want to ruin a part of the
climactic finish. All below FP/SE requirements are for SE, Star
Energy.
=======================================================================
Star Spirit Powers
=======================================================================
Focus
FP/SE: 0
Action Command: NA
Notes: This restores some of your Star Energy, more than it normally
would. Your partner can also use it if you have the badge Group Focus
equipped, and Peach can also use it. Eldstar teaches it to you.
-----------------------------------------------------------------------
Refresh
FP/SE: 1
Action Command: NA
Notes: This restores 5 HP and 5 FP. It also cures poisoning and
shrinkage. Eldstar teaches it to you.
-----------------------------------------------------------------------
Lullaby
FP/SE: 1
Action Command: NA
Notes: Mamar’s Star Power can lull enemies into a deep sleep. Although
it’s not that useful, it is essential to beating Kent C. Koopa. It
does not always work, even on normal enemies, and will not work on
bosses.
-----------------------------------------------------------------------
Star Storm
FP/SE: 2
Action Command: NA
Notes: Skolar teaches you what is, in my opinion, the best of the Star
Spirit Powers. Stars rain down on your enemies, causing seven damage
apiece. It’s useful to the very end of the game, which is more than
can be said of Refresh or Lullaby.
-----------------------------------------------------------------------
Chill Out
FP/SE: 2
Action Command: NA
Notes: If it works, it briefly lowers the attack strength of all
enemies by three. It is taught to you by Muskular.
-----------------------------------------------------------------------
Smooch
FP/SE: 3
Action Command: NA
Notes: It costs more than all the other moves, but it is well-worth the
three Star Energy units spent. Misstar restores 20 of Mario’s HP with
a kiss.
-----------------------------------------------------------------------
Time Out
FP/SE: 2
Action Command: NA
Notes: Taught to you by Klevar, this will stop time, freezing enemies
in their tracks, if it works.
-----------------------------------------------------------------------
Up & Away
FP/SE: 2
Action Command: NA
Notes: If this works, all enemies are transformed into stars and they
rise up, out of battle. Kalmar teaches it to you. However, it may
only affect some of your enemies.
-----------------------------------------------------------------------
Star Beam
FP/SE: 0
Action Command: NA
Notes: The seven Star Spirits teach you this when you meet them in the
Star Sanctuary. It is the only thing that can counter the Star Rod,
and it will negate Bowser’s invincibility when used.
-----------------------------------------------------------------------
Peach Beam
FP/SE: 0
Action Command: NA
Notes: When the Star Spirits are filled with power from the wishes of
the people of Mushroom Kingdom when Mario was being beaten by Bowser,
whose power was fortified beyond Star Beam by a machine built by Kammy
Koopa, they (plus Twink) powered up the Star Beam to the Peach Beam,
named after its inspiration and main power source. It is the only
thing that can nullify Bowser’s invincibility, even when he is beefed
up by the Star Rod and Kammy’s machine.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Those are all the Star Spirit Powers, and moves. Now that you know how
to use them, you’ll be nearly unstoppable. Well, I did leave out one
move, but it belongs to a little Star Kid and I doubt you’ll need
explaining.
=======================================================================
==============================Badge List*==============================
=======================================================================
One of my favorite aspects of Paper Mario is the badges. Truly, badges
make the fighter. When I first played Paper Mario in 2001, I wasn’t
the most strategic guy. On the contrary, I used useless badges and
equipped lots of FP-guzzling attack-badges that let you perform
different moves. However, upon playing the sequel to this game, I
fought much harder enemies, and this taught me to utilize everything I
had, including badges. So, I will list my badge combos (don’t e-mail
me about them because I will not post any new ones or change the
current ones) after the big list. Just for reference, there are 80
badges. I hope that saves you some counting. Some are novelties, but
most can be used for effect. First, a list of the badges that Rowf
sells at his shop.
+---------------------+
| Rowf’s Badges |
+---------------------+
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Item Name Price After Chapter
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Speedy Spin 50 1
D-Down Pound 75 1
Multibounce 75 1
First Attack 100 1
Sleep Stomp 75 2
Double Dip 100 2
Dodge Master 100 2
Jump Charge 50 3
Spin Smash 75 3
Group Focus 100 3
All or Nothing 100 4
HP Plus 150 4
FP Plus 150 4
S. Smash Charge 100 5
Damage Dodge 150 5
Mega Quake 200 5
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That shows which badges can be bought at what price and when.
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Badge Name
BP:
Notes:
-----------------------------------------------------------------------
The setup is above. The list is below. For your survey (I know you’re
taking one), BP stands for Badge Points. You can have a maximum of 30
BP and you can raise it by three each time you level-up. Many badges
have duplicates, and each has a separate entry. They’re listed as the
game lists them. You need to find a particular badge, then look under
the categories. There are Jump, Hammer, Enhancement, and Novelty
Badges, and I categorize the badges in that way.
+----------------------+
| The Badge List |
+----------------------+
=======================================================================
Jump Badges
=======================================================================
Power Jump
BP: 1
Location: When you lead Goompa back to Goomba Village from the fallen
veranda, he gives you this badge. It’s your first one.
Notes: At the cost of 2 FP, you can use this jump attack in battle. It
is a more powerful jump.
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Mega Jump
BP: 3
Location: After placing the Star Stone in its hole on Shiver Mountain,
take the stairs to the right and stop at the first turn. Continue
right past a White Clubba to a Badge Block, which you should hit for
this badge.
Notes: In battle, you can use Mega Jump for 6 FP. Mario stomps on one
enemy with plenty of attack power.
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Multibounce
BP: 1
Location: At the price of 75 coins, buy this badge from Rowf at his
badge shop in Toad Town.
Notes: For 2 FP, you can jump on every enemy in a row in battle,
provided you time your action command correctly.
-----------------------------------------------------------------------
Jump Charge
BP: 1
Location: Buy this at Rowf’s for 50 coins.
Notes: Lets you charge for your next Jump. When charged, your attack
is raised by two. You can do this as many times as you want, but the
instant you attack, the charge goes away.
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S. Jump Chg.
BP: 2
Location: In Cloudy Climb, just to the upper-left of the beanstalk is a
cloud that rises and falls. Jump on it and ride it up to a cloud that
has this badge on it.
Notes: Wear this and you can charge your next Jump by three while in
battle. Do it as many times as you’d like, but it fades as soon as you
jump.
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Shrink Stomp
BP: 1
Location: When you first enter Toad Town Tunnels, head right. After
beating Gloombas and a Blooper, you’ll open a chest with this in it.
Notes: Let’s you use Shrink Stomp, a Jump attack in battle that uses 2
FP. If it works, Mario’s target shrinks, thus reducing their attack by
half.
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Sleep Stomp
BP: 1
Location: Buy this from Rowf’s shop for the low, low price of 75 coins.
Notes: For 2 FP, Mario can use Sleep Stomp in battle. If successful,
the target falls asleep after this is used.
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Dizzy Stomp
BP: 1
Location: From where you get the Ultra Hammer in Mt. Lavalava, go right
one room and then go to the eastern edge of this room. Smash the metal
block of the lower path and enter this room. Use Parakarry to cross
the magma stream and then climb the steps for the chest containing this
little number.
Notes: At the price of 2 FP, you can use this move in fights. If
successful, it dizzies its target.
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D-Down Jump
BP: 2
Location: This is coming at you from Tubba Blubba’s Castle. In the
second story over the left wing of the castle, there’s one Clubba at
the beginning of the hallway sleeping against the wall. Defeat it to
reveal a crack behind where it slept. Blow the wall there up with
Bombette and go through here. First, spin jump the upper-left
platform. This creates a spring shortcut between the first and second
floor. Then spin jump on the other ones to reach the table, on which
rests this badge.
Notes: Use this in battle at the cost of 2 FP to deplete all of your
target’s defense and cause some damage to boot, if successful.
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Power Bounce
BP: 2
Location: In Koopa Bros. Fortress, one room has several prison cells in
them, two of which contain Fortress Keys, the other containing this
badge. You can slip through the right wall of the cell to get it.
Notes: With this, you can jump on enemies until you miss an action
command (3 FP). However, each time you jump again, your jump loses one
point of power (you’d jump four, three, two, one, and then one until
you miss an action command).
=======================================================================
Hammer Badges
=======================================================================
Power Smash
BP: 1
Location: Enter Toad Town Tunnels and go left. Smash the stone block
here with the Super Hammer to advance into the next room. Go left
again and take the pipe in here. Go left of this room and bounce on
the jump pad to the chest.
Notes: This lets you use a Power Smash hammer attack for 2 FP in
battle. It is more powerful than regular hammer blows.
-----------------------------------------------------------------------
Mega Smash
BP: 3
Location: In Flower Fields, take the upper-left path to the screen
before the tower of the Sun. Here, take the steps up to the stone
structure and blow up the rock. Now fall into the hole made there for
this badge.
Notes: for 6 FP, you can use a massive hammer attack on a single enemy
in battle.
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Smash Charge
BP: 1
Location: As you head up the stairs that rose from the water in the
first room of Koopa Bros. Fortress, you’ll find this by a Bob-omb. You
can’t miss it unless you try.
Notes: For 1 FP, you can store power with Charge (up your Hammer attack
strength by two) until you use the Hammer next. It does not carry over
from battle to battle, and it fades as soon as you use Hammer. Use it
multiple times to increase strength.
-----------------------------------------------------------------------
S. Smash Chg.
BP: 2
Location: Buy this from Rowf for 100 coins.
Notes: This lets you charge attacks like above, but it raises your
hammer’s strength by three and requires four FP.
-----------------------------------------------------------------------
Spin Smash
BP: 1
Location: Buy this from Rowf for 75 coins.
Notes: For 2 FP, you can use Spin Smash in fights. When Mario hits an
enemy, it is knocked into the one behind it. It can be used to knock
down enemies on stilts as well (Stilt Guys).
-----------------------------------------------------------------------
Quake Hammer
BP: 1
Location: You know the first Letter you get on Mt. Rugged? Fly, with
Parakarry, from that ledge to the next one over to find this badge.
Notes: Spend 2 FP on using Quake Hammer in battle. It slightly damages
all enemies on the floor and ceiling.
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Power Quake
BP: 2
Location: Go to the first screen of Jade Jungle (just north of the
screen with the Fearsome 5 and the Toad House). With Sushie, get in
the water and swim to the central island. Defeat the Spear Guy and hit
the Badge Block.
Notes: It costs 4 FP, and this is a more powerful version of Quake
Hammer. That is, Power Quake damages all enemies on the ground and the
ceiling greatly.
-----------------------------------------------------------------------
Mega Quake
BP: 3
Location: Buy this from Rowf at his shop for 200 coins.
Notes: This critically damages all enemies on the ground and ceiling in
battle for 7 FP. The move is called Mega Quake.
-----------------------------------------------------------------------
Hammer Throw
BP: 2
Location: From Toad Town, exit to the west (to Goomba Road). In this
first screen before Toad Town, hit the tree near the pavilion with the
hammer to knock down a spring. Bounce on it up to the pavilion, and go
right to a chest containing this badge.
Notes: For 2 FP, you can hit an enemy anywhere – ground, midair, or
ceiling – by throwing your Hammer.
-----------------------------------------------------------------------
D-Down Pound
BP: 2
Location: Purchase this from Rowf for 75 coins.
Notes: For 2 FP, you can use an attack that can disable an enemy’s
defensive points and does damage to boot.
=======================================================================
Enhancement Badges
=======================================================================
Double Dip
BP: 1
Location: Rowf will let you take this off his hands for 100 coins.
Notes: In battle, you can use two items in one turn for 1 FP. Not too
shabby, huh?
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Triple Dip
BP: 3
Location: In Crystal Palace, you’ll reach one room in which there are
two red switches and a flip-mirror. On the mirror-side of the room,
send Bombette right to blow up the wall. Go through it, heading right,
defeat the Duplighost, and open the chest for this badge.
Notes: For 6 FP, you can use three items in the course of one turn.
-----------------------------------------------------------------------
Group Focus
BP: 2
Location: Buy this from Rowf for 100 coins.
Notes: With this, your partner can use Focus during their turn to gain
Star Energy. It’s great if you depend on Star Spirit Powers in battles
frequently.
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Quick Change
BP: 4
Location: Upon rescuing the third Star Spirit in Chapter 3 and
returning to Toad Town, Merlon tells you that he had a vision of a red
palm tree in a desert city that must be circled about. Go to Dry Dry
Outpost and you’ll find such a red palm tree. Walk around it over and
over and eventually a man to the right of it asks what you’re doing.
When he hears that you’re listening to a dream, he tells you that it is
foolish, as he once had a dream that you had to spin jump three times
in the house with the whirling top to receive something good, and
that’s obviously bogus. Go to Merlon’s place and spin jump inside it
thrice (three times) to knock down this badge from his attic. Merlon
has a bad habit of forgetting things in his attic, and he does it again
in Paper Mario: The Thousand-Year Door.
Notes: I recommend you use this badge. It is a waste of time to have
to spend Mario or your partner’s move swapping partners for certain
enemies in battle, and with this you don’t have to. That is, you can
swap out your partners and still move in the same turn. It’s great for
taking out Bow to use Outta Sight when facing opponents that can charge
attacks.
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Peekaboo
BP: 3
Location: Trade Merlow 10 Star Pieces for this badge.
Notes: Depending on your style of fighting, you might use this. For
people like me, who tattle on every new enemy they see, this will be
useless. Peekaboo lets you automatically see the HP of your enemy.
But, for those of you who get right to the action and skip the small
talk, this will let you know what you’re getting yourself into, and
whether or not you should run away.
-----------------------------------------------------------------------
Dodge Master
BP: 2
Location: This is really worth it. Pay 100 coins to buy it from Rowf.
Notes: This badge, which I strongly advise you use, makes it much
easier to use the action command. After fighting with this badge for
so long, I took it off and found I could hardly block the jump attacks
of Goombas. This makes it very easy to use the action command, and
you’ll become dependent on it as you use it.
-----------------------------------------------------------------------
Happy Heart
BP: 3
Location: Buy this from Merlow for 8 Star Pieces.
Notes: Happy Heart slowly and automatically restores HP during battle.
There are two, and wearing both can really pay off.
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Happy Heart
BP: 3
Location: When climbing up the tree that Raphael the Raven makes his
perch in, follow the first spiral staircase outside the tree past the
door and to the very end. This badge is hidden in plain site there.
Notes: This, as well as its duplicate, slowly refills your HP when you
fight. It is nice to have a constant supplement to your health.
-----------------------------------------------------------------------
Happy Flower
BP: 3
Location: Buy this from Merlow up on Shooting Star Summit for eight
Star Pieces.
Notes: This is the FP version of Happy Heart. That is, during battle,
you slowly refill FP as you fight. Use it and its duplicate at the
same time to have a steady stream of Flower Points coming in.
-----------------------------------------------------------------------
Happy Flower
BP: 3
Location: This is in Flower Fields. Go through the mid-right path hit
the middle tree, then the right tree, and then the left tree, with your
hammer. Out falls this badge.
Notes: You slowly and automatically refill on FP during battle. Use
both Happy Flower Badges and you’ll have great aid on your side.
-----------------------------------------------------------------------
Deep Focus
BP: 1
Location: After every chapter, you can control Peach. In some
chapters, Peach leaves her room to explore. The first chance you get,
when you reach the large, main room of the second floor, take the
rightmost door there. This room contains a “mysterious chest.” When
you put an item in, it appears in another chest somewhere else in
Mushroom Kingdom. That chest is found in Merlow’s house in Shooting
Star Summit. Right next to the chest is Deep Focus, the first thing
you’ll put in. Note that, alternately, you could just take the badge
way later in the game when you’re actually about to fight Bowser as
Mario and you’re storming Mushroom Castle, but why would you wait?
Notes: With Deep Focus, you receive more Star Energy than usual when
you use Focus, the Star Spirit Power that restores Star Energy. It is
hardly noticeable at first, but with all three equipped, it can make
all the difference.
-----------------------------------------------------------------------
Deep Focus
BP: 1
Location: When in Shy Guy’s Toy Box at the Red Station, go left to find
a series of elevators. There’s a Badge Block between two ? Blocks
here, and that’s where you can find the badge. If you cannot find the
Badge Block, then use Watt to make it visible.
Notes: Like I said before, you gain more Star Energy than you normally
would each time you use Focus. Although insignificant alone, it is
very helpful when you have all three of these badges on at once.
-----------------------------------------------------------------------
Deep Focus
BP: 1
Location: This one isn’t far from the first; it’s in Bowser’s Castle,
near the beginning. When the Guard Door drops you into the prison cell
and you reach the long hallway filled with lava, use Lakilester to
float over the lava and head left. Eventually, you’ll reach the
outdoors and you’ll be able to jump up a series of ledges to the Badge
Block. You should’ve noticed this block when you entered the first
locked door of the castle.
Notes: Deep Focus, and its two counterparts, increases the amount of
Star Energy you’d normally gain by using Focus. It can be tremendous
when all three are used together, although it is hardly noticeable when
used alone.
-----------------------------------------------------------------------
HP Plus
BP: 3
Location: Buy this from Rowf’s shop for 150 coins.
Notes: HP Plus increases your maximum HP by five. It’s really kind of
dumb when you think about it; you use three BP that you spent a level-
up on to essentially get the same thing as an HP level-up. However, it
is wiser to upgrade your BP and then equip HP Plus, because you’ll
still have the benefit of the HP then, but you’ll also have increased
BP for the future, if you ever want to take off HP Plus. Also, HP Plus
can be helpful at the end of the game when you can no longer upgrade
your HP but you still want to continue to raise it.
-----------------------------------------------------------------------
HP Plus
BP: 3
Location: As soon as you get Kooper, go left one screen and jump up the
stumps. Use Kooper’s Shell Toss ability to retrieve the HP Plus Badge
across the gap.
Notes: This raises your maximum HP by five points. My above
description says it better than I do here.
-----------------------------------------------------------------------
HP Plus
BP: 3
Location: This is one of the most craftily hidden badges in the game.
In Area # 5 of Forever Forest, check some mushrooms. They light up
longer than the other ones do. This is the sign that you need to go
through the adjacent path. In this secret branch of the woods, walk
around until you find an alley leading to the center of the screen
where you’ll find a Badge Block containing this badge.
Notes: This raises your max HP by five points. Two entries up explains
that benefits of using this badge in much fuller detail.
-----------------------------------------------------------------------
FP Plus
BP: 3
Location: Buy this at Rowf’s shop for 150 coins.
Notes: This raises your maximum FP by five points, which basically
means that you’re spending your BP upgrade getting an FP upgrade. This
is a good idea near the beginning of the game because it lets you feel
the benefits of having raised FP while still having raised BP for
future use (when you have enough FP and you take this badge off).
Also, for all you fans of using FP-expensive attacks, this will help
you at the end of the game when you want to further raise your FP but
can’t do to level limits.
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FP Plus
BP: 3
Location: You’ll need Bombette for this. In the screen immediately
before Koopa Bros. Fortress, blow up a wall with her that is blocking a
warp pipe. Take this pipe to a ledge high above the field screen, on
which rests the badge.
Notes: FP Plus raises your maximum FP by five points. The above entry
gives a more detailed look at the pluses of using this badge early on.
-----------------------------------------------------------------------
FP Plus
BP: 3
Location: If you thought the third HP Plus was hidden well, then you’ll
think this badge doesn’t exist. It is also in Forever Forest.
However, it is near Area # 7, the last screen of the forest. Most
people would go to Boo’s Mansion immediately to end that nightmare.
However, if you check the rocks around this area, you’ll find one that
has a red pumpkin-carved faced on it appear when checked. This path
leads to what I call Alternate Area # 2, Alternate Area # 1 being the
HP Plus screen, and you’ll find a path leading to the center of the
screen as you travel along it. In the center is a Badge Block, and in
the Badge Block is this badge.
Notes: This raises your maximum FP by five. See two entries above this
one for a better explanation.
-----------------------------------------------------------------------
Flower Saver
BP: 6
Location: Buy this from Merlow for a whopping 25 Star Pieces. Trust
me, it’s not worth it.
Notes: Every time you use a move that requires the use of FP, you save
one point of it. Wear this and its duplicate and you’ll still only
save one. Still, it’s not worth 6 BP and 25 Star Pieces unless you
really make your FP work for you.
-----------------------------------------------------------------------
Flower Saver
BP: 6
Location: In Flower Fields, go right one screen of Petunia, the Seed
Maniac who gave you the Magical Bean. Here, throw Blue Berries down
the well. You’ll be rewarded with this badge. Throw anything else in
and you’ll have an enemy thrown at you.
Notes: This saves you one Flower Point every time you use an FP-based
move. It can serve a useful purpose if you’re an FP machine. Note
that you only save one FP even if you wear both of these badges.
-----------------------------------------------------------------------
Power Plus
BP: 6
Location: Buy this from Merlow up on Shooting Star Summit for 25 Star
Pieces. They are well-spent, my friend.
Notes: You should use this badge and its duplicate constantly. It
raises your attack power by one, and is extremely helpful against
bosses and tough enemies. I always wear both.
-----------------------------------------------------------------------
Power Plus
BP: 6
Location: This one’s slightly harder to get. You must fight Anti Guy,
also known as Deadly Guy, in Shy Guy’s Toy Box. From Blue Station, go
left. He’s the Shy Guy in black. There are two ways to beat him. If
you want a lot of Star Points, fight and beat him. I have strategies
in “Chapter 4” and in the “Enemy List” sections of my walkthrough.
However, if you don’t want to get butchered, bribe him with Lemon Candy
(Lemon + Cake Mix, made by Tayce T. in Toad Town). Either way, it
makes him move over and let you open his chest.
Notes: Power Plus raises your Jump and Hammer strength by one (only
Mario). This is extremely useful, not only for strong enemies but for
everyone else, and I always wear both versions of this badge. It is
well-worth beating Anti Guy or making a trip to Dry Dry Desert to pick
up a Lemon.
-----------------------------------------------------------------------
Defend Plus
BP: 6
Location: This is much easier to get, and is also in shy Guy’s Toy Box.
Go right of the Pink Station. Continue right until you reach a jack-
in-the-box, which you should take. When you land, go left, avoiding or
engaging a Sky Guy as you go, and you’ll reach this chest at the end of
this walkway.
Notes: On a similar note, this raises Mario’s defense by one. It is
useful if you use lots of defense-based badges and fighting strategies.
-----------------------------------------------------------------------
Damage Dodge
BP: 3
Location: Buy this from Rowf for 150 coins.
Notes: Damage Dodge decreases the damage you take by one if you use
action command. This means that, if you use action command to lessen
the damage you take, you take two less damage than normal. There’s a
great strategy centering around this that I’ll list at the bottom of
the list under badge combos.
-----------------------------------------------------------------------
Damage Dodge
BP: 3
Location: This is Mt. Rugged, and I had quite a time trying to figure
out how to get it at first. In the screen where you get the second
Letter (the one that you must slide to), the very western limit of the
screen has an alcove in the side of the mountain with a chest inside.
There’s a hidden staircase in the scenery to the right (in the arches),
and you can take it up to reach it.
Notes: If you perform the action command to lessen the damage you take,
you receive two less damage than normal instead of one, as you normally
would. Combining a few badges will make it easy to make yourself a
defensive powerhouse, err, defense-house.
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P-Down, D-Up
BP: 2
Location: In Crystal Palace, when getting the Red Key you must go
behind the mirror in the first room, right? Take the door there that
leads north and you’ll find a patch of ground (the wooden X) that you
can spin jump. Do so and go right until you reach the chest containing
this badge.
Notes: By decreasing your attack power by one, your defense is raised
by one. It’s an even trade, depending on how you use your other
badges.
-----------------------------------------------------------------------
P-Up, D-Down
BP: 2
Location: In Crystal Palace, you’ll find one room that contains a small
rhino statue. Push it aside and drop through the hole it was covering.
Head right in here to reach the badge in its chest.
Notes: This raises your power by one by sacrificing one defense point.
To pointlessly waste your BP, use this badge in combination with the
above one.
-----------------------------------------------------------------------
HP Drain
BP: 3
Location: Buy this from Merlow for 15 Star Pieces.
Notes: Mario’s attack power drops by one, but he regains 1 HP every
turn. If you have attack points to spare, this isn’t a bad idea. You
can really turn the tides of battle recovering one HP per turn.
Remember, in Paper Mario, a little goes a long way.
-----------------------------------------------------------------------
All or Nothing
BP: 4
Location: Rowf will trade you this for 100 coins.
Notes: If you use Mario’s action command, then the offensive power of
your attack rises by one. If you fail, it drops to zero. Always use
Dodge Master in combination with this badge to help you along.
However, Hammer attacks aren’t hard to get action command out of, and
you might slip up on your Jump every once in a blue moon.
-----------------------------------------------------------------------
Mega Rush
BP: 1
Location: In the left wing of Tubba Blubba’s castle, there is a
grandfather clock that can be pushed aside to reveal an opening into a
secret room, perhaps a guest bedroom. Pull out the drawer to the right
and jump to the higher drawer. Now use Parkarry to get on the bed.
Using the pillow and books as steppingstones, you’ll reach a shelf
above the bed. Walk down it, going against the wall, to reach another
secret room containing this badge.
Notes: It’s the last-ditch effort badge series! When in Peril (you
have one HP left), Mario’s attack rises by four. You might wear it if
you find yourself in this position often, but it rarely comes for me.
-----------------------------------------------------------------------
Last Stand
BP: 1
Location: While controlling Princess Peach, go to the far-right door of
Mushroom Castle. Here you’ll find a Toad who hid in a wardrobe when
the castle was being taken over. Open the treasure chest to the right
for this badge. Now put it in the “mysterious chest” found in the
rightmost room of the second floor. As Mario, you can take the badge
out of a similar chest in Merlow’s house on Shooting Star Summit.
Alternately, wait until the final chapter when you’re in Mushroom
Castle about to face Bowser. Enter the room the chest was in and open
it for the badge. However, why wait?
Notes: When in Danger (five HP or less), you receive only half the
damage. If you wait until you’re about to face Bowser to get this, it
will be totally useless to you by then.
-----------------------------------------------------------------------
Power Rush
BP: 1
Location: In the castle library (second room from the right on the
second floor) contains this down one of its alleys. I must say, it
blends in quite well with the books. Either pick it up with Peach when
you’re there during Chapter 2 and put it in the mysterious chest
(rightmost room of second floor), or take it when you’re Mario way
later in the game and you’re there. I suggest the former.
Notes: When you’re in Danger, your attack is boosted two points. This
is actually pretty useful. I always wear it. Used in combination with
Mega Rush, you have plus six attack points when in Peril.
-----------------------------------------------------------------------
Close Call
BP: 1
Location: In Goomba Village, before you reach the Goomba King, you’ll
see a Badge Block containing this. It’s in plain site, right after
where you see your first Spiky Goomba.
Notes: This is appropriately named, as I have come close to dying many
times, but have been saved by this badge. When you’re in Danger (five
HP or less), enemies sometimes miss you when they attack.
-----------------------------------------------------------------------
Pretty Lucky
BP: 3
Location: Buy this from Merlow for five Star Pieces.
Notes: This makes enemies occasionally miss Mario. It can be real
helpful, especially later on in the game.
-----------------------------------------------------------------------
Lucky Day
BP: 7
Location: When you first get Parakarry, you have three Letters, and one
is for Goompapa in Goomba Village. Give it to him and he’ll want you
to deliver letters to his fishing buddies, and then to local shops to
little kids to people in Starborn Valley and finally back to Goompapa.
You’ll get it as early as Chapter 7, and I cover this chain letter
sequence in “Chapter 8” of this walkthrough or in the section entitled
“Letters.”
Notes: This is tied with Money Money for the most BP-expensive badge in
the game.
-----------------------------------------------------------------------
Ice Power
BP: 2
Location: You’ll find this along the main path “hidden” behind a
transparent wall in Shy Guy’s Toy Box, right of the Pink Station. It’s
rather hard to miss, but it’s after the flipping wall and the endless
trail of Shy Guys.
Notes: This raises your attack power by two when against fire enemies.
Also, you’ll be able to jump on them without taking damage. This won’t
always be useful, so I’d keep it de-equipped unless you’re in a certain
area, like Mt. Lavalava.
-----------------------------------------------------------------------
Fire Shield
BP: 2
Location: In Mt. Lavalava, there’s a room with two ropes you can slide
down and a Save Block in it. The second rope is left of the Save
Block. Jump to that rope and count to three before releasing it. You
should land on a high ledge with this badge on it.
Notes: When you’re attacked by a fire enemy or by fire attacks, the
damage you take drops by one. Also, you take no damage when you jump
on fire enemies.
-----------------------------------------------------------------------
Spike Shield
BP: 2
Location: Must I even waste my breath, err, energy typing? In the
first room of Dry Dry Desert, defeat the three Pokey Mummies. The one
that came from the middle coffin had this badge in it. If you miss it,
then you need glasses or you are colorblind so that green and yellow
appears to be the same color as the sarcophagus to you, no questions
asked.
Notes: Extremely useful badge alert! Even in the beginning of the
game, many enemies have spikes on their heads. This will let you jump
on them, and it’s very handy.
-----------------------------------------------------------------------
Feeling Fine
BP: 3
Location: Buy this from Merlow for 5 Star Pieces.
Notes: There’s never a point in the game where there are poisonous
enemies everywhere, but you might use this at times. It prevents you
from become dizzy or poisoned in battle.
-----------------------------------------------------------------------
Zap Tap
BP: 4
Location: Buy this from Merlow for 10 Star Pieces well-spent.
Notes: Oh, thank the stars! This badge is the key to defeating The
Master in his hardest form, and it makes you invincible when fighting
Swoopers, Swoopulas, and Fuzzies of all sorts. You are constantly
electrified, which prevents enemies from clinging onto you to suck HP.
Also, enemies who make contact with you are electrocuted (losing one
HP), and enemies who use combo attacks (like The Master’s horrific 18-
point combo) are stopped dead in their tracks. I don’t recommend
keeping it on constantly, but definitely put it on before select
battles.
-----------------------------------------------------------------------
Heart Finder
BP: 3
Location: Barter off 12 Star Pieces with Merlow for this one.
Notes: After battle, more hearts appear than usual.
-----------------------------------------------------------------------
Flower Finder
BP: 3
Location: Buy this from Merlow at the price of 12 Star Pieces.
Notes: After fighting, more flowers appear than normal.
-----------------------------------------------------------------------
Runaway Pay
BP: 2
Location: This is in Dry Dry Desert. From the stone cactus, go right
once and then up once. Stand in the center of these trees arranged in
a triangle and jump to hit a Badge Block containing this badge.
Notes: When you beat enemies, you get Star Points in waiting. The Star
Points you get at the end of battle are based on how many enemies you
beat, what they were, and how high your level is. Normally, when you
run away you get no Star Points. But, provided you beat enemies, you
still get Star Points if you run away while wearing this.
-----------------------------------------------------------------------
Refund
BP: 1
Location: You know the room in Koopa Bros. Fortress where you could
fall down a trapdoor into the jail cell? In that room, the right wall
is cracked. Blow it up with Bombette to create a path to a chest
containing this badge.
Notes: When you use items in combat, you receive coins that would’ve
been used to buy those items as a bit of a relief for the penny-
pinching fighter.
-----------------------------------------------------------------------
Money Money
BP: 7
Location: For 20 Star Pieces, not exactly chump change, you can buy
this from Merlow in his house on Shooting Star Summit.
Notes: This is tied with Lucky Day for the most BP-consuming badge in
the game. When you use it, you get twice as many coins from battle as
you would normally.
-----------------------------------------------------------------------
Pay-Off
BP: 2
Location: Buy this from Merlow for one Star Piece. It’s a good deal.
Notes: This rewards you for being beaten up with coins. The more
damage you take in battle, the more coins you receive afterward.
-----------------------------------------------------------------------
I Spy
BP: 1
Location: Retrieve Rowf’s Calculator from Shy Guy’s Toy Box and return
it to him. Not only does he open back up for business, but he gives
you this badge in gratitude.
Notes: When you are in a screen that has a hidden panel that you must
use the Spin/Tornado Jump to find and force out a Star Piece, an icon
and chiming sound appears above you. This sure made my life easier.
-----------------------------------------------------------------------
Chill Out
BP: 2
Location: Merlow sells this badge, which is priced at three Star Piece.
Notes: Wear this to never succumb to an enemy’s First Strike.
-----------------------------------------------------------------------
Speedy Spin
BP: 1
Location: Buy this from Rowf for 50 coins. It’s inexpensive and well-
worth it.
Notes: I always wear this, but just because it’s convenient. On field
screens, press Z to use a Spin Dash. This lets you Spin Dash much
further than you normally would, allowing for faster transportation.
-----------------------------------------------------------------------
Dizzy Attack
BP: 2
Location: In a Badge Block along Pleasant Path is this badge. It’s in
the first screen when coming from Toad Town.
Notes: Use your Spin Dash to make enemies you hit while spin dashing
dizzy and unable to move.
-----------------------------------------------------------------------
Spin Attack
BP: 3
Location: In the screen of Dry Dry Desert with the blue cacti, step
into the Tweester to be taken to this badge. For help finding blue
cacti, as well as the Runaway Pay Badge and the Attack FX C Badge,
refer to “Chapter 2.”
Notes: Use the Spin Dash (Z) to defeat weaker enemies. It’s convenient
if you’re on the move.
-----------------------------------------------------------------------
First Attack
BP: 1
Location: Buy this from Rowf for 100 coins.
Notes: This lets you defeat weaker enemies with the First Strike. That
is, hit weak enemies with partners or jumps/hammer attacks in field
screens to beat them without a fight. And they leave coins, flowers,
and heats behind, too.
-----------------------------------------------------------------------
Bump Attack
BP: 5
Location: This is the third item that Rip Cheato sells you in Toad Town
Tunnels. If you don’t know where he is, then please use the sub-
section entitled “Findings in Toad Town Tunnels” toward the end of
section “Chapter 5” as a road map.
Notes: If you don’t want to be pestered with weak enemies and battles,
and First Attack and Spin Attack just aren’t cutting it for you, you’re
going to want to use this. Just by touching a weaker enemy than
yourself, you defeat it.
=======================================================================
Novelty Badges
=======================================================================
Slow Go
BP: 0
Location: At the chest where you get the Super Hammer in Dry Dry Ruins,
you’ll see two overhangs Mario can walk on to the left. Carefully, and
slowly, walk across these to eventually reach a dark room, a spotlight
on the chest containing this badge.
Notes: This does not enhance your natural abilities (quite the
opposite, actually), so I listed it as a novelty, even though it does
have a use. It makes Mario unable to run, constantly moving slowly.
When you don’t want to wake the Clubbas in Tubba Blubba’s Fortress, or
if you want to sneak up on enemies to attack them, wear this to
guarantee that you won’t run, thus alerting them to your presence.
Take it off right afterward, though.
-----------------------------------------------------------------------
Attack FX A
BP: 0
Location: Buy this from Merlow for one, count them, one Star Piece.
Notes: this changes the sound effect of Mario’s hammer and jump attacks
to a sort of echoing sound that’s rather hard to describe.
-----------------------------------------------------------------------
Attack FX B
BP: 0
Location: For such a worthless badge, this is quite well-hidden.
Immediately before entering Koopa Village, you’ll see three Brick
Blocks. Think of them as a triangle and break the lower-left vertex,
the lower-right vertex, and then the upper vertex, in that order, to
make the Badge Block that stores this appear.
Notes: This changes the sound effects of Mario’s attacks to a strange
sound that reminds me of when something is turned upside-down in this
game or is pulled off of something (like a sheet from an object).
-----------------------------------------------------------------------
Attack FX C
BP: 0
Location: In the screen of Dry Dry Desert right of the lower-left
corner of it, stand on the stone here and jump to hit an invisible
Badge Block containing this badge.
Notes: Another weird sound… This changes Mario’s jump and hammer sound
effect to that of a light-voiced “ugh” sound.
-----------------------------------------------------------------------
Attack FX D
BP: 0
Location: This is gotten from a small side quest involving Club 64, the
restaurant in the Port. Talk to the mustachioed man in the club and
he’ll give you the Lyrics. Take them to the composer in Dry Dry
Outpost (he lives next to Little Mouser’s shop). He’ll add in the
Melody. Take the Melody to the man in Club 64 and he’ll give you this
badge.
Notes: This changes the sound of your hammer/jump attacks to the chime
of a bell.
-----------------------------------------------------------------------
Attack FX E
BP: 0
Location: Go left from the pipe from Toad Town Tunnels to Shiver City
and enter the rightmost house. Jump on the furniture to reach the
window and subsequently the balcony of this house. Jump left to the
neighboring house and enter it via the window. Take the badge from the
chest inside.
Notes: This is definitely the best Attack FX Badge. It changes your
badge sound effects to that of a Yoshi hatching from its egg.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
And those are all the badges in the game. If it helps, you can print
off this section and use it as a checklist to know what to go for. Of
course, badges are useless unless you use them together effectively,
which is why I’ll list a few of the best combos below. Do not e-mail
me new ones because they won’t be posted. The below ones are fine, and
I don’t care for two BP variations of my own. Also, this assumes you
have 30 BP, but if you don’t, then you can mimic different combos I
have here in BP-friendly ways. But, until you have around 12 BP, you
have no business using combos and you should use the hammer/jump
badges.
+------------------+
| All-Around |
+------------------+
This combo focuses on being easy to travel with. That is, you can use
this in all situations and still be strong and versatile. This is the
badge combo I use most often.
Quick Change
Dodge Master
Deep Focus
HP Plus
Power Plus x 2
Power Rush
Close Call
Spike Shield
I Spy
Chill Out
Speedy Spin
(Ice Power)
Notice I have Ice Power in parenthesis. Because it is not used
constantly like my other badges, it can replace “I Spy” and “Speedy
Spin” or just “Chill Out” if need be. Good badge combos can be changed
easily to suit their environments.
+---------------+
| Offense |
+---------------+
This combo is for those of you who want to beat down foes with lethal
force. I don’t use this often because of a few of its drawbacks, but I
do use it for many bosses.
Dodge Master
Power Plus x 2
P-Up, D-Down
All or Nothing
Mega Rush
Power Rush
Ice Power
Spike Shield
Zap Tap
You’ll be a force to be reckoned with. Dodge Master makes it easier to
utilize All or Nothing, and you have a total of + 4 attack power. And,
if you’re in Peril, you have + 10. Zap Tap further damages enemies
when they attack you, and can save you some damage (you do have – 1
defense with this combo). If you don’t want your defense to drop, then
exchange the rush badges, Ice Power, and Spike Shield for Defend Plus.
Also, you can exchange the rush badges (Mega Rush and Power Rush) for
hammer or jump badges that you might like to use, like Power Bounce,
which is inhumane when used with this combo. Also, you can take out
Ice Power for other badges most of the time. You could even add Quick
Change if you take out Ice Power and the rush badges. This is a very
flexible combination that will serve you well.
+---------------+
| Defense |
+---------------+
Mario’s going to be a fort with this combo. By combining luck and
defense, enemies will either do no damage or miss you constantly, which
gives you plenty of time to store Star Energy for your next attacks and
the like. This is the often overlooked combo that is extremely strong.
After all, you can’t lose if they can’t hurt you.
Dodge Master
Defend Plus
Damage Dodge x 2
P-Down, D-Up
Last Stand
Close Call
Pretty Lucky
Lucky Day
Spike Shield
Dodge Master makes it easier to use the Damage Dodges. You naturally
have + 2 defense, and you have + 5 if you get the action command
(because you have the Damage Dodges and the + 1 from doing the action
command). Hardly any enemies can penetrate that defense. Plus, if
they do, you have enough luck that they will miss, and you’re
practically untouchable when in Danger. If need be, you can take out
Last Stand and Close Call for Ice Power, or you can take out Last
Stand, Close Call, and Spike Shield for Zap Tap (advised for fighting
in Forever Forest, Lavalava Island, Crystal Palace, and The Master).
Take out Last Stand for Deep Focus if you depend on Star Spirit Powers
due to low attack. This isn’t quite so flexible, but you hardly need
it to be.
+--------------+
| Status |
+--------------+
This combo is for keeping all your stats at a constant high. It is an
indirect defense combo, but it gets the job done. The goal is to
recover HP, FP, and SE constantly.
Group Focus
Happy Heart x 2
Happy Flower x 2
Deep Focus
HP Plus
FP Plus
Flower Saver
HP Drain
You’ll recover one HP every time you attack (at most 5 in one turn) and
one FP with every FP-based attack. The Focus badges help you get Star
Energy, and you’ll have a steady stream of FP and HP pouring in every
other turn. I don’t particularly like this combo myself, but it can
work for some people. Slight, much better, variations are below.
+-------------------+
| Status (HP) |
+-------------------+
This combo is sort of like “Status,” but the concept is centered around
HP. The idea is to use Power Bounce to get as much HP back as possible
with HP Drain, but still having even attack power to make up for the
minus one attack we get from HP Drain.
Power Bounce
HP Plus x 3
Happy Heart x 2
Happy Flower
Power Plus
HP Drain
Close Call
I threw in Close Call to utilize the 1 BP left over. If you use Power
Bounce to get five jumps, you’ll recover 5 HP while attacking enemies.
Power Plus makes you keep your normal attack strength, and Happy
Heart/Flower will relieve you of damage and spent FP on Power Bounce.
It is advisable that you replace one HP Plus and Close Call to put in
Spike Shield and other badges like that to help your Power Bounce
along.
+-------------------+
| Status (FP) |
+-------------------+
Here we have the FP version of the above combo. This is good for those
of you who rely on FP attacks to deal damage, and this is definitely
the way to go if so.
Shrink Stomp
Sleep Stomp
Dizzy Stomp
Mega Smash
Mega Quake
Happy Flower x 2
FP Plus x 3
Flower Saver
Here, you have an extra 15 FP to play around with, and you recover FP
almost constantly. Flower Saver recovers one FP each time you use an
attack that requires it, and the Happy Flower Badges will further
supplement your existing FP. Change the first few badges above Happy
Flower if you’d like. They were just what I thought the extra BP and
FP should be spent on. The Stomp Badges let you attack with a variety
of statuses, and the Mega Smash and Mega Quake Badges help in case you
want to hammer enemies with tons of attack strength.
+---------------+
| Arsenal |
+---------------+
The idea here is to leave you with as many options for attacks as
possible with a 30-BP limit. Personally, I think the above combo is a
happy medium for high FP and good attacks, but I list this anyways.
Mega Jump
Multibounce
S. Jump Chg.
Shrink Stomp
Sleep Stomp
Dizzy Stomp
D-Down Jump
Power Bounce
Power Smash
Mega Smash
S. Smash Chg.
Spin Smash
Mega Quake
Hammer Throw
D-Down Pound
Double Dip
Triple Dip
I really hate this combo because it is so FP-deficient, but this is
just to give you an idea of what you can use. You will be beaten down
if you use this combo, unless you have a full 50 FP and lots of coins
to waste on Maple Syrups. The above combo is, once again, a good mix
of high FP-badges and badge-attacks.
+--------------+
| Tycoon |
+--------------+
If you’re in a hurry and don’t want to be bothered with fighting weak
enemies, then this is the way to go. Or, if you’re interested in
making lots of money, use this as well.
Double Dip
Triple Dip
Defend Plus
P-Down, D-Up
Refund
Money Money
Pay-Off
Chill Out
Speedy Spin
Bump Attack
Here’s the strategy behind this. First, clear Koopa Bros. Fortress so
that all the enemies on Pleasant Path are considered “weak.” Go get
beat up until you have 1 HP left (or close to that). That will get you
lots of coins from a single battle. Now go through Pleasant Path,
using Bump Attack, and defeat every enemy. This will get you a few
coins, not many. Just in case a strong enemy does attack you, you have
Chill Out to make up for it. Now go back to Toad Town and take off
Bump Attack. Then use cooking (see “Recipes”) to get yourself items
like Life Shrooms for cheap and use them in battle against the Pleasant
Path enemies. Refund will provide you with coins, and the Double Dip
and Triple Dip Badges will let you use Super Shrooms and take further
advantage of Refund. In case you somehow take damage from enemies
along Pleasant Path, the defense badges will make it impossible for any
enemy to touch you. This is not an all-occasion combo; it’s good only
for the Pleasant Path strategy listed here.
Note: Enemies in Dry Dry Desert are also very good to bump because
there are so many of them.
+-----------------+
| Scavenger |
+-----------------+
Try to get as many items after battle as you possibly can. Not a bad
idea, but it’s not exactly a winning plan, either. It’s good if you’re
trekking through new terrain with common enemies, though (like when
heading to Starborn Valley).
Happy Heart x 2
Happy Flower x 2
Heart Finder
Flower Finder
Runaway Pay
Refund
Money Money
Chill Out
In battle, you’ll receive HP and FP often, but the real action takes
place after battle. Heart/Flower Finder will get you plenty of HP and
FP to keep going, and Runaway Pay will let you run from battle and
still get Star Points. Money Money and Refund will help your coin
count, and Chill Out will help you out before battle.
And those are my combos! However, experiment with your badges or
combine my combos to find the one that suits you. The first few (All-
Around, Offense, and Defense) are the best for me, and the later ones
are very subjective to your playing style. But of course, many badges
have prices in Star Pieces, and that’s why I made the below section.
=======================================================================
=============================Star Pieces*==============================
=======================================================================
If you take the lower path when heading to Shooting Star Summit, you’ll
reach the house of two mystics, the grandchildren of Merlon, children
of Merle. Upstairs lives Merlow, a badge-wealthy guy with a growing
Star Piece collection. What he does with them, we will never know.
Regardless, there are 160 Star Pieces hidden around Mushroom Kingdom,
and you must trade all of them to Merlow to complete your badge
collection. Some of them are very good and well-worth it, like Power
Plus. Others are utterly pointless and needlessly expensive, like
Flower Saver (you do not save 2 FP by using two, so why are there
two?). First, I’ll make a list of what he sells and for what prices.
All prices are in Star Pieces.
Badge Price
-------------------------------
Attack FX A 1
Pay-Off 1
Chill Out 3
Pretty Lucky 5
Feeling Fine 5
Happy Heart 8 +-----------------------+
Happy Flower 8 | Merlow’s Prices |
Peekaboo 10 +-----------------------+
Zap Tap 10
Heart Finder 12
Flower Finder 12
HP Drain 15
Money Money 20
Flower Saver 25
Power Plus 25
Now I’ll list how to get these Star Pieces and in turn these badges.
-----------------------------------------------------------------------
Star Piece #
Location:
-----------------------------------------------------------------------
That’s the setup. Now I’ll list the Star Pieces.
=======================================================================
Chuck Quizmo
=======================================================================
Star Piece # 1-64
Location: Chuck Quizmo has 64 of the Star Pieces. Find him randomly in
towns and villages and answer each of his sixty-four questions for all
the Star Pieces. In case you’re wondering, Chuck Quizmo is a striped
worm-like creature with a navy blue top hat. If you’re having trouble
on a question, see the section entitled “Chuck Quizmo.”
=======================================================================
Koopa Koot
=======================================================================
Star Piece # 65-79
Location: Koopa Koot, the elder leader of Koopa Village, has twenty
favors to ask of you, each rewarded with either coins or Star Pieces.
See the section entitled “Koopa Koot” for how to do those favors.
=======================================================================
Rip Cheato
=======================================================================
Star Piece # 80-82
Location: Rip Cheato is a shady character who lives in Toad Town
Tunnels (probably because he’s a convict) who sells items for 64 coins
apiece. He sells these items in this order.
1) Star Piece
2) Life Shroom
3) Bump Attack Badge
4) Repel Gel
5) Star Piece
6) Super Shroom
7) Mushroom
8) Dried Shroom
9) Dried Shroom
10) Star Piece
11+) Dried Shroom
As you can see, he sells only Dried Shrooms after your tenth purchase,
but he does sell three Star Pieces.
=======================================================================
Letters
=======================================================================
Star Piece # 83-93
Location: Letters can be found and delivered for Star Pieces. There
are eleven of them, and I discuss them in “Letters.”
=======================================================================
Jr. Troopa’s Playground
=======================================================================
Star Piece # 94
Location: Just for clarity, Jr. Troopa’s Playground is all the area
east of Goomba Village (where the veranda fell). This is in the screen
with the veranda. Between the stone block and the Heart Block, a bit
to the right, is a hidden panel you can spin jump on for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 95
Location: One screen right of the veranda, continue right until you see
a series of ledges leading to the upper-left. Take them to a Star
Piece.
=======================================================================
Goomba Village
=======================================================================
Star Piece # 96
Location: Hit one tree in the screen where you fought Jr. Troopa for
the first time to get the Dolly, modeled after Peach. Give it to
Goombaria, the Goomba wearing an orange bow, for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 97
Location: Go to the part of the village where Mario fell after being
pummeled by Bowser. This is left of the village. Here, spin jump the
center for a Star Piece.
=======================================================================
Goomba Road
=======================================================================
Star Piece # 98
Location: In the screen that has the Goomba King’s castle in it, hit
the tree here with your Hammer for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 99
Location: In the screen with Goomba King’s fort, cross the bridge and
spin jump in the grass for a Star Piece.
=======================================================================
Toad Town
=======================================================================
Star Piece # 100
Location: Spin jump in front of the Dojo in the grass for a Star Piece
under a hidden panel.
-----------------------------------------------------------------------
Star Piece # 101
Location: When you have Sushie, get in the water in the first screen
and swim left to another dock platform. Right by it is a Star Piece.
-----------------------------------------------------------------------
Star Piece # 102
Location: Hit the tree left of Merlon’s house for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 103
Location: Spin jump left of the entrance to Forever Forest. It’s right
in front of the guard there, Fice T.
-----------------------------------------------------------------------
Star Piece # 104
Location: In the port, spin jump right of the Save Block to knock a
Star Piece from a hidden panel.
-----------------------------------------------------------------------
Star Piece # 105
Location: When you find the Mailbag in Shy Guy’s Toy Box, give it to
Paratroopa who runs the post office for a Star Piece reward.
-----------------------------------------------------------------------
Star Piece # 106
Location: Upon finding the Dictionary in Shy Guy’s Toy Box, give it to
Russ T., who lives in the house by the pipe to Mario’s pad, for a Star
Piece.
-----------------------------------------------------------------------
Star Piece # 107
Location: Right of the train of Toad Town Station is a hidden panel;
spin jump near it to set loose a Star Piece.
=======================================================================
Toad Town Tunnels
=======================================================================
Star Piece # 108
Location: If you head left when you first enter, you’ll eventually come
across a large room with rising platforms that lead to another room
above you. Take these platforms to the ledge in that room and use
Parakarry to fly right twice to reach the Star Piece.
=======================================================================
Shooting Star Summit
=======================================================================
Star Piece # 109
Location: In the screen before Shooting Star Summit and Merlow’s house,
spin jump the hidden panel to the right to find another Star Piece.
-----------------------------------------------------------------------
Star Piece # 110
Location: In the screen that actually is Shooting Star Summit, go left
at the beginning to find a Star Piece.
-----------------------------------------------------------------------
Star Piece # 111
Location: Spin jump the ground that is on the first step of Shooting
Star Summit’s long climb up.
-----------------------------------------------------------------------
Star Piece # 112
Location: In the screen with Merlow and Merluvlee’s humble abode, spin
jump the ground outside it for a Star Piece.
=======================================================================
Pleasant Path
=======================================================================
Star Piece # 113
Location: Once you have Kooper, go to the second screen of Pleasant
Path (from either Toad Town or Koopa Village). Past the bridge, you’ll
find a Star Piece on an island you can’t reach. Use Kooper’s Shell
Toss to retrieve it.
-----------------------------------------------------------------------
Star Piece # 114
Location: In the screen where you can either go south to Koopa Village,
west to Toad Town, or east to Koopa Bros. Fortress, spin jump in the
center of the striped plants here for a Star Piece beneath a hidden
panel.
-----------------------------------------------------------------------
Star Piece # 115
Location: In the screen to the right of the one where you can go south
to Koopa Village or east to Koopa Bros. Fortress, spin jump the first
area of grass for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 116
Location: In the screen before Koopa Bros. Fortress, smash a tree with
your hammer for a Star Piece.
=======================================================================
Koopa Village
=======================================================================
Star Piece # 117
Location: Once the Fuzzies have left the village, go to the Brick Block
that had a shell on it. Hit it to knock down a Star Piece that had
replaced it.
-----------------------------------------------------------------------
Star Piece # 118
Location: In the first screen, spin jump left of the three red Bob-ombs
for a Star Piece.
=======================================================================
Mt. Rugged
=======================================================================
Star Piece # 119
Location: In the screen where you found the first Letter and the second
Save Block, spin jump the area right near the end of the slide for a
Star Piece.
-----------------------------------------------------------------------
Star Piece # 120
Location: In the screen before you face Buzzar, take the ramp up and go
left. Fall through the second arch of this rock to land on a wooden
beam. Go left for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 121
Location: In the screen where you got the second Letter, go all the way
to the left and use Parakarry to fly left to the Star Piece.
=======================================================================
Dry Dry Desert
=======================================================================
Star Piece # 122
Location: In the room with the three Pokey Mummies that you have to
fight in Dry Dry Ruins, you’ll find an Artifact in the upper-right
corner behind a stone block. Give this to Kolorado in the first screen
of the desert and he’ll exchange it for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 123
Location: One screen west of Nomadimouse, in the screen with the stone
cactus, spin jump in front of aforementioned cactus for a Star Piece.
=======================================================================
Dry Dry Outpost
=======================================================================
Star Piece # 124
Location: When heading to see Moustafa, spin jump on top of the
easternmost roof.
=======================================================================
Dry Dry Ruins
=======================================================================
Star Piece # 125
Location: In the second room of the ruins, the one where you must drain
the sand, you’ll reveal a Star Piece afterward.
=======================================================================
Boo’s Mansion
=======================================================================
Star Piece # 126
Location: In the first room, spin jump the ground by the chairs for a
Star Piece.
-----------------------------------------------------------------------
Star Piece # 127
Location: From the main room, go through the left door (opened by the
chandelier). Go down these stairs and spin jump before the clock in
here.
-----------------------------------------------------------------------
Star Piece # 128
Location: In the room where you find the Super Boots, spin jump in
front of the Boo to knock loose a Star Piece.
-----------------------------------------------------------------------
Star Piece # 129
Location: In the library of the mansion, use Parakarry to fly left onto
the two stacked crates. Spin jump on them to set loose a Star Piece.
-----------------------------------------------------------------------
Star Piece # 130
Location: In the room where you get the Record, spin jump right below
the chandelier for a Star Piece.
=======================================================================
Gusty Gulch
=======================================================================
Star Piece # 131
Location: Spin jump the first bit of land in the first screen of Gusty
Gulch.
-----------------------------------------------------------------------
Star Piece # 132
Location: In the screen before Tubba Blubba’s Castle, walk behind the
rock in the background that is behind the Brick Block for a Star Piece.
=======================================================================
Tubba Blubba’s Castle
=======================================================================
Star Piece # 133
Location: In the second floor there’s a room with a grandfather clock
in it that overlooks a room below. Drop down from the west side (the
un-railed part of the gap) onto a table below that has the Star Piece.
-----------------------------------------------------------------------
Star Piece # 134
Location: In the first hallway of the left side of the castle, go all
the way down and open the door. Here, jump up the crates to the chair
to the table to the Star Piece.
=======================================================================
Shy Guy’s Toy Box
=======================================================================
Star Piece # 135
Location: Spin jump in front of the Blue Station to knock a Star Piece
beneath a hidden panel lose.
-----------------------------------------------------------------------
Star Piece # 136
Location: Spin jump in front of the Pink Station to uncover a Star
Piece.
-----------------------------------------------------------------------
Star Piece # 137
Location: Spin jump before the Green Station to gain another Star
Piece.
-----------------------------------------------------------------------
Star Piece # 138
Location: Spin jump in front of the Red Station for this one. See a
pattern?
-----------------------------------------------------------------------
Star Piece # 139
Location: In the room right of the Blue Station, you’ll find a Star
Piece behind a yellow cylindrical block.
-----------------------------------------------------------------------
Star Piece # 140
Location: In the same room as the above Star Piece, go right and take
the stairs in the blue building up to its roof. Use Parakarry to fly
to the roof of the building to the left.
-----------------------------------------------------------------------
Star Piece # 141
Location: In the room of Shy Guy’s Toy Box that has the slot machine,
the Mysterious Note, and the Dictionary, go to the rising blocks and
get on the one in the upper-right corner. When it lowers, walk against
the wall to fall into a secret room where you’ll find this Star Piece
and coins.
=======================================================================
Jade Jungle
=======================================================================
Star Piece # 142
Location: In the screen before Yoshi’s Village, give the rightmost tree
you can reach a wallop for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 143
Location: Where you fight the Putrid Piranhas and the Magikoopa, spin
jump in the center of the screen for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 144
Location: Where you find Sushie, swim to the upper-right island and
dock there for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 145
Location: In the area where you find the first blue Yoshi, you’ll find
this in the water. Dive to it with Sushie.
=======================================================================
Yoshi’s Village
=======================================================================
Star Piece # 146
Location: Spin jump in front of the Raphael the Raven statue in the
first screen of the village and out pops a Star Piece.
=======================================================================
Mt. Lavalava
=======================================================================
Star Piece # 147
Location: In the room before the Lava Piranha, spin jump the hidden
panel right of the Heart Block for this Star Piece.
-----------------------------------------------------------------------
Star Piece # 148
Location: In the large room with a Super Block in it (it has two
entrances, from the top and bottom, and one entrance is blocked by a
metal block that is right of a Save Block, but both entrances are in
the room that you get the Fire Shield Badge), spin jump around the
floor to knock a Star Piece from a hidden panel.
=======================================================================
Flower Fields
=======================================================================
Star Piece # 149
Location: In the screen with Petunia (Seed Maniac who gives you the
Magical Bean), spin jump to her left for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 150
Location: Go to the tree that yields Blue Berries (southeast path). In
the flowerbed to the right is a Star Piece.
-----------------------------------------------------------------------
Star Piece # 151
Location: Go to the Bubble Plant (northwest). Cross the thorns and
take the steps leading right up to a Star Piece hidden in plain site.
-----------------------------------------------------------------------
Star Piece # 152
Location: In the screen before Lily, the lily pad plant, spin jump the
right side of the screen for a Star Piece.
-----------------------------------------------------------------------
Star Piece # 153
Location: Spin jump in front of the tree that drops the Yellow Berries
(southwest path) to flip a hidden panel and spill its contents, namely
a Star Piece.
-----------------------------------------------------------------------
Star Piece # 154
Location: When you get past the multi-colored block problem (upper-
right path), bounce on the jump pad and go right. Spin jump there to
knock down a Star Piece, which falls on the ground.
=======================================================================
Shiver City
=======================================================================
Star Piece # 155
Location: Tornado jump the snow to the right of Mayor Penguin’s house.
=======================================================================
Shiver Snowfield
=======================================================================
Star Piece # 156
Location: In the screen with the seven snowmen lined up, tornado jump
in the southern region to knock loose a Star Piece.
=======================================================================
Shiver Mountain
=======================================================================
Star Piece # 157
Location: Just outside Crystal Palace (along the icy staircase) is a
Save Block. Fall toward the screen from there to land on a ledge with
the Star Piece in question on it.
=======================================================================
Crystal Palace
=======================================================================
Star Piece # 158
Location: When you get to the mirror-side of the first room, go left
until you find a “secret” room with this Star Piece in it.
-----------------------------------------------------------------------
Star Piece # 159
Location: In the room with the large rhino statue, tornado jump on the
left side of the room (under a block with Maple Syrup in it) to uncover
a Star Piece.
-----------------------------------------------------------------------
Star Piece # 160
Location: In the room with the small statue, tornado jump beneath the
invisible ? Block with Jammin’ Jelly in it on the left side of the room
to set free a Star Piece.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
That’s how to get all the Star Pieces. However, only some of these are
useful. That is, I did not explain in full how to answer Chuck
Quizmo’s questions, do Koopa Koot favors, and deliver Letters, which is
what the next three sections are about.
=======================================================================
=============================Chuck Quizmo*=============================
=======================================================================
Kaaaa-wiiiizzz! It’s everyone’s favorite quizmaster, Chuck Quizmo!
Chuck Quizmo and his assistant, Vanna T., run a quiz show with an
audience and everything. Look in the audience to see familiar faces
(like Luigi, Yoshi, a Koopa Bros., a raven, and Jr. Troopa, as well as
other generic enemies). There ratings have gone through the roof ever
since you started appearing on their show, and as a result you can
appear on their show as many times as you need to participate. There
are sixty-four questions in all, each multiple choice with three
possible answers, only one being correct. You’d better appreciate
this, because it takes a lot to go out to find, and record, every
question Chuck asks.
He appears in towns and villages randomly. He’s a striped worm with a
large blue hat. Talk to him to partake in his quizzes. He asks the
same questions in the same order, and I’ll list each question and
answer below. As you can see, I’m a sucker for these charts I
concocted back in my Ocarina of Time guide, so I’ll use it. Note that,
every time you answer a question correctly, he gives you a Star Piece.
There are 64 in total (N64). This’ll definitely help if you don’t pay
attention to names or are colorblind.
Note: I’ve found success in finding Chuck Quizmo when I employ the
following method. First, use the pipes in Toad Town Tunnels to go to
Goomba Village. If Chuck Quizmo is there, talk to him. If not, go
through the left exit and go right until he appears. When you play his
quiz game, answer it correctly and then use the pipes to go to Dry Dry
Outpost. Go left to see if Chuck is there. If not, walk in and out of
the two screens of the outpost until you see him. When you do, take
the quiz. Now repeat the process. You can also throw in Koopa Village
now and then. I’ve found this to be the easiest way to find him.
-----------------------------------------------------------------------
#) Question:
Answer:
-----------------------------------------------------------------------
Above is the setup. Like all my setups, it’s rather self-explanatory.
Below is the list.
-----------------------------------------------------------------------
1) Question: What is the name of Goombario’s younger sister?
Answer: Goombaria
-----------------------------------------------------------------------
2) Question: What is the color of the block you can break with the
first Hammer you got?
Answer: Yellow
-----------------------------------------------------------------------
3) Question: What ability does Goombario frequently use?
Answer: Tattle
-----------------------------------------------------------------------
4) Question: What color of pants was the Goomba King wearing?
Answer: Red and White
-----------------------------------------------------------------------
5) Question: Which of Mario’s battle commands is on the far left?
Answer: Strategies
-----------------------------------------------------------------------
6) Question: How many windows does the Goomba House in Goomba Village
have?
Answer: One
-----------------------------------------------------------------------
7) Question: What’s the name of the leader of the Red and Blue Goomba
Bros.?
Answer: Goomba King
-----------------------------------------------------------------------
8) Question: What color are Luigi’s pants?
Answer: Blue
-----------------------------------------------------------------------
9) Question: How many members are there in Goombario’s family?
Answer: Six
-----------------------------------------------------------------------
10) Question: What will you receive when you get the right answer in a
quiz?
Answer: Star Piece
-----------------------------------------------------------------------
11) Question: What is the name of the smart Toad living in Toad Town?
Answer: Russ T.
-----------------------------------------------------------------------
12) Question: How many buildings are there in Koopa Village?
Answer: Six
-----------------------------------------------------------------------
13) Question: Of the following, who is NOT a member of the Koopa Bros.?
Answer: Blue Ninjakoopa
-----------------------------------------------------------------------
14) Question: How many coins are needed to buy a Mushroom at the shop
in Koopa Village?
Answer: 4 coins
-----------------------------------------------------------------------
15) Question: Where does Merluvlee, who tells fortunes about special
things, live?
Answer: Shooting Star Summit
-----------------------------------------------------------------------
16) Question: What is the name of the character who joined you at the
Koopa Bros. Fortress?
Answer: Bombette
-----------------------------------------------------------------------
17) Question: What color is Bowser’s hair?
Answer: Red
-----------------------------------------------------------------------
18) Question: How many Star Spirits do you have to save?
Answer: Seven
-----------------------------------------------------------------------
19) Question: What’s the name of the elderly Koopa Troopa who always
asks for errands to be run?
Answer: Koopa Koot
-----------------------------------------------------------------------
20) Question: How many Bob-ombs besides Bombette were imprisoned in the
jail at the Koopa Bros. Fortress?
Answer: Four
-----------------------------------------------------------------------
21) Question: Where is the house of the explorer, Kolorado?
Answer: Koopa Village
-----------------------------------------------------------------------
22) Question: What is the destination of the train which departs from
Toad Town station?
Answer: Mt. Rugged
-----------------------------------------------------------------------
23) Question: What is the name of the fellow who sells Badges in Toad
Town?
Answer: Rowf
-----------------------------------------------------------------------
24) Question: What treasure did Bowser steal from Star Haven?
Answer: Star Rod
-----------------------------------------------------------------------
25) Question: What is the color of the roof of the house in Koopa
Village where you can listen to a radio?
Answer: Blue
-----------------------------------------------------------------------
26) Question: Who does Kooper idolize?
Answer: Kolorado
-----------------------------------------------------------------------
27) Question: What does Merlee of Dry Dry Outpost specialize in?
Answer: Casting spells
-----------------------------------------------------------------------
28) Question: Who hides inside a coffin in Dry Dry Ruins?
Answer: Pokey Mummy
-----------------------------------------------------------------------
29) Question: What can you get when you take Star Pieces to Merlow at
Shooting Star Summit?
Answer: Badges
-----------------------------------------------------------------------
30) Question: Who knew the location of Dry Dry Ruins in Dry Dry Desert?
Answer: Moustafa
-----------------------------------------------------------------------
31) Question: When you want Tayce T., who loves cooking, to make Lemon
Candy, what do you have to give her besides a Lemon?
Answer: Cake Mix
-----------------------------------------------------------------------
32) Question: Who among the following lives in Forever Forest?
Answer: Oaklie
-----------------------------------------------------------------------
33) Question: What are Boos, exactly?
Answer: Ghosts
-----------------------------------------------------------------------
34) Question: What appears when you hit the Whacka living on Mt.
Rugged?
Answer: Bump
-----------------------------------------------------------------------
35) Question: Other than Lemons, what fruit drops when you hit a tree
in the desert oasis?
Answer: Lime
-----------------------------------------------------------------------
36) Question: What is the name of the strange person in Toad Town who
can increase Mario’s status?
Answer: Chet Rippo
-----------------------------------------------------------------------
37) Question: What ability does Bombette frequently use?
Answer: Bomb
-----------------------------------------------------------------------
38) Question: What does Gourmet Guy like?
Answer: Cake
-----------------------------------------------------------------------
39) Question: Who was the second companion to join your team?
Answer: Kooper
-----------------------------------------------------------------------
40) Question: Who tried to steal coins from you in the desert?
Answer: Bandit
-----------------------------------------------------------------------
41) Question: What is the name of the Star Spirit who can use Star
Storm?
Answer: Skolar
-----------------------------------------------------------------------
42) Question: What are addressed to your companions and sent to the
post office?
Answer: Letters
-----------------------------------------------------------------------
43) Question: Among the following, which building is NOT in Toad Town?
Answer: Mayor’s House
-----------------------------------------------------------------------
44) Question: What kind of book did Gourmet Guy drop?
Answer: Cooking
-----------------------------------------------------------------------
45) Question: Who am I?
Answer: Chuck Quizmo
-----------------------------------------------------------------------
46) Question: Where do I show up?
Answer: In towns and villages
-----------------------------------------------------------------------
47) Question: What is the name of the plant that grows in Jade Jungle
and blows out stars?
Answer: Trumpet Plant
-----------------------------------------------------------------------
48) Question: What color was the leader of Yoshi’s Village?
Answer: Green
-----------------------------------------------------------------------
49) Question: What is the name of the elderly man who tells fortunes in
Toad Town?
Answer: Merlon
-----------------------------------------------------------------------
50) Question: How many colors of Yoshis did you see in Yoshi’s Village?
Answer: Six
-----------------------------------------------------------------------
51) Question: How would the Yoshi Kids in Yoshi’s Village describe
Sushie?
Answer: Bossy
-----------------------------------------------------------------------
52) Question: What building is across from the Toad Town post office?
Answer: Merlon’s house
-----------------------------------------------------------------------
53) Question: what kind of card do you get when you defeat Lee at the
Dojo in Toad Town?
Answer: Second-Degree
-----------------------------------------------------------------------
54) Question: What color is the brooch that Princess Peach wears?
Answer: Blue
-----------------------------------------------------------------------
55) Question: Who gave you Miracle Water in Flower Fields?
Answer: Lily
-----------------------------------------------------------------------
56) Question: What is the name of Lakilester’s girlfriend?
Answer: Lakilulu
-----------------------------------------------------------------------
57) Question: How do make the Pipe leading to the Toad Town Playroom
come out?
Answer: Hit a tree
-----------------------------------------------------------------------
58) Question: Among the following, who is inside Club 64?
Answer: Pop Diva
-----------------------------------------------------------------------
59) Question: Which of the following do Shy Guys never do?
Answer: Sing
-----------------------------------------------------------------------
60) Question: What best describes the relationship between Mario and
Luigi?
Answer: Brothers
-----------------------------------------------------------------------
61) Question: Among the following, who is found in Starborn Valley?
Answer: Ninji
-----------------------------------------------------------------------
62) Question: How many companions do you travel with?
Answer: Eight
-----------------------------------------------------------------------
63) Question: What is the name of the Star Kid who’s always with
Princess Peach?
Answer: Twink
-----------------------------------------------------------------------
64) Question: How many Star Spirits have you saved in total?
Answer: Seven
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Perhaps your paths will cross again with Chuck Quizmo. “‘Til then… so
long, farewell. Bye!” Those were his last words said to you. Chuck
Quizmo provided you with 40 % of your Star Pieces, and you make him
world renowned. He retires after giving you the final question.
Still, he had a good run. Now we’ll be doing much less enjoyable tasks
for Star Pieces…
=======================================================================
==============================Koopa Koot*==============================
=======================================================================
In American slang, a coot is an old, foolish person. Koopa Koot is the
old mayor of Koopa Village, and he hates to ask for favors, but he’ll
ask you for twenty different ones. Sometimes he rewards you with one
coin, other times with three Star Pieces, and twice with credits. In
this way, Koopa Koot provides 9.375 % of your Star Pieces, exactly
fifteen of them. However, to get his good rewards you must also do his
bad ones. Here goes.
-----------------------------------------------------------------------
#) Time
Favor:
-----------------------------------------------------------------------
The chores are numbered, and the time tells when you can do a chore.
Yep, not all of them can be done at once. I’ll try to quote Koopa Koot
as often as possible. What can I say? He’s my role model.
-----------------------------------------------------------------------
1) After Kooper Joins Party
Favor: Koopa Koot wants you to borrow a book from Kolorado called
“Koopa Legends.” Go to Kolorado’s house, two to the left, and talk to
his wife, who will then bring it to you. You get one coin as a reward
for all that effort.
-----------------------------------------------------------------------
2) After Kooper Joins Party
Favor: Koopa Koot’s been having trouble sleeping. As a result, you
need to bring him a Sleepy Sheep. If you have one, give it to him. If
not, go to Toad Town, buy one, and bring it back. He gives you one
coin AND the Silver Credit. Pretty nifty, huh? The Silver Credit can
be used to play games at the Playroom in Toad Town.
-----------------------------------------------------------------------
3) After Chapter 1
Favor: Koopa Koot lent Goompa, Goombario’s grandpa, a Tape a while back
that he never return. Why he suddenly wants it back, who knows? Also,
he wants this to be kept under wraps. Gee, what’s on the Tape… If you
have Toad Town Tunnels accessed, use the pipes to reach Goomba Village.
If not, walk there. Talk to Goompa and he takes it out from behind the
stove. Goompa says it was great, but he can’t tell you what’s on the
Tape. I’ll let you use your imagination (it’s undoubtedly an episode
of Stars Trek). Give the old Koopa the Tape for a coin. Suffering Shy
Guys!
-----------------------------------------------------------------------
4) After Chapter 1
Favor: Koopa Koot’s got a hankering for Koopa Tea. It’s made from
fresh Koopa Leaves, and only a culinary master can make it the way he
likes. He believes that Miss Tayce T. could make it, though. Head
back to Toad Town with a Koopa Leaf. You can get them by shaking the
bushes in town. Take it to Tayce T., who lives south of the post
office screen, and she’ll make Koopa Tea. It restores 7 FP, by the
way. Now take it back to Koopa Koot. Great growling Gulpits! This
time, he gives you three Star Pieces. Thanks, old coot!
-----------------------------------------------------------------------
5) After Chapter 1
Favor: You’re just in time to help Koopa Koot again. He’s always had a
secret dream of getting the autograph of the great Luigi... He’s so
super! Have you seen his jump? They should (I always do) call him
“Air Luigi.” Go to Toad Town and take the pipe to his place. Talk to
him and then take the Autograph back for one coin. No wonder it was
only one coin; Luigi’s signature looks like he’s a dyslexic five-year-
old with Parkinson’s.
-----------------------------------------------------------------------
6) After Chapter 2
Favor: Hoppin’ Hammer Brothers was good. I don’t know if we can live
up to it. The other day, Koopa Koot went shopping at the store (or he
got someone to go for him). He lost his wallet on the way home. Could
you get it? Of course! It’s no problem for you, Koopa Koot. Go find
it by shaking the easternmost bush of the left screen. You got the
Empty Wallet! Yeah, those young Koopa punks must’ve robbed him blind.
Now go right and return it to Koopa Koot. This time, you get one coin.
Thank Star Haven!
-----------------------------------------------------------------------
7) After Chapter 2
Favor: The big K has got a craving Tasty Tonic. It’s his all-time
favorite drink (he must have low standards). It really clears out the
old beak, yes indeed. Unfortunately, the local shop doesn’t sell it.
Buy it from the southern shop in Toad Town for five coins. Pouring
Piranhas! He rewards us with one coin. What a rip-off!
-----------------------------------------------------------------------
8) After Chapter 2
Favor: Koopa Koot wants another autograph, this time of Merluvlee.
After all, he heard about her through the grapevine. Koopa Koot’s too
shy to go on his own, you see. Hurry, now. He can barely wait! Go to
Shooting Star Summit and into her house. Talk to her from not-behind-
the-counter and she’ll give you the autograph… on one condition. She
wants you to visit her twin sister, also the granddaughter of Merlon,
who lives in Dry Dry Outpost, and fetch a Crystal Ball from her. She’s
named Merlee and she lives in a back alley. No problem… Use Toad Town
Tunnels to reach her and then talk to Merlee for the Crystal Ball. Now
go back to Merluvlee. Exchange the Crystal Ball for the Autograph.
Now return to Koopa Koot. Jumping Jungle Fuzzies! What nice cursive,
too. This time, to reward the excellent handwriting that went into
this, you get three Star Pieces. Huzzah!
-----------------------------------------------------------------------
9) After Chapter 3
Favor: Koopa Koot’s not quite as mobile as he was in his salad days,
and he feels like he’s losing touch with the outside world. He wants a
newspaper to catch up on the times (yeah, like the last fifty years.
There’s such a thing as inflation!). So, he wants you to read the Toad
Town News for him. You have to tell him the news (his eyes aren’t so
good). And don’t spare him the juicy gossip, either! The news is in
front of Merlon’s house. Make sure to read the front and back (the
Underground Message Corner for Bowser’s underlings to socialize). Now
return to Koopa Koot. Creeping Crazy Dayzees! He’s not sure if he
believes all those wild tales and what-not, but it’s nice to catch up
on current lingo. Lately, it’s hard to understand youngsters. Now he
“hip.” This is just too easy, I’m not even going to comment. You’re
rewarded with one coin. Oh, joy.
-----------------------------------------------------------------------
10) After Chapter 3
Favor: Just in case, Koopa Koot wants a Life Shroom. Consider it
emergency insurance. They’re quite expensive, and I wouldn’t waste
your coins on it. Instead, you can cook one. Mix a Koopa Leaf and a
Mushroom to make one. Remember, Koopa Leaves can be found by shaking
bushes in the village. Let Tayce T. cook it, of course (this assumes
you’ve given Tayce the Cookbook, but you can also make it by letting
her cook a Mystery?, which can be bought for one coin in Boo’s Mansion.
The recipe doesn’t always work, though). When you have it, bring it to
Koopa Koot. Oh, by the musty Shroom! You’re top-notch. As a reward,
you get one coin and a Gold Credit. With it, you can play new games in
the Playroom.
-----------------------------------------------------------------------
11) After Chapter 3
Favor: This time, the old geezer will be having a craving for a
scrumptious Nutty Cake. Give Tayce T. a Goomnut and she’ll whip it up
for you. He’s famished, so you’ll have to hurry. After all, you
wouldn’t want to him to ask for another Life Shroom, now would you? Go
to Goomba Village via Toad Town Tunnels and hit the tree by Goompa’s
house for a Goomnut. Take it to Tayce and she’ll make a Nutty Cake it
with it. Now take that to Koopa Koot. Bouncing Bob-ombs! Ah, he’s
nutty for that heavenly cake. He gives you one coin as a reward.
-----------------------------------------------------------------------
12) After Chapter 4
Favor: The next door neighbors are making quite a racket. Kooper and
you are friends, right? Well, it’s his house and he should keep his
guests from creating a ruckus. He can’t sleep with that confounded
noise! Go over there and complain for him; tell them to put a lid on
it. Go now because he’s at the end of his rope. This is quite simply
done. Go left and enter. Use Bombette as your partner, the crush of
Bruce, the Bob-omb here, and she’ll break his heart. He’s just not her
type. They settle down and Koopa Koot rewards you with three Star
Pieces. Galavanting Groove Guys! You the man, Mario. Man, we should
hire other people to regularly disrupt his sleeping patterns and then
stop them like this more often.
-----------------------------------------------------------------------
13) After Chapter 4
Favor: Koopa Koot’s been hearing talk lately. Apparently, he’s not so
popular. In fact, people think that HE, of all people, is cheap. The
nerve! He tells a short story and Mario nods off. He says he used to
be like you a long time ago, and later he says “completely unfair” and
“so very rude.” Anyways, a Boo in Boo’s Mansion has a photo of him
from the old time. He wants it back, and make it snappy. Go to Boo’s
Mansion utilizing Toad Town Tunnels and talk to the first Boo. He
tells you that Koopa Koot uses people (huh?) and his motto is “If it
moves, use it until it drops.” I don’t know who would slander his good
name. After a bad fight about his personality, he started traveling,
and the photo he gives you is of them when he went through here. Take
the Old Photo back to Koopa Koot. Great Clomping Clubbas! Back in his
youth, he was quite the ladies’ Koopa, you know. He then strings
together a few words I’m glad we missed the full sentence on (“There
was… this utterly gorgeous… lovely… the passion… maddening… as fast as
I… and I never looked back”). He gives you one coin as a token of his
thanks.
-----------------------------------------------------------------------
14) After Chapter 4
Favor: Koopa Koot complains that he hasn’t had a tasty meal in ages.
And, with your impeccable timing, you’re right on time to go get him
some grub. You know, some of Tayce T.’s Koopasta would really hit the
spot. Don’t let a ravenous Koopa starve! The ingredients are a Koopa
Leaf and Dried Pasta (get the leaf from the bushes in Koopa Village,
the pasta from the shop in Dry Dry Outpost). Let Tayce T. combine them
and then deliver it to Koopa Koot. Man, we’re like Meals on Wheels…
Deliver it to good old Koopa Koot for one whole coin. Plummeting
Paragoombas! That’s some serious money, my friend.
-----------------------------------------------------------------------
15) After Chapter 5
Favor: Quite vexing, K.K. has seemed to have misplaced his glasses. He
hasn’t gone beyond the borders of Koopa Village, so, logic suggests
that they’re somewhere in the village. Shake the bush left of the
Brick Block in the western screen of Koopa Village to find the Glasses.
Give them back to him at this time. Hopping Hurt Plant! His
eyesight’s really gone downhill over the years, and now he can read
books with the best of them (why did he want us to bring him “Koopa
Legends” in our first favor, then?). You get one coin for such a
simple task.
-----------------------------------------------------------------------
16) After Chapter 5
Favor: Looking for something exotic, non-Koopa-Leaf-flavored food, the
old coot wants a Lime. In Dry Dry Desert, go south twice of the
entrance to Dry Dry Outpost and hit the left tree for a Lime. Now
deliver it to Koopa Koot. He really needed a tart pick-me-up for that
dragging shell of his recently, and he was feeling as slow as a
tortoise (funny you should mention that, Koopa Koot). By Spiny’s
spikes! Man, Mario, are you for real? That’ll put a spring in his
step for sure. This time, he’ll give you this special gift as thanks.
Don’t tell anybody, though. He’s got a reputation to keep. He gives
you three Star Pieces! Yahoo!
-----------------------------------------------------------------------
17) After Chapter 5
Favor: Koopa Koot somehow caught wind of a snack called a Kooky Cookie.
It’s supposedly delicious. Koopa Koot must confess that he has a bit
of a snaggle tooth, err, sweet tooth. One ingredient is a Koopa Leaf
but he’s no idea what the other is. The other is, of course, Cake Mix,
which you can find left of the Blue Station in Shy Guy’s Toy Box.
Hurry up, by the way. He needs sweets, posthaste! Gather the
ingredients and have Tayce T. bake it. Now take it to Koopa Koot.
Lines o’ Albino Dinos! You get one coin in return. Well, the
ingredients were free, I guess…
-----------------------------------------------------------------------
18) After Chapter 6
Favor: Koopa Koot has a friend in Gusty Gulch. He wants you to get a
package from him. A long time ago, when Goompa, Bootler, and Koopa
Koot were traveling together, they met the Gusty Gulch Boo and they
became fast friends. Head on over to Gusty Gulch using Toad Town
Tunnels and talk to the Boo left of the Save Block. This Boo needs a
bit of time, so head left and then right. Talk to him again and he’s
found it. You got the Package! Now return to Koopa Koot. Livid Lava
Piranhas! You rule, Mario! He’ll open it right after you leave. He
gives you a coin in return.
-----------------------------------------------------------------------
19) After Chapter 6
Favor: Once again, peer pressure has caused Koopa Koot to want a
Coconut. Everyone says they’re delicious. He just HAS to try to one.
Go to Lavalava Island. In fact, go to Yoshi’s Village using the pipe
in Toad Town Tunnels. Go left a screen from the pipe and hit the tree
by the blue Yoshi here. Now take the Coconut that falls back to Koopa
Koot. Great crawling Clefts! You’re larger than life, Mario! To show
his gratitude, he gives you one coin.
-----------------------------------------------------------------------
20) After Chapter 6
Favor: For his last act, Koopa Koot wants a relic from the ancient
kingdom that once thrived in Dry Dry Desert. They’re Red Jars.
According to popular opinion, you can get one by buying certain items
in a particular order at the shop in Dry Dry Outpost. Buy a Dusty
Hammer, Dried Pasta, another Dusty Hammer, and then a mystery item that
he’s forgotten (which is a Dried Shroom). Buy them all in that order
for a total of nine coins. By the ancient will of someone with little
to do with their spare time, whoever buys items in that order receives
a Red Jar. Take it back to Koopa Koot now. Swooping Sky Guys! This
time, even though it’s a bit filthy, you add three more Star Pieces to
your collection. Koopa Koot, you’re a real stand-up guy. I’ll miss
you, man.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Of course, Koopa Koot has one last favor. He asks you to beat Bowser
so that all the little Koopa Troopa kids can hope again! Its rather
ironic that a Koopa would call Bowser a cad, but who am I to judge? In
the end, Koopa Koot was a pretty neat-o guy. I was going to dedicate
this guide to him, but, as it turns out, there’re already twenty-three
statues of him in countries around the world. This would be too
insignificant to compare to that. Ha, “Air Luigi…”
=======================================================================
===============================Letters*================================
=======================================================================
The fourth partner you get is the absent-minded Parakarry, a Koopa
Paratroopa who loses the letters he’s paid to deliver frequently. To
save himself the trouble of looking for the ones he’s missing, he joins
your party. After all, Mario’s a master sleuth. When you find the
Letters, have Parkarry out as your partner and talk to the recipients.
After they talk, they take the Letter, and then they usually give you a
Star Piece. In this way, you get eleven Star Pieces. That’s 6.875 %
of them. However, there’s also one chain letter sequence that spans
almost all of Mushroom Kingdom. The reward for it is the Lucky Day
Badge. So, to finally cover how to get all of the Star Pieces in full
detail, this section will show how to get all twelve Letters and
deliver them. I think that I don’t need to use my normal layout box
setup, and I won’t. I hope numbers are appropriate.
+--------------------------+
| Star Piece Letters |
+--------------------------+
1) This one’s for Kolorado. It’s found on Mt. Rugged, and you have to
get it to have Parakarry join your party. I don’t think there’re any
questions about this, but use the walkthrough (Chapter 2) if you can’t
find it. Kolorado can be found in different places during the game.
Until Chapter 4, he’s in the first screen of Dry Dry Desert. After Shy
Guy’s Toy Box, he’s at the Port. When you get to Chapter 5, he’s in
various parts of Lavalava Island. Afterward, he’ll be in Toad Town by
the Toad House. If you beat Kent C. Koopa, he’ll be at his house in
Koopa Village outside with his wife. These are all the places you can
find him throughout the game. Bring it to him for a Star Piece.
2) The other Letter found on Mt. Rugged is for Merlon, the fortune-
teller always at his house in Toad Town. Talk to him from the side
with Parakarry out for a Star Piece.
3) If you pound the rightmost tree in the screen before Dry Dry
Outpost, a Letter falls down for Mort T. in Koopa Village. He runs the
Toad House. Bring it to him for a Star Piece.
4) Toward the end of Chapter 4, when Kolorado leaves Dry Dry Desert, go
to his former camp (first screen of the desert coming from Mt. Rugged).
Hit the tree there This knocks a Letter down. It is for Goompa in
Goomba Village. It’s from Koopa Koot, by the way. Go deliver it for a
Star Piece.
5) When on the rooftops in Dry Dry Outpost, you’ll find a Letter in
plain site for Nomadimouse. He’s along the straight path between Mt.
Rugged and the outpost, and you can’t miss him. Hand him the Letter
for a Star Piece.
6) Hidden behind a stone as you go to Tubba Blubba’s Castle when in
Gusty Gulch is a Letter for Fice T., the guard by Forever Forest,
stationed there to prevent people from wandering in. Give him the
Letter (from Bootler) for a Star Piece.
7) On Lavalava Island, in the second screen you ever go to (the one
where Kolorado is beaten up by a Jungle Fuzzy), you’ll find a Letter on
a large stone in the background that you can jump to. It’s for Igor,
the Boo that runs the shop in Boo’s Mansion. Take it to him for a Star
Piece.
8) Hit the tree by the Star Piece in the screen that you found Sushie
in and out falls a Letter addressed to Russ T. He lives in the house
by the warp pipe in Toad Town. He’ll gladly give you a Star Piece for
your services.
9) In Flower Fields, the screen before the Puff Puff Machine, go
through the first log. You’ll find the Letter hidden among a group of
orange flowers (the ones that are close to the screen). It is for Minh
T. in Toad Town. She is left of the entrance to Flower Fields. It’s
from the Wise Wisterwood, a thank-you note for helping Mario into
Flower Fields. You get a Star Piece for your delivery service.
10) In the screen with all the snowmen in Shiver Snowfield, hit one
tree three times to make tiers come off. The third time knocks down a
Letter for Mayor Penguin (leftmost house in Shiver City). Deliver it
to add a Star Piece to your collection.
11) In the screen before Starborn Valley, you’ll find a Letter behind a
chunk of ice. It’s for Merluvlee, who lives with Merlow on Shooting
Star Summit.
+---------------------------------+
| The Chain Letter Sequence |
+---------------------------------+
The other Letter you find on Mt. Rugged is for Goompapa. Here are the
steps involved with that.
1) Deliver the Letter to Goompapa of Goomba Village. He gives you a
Letter for Muss T., a fishing buddy.
2) Muss T. is the Toad by the hole that used to be Peach’s Castle.
Give him the Letter and he’ll want you to deliver a Letter to Koover,
another member of the fishing posse.
3) Koover is the first Koopa in Koopa Village. Deliver the Letter to
him and he wants you to deliver a Letter to Fishmael, ‘cause it just
wouldn’t be fishing without him.
4) Fishmael is the strange creature fishing out in the Port. Give him
the Letter and he sends a reply Letter back to Koover.
5) Give Koover the reply and he decides to send a Letter to Mr. E to
complete the group.
6) Mr. E lives in Dry Dry Outpost and wears a blue turban. Get there
with Toad Town Tunnels and deliver the Letter. He wants you to take a
Letter to Miss T., a Toad girl in Toad Town.
7) Miss T. is one of the three girls outside the Dojo. She gets these
random love letters all the time... She knows this great place where
she gets her beauty products, and she wants you to deliver a product
request for Little Mouser.
8) Go to Dry Dry Outpost and talk to the owner of the shop. He wants
you to deliver a Letter to another customer of his, Franky the Boo.
9) Give the Letter to Franky, the first Boo in Boo’s Mansion you see.
While you’re here, he wants to scare some little kids, so he lets you
deliver a Letter to Dane T. in Toad Town.
10) Dane T. and Mini T. are the two young Toads in the southern portion
of Toad Town Station. Give the left one the Letter. It’s an
invitation to a haunted mansion! They want their other friend, a pen
pal on Lavalava Island, to come, too. They give you a Letter for the
Red Yoshi Kid in Yoshi’s Village.
11) Use Toad Town Tunnels to go there quickly and deliver the Letter to
the Red Yoshi Kid in Yoshi’s Village. He wants to tell his pen pals
about a game he made up, which means you’re taking another Letter to
Dane T.
12) Take the Letter back to Dane T. and Mini T., who seem to be
brothers. While you’re there, they want you to deliver a Letter to
their uncle, Frost T. in Starborn Valley, too.
13) Frost T. is a Toad near the entrance of Starborn Valley. Give him
the Letter and he wants you to take a Letter to Goombaria of Goomba
Village to explain a question she asked, probably about Star Kids.
However, take it to Goompapa before Goombaria.
14) Deliver the final Letter in the sequence to Goompapa. This time
the cheapskate rewards you with the Lucky Day Badge! Wear it and
you’ll be hit less often by enemies.
And those are all the Letters and all the Star Pieces. Now I’ve
explained how to get every Badge and every Star Piece, too. Let’s move
on then, shall we?
=======================================================================
===========================Items and Shops*============================
=======================================================================
There aren’t as many items in this game as in Paper Mario: The
Thousand-Year Door, but this game still boasts quite a few. All items
fall into one of two categories, Key Items and Items. I’ll list them
all, where they can be found, and what they’re used for. Then I’ll
list the shops and everything they sell. Some people will seriously
rip you off, by the way. Life Shrooms in Boo’s Shop are 50 coins!
Don’t expect me to buy that. After all, I’m as cheap as Koopa Koot.
Note: This list does not include all recipe items, although some items
on it happen to be able to be made by recipes (but can be bought in
stores and such).
-----------------------------------------------------------------------
Item Name
Location:
Function:
-----------------------------------------------------------------------
Here’s my run-of-the-mill setup. Below is the list. Got it?
=======================================================================
Key Items
=======================================================================
Artifact
Location: You can get this after you have the Super Hammer. In the
room of Dry Dry Ruins with the three Pokey Mummies you must defeat to
move on, this is in the upper-right part of the room. Reach it using
the stairs and destroying the stone block.
Function: This is a hint about the ancient Dry Dry Kingdom culture that
once thrived in the desert under King Mousta. Take it to Kolorado in
the desert and he’ll give you a Star Piece.
-----------------------------------------------------------------------
Autograph
Location: This is involved in a Koopa Koot favor in which the coot
wants Luigi’s autograph. On a side note, and I quote myself from
earlier, the autograph looks like a dyslexic five-year-old with
Parkinson’s signed it. It’s a big green, squiggly and slanted L.
Function: Give it to Koopa Koot. He just loves “Air Luigi.” See that
section.
-----------------------------------------------------------------------
Autograph
Location: This is a second autograph that Koopa Koot wants. You’ll get
it by talking to Merluvlee, who then sends you on another mission,
which you can complete for the Autograph. Her handwriting is quite
nice, much better cursive than my own.
Function: Koopa Koot must secretly love Merluvlee, as he says that it
will be at the center of his heart or something to that extent. He
then covers up by saying that he meant it would be the heart of his
collection. Either way, this is one of Koopa Koot’s favors.
-----------------------------------------------------------------------
Blue Key
Location: This is a key found in Crystal Palace.
Function: This opens the blue door in the first room of Crystal Palace,
as well as its mirror duplicate.
-----------------------------------------------------------------------
Boo’s Portrait
Location: You find this in the library of Boo’s Mansion when trying to
reach Bow.
Function: Give this to the frame with no picture on the second floor of
Boo’s Mansion and it creates a path up to the third and final floor,
which means you passed Bow’s test.
-----------------------------------------------------------------------
Bucket
Location: Mayor Penguin gives this to you when he learns that you’re
attempting to reach Crystal Palace by word of Merle.
Function: Give this to one of the snowmen in Shiver Snowfield who’s
lacking a hat when trying to open the path to Shiver Mountain.
-----------------------------------------------------------------------
Calculator
Location: A Shy Guy stole this from Rowf, the creature who runs the
badge shop in Toad Town. You’ll find it in Shy Guy’s Toy Box.
Function: Return this to Rowf and he’ll open his shop back up. He also
gives you the I Spy Badge for helping him.
-----------------------------------------------------------------------
Castle Key
Location: This is a key that can be found in Tubba Blubba’s Castle,
Princess Peach’s Castle, and Bowser’s Castle.
Function: It opens locked doors in said castles.
-----------------------------------------------------------------------
Cookbook
Location: Gourmet Guy drops this after eating the cake you bake him in
Shy Guy’s Toy Box.
Function: Give this to Tayce T. and she’ll be able to cook with two
ingredients instead of just one, which seriously broadens her horizons.
-----------------------------------------------------------------------
Crystal Ball
Location: When getting Merluvlee’s Autograph for Koopa Koot, she will
give it to you only if you retrieve the Crystal Ball from Merlee, her
twin sister in Dry Dry Outpost. Talk to her to get it.
Function: Give this to Merluvlee and she’ll give you her Autograph.
You need to do this in one of Koopa Koot’s favors.
-----------------------------------------------------------------------
Crystal Berry
Location: Once Rosie says that she’ll exchange the Water Stone for
something more beautiful than it, go to Posie, the flower by the
Crystal Tree in Flower Fields. Tell her Lily’s tale of woe and she’ll
shake the tree, giving you this.
Function: Give this to Rosie in Flower Fields and she’ll give you the
Water Stone, needed to save Lily’s life and get Miracle Water.
-----------------------------------------------------------------------
Diamond Stone
Location: This is guarded by a Stone Chomp in Dry Dry Ruins.
Function: Use this and the other stones to create a path that leads to
Tutankoopa, remorseless king of the sands and guardian of the second
Star Spirit.
-----------------------------------------------------------------------
Dictionary
Location: This is gotten from a chest in Shy Guy’s Toy Box.
Function: Stolen from Russ T. by a Shy Guy, the Dictionary can be
returned to him for a Star Piece.
-----------------------------------------------------------------------
Diploma
Location: Get this from The Master in the Dojo in Toad Town.
Function: This serves no real purpose, but it is proof that you are the
strongest one in the Dojo.
-----------------------------------------------------------------------
Dolly
Location: In the screen where you first fought Jr. Troopa, hit the
upper-right tree with the Hammer to knock this down.
Function: This doll, modeled after Princess Peach, belongs to Goombaria
in Goomba Village. Give it to her for a Star Piece.
-----------------------------------------------------------------------
Empty Wallet
Location: When doing the corresponding favor for Koopa Koot, shake the
bushes of Koopa Village to find this.
Function: Ever wonder why Koopa Koot only gives one coin out at a time?
Because he’s broke! This is the wallet he lost while going to the
store, and is an item of interest in one of his favors.
-----------------------------------------------------------------------
Fertile Soil
Location: Talk to Posie, the flower with the long nose in Flower
Fields, and she’ll give you this to help your nose grow.
Function: This is needed to plant the Magical Bean and make a beanstalk
grow to Cloudy Climb where you can fight Huff N. Puff and rescue the
sixth Star Spirit.
-----------------------------------------------------------------------
First-Degree Card
Location: This is gotten when you defeat Chan, the Buzzy Beetle, in the
Dojo.
Function: Although this does nothing for you, it’s proof of your
victory over Chan and is needed to fight Lee.
-----------------------------------------------------------------------
Fortress Key
Location: There are several such keys hidden in Koopa Bros. Fortress.
Function: These open locked doors in Koopa Bros. Fortress.
-----------------------------------------------------------------------
Fourth-Degree Card
Location: This is gotten by defeating The Master at half-strength in
the Dojo in Toad Town.
Function: This is proof of your strength over The Master, and it lets
you fight The Master for the third time at full strength.
-----------------------------------------------------------------------
Frying Pan
Location: This is found in Shy Guy’s Toy Box.
Function: Stolen by a Shy Guy, return this to Tayce T. and she’ll whip
up a cake for you, which is needed to move Gourmet Guy.
-----------------------------------------------------------------------
Glasses
Location: Koopa Koot lost these in some bushes in Koopa Village. Shake
them to find them.
Function: Earlier, he asked for the book “Koopa Legends” from
Kolorado’s wife. If he had no glasses, why did he want it? This is
another Koopa Koot favor item.
-----------------------------------------------------------------------
Gold Credit
Location: You’re rewarded with this upon completing one of Koopa Koot’s
favors.
Function: This lets you play the Smash Attack game in Toad Town’s
Playroom.
-----------------------------------------------------------------------
Jade Raven
Location: You get this from the Village Elder after finding the
Fearsome 5 lost in Jade Jungle.
Function: By placing this in the large raven statue in the jungle, you
open the path to Raphael the Raven, master of Lavalava Island.
-----------------------------------------------------------------------
Koopa Legends
Location: This a book that you get when doing a Koopa Koot favor.
Function: The first of many things that Koopa Koot wants is this book
from Kolorado.
-----------------------------------------------------------------------
Kooper’s Shell
Location: Get this after beating a Fuzzy at a mix-up game when Fuzzies
are invading Koopa Village.
Function: Return this to Kooper and he joins your party.
-----------------------------------------------------------------------
Letter
Location: These are found in various places. See the section entitled
“Letters” for details.
Function: Give these to their recipients with Parakarry and the
recipients will reward you with either a Star Piece, another Letter, or
a badge.
-----------------------------------------------------------------------
Lucky Star
Location: Twink gives this to you during the Prologue.
Function: This extremely useful item lets you use the action command.
You get to test it out on a Magikoopa.
-----------------------------------------------------------------------
Lunar Stone
Location: This is guarded by a Stone Chomp in Dry Dry Ruins.
Function: Combined with the other two stones, the Lunar Stone can open
the path to Tutankoopa, the creepy master of the ruins.
-----------------------------------------------------------------------
Lyrics
Location: These are given to you by a poet in Club 64.
Function: Combine these Lyrics with the Melody of the composer in Dry
Dry Outpost and you have a song that is sung by the pop diva. This is
all a part of the Club 64 side quest in which you are rewarded with the
Attack FX D Badge.
-----------------------------------------------------------------------
Magical Bean
Location: Defeat four Monty Moles that are picking at the roots of the
Seed Maniac Petunia in Flower Fields and she’ll give you this.
Function: When planted in Fertile Soil, watered with Miracle Water, and
provided plenty of sunshine, this bean will grow into a beanstalk that
Mario can take to Cloudy Climb and defeat Huff N. Puff with.
-----------------------------------------------------------------------
Magical Seed
Location: There are four of these in various locations, but you can
find them in Toad Town, Mt. Rugged, Forever Forest, and Jade Jungle by
talking to Bub-ulbs.
Function: Give these to Minh T. and she’ll plant them. When all four
are planted, the door to Flower Fields appears.
-----------------------------------------------------------------------
Mailbag
Location: A Shy Guy put this in a chest in Shy Guy’s Toy Box.
Function: This contains all the mail, and it was stolen by a Shy Guy in
Chapter 4. Return the Mailbag to the postal worker at the post office
for a Star Piece.
-----------------------------------------------------------------------
Melody
Location: Get this from the composer in Dry Dry Outpost.
Function: Combined with the Lyrics and sung by the pop diva, this is
the key to getting yourself the Attack FX D Badge.
-----------------------------------------------------------------------
Miracle Water
Location: Once you give Lily the Water Stone, the spring in Flower
Fields fills with water and you can take some.
Function: This is used to water the Magical Bean, which will in turn
grow into a beanstalk that can be climbed to reach Huff N. Puff and
Klevar, the sixth Star Spirit.
-----------------------------------------------------------------------
Mysterious Note
Location: Beat a Shy Guy in the same screen as the Dictionary for this.
Function: Russ T. can decipher this and read it to you. It tells you
how to fix the train tracks in Shy Guy’s Toy Box, which is the key to
finding Watt and subsequently General Guy.
-----------------------------------------------------------------------
Mystical Key
Location: This is found in Tubba Blubba’s room of Tubba Blubba’s
Castle.
Function: This key, which can talk, is named Yakkey. It is used to
open the Windy Mill in Gusty Gulch, but it also alerts Tubba Blubba
that you’re taking it, which causes a group of heroic Boos to hold him
back while you make a mad dash for that windmill.
-----------------------------------------------------------------------
Odd Key
Location: This is found in the room of Toad Town Tunnels that Rip
Cheato lives in.
Function: This is used to open the locked door in Toad Town, which
serves as an alternate entrance to Toad Town Tunnels, as well as a
shortcut to Rip Cheato and the pipe to Shiver City.
-----------------------------------------------------------------------
Old Photo
Location: Get this from Franky, the first Boo in Boo’s Mansion, at the
request of Koopa Koot.
Function: This is a picture of young Koopa Koot from when he was
traveling with Bootler and Goompa. It is a Koopa Koot item.
-----------------------------------------------------------------------
Package
Location: This is given to you by a Boo in Gusty Gulch when Koopa Koot
hears it’s for him.
Function: Give this to Koopa Koot as a favor item. He opens it as soon
as you leave, and we’ll never know what’s inside.
-----------------------------------------------------------------------
Palace Key
Location: This is one of the various non-colored keys found in Crystal
Palace.
Function: This opens locked doors in Crystal Palace.
-----------------------------------------------------------------------
Prison Key
Location: There are two of these, each of which are gotten after you
beat the Koopatrol guarding the prisoners in Bowser’s Castle.
Function: These open the prison cells in Bowser’s Castles, which are
used as makeshift Toad Houses.
-----------------------------------------------------------------------
Pulse Stone
Location: This is given to you by Moustafa, a.k.a. Sheek, when you
prove that you’re a nice guy to him.
Function: Use this as a hot-and-cold detector for finding Dry Dry
Ruins, as well as actually making them rise from their ancient slumber.
-----------------------------------------------------------------------
Pyramid Stone
Location: This stone is guarded by a Stone Chomp in Dry Dry Ruins.
Function: With the Diamond Stone and Lunar Stone combined with this in
a particular order, the path to Tutankoopa was created.
-----------------------------------------------------------------------
Record
Location: Get this from a group of Boos in Boo’s Mansion after playing
their hiding game.
Function: This is used to play the phonograph (the record plays the
Super Mario Bros. World 1-1 song) in the next room over from where you
get this, which makes the Boo guarding the chest start dancing (which
lets you open the chest for the Weight), and ultimately leads to your
encounter with Bow.
-----------------------------------------------------------------------
Red Jar
Location: You get this during a Koopa Koot favor by buying a Dusty
Hammer, Dried Pasta, a Dusty Hammer, and a Dried Shroom in that order
from Little Mouser’s shop in Dry Dry Outpost.
Function: Give this to Koopa Koot as your last favor to him. After
all, everyone’s been raving about them, he says.
-----------------------------------------------------------------------
Red Key
Location: This is a key you get in Crystal Palace.
Function: Use this to open the red door in the first room of Crystal
Palace.
-----------------------------------------------------------------------
Ruins Key
Location: These keys are found in Dry Dry Ruins.
Function: Use these to open up locked doors in Dry Dry Ruins.
-----------------------------------------------------------------------
Scarf
Location: Merle gives this to you when you see him in Starborn Valley.
Function: Like the Bucket, this has been passed down for generations.
Put it on the snowman without one in Shiver Snowfield to access Shiver
Mountain in your quest to rescue the final Star Spirit.
-----------------------------------------------------------------------
Second-Degree Card
Location: You get this when you beat Lee at the Dojo.
Function: This is proof of your strength over Lee at the Dojo, and it
can be used to fight The Master in his weakest form.
-----------------------------------------------------------------------
Silver Credit
Location: Get this by doing the second favor for Koopa Koot, along with
one entire coin.
Function: With this, you can play the first game in the Toad Town
Playroom. It is proof that Koopa Koot is an avid gambler, among other
things.
-----------------------------------------------------------------------
Star Stone
Location: Merlar gives this to you in the shrine in Shiver Mountain.
Function: Place this in its hole in Shiver Mountain and a staircase
appears leading up to Crystal Palace. As a note of interest, the
Crystal Stars in the Japanese version of Paper Mario: The Thousand-Year
Door are called Star Stones (only in Japanese, not English).
-----------------------------------------------------------------------
Storeroom Key
Location: You get this while exploring Shy Guy’s Toy Box.
Function: Give this to the manager of Harry’s Shop, the store in
southern Toad Town, and he’ll let you raid the storeroom (where you
find the Toy Train).
-----------------------------------------------------------------------
Tape
Location: Goompa gives this to you when he hears that Koopa Koot wants
it back.
Function: Return this to Koopa Koot in the course of one of his many
favors. As a side note, I wonder what’s on it. Koopa Koot and Goompa
have no VCR’s, let alone televisions, and Goompa was hiding it in his
house when you retrieve it. Plus, Goompa says it was real good, and
Koopa Koot seems to want it desperately. Personally, I think it’s an
episode of Star Trek. After all, what could be better than Spock,
right (*pulls inhaler from pocket protector*)?
-----------------------------------------------------------------------
Third-Degree Card
Location: This is gotten when you beat The Master (weakest form) in his
Dojo.
Function: Although it has no importance in itself, it is proof of your
strength over The Master. Also, it lets you face his second form,
which I call “half-strength,” because The Master uses only about half
of his true power.
-----------------------------------------------------------------------
Toy Train
Location: This is gotten in the storeroom, opened by the Storeroom Key
found in Shy Guy’s Toy Box.
Function: Drop this into Shy Guy’s Toy Box and it can be used to get
around between the stations.
-----------------------------------------------------------------------
Ultra Stone
Location: Raphael the Raven gives this to you before you embark on your
quest in Mt. Lavalava.
Function: With this, you can upgrade partners twice with Super Blocks
to make them Ultra-Rank.
-----------------------------------------------------------------------
Volcano Vase
Location: After Mt. Lavalava erupts, the chest containing this falls to
the screen where you met Sushie in Jade Jungle.
Function: Give this to Kolorado to get the fourth Magical Seed and make
him feel like his expedition was not in vain.
-----------------------------------------------------------------------
Warehouse Key
Location: When you’re accused of having killed Mayor Penguin, go to the
frozen lake in Shiver City and tornado jump on it three times to crack
the ice. Use Sushie to dive for this key.
Function: You can enter the warehouse in Shiver City with this, which
allows you to find Herringway and ultimately prove your innocence.
-----------------------------------------------------------------------
Water Stone
Location: Give Rosie the Crystal Berry for the Water Stone, which Rosie
got when some Lakitus dropped it.
Function: Bring this to the parched Lily and put it in the spring to
bring water back to Flower Fields. You get the Miracle Water, needed
to plant the Magical Bean, in this way. It also lets you reach the
tree that yields Bubble Berries with Sushie.
-----------------------------------------------------------------------
Weight
Location: When you have the Record, play it in the phonograph to make
the Boo guarding the adjacent chest start busting out his dance moves.
Open the chest for the Weight.
Function: Put this on the chandelier in the main room of Boo’s Mansion
to keep it down and thus keep the hidden door in the mansion open.
=======================================================================
Items
=======================================================================
Apple
Location: When you enter Boo’s Mansion, go through the right door on
ground level. Spin jump the crates and out pops this.
Function: Restores 5 HP.
-----------------------------------------------------------------------
Blue Berry
Location: Hammer a tree along the yellow path in Flower Fields and down
come these berries.
Function: They restore 5 FP, but are also used to open the blue path of
Flower Fields as well as get the Flower Saver Badge.
-----------------------------------------------------------------------
Bubble Berry
Location: Once you’ve returned the Water Stone to its rightful place,
go left a screen from Lily and use Sushie to swim to the blue tree
here. Hit it for one of these.
Function: These restore 5 HP, but, more importantly, they also let you
use a bubble to cross a gap of thorns in Flower Fields when given to
Bubble Plant.
-----------------------------------------------------------------------
Cake Mix
Location: Beat the Shy Guys in the Shy Guy Playground and some drop
this, among other items.
Function: This can restore 1 FP, but it’s far more useful as a cooking
ingredient.
-----------------------------------------------------------------------
Coconut
Location: Hit just about any tree in Yoshi’s Village or southern Jade
Jungle with your Hammer.
Function: These can be thrown at enemies in battle to hurt them. Ouch.
-----------------------------------------------------------------------
Dizzy Dial
Location: This can be bought in stores and found in various ? Blocks.
Function: When used, if successful, it makes all enemies dizzy so that
they cannot move for the next few turns.
-----------------------------------------------------------------------
Dried Fruit
Location: You get these occasionally from cacti and from beating Pokeys
in Dry Dry Desert.
Function: These restore 15 HP.
-----------------------------------------------------------------------
Dried Pasta
Location: Little Mouser sells this at his shop in Dry Dry Outpost.
Function: Restores 3 HP and 2 FP.
-----------------------------------------------------------------------
Dried Shroom
Location: You get these (for an outrageous 64 coins) from Rip Cheato,
or for two coins from Little Mouser in Dry Dry Outpost.
Function: Recovers 1 HP.
-----------------------------------------------------------------------
Dusty Hammer
Location: Buy these from Little Mouser in Dry Dry Outpost.
Function: Throw these at enemies in battle to do damage.
-----------------------------------------------------------------------
Egg
Location: Shake the bushes in the opening screen of Mt. Rugged for one
of these.
Function: This restores 5 HP.
-----------------------------------------------------------------------
Fire Flower
Location: Buy these at shops and get them from ? Blocks.
Function: Use these in battle to do three damage to all enemies. It
does not affect fire-based enemies.
-----------------------------------------------------------------------
Fright Jar
Location: Buy these in stores or find them in some ? Blocks.
Function: Use these in battle to scare away lesser enemies with a
“spooky spirit” that slightly resembles Bowser.
-----------------------------------------------------------------------
Goomnut
Location: Pound the rightmost tree in Goomba Village to knock it down.
Function: Recovers 3 FP.
-----------------------------------------------------------------------
Honey Syrup
Location: This can be bought in some stores.
Function: This restores 5 FP. Like Mushrooms and other syrups, this
item is original of Super Mario RPG.
-----------------------------------------------------------------------
Iced Potato
Location: When you stay at the Toad House in Shiver City, this is on
the desk when you awaken.
Function: Restores 5 HP.
-----------------------------------------------------------------------
Jammin’ Jelly
Location: These are gotten in various ways, but mostly by hitting ?
Blocks or finding them. One is gotten in a quiz show Peach
participates in.
Function: These restore 50 FP.
-----------------------------------------------------------------------
Koopa Leaf
Location: Shake the bushes around Koopa Village or defeat enemies along
Pleasant Path to find these.
Function: These are used in many recipes, and they recover 3 FP.
-----------------------------------------------------------------------
Lemon
Location: Go south two screens from the entrance of Dry Dry Outpost.
Hit the right tree in this oasis for a Lemon.
Function: These restore 1 HP and 2 FP, but you must also give Sheek one
of these to meet Moustafa and receive the Pulse Stone.
-----------------------------------------------------------------------
Life Shroom
Location: You can cook these quite cheaply, but you can also buy them
for high prices. Some can be found.
Function: When Mario faints (his HP is zero), these kick in and bring
you back with 10 HP. The sound that is made when this is done is the
1-Up Mushroom sound from Super Mario Bros.
-----------------------------------------------------------------------
Lime
Location: Go south two screens from the entrance of Dry Dry Outpost and
hit the left tree in this oasis for a Lime.
Function: These restore 3 FP.
-----------------------------------------------------------------------
Maple Syrup
Location: These can be bought in stores and are found in abundance in ?
Blocks.
Function: These restores 10 FP.
-----------------------------------------------------------------------
Melon
Location: Trade food from Tayce T. with the Yellow Yoshi Kid.
Function: Restores 15 HP.
-----------------------------------------------------------------------
Mushroom
Location: These are found in ? Blocks and stores the kingdom over.
Function: Restores 5 HP.
-----------------------------------------------------------------------
Mystery?
Location: You can buy these in some stores.
Function: They have a random effect when used in battle.
-----------------------------------------------------------------------
Pebble
Location: In Shiver Mountain, these are found when you take the lower
route at the place where you first fought a Duplighost disguised as
Kooper.
Function: Throw these at enemies in battle to cause one point of
damage. Wow! Their other, much better purpose is to be used in the
slots with the good items in Shiver Snowfield.
-----------------------------------------------------------------------
POW Block
Location: These can be bought in some stores and are found in some ?
Blocks.
Function: These deal two damage to all enemies and can flip some over,
like Koopa Troopas.
-----------------------------------------------------------------------
Red Berry
Location: These are found by hitting the tree in the screen with
Petunia, the Seed Maniac, in it.
Function: They can be given to the guard in Flower Fields to open the
red path. Alternately, they refill 5 HP.
-----------------------------------------------------------------------
Repel Gel
Location: These are hard to come by, but can be found in some ? Blocks
and one can be bought from Rip Cheato.
Function: Mario becomes transparent (ghost-like) for a short period of
time, which makes him immune to all attacks.
-----------------------------------------------------------------------
Shooting Star
Location: These can be bought and found in ? Blocks.
Function: This item is used in battle to deal all enemies six damage at
once.
-----------------------------------------------------------------------
Sleepy Sheep
Location: These can be bought. Of course, some ? Blocks contain them.
Function: If successful, they make enemies fall asleep briefly.
-----------------------------------------------------------------------
Snowman Doll
Location: These can be bought and found.
Function: These make a large snowman fall and bounce around on the
enemies, dealing four damage to them all (provided they’re not ice-
based enemies).
-----------------------------------------------------------------------
Stinky Herb
Location: When you walk past moss on the walls of Flower Fields, these
sometimes drop out.
Function: Restores 5 FP. Man do they stink.
-----------------------------------------------------------------------
Stone Cap
Location: Buy these at Harry’s Shop in southern Toad Town.
Function: These make Mario’s defense rise, but he cannot move.
-----------------------------------------------------------------------
Strange Leaf
Location: Shake the bushes outside Boo’s Mansion to find these.
Function: Restores 5 FP.
-----------------------------------------------------------------------
Stop Watch
Location: This can be bought and found.
Function: If it works, time is stopped, allowing you to whale on foes
with no opposition for a while.
-----------------------------------------------------------------------
Super Shroom
Location: These are either bought or found in ? Blocks.
Function: These restore 10 HP.
-----------------------------------------------------------------------
Super Soda
Location: Guess. These are bought in stores or found in ? Blocks.
Function: These refresh 5 FP.
-----------------------------------------------------------------------
Tasty Tonic
Location: Buy these in stores like Harry’s Shop in southern Toad Town.
Function: Not only do these cure shrink and poison, but they give you 5
FP back, too. Talk about a deal.
-----------------------------------------------------------------------
Thunder Bolt
Location: These can be found or bought. Little Mouser sells these for
very cheap – 5 coins. He’s in the Dry Dry Outpost shop, by the way.
Function: These deal five damage to a single enemy of your choice with
a bolt of lightning. You’re still remembered, Mallow (first partner
from Super Mario RPG who used mostly weather-based attacks).
-----------------------------------------------------------------------
Thunder Rage
Location: Buy them or find them, your pick.
Function: These are better Thunder Bolts; they deal five damage to all
enemies on the battlefield.
-----------------------------------------------------------------------
Ultra Shroom
Location: These can only be found because they’re so good. Also, check
out the Li’l Oink farm.
Function: These restore 50 HP. Please, stop drooling.
-----------------------------------------------------------------------
Volt Shroom
Location: These can be found or bought, although they’re pretty
useless.
Function: When used in battle, these temporarily make Mario
electrified. When enemies attack, they take damage. Also, enemies
like Fuzzies or Swoopers cannot attack at all because they must cling
on to Mario, and enemies with combo attacks can only use the first hit
(like The Master). However, this is the effect of the Zap Tap Badge,
too, which is constant.
-----------------------------------------------------------------------
Whacka’s Bump
Location: On Mt. Rugged, there is a mole-like creature named Whacka.
Hit it with your hammer to get one of these. But, be warned. They are
in limited quantity; you can’t get them over and over again. Whacka
will eventually stop giving them.
Function: These restore 25 HP.
-----------------------------------------------------------------------
Yellow Berry
Location: These are gotten by hitting a tree along the red path.
Function: These can be given to the yellow flower guard in Flower
Fields to open the yellow path. Also, they restore 3 HP and 3 FP.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
And those are all the items in the game. Now for a list of the shops.
All shops are listed in the order that you can use them in. The first
two are in Toad Town, north and south, but all of the rest should be
very obvious to you.
=======================================================================
Shroom Grocery
=======================================================================
Item Name Price
-------------------------------------
Fright Jar 5
Sleepy Sheep 10
POW Block 5
Fire Flower 10
Honey Syrup 10
Mushroom 5
=======================================================================
Harry’s Shop
=======================================================================
Item Name Price
-------------------------------------
Stone Cap 30
Dizzy Dial 15
Thunder Rage 20
Tasty Tonic 5
Volt Shroom 10
Super Shroom 20
=======================================================================
Koopa’s Shop
=======================================================================
Item Name Price
-------------------------------------
Dizzy Dial 10
POW Block 4
Fire Flower 8
Honey Syrup 8
Volt Shroom 15
Mushroom 4
=======================================================================
Little Mouser’s Shop
=======================================================================
Item Name Price
-------------------------------------
Thunder Bolt 5
Dusty Hammer 2
Honey Syrup 5
Dried Shroom 2
Dried Pasta 3
Mushroom 3
=======================================================================
Boo’s Shop
=======================================================================
Item Name Price
-------------------------------------
Super Shroom 13
Life Shroom 50
Maple Syrup 25
Snowman Doll 15
Stop Watch 25
Mystery? 1
=======================================================================
Yoshi’s Cabana
=======================================================================
Item Name Price
-------------------------------------
Snowman Doll 15
Thunder Rage 15
Fire Flower 5
Tasty Tonic 2
Honey Syrup 6
Super Shroom 15
=======================================================================
Shiver Shop
=======================================================================
Item Name Price
-------------------------------------
Dizzy Dial 15
Shooting Star 30
Snowman Doll 8
Maple Syrup 20
Life Shroom 40
Super Shroom 20
=======================================================================
Star Haven Shop
=======================================================================
Item Name Price
-------------------------------------
Stop Watch 15
Shooting Star 15
Super Soda 3
Maple Syrup 10
Life Shroom 25
Super Shroom 10
=======================================================================
Bowser’s Castle Shop
=======================================================================
Item Name Price
-------------------------------------
Super Shroom 30
Maple Syrup 30
Thunder Rage 30
POW Block 15
Dizzy Dial 25
Mystery? 5
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
As you can see, it pays to shop around. Bowser’s Castle Shop, which is
actually a warehouse guarded by a Spiky Goomba looking for a quick
buck, is just a rip-off awaiting unprepared adventurers. Star Haven
Shop, on the other hand, is filled to the brim with great deals. But,
all shops have other great uses. You can buy items, sure, but you can
also check items. Since you can only carry ten items at a time, you
can store them at shops, and you can pick them up from any shop
afterwards, which is called claiming. However, there is one other use.
If you have a useless item, don’t toss it. Sell it!
=======================================================================
==========================Item Sales Prices*===========================
=======================================================================
Different stores buy items at different amounts. Paper Mario is one of
the few games that actually does this. That said, it is one of the
best ways to get rich. I’ll make a quick list of all items, including
cooked ones, and tell you how much the different stores buy them for.
Like it, my friend, as I had go check every item, go to every store (I
saved before doing this so I could repeat the process), and then sell
every item and see how much it got. The results are listed below.
First, I’ll list the abbreviations for each shop. Each abbreviation is
based on the cashier, except for Shiver Shop.
Toad = Shroom Grocery (Toad Town, northern shop)
Harry = Harry’s Shop (Toad Town, southern shop)
Koopa = Koopa’s Shop
Mouser = Little Mouser’s Shop
Boo = Boo’s Shop
Yoshi = Yoshi’s Cabana
Shiver = Shiver Shop
Star = Star Haven Shop
Goomba = Bowser’s Castle Shop
All = All Shops
Else = All Shops But Above Ones
Now, for the list.
+-------------------------+
| Item Sales Prices |
+-------------------------+
Apple
-----
2 – All
Blue Berry
----------
2 – All
Bubble Berry
------------
5 – Yoshi
3 – Else
Cake Mix
--------
3 – All
Coconut
-------
1 – All
Dizzy Dial
----------
6 – All
Dried Fruit
-----------
20 – Toad
5 – Else
Dried Pasta
-----------
7 – Star
5 – Toad
4 – Harry, Koopa, Boo, Yoshi, Shiver, Goomba
2 – Mouser
Dried Shroom
------------
3 – Toad, Boo
1 – Else
Dusty Hammer
------------
4 – Boo
3 – Toad
1 – Else
Egg
---
2 – Else
Fire Flower
-----------
7 – Harry
4 – Else
Fright Jar
----------
15 – Goomba
3 – Else
Goomnut
-------
2 – All
Honey Syrup
-----------
3 – All
Iced Potato
-----------
10 – Mouser, Yoshi
3 – Else
Jammin’ Jelly
-------------
50 – All
Koopa Leaf
----------
1 – All
Lemon
-----
4 – Toad
1 – Else
Life Shroom
-----------
30 – Koopa
25 – Goomba
20 – Else
Lime
----
4 – Toad
1 – Else
Maple Syrup
-----------
10 – All
Melon
-----
10 – Mouser
7 – Else
Mushroom
--------
2 – All
Mystery?
--------
1 – All
Pebble
------
20 – Goomba
1 – Else
POW Block
---------
5 – Harry
3 – Else
Red Berry
---------
2 – All
Repel Gel
---------
30 – Harry
15 – Else
Shooting Star
-------------
20 – Harry, Goomba
15 – Toad, Koopa, Mouser, Boo, Yoshi, Shiver
14 – Star
Sleepy Sheep
------------
10 – Star
4 – Else
Snowman Doll
------------
12 – Mouser
10 – Yoshi
6 – Else
Stinky Herb
-----------
5 – Boo
1 – Else
Stone Cap
---------
15 – Every
Strange Leaf
------------
2 – All
Stop Watch
----------
20 – Harry, Goomba
14 – Star
10 – Else
Super Shroom
------------
7 – All
Super Soda
----------
10 – Goomba
7 – Yoshi
6 – Mouser
5 – Koopa
3 – Else
Tasty Tonic
-----------
5 – Mouser
1 – Else
Thunder Bolt
------------
4 – All
Thunder Rage
------------
15 – Star
8 – Else
Ultra Shroom
------------
50 – All
Volt Shroom
-----------
7 – All
Whacka’s Bump
-------------
64 – Toad
50 – Harry
30 – Else
Yellow Berry
------------
2 – All
Now here’s the list of recipe selling prices. See the below section
entitled “Recipes” for info on making them.
Apple Pie
---------
10 – All
Big Cookie
----------
10 – All
Bland Meal
----------
15 – Shiver
12 – Koopa
10 – Else
Boiled Egg
----------
10 – All
Cake
----
15 – Star
10 – Else
Coco Pop
--------
12 – All
Deluxe Feast
-----------
70 – Shiver
60 – Else
Dizzy Dial
----------
6 – All
Egg Missile
-----------
30 – Goomba
10 – Else
Electro Pop
-----------
25 – All
Fire Flower
-----------
7 – Harry
4 – Else
Fire Pop
--------
20 – All
Fried Egg
---------
7 – All
Fried Shroom
------------
5 – All
Frozen Fries
------------
18 – Shiver
15 – Else
Healthy Juice
-------------
25 – All
Honey Candy
-----------
15 – All
Honey Shroom
------------
15 – Star
10 – Else
Honey Super
-----------
20 – All
Honey Ultra
-----------
75 – All
Hot Shroom
----------
15 – All
Jelly Pop
---------
100 – All
Jelly Shroom
------------
75 – All
Jelly Super
-----------
100 – All
Jelly Ultra
-----------
200 – Boo
150 – Else
Kooky Cookie
------------
15 – Koopa
12 – Else
Koopa Tea
---------
4 – All
3 – Else
Koopasta
--------
15 – Star
12 – Koopa
10 – Else
Lemon Candy
----------
15 – All
Life Shroom
-----------
30 – Koopa
25 – Goomba
20 – Else
Lime Candy
----------
15 – All
Maple Shroom
------------
25 – All
Maple Super
-----------
35 – All
Maple Ultra
-----------
100 – All
Mistake
-------
20 – Goomba
5 – Boo
1 – Else
Nutty Cake
----------
6 – All
Potato Salad
------------
10 – Shiver
6 – Else
Shroom Cake
-----------
30 – Star
20 – Else
Shroom Steak
------------
45 – All
Sleepy Sheep
------------
10 – Star
4 – Else
Spaghetti
---------
7 – All
Special Shake
-------------
15 – Mouser
12 – Koopa
10 – Else
Spicy Soup
----------
10 – All
Strange Cake
------------
10 – All
Super Soda
----------
10 – Goomba
7 – Yoshi
6 – Mouser
5 – Koopa
3 – Else
Sweet Shroom
------------
70 – Star
50 – Else
Tasty Tonic
-----------
5 – Mouser
1 – Else
Thunder Rage
------------
15 – Star
8 – Else
Volt Shroom
-----------
7 – All
Yoshi Cookie
------------
30 – Yoshi
20 – Else
Yummy Meal
----------
20 – Shiver
15 – Else
That’s it (*Pant, pant*)… I hope this helps you make wise selling
decisions. Generally, Bowser’s Castle Shop is filled with suckers, but
it’s a bit of a ways off. Now to list the recipes so that you can sell
them.
=======================================================================
===============================Recipes*================================
=======================================================================
In Paper Mario: The Thousand-Year Door, this game’s sequel, a real jerk
by the name of Zess T. cooks food. In this game, we have the nice,
cheerful cook in Tayce T. (ha, ha, tasty, pun). Now, Tayce might be a
bit annoying with her constant questions and use of the heart symbol in
text boxes, but we need her and she needs us. Give her ingredients,
one at first but later two, and she cooks them to whatever end they
might reach. Not all recipes work all the time; several recipes list
the item “Mystery?” as their primary ingredient, and it obviously makes
different recipes.
And, not only does she go above and beyond the call of duty when
cooking, but most of her recipes make very useful items. For example,
cook a Life Shroom for a total cost of three coins. Three! You can
also use two 50-coin ingredients to make an item that sells for 200!
Plus, there’s always the fact that her items do have healing and attack
purposes if you did want to use them. There are fifty recipes, each
with many different ingredient combinations, and I will list them here.
Note: To get Tayce to make items with two ingredients, give her the
Cookbook that you get while in Shy Guy’s Toy Box, specifically after
feeding Gourmet Guy.
-----------------------------------------------------------------------
Item Name
-Ingredients-
Description:
-----------------------------------------------------------------------
Above is the setup, below the list. You ready for this? Nothing to it
but to do it.
-----------------------------------------------------------------------
Apple Pie
-Ingredients-
Mystery?
Cake Mix + Apple
Description: Restores 5 HP and 15 FP.
-----------------------------------------------------------------------
Big Cookie
-Ingredients-
Cake Mix + Blue Berry
Cake Mix + Egg
Cake Mix + Goomnut
Cake Mix + Red Berry
Cake Mix + Yellow Berry
Description: Restores 20 FP.
-----------------------------------------------------------------------
Bland Meal
-Ingredients-
Dried Potato + Blue Berry
Dried Potato + Coconut
Dried Potato + Egg
Dried Potato + Goomnut
Dried Potato + Life Shroom
Dried Potato + Red Berry
Dried Potato + Super Shroom
Dried Potato + Volt Shroom
Dried Potato + Yellow Berry
Egg + Life Shroom
Egg + Mushroom
Egg + Super Shroom
Egg + Volt Shroom
Fire Flower + Goomnut
Fire Flower + Life Shroom
Fire Flower + Super Shroom
Fire Flower + Volt Shroom
Iced Potato + Cake Mix
Iced Potato + Coconut
Iced Potato + Egg
Iced Potato + Life Shroom
Iced Potato + Mushroom
Iced Potato + Super Shroom
Iced Potato + Volt Shroom
Koopa Leaf + Blue Berry
Koopa Leaf + Goomnut
Koopa Leaf + Red Berry
Koopa Leaf + Yellow Berry
Potato Salad + Fried Shroom
Strange Leaf + Goomnut
Description: Restores 10 HP and 10 FP, and it also confuses people
looking for the cheapest combo of ingredients.
-----------------------------------------------------------------------
Boiled Egg
-Ingredients-
Egg + Stinky Herb
Egg + Strange Leaf
Description: Recovers 8 HP and 8 FP.
-----------------------------------------------------------------------
Cake
-Ingredients-
Cake Mix
Description: Users regain 15 FP.
-----------------------------------------------------------------------
Coco Pop
-Ingredients-
Cake Mix + Coconut
Description: Restores 3 HP and 15 FP.
-----------------------------------------------------------------------
Deluxe Feast
-Ingredients-
Potato Salad + Shroom Steak
Strange Leaf + Whacka’s Bump
Description: This restores 40 HP and the same in FP.
-----------------------------------------------------------------------
Dizzy Dial
-Ingredients-
Strange Leaf
Strange Leaf + Stinky Herb
Strange Leaf + Volt Shroom
Description: When used in battle, this may make enemies dizzy, which
disables their attacks for a few turns.
-----------------------------------------------------------------------
Egg Missile
-Ingredients-
Mystery?
Egg + Fire Flower
Description: These can be used in battle to deal six damage to one
enemy of your choosing.
-----------------------------------------------------------------------
Electro Pop
-Ingredients-
Cake Mix + Volt Shroom
Description: Not only does it restore 15 HP, but it electrically
charges Mario for a few turns.
-----------------------------------------------------------------------
Fire Flower
-Ingredients-
Mystery?
Dried Fruit + Strange Leaf
Description: Use the Fire Flower, a classic Mario item, to do three
damage to all enemies (unless they’re fire-based, in which case this
item does nothing).
-----------------------------------------------------------------------
Fire Pop
-Ingredients-
Cake Mix + Fire Flower
Description: Pay 1 HP to recover 20 HP. Sounds reasonable to me.
-----------------------------------------------------------------------
Fried Egg
-Ingredients-
Egg
Mystery?
Description: Restores 10 HP.
-----------------------------------------------------------------------
Fried Shroom
-Ingredients-
Dried Shroom
Fire Flower
Mystery?
Super Shroom
Dried Shroom + Fire Flower
Dried Shroom + Mushroom
Description: This restores 6 HP and throws in 2 FP free of charge.
-----------------------------------------------------------------------
Frozen Fries
-Ingredients-
Fire Flower + Iced Potato
Description: Recovers 15 HP.
-----------------------------------------------------------------------
Healthy Juice
-Ingredients-
Special Shake + Dried Shroom
Special Shake + Stinky Herb
Special Shake + Strange Leaf
Description: Restores 40 HP. Really lives up to its name, huh?
-----------------------------------------------------------------------
Honey Candy
-Ingredients-
Honey Syrup + Cake Mix
Description: This restores 20 FP.
-----------------------------------------------------------------------
Honey Shroom
-Ingredients-
Mystery?
Honey Syrup + Mushroom
Description: Restores 5 HP and FP.
-----------------------------------------------------------------------
Honey Super
-Ingredients-
Honey Syrup + Life Shroom
Honey Syrup + Super Shroom
Honey Syrup + Volt Shroom
Description: This gives you 10 HP and 5 FP back when used.
-----------------------------------------------------------------------
Honey Ultra
-Ingredients-
Honey Syrup + Ultra Shroom
Description: Recovers 50 HP and 5 FP.
-----------------------------------------------------------------------
Hot Shroom
-Ingredients-
Volt Shroom
Dried Shroom + Super Shroom
Dried Shroom + Volt Shroom
Mushroom + Fire Flower
Mushroom + Super Shroom
Mushroom + Volt Shroom
Volt Shroom + Super Shroom
Description: Restores 15 HP and 5 FP.
-----------------------------------------------------------------------
Jelly Pop
-Ingredients-
Cake Mix + Jammin’ Jelly
Description: Restores 64 FP.
-----------------------------------------------------------------------
Jelly Shroom
-Ingredients-
Jammin’ Jelly + Mushroom
Description: Refills 5 HP and 50 FP.
-----------------------------------------------------------------------
Jelly Super
-Ingredients-
Jammin’ Jelly + Life Shroom
Jammin’ Jelly + Super Shroom
Jammin’ Jelly + Volt Shroom
Description: Recovers 10 HP and 50 FP.
-----------------------------------------------------------------------
Jelly Ultra
-Ingredients-
Jammin’ Jelly + Ultra Shroom
Description: Restores 50 HP and 50 FP, too. Can’t get much better than
that, now can it?
-----------------------------------------------------------------------
Kooky Cookie
-Ingredients-
Cake Mix + Koopa Leaf
Cake Mix + Maple Syrup
Cake Mix + Stinky Herb
Description: Restores 15 FP, and it makes Mario electrically charged,
transparent, or sleepy. Take a chance and see what happens.
-----------------------------------------------------------------------
Koopa Tea
-Ingredients-
Koopa Leaf
Mystery?
Description: Recovers 5 FP.
-----------------------------------------------------------------------
Koopasta
-Ingredients-
Mystery?
Koopa Leaf + Dried Pasta
Description: This recovers 7 HP and FP.
-----------------------------------------------------------------------
Lemon Candy
-Ingredients-
Cake Mix + Lemon
Description: Restores 5 HP and 15 FP.
-----------------------------------------------------------------------
Life Shroom
-Ingredients-
Mystery?
Goomnut + Life Shroom
Goomnut + Mushroom
Goomnut + Super Shroom
Goomnut + Ultra Shroom
Goomnut + Volt Shroom
Koopa Leaf + Life Shroom
Koopa Leaf + Mushroom
Koopa Leaf + Super Shroom
Koopa Leaf + Ultra Shroom
Koopa Leaf + Volt Shroom
Strange Leaf + Life Shroom
Strange Leaf + Mushroom
Strange Leaf + Super Shroom
Strange Leaf + Ultra Shroom
Description: When Mario’s all out of HP, this kicks in and gives him
ten more to start with. It’s a real life-saver, literally.
-----------------------------------------------------------------------
Lime Candy
-Ingredients-
Cake Mix + Lime
Description: Gives you 20 FP back.
-----------------------------------------------------------------------
Maple Shroom
-Ingredients-
Maple Syrup + Mushroom
Description: Restores 5 HP and 10 FP.
-----------------------------------------------------------------------
Maple Super
-Ingredients-
Maple Syrup + Life Shroom
Maple Syrup + Super Shroom
Maple Syrup + Volt Shroom
Description: Recovers 10 HP and 10 FP.
-----------------------------------------------------------------------
Maple Ultra
-Ingredients-
Maple Syrup + Ultra Shroom
Description: This restores 50 HP and 10 FP.
-----------------------------------------------------------------------
Nutty Cake
-Ingredients-
Goomnut
Description: This adds 10 FP to your count.
-----------------------------------------------------------------------
Potato Salad
-Ingredients-
Iced Potato
Mystery?
Description: Restores 10 HP.
-----------------------------------------------------------------------
Shroom Cake
-Ingredients-
Cake Mix + Mushroom
Cake Mix + Super Shroom
Description: This will refill 10 HP and just as much FP when used.
-----------------------------------------------------------------------
Shroom Steak
-Ingredients-
Ultra Shroom
Life Shroom + Dried Shroom
Life Shroom + Mushroom
Life Shroom + Super Shroom
Ultra Shroom + Dried Shroom
Ultra Shroom + Life Shroom
Ultra Shroom + Mushroom
Ultra Shroom + Super Shroom
Description: This helps you with 30 HP and 10 FP.
-----------------------------------------------------------------------
Sleepy Sheep
-Ingredients-
Strange Leaf + Blue Berry
Strange Leaf + Red Berry
Strange Leaf + Yellow Berry
Description: If it works, it puts your opponents in battle to sleep,
making them offensive nothings.
-----------------------------------------------------------------------
Spaghetti
-Ingredients-
Dried Pasta
Mystery?
Description: This restores 6 HP and 4 FP.
-----------------------------------------------------------------------
Special Shake
-Ingredients-
Melon
Mystery?
Melon + Apple
Melon + Blue Berry
Melon + Honey Syrup
Melon + Koopa Leaf
Melon + Lemon
Melon + Life Shroom
Melon + Lime
Melon + Red Berry
Melon + Strange Leaf
Melon + Yellow Berry
Jammin’ Jelly + Apple
Jammin’ Jelly + Blue Berry
Jammin’ Jelly + Coconut
Jammin’ Jelly + Honey Syrup
Jammin’ Jelly + Lemon
Jammin’ Jelly + Lime
Jammin’ Jelly + Maple Syrup
Jammin’ Jelly + Melon
Jammin’ Jelly + Red Berry
Jammin’ Jelly + Yellow Berry
Description: This refills 20 used HP.
-----------------------------------------------------------------------
Spicy Soup
-Ingredients-
Fire Flower
Mystery?
Description: This will recover 4 of your HP and FP.
-----------------------------------------------------------------------
Strange Cake
-Ingredients-
Cake Mix + Strange Leaf
Description: Upon eating it, Mario may become transparent, electrified,
or sleepy. You have a two-thirds chance of it working, but I wouldn’t
try using it in front of strong enemies unless it’s used as a last
resort.
-----------------------------------------------------------------------
Super Soda
-Ingredients-
Apple
Blue Berry
Honey Syrup
Jammin’ Jelly
Mystery?
Red Berry
Yellow Berry
Apple + Blue Berry
Apple + Lemon
Apple + Red Berry
Apple + Yellow Berry
Blue Berry + Yellow Berry
Coconut + Apple
Coconut + Blue Berry
Coconut + Koopa Leaf
Coconut + Lemon
Coconut + Melon
Coconut + Red Berry
Coconut + Yellow Berries
Honey Syrup + Koopa Leaf
Honey Syrup + Maple Syrup
Jammin’ Jelly + Koopa Leaf
Lemon + Blue Berry
Lemon + Koopa Leaf
Lemon + Red Berry
Lemon + Yellow Berry
Lime + Apple
Lime + Blue Berry
Lime + Koopa Leaf
Lime + Lemon
Lime + Maple Syrup
Lime + Red Berry
Lime + Yellow Berry
Red Berry + Blue Berry
Red Berry + Yellow Berry
Description: The secret to the soda seems to lie in the syrups… This
cures poison and shrink. It also restores 5 FP while it’s at it. On a
side note, there are more ways to make Super Soda than any other item.
This one boasts an impressive thirty-five recipes.
-----------------------------------------------------------------------
Sweet Shroom
-Ingredients-
Cake Mix + Life Shroom
Cake Mix + Ultra Shroom
Description: This restores 30 HP and 20 FP.
-----------------------------------------------------------------------
Tasty Tonic
-Ingredients-
Bubble Berry
Coconut
Lemon
Lime
Mystery?
Honey Syrup + Apple
Honey Syrup + Blue Berry
Honey Syrup + Coconut
Honey Syrup + Lemon
Honey Syrup + Lime
Honey Syrup + Red Berry
Honey Syrup + Yellow Berry
Description: This cures poisoning and shrinkage. That’s it.
-----------------------------------------------------------------------
Thunder Rage
-Ingredients-
Mystery?
Dried Fruit + Volt Shroom
Description: When used in battle, this does five damage to all enemies
regardless of position.
-----------------------------------------------------------------------
Volt Shroom
-Ingredients-
Mystery?
Dried Fruit + Life Shroom
Dried Fruit + Mushroom
Dried Fruit + Super Shroom
Dried Fruit + Ultra Shroom
Description: Touch Mario after he used this and get zapped. It’s the
electrified status.
-----------------------------------------------------------------------
Yoshi Cookie
-Ingredients-
Cake Mix + Melon
Description: Mario regains 15 HP and FP when he uses this. In Super
Mario RPG, you could use these in races against the evil Yoshi, Boshi
(although, by Mario tradition, a more suitable name for a dark Yoshi
would be Waroshi or Washi).
-----------------------------------------------------------------------
Yummy Meal
-Ingredients-
Whacka’s Bump
Dried Fruit + Iced Potato
Dried Pasta + Dried Fruit
Iced Potato + Strange Leaf
Potato Salad + Hot Shroom
Potato Salad + Spaghetti
Ultra Shroom + Dried Pasta
Ultra Shroom + Egg
Ultra Shroom + Fire Flower
Ultra Shroom + Iced Potato
Description: This restores 20 HP and 20 FP of yours.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
And there you have it, folks! All recipes… all fifty of them… and
all their laborious combos. That is, laborious for me, ‘cause I had to
find them. Actually, no, I should’ve used an exclamation mark just
now. Hmm, I seem to be typing editing notes… I really overuse the
“…”… Anyhow, those are the recipes. It’s hard to believe, but this
guide is still going, and strong. This is going to be my longest guide
ever by far.
=======================================================================
==========================Toad Town Tunnels*===========================
=======================================================================
I can just imagine how many people would e-mail me questions about how
to find Rip Cheato and stuff like that, so I am making this section to
compile all toad Town Tunnels information in my guide. That way, you
can see here exactly what to do and when. I label them by when I did
them in the guide, although the first one can be done earlier.
Note: If you’re looking for Rip Cheato, go to the “After Chapter 5”
sub-section of this section.
+---------------------------+
| At End of Chapter 2 |
+---------------------------+
It is now time to explore the sewers beneath Toad Town. From the
station, go north one screen. To the left is a warp pipe. Take it
down to Toad Town Tunnels, the mysterious underground world beneath the
picturesque town. This place really looks in need of a plumber, too.
Cross the pipe bridge to the right and go through the door. The enemy
here is called a Gloomba, dark Goombas that thrive without light.
They’re also considerably stronger, sporting 7 HP, 2 attack, and no
defense. Ideally, an action command hammer and then the action command
attack of your upgraded partner will beat them in one turn.
Also, you’ll find a Spiked Gloomba on one of the Brick Blocks here.
Each of those has 7 HP, three attack, and no defense to its name.
Also, there’s a Super Mushroom between the two Brick Blocks that have a
large space between them (hidden ? Block). Go right across another
pipe bridge and you hear something – BLOOPER!
It’s a Blooper, and it fights you. This one has 30 HP, three attack,
and no defense, just like Tutankoopa. Goombario or Parakarry’s Shell
Shot are good choices for this bout. When you have FP, use Parakarry.
If not, use Goombario, who can do four damage in one turn. When you
win, you get quite a few Star Points. Go right to a chest containing
the Shrink Stomp Badge. With it, jump to shrink enemies (if it works).
Shrinks decrease enemies’ attack powers.
Surface, heal at a Toad House, and reenter the tunnels. To the left is
a stone block. Hit it and go left. Immediately, a giant Blooper
attacks. This is the Electro Blooper, weighing in at a tremendous 50
HP, 4 attack, and a whopping no defense. However, they are very
powerful when electrically charged – six attack. The entire bout, use
Parakarry. To bring it out of its electrically charged state, do
damage to it (which can only be done by not making contact). Well,
Parakarry’s attacks are from his shell, which makes them non-contact.
It’s really an easy battle when it comes down to it. Electro Blooper
uses one turn to become charged. Use Shell Shot on it at these times,
dealing six damage and bringing it back to its weaker state. Have any
Thunder Bolts left? Let Mario use them. If you have no FP left to use
against the beast as Parakarry, still let him attack. He’ll be stunned
for a turn, but you won’t get pulverized. Electro Blooper shouldn’t be
much of a challenge to you, though. He does yield many Star Points,
too.
When you win, a blue switch falls. Hit it and three pipes appear.
Hello shortcuts! The far left one leads to Dry Dry Outpost. The
middle leads to Koopa Village. The far right leads to Goomba Village.
At Goomba Village, you’ll find Chuck Quizmo. This time, he asks the
third question: “What ability does Goombario use frequently?” The
answer is “Tattle.” Winning gets you a Star Piece. At any one of
these places, save and heal. Now return to the sewers. Smash the
stone block to the left to find a new area. Hit all the ? Blocks for a
coin, a Snowman Doll (it crushes all enemies, doing four damage), and
another coin. Take the platform up and go through the pipe to the
left. Now go through the left door. Here, hit the Brick Block by the
Spiked Gloombas and bounce on the spring to a treasure chest holding
the Power Smash Badge. At the cost of 1 BP and 2 FP, you can do extra
damage with hammer attacks.
Now go back right. Take the platforms here across the gap (stand on
the first one for a while, then jump the gap) and go through the right
door. Stand on the rising platforms here and take it up to the top.
Go right and fall down the pit. Immediately you’ll fight off a
Paragloomba. Tattle on it to find out that it has 7 HP, 2 attack, and
no defense. They revert to normal Gloombas when hit. When you victor,
go right to a Super Block. Upgrade the only partner you haven’t
upgraded yet and then head left to the pipe. This time, stand on the
platforms that rise and get on the first ledge. Use Parakarry to reach
the Star Piece.
Now return to the surface world. Our venture into Toad Town Tunnels
was quite profitable. Aside from items and Star Points, we gained
something even more valuable – shortcuts to the villages. No more
treks through the desert and mountains or annoying paths for you!
+---------------------------+
| At End of Chapter 3 |
+---------------------------+
Enter Toad Town Tunnels. See the wooden X? Spin jump through it and
go left. These are new enemies – Dark Koopas. They can cause
dizziness. Each has 8 HP, three attack, and two defense. Use your
turns to flip over the menacing Koopas and attack their undersides.
When you’ve beaten the trio of Dark Koopas, hit the switch that falls
down to make a pipe appear. Use it to go straight to Boo’s Mansion
easily. Go there real quick to heal at the Heart Block, and then
reenter the tunnels. Go back to Toad Town.
+---------------------------+
| At End of Chapter 5 |
+---------------------------+
With the addition of Sushie and Watt to our party, as well as the Ultra
Hammer, we can now do much more than before. First, drop into the pit
in the first room you’d normally take to go to Boo’s Mansion by pipe.
Go left in here and left again. Here, if you use Watt, you can see
three invisible blocks leading to a Super Block. Push the block on the
ground around to be under them and then jump to hit the blocks, making
them physical. Now jump across them to the Super Block. Upgrade any
partner, although I chose Goombario. Now go back right twice. Get out
Sushie and go right in this disgusting sewer water. At the other end,
a giant Blooper pops out to battle you.
It’s a Super Blooper. It has 70 HP, five attack, and no defense. It’s
not that tough. When it’s mad, it’s attack goes up. Also, it can
spawn Blooper Babies. I hope you like long battles. Each Blooper Baby
has 6 HP, two attack, and no defense. Use Star Storm to effectively
eradicate both of them and damage Super Blooper at the same time. When
Super Blooper is mad, switch to Bow and use Outta Sight to protect
yourself. Quick Change is a good badge to use for this battle. After
quite the easy battle and many Star Points, a switch falls down. Hit
it and a pipe appears as a shortcut to Yoshi’s Village. While there,
save and heal before reentering the sewers.
Go right of the pipe to a new room, following the lower path to another
room. You can do nothing for now, so just go to the pipe. Take it and
blow up the wall to the right. The weirdo here is named Rip Cheato,
and he must be a convict to live down here. This guy’s a total con
artist. Do not buy his merchandise. However, you can take a pipe to
the right. When you do, you’ll appear in the house in Toad Town that’s
always locked. Take the Odd Key to the left and unlock the door. You
now have a quick path to Rip Cheato if you need him. Now, if you have
enough coins, he can help you. Buy his first three items. 64 coins
apiece, they are a Star Piece, a Life Shroom, and then the Bump Attack
Badge. Wear it to defeat weaker enemies by simply walking into them.
Now stop buying items from him. Now reenter the tunnels by the normal
entrance.
When you enter, go left a room. Left again, take the rising platforms
up and enter the pipe. When you emerge, go right onto the platforms
and cross them to a door. Go through it and go right to the pipe on
the ground. Take it and defeat the Buzzy Beetle here. Now destroy the
metal blocks and climb the steps to a Super Block. Hit it and upgrade
any partner, preferably Watt or Bow. Now exit the tunnels, for we are
out of things to do there once again.
+---------------------------+
| At End of Chapter 6 |
+---------------------------+
First, let’s enter the tunnels from a new entrance. In the screen of
Toad Town that has Russ T.’s house and the pipe to Mario’s swinging
pad, there is a dock platform. Use Sushie to swim left on it and take
a Star Piece opposite that dock. Now go to the central dock in the
pond and enter the pipe from it. Go right and you’ll reach a Super
Block. Use it to upgrade Lakilester to Ultra-Rank. Now go and enter
Toad Town Tunnels from the locked house, the way that leads to Rip
Cheato. Go left of the con artist and take the pipe here. Now climb
the stairs to the left and go to another room. Here, head left as you
fight off Dark Koopas and Spike Tops. At the end, go up and to the
spikes. Use Lakilester to float over them and go right to a pipe.
Take it to a room full of hidden blocks. Use Watt to see them. After
facing some Spinies, you’ll find two ? Blocks for syrup and a Stop
Watch. You’ll then arrive by two more invisible blocks (coin and Volt
Shroom) near a stone block. Crush it and go left. Defeat the Dark
Koopas here and break the metal block to the left. Here, jump to break
the Brick Block and bounce on the jump pad. Go left and open the chest
for the Ultra Boots! With them, you can now jump higher and your
abilities have increased in battle, too. To perform the Tornado Jump,
press A while in air. It gives you a height boost, too.
We’ll use it to get a few things while we’re here in the tunnels. Go
right a room and use the tornado jump and Watt to hit every block.
You’ll end up with a Life Shroom and two new coins. Go right again.
Take the pipe here up and cross the spikes with Michael (Lakilester).
Use the Ultra Boots to hit the ? Block for a Shooting Star. Now go
right. Use Watt and the tornado jump to hit the invisible blocks, and
then use them and Parakarry to cross the gap. And then we reach a
securely locked door. We’ll return later when it’s open. Other than
that, we have every single item and secret in Toad Town Tunnels.
And there you have it. Toad Town Tunnels is filled with shortcuts, a
Star Piece, Super Blocks, and enemies exclusive to it. It’ll provide
you with hours of entertainment! No, but seriously, I hate Toad Town
Tunnels in every sense of the word.
=======================================================================
==============================Enemy List*==============================
=======================================================================
Here we go! Of course, my favorite part of Section 3 covers enemies.
They’re much more interesting than finding every cooking combo or
tracking down Rip Cheato. If you’re wondering how I know all this,
it’s completely from using Goombario’s tattle in battle. The only
three enemies that I did not tattle (because it is impossible to do so)
were Fuzzipede, Jr. Troopa the first time around, and Kammy Koopa.
However, we attacked Fuzzipede and junior enough that I could figure
out his stats (using one-damage hits over and over to figure out his
HP, and attack and defense was determined easily). For Kammy, I give a
range of possible numbers, because it is impossible to know her defense
or exact HP. It’s alphabetized, by the way. In the case of Bowser, I
do not tell you how to beat him. In my opinion, this ruins it, and you
should be using the guide for that information, anyways. However, for
tough optional enemies like The Master, Kent C. Koopa, or Anti Guy, or
for Star Spirit guardians, I have full explanations.
-----------------------------------------------------------------------
Enemy Name
HP:
Attack Power:
Defense Power:
Notes:
-----------------------------------------------------------------------
Above is the setup. Now, enough waiting. To the list (and flagship)!
Or, as Mario would say, lets-a-go!
-----------------------------------------------------------------------
Amazy Dayzee
HP: 20
Attack Power: 20
Defense Power: 1
Notes: First, you’ll have trouble just finding these creatures. They
are found only in Flower Fields, and only in one patch of flowers in
the fields. Down the southwest path (leads to Lily), at the end of the
first screen, you’ll occasionally see one of these golden, glittering
Crazee Dayzees. Since it would be a tyrant if it fought back, and
since it runs away whenever the opportunity presents itself, you need
to use status attacks if you plan on bringing one of these down. The
Dizzy Attack Badge works well, and you should keep Kooper as your
partner to try Dizzy Shell. However, it is practically immune to
statuses, like sleepiness, for example. Also, let Mario use Power
Bounce to try to beat it on the first turn. If you can beat one,
though, it’ll yield lots of Star Points. To find one, go to the
specified flowerbed and keep going right and left until you see it.
Also note that it does occasionally use its sing attack, which will not
be devastating, but may put you to sleep (use action command to block
it).
-----------------------------------------------------------------------
Anti Guy
HP: 50
Attack Power: 10
Defense Power: 0
Notes: Also called Deadly Guy, this Shy Guy is no joke. He wears all
black and he guards a chest containing a Power Plus Badge, and there
are two ways to open it. You can beat up Anti Guy, or you can buy him
off with a Lemon Candy (Cake Mix + Lemon). If you choose to fight him
(I did in my guide for the Star Points), then get ready for the
toughest battle yet. Use the below badge combo if you have any hopes
of beating him.
Power Bounce
Dodge Master
HP Plus x 2
Close Call
Zap Tap
Bow down before him! Now, depending on your HP count, this guy will
kill you in three to four turns. However, there is a strategy that can
be used. The goal of this battle is to do as much damage to him as
possible in one turn. With the Super Hammer, Parakarry’s Shell Shot,
and Zap Tap, you’ll do eleven damage to him per turn. However, it will
take you five turns to beat him this way, and he has the edge. His
acrobatic moves can do 12 damage, too. So, the strategy revolves
around items, too. Use Repel Gel and Super Shrooms to stay in the game
while your partner beats him silly. Seriously, Repel Gel is your best
friend. In the end, Parakarry will run out of FP, and you’ll have to
weaken him normally. Keep using Super Shrooms (I used three throughout
the battle) until your partner or you can finish him. If you need to,
use Bow’s Outta Sight just to avoid taking damage. Mario will be able
to attack before it’s used. Also, you may want to use Power Bounce to
weaken him a lot in one turn if you’re good at it. I won with 2 HP
left, but I still won. Open the chest and be proud.
-----------------------------------------------------------------------
B Ninjakoopa
HP: 5
Attack Power: 1
Defense Power: 1
Notes: Black is a member of the Koopa Bros., and he might be a bit
cooler than Red… He’s hardly stronger than a normal Koopa Troopa; flip
him and his defense drops to zero. Flip with jumps, by the way.
-----------------------------------------------------------------------
B. Bill Blasters
HP: 10
Attack Power: NA
Defense Power: 4
Notes: There are only four such enemies in the game, and all of them
inhabit a single hallway in Bowser’s Castle. They launch a constant
barrage of Bombshell Bills, and I’d use Bow’s invisibility ability as
you approach them. When you do reach them, get the first strike and
let the battle begin. There’s only one good way to defeat these
without wasting items and Star Energy. First, you’ll always face them
in pairs. On your first turn, defeat the Koopatrol or Magikoopa with
them (the last two have them, respectively) or use Watt, who can
penetrate defense, to attack one of them. Provided he’s Ultra-Rank,
that’ll do five damage right there. Then, they will fire Bombshell
Bills. They have no actual attack, but instead use these to attack for
them (which is why there’s an NA written above). Destroy these
Bombshell Bills on your next turn. The B. Bill Blasters will then do
nothing (they fire Bombshell Bills once every two turns). This gives
you plenty of time to use Watt and Mario’s Ultra Hammer to finish them,
or at least one of them.
-----------------------------------------------------------------------
Bandit
HP: 5
Attack Power: 2
Defense Power: 0
Notes: Bandits are relatives of Shy Guys. They roam around Dry Dry
Desert and their only attack also steals your coins. Hit them as soon
as you can and they drop your coins (meaning you retrieve them). If
possible, avoid battle with these creatures. If you don’t manage to
hit one once it’s stolen your coins, it’ll run from battle, I assure
you.
-----------------------------------------------------------------------
Big Lantern Ghost
HP: 40
Attack Power: 5
Defense Power: 0
Notes: Big Lantern Ghost is no problem, made just a bit tricky because
of his attack plan. He fights in the dark, and you can’t target him
unless you have light to see where he is. Use Goombario for this
battle. Jump and Headbonk (action command) his Lantern to let out some
light. Use Goombario because his attack can hit in two waves, and you
can tattle when the light is on. When there’s enough light to see the
ghoul, attack it with Mario’s Jump or Goombario’s Headbonk. It will
dim its Lantern periodically. Repeat the process to win. One attack
it has hurts you and your partner (two damage to it), which
decommissions your partner for two turns.
-----------------------------------------------------------------------
Bill Blaster
HP: 4
Attack Power: NA
Defense Power: 1
Notes: Bill Blasters are found only in Koopa Bros. Fortress down a
long, outdoors stretch of path. Jump over oncoming Bullet Bills and
you’ll reach these two blasters, which are both fought in one battle.
Use Kooper as your partner and try to weaken the Bill Blasters with
Mario’s Hammer and Kooper’s Shell Toss(or, better yet, items like Fire
Flowers or POW Blocks). If you have Charge, then you might want to use
it here. Then, the Bill Blasters will fire Bullet Bills. The blasters
have no actual attack power, but they do attack indirectly by creating
Bullet Bills. Defeat these two with Kooper and Mario’s attacks. Now
the blasters are defenseless, as they can only fire one Bullet Bills
per every two turns. Attack one (focus on one blaster at a time) and
beat it. Then you can beat the other one in a similar fashion.
-----------------------------------------------------------------------
Blooper
HP: 30
Attack Power: 3
Defense Power: 0
Notes: This floating squid is guarding a chest in Toad Town Tunnels. I
recommend going after the better part of Chapter 2 so that you have
Parakarry with you. Use his Shell Shot and Jump attacks to make short
work of this guy.
-----------------------------------------------------------------------
Blooper Baby
HP: 6
Attack Power: 2
Defense Power: 0
Notes: These creatures are spawned occasionally when fighting the Super
Blooper in Toad Town Tunnels. They can ink attack you, but you
shouldn’t let them. On the turns that Super Blooper creates them, use
Star Storm to take the babies out and damage Super Blooper, too.
-----------------------------------------------------------------------
Blue Goomba
HP: 6
Attack Power: 1
Defense Power: 0
Notes: The younger of the “notorious” Goomba Bros., this guy’s a real
wimpy servant of the Goomba King. You fight him twice, once with his
brother and once with the Goomba King. In the first battle, you want
to take out this brother first. Let Goombario focus on the Red Goomba
and use your turns to use Power Jump on the Blue Goomba. Two Power
Jumps will beat it. Then, for the second time you battle the Blue
Goomba, it only has two HP (since you just beat it up). As a result,
you should beat it right away with the combined strength of you and
Goombario.
-----------------------------------------------------------------------
Bob-omb
HP: 3
Attack Power: 1
Defense Power: 0
Notes: These are found exclusively in Koopa Bros. Fortress. As soon as
they are attacked, their fuses are lit. If you jump on them at that
point, they’ll explode (delivering two damage to Mario), and for this
reason action-command jump attacks are not wise. However, they’ll
explode in your face if they attack next. As a result, you should
finish each in one turn using Mario and Kooper. Hammer them and then
use Shell Toss, and if you can’t beat them in one turn, then don’t
attack. If accompanied by Koopa Troopas, which many are, defeat the
Koopas before fighting the Bob-ombs.
-----------------------------------------------------------------------
Bombshell Bill
HP: 3
Attack Power: 6
Defense Power: 0
Notes: A steady stream of these pour out of B. Bill Blasters in one
room of Bowser’s Castle. Because they attack kamikaze-style, you’re
going to want to take them out as quickly as possible. Use Ultra-Rank
Goombario’s Headbonk (action command) to take out one, and then use
Mario’s jump to take out another. If facing three, you might want to
use an item that can attack multiple enemies or Star Storm. Whatever
you do, though, don’t let them explode in your face. If you can’t help
it, then run away. A few coins in Bowser’s Castle mean nothing; that
place is a money tree with all its strong enemies.
-----------------------------------------------------------------------
Bony Beetle
HP: 8
Attack Power: 3
Defense Power: 4
Notes: Found in dark rooms and some hallways of Bowser’s Castle, these
Super Mario Bros. 3 enemies have spikes on their head after being
attacked and can activate them from turn-to-turn. However, they can be
flipped if you have Spike Shield equipped, but they can right
themselves on the next turn. Plan your attacks according to their
spike position. If they’re out, let a partner like Watt attack them to
lower the spikes. If their spikes are low, let your partner attack
another enemy. When their spikes are out, they have six attack power.
-----------------------------------------------------------------------
Bowser
HP: 3 +
Attack Power: 1
Defense Power: 0
Notes: I can’t assign a definite HP because Bowser pulls out the Star
Rod to make himself invincible early on in this battle, but this is the
Bowser we faced in the Prologue. Of course, Bowser whooped Mario,
casting him deep into the woods near Goomba Village.
-----------------------------------------------------------------------
Bowser
HP: 50
Attack Power: 8
Defense Power: 1
Notes: Although Goombario assigns no definite attack power to him, I
listed the above one because it’s his strongest. With the Star Rod at
his disposal, Bowser is very powerful. You’ll have to see my guide for
the details.
-----------------------------------------------------------------------
Bowser
HP: 99
Attack Power: 10
Defense Power: 2
Notes: Note again that ten is just his highest attack, but he can also
do attacks that do eight damage. He can heal 30 HP, too. See my guide
for the details.
-----------------------------------------------------------------------
Bowser???
HP: 10
Attack Power: 1
Defense Power: 1
Notes: The Koopa Bros. used this in the first part of their fight with
you. It’s immune to your initially weak Jump, but you can use Hammer
and Kooper’s Shell Toss, or Bombette’s Bomb, to beat it down quickly
and easily. Does Bowser really look like that?
-----------------------------------------------------------------------
Bullet Bill
HP: 2
Attack Power: 2
Defense Power: 0
Notes: Bullet Bills are Koopa Bros. Fortress enemies that stream from
Bill Blasters over one long path. Their only attack has them sacrifice
themselves for the cause, and they are meant to weather you down by
number, not endurance, as you might be able to tell. Get the first
attack on them (try to jump over them to avoid unnecessary battle, or
get in the alcoves on the side to dodge them completely) and let your
partner take one and you the other. If not, you’ll lose two HP. Not
that it makes much of a difference; there’s a Heart Block just up
ahead.
-----------------------------------------------------------------------
Buzzar
HP: 40
Attack Power: 3
Defense Power: 0
Notes: A minion of Bowser, this mother bird (it’s in a nest and it sits
on eggs. It must be a girl) is looking to get the bounty on Mario’s
head. It asks you who you are, and you can avoid this battle
completely by saying “Luigi.” Anything else and it doesn’t buy it.
Use Parakarry in this battle completely. Buzzar is an easy target for
Shell Shot, and you can also use your Jump on it if need be. Buzzar
has several attacks. Sometimes he’ll hit your partner, and sometimes
you’ll have to press A as much as you can to reduce the damage you
take. In one attack, it tries to snatch you up. Press A quickly to
drop down unaffected, or take damage, your pick. You fight it along a
bridge in Mt. Rugged.
-----------------------------------------------------------------------
Buzzy Beetle
HP: 3
Attack Power: 2
Defense Power: 2
Notes: Indigenous to Dry Dry Ruins, one is found in Toad Town Tunnels.
These old Mario enemies are fire-proof and flip-able. Some in one
hallway drop from the ceiling; use Parkarry to knock them down or let
them attack you (three damage for that attack) and fall down
themselves. Use Mario’s turns to flip them over with a jump, which
reduces their defense to 0 until they get back onto their legs, which
can take a few turns. They are relatives of the Koopa Troopa.
-----------------------------------------------------------------------
Bzzap!
HP: 3
Attack Power: 6
Defense Power: 0
Notes: These bees from Flower Fields are a force to be reckoned with.
Although their HP is low, which is a good indication that you should
finish them quickly, the make up for it with strong attacks and status-
effecting moves. Their normal attack, a sting with six attack, can
poison you. Their other attack, which summons smaller bees to come
sting you, can do up to five damage and can shrink you (your attack is
halved). Defeat them quickly to minimize the risk of being beaten.
-----------------------------------------------------------------------
Chan
HP: 15
Attack Power: 2
Defense Power: 2
Notes: The first warrior of the Dojo in Toad Town is a Buzzy Beetle
named Chan. Use Goombario as your partner. First, let Goombario use
Headbonk to flip him over. Now attack to your heart’s content. When
you’ve won, you get the First-Degree Card.
-----------------------------------------------------------------------
Chomp
HP: 4
Attack Power: 3
Defense Power: 3
Notes: Usually, you fight Stone Chomps, but you face these creatures in
your fight against Tutankoopa in Dry Dry Ruins. Tutankoopa summons
them occasionally, and, depending on your strategy, you should take
these out first. If using my suggested item strategy, then do not
worry about these. If you aren’t, then finish these quickly with a
Thunder Bolt. There’s very little else you can do about them in
Chapter 2. It’s nice to see that Chomps rebelled against their master
in the end, though.
-----------------------------------------------------------------------
Cleft
HP: 2
Attack Power: 2
Defense Power: 2
Notes: With its matching stats, the Cleft is a great foe for its time
period – Mt. Rugged. If you want to waste your FP, let Bombette use
Bomb to flip them, at which point their defenses drop to zero.
Otherwise, run away and avoid them. Don’t waste items on them, and
don’t even try to beat them until you have the Super Hammer. Until
then, you’ll have to charge attacks to beat them, even with the help of
your partners.
-----------------------------------------------------------------------
Clubba
HP: 8
Attack Power: 3
Defense Power: 0
Notes: These mace-wielding, or clubs with spiked balls at the end to be
technical, foes are guards in Tubba Blubba’s Castle. Perhaps Tubba
Blubba was one of these creature before he became invincible by
Bowser’s Star Rod magic. Their stats are okay for their time period,
but collaboration between you and your partner can take out one per
turn. In most cases, it’s best not to fight them. They come out of
the woodwork in that castle, and most are asleep. As not to wake them,
walk very slowly. If you have it, Slow Go is a good badge to use here.
Also, they can use their clubs to attack twice in a row on some turns,
but each attack is weaker than a normal one for those turns.
-----------------------------------------------------------------------
Crazee Dayzee
HP: 8
Attack Power: 4
Defense Power: 0
Notes: These Flower Fields enemies have a singing attack that can put
you to sleep (their lullaby). If this happens, it’s up to your partner
to beat them. However, you don’t have to actually beat them in some
cases. That is, lower their HP enough and they might run away. Still, don’t underestimate these posies. In groups, they can lull Mario to sleep and devastate him, defenseless without action command. If partnered with a Bzzap!, defeat the bee first. If not, these take priority over other enemies. ----------------------------------------------------------------------- Crystal Bit HP: 1 Attack Power: NA Defense Power: 0 Notes: Yeah, these are just about as pathetic as they come. In the shapes of a diamond, a cube, and a cone, there are three of these out at any given time. They are made by the Crystal King and the Crystal King launches them at Mario to attack, each doing four damage apiece. Use multi-target attacks to finish them all at once. ----------------------------------------------------------------------- Crystal King HP: 70 Attack Power: 6 Defense Power: 2 Notes: The master of Crystal Palace, the Crystal King is not to be taken lightly. He has high HP, good defense, and nice attack. But, it doesn’t stop there. He makes Crystal Bits every once in a while, and he can launch them at you to do twelve damage in total. Use items like Thunder Rage to beat the bits and do damage to the king, or use Star Storm. Although weak, Lakilester’s Spiny Surge is good for this purpose. Also, the Crystal King can freeze you and attack your partner with various other attacks, but action command can help avoid this. At around thirty HP, the Crystal King begins making mirror copies of himself to trick you into attacking an illusion. Use more multi-target attacks to reveal the true king, and then continue your onslaught. Watt is also good to use to penetrate his defenses. He can also heal 20 HP at will, which is annoying. Keep at him and you’ll eventually win. Note that he completely gives up the Crystal Bit strategy when he starts using duplicates. ----------------------------------------------------------------------- Dark Koopa HP: 8 Attack Power: 3 Defense Power: 2 Notes: A few of these are found in Toad Town Tunnels. Like normal Koopa Troopas, you can jump on them (or Headbonk) to keep them idle for a while and to reduce their defense to zero. However, these guys can right themselves in a turn, and they are lethal in groups. They use an attack that can dizzy Mario if he doesn’t use action command, and they’ll keep using it, never giving you a chance to recover. Use Star Storm and then Power Bomb or a similar combo to beat them quickly and without trouble if facing three or more at a time, unless you’re in Chapter 5 or later (you see a few then, but they’re weak at that point). ----------------------------------------------------------------------- Dry Bones HP: 8 Attack Power: 4 Defense Power: 2 Notes: Hey, the powers of two! Anyways, these enemies are exclusive to Bowser’s Castle, but are not to be taken lightly. While they aren’t impressive at that point in the game, these skeletal Koopas can come back to life after being killed (on the second turn after losing all HP). The only way to undo this is to beat them with a fire attack (Fire Flowers or Kooper’s Fire Shell). Otherwise, you can defeat one per turn at that point in the game (use Watt to pierce their defenses), so do that. You never face more than two at a time, anyways. ----------------------------------------------------------------------- Duplighost HP: 15 Attack Power: 4 Defense Power: 0 Notes: With high HP and mediocre attack, they’re not half-bad. You fight them in Crystal Palace and along Shiver Mountain. However, it’s Chapter 7, and even those stats aren’t that good at that point. Still, they can change shapes, and will morph into your partners, assuming action command and all their attacks and defense (in the case of Kooper). Use your weakest partner when fighting them, or take them out quickly. They usually come in packs of two to four. ----------------------------------------------------------------------- Ember HP: 10 Attack Power: 4 Defense Power: 0 Notes: These are blue fireballs that appear on Star Road as your sole opposition. The catch? When you hit one and don’t defeat it, they split into two Embers with the lowered HP. That is, do five damage to them and two Embers with five HP appear. This is only good for their attack squad, but don’t feel confined to normal attacks. Star Spirit Powers don’t split them, and you can use them all you like since Star Haven is just ahead. ----------------------------------------------------------------------- Electro Blooper HP: 50 Attack Power: 4 Defense Power: 0 Notes: Jump this enemy, found in Toad Town Tunnels, and use Parakarry’s Shell Shot until you win. One note, though. It charges itself electrically on occasion. Mario can’t do anything for that time, which can be used to heal or change members. Then use Parakarry’s Shell Shot to turn off the electricity. It won’t be long before you beat it with that strategy. ----------------------------------------------------------------------- Forest Fuzzy HP: 6 Attack Power: 1 Defense Power: 0 Notes: With low stats like that in Chapter 3, they’re not that menacing. They are found only in Forever Forest. However, they suck away your HP like leeches to attack. To avoid this, use Volt Shrooms or the Zap Tap Badge (buy it from Merlow for ten Star Pieces). When electrified, they cannot cling onto you long enough to absorb HP, meaning they can’t attack. However, their attack is so low anyways that it’s of little consequence. Your first concern are the Piranha Plants, of course. ----------------------------------------------------------------------- Frost Piranha HP: 10 Attack Power: 4 Defense Power: 0 Notes: Frost Piranhas are unique in that they can induce the frozen status with their breath attack. When frozen, Mario can’t move or defend. Frost Piranhas are tough contenders, even if you are in Chapter 7 along Shiver Snowfield. They’re tough primarily because they come in numbers. Use Power Shell and Star Storm to finish them quickly. Otherwise, just avoid them. Note that ice attacks, like Snowman Dolls, have no effect whatsoever on them. ----------------------------------------------------------------------- Fuzzipede HP: 20 Attack Power: 3 Defense Power: 0 Notes: You fight Fuzzipede inside the belly of a whale (he was swallowed by it when the whale was napping with its mouth open, and he’s not going down without a fight), and it is very dark. As a result, you have to keep Watt out to attack. If you don’t, you can’t even target Fuzzipede, so it’s impossible to tattle on it. Yep, I had to use my brilliant powers of deduction to figure out his stats. For the first turn, Mario can attack it, but it hangs on the roof afterward. Spend Mario’s turns doing nothing, using Star Storm, whatever you’d like, but always have Watt attack it with Electro Dash. You won’t find this to be a particularly challenging fight, and you save Fuzzipede’s life by beating it up. ----------------------------------------------------------------------- Fuzzy HP: 3 Attack Power: 1 Defense Power: 0 Notes: Since you fight these only once, I can give you a definite strategy. On the first turn, use Kooper’s Power Shell. Do the action command and mission accomplished. Note that they attack by absorbing HP, although it makes no difference. ----------------------------------------------------------------------- G Ninjakoopa HP: 5 Attack Power: 1 Defense Power: 1 Notes: Green is one of the four Koopa Bros. you fought in their fortress. He’s barely stronger than a normal Koopa Troopa by himself, which means he can be flipped with a jump, reducing his defense to zero. ----------------------------------------------------------------------- General Guy HP: 30 Attack Power: 4 Defense Power: 2 Notes: After beating you down with his infantry units – Shy Squad, Shy Stacks, and Stilt Guys – General Guy is ready to take you out with his tank. It has good defense, and Watt is the best partner to use against it. However, it has an electricity attack that will hurt your partner if you don’t take out the Bulb of its tank. You can attack both with Star Storm (which is advisable). When the Bulb is broken, General Guy will just throw bombs at you. Use Watt to pierce his defense and you’ll win with due speed. ----------------------------------------------------------------------- Gloomba HP: 7 Attack Power: 2 Defense Power: 0 Notes: Dark versions of Goombas, Gloombas are quite powerful in comparison. However, they’re still weaklings. Jump and hammer them down. Need I waste my breath? They’re found in Toad Town Tunnels only. ----------------------------------------------------------------------- Goomba HP: 2 Attack Power: 1 Defense Power: 0 Notes: As some of the first enemies you ever face, they have to be easy. Since you have no action command, either jump on them or hammer them twice. It’s your only option until you get badges, and then you can use Power Jump to beat them in one turn or your partners. However, these guys are so pathetic that you’ll have just about no problems with them. As Goombella once said in Paper Mario: The Thousand-Year Door, Goombas are the underlings of underlings. Speaking of which, Goombario is a Goomba. ----------------------------------------------------------------------- Goomba King HP: 10 Attack Power: 1 Defense Power: 0 Notes: Goomba King looks just like Goomboss from Super Mario 64 DS. Anyways, Goomba King got his “power” from Bowser using the Star Rod, and he’s supposed to keep you from ever getting back to Toad Town. I guess one might say that he’s the boss of the Prologue. He fights with his minions, Red and Blue Goomba, both of whom you just beat up, and so they have only two HP. Beat them first and then focus on the big guy. Despite his largeness and grandeur, he is very weak. Combine your attacks with Goombario’s and throw in a Power Jump every once and a while. Piece o’ cake, if I do say so myself. ----------------------------------------------------------------------- GRN Magikoopa HP: 11 Attack Power: 3 Defense Power: 0 Notes: Magikoopas are the backbone of Bowser’s Koopa Troop, as they use their magic to support other units. GRN Magikoopas rarely attack you, but instead raise the defense of those around them. If isolated, they will run away. As with all types of Magikoopa, they sometimes ride brooms, but this does not change their name nor stats. I would defeat those around it before this one; plus one defense isn’t that bad. ----------------------------------------------------------------------- Groove Guy HP: 7 Attack Power: 2 Defense Power: 0 Notes: Groove Guys are Shy Guys that like to dance. General Guy may’ve been one of these before his big promotion. They are pretty weak, but they can make you dizzy with one of their attacks. Take them out before normal Shy Guys, although they aren’t that hard to begin with. ----------------------------------------------------------------------- GRY Magikoopa HP: 11 Attack Power: 3 Defense Power: 0 Notes: Except for the blue type, grey Magikoopas are definitely the worst. As I said, these enemies rarely attack; they are there for supporting their allies. This type will grace Crystal Palace using mostly spells that make its partners transparent. That is, its magic makes it impossible to hit enemies for a few turns. Take this guy out immediately, first turn if possible. You don’t need an invisible White Clubba beating you up, now do you? ----------------------------------------------------------------------- Gulpit HP: 12 Attack Power: 2 Defense Power: 0 Notes: At first, these guys sound pretty pathetic. They are found in Shiver Snowfield, and often partner up with Frost Piranhas. However, don’t let their low attack rating make you want to rush into battle and kick Gulpit butt. Gulpits always come with objects that you can attack called Gulpits’ Rocks. Gulpits use their long, elastic tongues to chuck these rocks at you, dealing anywhere from five to seven damage (depending on the size of the rock). I would just suffer the damage for a while (after all, Shiver City, Starborn Valley, and a Heart Block in Shiver Mountain aren’t far off), trying to take these out quickly, and attack the rocks if there are one or two left. At this point, Gulpits do use a weak lick attack that does only two damage. ----------------------------------------------------------------------- Hammer Bros. HP: 12 Attack Power: 5 Defense Power: 1 Notes: In Bowser’s Castle, these are probably the strongest enemies. I say that because I still get Star Points from them when I’m at a high level, unlike Koopatrols and Magikoopas. They have two attacks, but both are essentially the same. Sticking to their Super Mario Bros. roots, they will, at first, throw hammers at you. Make sure to get the action command down when they do this. If not, you might be shrunk (attack is halved), and that’s not a good thing. When low on HP, instead of running away they use desperate attacks. This attack has it throw several hammers quickly, each doing two damage. This can be a big break for you – get the action command on all of them to reduce damage. Or, you could get pummeled. Action command is the key to beating these guys. Their one defense isn’t all that impressive, and you’re probably used to this kind of fighting by then. ----------------------------------------------------------------------- Huff N. Puff HP: 60 Attack Power: 5 Defense Power: 0 Notes: Despite his rather stupid appearance, Huff N. Puff seems to be pretty well-read and intelligent. He did build the Puff Puff Machine, after all, and he uses big words like “possess” and “do.” Anyhow, Huff N. Puff is no easy enemy. Use Zap Tap and Quick Change for this battle. First, every time you attack him, some Tuff Puffs come out. These Tuff Puffs can attack you, but they serve another, more insidious purpose. Huff N. Puff can absorb them to refill all the HP he lost when you made them! So, it would seem that Huff N. Puff cannot be hurt. However, he can. The key is to defeat his Tuff Puffs before he can absorb them. To do this, use Lakilester’s Spiny Surge. It will be a long battle, but you’ll eventually beat him in this way. However, toward the end, Huff N. Puff electrifies himself, like a storm cloud. Switch to Bow and use Outta Sight to prevent being electrified. That in mind, keep waging war until you win. Huff N. Puff, as well as the Tuff Puffs, use many attacks that require you press A like the wind, and I suggest you get good at it. ----------------------------------------------------------------------- Hurt Plant HP: 8 Attack Power: 2 Defense Power: 0 Notes: Found only in Jade Jungle of Lavalava Island, these plants disguise themselves as Heart Plants (plants that give you HP when checked). As a result, there’s no first attack involved with these things. They aren’t that tough, but they can poison you. On that note, be sure to get action command down to assure that that doesn’t happen. ----------------------------------------------------------------------- Hyper Cleft HP: 4 Attack Power: 3 Defense Power: 3 Notes: Once again, Hyper Clefts are nearly invincible for their time period. However, you have a few options for beating these Gusty Gulch enemies if running away isn’t your style. First, not even the Super Hammer can do damage to them, but Mario can do damage if they’re flipped over. Bombette’s Bomb attack can flip them, which reduces their defense to zero. Then it will be easy, especially with the Super Boots, to finish them. Note that they can charge attacks. This attack does eight damage, by the way. Either use Bow’s Outta Sight or run like the wind, your choice. ----------------------------------------------------------------------- Hyper Goomba HP: 7 Attack Power: 1 Defense Power: 0 Notes: You’ll find these in Windy Mill of Gusty Gulch. They aren’t really noteworthy, but they can charge attacks (all “hyper” enemies can). In this case, beat them quickly or use Bow’s Outta Sight if you’re desperate. However, you’ll find that, most of the time, these are just Goombas with higher HP. ----------------------------------------------------------------------- Hyper Paragoomba HP: 7 Attack Power: 1 Defense Power: 0 Notes: It’s a Hyper Goomba with wings, which makes hammer attacks useless. Jump on them and they revert to Hyper Goombas. These can also charge attacks, although you’ll beat them quickly, and you might use Bow’s Outta Sight for that. They’re found only in Gusty Gulch, by the way. ----------------------------------------------------------------------- Jr. Troopa HP: 5 Attack Power: 1 Defense Power: 0 Notes: Your first fight against Jr. Troopa, and your first real fight, is in Jr. Troopa’s Playground, left of where Goompa’s veranda fell. Take on the bully by jumping him five times. It’s the only smart thing to do. In the meantime, he’ll use a similar jump attack. Continue doing this until you win. After swearing revenge, he runs off. ----------------------------------------------------------------------- Jr. Troopa HP: 15 Attack Power: 2 Defense Power: 1 Notes: Jr. Troopa returns to challenge you on Pleasant Path after you beat the Koopa Bros. He isn’t much tougher, but he learned a new move. Now he can hide in his eggshell to up his HP. He uses the same attack, only stronger, and you’ll have no trouble beating him. Use a constant barrage of Hammer and Headbonks/Shell Tosses/Body Slams to beat him. Bombette’s Bomb attack will really show him what-for. It’s another humiliating defeat for Jr. Troopa. ----------------------------------------------------------------------- Jr. Troopa HP: 40 Attack Power: 5 Defense Power: 1 Notes: We next face Jr. Troopa in Forever Forest after beating Tubba Blubba. He’s improved quite a bit since our last fight, and he’s learned a new trick. He can now sprout wings to fly to avoid your Hammer. This doesn’t make him that strong, though. Use Parakarry for this battle and abuse Jr. Troopa with his Shell Shot. Star Storm is also a good idea. Any way you slice it, this is probably Jr. Troopa’s biggest increase in strength in the entire game. ----------------------------------------------------------------------- Jr. Troopa HP: 40 Attack Power: 6 Defense Power: 1 Notes: He’s improved a bit since your last fight. He had to swim all the way to Lavalava Island and back, which made him lose twenty of his HP. Poor Jr. Troopa is so stupid; he could of flew to the island. The stage is set on the Port of Toad Town, this time. So, he has a max HP of 40 but you fight him with 20. However, now he has a horn, and he can sprout wings at will if he wants. This makes it so that you cannot jump on him or use the Hammer (unless you have Spike Shield on, which I strongly advise you do). Use Watt’s Electro Dash to pierce his measly defense and spend Mario’s turn using Jump (if you have Spike Shield) or Star Storm (if you don’t). He’s even easier this time. ----------------------------------------------------------------------- Jr. Troopa HP: 50 Attack Power: 8 Defense Power: 1 Notes: This time he challenges you in Shiver Snowfield before you even reach Crystal Palace. He took a magic course on the side, and he’s now much stronger than before. He uses the same Magikoopa-style spell each time, and it’s pretty easy to block with action command. Use Watt to bust through his defense and use Mario’s Hammer or Jump attacks to keep hurting him. If you get low on HP, keep Star Energy available for Smooch. This is probably the toughest battle against him (which isn’t saying much). He’s come a long way since we beat him, both physically and geographically, but you can still whoop his sorry shell. ----------------------------------------------------------------------- Jr. Troopa HP: 60 Attack Power: 8 Defense Power: 2 Notes: Just as the Koopa Bros. were about to take you down as the last defense of Bowser’s Castle (they never quite got over you beating them), Jr. Troopa runs in, beats them up, and demands one final battle. He must’ve flown up to Bowser’s Castle to get this far. He’s persistent, I’ll give him that, to fly up here at gale force winds into the stratosphere. He’s at his strongest for this battle, but he hasn’t learned a new trick. This time, he uses all of his old strategies rolled into one. Use Watt to break his defense and have Mario use the Ultra Hammer or Jump. At first, he uses his jump attack that he used in the first brawl we had with him. When he’s down to about thirty HP, he uses his transformation magic to gain wings and a spike on his top shell. Keep using Watt and Mario’s jump, assuming you have Spike Shield ready, and he’ll ditch that strategy at around 10 HP. Now he uses his good old magic rod. At this point, he’s right about to lose, and you’ll have no trouble beating him. Frustrated beyond compare, Jr. Troopa runs out and he SWEARS that he’ll beat you one day. He actually tries. He makes a cameo in Paper Mario: The Thousand-Year Door, this game’s sequel. If you look, he’s in the background of the picture enclosed in Zip Toad’s e-mail to you. When will that Koopa learn? ----------------------------------------------------------------------- Jungle Fuzzy HP: 7 Attack Power: 2 Defense Power: 0 Notes: Just like a Shy Guy in stats. Jungle Fuzzies are found around Jade Jungle, and they are leeches like their forest and normal counterparts. That is, they take your HP and add it their own. To absolutely nullify all of their attack power, wear the Zap Tap Badge, or use a Volt Shroom. When electrified, they cannot cling onto you long enough to do damage, but they take some due to the electricity. However, such a precaution is unnecessary because, let’s face it, they’re downright weak. ----------------------------------------------------------------------- Kammy Koopa HP: 7-10 Attack Power: 3 Defense Power: ? Notes: We can’t deduce much about Kammy Koopa because Mario doesn’t fight her. Yes, Twink and Peach fight her before Mario takes on Bowser. At first, Twink can do no damage. All he can do is use his attack, called “Dash,” to run into her. Then Kammy Koopa drops a giant block on Twink. Keep using Focus to power up Twink and keep attacking. After dealing ten damage in total, Kammy Koopa loses. She’s supposed to be Bowser’s advisor and chief Magikooapa, but she stinks! She can’t even beat Twink! She really improves in the sequel, though. I guess it’s because she and Jr. Troopa become magic-practicing buddies at the end of the game. In the sequel to this game, Kammy has 50 HP, 5 attack, and no defense. I bet she could take Twink with those stats... ----------------------------------------------------------------------- Kent C. Koopa HP: 70 Attack Power: 10 Defense Power: 6 Notes: Once just a normal Koopa residing peacefully in Koopa Village, Kent really ate his veggies. This guy, without this strategy, would be IMPOSSIBLE, without a doubt, to beat. Well, it would be possible, but you’d have to be armed with tons of healing items and it would be way too costly. First, you find Kent along Pleasant Path after beating the Lava Piranha. He’s huge and imposing, and he blocks the path completely. If you want to move on, you have to pay him 100 coins. The other way is to fight and beat him. Now, Kent C. Koopa can be flipped onto his back, which reduces his defense to zero momentarily, but it takes an action command jump to flip him. Plus, he can get up AND attack in the same turn. To beat him, you almost have to use one thing – status effects. Yes, use Lullaby to put the tyrant to sleep. From there, it should be easy. If that doesn’t work, use Kooper to make him dizzy with Dizzy Shell, or try using Sleepy Sheep. You need to disable him for a while if you have plans on winning this battle. You get lots of Star Points for winning, and Kolorado can go back home after you beat Kent. Of course, Kent runs off afterward, that big bully. ----------------------------------------------------------------------- Koopa Bros. HP: NA Attack Power: 4 Defense Power: 0 Notes: When fighting together, stacked on each other, they have a special spinning attack that does four damage to you, pretty good for the boss of Chapter 1. Use a hammer attack or Bombette’s Bomb to knock them down onto their backs, separated into B, G, R, and Y Ninjakoopa. Now you can beat them normally. When they are regain their composure (stand up), use a POW Block if you have it knock them all down, and then have Kooper use Power Shell. Continue to win. This rescues the first Star Spirit, and the Koopa Bros. fall into their own jail cell below. It’s as shame, because they were just so cool… ----------------------------------------------------------------------- Koopa Troopa HP: 4 Attack Power: 1 Defense Power: 1 Notes: Found along Pleasant Path and in Koopa Bros. Fortress, these are some of the oldest Mario enemies ever. Bowser is actually a Koopa, although he’s not a Koopa Troopa. In this game, Koopa Troopas are the first enemies to have defense. But, it can be taken away from them very easily. Jump on them and they are knocked onto their shells, which brings their defense to zero. Now you can jump, hammer, shell toss, and body slam on them all you want. They won’t be getting up anytime soon. It is one of the most basic, but effective, strategies in the game. ----------------------------------------------------------------------- Koopatrol HP: 8 Attack Power: 4 Defense Power: 3 Notes: Koopa + Patrol = Koopatrol. These are the armored sentries of Bowser’s Castle, and they are the elite guard of it, too. Wear the Spike Shield Badge so you can jump on their spiked helmets, and jump on them each turn to knock them down onto their backs. They will get back up on the next turn, though. Use Watt to break through their defenses and you’ll be able to easily beat them in a turn. However, they usually come in groups, and they can call in reinforcements. Also, although they rarely do, they can charge attacks. At this time, use Watt and Mario’s hammer to beat their charge, or use Outta Sight (Bow) to avoid it. ----------------------------------------------------------------------- Lakitu HP: 12 Attack Power: 3 Defense Power: 0 Notes: Lakitu are cloud-riding relatives of the Koopa. Some are friendly, like the cameraman from Super Mario 64, but others aren’t. In this game, you fight members of Team Lakitu, all of which are serving Huff N. Puff in Flower Fields. Because they throw Spiny Eggs to attack, some of which actually becoming Spinies you have to fight, let your partner, preferably Watt, focus on Spinies. Then, use Mario’s famous jump to beat these clowns. You won’t fight many of them, though. ----------------------------------------------------------------------- Lava Bubble HP: 9 Attack Power: 4 Defense Power: 0 Notes: Basically Podoboos from Super Mario 64, these are living fireballs living within Mt. Lavalava. I suggest you use the Ice Power Badge to jump on them, otherwise you’ll have to hammer them constantly. It also attacks your partner with a string of fireballs (which can be blocked completely with action command), which may decommission your partner for a few turns. Not hard at all if you use Ice Power. If you don’t, you have a lot of hammering ahead of yourself. Note that Kooper has a safe attack to use against them. ----------------------------------------------------------------------- Lava Bud HP: 8 Attack Power: 4 Defense Power: 0 Notes: These seriously jeopardize your survival when fighting the Lava Piranha. Both times you must take them out, start by using Star Storm. Then finish them with Sushie’s Tidal Wave attack. This will save you tons of HP, which is vital when facing the Lava Piranha. ----------------------------------------------------------------------- Lava Piranha HP: 40 Attack Power: 5 Defense Power: 0 Notes: This is a very hard boss, but it can be beaten. This is an excerpt from my guide. Truly, this is probably the hardest boss in the game if you don’t use the right strategies. Dodge Master HP Plus x 2 Power Plus x 2 Power Rush Close Call Ice Power Fire Shield All of its buds can attack at once. They seriously jeopardize your health, so take them out right away. See the above entry for details. With them gone, it’ll be easy for you to beat Lava Piranha quickly. After all, assuming you use the right characters, you can do tons of damage each turn – eight with just Mario alone. Right when you’ve won another easy battle, Lava Piranha’s buds fall into the lava, which revitalizes them. They’re back, they’re on fire, and they are tougher than ever. Actually, now it’s even easier to win. Sure, you’re weak, but you have a plus two attack power. Don’t waste time attacking the buds; they come back to life shortly after dying. He may be easier to hurt than before, but there is still the matter of survival. Use Sushie’s Squirt attack to hurt Lava Piranha (after being damaged greatly, it will not move for a while). The damage to the plant will be spectacular. Focus all your energy, all your FP, and all attacks to Lava Piranha, not the buds. It now takes the buds two turns to attack, which may buy you some time. Damage Lava Piranha nonstop and you can win in a three turns. Survive long enough and you’ll win. This time, though, the Lava Piranha falls forward, not into the lava, and it’s down for the count. It ----------------------------------------------------------------------- Lee HP: 20 Attack Power: 6 Defense Power: 0 Notes: The second member of the Dojo is a Duplighost named Lee. He can assume the form of any partner you have, taking on their attack and defense, which makes him very easy to beat. I recommend fighting him during Chapter 2, right after Chan. Normally, he has high attack, but he transforms into weak partners and is easy to beat. Keep attacking him, maybe even using Parakarry’s Shell Shot to finish him quickly, and he’ll be cake. ----------------------------------------------------------------------- M. Bush HP: 8 Attack Power: 3 Defense Power: 0 Notes: The pun with their name is “ambush,” by the way. While it’s not the strongest thing around, it may surprise you outside of battle. Under the guise of a regular bush, check it and it strikes. Sometimes you have to fight these. Anyways, their attacks can poison you, and they usually come in groups. Use multi-target attacks to finish them quickly (like Star Storm and Power Shell, or something similar). Three might not be so bad, but losing twelve HP and getting poisoned four times in a row is. ----------------------------------------------------------------------- Magikoopa HP: 8 Attack Power: 3 Defense Power: 0 Notes: When Twink went down to give Mario the Lucky Star in the Prologue, a Magikoopa followed it to become famous for defeating Mario himself. This isn’t a hard battle. You can now use action command, and it’s the perfect time to practice it. The battle is pretty linear; you can use a Jump, then a Headbonk, and so on. But, you can shorten the battle by getting the action command down, although you don’t need to if you want to beat this joker. ----------------------------------------------------------------------- Magikoopa HP: 11 Attack Power: 6 Defense Power: 0 Notes: As the most elite, and loyal, magicians of the Koopa Troop, Magikoopas are more powerful than all the other-colored ones. They can use all their spells – healing, attack/defense-raising, transparency, electricity – and their own. It’s a “mirror,” and it makes a duplicate of the Magikoopa (a fake one) to make you waste an attack on it. Take these out as soon as you see them (they’re only in Bowser’s Castle), because they can do wonders for their friends and horrors for you. Also, when isolated, they tend to run away. Usually, only one Magikoopa is present in a battle. Sometimes, though, you’ll face four. This can be disastrous, not only because of their spells but because of their high attack power. They only attack if they’re comfortable with their units (all healed, all high attack, etc.), but you should beat them before that happens. ----------------------------------------------------------------------- Medi Guy HP: 7 Attack Power: 1 Defense Power: 0 Notes: Although weaker than your average Shy Guy, these should be taken out first if present in battle. They heal their partners, which makes them very annoying if you don’t take them out or their partners out in one turn. If everyone is healed and raring to go, Medi Guys will attack you. Beat them on the first turn, always. ----------------------------------------------------------------------- Monstar HP: 20 Attack Power: 1 Defense Power: 0 Notes: Used as a method of scaring off Bowser’s forces from the sanctuary of Starborn Valley, Monstar is composed of a group of Star Kids combining their power to scare you off (they thought you’d come much later, and were still on guard). Of course, they are pathetically easy (they’re found in Shiver Snowfield), and their only attack looks like it will do massive damage, but it does only one. Beat them up with style and have fun with it. After all, you don’t face super-easy enemies in Chapter 7 every day, now do you? ----------------------------------------------------------------------- Monty Mole HP: 3 Attack Power: 2 Defense Power: 0 Notes: On Mt. Rugged, popping out of the walls and ground much like they do in Super Mario World, you’ll face these critters. Monty Moles attack by throwing rocks. They aren’t strong at all, even for Chapter 2, and can be taken out with teamwork between you and your partner. But, they’ll be back. Just you wait… ----------------------------------------------------------------------- Monty Mole HP: 12 Attack Power: 3 Defense Power: 0 Notes: The other type of Monty Mole lives in Flower Fields. You won’t face many – just four. They are eating at the roots of Petunia, the Seed Maniac, and you must beat them for the Magical Bean. Like their brethren, they are compulsive rock-throwers, and this is their only attack. It’s pretty weak, too. By that point, it shouldn’t be too difficult to beat them in one turn. Am I right? This time, I am. ----------------------------------------------------------------------- Paragloomba HP: 7 Attack Power: 2 Defense Power: 0 Notes: It’s a bird! It’s a plane! No, it’s just a flying Gloomba… In Mario games, the prefix para- is added to the names of enemies to name their flight forms. The only case I can think of where this isn’t true is the case of Wigglers and Flutters. The gloomy flying Gloomba of Toad Town Tunnels are exactly the same as their grounded cousins. However, they fly. Jump on them to knock them back down to the ground where they belong. ----------------------------------------------------------------------- Paragoomba HP: 2 Attack Power: 1 Defense Power: 0 Notes: Of course, these are beginner enemies that are there to teach you not to use hammer attacks against airborne enemies. Jump on them, once with Mario and once with Goombario, to beat them. Tada! ----------------------------------------------------------------------- Paratroopa HP: 4 Attack Power: 1 Defense Power: 1 Notes: Let me give you the 411 on these enemies (*giggles*). Koopa Paratroopas are found only in Pleasant Path, the screen before Koopa Bros. Fortress, although Parakarry is one of these. They can fly, and I guess they’re better than Koopa Troopas because you have to jump on them twice to get them onto their shells. Jump on them once and they lose their wings, again and they are flipped onto their backs as Koopa Troopas. From there, you have a variety of options because this reduces their defense to zero and makes it so that they cannot move for a few turns. ----------------------------------------------------------------------- Piranha Plant HP: 5 Attack Power: 3 Defense Power: 0 Notes: These are quite formidable enemies for Chapter 3. They are found in Forever Forest and often come in groups of four, or are mixed with Forest Fuzzies. If you have Spike Shield on, you can jump on them. However, hammer attacks are more desirable at that time, and Kooper’s Power Shell will prove useful, too. ----------------------------------------------------------------------- Pokey HP: 4 Attack Power: 2 Defense Power: 0 Notes: Use Kooper and the Hammer to take these out in one turn. Other partners are less effective because they cannot touch these living cacti. Avoid them as best you can, but it’s not the end of the world if you do have to fight them. Just look at their stats. ----------------------------------------------------------------------- Pokey Mummy HP: 4 Attack Power: 2 Defense Power: 0 Notes: Dried out Pokeys, which appear green (like they do in Super Mario Bros. 3), have the same stats at normal ones. However, these enemies can poison you. Use action command to guard against it, but beat them like you would a normal Pokey. ----------------------------------------------------------------------- Putrid Piranha HP: 12 Attack Power: 3 Defense Power: 0 Notes: Thriving on the noxious fumes of Mt. Lavalava, these are Piranha Plants with poisonous bites. You don’t fight too many of these, and they aren’t hard to beat, especially with the Ultra Hammer. There’s no real strategy here, though. Use action command to block against their poison and then whale on them. ----------------------------------------------------------------------- Pyro Guy HP: 7 Attack Power: 4 Defense Power: 0 Notes: As the first fire-based enemy you ever fight, it’s the first time you should put Ice Power to the test. Wear it to easily beat them; you’ll do eight damage in an action command jump. Kooper is the safest partner to use against them, although you rarely fight Pyro Guys alone (that is, without other Shy Guys to fight). ----------------------------------------------------------------------- R Magikoopa HP: 11 Attack Power: 3 Defense Power: 0 Notes: These Magikoopas can magically raise the attack of their comrades. This isn’t that bad, though. Defeat the enemies around this one and it will run when isolated. ----------------------------------------------------------------------- R Ninjakoopa HP: 5 Attack Power: 1 Defense Power: 1 Notes: Red is the leader of the Koopa Bros., but he is pathetic when separated from his brothers. He has one more HP than a normal Koopa Troopa, which means jump on him and then use Kooper’s Power Shell to hit them all. ----------------------------------------------------------------------- Red Goomba HP: 7 Attack Power: 1 Defense Power: 0 Notes: Only slightly stronger than its brother, Blue Goomba, Red Goomba is the older of the “notorious” Goomba Bros. First, while Mario is using two Power Jumps to beat Blue Goomba, let Goombario focus on this guy. When Mario has beaten Blue Goomba, Red Goomba will have five HP left. Now use all your attacks on him. It’ll be easy, trust me. The second time you fight him, he’s backed up by his master, the Goomba King. However, since you just beat him up, he has only 2 HP left. Finish him on the second turn of battle using Goombario and Mario’s attacks, right after finishing Blue Goomba. ----------------------------------------------------------------------- Ruff Puff HP: 10 Attack Power: 4 Defense Power: 0 Notes: Use aerial attacks to hurt it. Yep, that’s it. There’s nothing more to say, per se. Moving on, now… ----------------------------------------------------------------------- Shy Guy HP: 7 Attack Power: 2 Defense Power: 0 Notes: Called shy because they wear masks, Shy Guys are found in Shy Guy’s Toy Box in varying colors (traditionally red). As we saw in Luigi’s Mansion, they have dark faces and two narrow, bright yellow eyes beneath them. Anyways, they have two attack, but they also have an acrobatic move that can do three damage. Combined with Goombario, it shouldn’t be hard to take one out per turn, especially with dual jump attacks. ----------------------------------------------------------------------- Shy Squad HP: 15 Attack Power: 1 Defense Power: 0 Notes: This is the infantry unit you must face before fighting General Guy. It is composed of fifteen rather weak Shy Guys, but each Shy Guy can attack you once. Each time you do damage to them, more Shy Guys fall out, which lowers their attack power. To be unaffected by them completely, use Defend Plus. To lower their collective attack power to one, use Zap Tap. This will make only their first attack succeed, their next fourteen failing. ----------------------------------------------------------------------- Shy Stack HP: 10 Attack Power: 1 Defense Power: 0 Notes: There’s power in numbers, and that’s what these guys prove. As the third battalion of General Guy’s armies, Shy Stacks are four Shy Guys piled on each other, much like the Koopa Bros. way back when. If you use the Spin Hammer Badge, you can knock off Shy Guys to lower their attack strength. They do one point of damage for all Shy Guys in the group. They can be beaten quickly, though, and I wouldn’t worry about them. ----------------------------------------------------------------------- Sky Guy HP: 7 Attack Power: 3 Defense Power: 0 Notes: Not to be confused with Fly Guys from Super Mario 64, Sky Guys use balloons to float in mid-air. You can attack their balloons to make them regular Shy Guys, but it’s all quite pointless. Beat them in one turn with Goombario’s Headbonk and Mario’s jump, action commanded, of course. It is exclusive to Shy Guy’s Toy Box. ----------------------------------------------------------------------- Spear Guy HP: 7 Attack Power: 3 Defense Power: 0 Notes: The only type of Shy Guy found outside Shy Guy’s Toy Box, Spear Guys inhabit Jade Jungle on Lavalava Island. They can point their spear up or toward you, which determines how to attack them. If up, attack them with the Super Hammer. If pointing left, jump on them. They’re not very hard at all. ----------------------------------------------------------------------- Spike Top HP: 4 Attack Power: 3 Defense Power: 4 Notes: There are two good ways to beat them. First, Spike Tops are basically Buzzy Beetles with spikes on their shells, which prevent you from jumping them. Now, if you don’t have Spike Shield equipped, then you’re doomed. Use Star Storm to beat them, and immediately afterward equip Spike Shield. With it, you can flip them over, making them a piece of cake. When flipped, they have no defense to speak of. Also, since she can penetrate defense, this is the perfect job for Watt. ----------------------------------------------------------------------- Spike? HP: 50 Attack Power: 4 Defense Power: 0 Notes: Michael “Spike” Lakilester is the only partner you fight before joining your party. He’s pretty strong, too. Oddly, he loses attack power when he joins Mario… He isn’t hard, but Spike was ordered by Huff N. Puff to go rough you up. Just keep jumping on him to win. Use Smooch to recover HP if you must, but I doubt you’ll need to. ----------------------------------------------------------------------- Spiky Gloomba HP: 7 Attack Power: 3 Defense Power: 0 Notes: These are Gloombas with spiky hats. As a result, you can’t jump on them without the Spike Shield Badge. However, they aren’t so tough. Hammer them if you don’t wear the Spike Shield Badge, or just use Star Storm to end the whole ordeal, not that fighting them is difficult. ----------------------------------------------------------------------- Spiky Goomba HP: Attack Power: Defense Power: Notes: Goombas with spikes on their heads… Hammer them or jump on them if you have Spike Shield, although it’s too early in the game for that. ----------------------------------------------------------------------- Spiny HP: 5 Attack Power: 4 Defense Power: 3 Notes: Thrown down endlessly by Lakitus, these are relatives of the Koopa that somewhat resemble Spike Tops. If you have Spike Shield equipped, jump on them to flip them. They stay flipped for one turn only, though. If not, use Star Storm or Watt to beat them easily. ----------------------------------------------------------------------- Spy Guy HP: 7 Attack Power: 2 Defense Power: 0 Notes: It’s another member of the Shy Guy family. Spy Guys change weapons after every attack, but their worst one is their hammer. If they use it, they can disable Items, Jump, or Hammer. Beware facing multiple Spy Guys, as this can be lethal. Use Star Storm if you’re desperate, although they aren’t that hard. The key is to beat them quickly. ----------------------------------------------------------------------- Stilt Guy HP: 7 Attack Power: 4 Defense Power: 0 Notes: The second division of General Guy’s forces, Stilt Guys are two Shy Guys on stilts. How this gives them an advantage we will never know. Use a jump attack to make them drop their stilts and become normal Shy Guys. They should be the easiest division of General Guy’s army for you considering that they’re so weak. ----------------------------------------------------------------------- Stone Chomp HP: 4 Attack Power: 3 Defense Power: 1 Notes: Quite impressive for Chapter 2. Stone Chomps guard the Diamond, Lunar, and Pyramid Stones in Dry Dry Ruins. To beat them, use Parakarry’s Shell Shot (this will beat one of them). Otherwise, two action command hits from Mario’s Super Hammer will do the trick. Strangely enough, Stone Chomps aren’t as tough as normal ones. ----------------------------------------------------------------------- Super Blooper HP: 70 Attack Power: 5 Defense Power: 0 Notes: It can fly, it’s very strong, and it is super. However, this, which guards the pipe to Yoshi’s Village in Toad Town Tunnels, isn’t too tough. Save all your Star Energy for using Star Storm. Super Blooper attacks normally for a while. When it does, use Parakarry for Shell Shot (if he’s Ultra-Rank, but if not, use Goombario for Headbonk). During Mario’s turns, use Jump attacks. Sometimes, it will release Blooper Babies, which aren’t that tough. But, they will wear you down, and you’ll want to use Star Storm as soon as it releases them. Also, it has a temper, which is sort of like a charged attack. When it turns red with rage, switch to Bow and use Outta Sight to shield yourself. In this way, you can outlast Super Blooper. It’s worth it, as you’ll be able to access Yoshi’s Village easily. Besides, you need to go down that path for the Ultra Boots later on in the game anyways. ----------------------------------------------------------------------- Swooper HP: 4 Attack Power: 2 Defense Power: 0 Notes: You fight these enemies only once in one room. In Dry Dry Ruins, you battle Swoopers in the room with the three Pokey Mummies you have to defeat for a Ruins Key. It’s the room with the Artifact in it. Swoopers are like airborne Fuzzies. They swoop down, suck out two HP, at it to their own, and get back on the ceiling where they can’t be hit by hammer or jump. Only one partner of yours can save you now, and that’s Parakarry. Let him hit the Swoopers, causing them to fall to mid-air in jumping range. Do this and you can beat them in one turn. ----------------------------------------------------------------------- Swoopula HP: 8 Attack Power: 2 Defense Power: 0 Notes: These enemies are found in Crystal Palace, and they are relatives of Swoopers. As such, these bats swoop down and suck away two of your HP. They are on the ceiling, which makes them impossible to hit with the Hammer or Jump. However, if you’re wearing Zap Tap, you’re also impossible to hit. Swoopulas must cling onto you to suck away your Heart Points, and they won’t be able to if you have Zap Tap on. Use Parakarry, Bow, Watt, or Lakilester to further hurt them, which brings them to mid-air (just in reach of your jump). They’re refreshingly easy if you wear Zap Tap. ----------------------------------------------------------------------- The Master HP: 50 Attack Power: 6 Defense Power: 0 Notes: The Master of the Dojo comes in three forms. His first is his easiest, and can be beaten after rescuing the second Star Spirit. Despite his high stats, we can beat him that early. The below except from my guide shows exactly how I beat him. The badge list tells you what to equip, and it takes nine BP to use. Dodge Master HP Plus Zap Tap That’s not very many badges, but it is still very effective for this battle. And, if you notice, I think The Master’s face is on the Dodge Master Badge. Now, every turn you must hit The Master with a charged Super Hammer attack, doing four damage. Then use Parakarry’s Shell Shot to do six damage. Your FP must be at least 15 for this strategy to work. Now, each time The Master attacks, he’ll lose one HP. This lets you do eleven damage in one turn, while he does only six. If you find yourself in a risky position because you missed a Shell Shot, then quickly use a Super Shroom to buy yourself time. You’ll win by the skin of your teeth, but you will beat The Master. You receive the Third-Degree Card for winning. -----------------------------------------------------------------------
The Master
HP: 75
Attack Power: 8
Defense Power: 0
Notes: This time, The Master will use half his strength. He transforms
at the beginning of battle to a golden outfit. I beat him at the end
of Chapter 4, but you can wait for as long as you’d like.
HP Plus
Power Plus x 2
Power Rush
Close Call
Zap Tap
Of course, the above list shows what Badges you should have for this
strategy to work. I recommend this strategy over my other Power Bounce
strategy.. Now, use Parakarry as your partner. Assuming he is Super-
Rank, you’ll do six damage with one Shell Shot. Now, use Mario’s jump
with action command to do eight more damage. The Master also loses one
damage when he attacks due to Zap Tap, meaning that you do fifteen
damage to him per turn. Do this for six turns and you’ll beat him. To
survive that long, have some Super Shrooms and Maple Syrups in waiting,
or Repel Gel. Good luck. By beating him, you get the Fourth-Degree
Card.
-----------------------------------------------------------------------
The Master
HP: 99
Attack Power: 10
Defense Power: 1
Notes: Sure, his stats look menacing, but they’re not that bad. Fight
him after getting the Ultra Boots. I assume you have 30 BP.
Dodge Master
HP Plus
Power Plus x 2
All or Nothing
Power Rush
Close Call
Pretty Lucky
Zap Tap
That’s how we spent our BP. It is designed to be unstoppable, but
you’ll still have to work for this win. First, consider your pure
offense. Pull off an attack (a jump of course, as it can do more
damage than a hammer attack) and you do ten damage to The Master. The
whole time, have Watt as your partner. She is the only character in
the game who can penetrate defense, and he can do five damage each
time. Add Zap Tap to the mix and you do sixteen damage per turn.
Plus, he might occasionally miss you! But, The Master is no wimp.
This time around he has 99 HP, 10 attack, and one defense. However,
Zap Tap serves another hidden effect that greatly helps you. Normally,
The Master can use action command moves that do up to 18 damage in one
hit. With Zap Tap, he’ll be stopped on his first attack, making it a
wimpy 5-damage hit. And, if you should happen to run low on HP, save
Star Energy to use Smooch, recovering 20 HP. You can use it twice now
that you have six Star Spirits, which should be more than enough to
hold you over until you beat The Master. The battle has become
unbelievably easy. You’ll beat him in no time. You just have to be
smart and know when to heal. I think you’ll find The Master is
refreshingly easy this time around. I finish with 20 + HP. Of course,
you get no Star Points, but you do get the Diploma. It is proof that
you are the strongest in the Dojo. You can thank your badges that you
won, though, especially Zap Tap. Now run around and announce your
power. Do it!
-----------------------------------------------------------------------
Tubba Blubba
HP: 10
Attack Power: 4
Defense Power: ?
Notes: If you wake Tubba up or get caught while in his castle, you’ll
fight him. His defense is infinitely high, and he cannot, I repeat,
CANNOT be beaten. Just run away from battle.
-----------------------------------------------------------------------
Tubba Blubba
HP: 10
Attack Power: 4
Defense Power: 0
Notes: With his secret exploited, Tubba Blubba is no longer invincible.
In fact, he’s quite weak. Use Bow’s Smack and then let Mario whack it
once or twice. You’ll beat it on the second turn, at least.
Afterward, Tubba Blubba goes good. He’s my role model.
-----------------------------------------------------------------------
Tubba’s Heart
HP: 50
Attack Power: 6
Defense Power: 0
Notes: It’s The Master, only it’s not! Tubba’s Heart is the ruining
secret of Tubba Blubba; Bowser removed it and hid it in Windy Mill to
keep Tubba Blubba’s body invincible. Why didn’t he just make him
invincible? Probably so that there wouldn’t be anyone who could
compete with him. Tubba’s Heart is very easy to beat. It has good
music, but terrible attacks. It will bounce at you and hit you every
turn or so, but it occasionally charges an attack that can devastate
you. To avoid it, use Bow’s Outta Sight to hide from it. In this way,
you’ll be able to beat it in no time at all.
-----------------------------------------------------------------------
Tuff Puff
HP: 1
Attack Power: 2
Defense Power: 0
Notes: What wimps! No, but seriously, respect these enemies. Every
time you damage Huff N. Puff, these come out. And, whenever he feels
like it, Huff N. Puff can absorb Tuff Puffs to restore his HP, two
points of HP per Tuff Puff. So, it would seem that Huff N. Puff is
invincible. As a result, use Lakilester’s Spiny Surge to defeat Tuff
Puffs right after they come out. If you let them linger, Tuff Puffs
can attack you. When they do (use Zap Tap to prevent them from
attacking), press A as fast as you can to reduce the damage they do.
-----------------------------------------------------------------------
Tutankoopa
HP: 30
Attack Power: 3
Defense Power: 0
Notes: It is Tutankoopa, remorseless king of the sands! The boss of
Dry Dry Ruins is pretty tough for Chapter 2, but he’s not too bad.
There are two possible strategies. First, stock up on Thunder Bolts
(five coins apiece from Little Mouser’s Shop of Dry Dry Outpost). For
each of Mario’s turns, use one on Tutankoopa to deal him five damage.
Use Parakarry’s turn to Shell Shot him. Occasionally, Tutankoopa
summons a Chomp. At this time, either use Shell Shot or a Thunder Bolt
to beat it. Then continue. Tutankoopa uses magic attacks to drops
shells on you and the like. Eventually, he’ll hit himself with a magic
attack, dropping him to the ground. Now you can use the Hammer to hit
him for a while. If you don’t have deep pockets, you can just use
Jump. It’ll take longer, but it’s to the same end. Just be sure to
beat the Chomp as soon as it appears. It can be damaging.
-----------------------------------------------------------------------
W Magikoopa
HP: 11
Attack Power: 3
Defense Power: 0
Notes: These Koopa magicians are the medics of Bowser’s army; they
rejuvenate their partners with magic. They can either heal one partner
by five HP or all of them by three. For this reason, it pays to beat
this guy first. They rarely attack because there’s so much healing to
do, and they run when isolated. Their stats aren’t impressive, but
their powers are. Beat them quick or you’ll be sorry.
-----------------------------------------------------------------------
White Clubba
HP: 12
Attack Power: 5
Defense Power: 0
Notes: For an unknown reason, some Clubba from Gusty Gulch migrated
north to Shiver Mountain and Crystal Palace, becoming white with the
arctic temperature to blend in with the snow. They won’t be sleeping,
and they are stronger than their green counterparts. They can wear you
down by number, but they aren’t tough individually. If you’re looking
for a quick finish, use Star Storm and Power Bomb, assuming Bombette is
Ultra-Rank or you have quick fingers.
-----------------------------------------------------------------------
Y Magikoopa
HP: 11
Attack Power: 3
Defense Power: 0
Notes: Appropriately colored yellow, these magicians electrically
charge their partners. This is a medium power; it doesn’t hurt you
that badly, but it isn’t a light breeze. Beat these first and things
go smoothly. If not, use Kooper to hit the electric enemies. His
shell is so durable and non-conductive/fireproof.
-----------------------------------------------------------------------
Y Ninjakoopa
HP: 5
Attack Power: 1
Defense Power: 1
Notes: A member of the Koopa Bros., this is the yellow Koopa Brother.
Jump on it to flip it over and then beat it like you would a normal
Koopa Troopa. After all, it has only one HP more than a normal one.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
And those are all the enemies you’ll ever face in the course of playing
Paper Mario. Some enemies are optional, and most can be skipped. May
it serve you well. Also, if I may roughly quote one enemy, I think it
would be fitting.
“Your strength is great for one clothed like a plumber.”
=======================================================================
===============================Secrets*================================
=======================================================================
Here are just a few secret things that I left out of the rest of the
guide. You know - the fun Easter eggs and that sort of thing. Here’s
my list.
+---------------------+
| Luigi’s Diary |
+---------------------+
The main source of insults for Luigi is this. Once you have the Super
Boots, go to his room and spin jump in front of the wardrobe to bust
through the floor to his secret basement. It is here that he writes in
his diary. There are ten pages, and I think I’ll sum them up for you
here.
In the first page, Luigi complains that he didn’t get to go on an
adventure. He remembers the carefree days of partying, golfing, and
playing tennis (references to Mario Party, Mario Golf, and Mario
Tennis). In the second page, Luigi heard a ghost (Bootler) appeared in
Toad Town, and he expressed fear for it. In the third page, a Shy Guy
was in Luigi’s bed asleep. He tried to catch it, but it was too fast.
He hears they’re from Shy Guy’s Toy Box, and he wonders if they have a
Nintendo 64.
In page 4, Goombario’s family visited and gave him a Goomnut to give
Mario. But, Luigi ate it! He wonders if Mario will notice his plus 3
FP. In the fifth page, Luigi hears that Mario went to Lavalava Island
on a tuna. Luigi finds this unfair, as he also wants to ride a tuna.
In the sixth page, he hears that Mario rescued Yoshi kids on the
island. He says, and I quote, “I bet Yoshi kids are just about the
cutest things around.” He admits that’s he’s jealous that his brother
got to see them.
In the seventh page, Luigi heard a rumor that HE actually has a lot of
fans. He wants to live up to their expectations and star in an
adventure, with his name in the title (reference to Luigi’s Mansion, a
Game Cube game that came out a few months after Paper Mario was made).
But, it’ll never happen. In the eighth page, Luigi hears that a door
to Flower Fields appeared. He thinks that the flower spirits’ souls
are as beautiful as the prettiest flowers.
In the ninth page, Luigi hears about the scarf-and-bucket prophecy to
open the way to Crystal Palace. It makes no sense to him. Besides,
wouldn’t a scarf melt a snowman? In the last page, Luigi got stuck in
the trapdoor when entering his room. Is he putting on weight, or just
using it too much? That’s the end of the diary, and boy was it good.
+-----------------+
| NES Mario |
+-----------------+
In Boo’s Mansion, enter the right door on the first floor and jump into
the left cauldron using the crate. Out comes 8-bit Mario from the NES
days! Neat-o! To change back, exit the room or jump back in. This
can only be done once.
+------------------+
| Chet Rippo |
+------------------+
In Toad Town, right of Harry’s Shop, is a mysterious duck-billed (he
looks that way, anyways) creature by the name of Chet Rippo (cheat rip-
off). He offers to upgrade any stat of your choice at the price of 39
coins. And, he does. However, he upgrades one stat at the expense of
another. Your HP might rise by five but your FP might fall by five.
Be ready, and save, before you ever purchase a service from him.
+--------------------+
| The Playroom |
+--------------------+
By doing Koopa Koot favors, he gives you a Silver Credit and a Gold
Credit on separate occasions. These credits can be used to play games
at the Toad Town Playplace, as he calls it, but it’s actually the
Playroom. The second game is better than the first in terms of getting
coins, but it matters not. In the first, you can choose the 5, 7, or
9-Block Challenge. Eleven blocks appear and you must hit the specified
number. Each block is worth either one, five, or five times your
current coin number. That is, the third one multiplies your current
coins by five, while the first two just add that amount to your count.
The other type shows Bowser, and it ends the game. In the second game,
you’re timed as you have to hit blocks. You must hit the blocks with
your hammer to find ten Peach Panels, but there are other panels meant
to slow you down. When you find them all, multiply ten by the number
of seconds left on the clock to figure out how many coins you get.
+----------------------+
| Li’l Oink Farm |
+----------------------+
By the Toad Town Station, there’s a pen where Li’l Oinks, timid
creatures that resemble pigs, can roam. Hit the bar on the nearby
structure to make an egg come out. Whack them with your hammer and a
Li’l Oink of a particular color comes out. You can add more to the
group, but no more than ten can be in at one time. When the eleventh
enters, the first leaves. Each time one leaves, they leave behind an
item corresponding to their color. In this way, it is possible to get
some very rare and expensive items, as well as others that aren’t so
cheap. However, if you ever enter the pen, all the Li’l Oinks
currently there run away. Make sure that item’s worth it.
---------------------------------------------
Li’l Oink Item
---------------------------------------------
Black Dried Shroom
Flower Maple Syrup
Gold Ultra Shroom
Pink Fire Flower
Question Mark Repel Gel
Silver Jammin’ Jelly
Shroom Life Shroom
Star Shooting Star
Tiger Thunder Rage
White Super Shroom
---------------------------------------------
+-------------------------+
| The Game Overview |
+-------------------------+
To see how you’re doing in the game, you can always check the green
board in your house. There, you can see how many badges, Star Pieces,
Chuck Quizmo questions, Power Bounces, recipes, etc. that you’ve
gotten. I wonder who writes that… Is Luigi spying on you?
Those are all of the notable secrets in the game, although the others
can be found in Section 3. Now to the FAQ!
=======================================================================
=================================FAQ*==================================
=======================================================================
For those unaware of it, FAQ in an acronym standing for “Frequently
Asked Questions.” I post here questions that are asked often that,
quite frankly, I don’t want to have to answer. It’s very annoying
getting the same question sent to you ten times a day (I’m not making
this up; this has happened to me before). I usually answer e-mail
within a day or so of it being sent, maybe less but rarely longer. Now
let the interrogation commence!
Question: How long did it take you to write this?
Answer: Why do you care? Well, I started on March 12, 2005, and I
finished for the first time on March 24, 2006, err, 2005. So, it took
me twelve days. I usually don’t take this long, but this is a pretty
long guide. Plus, updates have since expanded the guide.
Question: Okay, I was reading your enemy section and I read that Anti
Guy can be bought off with Lemon Candy. I died over and over against
him! Why wasn’t that in the Chapter 4 section?
Answer: Because Anti Guy is a strong enemy, and not all Shy Guys give
that kind of experience. Star Points are precious in Paper Mario, and
he gives in bulk.
Question: Where can I find this Rip Cheato I hear so much about?
Answer: Look in the section entitled “Toad Town Tunnels.” It was made
especially for that purpose.
Question: How do I beat [insert name of section/boss/place here]?
Answer: Ahem, use the guide. That’s why it’s there.
Question: Wait a sec, you mentioned “Toad Town Tunnels,” something
about using the pipes there for a shortcut…
Answer: Oh, I pity you. Toad Town Tunnels has shortcut pipes in it to
all far-off towns. Man, how inconvenient it would be to go through
Forever Forest and Dry Dry Desert every time you wanted to go
somewhere.
Question: Do I have to get the badges?
Answer: Badges are completely optional. You don’t actually need any of
them, but they are extremely useful. Some of the toughest enemies can
be reduced to nothing with badges. Sure, you don’t have to get all of
them, but most of them will help you.
Question: How can I see which recipes I’ve already done?
Answer: Quite simply, you can’t. I suggest you keep a checklist of
which ones you have done to be sure that you don’t waste time and money
repeating them. The same goes for Star Pieces; there’s no way to tell
which ones you’ve already gotten.
Question: Do I have to help Koopa Koot?
Answer: No, only if you want his Star Pieces (15 of them).
Question: I like to cross-examine people about their videogame
knowledge (okay, I added that part in). How would you compare the
partners in the three Mario RPG games?
Answer: Most of the partners in the sequel to this game are based on
partners from this Paper Mario. Of course, some partners in this game
are unique, but others aren’t. And, most partners in this game cannot
be traced back to one of the Super Mario RPG partners. If I had to
draw any lines of comparison there, Mallow is most like Goombario
(because he can find out people’s HP), and he’s somewhat like Watt (he
uses electrical attacks). Geno and Bowser are unlike all the new
partners. Peach is most like Bow in that they both have Smack attacks,
and that they can help Mario out in dodging/healing damage. As for
Paper Mario: The Thousand-Year Door, my chart below shows what I think.
+------------------------------------+
| Goombario -> Goombella |
| Kooper -> Koops |
| Bombette -> Admiral Bobbery |
| Parakarry -> Yoshi |
| Bow -> Vivian |
| Watt -> Ms. Mowz |
| Sushie -> Nobody |
| Spike -> Flurrie |
+------------------------------------+
Now, Watt is like Ms. Mowz because both help you find treasure. Spike
is barely like Flurrie at all, but both have the cursor first attack
and a dodgy move for Mario. Sushie is really unlike any of the
partners. That’s it.
Question: Is this game good?
Answer: You’re joking, right? Of course! I made my feelings on this
matter clear in the introduction. This game is beyond compare in the
RPG world, except to its prequel and sequel. Seriously, this game is
absolutely peerless in its genre. It combines good writing with lots
of side quests, options, and graphic charms, so much so that I was
willing to make this guide this long for it. Personally, I like the
sequel more than this game, but this was a step-up from Super Mario
RPG, which was also superb. However, the problem with this game and
Super Mario RPG were simple ones – they were released very late in the
lifespan of their systems. As a result, they did not achieve as much
acclaim as they might have if they were released earlier when the
system was being hyped up, but it doesn’t make any difference if you’ve
played it. Compare the graphics and maybe they are a bit rough around
the edges (ha, it’s paper!), but, they are still quite good and no one
was trying to make them great (it was meant to look like paper). So,
to answer your question, yes, it is.
Question: How do I deliver Letters?
Answer: First, have the Letter. Then get out Parakarry and talk to the
recipient. It will work out from there.
Question: What other games have you written walkthroughs for?
Answer: This is my twenty-sixth guide. I’ve come quite a ways in
writing guides since I first started (for proof, just read my Sonic the
Hedgehog guide... yikes). There's one for The Legend of Zelda: Four
Swords Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2
and 1, Sonic Heroes, Mario Kart: Double Dash, The Legend of Zelda:
Ocarina of Time, The Legend of Zelda: Ocarina of Time/Master Quest, The
Legend of Zelda: The Wind Waker, Super Smash Bros. Melee, The Legend of
Zelda: The Adventure of Link, Paper Mario: The Thousand-Year Door, The
Legend of Zelda, Super Mario 64, Super Mario 64 DS, The Legend of
Zelda: Majora's Mask, Sonic Adventure 2 Battle, Luigi's Mansion, Super
Mario Sunshine, The Legend of Zelda: The Minish Cap, The Legend of
Zelda: A Link to the Past, The Legend of Zelda: Link's Awakening, The
Legend of Zelda: Link's Awakening DX, Mario Power Tennis, Mario Party
6, and you’re reading my latest one for Paper Mario. Yep, I spent my
spare time writing guides for videogames. I know what you’re
thinking... For an up-to-date list of games I’ve written for, use the
below address:
http://www.gamefaqs.com/features/recognition/46879.html
Question: How can I contact you?
Answer: By e-mail only. I do not accept IM’s anymore at all. My e-
mail is listed at the top of this guide. Say Paper Mario (64 would
help, too) and I’ll know which game you need help on. And, please,
read all my FAQ before that. Don’t send me Spam, chain letters, or
“tags,” which are essentially the same thing. I have never sent chain
letters once in my life, and I’ve never once seen bloody Mary appear in
my mirror and slay me with a dagger. Don’t ask me for personal
information because I won’t answer that, either. My e-mail is not
given for your social hour but for helping you with this game. And,
please read all the sections about your question before asking me.
Last, don’t ask me about games I don’t have guides for. Seriously,
people ask me once a week what I think of a game I’ve never even
played. And please don’t send me additions to the guide. I do not
write incomplete guides, and I move on after writing each one. I
might, and that’s a big might, include your tip, but I usually don’t.
I just don’t have time to keep updating them. Follow these guidelines
to get the most info out of me as possible.
Question: Can I use your guide on my site?
Answer: NOOO! No, no, no, no, no, and never! Stop asking. Read my
legal section for details. Sorry, but it’s just to inconvenient for me
to let everyone and their brother host my guides.
And those are the questions! Now, onto the real gem of the guide, the
legal section. Mm, that’s good.
-----------------------------------------------------------------------
_________________________________________________________________
/ \
/ \
||----------------------------Section 4*-----------------------------||
\ /
\_________________________________________________________________/
=======================================================================
====================Credits and Legal Information*=====================
=======================================================================
Honestly, I despise making this section. I am copying all of this,
except for the last paragraph, from another guide.
Reading legal sections is about as fun as watching a foreign-language
film about the making of boxes in black and white. First, though, the
credits. Yes, I know that everybody is dying to know who helped me
write this. Let's get started, shall we?
+---------------+
| Credits |
+---------------+
First, I'd like to thank myself for writing the guide, playing the
game, and for posting it. The man! The myth! The legend!
Second, a big round of applause for Nintendo. They made Mario and this
game, and this guide wouldn't be around without them.
Third, let's all thank GameFaqs, the great site that is the only place
where you can find my guides. Without them, you wouldn't be reading
this.
Recently, some more people have helped me out. Here's a list of who
they are and what they did.
- karasiatsu, who sent in an attack of Huff N. Puff’s that deserved
mention in the guide (one-turn lightning).
- gameloveh, who sent in a correction in which I said “Mario” instead
of “Bowser.” Ah, the confusion I cause...
- Rory O’Kane, who sent in the fantastic map for Dry Dry Desert that
you see today (before, it was considerably worse).
- kyogre505, for sending in a tip regarding the Goomba King.
- spacepope4u, a contributor here on GameFaqs. I learned much from his
awesome Mario Series Character Guide, and some of that information went
into this guide in various places. I highly recommend reading through
it to any Mario fan. It’s simply the best listing of Mario characters
on the Internet.
That's it for now, but I'm sure that list will grow. Now for the legal
section. If you're really obsessed with my guides, you'll know which
one I copied the legal boilerplates out of.
+---------------------+
| Legal Section |
+---------------------+
First of all, I take no credit for the creation, distribution,
production, idealizing, or in any way making this game. That honor
goes to Nintendo, not me, and I do not deny this.
Second, this document is Copyright 2005-2006 Brian McPhee.
Third, this may not be reproduced in part of in full under any
circumstances except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.
To phrase that first item legally, all trademarks and copyrights
contained in this document are owned by their respective trademark and
copyright holders.
To make it clear for those of you who might having problems absorbing
information, no one but the website GameFaqs may use my guides on their
sites, books, magazines, etc.
Well, I’m back. That was one of the best legal sections yet. It
brings a tear to my eye, really. But seriously, folks, I’ve had a
blast making this guide. After all, what else what I do with my
downtime? I know one thing, though, and that’s that I’ll be back at it
in no time flat. So, for now, I’ll need to make my great escape. And,
to Houdini out of here, I’ll use my secret weapon, my ultimate catch
phrase, my great good-bye saying that has withstood the test of time!
Gasp! Adios. No, but seriously, that wasn’t it. I’m talking about my
classic. Okay, drum roll please… Here it comes!
See ya later.