Paper Mario Walkthrough/FAQ by Ben Cartledge ``````_______`````````___````````_______`````__________``_______ ``````|```_``\_``````/```\```````|```_``\_```|`````````|`|```_``\_ ``````|``|`\```\````/``_``\``````|``|`\```\``|```______|`|``|`\```\ ``````|``|``|```|``|``/`\``|`````|``|``|```|`|``|______``|``|``|```| ``````|``|--/`_/```/`|---|`\`````|``|--/`_/``|`````````|`|``|--/`_/ ``````|```___/````/``_____``\````|```___/````|```______|`|`````_/ ``````|``|```````/``/`````\``\```|``|````````|``|______``|`````\__ ``````|``|``````/``/```````\``\``|``|````````|`````````|`|``|\__``\ ``````|__|`````/__/`````````\__\`|__|````````|_________|`|__|```\__\ ```````__````__```````````````___````````_______`````___``````_______ ``````/``\``/``\`````````````/```\```````|```_``\_```|``|````/```````\ `````/````\/````\```````````/``_``\``````|``|`\```\``|``|```/``/---\``\ ````|````````````|`````````|``/`\``|`````|``|``|``|``|``|``/``/`````\``\ ````/``/\````/\``\`````````/`|---|`\`````|``|--/`_/``|``|`|``|```````|``| ```/``/``\``/``\``\```````/``_____``\````|`````_/````|``|`|``|```````|``| ``/``/````\/````\``\`````/``/`````\``\```|`````\__```|``|``\``\`````/``/ `/``/````````````\``\```/``/```````\``\``|``|\__``\``|``|```\``\---/``/ /__/``````````````\__\`/__/`````````\__\`|__|```\__\`|__|````\_______/ Paper Mario walkthrough for Nintendo 64 Guide created by Ben Cartledge (ben.catledge@btinternet.com) Last updated 10/24/02 ------------------------------------------------------------------------ **INTRODUCTION** ------------------------------------------------------------------------ After a long break from his last adventure (Super Mario 64), Mario is on his next quest. This time, he has to retrieve the Star Rod, which Bowser Stole from Star Haven. The Star Rod has the power to grant wishes, and it was guarded by the seven revered Seven Star Spirits. Bowser has imprisoned the Star Spirits in different areas of the Mushroom Kingdom. When they are all freed, they can help Mario defeat Bowser. ------------------------------------------------------------------------ **WALKTHROUGH** ------------------------------------------------------------------------ ========================= INTRO ========================= Mail call! The game begins with the Mario Bros. receiving a letter. Luigi reads it to Mario, and it seems that Princess Peach has invited them both to a party at her castle. Mario and Luigi both make their way to the castle, and upon entering the main hall, you take control. You can speak to the guests, but nothing is gained in doing so. Make your way up the stairs and through the double doors into the second hall. Make your way up to the second set of double doors, and pass through them. Head to the end of the corridor you enter, and enter one last set of doors. You'll find yourself in a large hallway with windows. Run a little to the right and you'll meet up with Princess Peach. After a bit of brief chat, the castle begins to shake uncontrollably. After the trembling subsides, Peach notices a night sky outside, even though it's still daytime. All of a sudden, Bowser smashes through the nearby window with his assistant Kammy Koopa. He explains that Peach's castle is now sitting on top of his castle, which has been lifted into orbit. After the obligatory bad guy laughing and taunting, Mario enters battle with Bowser. At this point, Mario is capable of nothing but jumping, which does a meagre 1 hit point (referred to hereafter as HP) damage a turn. At first Bowser seems equally weak, with his swipe inflicting the same amount of damage, but after a few exchanges of attacks, Bowser presents the Star Rod, which he stole from Star Haven. He uses it's power to increase his strength. He then performs a swipe which inflicts 3 HP damage, putting Mario in the HP danger zone. Mario's next attack inflicts no damage at all to Bowser, as he's too strong with the power of the Star Rod. Bowser and Mario then repeat the same attacks, with the same results, before Bowser decides to end the battle. He knocks Mario unconscious with a Fire Blast, inflicting 10 HP, which is simply overkill. Mario falls to the ground, and Bowser knocks him out of the window he shattered earlier, sending Mario plummeting all the way back to Earth. Things don't look so good. ========================= PROLOGUE: A PLEA FROM THE STARS ========================= Mario lies unconscious in a forest-like area. Seven Star Spirits appear over him and give him a bit ao strength to help him recover after stating that he's the only one who can help them. They quickly disappear, and shortly after, a young girl Goomba appears, investigating the noise she heard (made by Mario landing after his fall). She spots Mario unconscious and runs to her family for their help. We then see Mario sleeping in a Toad House. A Star Spirit, named Eldstar, appears and tells him to come to Shooting Star Summit. Mario then finally wakes up, and a Toad walks in. Toad tells Mario he's been asleep for days, and that he's in Goomba Village, inhabited by a single family of Goombas. The Goombas carried Mario to the inn to help him. When Mario tells Toad about the Star Spirit, Toad says he saw nothing, and perhaps it was a dream. After the chat with Toad has ended, you regain control of Mario. Leave the Toad House and you'll see the residents of Goomba Village. Speak to the Goomba near the gate to the east (Goompapa), and he'll tell you that the gate is broke, and he's currently fixing it. You can speak to the other members of the Goomba family, but only one necessary is Goompa, (the Grandfather of the family), who's found on the veranda behind the large house. You'll have to pass through the house to reach it. After you've spoke to him, return to the main outside area, and Goombario, (the son of the family) will tell you that his dad has finished fixing the gate. Speak to him, and after a brief talk, Mario get set to leave. But suddenly, Kammy Koopa appears and after taunting Mario, drops a yellow block onto the gate, blocking the exit. She then flies away, laughing. The Goomba father says that the block could possibly be broken using A hammer, which is currently being used by Goompa to fix the veranda. Pass through the house again, and when Mario opens the back door and steps outside, the veranda is missing. Mario falls down the cliffside and lands next to the shattered remains of it. Looks like Goompa didn't do a very good job at fixing it. Oh well. Goompa is standing close by, a little phased, but alright. The way back to Goomba Village is blocked by a yellow block, and Goompa lost his hammer in the fall, so you both need to look for it. Head west. You'll find yourself in a grassy area with a lot of trees and bushes. Shake the bushes by standing next to them and pressing A. You'll find the hammer in the bush in far west. Use it by pressing B. Search the rest of the bushes, and use the hammer to break the brick blocks to find coins. While you're here, use the hammer on the tree in the north-east and grab the doll that falls out. When you're done here, head back the way you came, and you'll come across the local bully, Jr. Troopa. Jr. Troopa will then challenge you to your first real battle (the one with Bowser doesn't count as it's impossible to win, and more of a story element than anything). Mario is still pretty weak at this point, but you'll have no problems beating Jr. Troopa at all. Just repeatedly use the Jump or Hammer attack. You'll enter the HP Danger Zone, but you'll win with no trouble. Jr. Troopa will throw a tantrum and promise that you'll see him again, before running away. Head back east and use the hammer to break the yellow block blocking your way, next to the shattered veranda. Use the hammer on the tree next to it to obtain a Mushroom. Jump and hit the Heart Block to completey restore your HP. These blocks also completely restore your Flower Points (referred to hereafter as FP), but you haven't used any FP yet, so that's not a concern. Jump on the spring to the north of the path to reach a platform with a Fire Flower, and then jump back down and head east. In the next area, there are enemy Goombas walking about. If you come into contact with one, be it by attacking them, them attacking you, or accidentally touching one (that doesn't count as them attacking you), a battle will begin. It's recommended that you battle all/most of the enemies you come across, to gain Star Points and increase your level. Always try to start the battle by attacking them, as this inflicts damage to them before you even start fighting (Be careful to not to attack the spiked Goombas by jumping on them though; use your hammer instead). Head along the bath until you see a cliff leading back west. Jump up and follow it to get a Star Piece. Jump back down and head west again, to get back to Goomba Village. There's a locked gate in your way, which you couldn't pass through before, but Goompa will unlock it for you. You and Goompa will meet up with Goombario and Goombaria (the daughter of the family; the girl who found you unconscious). Goompa says he has something to give you, and heads into the house to fetch it. If you picked up the doll earlier, Goombario will tell you that it's Goombaria's, and she lost it. Give it back to her, and you'll recieve a Star Piece. Goombario will then start telling Mario how much he admires him, before Goompa returns, and gives you a Power Jump Badge. Goompa will then tell Mario to keep the hammer to help him on his adventure. Goombario starts telling Mario how lucky he is to go on an adventure, and then Goompa suggests Goombario tagging along to help. Goombario jumps at the chance, and he joins your party. Put the Badge Goompa gave you on (you can remove it later if you want to wear a different one, but since this is the only one you have now, it makes sense to use it) before leaving. If you need to top up your HP, enter the Toad House and have a quick nap. The break the yellow block that Kammy Koopa dropped, and head east. There are more enemies along this path, so be careful. Now that you have a second party member, you can attack twice in your turn. One attack from Mario, and one from Goombario (or another party member, later in the game). It's recommended that you use Goombario's Tattle ability on every new enemy you meet (though there are exceptions). It gives you a description of that enemy, it's attack and defense stats, and tips on how to beat it. It's greatest use however, is that it shows an HP bar below that enemy, and any enemy of that type from that point on in the game, so you can keep track of how much HP they have left when you're fighting them. So, if you use Tattle on a Goomba to make it's HP bar appear (Goomba's have 2 HP), and you come across another Goomba later, it will have an HP bar below it. Continue east until you find a red block with a question mark on it. Jump up and claim the Close Call Badge, which sometimes makes enemies attacks miss when Mario is in the HP Danger Zone. Get a Mushroom from the sign closeby, and continue east. Hit the Heart Block to restore HP and FP, and then head through to the next area where you'll encounter the Goomba Bros. who'll challenge you to a battle. They're no different from normal Goomba's, except the blue brother has 6 HP, and the red brother has 7 HP, rather than the usual Goomba's 2 HP. Don't bother using Goombario's Tattle, as it's not hard to keep track of how much HP they each have left, and you only battle them once more after this, where once again it's easy to keep track of how much HP they have. Use Power Jump against the blue brother twice to get him out of the way quickly, reducing the damage you take each turn. Then simply use normal attacks to take the red brother down. The Goomba Bros. will then both run away, and you can continue. Head back to the Heart Block to restore your HP/FP, and continue east once more. You may want to save your game at this point; there's a Save Block close to the spring. Continue along the path, and you'll reach King Goomba's castle. He's none too pleased that you beat the Goomba Bros. and he'll battle you. The Goomba Bros. will also join the fight, but they're weak after the beating you just gave them; they only have 2 HP each. King Goomba is no more powerful than the Goomba Bros./a normal Goomba; he just has 10 HP. Take out the blue Goomba brother first, and then hit the bandage on the tree with your hammer. A nut will fall from the tree, doing 3 HP damage to the King and the red brother. The King will then knock down more nuts though, doing 3 HP damage to you, so be careful when using this tactic though. When you beat them, they'll hide inside the castle. Shake the bush just below the castle door to uncover a switch. Jump on it to destroy the castle and reveal a bridge. Cross it and follow the route. When you exit this area, you'll see Kammy, who has been silently watching, fly away. A story scene the kicks in. Kammy returns to Bowser, and informs Bowser that Mario had defeated the Goomba King. They then start talking about the Star Sprits being held seperately being guarded by Bowser's strongest subjects. Bowser then states that the Star Spirit closest to Mario's current location is at Koopa Bros. Fortress. The Koopa Bros. then appear and after showing off to Bowser, head back to their fortress. You then regain control of Mario. Continue east (you're almost there) to the large gatehouse, but before you pass through, hit the tree closeby with your hammer to make a spring appear. Jump on it and open the chest to obtain the Hammer Throw Badge. Head through the gatehouse to reach Toad Town. Head to the east of Toad Town, and pass through the double doors with the star on them, to the north. You'll find yourself at the former location of Peach's castle. Head east and follow the path to Shooting Star Summit, where Eldstar told you to go. There's a forn in the path shortly after; take the upper one. Head up the spiral path to reach the peak. You'll see Eldstar. Talk to him, and the other Star Spirits will appear and tell Mario that Bowser stole the Star Rod, which allows them to grant the wishes of good people in Mushroom Kingdom. He's using it to grant his own selfish wishes. He's imprisoned the Star Spirits in different places (they're communicating with Mario via an illusion, rather than actually being there with him), and Mario must find all of the Star Spirits and rescue them. When they're united, they can help him defeat Bowser. When the Star Spirits disappear and the conversation ends, a story scene starts, with Peach locked in one of her rooms. Bowser walks in and taunts her, before leaving again. Peach then hears a tapping noise at the window. She opens it, and a small Star Kid called Twink flies in. Peach asks Twink to find Mario and give him a Lucky Star pendant. You resume control of Mario, and you're back at the bottom of Shooting Star Summit. Head west, and Twink will bump into you. He'll give you the Lucky Star pendant. He explains that it allows you to use the Action Command. He then offers to show you what the Action Command is. It's recommended that you allow him, as it can be tricky to get the hang of. Once you've got the hang of it, exit the battle. Battles become a lot more enjoyable and tactical with the Action Command. Be sure to master it, as it's essential to doing well. When you're done, a Magikoopa will appear. It's fairly strong compared to the Goomba's you've been battling up until now, but if you use the Action Command properly, you'll have few problems. Head back to Toad Town, and you'll immediately be told that Merlon, the person who lives in the house with the spinning roof, was looking for you. The house is right next to you. When you first try to open the door, a voice will tell you Merlon is out. You could wander around for ages looking for him, or you could try again, and Merlon will appear (he assumed you were somebody else at first). He'll tell you that if you ever need help, he'll give you clues as to what to do next for a small price. He tells you for free now though, that you must head east to go to the Koopa Bros. Fortress. Head to the east exit of Toad Town, and you'll find four suspicious-looking Toads blocking your way. Talk to them, and then head back to Merlon. Merlon will go back with you to the "Toads" and expose them as the Koopa Bros. The Koopa Bros. will flee, and you can pass by. Before you do however, Merlon tells you that you'll need the help of a "blue-shelled Koopa" from Koopa Village to get to the Koopa Bros. Fortress. Head east out of Toad Town, to Pleasant Path. ========================= CHAPTER 1: STORMING KOOPA BROS. FORTRESS ========================= You'll encounter Koopa enemies along this route. Their shell boosts their defense, but when you jump on them, they flip over and they not only are unable to attack, but also lose their high defense. Follow the Pleasant Path, and you'll find a red block. Hit it, to get the Dizzy Attack Badge. Continue east until you reach a gap. Hit the tree next to you with a hammer, and a switch drops down. Stomp it and a bridge will appear. Proceed until you enter the next area. You'll see three strange plants/poles with eyes, sticking out of the ground. The left one's eyes follow you. If you're running low on HP, run circles around it, and it will give you hearts (there's no limit as to the amount it gives, so it's worth using it, even if you've only lost a tiny bit of HP). You also hear a cool remix of the classic Mario invincibility music. Head down the steps just below the three plants/poles, and follow the path until you reach Koopa Village this village has good Koopas). When you enter Koopa Village, you'll be told that Fuzzies are wrecking havoc and stealing all the Koopa's shells. Help all of the Koopas get their shells back. One shell is on top of a brick block. Jump up and break the block. Another shell is in a tree. It's hard to spot; just look for the Koopa with no shell standing next to a tree. Hit the tree with a hammer and it will fall out. Another shell is held by a Fuzzy that jumps away as soon as you get too close. However, he won't hear you approaching if you walk slowly (push on the control stick gently). So approach him carefully, and hit him with your hammer when you're right next to him. The next shell is another on top of a brick block, but in order to reach it, you need to push the moving block underneath it, and use that to gain more height in your jump. When you've got all of these shells, go to the house that's shaking and try to open the door. Kooper will come outside, and ask you to chase the Fuzzy that took his shell. Enter his house, and the Fuzzy with his Kooper's shell will exit through the back door. Chase it, battling enemy Fuzzies on your way. Fuzzies attack by clinging to you and then sucking your HP. Defend yourself by pressing A right before they bite you. They pause right before they bite, so you have some indication. When you've chased the Fuzzy with the shell far enough, it'll jump into a tree, and you play three rounds of a game. It and three other Fuzzies quickly and repeatedly switch places in four trees. When they all stop jumping around, you have to guess which tree the Fuzzy with the shell is in. If you get it wrong in any of the three rounds, you must start over, but if you get it right all three times, you get the shell back. When you start to make your way back to Koopa Village, Kooper will catch up with you. Give him his shell back, and he'll tell you about Professor Kolorado, a Koopa archeologist and explorer. Kooper mentions how much he's always envied Kolorado travelling the world, and he asks if he can go along with you. Accept his offer (if you decline, he just keeps asking over and over), and Kooper will join your party. When you try to leave, four Fuzzies will attack you. You shouldn't have much trouble if you've mastered using the Action Command to defend yourself against them. If you have enough FP, you can use Kooper's Power Shell to do damage against them all at once. When you defeat them, head back west. When you see a Badge sitting on a tree stump, climb the stumbs next to it, and use Kooper's Shell Toss to obtain it. It's an HP Plus Badge, which increases your maximum HP by 5. Conitune back to Koopa Village. When you get there, grab the Star Piece on top of the brick block in the eastern area, the same way you got the shell earlier. Now head all the way back to the plants/poles, and then head east until you reach a gap in the path with a switch at the other side. Use Kooper's Shell Toss to hit the switch and make a bridge appear. Head through to the next area, and hit the first tree you see with a hammer. A Star Piece will fall out. Grab it, and continue east. Hit the Heart Block to restore HP/FP. Proceed along the path and enter the castle. A quick note first of all: There are Bob-omb enemies in this castle, which will explode when defeated, so use procectile attacks when finishing them off, or you'll be damaged. Defeat the first Koopa you see to get the first key. Use it to open the door in front of you. Head through the next room, and through the double doors and you'll see a short scene in the next room, of one of the Koopa Bros. sealing off a key. Ignore it for now and head east through another set of double doors. Defeat the enemy in this room to make a switch appear. Press it, and the stairs will drop down, giving you access to the next floor down. Head through the western passageway and the exits to the room you enter will be sealed. Battle all the Koopa's to access them again, and head through the western one. Make your way along the thin platform and avoid the rotating chains of fire and grab the key at the end. Now return to the stairs you lowered, and go back up them. Use the key on the locked doors to the east, and pass through them. You'll see a short scene where one of the Koopa Bros. appears to be working on something. He finishes and then flees as Mario arrives. Head up to where he was, and hit the ? block. Suddenly, it becomes apparant what the Koopa Bros. member was working on; a trap door. Mario falls down to a prison cell occupied with Bob-ombs. Luckily though, these Bob-ombs are friendly. Speak to the Pink Bob-omb (Bombette) and tell you that the Koopa Bros. overworked the Bob-ombs, which made her so angry she exploded next to one of the Koopa Bros. They then locked all of the Bob-ombs up as punishment. She then asks for you to get the Bob-ombs out, in return for her promise to come with you and help you when she can. Agree, and she'll join your party. Use Bombette's Bomb ability to blast a hole in the wall where there is a large crack. Escape through here and battle the enemies that find you. Leave through the door and climb up the steps. Head through the doors to the west. You'll immediately see a key sealed off. Blow up the crack to get to it. Continue west and you'll see a Badge sealed in the same manner. Blow your way in and claim it; it's the Power Bounce Badge. The Power Bounce Badge is by far one of the best Badge's in the game. If you are skilled with the Action Command, you can inflict major damage to a single enemy in one turn. And it only uses up 2 Badge Points (referred to hereafter as BP)! Be sure to wear this badge. If you're not good with the Action Command, practice until you are. This Badge helps immensely throughout the game. Head back east and go through the doors to the east of the stairs. You're back in the large hall where you fell down the trap door. Climb to the top again, but now head through the doors to the west. Use the key on the doors at the east of the room and pass through. You'll see a gap in front of you with a switch on the other side. Use Kooper's Shell Toss to hit the it, and then use the stone blocks that emerge to cross two gaps. Once you've crossed the second, turn around and use Shell Toss to hit the switch again, to move the stone wall out of your way. Now repeat this process once more to reach the other side of the room. Pass through the doors and you'll see a suspended set of stairs in front of you. Make your way around them to another switch. Hit it to lower the stairs. Descend them and pass use Bombette's Bomb on the crack o the wall at the bottom. Enter the hole and grab a key (the key you saw a Koopa Bos. member sealing earlier). Climb back up the stairs and use the key on the locked doors right in front of you. Press the switch in the next room to raise some more stairs, along with some unsuspecting Koopas (Note: have you been battling frequently? You should battle nearly every enemy you encounter, otherwise you'll have a very hard time later in the game). Climb the stairs and work your way up. Ignore the doors for now, and continue upwards. You'll find a Smash Charge Badge at the top. When you've got it, go back down to the doors you passed, and head through them. You'll find yourself outside on a long stretch. The Koopa Bros. will appear at the other end of the stretch and use cannons to fire Bullet Bills at you. Work your way along, jumping over the Bullet Bills (while digging the Mario Bros. 3 battleship music), and when you get to the end, use the Heart Block to restore HP/FP. Then jump on one of the Bullet Blasters to battle them. Try to defeat them quicky, before the Bullet Bills they fire wear you down. Use Bombette's Bomb to take them down in one shot each. When you beat them, use the Heart Block again, and then head through the doors. You'll meet up with the Koopa Bros, who'll use a robotic Bowser suit to fight you with. It has 10 HP and a good Defense; jump attacks do nothing against it, and the hammer will only harm it if you use the Action Command correctly. The best way of defeating it is to use the hammer twice and Bombette's Bomb twice. When the robot is beat, the Koopa Bros. will battle you themselves. When they form the Koopa Bros. Tower, their Attack strength depends on how many members the tower consists of. It's pretty high when it consists of 3 or 4, so don't let them use this attack. You can unbalance the tower by hitting the bottom Koopa Bros. member with a hammer, and then hitting him again with another attack, or knock it doen immediately by using Bombette's Bomb. When the tower is knocked over, they split up and are all knocked over. It takes them a turn to get up, so use this turn to attack them. They each have 5 HP. Just keep them from attacking with their Koopa Bros. Tower attack, and you'll be fine. With the Koopa Bros. defeated, you rescue the first Star Spirit, Eldstar. The perspective now switches to Princess Peach, who is still trapped in her room. She remembers that there is a hidden exit out of the room, and begins looking for it. You then take control of Peach. Press A next to the drawing close to the fire place, and a button will be revealed. Press A agin, and a passageway will open. Head through it and press the next button you find. The platform you're standing on will rotate, and you'll find yourself in another room. Read the diary to the east of the room, and you'll find that it's Bowser's diary. It says that the next Star Spirit is in Dry Dry Ruins, situated in Dry Dry Desert. Suddenly, Bowser walks in. He spots Peach, and has his guards take her back to her room. Twink escapes to tell Mario the whereabouts of the second Star Spirit. The viewpoint switches back to Mario, who is with the now freed Eldstar. Eldstar gives you the ability to use Star Power, which requires Star Energy. He also gives you the Star Power Refresh. When Eldstar leaves, make your way to the east until you see a crack in a stone wall. Use Bombette's Bomb and enter the pipe. Open the chest to get an FP Plus Badge way back to Toad Town (to the west). Drop off the ledge and continue west, back to Toad Town. On your way however, you'll encounter Jr. Troopa again. He hides in his shell this time round to give himself a good Defense. He has 15 HP too, and his Attack is better, so be careful. Use Mario's Hammer and Bombette's Bomb to wear him down. If you have any HP recovery items, don't forget about them if you find yourself in the Danger Zone. When you beat him, continue west back to Toad Town. When you enter Toad Town, you'll meet up with Twink again. He'll tell Mario that the second Star Spirit is being held at Dry Dry Ruins, before he flies back to Princess Peach. Head to the south of Toad Town, but first go to Rowf's Badge shop. He changes his stock every so often, so check the shop regularly. When you're done, continue south. Pass through another area of Toad town, still heading south. You'll then find yourself at the train station. A rock is blocking the tracks. Use Bombette's Bomb to blow it up, and then board the train to travel to Mt. Rugged. ========================= CHAPTER 2: THE MYSTERY OF DRY DRY RUINS ========================= Follow the path until you're at the top of the cliffs. Hit the Heart Block, and walk a little to the east. You'll run into Parakarry, who's searching for a letter he lost. He asks for your help in retrieving it. Head through to the next area. You'll encounter enemy Monty Moles from this point. Be careful they don't catch you off guard. Continue a little to the east and you'll have a choice of following the path, or dropping down. If you drop down, you'll find a crature called a Whacka. If you hit it with your hammer (aww, poor thing), it'll give you a Whacka Bump, which restores 25 HP and 25 FP when used. DON'T hit him now. You can only claim so many of these before Whacka disappears for good, and using them now would be a waste. And there's no point in having it take up an inventory space for the rest of the game. It's recommended that you return and claim a few when you get *really* stuck, or preferably, right before you head off for the ultimate battle with Bowser. Anyway, continue east and you'll eventually see a letter and a Badge on top some high ledges. Climb up the nearby steps and use Kooper's Shell Toss to get the letter. Take it back to Parakarry, and he tells you that he's also missing two other letters. Head back to where you got the first one, and continue east. In the next area, you'll see small rocks. Be careful; these are enemies called Clefts that come to life when you get too close. Don't jump on them as they have spikes on their heads. Their Defense is incredibly high; you'll probably have to use Bombette's Bomb to defeat them. Try to start battles with them by using Bombette's Bomb. Head up the cliff, and take the east path when you reach the top. Head through to the next area and you'll see a broken bridge. Drop down, and grab the letter (be careful of the Cleft down here also). Then use the spring to get back up. Head back to the previous area and take the western path this time. When you pass through a small cave, drop out of the second hole and claim the nearby Star Piece. Then climb back up and head west again. Don't drop down again but this time continue. Use the slide in the next area, and when you land, head west. Continue along the path until you reach a spring. Use it to jump to the top of the cliff, and use the slide. When you land, grab the letter, and then drop down. Now head back to Parakarry and give his letters back. He says that he hasn't just lost letters on Mt. Rugged; he's dropped quite a few all over Mushroom Kingdom (his reliability when it comes to delivery may be equal to the American postal service, but hey, unlike them, at least he's honest). He asks if he can join you so he can find his lettrs on your travels. Accept, and Parakarry will join your party. Use the Heart Block to restore HP/FP, and then head east to where you saw the first Cleft. Continue east past the slope, and at the end of the path, use Parakarry's Flight to cross a small gap. Speak to the Bub-ulb and receive a seed from it. Now head to the broken bridge (where you dropped down to retrieve a letter) and use Parakarry's Flight to carry you across the gap. You'll see a buzzard in the background. He'll ask for your name; if you want to fight, tell him you're Mario or Princess Peach. If you want to avoid battling him, tell him you're Luigi. It's recommended that you battle him though, as he coughs up 15 Star Points, plus he's also a good test of your abilities. He has 40 HP, so he's pretty strong. Use the Power Bounce attack to inflict a lot of damage each turn, and remember to use healing items/Refresh when you need more HP. Resist his Gust and Grab attacks by tapping A as fast as possible. Sometimes you can avoid taking any damage at all. His swoop and Feather attacks requires timing though, so be careful. When he's beat, follow the path until you reach a Heart Block. Hit it, and then head through to the next area to reach Dry Dry Desert. Dry Dry Desert is like a maze; if you get lost, look for a path. The path heads straight from Mt. Rugged to Dry Dry Outpost, so you can simply follow it to get your bearings. In the first Dry Dry Desert area, you'll see Kolorado and some other explorers. Speak to Kolorado with Parakarry as your designated partner and Parakarry will give him a letter. Kolorado will give you a Star Piece as thanks. Follow the path all the way to the east to reach Dry Dry Outpost. Watch out for Bandits on your way though. They're pretty tough, and they also steal your coins if they can. You might want to make an exception to the "battle nearly every enemy you see" rule, and avoid them when you can. Pokeys are also annoying, so you might want to simply avoid all enemies in Dry Dry Desert altogether. When you reach the area right before Dry Dry Outpost, go south twice. You'll find an oasis. Hit the Heart Block to restore HP/FP, and then hit the Super Block to upgrade one of your party members (besides Mario). It's recommended that you upgrade Bombette first. Her Power Bomb ability and increase in power with her other attacks is a huge help in trickier battles. Then hit the trees to get a Lemon and a Lime (it's important that you get the Lemon) Now head north twice, and then east to reach Dry Dry Outpost. First of all, head for the second area of Dry Dry Outpost, and enter the Toad House if you need to. Then go behind the Toad House using the alleyway just to the right. Jump over the boxes to reach Merlee. Merlee can cast a spell on you that takes effect in battles at random (so don't actually *rely* on the effects). Sometimes your Attack will go up, sometimes your Defence will go up, sometimes you'll win double the amount of coins at the end of the battle, and sometimes you'll gain more Star Points. You can choose either the Petit Course, Ordinary Course, or the Special Course. They all have the same effects, but they each last different amounts of time before the spell wears off. Petit lasts the shortest amount of time, then Ordinary, and Special lasts the longest. Return to the main path of Dry Dry Outpost and head to the far east, where a mouse is blocking a door. Talk to him and give him the Lemon you got earlier. Then ask him how to see Moustafa. He'll tell you to go to the Dry Dry Outpost shop and buy a Dried Shroom, and then a Dusty Hammer, in that order. The shopkeeper will then tell you how to see Moustafa. Head to the shop and do this. The shopkeeper will tell you that Moustafa is found at the top of Dry Dry Outpost. Head back to where the mouse was blocking the door, and you'll find that he's gone and the door is open. Head through it and work your way across the top the buildings. Grab the letter along the way, and then enter the door at the end. Moustafa is inside. He'll give you a Pulse Stone, which will help you find Dry Dry Ruins, by flashing faster the closer you get. Head back to Dry Dry Ruins and use the Pulse Stone to help you find the Dry Dry Ruins (head north-west from Dry Dry Outpost for the general direction). When you reach an area with a weird rock right in the middle, press A next to it and place the Pulse Stone in it. Dry Dry Ruins will then emerge. Enter it. Ignore the warning of Tutankoopa when you enter, and proceed. Fight a few Mummy Pokeys, and grab the Spike Shield Badge from the second tomb. It's recommended that you use it. It allows you to use Jump attacks against enemies with spikes on their heads. Jump attacks usually inflict more damage than Hammer attacks, so it's often a huge help. Head to the end of the corridor and go through the open passageway. Grab the key in the next room, and use it on the locked door you just passed. Jump on the switch in the next room to fill the room below with sand. Head back out, and enter the room below again. Pass through this room, and when you enter the next, you'll receive another warning from Tutankoopa. Once again, ignore him, and head up the stairs. Use Parakarry's Flight to carry you across the gap, and head into the next room. Hit the switch to fill the room below with sand. Then grab the Star Piece in this room, before entering the room below. Grab thew key and then exit. Head down two flights of stairs and unlock the door. Head to the far west of the room and hit the ? Block. The tombs will open revealing Mummy Pokeys. Beat them all and a key will appear. Take it, and unlock the door next to it. Pass through. Use Parakarry's Flight to cross the gap, and enter the next room. Tutankoopa will "threaten" you again. Head up the steps and press the green switch. Head up the next set of green steps that you can now climb, and press another green switch. Use the green steps to get to the adjascent platform. Head down the red steps and press the red switch. Now drop down to the bottom of the room and repeat the process for the green steps to get back to the top. Now use the red steps to climb to the next platform. Walk down the steps, but don't drop down to the very bottom yet. Instead, walk around the thin beam that runs along the walls. When you reach the end of this beam, drop down to the next. Follow this beam around towards the camera, and walk through the wall. Open the small chest to get the Slow Go Badge. Now drop down to the bottom, and open the chest to get the Super Hammer, which not only allows you to destroy Stone Blocks, but increases the damage Hammer attacks inflict in battle. Break the Stone Block blocking your way, and then exit the room via the way you came in. Use Parakarry's Flight to cross back over the gap, or simply jump down and use the stairs. Either way, enter the room opposite the one you just left. Walk past the tombs and climb the red steps. Press the red switch, and use the revolved steps to reach the platform adjascent. Smash the Stone Block and grab the artifact. Drop down and enter the door to the east. Climb up one set of stairs and pass through a doorway. Break the stone block in your way. As soon as you do this, the door behind you will be sealed, and a Stone Chomp on the wall will come to life. Quickly jump up the steps so that it can't get you, and use Bombette's Bomb to start the battle with a good advantage. Once it's defeated, grab the Pyramid Stone and head back to the west, passing through the room with the three tombs and the steps puzzle. When you reach the hall where you have a choice of crossing the gap with Parakarry (which takes you to the room where you got the Super Hammer)or dropping down, drop down and blow up the crack in the wall with Bombette's Bomb. Pass through and drop down. Use the Super Block to upgrade one of your party members, and then blow up the crack using Bombette. Pass through and break the Stone Block. A battle with a Stone Chomp will begin, but this time you don't have a first strike advantage. Use Bombette and you should be fine though. When you beat it, grab the Diamond Stone, and leave the room. Head through the door to the east, and walk through the corridor. When you reach the room at the other end, break the Stone Block and step on the switch that's revealed, to make some steps appear. Climb them, and grab the key. Now head back through the corridor and use the spring to get back up. Head east, ignoring the stairs, and enter a room with some large Chomp statues. Continue east until you reach a locked door. Unlock it and pass through. Press the switch in this room to fill the room downstairs with sand. Before you leave, take note of the patterns in the small Chomp statues. Head into the room below, and cross the pit filled with sand to get to the next room. Break the Stone Block and grab the Lunar Stone. When you do, you'll enter a battle with a Stone Chomp. Use Bombette to blast them into oblivion, and then head back to the room with the large Chomp statues. Put the Stones into them in the same pattern as shown by the small Comp statues in the next room (far left: pyramid, center: diamond, far right: lunar). Some stairs will form. Go down them and hit the Heart Block. Head through to the next room, and you'll receive a "final warning". Save your game if you wish, and pass through the doorway in front of you. You'll meet up with Tutankoopa, who is none too pleased at your arrival. He has 30 HP. He has some pretty strong magic attacks, and he'll release Chomps every so often. When he does release Chomps, get rid of them first, or you'll find yourself overwhelmed. Sometimes he'll accidentally hit himself though, giving you anadvantage. Just be careful that your HP doesn't get too low. Use healing items if you have some, and don't forget about Eldstar's Star Power, Refresh. When you beat Tutankoopa, you'll free Mamar, the second Star Spirit. We see things from Princess Peach's point of view now. Bowser walks into her room and tells her that he's going to set "the invincible Tubba Blubba" after Mario. Kammy Koopa suddenly walks in and tells Bowser that the third Star Spirit has escaped from Tubba Blubba's castle. Kammy and Bowser leave the room, and Twink appears. Peach and Twink decide to try and find out more about Tubba Blubba, and how Mario can defeat him. You then take control of Peach. Escape the room as you did before, and when you get to the room Bowser's diary was in earlier, leave through the door. You'll find yourself in one of the main halls. Enter the door immediately below the one you just passed through to enter the library. Work your way around the library, keeping out of the guards line of sight, until you reach the end. Grab the Power Rush Badge, and then head around the corner to overhear a conversation between a Koopa guard and a Hammer Brother. talking about Tubba Blubba. They say he lives deep inside Forever Forest, in a castle at the top of Gusty Gulch. Nearby is a mansion and village full of ghosts (Boos). Apparently, Tubba Blubba eats Boos. They also say that Tubba Blubba is invincible, and there is no way of hurting him. However, they mention a rumor that Tubba Blubba has a secret which would ruin him if it got out. At this point, the guard and Koopa Brother hear Peach and Twink whispering, and carry her back to her room. The perspective switches back to Mario, now talking with Mamar. She gives Mario the Star Power Lullaby, which can put enemies to sleep. When you resume control of Mario, head all the way back to the area in Mt. Rugged with the train station. Break the stone block at the fork in the path, and use the Super Block to upgrade a party member. Then get the train back to Toad Town. When you arrive at Toad Town Train Station, head one area north of the one you're currently in. When you enter the next area, look to your left to see a pipe. Go down it to enter the Toad Town underground. When you enter, head to the west and break the Stone Block. When you enter the next room, you'll enter battle with a Blooper. It has 30 HP, and a decent Attack, so be careful. However, after beating Tutankoopa, it shouldn't pose too much of a threat. Use Mamar's Lullaby Star Power to help you. When it's defeated, a switch will appear. Press it and three pipes will emerge. Each one provides a shortcut to Goomba Village, Koopa Village, and Dry Dry Outpost. Go down each of them to activate them. While you're at it, speak to Koopa Koot in Koopa Village (he lives in the house right next to the warp pipe) and run a couple of errands for him until he gives you the Silver Credit, which allows you to play in the Toad Playroom in Toad Town (in the area with the train station, hit the tree just west of the entrance, and a pipe will appear. Go down it to get there). When you're done, head back above ground in Toad Town, and from where you emerge, head east. When you approach Forever Forest, you'll see a Boo leave, after having scared a gatekeeper. Enter Forever Forest. Just as the sky darkens, a Boo appears and tells Mario that his master wishes to see you, and has news regarding a Star Spirit. Continue along the path. ========================= CHAPTER 3: THE "INVINCIBLE" TUBBA BLUBBA ========================= In order to find your way through Forever Forest, you need to look at the scenery. There are four paths in each area. The correct paths will have different scenery nearby than the other three. The first path has flowers nearby that laugh and move when you stand next to them. The second has a tree nearby that has red eyes. The third has flowers nearby with lips, as opposed to eyes, when you press A next to them. The fourth has a tree nearby that laughs, but be sure to enter the patch of grass in the middle before leaving this area, to see a Bub-ulb, and get a seed. The fifth has mushrooms that light up and flash individually, when you press A next to them. The sixth has flowers that *don't* disappear when you press A next to them. And the seventh has a sign directing you to Boo's Mansion. When you enter the Mansion garden, a Boo will appear and tell you his master is waiting for you in the highest room (typical). Enter the mansion and head up to the second floor. Enter the door furthest to the right and open the center wardrobe on the left of the room. A group of Boos will emerge and you must get a record from them by guessing which one has it. 8 Boos will dance in a circle, and the one who starts with the record will give it to one of them. You have to watch who he gives it to, and hit your choice with your hammer, or jump on them. Now exit this room and enter the door on the left. In this room is a Boo guarding a chest. Head over to the record player and put the record in the record player. Play it by tapping A at the correct speed, and the Boo will leave the chest to dance to the Mario Bros. music that plays. When he's dancing, leave the record player and open the chest to get a weight. Exit this room and go down to the main hall in the first floor. To the east are some chairs. Jump on the one that's a different color to the rest and you'll be catapulted to the chandelier. Use the weight to hold it down and keep the door that appears, open. Pass through the door, and go down the stairs in the next room. Pass through the door, and then the another door in the next room. When you enter this room, the door will disappear behind you. Open the large chest, and some Boos will emerge, with a pair of Boots. You'll then play a similar game you played to get the record, but this time, it's more like Hot Potato, in that the Boos throw it back and forth. Guess correctly, and you'll receive the Super Boots. The Super Boots allow you to perform a Spin Jump outside of battle, and increase the power of jump attacks, in battle. Perform a Spin Jump on the wood in the middle of the room to drop to another area. Press the switch to make another switch appear. Press this switch, and a much bigger switch appears. Use the furniture to get the height required, and perform a Spin Jump on it to press it. Some stairs will appear, which allow you to get back up. Make your way back to the main hall, and on the first floor, enter the door on the right of the back wall. Perform a Spin Jump on the wooden floor to drop down to the library. Use Parakarry's Flight to carry you over to a nearby bookshelf, and pick up the Boo's Portrait. Use Parakarry to get you back to the bookshelf you landed on. Walk to the very south of the bookshelf, and then jump off so that you land on the stack of crates. Perform a Spin Jump on both of them to get a Star Piece. Then use Bombette's Bomb to blow a hole in the wall where there's a crack. Return to the main hall again and climb the stairs to the second floor. Head to the far east and press A next to the portrait. Place the Boo Portrait into the pictureframe, and then jump into the painting to be transported to the third floor. Now enter one of the doors to meet Bow, the mistress of the mansion (why her butler, Bootler, kept saying master, is a mystery). Bow and Bootler explain that Tubba Blubba has been eating Boos recently, and they have been unable to stop him. They ask that you find out what Tubba Blubba's weak point is, and defeat him. As "incentive", Bow says that she'll release the third Star Spirit, Skolar, which she captured after he escaped from Tubba Blubba's castle. She then says that she'll go with you. Bootler disapproves, but she joins your party regardless. Leave the mansion, and head east. Have Boo as your active partner, and she'll order some Boos to open the gate in your way. Head through to enter Gusty Gulch. Head east until you reach the Boo village. Continue through Boo village until Tubba Blubba approaches. Hide by pressing C-down. Tubba Blubba will eat one of the Boos, before wandering off. Travel east, and pick up the letter on your way. Continue all the way east until you reach Tubba Blubba's castle. Enter the castle, and immediately head for the doors to the left. When you're about to be grabbed by the floating monitors, use Bow's Outta Sight to confuse them. When you've passed through the doors, slowly walk past the sleeping guard to avoid waking him up. Pass through the second door in this room and get the Star Piece in the next room. Then go back through the door and pass through the large doors to the left. Head to the far east of this room and pass through the large double doors. Head down the stairs and use Bow's Outta Sight to avoid the monitor. When you get to the bottom, hit the Super Block and upgrade a party member. Head through to the next room, hit the Heart Block, and go back upstairs. Pass back through the double doors, and enter the door directly above. Head down the stairs in this corridor, and perform a Spin Jump on the wooden floor at the bottom to drop down to the room with the Heart Block you used earlier. Open the chest and claim a key, and then drop off the ledge. Make your way all the way back to the main hall (the first area of the castle, with many monitors). Open the door to the east of the room. Follow the path and pass through doors until you see a sleeping guard. Battle him, and once he's gone, use Bombette's Bomb to blow up the wall behind where he was. Pass through the hole, and you'll see three wooden floorboards. Perform a Spin Jump on the north-west one first, and then use the spring to get back up. Then perform a Spin Jump on the north-east one. When you land, use Parakarry to cross the gap and get the D-Down Badge. Use the spring to get back up, and exit the room, back into the corridor. Head west, and enter the next door against the back wall. You'll see a path of spikes raising and contracting from the floor. Assign Bow as your partner, and make your way around the spike path by running a little bit when the spikes go down, and after a couple of seconds, using Bow's Outta Sight to avoid being harmed when the spikes rise. Get the key from the chest at the end, and then use the same strategy to get back. Leave the room, and pass through the doors to your left. Unlock the doors at the west of this room, and pass through them. Head up the stairs, and pass through the doors at the top. In this next corridor, you'll see Tubba Blubba. Use Bow's Outta Sight to avoid battling him (he's invincible for the time being), and pass through the unlocked door to the east. Sneak to the end of this next room; if you try to battle the Clubba's, you'll be overwhelmed. Grab the key and sneak back out. Use they key on the door to the right and pass through it. Hit the Heart Block, and follow the path east until you get to Tubba Blubba's room. Head to the east of his room, behind his bed, and Tubba Blubba will enter. He won't notice you; he'll go to sleep on his bed. Open the chest to find Yakkey, a talking key that unlocks the door to the Windy Mill at the foot of Gusty Gulch. The key will shout and wake up Tubba Blubba just as you take it. Run out of Tubba's onto the main hall balcony, and Tubba will catch up and break the balcony, sending you both falling to the second floor balcony. Follow the path back to the first floor main hall, and exit the castle. After you exit, a group of Boos will hold the door, so Tubba can't get out. They only hold him back for a little bit though, so keep running, all the way to the Windy Mill. When you get to the Windy Mill, use the key, and enter. Perform a Spin Jump on the wooden board on the well, and drop down. Head east and pass through all the doors. You'll find Tubba Blubba's Heart. It tells you that it's controlling Tubba Blubba from it's hiding place. You then begin battle with it. It has 50 HP, so the battle may last a while. It's most powerful attack can do 12 HP damage, but it takes a turn to charge up, so use Bow's Outta Sight to avoid it when it's charging. This battle is pretty easy if you use your FP sparingly. One or two Power Jump attacks is good for inflicting a lot of initial damage, but no more, or you'll run out of FP for Bow's Outta Sight, which is necessary if you want to survive. When you win, Tubba Blubba's Heart will flee the Windy Mill. Chase it outside, and it will reunite with it's body. You'll now battle Tubba Blubba. Tubba Blubba has pretty strong attacks, but nothing too threatening, and he only has 10 HP, so you should have no problem winning. If you're weak from battling the Heart, use items or Refresh. When you beat him, he'll give back all the Boos he ate (urgh), and run away. Bow will call Bootler, who'll free the third Star Spirit, Skolar. Back to Peach's viewpoint again, she and Twink decide to sneak out again and see if they can find out anything useful. They bump into Bowser and Kammy Koopa, but aren't noticed right away. They overhear them saying that the next Star Spirit is in Shy Guy's Toy Box. When they notice Peach, Bowser will ask her what Mario hates, so that they can use it against him. Naturally, you'll want to give them answers that will help Mario. So for the first question, say Mushroom. For the second, say Thunder Rage, and for the third, say Super Soda. After this, Bowser orders his guards to take Peach back to her room. The perspective reverts back to Mario, now standing with Skolar. He gives you the Star Power, Star Storm, which inflict 7 HP damage against each enemy. He'll then leave. Head west to the mansion, and hit the Heart Block. Head into Forever Forest and you'll run into Jr. Troopa. He'll battle you again. He can fly this time, so Hammer attacks are useless (except Hammer Throw). He has 40 HP, and an Attack of 5, so he's pretty tough. You should be able to beat him however, if you heal often. When he's defeated, intentionally take a wrong turn in Forever Forest, so you end up at the exit near Toad Town. Now head back to Toad Town itself. When you arrive at Toad Town, you'll find it overrun with Shy Guys causing havoc. The first thing you'll see is a Shy Guy running away with a Frying Pan from Tayce T's bakery. Before chasing him or going any further, head to the Toad House. A Shy Guy is jumping on the bed. Hit him with your hammer and he'll run away. Restore your HP/FP, and then head outside. Head to Merlow's house, and you'll see him outside. Speak to him, and he'll tell you about a dream he had where a voice told him that if somebody runs around the red plam tree in Dry Dry Outpost, something good would happen. Normally, you'd do this, and a nearby Toad would tell you that they heard a rumour that if you perform three Spin Jumps inside Merlow's house, you'd receive something. But, to save time, skip the palm tree step and just go inside his house and perform three Spin Jumps. A Quick Change Badge will appear. Grab it. It's strongly recommended that you wear this badge; it allows you to switch party members without losing a turn. Meaning you can switch to a different member, and then still attack. Head outside and go to the Toad Town underground. When you emerge from the pipe underground, perform a Spin Jump on the nearby wooden floorboard. When you drop down, head left through the doorway. The door will be sealed behind you. Beat the three Dark Koopas in this room to make a switch appear. Press it and a blue pipe leading to Boo's Mansion will appear. use it, and then return, to activate it. When you return to the underground, head west through the door. Move the blue block in the next room so that it's three spaces away from the back wall, and so that it's in the middle of the row. Jump on top of it, and then jump, and you'll hit an invisible block. Climb the steps nearby and use Parakarry's Flight and this invisible block, to reach the other side. Hit the Super Block and upgrade a party member. Now head to where the three blue pipes leading to Goomba Village, Koopa Village, and Dry Dry Outpost are. Head west and break the Stone Block. Enter the pipe at the far end of the next room. When you emerge, enter the room to the left and use the spring to jump up to the ledge. Open the chest and get the Power Smash Badge. Leave the room, the way you came in, but instead of going back up the pipe, use the see-saw like platforms to get to the doorway to the east. Pass through, and in the next room, use the rising platforms to get to the top of the ledge. Use Parakarry's Flight to cross two platforms and get a Star Piece. Now take note of this area; when you get your next party member, you can use a Super Block nearby. It will be mentioned later. Return back up to the very first area of the Toad Town underground (the entrance), and make sure you have a decent amount of HP/FP. Head east across the pipe bridge, and smash the Yellow Block. Head through to the next room, and pass through it. In the next room, cross another pipe bridge, and you'll begin battle with an Electro Blooper. It has 50 HP, and a good Attack, so be wary. Every so often it becomes electrically charged. Be careful not to physically touch it when it's charged, or you'll be hurt. Use Lullaby to put it to sleep. When you beat it, open the chest and get the Shrink Stomp Badge. Now return to Toad Town. Head to the Post Office to see a Shy Guy run away with a bag of letters. Then head to the library (in the far noth-west of town) to see a Shy Guy run away with a dictionary. Then head into the shop next door and hit the Shy Guy with your hammer, to allow the store owner to take over again. Now head to Rowf's shop and you'll see a Shy Guy run away with a calculator. Head west of the area with the Toad Town underground entrance, and you'll run into Twink, who'll tell Mario that the next Star Spirit is being held in Shuy Guy's Toy Box. Head to the house in the north-west of this area, and enter it. Every so often, a Shy Guy walks in, but when he sees you, he runs away. Use Bow's Outta Sight to become invisible, and when the Shy Guy next walks in, he'll open a secret passageway to another room. Follow him through, and use the spring to enter Shy Guy's Toy Box. ========================= CHAPTER 4: TRIALS IN THE TOY BOX ========================= When you land in the train station, head west. In the next area, you'll see a black Shy Guy guarding a chest. DON'T battle him. He's incredibly strong, and the chances of you beating him are minimal. Take note of him and return later in the game. Continue west until you reach a large room with Shy Guys holding stolen items. Be sure to get the Calculator back. Take some other items if you like, but they aren't necessary. Now head back to the train station and head east. You'll see a scene with Kammy Koopa placing an object at the end of the path. The object will be one of the things Peach said that Mario hated. So if you used your common sense and lied, then the object Kammy places will actually be helpful. Head east, performing Spin Jumps on the boxes to use them as springs, until you reach a tall structure with steps inside. Climb to the top, and use Parakarry's Flight to carry you to the structure on the left. Grab the Star Piece, and use Parakarry's Flight again to get back. Jump to the next structure, and then jump down. Grab the Mushroom Kammy dropped (or fight an enemy), and get a Storeroom Key from the chest. Now head back to Toad Town. Enter the Toad Town shop in the same area as the building with the Shy Guy Toybox, and speak to the Shop owner. Give him the key, and he'll let you take the items in his storeroom. Take them all (the Snowman Doll, Volt Shroom, and Dizzy Dial aren't necessary, but the Toy Train is. Head to the Toad House if you need to restore HP/FP, then head back to the Toy Box, but don't jump in. Instead, press A next to the box, and drop the Toy Train in. Now jump inside. Head over to the train, and jump on the switch to the right. Now ride the train to the Pink Station. When you get off, open the chest to the right and get the mailbag back. Now head east. You'll see Kammy leaving another object at the end of the path. Follow the path until you use a spring to jump up to a higher ledge. Head a little to the west and get a Defend Plus from the chest nearby. Now follow the path east, and use the spring box to get back down. Continue east until you see some Shy Guys on the other side of a gate. Follow them and when they open the door, go through. Follow the path to the end and open the chest next to the object Kammy left behind. You'll get a Frying Pan. Head back to Toad Town. Head for Tayce T's house and give her Frying Pan back. She'll make you a Cake. Head back to the Toybox and go to the Pink Station again. This time head west, and follow the path until you reach the Gourmet Guy (is it just me, or does he have breats?). Give him some Cake, and he'll let you pass to the other side of the train tracks. Head all the way to the east until you reach a switch. Flip it to enable the train to travel to the Green Station. Travel all the way back round to the Pink Station and then travel to the Green Station. Take the eastern path. Cross the conveyor belts until you reach a gate that is impossible to get round. Stand on the belt that's moving towards the gate and use Bow's Outta Sight to enable you travel right through it. Continue heading east, jumping across the rising and descending blocks. Grab the Star Piece from inside the alcove at the end of the moving blocks, and then use the blocks and Parakarry's Flight to get on top of the alcove. Open the chest yo get the Dictionary. Now head back to the Green Station. Ordinarily, you would dtake the Dictionary back to Russ T, and he would tell you in which order to hit the colored boxes, but as this is an FAQ, skip this part (take back his Dictionary later), and hit them in this order: Yellow, green, red, blue. You'll now be able to take the train to the Red Station. Do so, and head west. Use the floating platforms to get to the other end of the room. When you do, enter the building. You'll meet up with and battle Big Lantern Ghost. In order to be able to attack him (or even use Tattle), you need to hit his lantern to make the room brighter. He'll blow out the lantern every so often, so you'll need to switch between hitting him and the lantern. He has 40 HP, and some decent attacks that not only hurt you, but also disable your partner for a bit, so battle carefully. When you beat him, something inside the lantern asks you to let it out. Hit the lantern with your hammer to release Watt. She'll be so grateful, that she'll join your party. Leave the building the way you came in and use the platform to get to the top of the blocks. Before you drop down though, use the next platform and Parakarry's Flight to get to a block with a Super Block on it. Upgrade a Watt (she should be the only member who isn't already Super-ranked. Now head back to the Red Station, and head east. Use Bombette's Bomb to blow up the wall in your way and enter the building at the end. Once inside, use Watt's Flash to illuminate the area. Approcah the screaming group of Shy Guys and they'll blow a hole in the wall. Follow them through, and you'll meet General Guy. First, he'll send his army of Shy Guys after you. The Shy Squad has 15 HP, and 15 members. For every HP point the Shy Squad loses, it loses a member. When it's the Shy Squad's turn to attack, the amount of damage it does depends on how many members there are in the Squad. So the fewer membes it has/the lower it's HP, the less damage it does. So you're best starting the battle with a strong attack, like a Power Bounce, or Bombette's Bomb. You'll see off a lot of their members before they can hit you, and reduce the damage you'll take. They're only a threat in the first turn, so if you get rid of most of them right away, you'll beat them easily. When you beat them, General Guy will send some Stilt Guys to attack. They're simple to beat; their only purpose is to wear you down a little. When you defeat them, General Guy will then send out some Shy Stack's. Use a Power Bounce or two against them, and you shouldn't have too much trouble. Just remember to heal yourself if you need to. When you defeat them, General Guy will battle you himself in his tank. he has 40 HP and a good Defense, but not too much in the way of Attack. Use Watt in this battle; the Tank's Defense is high, and Watt's Electro Dash attack penetrates this (it always inflicts the same amount of damage, no matter what). At first, concentrate on attacking the bulb as well as the tank itself, as that way you can disable it's Electric attack, which is fairly strong. Don't jump on the bulb however, or you'll be hurt. Use Watt's Electo Dash against it. Once the bulb is destroyed, simply repeatedly attack the tank with Mario's hammer and Watt's Electro Dash. Don't forget to heal when necessary though. When you win, you'll free Muskular, the fourth Star Spirit. The perspective switches now to Princess Peach, who decides to sneak out of her room again. Head for the main hall with guards patrolling it, and enter the door in the south-east. Speak to the Gourmet Guy inside, and he'll ask you to bake him something. He'll give you a key which allows you to get downstairs. Use it to pass through the doors in the main hall, and enter the next hall. Go down the steps and enter the door just to the right, and under the platform you just stepped down from. You'll find yourself in the kitchen. Twink will read out what you have to do to make the cake. First, put sugar and eggs into a bowl. Then mix the batter by tapping A. Next, put flour and butter in the bowl. Now, Peach will put the mixture in the oven. You must remove the mixture after 30 seconds, by pressing A. Use a watch or clock or something to help you time it. Now put cream and strawberries on the cake. It's finished now, so take it back to the Gourmet Guy. The Gourmet Guy will repay you by telling you that one of the Star Spirits is inside Mt. Lavalava on Lavalava Island. Twink flies off to tell this to Mario, while Peach is found and took back to her room. The perpective switches back to Mario, talking to Muskular. He gives you the Star Power Chill Out, which lowers all enemies attack power for a couple of turns. Muskular then leaves, just as Twink appears. Twink tells Mario that the next Star Spirit it at Mt. Lavalava at Lavalava Island. Twink then leaves. Head to the area west of the one you're currently in, to enter the port. Speak to Kolorado at the end and give him the Artifact you picked up back in Dry Dry Ruins. He'll give you a Star Piece. Kolorado then says he also wants to get to Mt. Lavalava and explore it for treasure, but he doesn't know how to get there. When you're done talking to him, head to the end of the nearest pier, and stand on the weird blue platform. Hit it three times with your hammer and it will rise and reveal itself to be a whale. It will complain about a bellyache, and ask you to help it. It'll then open it's mouth. Ignore everything your mother told you about walking into whale's bellys, and head on in. Use Watt's Flash inside to illuminate the area. You'll see a Fuzzipede jumping around. Touch it and a battle will start. I'm not sure as to how much HP it has, as it's not possible to use Tattle against it (if you aren't using Watt as your partner, it's too dark to do anything). But it isn't too strong, and it's pretty weak as far as attacks go. When you beat it, it will leave the whale's stomach. The whale will thank you by offering to take you anywhere you'd like to go. Go to Lavalava Island with Kolorado. ========================= CHAPTER 5: HOT HOT TIMES ON LAVALAVA ISLAND ========================= When the whale drops you off, head east. Kolorado will get himself into trouble. Help him out and then continue east to Yoshi's Village. Head through the east exit, and in the next area, head through the east exit again. You'll find yourself in a jungle. Kolorado is in trouble again so help him out, and continue east. Kolorado will show you the entrance to Mt. Lavalava at the end of the path, but it's inaccessible right now, so return to the second area of Yoshi's Village (the one with the shop and Toad House). The Yoshi kids have gone missing after wandering into the jungle. Head north out of this area. In the next area, press A next to the bushes blocking your path and they'll move out of the way. Head out of the exit to the right. You'll hear a shout when you enter the next area; walk a bit further and Sushie will ask for you to help her get out of a tree. Hit the tree with a hammer three times, and she'll fall out. She'll then join your party. Continue along the path and use Sushie's Surf to ride her along the water. Follow the river around and you'll see a Bub-ulb. It won't give you a seed yet, so take note of it's location for later. Continue following the river around and grab a Star Piece. Head back to the platform you used to get onto Sushie, and get back onto land. Walk back to the last area and use the wooden platform in front of you to Surf. Head to the central spot of land and hit the red ? block to get a Power Quake Badge. Surf in the water again and leave through the western exit. In the next area, head for wooden platform in the south-west, and get off there. Move the bushes and battle an enemy disguised as a bush, and then shake the bright green bush near the tree to find the first Yoshi kid. Now Surf into the water again and get off at the central bit of land. Follow the path to the south-east and hit the Super Block to upgrade a party member. Now follow the path back and head out of the north exit. When you enter the next area, don't jump into the spotted flower, or you'll lose HP. Move the bushes and head for Surf in the water. Get off at the next wooden platform. Jump onto the purple flower, and press Z to float up to the ledge. Defeat the enemy in your way, and move several bushes to uncover a pipe. Go down it to find the second Yoshi kid. Return above ground again, and jump off the ledge. Surf in the water, and head west. In the next area, Surf past the wooden platform and dive into the water to grab a Star Piece. Now use the wooden platform to get off. Hit the wooden stump with your hammer to make a bridge appear. Cross it, and you'll find the third Yoshi kid. Head back to the last area, and make your way to the eastern exit. Head through, and hit the stump with your hammer to make a bridge. Head all the way to the east and pass through to the next area. Battle the two Putrid Piranhas, and when you beat them, the Yoshi Kid they were bullying will run back home. Head back to the last area, and Surf to the south. Pass through the south exit, and when you arrive in the next area, hit the tree to the left with your hammer. Head south and cross the tree bridge. Hit the stump with your hammer to create another bridge. Head across it and leave via the south-east exit to return to the Yoshi Village. Go and see the Yoshi Elder (in the first area, on an island in the water), and he'll give you the Jade Raven as thanks for returning all of the Yoshi kids. Head to the next area of Yoshi's Village and then head through the north exit again. Cross the wooden bridge to the left, and follow the path to the northern exit. In the next area, head for the Raven Statue, and press A next to it. Place the Jade Raven inside it, and it will move out of your way. In the next area, move the bushes in the north-east out of the way and head through. You'll see fountains in the next area. Cover them all with the blue boxes, and eventually, the water will move the rock out of the way. Use a blue box to cover up this last fountain, and pass through. In the next area, jump and grab the vine that's the second from the right, and the bushes will move out of your way. Head through, and in the next area, battle some Putrid Pirahnas. When they're defeated, head through to the east to reach Raphael the Raven's tree. Enter it and climb up. When you emerge, follow the path past the next opening to reach the Happy Heart Badge. Now enter the opening you just passed, and inside, climb up again. Head outside, and speak to Raphael the Raven. Mario will tell him he needs to get into the volcano. Raphael calls some other Ravens, and he tells them to do something, but you can't hear what. They will then all jump off the edge of the branch. Jump down after them. Talk to Raphael when you land and he'll clear a path that was previously blocked. Follow him through to the next area, and he'll order the small Ravens to start working on something. While they're doing so, Kolorado will catch up with you. The Ravens then finish work, and present a basket that can carry you to the volcano. Kolorado will go on ahead, while Raphael gives you an Ultra Stone, which allows you to use Super Blocks to upgrade Super ranked party members to Ultra rank. Raphael and the other Ravens will then leave. Use the basket to get to the top of the tree, and then use the rope slide to get to the volcano. Hit the Heart Block, and then enter. Head east until you reach Kolorado. Jump across the platforms quickly (unlike Kolorado). When you see a Fire enemy (Lava Bubble), hit it with your hammer to start battle, as opposed to jumping. Touching enemies made of fire will only hurt you. Sushie's Squirt attack works wonders against fire enemies, so use it when you can. Continue heading east until you reach the next room. Use the rope slide to get to the other end of the room, and head through the opening to the east. Follow the path, avoiding the chains of fire, and use the Super Block at the end to Ultra Rank one of your party members. Sushie might be a good idea, as she'll learn Tidal Wave, an attack which does a lot of damage against most enemies in the volcano. Head back out of this room, and into the last, and follow the path down (ignore the spring). Use the rope slide you come across, and jump off halfway, to land on a platform, and pick up the Fire Shield Badge (if you miss the platform, use the spring to get back up and try again). Now drop down to the bottom and pass through the opening to the east. Head through the corridor, and into a room with a pool of lava. Take the upper path, and use Parakarry's Flight to cross the lava. Push all three blue block into the lava to stop the flow. The lava flow will slow down. Work your way around to the bottom, and use Parakarry's Flight again to cross the now smaller lava pool. Exit through the west opening. In the next room, push the two blue blocks into the lava to form a small bridge. Stand at the end and use Parakarry's Flight to cross the lava. Head up the steps and open the chest to get the Ultra Hammer, which allows you to destroy Metal Blocks, and increases the power of hammer attacks in battle. Head back the the last room, and head for the lower east exit, blocked by a Metal Block. Break it, and head through. Use Parakarry's Flight to cross the lava in the next room, and climb up the steps to find a chest containing a Dizzy Stomp Badge. Leave this room the way you came in, and head up the steps to the exit above. Pass through it, and up through the corridor. When you enter the next room, head east until you see a spring. Use it to get up to the next level. Break the Metal Block and use the rope slide to get to the other side. Jump off right before the end though, to land on a platform with a Super Block. Use it to upgrade a party member, and then return to the rope slide, and use it to slide all the way. Head through the eastern doorway. Run through this corridor, or you'll be squashed by a rolling rock. When you're in the next area, make your way to the far east, jumping across platforms and avoiding the fire chains. In the next room, head to the far east, and push the blue block west along the path. Jump up the steps and break all the Metal Blocks. A stone rock will roll down. Avoid it, and it will destroy the eastern wall (after squashing Kolorado). Pass through, and continue east. Kolorado will catch up, and then run off. Hit the Heart Block, and instead of following him, go down the steps nearby. Follow the path, and you'll meet and battle Lava Pirahna. It has 40 HP, but it also has two Lava Buds, which each have 8 HP. Take out the Lava Buds first, so they won't attack you. It's best to use Sushie's Tidal Wave, to do heavy damage to all of them. The Lava Buds will come back to life after a bit though, so beware. After you defeat it, it comes back to life, but on fire, so don't jump on it. If you use water attacks though, it will temporarily put out the fire, so you can jump on it. Besides this, beat it in mostly the same manner as you did before. When it's defeated, you'll free Misstar, the fifth Star Spirit. Before you can celebrate however, the volcano starts to erupt. Follow Misstar through to the next area. Climb the steps, and use Bombette to blow up the wall. Quickly climb up the steps in the next room, before the rising lava catches up with you. Kolorado will find the treasure he's been looking for, but Misstar carries you both out before he can get it. However, right after you escape, the volcano erupts and spits the treasure out into the jungle. The perspective now switches to Princess Peach, who decides to sneak out again. Head to the main hall that you enter the kitchen from. This time however, enter the hall door on the far east. Some of Bowsers guards will see Peach, but agree not to tell Bowser if she plays a game with them. She agrees, and you have to answer some questions. They're pretty easy, so you shouldn't have too much trouble. While playing, you'll learn that the next Star Spirit is being held in Flower Fields, and that Flower Fields can be reached through Flower Gate, which is just below the Post Office in Toad Town. At the end of the game, you'll receive a Sneaky Parasol, which lets Peach turn into whatever she points it at (why they would give this to somebody who is supposed to be a prisoner, is beyond me). Bowser will then walk in and order the guards to take Peach back to her room once again. Control reverts back to Mario, with Kolorado and Misstar. Misstar grants Mario the Smooch Star Power, which restores 20 HP. This is a very useful ability. When Misstar and Kolorado leave, head to the jungle river (where all the lost Yoshi kids were). From the first area, head to the eastern exit, and pass through. Cross the bridge, and open the chest (the same one that was in the volcano). You'll find the Volcano Vase. Before you return, use Sushie's Surf to get to the Bub-ulb. Speak to him, and he'll tell you he gave the seed to Kolorado. Go back to Yoshi's Village and trade the Volcano Vase for the seed. Now head back to the whale that brought you to Lavalava Island. Tell it you want to go back to Toad Town. Just as you leave, Jr. Troopa will swim ashore, having chased you all way the to the island. He now has to start swimming all the way back (poor thing). When you get off at Toad Town, Jr. Troopa will catch up with you and battle. He only has 20 HP as a result of tiring himself after so much swimming, so he's not too hard. He has the ability to fly and a spike on his head now, so unless you have the Spike Shield Badge on, Mario won't be able to attack him at all without using special attacks like Hammer Throw, and items. Even so, he's still easy with such little HP. When you've beat him, head through the eastern exit into Toad Town. In this area, speak to the Bub-ulb below the bridge leading to Forever Forest. He'll give you a seed. You should now have all four seeds. Head into the area to the north and speak to Minh T. Give her all of the seeds, and after she plants them, a door will appear. This door takes you to Flower Fields, but before you head through, speak to Kolorado nearby. He wants to get back to Koopa Village, but he can't, as Kent C. Koopa is blocking Pleasant Path. If you want to battle him now (you can fight him later if you like; he's strong), Use the nearby Toad House to heal if you need to, and then follow Pleasant Path to meet up with Kent C. Koopa. He'll say that if you want to pass, you must pay 100 coins. Instead, fight him. He's similar to a normal Koopa, except that he has 70 HP and a huge Attack stat. He is also capable of standing up and attacking in the same turn, after you flip him over. Use Lullaby against him to keep him asleep, and heal when necessary. When you win, Kent will flee, and you can continue. Head back to Toad Town and enter the door to Flower Fields. ========================= CHAPTER 6: DARK DAYS IN FLOWER FIELDS ========================= When you enter, you'll meet Wise Wisterwood. He tells you that a creature called Huff N. Puff invaded Flower Fields and covered the fields with clouds. With no sun, the flowers are all weak. Huff N. Puff is also holding a Star Spirit captive. He says that in order to reach Huff N. Puff, you'll need a magic bean to grow a beanstalk. A flower somewhere in the Fields, called Petunia has a magical bean. Wise Wisterwood says that she's in the east, but he also recommends talking to everyone. Head through the exit in the east. Pass through the next area (be careful of Bzzaps; they're strong), and enter the next. Speak to Petunia, and battle the Monty Moles that are bothering her. After you've defeated them all, she'll give you a Magical Bean. She asks you not to plant it, but ignore her. Hit the tree nearby to get two Red Berries. Head back to the main area of Flower Fields, and head to the Toad Town Toad House if you need to restore HP/FP. Then return. Head south-west to the next area. Give the Red Flower a Red Berry and he'll let you pass. Follow the path, and hit the tree on your way to get two Yellow Berries. Carry on to meet Posie. Posie will give you some Fertile Soil. Now head back to the main area, and take the south-east exit. Give the Yellow Flower a Yellow Berry to pass. Use Parakarry's Flight to cross the small platforms in front of you. When you reach the end, climb up the steps and head back to the west to reach a Super Block. Upgrade a party member, and then return back down the steps. Hit the tree to get two Blue Berries, and continue east, and pass the dried up spring, until you reach Lily. She'll ask you to find a Water Stone that was stolen from her. Head all the way back to the main area, and head through the west exit. Give the Blue Flower a Blue Berry to get past. Continue west until you reach a hedge maze. You'll see two Lakitu's talking. They stole the Water Stone, but seem to have lost it. They'll then notice Mario, and a battle will begin. After you've beat them, head into the maze and head north (keep in mind that there are some hedge "patches" you can pass through. Then head west and follow the path until you see a gap at the other side of a hedge patch. Walk south through the patch, and when you reach a corner just in view of a red pipe, walk through the patch and head east. The hedge one "square" to the right of the open square next to the pipe can be passed through. Walk through and go down the pipe. When you emerge, head through the west exit. Talk to Rosie, and she'll show you that she has the Water Stone. Before she gives it to you however, she wants something that looks better in return. Head back to Posie (through the south-west path from the main area), and speak to her. She'll give you a Crystal Berry. Take this to Rosie, and get the Water Stone from her. Now go to see Lily (through the south-east path from the main area), put the Water Stone back. This area and the previous one will fill up with water. Lily will give you some Miracle Water as thanks. Head to the previous area, and use Sushie to Surf. head to the bright blue tree and hit it with your hammer to get a Bubble Berry. Now head back to the main area again. Head through to the area in the north-west. Give the Flower a Bubble Berry, and it will blow a large bubble. Jump into it, and you'll be carried over to the over side of the pit. Head west until you see some steps. Climb them and use Bombette's Bomb to blow up the rock at the top. Drop down and get the Mega Smash Badge. Now drop out of the alcove and continue west and you'll reach a large stone tower. Don't climb the steps; instead head round on the ground, and enter a small opening when you reach the wall. Use Bombette's Bomb to blow up a rock inside and create steps that lead all the way to the top. Head up and speak to the sun. He'll tell you that the Puff Puff machine that's creating the clouds is in the east. Head back the way you came and on your way back, you'll be approached by a Lakitu who calls himself several names before deciding on "Spike". He apologises but he has orders from Huff N. Puff to take you down. He has 50 HP and a decent Attack so battle carefully. When you beat him, a female Lakitu will appear, who "Spike" calls Lakilulu. Both "Spike" and Lakilulu think that Mario is going to finish him off, and Lakilulu asks you to have mercy on him, calling him Lakilester. Lakilulu asks that you forgive Lakilester, and when you agree, Lakilester will start complaining that working for Huff N. Puff isn't as great as he thought it would be. He then decides to join your party. Head back to the main area once more. Now leave via the north-east exit. Head over to the colored platforms. Use Lakilester to get to the platforms needed. Perform a Spin Jump on the third green platform. Then perform a Spin Jump on the purple platform to the left. Now perform a Spin Jump on the first red platform. Then perform another on the green platform next to it. Now perform a Spin Jump on the third green platform, and finally one on the last purple platform. Head to the easter exit but don't pass through it. Instead, enter the third alcove in the wall. Walk to the left to enter the second. Use the spring to get up, and hit the Super Block to upgrade a party member. Lakilester is recommended, as he isn't even Super Ranked yet. Now head through the eastern exit. Use Lakilester to cross the pits in this next area, and collect the letter on your way. Continue east and you'll reach the Puff Puff machine, guarded by some enemies. Beat them, and then use your hammer to destroy the Puff Puff machine. When it's destroyed, the clouds will disappear, and the sun will rise up into the sky, giving all of the flowers strength. Now head back to the main area of Flower Fields, and speak to Wise Wisterwood. He'll tell you to plant the Magical Bean. Do so in the patch of dirt nearby. Place the Fertile Soil down first, then use the Magical Bean, and then the Miracle Water. A beanstalk will grow. use it to reach Cloudy Climb. When you reach the top, use the nearby moving cloud platform to reach a higher cloud, and grab the S. Jump Chg. Badge. Now head east until you reach Huff N. Puff. He has 60 HP, and a decent Attack stat but what makes him tough is that every time you hit him, smaller Tuff Puffs appear. They can then attack you, before Huff N. Puff sucks them in and restores HP. So, you'll want to use attacks that can take out multiple enemies at once, before they pose a threat/restore Huff N. Puff's HP. Be careful of Huff N. Puff's Thunder atack. It's very strong. This is a tough battle; some say the toughest in the game. So be patient, and prepare for a hard fight. When you beat Huff N. Puff, you'll free the sixth Star Spirit, Klevar. The perspective switches to Princess Peach, who decides to use the Sneaky Parasol to sneak out. Head for the main hall, and use the Sneaky Parasol on a guard. Then head for the door on the far east of the room. You'll find a chest. Grab the Deep Focus Badge Badge next to it, and then put all the items you have into the chest. It's linked with another chest in the Mushroom Kingdom, and Mario can retrieve the items Peach puts in. Now leave this room, and head up the stairs to the double doors with a star on them. Follow the path and speak to the guard at the end. He'll ask you to find his relief that should have taken over his watch, and he'll give you a key. Head back to the main hall, and then go down to the first hall. Go down the stairs and leave the castle through the main entrance, using the key. Use the Sneaky Parasol on the Clubba outside. Head back to the guard who gave you the key, and agree to take over his watch. Head through the door, and follow the path until you reach Kammy Koopa talking to some guards. She'll say that she's made something that will stop Mario even if he rescues all of the Star Spirits. She then senses something is amiss, and exposes Peach. She is then sent back to her room. Control switches back to Mario, with Klevar. He'll give you the Star Power Time Out, which freezes all enemies. Return to Toad Town. Head to Shooting Star Summit, but when you reach the fork in the path, take the lower route. Enter Murluvlee's house and open the chest inside. Claim the items Peach put in. Then head back to Toad Town. Enter Merlon's house and Merlon and a Ninji will tell you to head to Starborn Valley, where Merlon's son, Merle, has something to tell you. First, head to the western area of Toad Town (where the library and shop is). Head to the south-east and use Sushie to Surf in the water. Surf to the pipe and go down it. Follow the path and hit the Super Block to upgrade a party member. Now leave, and head for the (main) Toad Town underground. When you emerge underground, head west until you pass through a pipe. When you emerge, use the see-saw platforms to get to the room in the east. In the next room, ride the platforms up through the ceiling. Head east and drop down the gap to find a Super Block. Use it to upgrade a party member. Go down the pipe nearby to get back to the area where you rode the rising platforms. Leave through the western exit. Jump down off the ledge you're on and go down the pipe. Use your hammer to smash the Metal Blocks in this room, and use the Super Block to upgrade another party member. Use the pipe to leave the room, and then head up the eastern steps. Enter the nearby pipe. When you emerge, head east until you get to the first area of Toad Town underground (the area with the pipe that leads above ground). Jump down the hole in the floor. When you land, head to the water, and use Sushie to Surf across. When you get off, a Super Blooper will attack you. It has 70 HP, and a good Attack stat, but it's easy after beating Huff N. Puff. When it turns red, use Bow's Outta Sight to avoid a very powerful attack. When it's defeated, a switch will appear. Press it, and a blue pipe will emerge. Use it to warp to Yoshi's Village, and then warp back. Head through the eastern opening. Use Lakilester's Float to cross the spikes, and go down the pipe. Follow the path around and break the Stone Block. Head through the next room, and break the Metal Block. In the next room, use the spring to jump up to the ledge. Drop off the other side, and open the chest to get the Ultra Boots. The Ultra Boots allow you to jump a bit higher, and also increase the power of your jump attacks in battle. Perform a Spin Jump to gain enough height to break the brick block, and use the spring to jump back over the ledge. Head back to where you used Lakilester's Float to cross the spikes, and use him again to get back over them. Follow the path to the east. In the next room, go down the steps, and use Watt's Flash to see where the invisible ? blocks are, and then use Spin Jumps to make them appear. Before you jump across them though, enter the pipe in the east. Use Bombette's Bomb to blow up the eastern wall when you emerge. Head through, and enter the pipe in the next room (you can talk to Rip Cheato first if you like). When you emerge, grab the key, and unlock the door. Step outside, and you'll find yourself in Toad Town. You can now get to the other side of the Toad Town underground more quickly via this house. Go back in and make your way back to the room where you hit the invisible blocks. Jump across them and enter the blue doors. Go down the pipe in this room, and when you emerge, go west to find another Super Block. Use it to upgrade a party member. Now head all the way to the east and enter the pipe that leads upwards. ========================= CHAPTER 7: A STAR SPIRIT ON ICE ========================= You'll emerge in Shiver City. Head all the way to the west of the city, to the last house. Enter it and speak to the female penguin inside, the wife of the mayor. She tells you that her husband is in the next room. Go through, and you'll see him lying on the floor. Press A next to him, and he doesn't move. He ha a note in his hand, saying "Herringway". His wife will then walk in and assume that he's dead. She'll call a penguin guard, and he'll accuse you of murdering him. Mario will convince him he's not, and the guard will demand that you catch the real culprit (hunting down murderers in a Mario game?). Head to the far eastern area of Shiver city (there are three areas), and perform three Spin Jumps on the ice. Use Sushie to surf in the water, and then dive to grab the Warehouse Key. use it on the house nearby, and enter. Climb up the stairs and use the spring. Slide down the roof to the left, and when you land on the roof of the next house, jump down the chimney. You'll find Herringway, the novelist. Mario tells him the mayor was murdered, and Herringway heads to the mayor's house (after creating some staris to get down more quickly. Head back to mayor's house yourself. Enter the back room, and speak to the guard. The guard will accuse Herringway of the murder. Suddenly, the mayor jumps up. He explains that he simply banged his head and fell to the floor unconscious. When the guard and Herringway leave, the mayor will agree to let you hike to Starborn Valley, and tell the gatekeeper to let you pass. Head all the way to the east of Shiver City and leave through the eastern exit. Follow the path and you'll meet Jr. Troopa. Once again, you'll battle. He has 50 HP and a very high Attack stat. He also knows strong magic attacks so be careful, and heal often. When you win, head east until you reach a path that has a night sky in the background. Follow it to the end and you'll battle Monstar. It's incredibly easy to beat. When it's defeated, it turns into many small Stars (that resemble Twink), and they all flee. Head through the eastern exit, and enter Starborn Valley. You'll meet Merle. He tells you that the Star Kids battled you because they thought you were a follower of Bowser, so they were trying to keep you out. Follow Merle to his house. Enter, and he'll tell you that Starborn Valley is where Stars are born and raised before they rise to the sky. He says that the last Star Spirit is being held in Shiver Mountain; more specifically, Crystal Palace. Merle will then give you a Scarf, one of the items needed to reach Shiver Mountain. Head all the way back to Shiver City, and speak to the mayor. He'll give you a Bucket. Now head to the area with a line of snowmen, that you passed on your way to Starborn Valley and back. Put the Scarf on the snowman without one, and a Bucket on the snowman without a Bucket. They'll open up a new path. Enter, and head east. Jump down the pit you come to and Perform a Spin jump on the ice to shatter it. Now perform another on the switch to raise the land. Continue along the path. When you enter the next area, go down the steps and grab the Pebble. Head back up the steps, and use Kooper's Shell Toss to hit the switch at the other side of the gap. The land will raise. But two Kooper's will come back. One is a fake. Obviously, the real Kooper would never call you a moron, so hit the one on the left. It will reveal itself to be a Duplighost. Beat it, climb the steps. Go up another set of steps to reach a Super Block. Use it to upgrade a party member (this should be your last one). Now head out of the eastern exit, and through to the next area. Ignore the first two items, and grab the third, a Thunder Rage. A wall will then block your path. Place the Pebble in the statue to raise the wall again. Head east. In the next area, head up the steps and jump off the end. Use Bombette's Bomb to blow up a crack in the nearby wall, and head through. In the next room, walk right through the wall to the east, and you'll meet Merlar. She'll give you the Star Stone, needed to reach Crystal Palace. Head back out, and climb the steps you jumped off. Place the Star Stone into the slot to make some steps raise from the ground. Climb the first set and then head east to find a red ? block. Hit it to get the Mega Stomp Badge. Climb the rest of the steps, and hit the Heart Block to restore HP/FP, before entering Crystal Palace. Enter the door on the south wall, and pass through the next room. Head east until you reach a room with a chest. Open it and get the Blue Key. Now head back to the very first room (the one that had the large ice mirror). Walk a little to the east and you'll find a switch. Perform a Spin Jump and a locked blue door will take the place of the red one. Unlock it and enter the next room. Use Bombette's Bomb to blow up the eastern wall,a nd pass through. In the next room, a piece of the ice mirror is missing in the middle. Walk through, and head west. Use Bombette to blow up the crack in the wall. Pass through, and you'll battle some Duplighosts. When you beat them, continue west, and pass through the blue doors. Back in the main room, pass through the door on the north wall. In the next room, perform a Spin Jump on the floor, and head east until you reach a chest. Open it to get the P-Down, D-Up Badge. Head back west, and use the spring to get back up. Now head all the way back around so that you're in the main room, but back on the southern side of the ice mirror. Pass through the door on the south wall. In the next room, drop down the hole, and head east until you reach a crack in the wall. Blow it up with Bombette. Suddenly, 5 Bombette's appear, and you have to hit all the imposters. Hit all of them apart from the one second from the right. When they're all gone, head through the opening you just created, and open the chest to get the Red Key. Head back to the main hall (you should be on the south side of the mirror). Perform a Spin Jump on the switch to the right, to make the red door appear. Unlock it and pass through. In the next room, pass through the south-east doors. Battle the Clubbas, to clear the path behind the mirror. Head back into the last room, and then pass through the doors in the north-east. Cross the bridge, and go through the doors. In the next room, use Bombette's Bomb so she walks towards the switch. Before she blows up, jump on the central platform. When she blows up and triggers the switch, the platform will rotate and you'll now be on the south side of the mirror. Head through the doors in the east. Pass through the next corridor, and in the room after that, use Kooper's Shell Toss on the small gap in the east wall. Several characters will appear, all claiming to be the real Kooper, but you'd have to be thick to not be able to tell them apart. They're disguised as different characters in the game; not Kooper! Hit all the imposters with your hammer. Head through the opening you just created in the east wall. Now pass through the doors to the east. In the next room, use your reflection to hit the switch, and a bridge will appear. Cross it, and enter the next room. Pass through the opening in the mirror, and head west until you see a door on the north wall. Head through it. In the next room, stand to the right of the statue, and push it to the left. When you drop down, head east until you reach a chest. Open it to get the P-Up, D-Down Badge. Head back west and use the spring to get back up. Pass through the doors, and and work your way around so that you're in this same room again, but on the south side of the mirror. Pass through the door on the south wall. In the next room, drop down the hole, and head east until you reach a chest. Open it to get a Palace Key. Head back west and use the spring to get back up. Leave through the door. In the next room, head east until you reach a room with two locked doors. Unlock them and pass through the south-east one. You'll find yourself in a room with three dinosaurs. Speak to the second dinosaur so that he faces north. And speak to the third so that he faces east. Now head over to the statues (there's no mirror in this room). Push the first statue east once. Push the second south once. And push the third east twice. Speak to the first dinosaur so that he faces south. Then speak to the second dinosaur so that he faces east. Now push the first statue north once, and the second east once. A door and some stairs will appear. Pass through the door. Hit the Hear Block to restore HP/FP. Then head through the eastern doors and follow the path to battle the Crystal King. He has 70 HP and a strong Attack stat. He also has a decent Defense. Be careful of the Ice Bits. Use attacks that inflict damage against multiple enemies to see them off, otherwise, he'll perform an incredibly strong attack. You can also use Bow to avoid this however, instead of attacking them. But only do this if you're charging up another attack or stalling for time. Remember to heal often (Lullaby certainly comes in handy), and use the Action Command well. When you win, you'll free Kalmar, the final Star Spirit. The perspective switches to Peach, and Bowser walks into her room. Kammy follows, and tells Bowser that Mario has freed all of the Star Spirits. Bowser and Kammy decide to prepare for Mario's arrival, and beat him. He orders his guards to tie up Peach and she can watch him beat Mario. The viewpoint switches back to Mario, now with Kalmar. He gives you the Star Power Up & Away, which turns enemies into stars and sends them flying away. This Star Power is pretty much useless, especially at such a late point in the game, so don't bother using it. When Klemar has gone, head to Mt. Rugged and find the Whacka Mole. Hit it with your hammer and get a Whacka Bump. Leave the area, and then return and repeat. Keep doing this until the Whacka Mole stops appearing. It's not imperative that you get the Whacka Bumps, so skip this if you like, but they're a huge help. Now head all the way to Shooting Star Summit. When you get there, the seven Star Spirits will create a warp that will take you to Star Way. Enter it. Follow the path until you reach Star Haven. When you get there, use the Toad/Star House to heal HP/FP, and buy a few Life Shrooms from the shop. Now head east until you reach the Star Palace. Enter, and the seven Star Spirits will give you the Star Beam, which will drain the power of the Star Rod when Bowser uses it. They will then let you use the Star Ship, which will take you to Bowser's Castle. ========================= CHAPTER 8: A STAR-POWERED SHOWDOWN! ========================= When you arrive, head through the nearby door. Cross the bridge, and follow the path around the castle to find a small opening. Pass through. Battle the first Koopatrol you see, and when he's defeated, you'll get a Castle Key. Head back to the locked door you passed earlier, and use the key to unlock it. Head through, and proceed to the east. Keep following the path until you reach a giant Bowser statue. It will open up a trapdoor, and you'll fall into a prison cell. Hit the Heart Block and then use Bombette's Bomb to blow up the wall in the east. Pass through the gap, and head east to the next room. Once there, make your way across the lava using the platforms. In the next area, use Kooper's Shell Toss to hit the switch. A platform will start moving, which you can use to cross the lava. When you're at the other side, use Lakilester's Float and make your way to another switch to the east. Hit it with your hammer, and then go back to the platform. Make your way to the eastern exit, using Parakarry's Flight to cross the larger gaps. In the next room, use Lakilester's Float to get to the moving platform. When you're standing on the moving platform, use Bow's Outta Sight to avoid being burnt by the lava pouring from above. Use parakarry's Flight to cross the next gap, and then use Lakilester's Float to enter the opening in the lava. Head to the east, and then follow the path upwards. You'll battle some enemies who are determined not to let you press a switch they're guarding. When you beat them, press the switch. The lava will cool and harden, so you can walk on it. Leave this room, and head west. When you see the next opening in the northern wall, head through and open the chest to get a Castle Key. Leave, and head all the way to the east until you reach a locked door. Unlock it and pass through. Use Watt's Flash in the next area to see. Follow the path until you reach a fork. Take the upper path and use Parakarry's Flight to cross the gap. Continue, and you'll come across another choice of paths. Take the middle route and use Parakarry's Flight again to cross the gap. Keep going and take the middle path when next faced with a choice. AT the next choice, take the upper route, but drop down the gap rather than flying over it. Continue along the path until you enter the next room. Push the stone to the left to make a doorway appear. Pass through it. You'll be back in the room with the Bowser statue. It will let you pass, as you made it back up. Head through. Pass the stairs and head all the way to the east until you reach a jail cell. Beat the Koopatrol, and it will give you a key. Use it to open the cell. Enter the cell and speak to the Toad closest to the beds. He'll offer you a place to sleep, just like a Toad House. Head back up to the hall, and go up the stairs. Leave through the doors to the east. Head east until you reach a locked door. Use the spring nearby to jump up to the platform above. Grab the chain to fill part of the room with water. Head to the wooden platform, and use Sushie's Surf. Surf to the area to the west. Get off at the wooden platform and hit the switch. A spring will appear. Use it to jump up to the next level. Use Bombette's Bomb to blow up the wall. In the next room, perform a Spin Jump to hit the brick block, and then jit the switch. A passageway will appear. Head through it. Pull the chain at the other end. Head back west to the last area. Use Sushie to Surf. Surf to the west and grab a Castle Key. Head all the way back to the east, and pull the chain again. Now head back west and drop off the wooden platform to the level below. Use Sushie to Surf, and surf to the east. Get off at the wooden platform and pull the chain. Drop down to ground level and unlock the door in the east. Head through. In this next room, make your way along up the path, avoiding the Bombshell Bills. Pass through the doors at the top. In the next room, push the statue on the far right, left. Head through the opening and follow the path. When you're in another room with three block, push the one on the left, left. Head through and hit the Heart Block. In the next room, push the cener statue to the right (ignore the opening). Head through the new opening you create, and follow the path. Grab the Castle Key, and return to the first room with statues. Unlock the door, and head through it. Speak to the Bowser statue in the next room, and play a game. Random enemies will appear out of three openings, run around for a bit, and the statue will ask questions to test your observation. The answers are as follows: 3, Red Shy Guys, Red Shy Guys, 2, 4, Bob-ombs, Purple. When you're done, pass through the door. Outside, follow the path until you reach the top, and head through the western doors. Once inside, head all the way west, ignoring the stairs in the main hall, until you reach another cell. Beat the Koopatrol, grab the key, enter the cell, and rest to restore HP/FP. Head back to the main hall and climb the stairs. Head through the east doors. Climb the steps, and pass through another set of doors. In the next room, stand on the gray tiles at ground level, and use Kooper's Shell Toss to hit the switch. Now jump over to the eastern exit. Grab the castle key, and go west two rooms. Go down the steps, and then head east. Unlock the door and pass through. You'll now enter a little maze, where if you take the wrong exit in any of the rooms, you'll end up back at the start. Head through the doors in this sequence: Upper, lower, lower, upper, lower, upper. When you enter the corridor, head east until you see Peach. She says she escaped from Bowser. She tells you to head back the way you came, and she'll follow. Walk west to the end of this hallway, and the walk east again. You'll see a Duplighost quickly run away. head back to the east, and hit Peach with your hammer three times. She'll reveal herself to be a Duplighost. Beat it, and head through the doors. You'll meet another Bowser statue. The statue will sent the Koopa Bros. out to attack you, but all of a sudden, Jr. Troopa comes running in, and knocks them flying. Jr. Troopa then battles you. He has 60 HP and a good Defense, in addition to a powerful Attack. He's tough, but you shouldn't have *too* much trouble. When you beat him, the Bowser statue will let you pass. Do so, and head up the stairs. Pass through the door at the end. You'll find yourself at the entrance to Peach's castle. Enter, and make your way through the castle through the main halls and corridors. When you enter the corridor where your battle with Bowser at the start of the adventure took place, you'll find Peach being held by Bowser. Bowser will then battle you. He has 50 HP and a Defense of 1, but the main threat is his powerful attacks. Remember to heal often, and use the Action Command well to inflict a lot of damage against him. Whenever he uses the Star Rod to increase his power, use the Star Beam. When you beat him, he'll say that was just a warm-up battle, and he'll fly away with Peach. He says that if you want her back, you'll have to follow him. Follow the carpet until you are outside. Head west, and pass through the doors at the end. Head up the stairs, and head through the doors at the very top. Cross the bridge to face Bowser for the final time. Bowser has 99 HP, and a Defense stat of 2, so he will be standing for a while. He also has a mammoth Attack stat of 10. Use as strong attacks as you can at first; your HP/FP will be healed in a little bit, so you don't have to play defensively or conserve FP so much right now. After a few attacks, Bowser will use the Star Rod to boost his power. Use the Star Beam. Unfortunately for Mario, it has no effect. A cutscene now takes place with Twink freeing Peach from her ropes. Kammy attacks Twink, and you take control. Simply go along with the basic attacks and you'll knock out Kammy. Peach will then wish to the Star Spirits to give them power. The Star Spirits then upgrade the Star Beam to the Peach Beam, which now works against Bowser. The battle resumes. Use healing items/moves often (don't wait until you run low on HP; by then it'll be too late), and use the Action Command well. Life Shroom's certainly help here. A lot of this battle is down to luck as well as skill, so keep trying (and maybe try switching Badges) if you lose. This is a very tough battle, and you'll need to give it everything you've got. When you beat Bowser, you'll get the Star Rod back, and rescue Peach. Peach's Castle will be returned to the ground, and peace will be restored to the Mushroom Kingdom. A huge party is held for Mario and friends, and what must be the coolest credits in any game, kick off with a character parade. Congratulations! ------------------------------------------------------------------ Other FAQs by Ben Cartledge Pokemon Crystal: Walkthrough/FAQ Pokemon Gold: Walkthrough/FAQ Pokemon Silver: Walkthrough/FAQ Pokemon Red: Walkthrough/FAQ Pokemon Blue: Walkthrough/FAQ Pokemon Yellow: Special Pikachu Edition: Walkthrough/FAQ Pokemon Snap: Walkthrough/FAQ Pokemon Stadium: Walkthrough/FAQ Pokemon Stadium 2: Walkthrough/FAQ Pokemon Trading Card Game: Walkthrough/FAQ ------------------------------------------------------------------