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Paper Mario Guide Introduction I know that in most walkthroughs, the controls are listed first. However, this is for the Super Mario Fan Club walkthrough, and I am assuming that you already have the game and know your controls. If you don't, well, too bad (or maybe I will write them in the end of the guide). Anyway, this walkthrough here is for those of you who are stuck in a certain place in Paper Mario and need help. I give you permission to use this guide on your website if you wish, but please keep in the fact that I am the actual author of the walkthrough. Under the chapter's title, you can see which Badges I recommend for the current chapter. If there is a * by the Badge, that means that you will collect that Badge during the chapter and should equip it as soon as possible. Mini- bosses will be highlighted in bold, and chapter bosses will be highlighted in red. Complete Walkthrough The Beginning Recommended Badge Combo: N/A The game starts with Mario receiving a letter from Princess Peach. After a short movie, you will get to control Mario for the first time. Try out the Spin Dash and talking to people. If you wish to visit the Princess's room, talk to the guard blocking the door on the second floor five times, and he will let you in. Anyway, your goal here is to make it to the top floor. Keep going up the stairs, through all the doors, and so on…until you finally meet Princess Peach. A short conversation, then the castle gets kidnapped. Bowser appears, and you fight him. BOSS: Bowser HP: Unknown Attack: 1-10 You cannot defeat Bowser. You can only select the Jump attack, so use it. After several turns, Bowser will charge up with the Star Rod and you will not be able to hurt him. Once that happens, you will be defeated by Bowser and thrown

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Paper Mario GuideIntroductionI know that in most walkthroughs, the controls are listed first. However, this is for the Super Mario Fan Club walkthrough, and I am assuming that you already have the game and know your controls. If you don't, well, too bad (or maybe I will write them in the end of the guide). Anyway, this walkthrough here is for those of you who are stuck in a certain place in Paper Mario and need help. I give you permission to use this guide on your website if you wish, but please keep in the fact that I am the actual author of the walkthrough.

Under the chapter's title, you can see which Badges I recommend for the current chapter. If there is a * by the Badge, that means that you will collect that Badge during the chapter and should equip it as soon as possible. Mini-bosses will be highlighted in bold, and chapter bosses will be highlighted in red.

Complete WalkthroughThe BeginningRecommended Badge Combo: N/AThe game starts with Mario receiving a letter from Princess Peach. After a short movie, you will get to control Mario for the first time. Try out the Spin Dash and talking to people. If you wish to visit the Princess's room, talk to the guard blocking the door on the second floor five times, and he will let you in. Anyway, your goal here is to make it to the top floor. Keep going up the stairs, through all the doors, and so on…until you finally meet Princess Peach. A short conversation, then the castle gets kidnapped. Bowser appears, and you fight him.BOSS: BowserHP: UnknownAttack: 1-10You cannot defeat Bowser. You can only select the Jump attack, so use it. After several turns, Bowser will charge up with the Star Rod and you will not be able to hurt him. Once that happens, you will be defeated by Bowser and thrown out the window. When the words "Paper Mario" appear, press A.

Prologue: A Plea to the StarsRecommended Badge Combo:*Power Jump – 1 BP*Close Call – 1 BPMario will end up in a strange area. The Star Spirits will appear and gather all the power they can muster, and will send it to you to revive you. Next, a Goomba girl will find you, and will call for help once she figures out that you are the real Mario. You will reappear in a Toad House, where Eldstar, one of the Star Spirits, will tell you that you must come to Shooting Star Summit. You then awake, and finally your journey begins!

Go outside of the Toad House. You can talk to the Goombas in Goomba Village if you wish. Talk to Goompapa (the Goomba by the gate), and he will start fixing the gate. Now, go inside the Goomba family's house, and out onto the veranda. Goompa will be there. Talk to him, but he will respond to you quite rudely, so leave the place. When you

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exit the Goomba house, Goombario will tell you that the gate is finished. Kammy Koopa messes up the gate by placing a Yellow Block there. You can't break the block, so you will have to find Goompa's Hammer.

Go to the place where you first saw Goompa. The veranda is gone, and you will fall – paper-style. Approach Goompa and he will notice you. He explains to you that you can't get home because of another Yellow Block that's in the way, and that you should find the Hammer. Go to the screen on the left. Search the bushes to find coins (or no coins); however, the bush on the far left is the one concealing the Hammer. Leave the area – Goompa will walk ahead, and get knocked out by Jr. Troopa. The bully then yells at you. Afterwards, he starts the first fight in your large quest!BOSS: Jr. TroopaHP: 5Attack: 1-2What To Do: Easy. Just use any regular attack, since you don't have any Badges at this moment. Repeat five times and he's dead. When he charges up for the full-power attack, that means he has only 1 HP remaining. You get 20 Star Points for beating this guy.

He swears revenge upon you, then leaves his "private playground". Leave the playground and use the Hammer to break the Yellow Block in the way. Hit the nearby tree for a Mushroom (don't use it to heal yourself though just yet). Hit the Heart Block to refill your HP, then use the spring to jump to the ledge with the Fire Flower. Proceed to the right (or maybe smash some bricks with the Hammer first). In this screen, Goompa tells you about bad Goombas. Just use a First Strike on each enemy, and you will do fine (watch out, there are 2 Paragoombas). Before leaving to the right, jump onto the higher ledge. Defeat the Goomba there for another 2 Star Points and grab the Star Piece – you'll need it later in the game. Now go right. You'll be back in Goomba Village.

Goompa unlocks the locked gate. His two grandchildren will be there. He will go into the house and tell you to wait a moment. When he returns, he will give you the Power Jump badge and a lesson on badges (choose no twice to skip it). Goompa will then give Goombario permission to help you in your quest. How great!New Member: GoombarioStarting Abilities: Headbonk, TattleAttack: 1 + 1

Break the Yellow Block to leave Goomba Village. Before you leave, though, hit the nearby tree with the Hammer. A Goomnut will fall out, good for 3 FP. You might need it. Make sure to equip the Power Jump badge, then leave the village.

You will fight many bad Goombas in these parts. Check the sign and a Goomba will pop out. Goombario will explain that you can switch attack order by using the Z button. Kill the Goomba, then go on. If you don't want to take damage from an enemy party composed of two Goombas, make sure to use a First Strike, to use a Power Jump on the Goomba in the back, and for Goombario to Headbonk the Goomba in the front – it's your choice, however. Along your way, you will find a red "?" block. This block has the

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Close Call badge. Equip Close Call, then keep going on the road until you find a party of 3 Paragoombas. You should take them out after a while (use Power Jumps). Hit the Heart Block to the right of them to refill your HP and FP. Go to the right. When you approach the spring on this screen, the Goomba Bros. will stop you.

BOSS: Notorious Goomba Bros.HP: Blue Goomba – 6, Red Goomba – 7Attack: 1 (both)What To Do: Use a Power Jump on Blue Goomba, and let Goombario use a Headbonk against Red Goomba. You will be attacked, but that's all right, we can always restore HP. Use another Power Jump against Blue Goomba to knock him out, and let Goombario use another Headbonk. After that, simply use Jump or Hammer, then Headbonk. You should be able to finish Red Goomba with after several turns. You should receive 20 Star Points for doing this.

Go one screen left and refill. Now save your game (there is a save block past the spring – don't jump using the spring, just go on the grass and you'll find it). Don't read the sign about mushrooms, because a Goomba will pop out (and you don't want to fight at this moment). Go to the right. On this screen, you will see how the Goomba Brothers report that they were beaten up. After you approach the fortress, Goomba King and the beat-up Goomba Bros. will fight you.

PROLOGUE BOSS: King Goomba, Goomba Bros.HP: King – 10, Bros. – 2 eachAttack: King – 1-2, Bros. – 1 eachWhat To Do: Don't use conventional fighting methods. Instead, you should first use a Hammer attack on the nearby tree. This will make a 3 HP injury to the entire enemy party (killing the Goomba Bros. off). Goombario should Headbonk the king. Now use a Power Jump and headbonk, then again Power Jump. The king should die and you should have 7 HP and 1 FP on your stats. If you played your game correctly, you will receive 30 Star Points, and you will also Level Up. Select FP as your choice.

The Goomba King and the Goomba Bros. will retreat into the castle, and you resume control of Mario. Go to the right. Beside the fortress, you will see a bush. Check it, and a switch will come out. Jump on the switch (or hammer it if you wish). Goomba King starts telling you about a dangerous switch, but it's too late – you already pressed it! The missing bridge to Toad Town reappears, so cross it. Before leaving this area, go down and to the left. There will be a brick block on the ground there. Hammer the Brick Block, and a "?" block will appear. Hit the "?" block for a Super Shroom! Now go to the right. The game will ask if you want to save & continue, save & quit, or continue without saving. Select save & continue (unless you really have to leave right now).

You will see Princess Peach in her castle. Bowser starts talking to her and explains that the Star Rod can grant any wish. Princess Peach wishes that someone would help her, and someone does. Twink will come in, and Princess Peach will ask him if he could deliver her Lucky Star to Mario. Twink then flies away, and you resume control.

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Now that you can play as Mario again, go to the right. If you go all the way down the stairs and then to the left, you will find a "?" block with the Sleepy Sheep item. Keep going to the right until you see the ending of the grass and the gate to Toad Town. Before you enter the town, though, hammer the tree nearby. A springboard will fall out. Using the power of the spring, jump onto the top of the gate and open the treasure chest there. You will collect the Hammer Throw badge. Go to the left, jump off the gate, and enter Toad Town.

Once you enter, a Toad will start screaming about what has happened to Princess Peach and all of that. When he finishes, you can visit the shop in Toad Town and buy some items. Once you're all done, go to the right, to get to the central plaza of Toad Town. From the central plaza, go to the north. Go through the large door with a star on it, and you will come to the place where Princess Peach's Castle used to be. Go through the ruins to the right, to the next screen. Make your way to the right and up the stairs, and onto the next screen.

On this screen, simply jump or walk up the stairs. You have finally made it to the top of Shooting Star Summit. Talk to Eldstar, the Star Spirit, and the Star Spirits will appear and explain to you what has happened. Bowser has stolen the Star Rod, and with its power, he not only defeated you, but also kidnapped Princess Peach and trapped the Star Spirits. The Star Spirits explain that you are not strong enough to challenge Bowser at this moment, but instead you must first rescue the 7 Star Spirits. Once that happens, the final showdown will occur. The Star Spirits then explain they have no more power, and leave.

I'm not sure if there's supposed to be a movie here or not, but anyway, you will be asked if you wish to save. When you gain control of Mario again, go to the left, back to the castle. Halfway through, Twink will accidentally run into you, then be very excited because he finally found you. He gives you the Lucky Star and explains the Action Command. Use the Action Command to make your attacks stronger than before! The Action Command is one of the most important actions that you will learn in the game, so if it seems to be difficult to initiate a successful Action Command, practice! After this, a Magikoopa will appear. This enemy has been actually following Twink in hopes of finding and defeating Mario.BOSS: MagikoopaHP: 8Attack: 3What To Do: First, use a Power Jump and make sure that you hit him with the Action Command (to make 4 points of damage). Next, Goombario should use a Headbonk move with Action Command initiated. The attack is pretty strong, so defend from it using the Action Command. Now, if you did everything correctly, you can let Goombario use a Tattle move on the Magikoopa before you use a Hammer attack with Action Command on the Magikoopa. If you missed an Action Command, then both Mario & Goombario should attack in that turn. If I remember correctly, you should receive 14 Star Points for defeating the Magikoopa.

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Go back to Toad Town. One of the Toads will tell you that Merlon, the wizard in the house with the spinning roof, desires to see you. Save your game (there's a Save Block in front of the Toad House). Now, if you try to open Merlon's door, you can't – Merlon is out, so it says. Try again though. After the second time, Merlon will open the door and will tell you a long, boring story about why he is able to help you. Mario sleeps through the entire story (so you will only see "…." basically). Merlon then explains to you that one of the Star Spirits is being held at the Koopa Bros. Fortress. You need to go all the way down Pleasant Path; at the very end is the fortress, where you can find the Koopa Bros., the enemies who are holding the Star Spirit.

If you try to go east from Toad Town, four dark Toads are blocking the road. Go to Merlon's house again. He goes up to the Toads and reveals their true identities – the dark, suspicious Toads are actually the Koopa Bros. in disguise. They retreat to the fortress. Merlon will explain to you the second part of your fortune – you will need the help of a blue-shelled Koopa in order to reach the fortress. He says he does not clearly understand it, and that you should go to Koopa Village, the village halfway down Pleasant Path, in order to clear it all up. He then leaves back home, and you can go east.

Chapter 1: Storming Koopa Bros. FortressRecommended Badge Combo:Power Jump – 1 BPHammer Throw – 2 BP*HP Plus – 3 BPGo forward and defeat the Koopa Troopa and Goomba using your newly learned Action Command. The Koopa Troopa's attack may be difficult to evade, so paralyze it by jumping on it (not so hard, was it). Go to the right, and defeat (or avoid) the several enemies in this screen. The brick blocks don't have anything at all, but hit the red "?" block to get the Dizzy Attack badge. The yellow blocks have coins, except for the last one, which has a Fright Jar item. Anyway, go onto the next screen. Defeat the Koopa Troopa here. In order to cross the river, you will have to hit the tree. A switch will fall out, so hit the switch and a bridge will form. Before crossing, hit the "?" block to get a POW Block item. Don't hit the brick block that is right after you cross the bridge because you will have to fight a party of two Spiked Goombas if you do (Goombario cannot use the Headbonk move on Spiked Goombas, he will get hurt if he does). Defeat the Goomba hanging around the bridge area, then go up the stair-like things. Watch out for the Koopa Troopa on one of the stairs. Anyway, behind one of the fences is a Sleepy Sheep item. When you go all the way up, proceed to the next screen.

You will be in a screen with a sign and three blue poles. If you are low on HP, run around the pole on the left – for each circle around it, a heart will pop out. Now face the sign and go south (first time I played it took me some time to figure it out). Go down the stairs, to Koopa Village. Before you enter, you will find three Brick Blocks on the ground. Smash the left, then right, then top. A red "?" block will appear – hit it and you will get the Attack FX B Badge. Now go into Koopa Village.

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One of the Koopas will greet you there, but because of the Fuzzy problem in Koopa village, Koopa Village is in a state of despair. A Fuzzy will steal the Koopa's shell; hammer the Fuzzy and the shell will return. Now you can either go help some of the villagers, or go directly towards your goal – it really doesn't matter if you help or no. If you want to help the Koopas, there is a shell in a tree and on top of a Brick Block. Now save your game and go to the screen on the right (also Koopa Village by the way). There is a Fuzzy with a Koopa's shell in the yellow sand circle – sneak up on the Fuzzy by tilting the Control Stick just a bit, then hammer it. There's also a Koopa's shell on top of the block way in the air above the checkered ground. Roll the blue block under the Brick Block, then jump and hit the brick block to retrieve the shell. Now that you are satisfied, you can go into Kooper's house. It is the house in the middle, with a green roof. He says he's kind of busy, but he still opens the door and begs of you to retrieve his shell, which was stolen by a Fuzzy. Enter the house – the Fuzzy will start running away using the back door. Chase the Fuzzy.

Though you can run as fast as possible, the Fuzzy will still be too fast for you. However, at the very end, you will come into the woods behind Koopa Village. Here, you will have to play a guessing game with the Fuzzies. If you win three times, you get Kooper's shell. In order to win, you need good observation as well as luck. The Fuzzy with the shell jumps around the trees, and you must hammer the tree where he stops last. The first time he'll be quite slow, the second time a bit faster, the third time very fast. When you win the third time, he gives back Kooper's shell and says that maybe he will behave himself. Now leave the woods – Kooper is standing where the exit is. Give him the shell, and after that, because you helped him so greatly (and because he wants to travel the world), he will join your party. New Party Member: KooperStarting Abilities: Shell Toss, Power Shell (3 FP)Attack: 2

When you try to leave, the Fuzzies come out of the woods and say that they want a fight.BOSS: FuzziesHP: 3 eachAttack: 1 each (they take away 1 HP from you and restore 1 HP to themselves)What To Do: Remember that Fire Flower that you collected way back in the Prologue, in the woods behind Goomba Village? Now is the time to use the Fire Flower. If you have already used the flower, you will have to use Kooper's Power Shell and one of Mario's attacks. The Fuzzies will heal back if they attack you, so block their attack (Action Command) and then bowl them down with the Power Shell again. You will receive 12 Star Points for this easy fight.

The Fuzzies say that they will be good, and bounce away into the woods (if you had the Fire Flower, then you can say you got 12 free Star Points). Now, head back to Kooper's house. On your way, you will find a high stump upon which is the HP Plus Badge. You can't reach it, but Kooper can. Get on the stump opposite, jump onto the higher stump, and then use Kooper's C-Down ability to retrieve the HP Plus Badge. This badge is very important; it allows you to have an extra 5 HP.

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Enter Kooper's house through the back door, then leave through the front door. Before leaving this area, go to the place with the checkered ground. Where the shell once used to be, there is now a Star Piece. Roll the blue block under the brick block to retrieve the piece. Now leave to the left. Save your game and rest in the Toad House if needed. Now leave.

Go up the stairs to the place with the three blue poles. Continue to the right to the next screen. Defeat the Koopa Troopa there and collect the five coins, then use Kooper's C-Down ability to get the Lightning Bolt item. Keep the item, you will need it for the chapter battle. Now, defeat any enemies that you find in the area (if there are any), and then use Kooper's C-Down ability to reach the switch on the other side of the river. A bridge will appear and you can cross. Watch out while crossing, though, because there is a Paratroopa there. If I remember correctly, you should level up at this point. Choose to upgrade Badge Points, then equip the HP Plus Badge. If there are any other enemies in this area, defeat them - otherwise, proceed to the right. Here, you will find a Koopa Troopa and a Paratroopa. Hammer the tree nearby the Koopa Troopa to make a Star Piece fall out. Well, there's the arch, symbolizing the entrance to the Koopa Bros. Fortress. Hit the Heart Block to refill your HP and FP, then go to the next screen.

Behold the Koopa Bros. Fortress! Once you come, you will see Black Ninjakoopa, one of the Koopa Bros., come out of the fortress, but retreat inside when he sees you in front of him. Save your game, then enter the fortress. It's time that the Koopa Bros. have been punished.

Koopa Bros. FortressRecommended Badge Combo:Power Jump – 1 BP*Power Bounce – 2 BPHP Plus – 3 BPNOTE: The regular attack power of any Bob-omb is 1; however, if you attack a Bob-Omb and do not defeat it in one turn, it will turn red. When it does, you can't Headbonk it or Jump on it; you have to Hammer it or hit it with a shell. If you don't kill a red Bob-Omb, it will self-destruct in your face for 2 damage. In this area, there's nothing special – the exit and a locked door. There is also a Koopa Troopa here. Defeat the Koopa Troopa with his Bob-Omb ally to get the Fortress Key, which will let you open the locked door. In this next room, you can either fight the Bob-Ombs or avoid them (both strategies are fine). In either case, though, you have to make it to the door on the right. You will see Green Ninjakoopa giving orders to one of the Koopa Troopas, then he sees Mario and retreats to the higher levels of the castle. Kill the Koopa Troopa here. Go to the right, you will find a Koopa Troopa behind bars. In its eagerness to attack you, the Koopa Troopa reveals that there is a secret exit from the closed cell. Kill the Koopa Troopa, then carefully walk along the edge of the cell until you slip through. Pick up the Power Bounce badge, and replace the Hammer Throw badge with it. Exit the cell, then keep going to the right. Defeat the final Koopa Troopa in this area, and go into the next room. There seems to be no way that you can get

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through, but in order to find the hidden switch, you must defeat the Koopa Troopa in the room. Hit the switch, and the stairs will alter position, revealing the entrance to the basement. Go down the stairs, obviously.

You can go to the right if you wish, but there's nothing of interest there. Go to the left. The doors will slide up and out of your reach. Select Goombario as your partner – I mean, there's two Paratroopas and a Koopa Troopa here! Lots of flipping to do to these guys. Once you've defeated all of them, the doors will slide back down into your reach, so you can leave the room. The other exit also goes into your reach, by the way, so go there. Two fire bars in this room. You can defeat the bars by playing helicopter with them (jump over them when they approach you), for the prize of ten coins. At the very end of the room is a Fortress Key, yahoo! Go to the right, through the room where you fought the Paratroopas, and up the stairs to the main floor. Unlock the door there.

You will see how Yellow Ninjakoopa is building something. Finally, when he is done, he notices that you have come into the room, and leaves. Before you go up the pathway, go down & to the right. You will see a door, so go through it. There's a Save Block here on this balcony, so save your game and enter the castle again. Now go up the pathway. Hit the "?" block, and you will discover it's a trap. The floor disappears from under you, and you float down.

Congratulations, you have landed into a prison. Refill your HP and FP with the Heart Block after the pink Bob-Omb talks to you. These Bob-Ombs have been sent to prison because they, well, defied the orders of the Koopa Bros. Talk to the pink Bob-Omb again. She is Bombette, and she says that if you get her out of prison, she will repay the favor somehow.New Party Member: BombetteAbilities At Start: Body Slam, Bomb (3 FP)Attack: 2-5

Bombette then notices the crack in the wall. Use her C-Down ability to blow up the wall. You can now escape from the prison! Before that, however, a Koopa Troopa and two Bob-Ombs start telling the prisoners that exploding is not allowed in the building when they notice you. You have to fight them.BOSS: Koopa Troopa, Bob-OmbsHP: 4, 3 each Bob-OmbAttack: Koopa: 1, Bob-Omb: 1-2What To Do: The only reason why I call these guys a boss is because of the change in the music. All right, if you don't know how to beat them I'll tell you. Use a Power Bounce on the Koopa Troopa, and get 5 bounces in at least to kill it. Then use Bombette's Bomb to blast the enemy Bob-Omb. The enemy Bob-Omb will attack you. Now let Bombette Body Slam the enemy Bob-Omb, and finish the enemy with the hammer. You get, uh, 6 Star Points for this fight.

You get a whole mass of coins from this fight. Now go to the left, and through the door. You should know this place, it's the staircase that leads to the basement. Go up the

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staircase and through the door on the right. Now that you have Bombette in your party, go to the place where the Save Block is. Save, then enter the castle again. Go to the right and blow up the crack in the wall. Go through the hole. Open the treasure chest here, there is the Refund Badge. Now go back into the fortress and up the pathway. Open the door opposite of where the fake "?" block used to be. You will be on the second floor in the room where you found the Power Bounce Badge. Switch to Kooper, then use his C-Down ability to hit the red switch. The walls will rearrange, and you can cross the path for a little bit. The vertical wall on the next roof, though, prevents you from going further, so hit the red switch again. The vertical wall is now gone. Repeat for the other switch to reach the door on the other side of the room.

Fight the Paratroopa there, then hit the switch. The stairs will go down. Go down the stairs. You've been here before, this is the second room. Now, though, the crack in the wall is accessible because of the stairs. Use Bombette to blow up the crack, then go through the hole, collect the Fortress Key, and go back up the stairs. Unlock the door.

At first, there seems to be nothing here. If you look again, however, you will notice that you are now on the second floor on the first room. Hammer the switch, and a large, green staircase will emerge from the ice in the first floor. Defeat the two Koopa Troopas that have appeared along with the staircase, then go up the stairs. Follow the pathway upwards, but don't go into the door there yet. Go further up the pathway (down & then left), until you reach the very top. You can call it the third floor if you want, but it's only a very small space, with the Smash Charge Badge there. Defeat the Bob-Omb, grab the Badge, then go down to the door which you ignored previously.

As soon as you walk down the stairs, Red Ninjakoopa will appear along with the rest of the gang. They will start firing Bullet Bills at you from the cannons. Go down to a ledge below, blow up the rock, and grab the Maple Syrup item. Go back up. If you wish to fight the Bullet Bills, you can (for Star Points), but you don't have to. You can simply evade them all the way until the Bullet Bill Blasters. Near the cannons, there is another ledge similar to the one way on the left. Hit the Heart and Save Blocks, then go up and fight the cannons.BOSS: Bullet Bill BlastersHP: 4 eachAttack: NoneDefense: 1What To Do: The blasters don't have any attack of their own, but they fire Bullet Bills at you. Anyway, Bomb the first Bullet Blaster (make sure that you get the Action Command at 100% to kill it in one hit), and hammer the second one. The blasters will fire two Bullet Bills, so take those out with a hammer and Body Slam attack. This next turn, the Bill Blasters will not do anything (they shoot every other turn). Now use a Bomb attack on the third Blaster and hammer the second one. Destroy the Bullet Bill, then use Body Slam and Hammer to finish off the cannon. You will get 15 Star Points for the cannons and 1 Star Point per Bullet Bill (with my strategy, that's 18 Star Points).

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Collect the huge amount of coins which appears, then hit the Heart Block and Save Block. Go up and open the large door. Oh, by the way, I think you should have leveled up by now, upgrade FP because it's easier in the battle that way.

CHAPTER BOSS: Fake Bowser, Koopa Bros.HP: Bowser – 10, Koopa Bros. – 5 eachAttack: Bowser – 1, Koopa Bros. – 1 eachDefense: Bowser – 1What To Do: Before you square off with the Koopa Bros., you will have to fight the robot Bowser that the Koopa Bros. made. First, use the Lightning Bolt to deal 5 damage to the robot. Next, use a Bomb attack on the robot (make sure that you have the Action Command at 100%). The robot will hit you, but try to block its attack. Now use a hammer attack, and the robot will blow up. The Koopa Bros. fall out of the robot. They stand one on another, making a cool formation. Anyway, Bomb the Koopa Bros., and they will all fall apart. Now Bomb a brother to kill him.

Here is where the strategies change depending on whether your max FP is 10 or 15. If it's 10, read the next paragraph; if it's 15, read this paragraph. What you should do now is Power Bounce on another brother to defeat him. When the two brothers get up again, use a Power Bounce on one to flip and kill him, and use a Body Slam to injure the last brother. You will be attacked for 1 damage. Try to block the attack, then flip and injure the final brother, and Body Slam to leave the last brother with 1 HP. The last brother will get up, I think. Hammer him and he will die.

If you have 10 FP, then your strategy is quite different than from the one above. You can't use a Power Bounce to kill off the second brother, so you will have to use a regular Jump attack to deal 2 damage to the brother. When the brothers get up, flip the brother that you injured and do another 1 damage. Use a Body Slam to kill the second brother. You will then be attacked for 2 damage, but try to block the attack. Anyway, now you should destabilize the formation with a Hammer attack and a Body Slam. The Koopa Bros. will fall, so use a Hammer attack and Body Slam to deal 4 damage to the third brother. Use a Body Slam to kill the third brother while he's up, then flip the fourth brother and deal him 1 damage. Now simply flip and deal damage until the last brother is gone.

You will get 32 Star Points for defeating the Koopa Bros. Also, they don't actually die, but instead they fly away, down into the prison. The crack that you made has been patched up, so they are trapped inside the prison for good. The first Star Spirit is then released. Touch the card to free the first Star Spirit.

End of Chapter!

You will be asked if you wish to Save & Continue, Save & Quit, or Continue Without Saving. Choose Save & Continue. Now, you see Princess Peach remember that there is a secret exit out of the room. You will get to play as Princess Peach. Go up to the picture on the fireplace and press A. Princess Peach will find something behind the

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picture – a button! Press the button and the fireplace will reveal the secret passage. Go through the secret hallway, and press the button to rotate into another room. Here, the room is locked, so you can't get out, but Bowser's diary is on the table. Read the diary to find out about Mario's victory as well as the fact that the second Star Spirit is hidden within Dry Dry Ruins, deep in the Dry Dry Desert. Bowser then comes in and you are sent back to your room in a quite rough manner.

Back outside Koopa Bros. Fortress, Eldstar grants you his power, Refresh. With this power, you can restore 5 HP and 5 FP at the same time, as well as cure any poisoning or shrinking. He also explains how to use the ability in battle, as well as how to use the ability Focus, to increase Star Power. Eldstar then departs for Star Haven.

Go to the left, fighting or avoiding all enemies. Right after the entrance arch to Koopa Bros. Fortress, there is a cracked wall, so switch to Bombette, blow up the wall, then go down the pipe and collect the FP Plus badge on the next screen. Jump back down, and go to the left. You can stop at Koopa Village if you like, but the important thing is that you have to have Bombette out at the last screen. Suspiciously enough, there will be no enemies where there were once enemies. Keep going left, and eventually Jr. Troopa will jump out of the bushes. He misses and falls into the water; when he gets back up, you start fighting him.BOSS: Jr. Troopa #2HP: 15Attack: 2Defense: 1What To Do: Jr. Troopa has picked up a new ability – to hide in his shell. Very cute, isn't it? Anyway, that grants him an extra point of defense, so you will have to use your Hammer to deal him 1 point of damage. Use the Bomb attack to deal 4 points of damage at a time, and the Power Jump to deal 3 points of damage at a time. Just use Bomb and Power Jump twice, then Hammer Jr. Troopa. He will faint and give you 20 Star Points. What's also great is that you can keep on hitting him on the field screen – every time you do, he will say "Aaaaaaaaaaaauuuuugh". Go back to Toad Town.

Walk to the south. Before you leave to the next screen, make sure that you have at least 175 coins in your inventory. Walk next to Rowf's shop – Rhuff, the shopkeeper's son, will lead you in. Buy the Multibounce and D-Down Pound badges – you'll need them pretty soon, in Chapter 2. You can also buy Speedy Spin if you have the money for it – you should probably buy it if you know that you will travel between cities a lot, late in the game (like me, when trying to chase Chuck Quizmo and collect all the hidden Star Pieces). Now go to the next screen. You can talk to the Toads, get some recipes from Tayce T., or even visit Forever Forest (although you don't need to do that at this very moment). You can't get through Forever Forest (Oakley will stop you), so the only thing you can do is kill a Forest Fuzzy and Piranha Plant or something. Anyway, your job here is to go to the next screen in the south.

You will be by the railroad station in Toad Town. There is one problem though – a large boulder is blocking off the railroad track! Well, that's very easily fixable. Switch to

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Bombette and blast the rock to smithereens. You will be thanked, and now you can ride the train to Mt. Rugged!

Chapter 2: The Mystery of Dry Dry RuinsRecommended Badge Combo:Power Jump – 1 BPMultibounce – 1 BPHP Plus – 3 BPD-Down Pound – 2 BPNote: You cannot equip D-Down Pound until you get a Level Up, so try to gather 100 Star Points as quickly as possible.

Save your game, then walk across the railroad track and up the beginning of Mt. Rugged. Keep jumping – you'll eventually make it to the top of this area. There is a Heart Block here, and you may use it. Go to the right, and you will see a scene of Parakarry accidentally crashing into you. He apologizes, then asks you to find the three letters he lost on Mt. Rugged in return for something very good.

Go to the next screen. You can fight the Monty Mole that pops out of the ground, but you don't have to – although I did note that you should try to get 100 Star Points ASAP. Before you proceed to the next area on the right, you will find a stair leading down, so follow it. Kill or ignore the Monty Mole there. You can hit the "?" block for a Sleepy Sheep item, but the most important thing is not that. From that area, go to the left. You will see a large yellow block (like the one that Kammy Koopa placed to block the gate in the beginning of the game). Smash it with your hammer, then go on to meet Whacka. You can talk to him, but that doesn't do anything. Rather than that, smack him with your hammer. Whacka will drop a Whacka's bump, a very important item that restores 25 HP and 25 FP. Now go back up the stairs and to the next screen.

Using the save block here, save your game, then fight the Monty Moles that pop out of the ground (watch out for their first strike attack). Go to the right and up. You will see a letter propped up on a high ledge. Stand on the ledge opposite, then switch to Kooper and use his C-Down ability to retrieve the letter. One found, two more to go. Anyway, go to the right (well, what else?). In this next screen, go up the stairs (avoiding the Cleft, cleverly disguised as a rock). When you are all the way up, go to the left, fighting or dodging another disguised Cleft. The large rock is actually a cave that you can enter, so go through it to the left, and to the next screen. Look, you're now on top of the place where you got the first letter. Go to the left and slide down the huge slide. You will fly and land in a place with a Cleft. Do whatever you want with the Cleft, then go to the screen to the left. Oh, by now you should have upgraded. Choose BP obviously, and add D-Down Pound to your arsenal of Hammer moves –you will need this move to kill Clefts very easily. Just one D-Down Pound, and a Cleft is done in.

Go down the stairs, there's another enemy party here. Hit the block for a Mushroom. Now go up the stairs on the left. Use the springboard to spring into the air and reach the

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very high ledge. Hit the "?" block at the far right for a Honey Syrup. Now slide down the slide, and you will end up on the high ledge on the right side of this screen. Go to the right, gather the letter, and drop down to the bottom. Before you leave this area, go to the left again. There is a cave area here too, and if you look carefully, there is an opening on the left side. Go through it, all the way to the left, and open the treasure chest. Inside is the ever-important Damage Dodge badge. Now leave this area.

In the area with the Cleft, slide down the slide and avoid the Monty Moles again. Go to the next screen to the right, go up the stairs again, and this time go to the right. You will end up in an area where there is a gap too large for you to jump over. Jump anyway. You will miss and land below. Avoid the Cleft, but make your way to the right and collect the letter. Use the spring pad to leap back to the top. Make your way to the left now, go down the stairs, go one screen to the left, avoid the Monty Moles, and go all the way back to the beginning, where Parakarry is by the Heart Block. Give him one of the letters, then the second. Finally, after you give him the third letter, Parakarry will be so pleased that he will join your party!New Party Member: ParakarryAbilities At Start: Sky Dive, Shell ShotAttack: 2-5

Go to the place where you found the first letter. Using Parakarry's C-Down ability, he can carry you over the gap. Use his ability again to collect the Quake Hammer badge. Now go all the way to the place where you found the third letter. Parakarry can now carry you over the gap, and you can continue your journey. Right after you land, equip the Power Jump, Power Bounce, Damage Dodge, and HP Plus Badges – I'll explain to you why in a moment. Make sure that your HP and FP is refilled. Now proceed to the right, you will be crossing a large bridge, with a large bird suspiciously watching you cross. When you cross the bridge all the way, the bird will say that you look very similar to this one guy Mario, who's on Bowser's wanted list. You can talk Buzzar out of a fight if you tell her that you are Luigi; however, let's assume that you want an extra 15 Star Points. Say that you are Mario, and a fight will engage.BOSS: BuzzarHP: 40Attack: 2-5What To Do: To me, this is the toughest battle of all of them (even the one with King Bowser). Start with a Shell Shot and Power Bounce – that's 10 HP off if initiated correctly. Buzzar has a wide arsenal of attack moves, including flinging a feather at you, hitting you with her talons, grabbing you and dropping you (escape it, because if you don't you'll get hurt big-time), or hurting both you and your partner. If the wind attack (hurts you and partner) is the case, press A as quickly as possible, because you want the injury for your partner to be as small as possible. Keep using Power Bounces and Power Jumps (to save FP), and Shell Shots if Parakarry is not injured. Once you run out of FP, eat an FP-reviving item and immediately use Shell Shot again. You might want to bring along an HP-reviving item or two, since you probably will be in the Danger zone by the time the fight ends (Danger is when you have less than 5 HP). I once ended up in Peril zone (1 HP remaining).

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You get 15 Star Points, and Buzzar falls away. Go down the steps, and to the next screen. Here, use the Heart Block and Save Block, then go into the desert. Oh, by the way, equip your original badge combo again.

Dry DesertRecommended Badge Combo:Power Jump – 1 BPMultibounce – 1 BPHP Plus – 3 BPHammer Throw – 2 BPQuake Hammer – 1 BP

In your spare time, you can search all 49 areas of the desert. At this time, though, I assume that you want to get Chapter 2 over with as quickly as possible, so stay on the path. Keep going to the right, and stay to the path at all times (don't wander off to the north or south). If a Pokey or Bandit decides to pick a fight, kill the enemies quickly – remember that you can't jump on the Pokey, and that the Bandit will steal 10 coins along. The Quake Hammer is one of the most prized treasures for the desert, especially when you have been mugged by a group of four Bandits.

You will soon reach an area with a stone cactus. Let the whirlwind take you away. You will land in an almost deserted desert area, with three palm trees growing in a triangle. Stand in the middle, and jump. The secret Runaway Pay Badge shall now be yours! Go to the south until you reach the path again, then keep going east until you reach Dry Outpost. Before you enter the city, make sure that you have no more than 8 items in your inventory.

Go through the city, and you will see Little Mouser, the shopkeeper, run off. Follow him to the next screen of the city, then follow him back. Enter the shop, and buy a Dried Shroom, then Dusty Hammer (in that order). Little Mouser will recognize it as a sign, and will tell you how to reach Moustafa, the ruler of the city. Go to the second screen of Dry Outpost, to the house on the far right. Go into the house, then go to the right. Jump up the boxes onto the roof. Go through the roofs (pick up the letter behind the vase), and enter the door at the very left end. Moustafa will give you the Pulse Stone, which will reveal the entrance to the Ruins where the second Star Spirit is being held. Now leave the city (go to the left).

Dry DesertAs soon as you leave, go south from the city. Avoid the enemies here (or fight them if you want), then go south. There is an oasis here. Go to the east side of the oasis and hit the Heart Block. Now go to the south side of the oasis, and you will find a new block – the Super Block. Hit it, and choose to upgrade Bombette to Super-rank. It is vital to your survival in the Ruins. Now go north, ignore the path, and keep going north until you can't go north anymore. Now start going to the left. Avoid the Pokey enemies here,

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there's about 14 of them here, and they will all follow you in a fancy conga line. Eventually, you will come upon a place in the desert where the Pulse Stone will flash very fast, and there is nothing but a large stone in the middle. Place the Pulse Stone there, and the Dry Ruins will rise out of the sands. Hit the Heart Block, then enter obviously.

Dry Dry RuinsRecommended Badge Combo:Power Jump – 1 BPMultibounce – 1 BPHP Plus – 3 BP* Spike Shield – 2 BPQuake Hammer – 1 BPTutankoopa will try to scare you off with his scary voice. If you think that the voice is scary, please see your nearest psychiatrist. Hit the Save block and go to the next screen.

As soon as you approach the tombs, the Pokey Mummies will come out and try to attack you. Kill them, or dodge them. Don't forget to collect the all-important Spike Shield badge in the second tomb, it lets you jump on spiked enemies! Go to the right, and through the door that is lower (down the stairs). Collect the key and leave back to the last room, since the next door is unreachable. Now that you have a key, you can unlock the door that was up the stairs. Unlock it, and jump on the switch. You will see the sand drop into the room below. Go back to that room, and you will see that you can now exit through the door that was once unreachable.

Tutankoopa will speak with his so-called scary voice again. Ignore his threats, and make your way to the top floor. Here, you will see a cracked wall, but you have to fly to reach it. Switch to Parakarry and let him take you over to the wall, then pull out Bombette and blow the wall to smithereens. Go in and press the switch to release the sand. Before you leave this room, collect the Star Piece in the bottom-right corner – you'll need it! Now leave, and drop down. Go into the room directly under the one where you released the sand. Go into that room, collect the key, then go back. Now go all the way down to the bottom floor. Unlock the door there, and go through it.

It seems as if there's nothing here, except for stairs that can be rotated to a Stone Block blocking the path to an artifact. Since you can't destroy the block, just go to the left. There is a fake "?" block at the very left, but play along with what Bowser expects you to do – hit the block. It will disappear, and three Pokey Mummies will come out of the nearby tombs. Watch out, they sometimes appear with Swoopers. Use a Quake Hammer to knock a Swooper off of its perch. Swoopers only have 4 HP, but they can be a real pain sometimes if you don't knock them off the ceiling, because their attack is tougher to block.

Once you have defeated all the mummies, the Ruins Key falls from the ceiling (hmm…). Pick it up, and use it to unlock the door right in front of you. Go through, obviously. Here, don't go down yet, but instead let Parakarry carry you over the gap to the door.

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Tutankoopa will plead at you not to enter the room, but ignore him. Go up the green stairs and press the green switch to make the stairs rotate. Go up the new set of reachable stairs and press the green switch again. Jump onto the rotated stairs and walk to the top. Walk down the red stairs and press the red switch to make the stairs rotate. Now drop down, go up the stairs you first climbed, go past the green switch to the red stairs, and go up the red stairs. Now go to the left, down the stone steps.Before you drop down to the large treasure chest, walk along the thin ledge, then drop down to the ledge below. Keep walking (don't fall off) until you reach the bottom-left corner. Now walk towards the wall and to the right. Eventually you'll find a secret passage leading to the concealed Slow Go badge – though you don't even need any BP for this badge, it's still useful in Chapter 3, but don't equip it now. Drop down to the large treasure chest, open it, and be amazed – you have just collected the Super Hammer!New Weapon: Super HammerDamage: 4Replaces: Regular Hammer

Hit the Stone Block and be amazed at the fact that it breaks. Now leave the room (the exit is on the right side).

Drop down to the bottom. You will see a cracked wall, so switch to Bombette and blow it up. Fall down, you don't have any other choice. Switch to Parakarry, and use the Super Block to upgrade him to Super level. Now switch to Bombette, and blow up the crack in the wall. I hope that you have 6 FP before you enter – if not, eat Honey Syrup. The next room has a stone block blocking the way to the Diamond Stone. When you hit the block, a pair of Stone Chomps will attack you.

BOSS: Stone ChompHP: 4Attack: 3Defense: 1What To Do: Very simple. If you followed my instructions, then Bombette should have the Power Bomb ability. Use that, and hope that it reaches 100%. The Stone Chomps will be blown away. If you don't have 6 FP, use the Super Hammer and Bombette's Body Slam. Just make sure that you initiate the Action Command successfully at all times. Basically, it's a free 8 Star Points.

Collect the huge amount of coins, and pick up the Diamond Stone. Now you can leave this room through the crack that you made. Switch to Goombario, and go to the right. There is a long hallway populated by Buzzy Beetles both on the floor and ceiling. Use the Quake Hammer to knock the Buzzy Beetles off the ceiling, because if you don't, they have a higher attack power (falling from the ceiling). Finally, go through the exit on the right. Hit the Super Block to make a switch appear. Jump on the switch, and stairs will appear, allowing you to collect the key. Go all the way back through the long hallway, and use the springboard to jump up to the place from which you first entered the room.

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Go up the stairs and through the door (where you fought the mummies). Go to the right here. Before leaving, go up the stairs and jump on the switch to rotate the stairs. Break the stone block and collect the artifact. Now leave to the right. Here's the main room. Go up the two stairs, avoid the Buzzy Beetle, and enter the door to the right. The design of this room is the same as the one with the Diamond Stone, only it has the Pyramid Stone. Switch to Bombette, break the block, and fight the Stone Chomps.

BOSS: Stone ChompHP: 4Attack: 3Defense: 1What To Do: Power Bomb. Simple enough, isn't it? 8 Star Points are your reward.

Collect the coins and the Pyramid Stone. Now, go all the way down the main room, through the room where the artifact was, and down the stairs. Instead of going through the crack, go to the right. Avoid the Buzzy Beetle and go through the door. Tutankoopa will yell at you again, but ignore him as usual. Go through the door up the stairs, using your key in the process. Press the switch to drain the sand from the room. Now go to the room beneath, and cross the new sand to the room on the right. The last ruins stone, the Lunar Stone, is hidden here. Break the block, switch to Bombette, take the stone, and fight the Chomps. Just look at the top of this page, I don't want to write it all out again.

Go back to the left, through the sand, and to the left again. Now go up to the first statue from the left, and place the Pyramid Stone there. Go to the middle statue, and place the Diamond Stone there. Go to the fifth statue from the left and place the Lunar Stone there. The statues will flash, and the stairs to Tutankoopa's chamber will materialize. Go down the stairs. Along your way, hit the Heart Block. Now switch to Parakarry, go down the stairs, and through the door. Tutankoopa will yell at you for the very last time. Hit the Save Block, and proceed to the right to fight Tutankoopa. Before going to fight him, though, make sure that you adjust your badges to the combination listed below.

Tutankoopa Combo:Power Jump – 1 BPPower Bounce – 2 BPD-Down Pound – 2 BPHP Plus – 3 BP

CHAPTER BOSS: TutankoopaHP: Tutankoopa – 30, Chomp – 4Attack: Tutankoopa – 2-3, Chomp – 3Defense: Chomp – 3

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What To Do: Start off by using a Power Bounce on Tutankoopa, and using a Shell Shot from Parakarry – 11 damage done. If Tutankoopa calls on his pet Chomp, use the D-Down Pound to destroy the monster, and use Parakarry's Shell Shot again. If Tutankoopa throws a shell at you, block the attack. The worst of all is that he will use his magic – if he does, don't block the attack from Mario, but put all your efforts to block the attack from Parakarry. If you run out of FP, use a Maple Syrup. Just use Power Bounce & Shell Shot three times successfully, and you will win the battle. You will get 32 or more Star Points for beating Tutankoopa.

Tutankoopa will think that his pet will help him, but Chomp betrays Tutankoopa and starts chasing him. When they're gone, you can free the second Star Spirit!

End of Chapter!

Select Save & Continue. You will see Princess Peach and Twink deciding to sneak out of the room again, trying to find more information. Use the secret exit again (the picture beside the fireplace conceals a switch, if you forgot). When you leave the room where you read Bowser's diary, Twink warns you that there are guards outside and that you should be extra careful. Avoid being spotted by the guards (they walk around with flashlights), and go to the room next to the one which you left. You will be in the library. Sneak past the over-predictable guards to the very far end of the library. You will see two of the guards talking about the fact that Mario defeated Tutankoopa, and that Bowser is going to have Mario fight the invincible Tubba Blubba next. They then spot you, and you're taken away to your room.

You're back in front of the entrance to Dry Ruins. Mamar, the second Star Spirit, grants you the Lullaby ability and heads for Star Haven. Adjust your badges to the Dry Desert combo, then keep going south until you find the path again. Keep going to the left. Switch to Parakarry when you see the screen with Prof. Kolorado's tent. Give him the artifact, and he will reward you with a Star Piece. Give him a letter, and he will give you another Star Piece.

Now head to Mt. Rugged. Refill & save, and go back up. Fly over the gap and go to the next screen. Here, head down until you see the Cleft. Defeat him, and keep going to the right. Use Parakarry to fly over the gap, and talk to the Bub-ulb. You will receive a Magical Seed. Fly back, and go all the way to the left, to the next screen. From here, go to the left still, avoiding or fighting Monty Moles and using the Save Block. Keep going to the left, through this screen too. At last you are at the beginning of Mt. Rugged. Hit the Heart Block to refill your HP and FP, then switch to Kooper. Break the Stone Block with your Super Hammer, and hit the Super Block to give Kooper the Dizzy Shell ability. Now go down to the station, save, and head back for Toad Town.

When you're back in town, go north to the next screen. In this area, cross the bridge which leads to Forever Forest to see the guard of the forest note a ghost entering the woods. He asks you to clear up the matter, and you may now enter.

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Before that, though, go to the left and through the pipe that says "Private".

Toad Town TunnelsRecommended Badge Combo: AnyGo to the left and break the Stone Block. Before continuing, switch to Parakarry and equip your best Jump attack badges. In here, you will fight Blooper.

BOSS: BlooperHP: 30Attack: 3What To Do: Just keep using Power Bounce and Shell Shot on the big guy until he gets flattened. A switch appears, and you can now use the pipes to go between towns quickly.Go to the next screen on the left. Board one of the rising platforms and jump off when you can reach the ledge. Go through the pipe. Here, go to the left. Avoid enemies here, and use the springboard to reach the Power Smash badge, concealed in a treasure chest. Equip this badge, because it will be very useful in your adventure. Now go to the right.

Instead of going through the pipe from which you first came, board one of the platforms. As yours goes lower, the other one goes higher. Avoid the two Spiked Gloombas, and when the platforms are at the proper height, jump from one to another, and into the next room. Here, board one of the rising platforms. You will go through a hole in the ceiling. Go to the right, where there's another hole. Fight the Buzzy Beetle, then hit the Super Block and upgrade Goombario to Super rank. You may leave the room via the pipe. Go to the left, through the platforms, through the pipe from which you first entered, jump off the ledge, go to the right, and use the pipe to go back out into Toad Town.

Chapter 3: The "Invincible" Tubba BlubbaForever ForestRecommended Badge Combo:Power Jump – 1 BPSpike Shield – 2 BPPower Smash – 1 BPHP Plus – 3 BPFP Plus – 3 BPDizzy Attack – 2 BPSave your game, and keep going to the right. The ghost will appear and tell you that his master wishes to see you. Go into the forest. Go through the gate, and follow these directions closely (if you don't, you'll get lost):

1. Go around until you notice one of the bushes shake and the flowers spin around. Use the exit next to those bushes.2. You will be stopped by Oakley, talk to him again and he will let you pass. Here, go around until you notice red eyes glow in the tree. Go through the exit nearby.3. Go around until you see a different flower bush from the rest. Use the exit nearby. Before that, though, go into the middle, where you will find a Bub-ulb with a magical seed.

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4. Go around until a face appears in the tree in the middle. Use the exit nearby.5. Press A to check every group of mushrooms. The one that lights up in a very fancy way (light show) shows the correct exit.6. Check each flower bush. The flowers will disappear on all but one of the bushes when you do that. Use the exit by the non-disappearing bush.7. You will find a sign that shows you where Boo's Mansion is. Use the exit nearby.

Congratulations, you have made it out of Forever Forest into Boo's Mansion! You will be instructed by the ghost to make your way to the third floor, where his mistress is waiting. Save, refill, and enter the mansion.

Boo's MansionRecommended Badge Combo: Any (you won't fight any enemies here)Go up the stairs to the left. Talk to the frame without a picture, and you will find out that in order to make your way to the third floor, you will have to find the picture. Go to the left, and through the door. The first time you try to open it, it won't, but the second time it will. Check the middle drawer, and Boos will come out. You will play a guessing game to find the Record, so guess which Boo is holding it. If you win, you will get the record and the Boos will disappear. Leave the room with the record.

Go to the next room on the left. You will see an old-fashioned phonograph on the top-left side of the room. Place your record there, and you will be instructed that to play it, you should press A repeatedly. Press it correctly so that the meter stays at the "Ok" mark. If done correctly, the Boo guarding the treasure chest will start dancing to the music. Stop playing (press B) and rush to the treasure chest. Open it to find the weight. Now leave the room.

Go down the stairs. If you look at the sofa, you will see that one of the parts is differently colored. Jump on that part, and you will spring into the chandelier. Pull it down and use the weight to keep it down. The secret door, once hidden behind the drawer, is now accessible. Go through the white door. Don't open the treasure chest here, but go down the stairs and to the room on the right. Here, go through the room on the right again. The door will disappear, leaving you trapped inside the room. Open the treasure chest and Boos will come out. If you win their game, you will receive the Super Boots!New Weapon: Super BootsDamage: 2 + 2Replaces: Regular Boots

Use your new Spin Jump ability in front of the Boo who just appeared, and you will reveal a secret panel which has a Star Piece under it. Now use the Spin Jump on the wooden panel, and you will fall to the room below.

Jump on or hammer the blue switch, and another one will fall down. Hammer that, and an extremely large switch will appear. In order to make this switch activate, you must first climb on the nearby chair, then onto the ledge and then onto the switch. A regular jump or hammer will not work, so you will have to use a Spin Jump to activate the

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switch. Stairs will appear, and you can now leave the underground. Nearby is the shop, but you can't buy anything until you have met Lady Bow.

Go up the stairs. Go through the door to the north and up the stairs. Leave the secret room, and you're now back in the main hall. Go to the right and up, there's a door here. Here, you can jump into the vase to become 8-bit Mario; to become regular Mario again, jump into the vase again or leave the room. That's not what we're here for, though.Use the Spin Jump on the wooden panel to land in the library. Switch to Parakarry, and have him fly you to the right, where Boo's Portrait is. Now fly back and go down. You will see a stack of two crates here; time your jump correctly so you land on the crates. If you don't, forget it; if you do, Spin Jump to break the crates. Keep going to the left, where you will find that there is a cracked wall. Switch to Bombette & demolish the wall. You're in the place where the secret room is, again. Leave the secret room and go up the stairs. Now that you have the portrait, show it to the frame. Jump into the frame, and you will be teleported to the third floor. Go into the large door to meet Lady Bow.

The ghost that was instructing you all this time was Bootler, Lady Bow's servant. Anyway, she explains to you that Skolar, the third Star Spirit, has escaped from Tubba Blubba's Castle, but got lost in Forever Forest and was captured by the Boos. Lady Bow tells you that she will free the Star Spirit if you defeat Tubba Blubba. She also invites herself to join your party.New Party Member: BowAbilities At Start: Smack, Outta SightAttack: 1 + 1 + 1 + 1

Leave the room and keep going south until you drop down. Leave the mansion, and use the Heart and Save blocks. Now go to the right. Lady Bow instructs the two ghosts who are guarding the gate to unlock it, and you can now go to Gusty Gulch, the hill upon which Tubba Blubba's Castle is!

Gusty GulchRecommended Badge Combo:Power Jump – 1 BPMultibounce – 1 BPPower Smash – 1 BPD-Down Pound – 2 BPHP Plus – 3 BPFP Plus – 3 BPQuake Hammer – 1 BP

Go to the right (well, what else?). Here is Windy Mill (it's locked though, so you can't enter it), as well as several Hyper Paragoombas. The only difference between regular Goombas and Hyper Goombas is that the hyper type also has the ability to charge up their attack to 8 points of damage. When they charge up, you should either hide using Bow's Outta Sight ability, or defeat them as soon as possible. Keep going to the right.

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You will come to a city where Boos live. They will explain to you that Tubba Blubba has been coming to the city every day to eat Boos, and that it is very dangerous. Go to the right. Use the Heart Block and keep going. One of the Boos will stop you when someone notices that Tubba Blubba is coming. Everybody hides, and Bow hides Mario with her ability. The ghost that was talking to you, though, didn't have the time to hide, and was devoured by Tubba Blubba. Keep going to the right.

Avoid or defeat the Hyper Cleft (courtesy of the D-Down Pound badge) here, then keep going to the right. One of the "?" blocks has a Repel Gel, another has a coin. Fight the Hyper Goomba here, avoid another Hyper Cleft, and be sure to collect the letter to Fice T. Keep going to the right.

There are several enemies here, but you should still switch to Parakarry and let him carry you over the gap. Hit the "?" block for a Super Shroom. Before you leave this area, walk around the large stone to find a Star Piece. Now go to the right. This is the entrance to Tubba Blubba's Castle. Save your game and enter.

Tubba Blubba's CastleRecommended Badge Combo:Power Jump – 1 BPPower Smash – 1 BPMultibounce – 1 BPHP Plus – 3 BPFP Plus – 3 BPQuake Hammer – 1 BPSmash Charge – 1 BP(at times) Slow Go – 0 BP

Watch out for the guards in the main hall. Switch to Bow, and when the guards spot you, pull off a disappearing trick (invisibility), leaving the guards clueless. Go into the door on the left. Here, there is a sleeping Clubba. You can avoid him by walking slowly or using the Slow Go badge, or fight him. The door at the end of the hall leads to a room with some boxes, a chair, and a table. Jump up to the table to get a Star Piece. Leave the room and go to the left. This is the dining room (ugh…for ghosts?). Avoid the Clubbas and make your way to the door in the northwest. Go down the stairs, fighting Clubbas along the way. At the very bottom there is a wooden panel, guarded by a Clubba. Defeat the Clubba, then use a Spin Jump to break the panel.

Don't go south yet; instead, open the treasure chest to get a Castle Key. Use the Heart Block to refill your stats, then talk to the Boo nearby if you want. Leave through the door on the left. There is a Super Block here, so upgrade Lady Bow with it. Then go up the stairs, avoiding the flying guards. Go all the way up and through the door – you're in the dining room again. Make your way to the right, through the very long hall, and to the main room again. Avoid the guards again (you can't fight them anyway), and make your way to the right. Use your Castle Key to unlock the door. Here, you should watch out

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for Clubbas, then go up the stairs. Several guards are here, so avoid them. Make your way to the left and through the door.

You are now in the main room again, but on the second floor this time. The guards are flying too low to catch you, so you don't have to worry about them. Make your way to the left. There is a very long hall here, occupied by flying guards and Clubbas. Use Bombette on the field screen to attack the sleeping Clubba nearby – not only will you get a very good first strike, you will also blow up the nearby crack in the wall. Enter the crack and break the panel that is not in a row of two. Use the spring pad to jump back to the room from which you fell. Now break the panel right next to the one you just broke, and you will fall onto the bed. Using Parakarry's ability, you can fly to the bed just across and collect the D-Down Jump badge. Use the springboard to jump back up, and exit the crack.

Keep going in the very long hall. At the very end, go into the door that is north. This room is full of spikes that go up and disappear for a while afterwards. Use Lady Bow's ability to turn immaterial when the spikes pop up – it will help you avoid them. At the very end is a Castle Key in a treasure chest. Go through the spikes again, and leave the room.

Go through the door to your left. You are over the dining hall. Before fighting the Clubba blocking the door, go up to the clock and move it (control stick to the left). Enter the new door. Here, check the drawer, then use Parakarry's ability to fly to the bed. Jump up on the bed and up the books, then go along the thin ledge along the wall until you find an entrance to a place concealing the Mega Rush badge. This badge increases your attack power by 4 points when you are in Peril (1 HP remaining). Leave this room. Now fight the Clubba and unlock the door.

Hit the "?" block for a Maple Syrup, then avoid the flying guards. Go up the stairs and through the door on the right. Tubba Blubba is here. Use Bow's ability to become transparent so that the big beast will not notice you, and will walk away. Go all the way to the right. Since you can't open the large door, go into the door nearby, and equip the Slow Go badge. There's a whole lot of Clubbas here, and it's going to be tough if you wake them up. With the Slow Go badge, however, you can walk very slowly and avoid waking them up. To keep them from waking when you need to jump to get the Castle Key, walk along the raised area to the very left wall, then jump – you will be too far from any Clubba's hearing range. Pick up the Castle Key and retrace your steps to leave the room.

With the Castle Key in your possession, you can open the door on the right, so do so. You're now in the main hall, but on the third floor. Go through to the right, use the Heart and Save Blocks, and go into the next room. There's a treasure chest here. Just as you approach it, Tubba Blubba will enter the room and will fall asleep. Open the treasure chest – inside is a key called Yakkey. The key shouts for help before you steal it. Now run as quickly as possible to the left! When you're on the third floor of the main hall, Tubba Blubba will pound the ground, causing the pathway to collapse. The castle is

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collapsing and Tubba Blubba is chasing you. Keep running, down the stairs and to the left, through the door, and out of the castle. You will see a team of six Boos come to save Lady Bow when you come out. They will hold the door while you are escaping to the Windy Mill. Keep going to the left. Avoid all enemies, use the Heart and Save blocks in the small town where the Boos reside, and proceed to the Windy Mill. Open the locked door with Yakkey. Inside, use a Spin Jump to break the wooden panel. Switch to Lady Bow, and adjust your badges to your favorite Jump attack badges (Power Bounce, Power Jump). Avoid the Hyper Goombas that roam the bottom of the well, and keep going to the right, through the doors. At the end of the Windy Mill is Tubba Blubba's Heart. The secret to Tubba Blubba's invincibility is that his heart was separated, and was controlling him from the Mill. You have to defeat the Heart before you can defeat the beast.

CHAPTER BOSS: Tubba Blubba's Heart, Tubba BlubbaHP: Heart – 50, Tubba Blubba – 10Attack: Heart – 6-12, Tubba Blubba – 4-6What To Do: If you listened to me, then Lady Bow is the partner currently selected. Start off with a Power Bounce and a successful Smack attack. The heart will charge up for the attack for the next turn. Use a Power Bounce, then the Outta Sight ability to become immaterial. The powerful attack will pass right through (if you didn't follow directions, you will be damaged for 12 HP), and you can use Power Bounce on the heart again after that. The heart will then charge up again, so use a Power Jump/Bounce and Outta Sight. If it decides to smack you and not charge up for the attack, all the better – block the 6-damage attack, then use Smack and Power Bounce. When the Heart has 5 HP remaining, it will run (you can't kill the heart).

Run all the way to the left. Use the springboard to leave the Windy Mill. You will see Tubba Blubba eat the heart, then you fight him. He's very easy to defeat, he only has 10 HP. Use a Power Jump and a smack attack to flatten the beast. You will get 34 Star Points, as well as the third Star Spirit from Bow. Skolar is now free!

End of Chapter!

In the castle, you have to sneak out again. You won't go far this time, though, because Bowser & Kammy Koopa are discussing how to defeat Mario. Bowser catches you, and asks you some questions. If you don't want extra battles in Shy Guy's Toy Box, choose Mushroom, Thunder Rage, and Super Soda – if you do, choose the enemies. Choose Clubba, Koopatrol, and Hammer Bros. if you want to get lots of Star Points in the Toy Box – that's what I did, and it's a very nice strategy. You're then carried away back to your room.

Skolar is embarrassed and glad at the same time. He grants you Star Storm, an ability that hits all enemies for 7 HP damage, then departs for Star Haven. Go to the left, and to Boo's Mansion. Save here and switch to either Goombario or Parakarry. Don't re-adjust your badges yet, because you'll have another fight against an aerial enemy soon.

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Leave the mansion using the main gate, and return to Forever Forest. You will hear Jr. Troopa crying, scared of the forest. Go through the gate, and go either to the left or right. You will see Jr. Troopa approach, and a battle starts.

BOSS: Jr. Troopa #3HP: 40Attack: 5Defense: 1What To Do: This battle may be a bit tougher than the other ones, because of the increase in HP and attack power. If Goombario is the selected partner, use the Charge ability, then a Power Bounce – if Parakarry, use a Shell Shot. Simply Charge/Headbonk or Shell Shot, and Power Bounce, all the time. After about 4 repeats, Jr. Troopa will fall to the ground, giving you 21 Star Points.

Before you leave the forest, go to the right from Boo's Mansion. Approach the stone here – a face should appear. Go through the gate nearby. In this place, if you go to the middle, you will find the FP Plus badge. Now leave through any gate except for the one from which you came. You will enter a forest scene, but leave to the left and you will be outside of the woods. Go to the left and hit the Save block. Keep going to the left, and you will be back in Toad Town.

Shy Guys have been causing trouble in the city. You will see Tayce T.'s frying pan get stolen – without it, you can't get anything cooked. If you go around town, you will see that a Shy Guy is jumping on the bed in the Toad House, a pair of Shy Guys are trampling the flowers in the Flower Garden, a Shy Guy stole Rowf's calculator, and other thefts including Russ T.'s dictionary and the Storeroom Key from the south shop. Switch to Bow, and go to the next screen on the west. At the very left end of the screen, there is a yellow house. Go into the house and turn invisible. You will see a Shy Guy enter the room, look around to see that no one is looking, and go into the secret room where Shy Guy's Toy Box is. Once the Shy Guy has entered the secret room, trace its steps. Enter the hidden room, and use the springboard to leap into the Toy Box.

Chapter 4: Trials in the Toy BoxFirst of all, hit the Save Block. Next, if you talk to the people in charge of the train station, you will find out that everything except the train is there. Go to the screen on the right. Fight the Shy Guy here, then hammer the blocks to spring yourself onto the high blocks. Hammer another block to fly over the gap. Drop down, and you will find yourself on the other side of the large blocks. Avoid any enemies here, and go into the house that you can enter. Jump up the stairs, then when you can't go any further, go south to go outside of the building, then go up the stairs again. Jump to the right to land on top of large blocks, then go to the right. Now, if you chose an item when playing as

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Princess Peach, you can collect the item before opening the treasure chest with the Storeroom Key; if you chose an enemy, you have to fight the enemy. Once your task is complete, open the chest and collect the key. Using a nearby block, you can spring yourself over the high blocks. Keep going to the left, hitting blocks to make you jump up. Leave this area, save your game, and use the springboard to leap back into Toad Town.

Leave the house, and go to the store that is in the same screen as the entrance to the Toy Box. Give the storekeeper the key, and he will unlock the storeroom. He lets you take anything you want from it as a small thank-you gift. Don't take anything except for the Toy Train. Leave the shop, and go back into the hidden room that conceals the entrance to the Toy Box. Go up to the box and press A. Place the toy train into the box, and you will see that it's actually a real train inside the box. Enter the Toy Box.

Using the train, you can now make your way to the Pink Station. Here, save your game, then open the nearby treasure chest to reveal the Mailbag. Now go through the exit to the right, near the mailbag. In this room, fight or elude the Shy Guys, then hammer the block to fly into the background. Go to the left, fight the enemies, and at the very left end, open the chest. It has the all-important Defend Plus badge, which boosts your defensive power by 1 but takes 6 BP to wear. Go to the right, hammer the block, and you will go into the foreground, this time on the other side of the barrier. Go to the right. You will see a door that you cannot open, so keep going to the right. A Shy Guy will start running. Now go back to the door, and stand on the right side against the door. The Shy Guy will open it and you will revolve through and into the passage. Go through the pathway until you find the two treasure chests. The one on the left contains the Ice Power Badge, a vital item for the next chapter. The chest on the right has Tayce T.'s Frying Pan; however, if you chose an enemy while playing as Princess Peach, you will have to defeat the enemy first. Open the chest, then go back through the pathway and through the door. You can fight the Shy Guys that just appeared one at a time, but you don't need to. Go to the left, hammer the block, and keep going to the left until you leave this area. Save your game, board the train, and go to Blue Station (arrow to the left). From there, exit the Toy Box.

Leave the house with the secret exit, and go to the right. Now go to Tayce T.'s house, and give her back the Frying Pan (make sure you have no more than 9 items). As a token of gratitude, she will bake you the Cake, which restores 15 FP. Unfortunately, you don't get to use the cake. Go back to the Toy Box, and go to Pink Station. Use the exit to your left.

Jump on top of the colored blocks to get 2 or so coins from the "?" blocks, then fight the Spy Guy (watch out, if the Spy Guy uses the hammer you can lose an attack option). Keep going to the left, until you meet Gourmet Guy. Give him the Cake, and you will see a very funny scene of how Gourmet Guy flies away because of the delicious taste. He drops a Cookbook, so pick it up. Go through the train tracks that Gourmet Guy was originally blocking, and to the right. Watch out for the Pyro Guys – you can't jump on them since you'll get burned (unless you're wearing the Ice Power badge). At the very end, pull the lever (check it). The tracks to Green Station will appear. Go to the left,

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through where you saw Gourmet Guy, to the right, and to the station. Save your game, then press the arrow to the right and ask the Toad to take you to Green Station.

If you really feel like it, you can go to the right, then use Bow's transparency ability to go through the screen. However, you don't need to go all the way back to Toad Town with the Mystery Note and Dictionary. See the four colored blocks? Hit the yellow, then green, then red, and finally blue. The tracks to Red Station will appear.

In Red Station, save your game and refill your HP and FP (this is the only place where you can find a Heart Block in the Toy Box). Go to the exit to your left. Board the nearby moving platform and ride to the top, then board the circling platforms and keep going to the left. Drop down to the left, avoid the nearby Pyro Guy, jump on the flower block, and board the platform. Drop down to the left and switch to Bow. If you wish, you can collect the Snowman Doll from the nearby "?" block. Switch to your favorite Jump attack badges. Now go into the building on the left (make sure that Bow is out again).

BOSS: Big Lantern GhostHP: 50Attack: 2-5What To Do: You can't see the ghost, so you first have to hit the lantern several times before you can see your potential enemy. Use Bow's smack attack to hit the lantern up to 5 times, then use a strong Jump attack on the ghost. The ghost can do three things – jump on Mario, make a flash attack that injures you and your partner, or blow out the light. Attempt to defend Bow from the Flash attack at all cost, so that she won't be injured for 2 turns! Simply use Power Jump or Power Bounce and Smack attacks on the Big Lantern Ghost, as well as turning on the lantern by smacking it (when the ghost turns it off). You will get a neat 15 Star Points for this battle.

If you talk to the lantern, you will find out that there is someone inside it! Hit the lantern with the Super Hammer, and Watt will come out. She is very happy that you rescued her, and to repay her debt, she will join your party.New Party Member: WattAbilities At Start: Electro Dash, Power ShockAttack: 3Use her C-Down ability to turn the dark room into a bright room. Now leave the area (to the right).

Board the platform in the top-right, and wait for another one. You can't jump over the large gap, so switch to Parakarry and let him carry you over it. Hit the Super Block and immediately upgrade Watt (yes, upgrade her abilities even before her first battle). Drop down, and you can use Watt's ability to see an invisible red "?" block with the Deep Focus badge in it. Now jump on top of the block (north), board the platform, then drop down, make your way south and exit this place.

Use the Heart and Save blocks – prepare for the final battle! Go to the area on the right. A Shy Guy will see you coming, and will jump over the large toy wall. Unfortunately,

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the Shy Guys didn't spot a crack in the wall, so switch to Bombette and blow the barricade to dust. The Shy Guys will start screaming and running around, panicking. Keep going to the right. If you want to get the Shooting Star item nearby, you will have to use Watt's ability to see an invisible "?" block – hit it to make it visible. Now jump onto the ledge on top, drop down to the visible block, and use Kooper's C-Down ability to hit the brick block and drop down the Shooting Star item. Now immediately switch back to Watt, avoid the final Spy Guy (save your HP and FP before the last battle), and go to the right, into the building.

Everything is dark here, so of course use Watt's C-Down ability. When you go to the very right end, you will see all the Shy Guys make a hole in the wall to escape from you. Before following them, change around your badges to the combo below. Go to the right, and you will fight…

Recommended General Guy Badge Combo:Power Jump – 1 BPSpin Smash – 1 BPQuake Hammer – 1 BPD-Down Jump – 2 BPD-Down Pound – 2 BPDodge Master – 2 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPDamage Dodge – 3 BP

CHAPTER BOSS: General Guy + TroopsHP: Infantry – 15, Stilt Guys – 7, Shy Stack – 8, General Guy – 30Attack: Infantry – 1 per unit, Stilt Guys – 2-3, Shy Stack – 1 per unit, General – 4-6Defense: General Guy – 2What To Do: General Guy will send his troops at you first. Use a Power Jump and Watt's 4-damage shock attack to remove 10 infantry units. They will attack you for 5 damage, but you can nullify it if you properly block each incoming attack (they attack in quick, 1-damage hits). Then use a successful Jump attack and a weak Electro Dash (don't use Action Command, save time) to eliminate all the infantrymen. General Guy will be very upset about this, but he will bring on the Stilt Guys against you. Use the Quake Hammer to turn the Stilt Guys into regular Shy Guys, then use an Electro Dash attack. Block the attacks, then use another Quake Hammer and Electro Dash to defeat the Stilt Guys. General Guy will then bring on his "special battalion", the Shy Stack. Instead of fighting the stack as you do usually, use a Spin Smash to knock one of the Shy Guys away, then use an Electro Dash. Keep knocking away and shocking until both groups are dead. Out of troops to attack you, General Guy will square off against you. Use a Power Jump and Electro Dash to break the light bulb, leaving General Guy with only the bomb attack. Now use a D-Down Jump or Pound and Watt's Shock attack – remember, Watt's attack is very important because the attack penetrates all defenses. Repeat three more

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times while blocking General Guy's moves, and his taking will break. You will receive 38 Star Points for this battle.

All the Shy Guys, even the General Guy, will start frantically running around. When they finally escape, the Star Spirit is free. Touch the card. Congratulations on beating half the game.

End of Chapter!

As Princess Peach again, use the secret exit to sneak out into the main hall. Go to the right. Go into the room that is next to the one with the magical treasure chest. You will be in the dining hall. Gourmet Guy says that he will not report to the guards if you bring him something delicious, and gives you a Castle Key to unlock the door to the first floor. Leave the room, elude the guards, and open the door using your new key. Watch out, the first floor has more, as well as trickier guards, so you need to be on your feet. To access the kitchen, you will have to go to the right, and north (if you played Super Mario 64, it's the door to the basement). Twink will read about the Super Strawberry Cake, and you will follow an interesting set of instructions to bake the cake. Bring a watch for the cooking part, because you want to time 30 seconds without being off for too much. You don't need to sneak around with the cake in your hands, because once you leave the kitchen you automatically reappear in the dining room. If the cake is successfully done, Gourmet Guy will tell you that the fifth Star Spirit is on Mt. Lavalava; if you mess up, he will tell you to try again. Once you finally bake the cake properly, Twink will fly away to tell Mario the important secret.

In Toad Town, Muskular will grant you the Chill Out ability when Twink comes. Startled to see an honorable Star Spirit, Twink will be very nervous until he finally remembers about the news he has to bring. Muskular departs, and Twink tells you about the Lavalava Island. When you regain control, go one screen to the left. Keep going to the right, until you see Professor Kolorado standing there. Go on one of the docks, and you will be able to gain access to the whale's head. Spin jump to gain the whale's attention, and he will ask you if you can fix up his stomach. Go inside, and use Watt's ability to make the dark passage brighter. Go to the right.

Fuzzipede will start shouting at you because of the light, but stay in one place until you finally touch him – a battle will begin.BOSS: FuzzipedeHP: 20Attack: 3What To Do: Look, I only called this guy a boss because of the music change. Alright, I'll tell you what to do. Start off with a successful Power Shock attack to shock the idiot. Use a Power Jump, then Electro Dash, then Power Jump, then Electro Dash. You will receive 14 Star Points for absolutely no reason!

The whale blows you out of its stomach, and as a token of gratitude, lets you go to Lavalava Island.

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Chapter 5: Hot Hot Times on Lavalava IslandWhen you finally arrive to Lavalava Island, Kolorado will start running towards the mountain, when a pair of Jungle Fuzzies attacks him. Defeat the two, and Kolorado will thank you (no money reward, too bad). Keep going to the right, avoiding the other Jungle Fuzzies. Gosh I hate these critters!

You will be in Yoshi Village. You can talk to the Yoshis here if you want; however, the important part is not that. From the village, go to the right; this time, two Spear Guys attack Kolorado. Defeat them, and continue on to the right. You can look at the mountain, but you can't enter it at this moment, so go back to the village to look for clues.

In the village, everyone is panicking and scared because the kids ran off to the Jade Jungle. The village leader asks you to save the children in the jungle. Go to the exit to the north from the village to access the jungle. Here, check the large bushes and they will move out of the way. Go to the right. Keep going to the right until you see Sushie stuck in a tree. Hit the tree with your hammer 3 times and Sushie will fall out. Since both you and Sushie are trying to find the Yoshi kids, she joins your party.New Party Member: SushieAbilities At Start: Belly Flop, SquirtAttack: 3-5

Go to the left. Using Sushie's C-Down ability, you can ride her to the island in the middle of the lake. Defeat the Spear Guy and hit the red "?" block to collect the all-powerful Power Quake badge. Leave the small island, dive under the bridge and swim to the next screen. In this area, dive under the bridge, and collect the three coins. Now go to the west and jump off to the wooden platform. Fight the Spear Guy here, then go to the right, don't hit the tree (unless you want to fight a Jungle Fuzzy), and go down. Use the Super Block to upgrade Sushie. Now leave this place, go to the south, and jump off on the wooden platform. Go to the north. Clear the bushes, then check the bush that is suspiciously different. That is actually a quartet of M. Bushes, and you must battle them to save Red Yoshi. A Power Jump, Squirt, and Multibounce combo will work very well against the critters. Just be sure to defend from the attacks, because you will be poisoned if you don't.

Once you defeat the bushes, go through the nearby opening. Check the lone bush to free Red Yoshi. Go back south, onto the wooden platform. Board Sushie, then go into the island in the middle again. Go upwards and to the next screen. Here, clear the bushes to the right, then ride Sushie to the platform on the other side of the river. There is a spinning plant here, so jump on to it and press Z to fly up (may take a couple of tries). Avoid or fight the Spear Guy here, then go north. The bushes can be parted to reveal a pipe. Go down the pipe and switch to Watt, since everything is dark. Jump up the ledges until you finally find Green Yoshi. He will run back home.

Go through the pipe again, switch to Sushie, drop down, and board Sushie. Go to the left and to the next screen. Here, jump onto the wooden platform, then hammer the wooden

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log to form a bridge to where Blue Yoshi Kid is. He will go home. Before leaving this area, go to the left until you find a Star Piece underwater. Dive to reach it. Now go to the right, and board the wooden platform on the far right. Go to the next screen on the right. Here, avoid all enemies, don't touch any plants, and simply keep going until you finally reach the right side of this area. You will be in a place with two Putrid Piranhas scaring Orange Yoshi to death. When they see you, they forget about him and decide to fight you.

BOSS: Putrid Piranha x 2HP: 12Attack: 2-3What To Do: Power Jump, Squirt, Power Jump, and Squirt. There, that was easy.

Orange Yoshi will run back home. Go to the left. From here, go to the left, over the bridge, and into the water. Go south, get back onto the land and go south. In this next area, you should see the "Zzzz…." message. There are two trees here; hammer the one on the left to knock Purple Yoshi Kid out of a tree. With all five Yoshi Kids rescued, head back to the village. Use the bridge to the left and down, then hit the wooden log to make a bridge. Go back into the village.

All the Yoshis will thank you and also tell you that the Village Leader desires to see you. Go one screen to the left, and follow the bridges to the middle. Go north to where Village Leader is standing, and he will give you the Jade Raven. Go one screen to the right and back into the jungle. Use the newly-sprouted wooden bridge, then go north and into the next screen. Here, ride Sushie to the wooden platform at the north end. Place the Jade Raven into the large statue, and the access to the depths of the jungle will open.

In this area, go to the right, fight or avoid all enemies, and go next to the bushes. Keep walking next to the bushes until a "!" appears above Mario's head. Clear the bushes and head on to the next area. Here, push the blocks onto the sprouting water until all the holes have been covered; when you do that, the large boulder blocking the exit will be knocked away by the water geyser. Cover the water and move on. In this area, go to the right until you see two nearby trees. Pull the vine on the left to open the exit, then proceed. Go to the right, and use a Spin Jump nearby to reveal a Star Piece. Now switch to Bombette, make sure that you have plenty of FP, and keep going to the right. Eventually you will run into…BOSS: Magikoopa, Putrid Piranha x 3HP: Magikoopa – 11, Putrid Piranha – 12Attack: Magikoopa – 3, P. Piranha – 2-3What To Do: If you don't kill the Magikoopa, it will use healing spells on the entire party, so start off with a Power Jump on the magical enemy. Then use Bombette's Power Bomb to deal major damage to the Putrid Piranhas and wipe out the Magikoopa. Defend from all of the piranha attacks, then use another Power Bomb. If unsuccessful, follow up with a Multibounce attack. You will get 13 Star Points for this battle, I think.

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Collect the huge amount of coins that spills out, then proceed to the right. At last you have reached Master Raphael the Raven's tree! Go into the nearby entrance, save your game, then keep going up the stairs (don't fall now) to the exit. Here, follow the path. Before entering the tree, keep going up the path to reach a Happy Heart badge. Enter the tree, and keep going upwards. There will be a door here, so go through it, and you will be in Raphael's nest. Talk to him and explain that you are unable to access the volcano. He will summon the other Ravens, and you have to follow him to the volcano. Once there, the ravens will make an entrance to the volcano. When done, Raphael the Raven gives you the Ultra Stone and leaves. Before going into the volcano, walk around until you find a large leaf on the tree – go behind it to find the ever-important Jammin' Jelly, an item that restores a whopping 50 FP! Now enter the elevator and ride to the volcano. Use the Heart block, and proceed.

Mt. LavalavaRecommended Badge Combo: Any, but you MUST have:Ice Power – 2 BP* Fire Shield – 2 BP

Keep going to the right, since this is simply a passage leading downwards into the volcano. Proceed to the next screen only to find that Kolorado has already made it this far before you. He will try to keep going, but, unfortunately for him, he treads on the rock too long, and it sinks into the lava along with him. Of course, after such an experience, Kolorado would much rather have you, the intelligent Mario, go first and show him how to pass through than to burn to crisps in the lava. Just hop from platform to platform, but don't tread too long or it will sink into the lava. Finally you will step onto a rock that won't sink. Wait for the next moving rock to approach, then jump onto it. You will be carried through the lava. Keep going to the right until you meet the Lava Bubble. With Sushie's attack, you can deal 8 points of damage, and with your Jump attack, you can also deal 8 points of damage – the bubble has 9 HP though. Keep going to the right until you finally reach the exit to this place.

Jump onto the rope to slide down. You can get the POW Block if you want, but go down the stairs and to the right. Avoid the fire bars, and at the end there is a Super Block. Upgrade Sushie to the Ultra rank, then go to the left, and to the right, down to the Save block. You cannot continue into the depths of the volcano for the reason that there is a Metal Block in the way. Slide down again – about one-third of the way, drop down. If successful, you will land on a tall ledge with the Fire Shield badge on it. Equip this badge, since it will reduce the attacks of all Lava Bubbles by 1 point. Go to the left again, and through the large opening. Go deeper into the volcano, then you will enter a room with a steady lava flow. Use Parakarry to fly over the hot river, then push the blue blocks into the lava. When you pushed all three, you will create a nifty dam that decreases the lava flow, allowing you to continue. Go to the right, down the stairs, and have Parakarry fly you over the shortened river. Go into the next room.

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Parakarry cannot carry you over this gap, but there are two blue blocks in this room. Make sure that both are aligned the same, then push one of them into the lava, then the other. Get onto the second block and use Parakarry's ability – you can fly over the lava now. Elude or fight the Lava Bubbles here (they have Magikoopas covering them, beware), then go up the stairs and to the right. Open the very large treasure chest to get…New Weapon: Ultra HammerDamage: 6Using the Ultra Hammer, you can break the Metal Block in your way. Go to the right and leave this room. Now, using Parakarry's ability, fly over the river, then immediately switch to Sushie, and go to the right. Go up the tunnel. Here, go to the right until you see the springboard. Jump onto it to land onto another one. You will be flown onto the ledge with the Save block, where Kolorado is pacing in search of an answer. Use your Ultra Hammer to break the block, and Kolorado will dart ahead. Save your game before going after the crazy archaeologist. When you enter this room, you will see that Kolorado leaps before he looks, and gets properly punished by getting a broken shell or something of the sort (he falls). Anyway, jump onto the rope to go further. When you reach the shaft of light, press A to jump off and land near a Super Block. Upgrade Goombario, then go to the left. Ignore Kolorado, and go to the left. Use the springboard to land near the Save block, save your game, and go to the right again. This time, let the rope take you all the way to the next room.

As soon as you enter, a large round, spiked thing will start rolling towards you. Use the Spin Dash to run away; if you fear that you will be unable to outrun it, save yourself some HP by using Bow's transparency move. Go through the door. Another lava sea here, just like the one in the beginning of the volcano. Ride the platforms, avoid the fire bars, and defeat the Lava Bubbles until you finally reach the right side. In this place, avoid all the Spike Tops and move the blue block all the way to the left (it will take you a while). Now jump onto the place with the huge amount of Metal Blocks. Hammer all of them, and the spiked ball will start rolling. Run back to the right and get out of its way. Unfortunately, Kolorado was unable to do so, and got smashed. The ball does, however, make an opening in the previously sealed wall, allowing you to pass through. In this place, go to the right, after Kolorado. He senses treasure, but his intuition is wrong; however, your following has paid off in the fact that the "?" blocks hold a Super Shroom and Maple Syrup, two items that could be important in your upcoming battle. Leave this room, refill your HP and FP, then go down the stairs. Save your game, adjust your badges to the Lava Piranha Combo, then keep going to the right until you finally meet up with Lava Piranha.

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Lava Piranha Combo:Power Jump – 1 BPMultibounce – 1 BPJump Charge – 1 BPPower Bounce – 2 BPFire Shield – 2 BPIce Power – 2 BPDamage Dodge – 3 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BP

CHAPTER BOSS: Lava Piranha, Lava BudsHP: Piranha – 40, Buds – 8, Petit Piranha – 1Attack: Piranha – 5-7, Buds – 0-4, Petit Piranha – 6What To Do: After some talking, you'll engage in battle. If you aren't wearing the badge combo described above, you're in serious trouble. Anyway, use the Water Block at maximum power (4 turns), then use a Power Jump attack on Lava Piranha. If you block attacks, then the buds will have no effect on your HP, and Lava Piranha will only deal 1 point of damage to you. Once you've made your move, use a Squirt attack on Lava Piranha – ignore the Lava Buds, since they don't do any damage at all. Squirt and Power Jump are a deadly combo: You only need to repeat it four times, and Lava Piranha is dead. Or…is it?

Well, you'll get the usual Star Points falling out, as well as the battle victory music, when all of a sudden, Lava Piranha pops out again! This time, it's Super Lava Piranha, with another 40 HP! Hmmm…anyway, start off by using a Tidal Wave attack. If you manage to get at least 7 buttons in, then Lava Piranha and the buds will be paralyzed for two turns. Use a Power Jump attack to injure the extinguished piranha some more. If your Tidal Wave didn't work, use a Multibounce to knock all of the piranhas into paralysis. Then use a Jump Charge and Squirt attack on the Lava Piranha. Use a Power Jump, Squirt, Tidal Wave, Charge, and Power Jump…you won't get injured the entire time, and Lava Piranha will be dead! This time, the Lava Piranha will really be dead, and will give you a nice 38 Star Points.

With the Lava Piranha dead, the fifth Star Spirit, Misstar, is now free. Touch the card…

End of Chapter!…Huh?There is a strange rumbling noise – the volcano is about to erupt! Going back the way from which you came is far too dangerous, so Misstar tells you that you should go the other way. Go to the right, avoiding the circle of lava from which the Lava Piranha used to be in. Here, follow Misstar up the stairs, then up the stairs again. Switch to Bombette and blow open the crack in the wall to continue to the next room. Kolorado will find the treasure, but it will be too high for him. Just when he's in the middle of his excitement, Misstar will grab you and Kolorado and pull you out of the volcano just in time to escape.Now it's the End!

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In Princess Peach's Castle, you get to sneak around yet again! Use the secret exit, and go downstairs. Avoid the guards, and make your way to the quiz room – if you played Super Mario 64, it's the door that leads to the room with Bob-Omb Battlefield. If not, then it's the leftmost door. Open this door, and you will find that there is a Koopatrol right there. Fortunately for you, the Hammer Bros. decides not to take you back to your room but instead to include you in the quiz show that they are starting. Play the game.1. What's the name of the boss in Lavalava Island? Lava Piranha2. Where did Master Huff N. Puff imprison the Star Spirit? Flower Fields3. What's the name of the scary round monster living in Dry Ruins? Chomp4. How would you get to Flower Fields? Pass Flower Gate5. What's the name of the person who King Bowser really loves? Princess Peach6. What thing is most deeply related to Flower Fields? Flower7. What's the name of the most admirable, invincible, just downright cool guy around? Bowser (not really, but if you say Mario the host will say that you're wrong)8. What is the name for the ghosts who live in and around Forever Forest? Boos9. What's the name of the area just to the south of the post office in Toad Town? Flower Garden10. Where is Peach's Castle now? On Bowser's castle

If you get the most questions correctly (make sure you get 6 for a guaranteed win), you will win the Jammin' Jelly. Also, after the game, Mr. Hammer will award you with the Sneaky Parasol just for playing. This parasol will be very useful in the next sneak-around. Bowser then comes in, finds you while you're trying to sneak away, and tells the guards to take you back. Well, at least they say sorry.

Back in front of Mt. Lavalava, Misstar grants you the fifth Star Power – Smooch. This lets you restore 20 HP for 3 Star Powers. Now go back to the village, save your game, and proceed into the jungle for a last time (maybe). Here, clear the bushes and go to the right, to where you first found Sushie. There is a treasure chest here – open it to reveal the Volcano Treasure, the treasure that Kolorado was looking for all this time. Go back to the village (left, clear bushes, leave) and give the Volcano Treasure to Kolorado. He has nothing to give you except for the fourth Magical Seed. He says that he does not need it at all; however, this is quite an important item. Go to the left, and leave the village. Watch out for the Jungle Fuzzies one last time (here is where you want to equip the First Strike badge, or Spin Attack if you have it), then go to the place with the whale. If you need to restore HP, check the plants here (they won't attack you) to possibly get some hearts. Now, before you leave this place, switch to the Jr. Troopa #4 combo. Switch to Parakarry, then get on the whale and leave. Before departing, you will see Jr. Troopa finishing a very long swim from Toad Town to Lavalava Island. Unfortunately for the little kid, you have departed, and so he has to get in the water again and follow you. When the movie finally ends and you are back in Toad Town, Kolorado will leave you, then Jr. Troopa will arrive. You have to fight him (like we didn't know that already).

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Jr. Troopa Combo:Power Jump – 1 BP Jump Charge – 1 BPPower Bounce – 2 BPSpike Shield – 2 BPDefend Plus – 6 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPBOSS: Jr. Troopa #4HP: 20Attack: 6Defense: 1What To Do: Jump Charge, then Shell Shot. Defend to lower the high attack rate to only 4 damage. Now unleash a Power Jump, and use Shell Shot again. Defend from the attack again, then use whatever method you deem best to finish off Jr. Troopa (just watch out for the spiked head). You will get 22 Star Points for this battle.

Jr. Troopa will run away, cursing (no profanity in this game, but whatever words parents would find appropriate). Switch your badges to your regular combo, and save your game courtesy of the Save block in the seaport. Go to the right, to the right again, and up to be in the main plaza. If you have enough coins, go buy some badges at Rowf's, but when you're done, save your game then go to the Flower Garden (south of Save block). Give Minh T. (the gardener) all four Magical Seeds, and the Flower Gate will appear. Go through it, and you will begin yet another chapter!

Chapter 6: Dark Days in Flower Fields Upon your entrance to the Flower Fields, you will be greeted by the Wise Westerwood, which explains to you that the Fields are currently in trouble because the evil Huff N. Puff has built the Cloud Machine and has completely blocked out the sun with clouds, leaving all the plants nearly dead. He was also seen carrying a prisoner, which the large tree believes is the sixth Star Spirit. If you want to reach the Cloudy Climb, where Huff N. Puff is, you have to find the magical bean, fertile soil, and miracle water. When you save the sun, you will be able to plant the bean and make a way to the Climb.

Save your game, and go east. Avoid or defeat all the enemies here (be wary, the Bzzap has an incredible first strike speed), but survive. Before going to the right, hit the three trees in this order: middle, right, left – your reward will be the Happy Flower badge. Go right. Here, talk to Petunia and she will explain that the Monty Moles are eating her seeds, messing up her collection. You have to fight the Monty Moles. Defeat all the Monty Moles (beware – their attack power is now 3 and their HP is 12), and as a token of gratitude, Petunia will give you the Magical Bean. Hit the tree that is on this same screen to get a pair of Red Berries, which restore 5 HP. Keep one, because you'll need to give it away.

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Go to the left, and to the left again. In front of the Wise Westerwood, save your game again, then go to the southwest exit. Give the red guardian flower a red berry, and you will be allowed to pass on. Avoid the Bzzap and Ruff Puff enemies here. Hit the tree to get a pair of Yellow Berries – remember to keep one. Keep going to the left, and talk to Posie. She will give you the Fertile Soil. Now go to the right and to the main area, where the Westerwood is. Save your game, and go southeast. Feed the yellow guardian plant a Yellow Berry to be allowed to pass. In this area, jump on the platforms above the spikes until you see a gap too large to jump over. Switch to Parakarry, and let him carry you over the gaps. Avoid or defeat the Crazy Dayzees here (don't fight if it is sparkling, because it's an Amazy Dayzee – you don't want to fight those). Hit the tree to get a pair of Blue Berries – save one. Keep going to the right. In this area, it will look like a dried-up lake (which it is). Using the stairs, you can go to the next screen on the right. Drop down, and talk to Lily, who will ask you to retrieve the Water Stone.

Go to the left and to the tree with the Blue Berries. Go up the stairs, defeat all the Crazy Dayzees, and hit the Super Block. Upgrade Parakarry, then go to the right, down, and to the left with Parakarry's help. Get back into the main area and save your game, then go west. Give the blue plant a Blue Berry to be allowed to pass. Watch out for the Spiny enemies here, and make your way to the left (keep Parakarry out). Upon your entrance to the hedge maze, a pair of Lakitus will fight you.BOSS: Lakitu x 2, Spiny x 2HP: Lakitu – 12, Spiny – 5Attack: Lakitu – 3, Spiny – 4Defense: Spiny – 3What To Do: Use a Power Smash on one of the Spiny enemies to defeat it. Now use Parakarry's Shell Shot ability to deal 7 damage to one of the Lakitus (don't miss). Block the attacks. Always use Power Smash to defeat the Spiny enemies that they make in one hit. Basically, to kill a Lakitu, use a Shell Shot and then Air Dive. You will get 10 Star Points for this battle, unless there were extra Spiny enemies made – add an extra 2 Star Points for each one.

The Lakitus will fly away, and you can now go through the maze. Go to the left all the way, up, to the left, up, to the left halfway, down all the way, to the right, up halfway, and left. Jump onto the pipe and go down. Go to the left to meet Rosie. She has the Water Stone, but will only give it to you if you give her something more pretty. Go to the right, down the pipe, then retrace your steps in the maze backwards to leave. Keep going to the right until you reach the main area. Save your game. By now, you'll probably need restoration of HP, so leave Flower Fields, take a nap at the Toad House, and go back in. Save your game, then go southwest. Go through this place until you see Posie again. She will give you a Crystal Berry. Go to the right, save your game, go west, through the maze to Rosie, and give her the berry. Amazed at the beauty, she will give you the stone. Leave the maze (finally) and go to the main area. Save your game, then go to the southeast. Using Parakarry's help, cross to the next screen. Go to where Lily is, and put the Water Stone in the hole. Water will appear, so you will need Sushie's help to cross the newly-formed body of water. Thankful for your efforts, Lily awards you with the

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Miracle Water. You have all three elements, you only need the sun's heat and you can start growing the Magical Bean. Go to the left. Switch to Sushie, and board her to ride over the water. Before going to the left, go to the small islet in the middle. Hammer the tree to receive a pair of Bubble Berries. Now go to the left, use Parakarry's help to get over the gaps, and save your game in front of the Wise Westerwood. Now go northwest. Give a Bubble Berry to the Bubble Plant, then jump into the bubble that it produces. Press left to ride over the bed of spikes. Keep going, avoiding Lakitus throwing Spiny enemies at you – go through the log, which is used as a bridge. Keep going to the left. On this screen, watch out for the enemies, and climb up the stairs. Using Bombette's ability, blow the rock to smithereens, drop down, and collect the ever-important Mega Smash badge. Keep going to the left. There is no reason in climbing the stairs to the Sun's Tower; go around the stairs first, into the small opening, and blow up the rock. The stairs will descend, allowing you access to the top of the tower. Go up to the very top of the tower, where you will meet the sun. It will tell you that the Cloud Machine is to the east, and that there is no way that you can get there. Switch to Goombario and go down the tower. Leave this area.

On your way back, the area is suspiciously empty, without enemies. Switch to the Lakilester Combo. Keep going to the right, and eventually you will meet and fight Lakilester.

Lakilester Combo:Power Jump – 1 BPJump Charge – 1 BPPower Bounce – 2 BPDodge Master – 2 BPDamage Dodge – 3 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPDefend Plus – 6 BP

BOSS: LakilesterHP: 50Attack: 4What To Do: Start off by using Jump Charge and Charge for Goombario. Block the attack to get only 1 damage (tricky timing), then use a Power Bounce and Multibonk – 26 damage inflicted in one battle turn, if initiated properly. Block the attack, then use a Power Jump and Charge for Goombario. Block again, and use Multibonk to finish off Lakilester. If this doesn't finish him, use a Power Jump or Power Bounce, whatever you deem fit. You will get 16 Star Points for this battle.

Lakilester gives up, and is prepared to take the final blow, when all of a sudden Lakilulu, his girlfriend, comes. She asks you to forgive him (if you don't, she'll throw a Spiny at you). Forgive Lakilester, and she will be very grateful. Lakilester will ask you why you

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are doing this, but you can answer anything, it doesn't matter. After your response, Lakilester will join the party.

New Party Member: LakilesterStarting Abilities: Spiny Flip, Spiny SurgeAttack: 3

With Lakilester as your teammate, you can fly over the beds of spikes. Board the cloud and proceed to the right until you get to the main area. Save your game, then proceed to the northeast, to where the Cloud Machine is. There is a tricky puzzle here, and the only way to complete it is with Lakilester's help. Follow these directions closely:1. Ride with Lakilester to the green switch on the right. Spin jump on it.2. There is a purple switch right next to the green one. Spin jump on it.3. Ride with Lakilester to the very first, red switch. Spin jump on it.4. Spin jump on the green switch that is next to the one you just pressed.5. Board the cloud, drop down, and ride to the green switch to the right. Spin jump.6. Spin jump on the purple switch to the right.

If you followed these directions correctly, then you will be able to jump to the previously unreachable ledge. Now, in this area, avoid the two Ruff Puffs, and go to the right. Before leaving this area, go into the empty under-ledge on the right. Keep going against the left wall until you reveal a secret passage. Jump on the springboard to land on the very high ledge. Hit the Super Block and upgrade Lakilester to Super rank. Now drop down and go to the right. In this area, board Lakilester's cloud and ride quickly past the Spiny-throwing enemies. Go into the area on the right.

At last, the Cloud Machine! You can talk to the enemies until a battle begins, or hit the machine twice with your hammer. When the enemies notice you, you will fight.BOSS: Lakitu x 3, Y MagikoopaHP: Lakitu – 12, Magikoopa – 11Attack: Lakitu, Magikoopa – 3What To Do: Start off with a Spiny Toss on the Magikoopa, then use Power Smash to finish it. Simply block the attacks from the Lakitus, and use Power Smash to defeat any Spiny enemies that they create. Then use this attack pattern: Power Jump, Spiny Surge, Jump, Spiny Surge, Jump, Spiny Surge, Spiny Flip. Of course, you'll have to modify if new enemies are spawned. You will receive 11 Star Points for this battle, unless Spiny enemies were made – 1 Star Point for each one.

The enemies will run away, and Lakilester decides that he will help you some more. Now, simply hammer the Cloud Machine from all the sides until it finally breaks apart. The clouds will be gone, and the sun will go up into the air. You will see all of the plants in the Flower Fields happy because the sun has returned. Now, ride on Lakilester's cloud back to the main area with the Wise Westerwood. Go to Toad Town, refresh yourself, then go to Flower Fields and save your game. There is a brown patch in front of the Wise Westerwood; place the Fertile Soil, then Magical Bean, then Miracle Water there (in that

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order). You will see the bean growing rapidly, and it will grow so tall that you will be able to reach the Cloudy Climb. Jump onto the leaf to get carried to the clouds.

In this area, go slightly to the northwest. Wait for the cloud to descend, then jump on it when the right time comes. Ride up again, and jump onto the next cloud to collect the S. Jump Chg. Badge. Drop down, and switch to the Huff N. Puff combo. Now go to the right, to the next screen. Keep going to the right, then approach Huff N. Puff. He will talk to you, then a battle will begin.

Huff N. Puff Combo:Power Jump – 1 BPRefund – 1 BPJump Charge – 1 BPPower Bounce – 2 BPS. Jump Chg. – 2 BPDodge Master – 2 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPHappy Flower – 3 BPZap Tap – 4 BP (to get Zap Tap, trade with Merlow for 10 Star Pieces. Merlow lives on Shooting Star Summit; don't go up the stairs but go down to see Merluvlee's House, then go to the second floor to see Merlow)

CHAPTER BOSS: Huff 'N' PuffHP: 60Attack: 5-13What To Do: Huff N. Puff is the toughest boss in the game (yes, tougher than Bowser) if you don't know what to do. Make sure you have Lakilester out! Okay then, start off by Super-Charging your Jump attack, and using Cloud Nine by Lakilester. Huff N. Puff will then attack you. Next turn, use a well-timed Power Bounce attack to deliver up to 16 points of damage to HNP. Use a Spiny Flip to deliver 4 more damage points. All the little clouds will get killed courtesy of the Zap Tap badge. Now simply repeat this tactic three more times and you have won. A warning though: If HNP charges up for his lightning attack, use the Power Jump instead of the Power Bounce. It will give you 1 damage and HNP 9 damage. When HNP has less than 5 HP, he will use his desperate earthquake attack – however, its power depends on how many Tuff Puffs he has. With this tactic, that should be none, and his attack power will not be 13, but instead very little. You will get 39 Star Points for defeating Huff N. Puff.

The big brute splits into many clouds, which scatter across the sky. The sixth Star Spirit is free! Yes, that means touch the card!

End of Chapter!

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Warning: This is the last time you will be sneaking around. If you have collected any badges as Princess Peach, this is your last chance to place them into the mysterious chest to be collected by Mario later on. If you don't pass on the badges, you will never be able to collect all the badges in this file (unless you don't save).

Leave using the secret exit. Using the Sneaky Parasol, transform into the Koopatrol near the door (fortunately, not facing you). If you want to collect a Shooting Star item, go all the way through to the very end of the library, where you get it from the Hammer Bros. at the very end. Anyway, your job here is to go to the third floor. Go to the very right end, where a Koopatrol is waiting for his shift to end. He will give you the key allowing you to exit the castle. Go down to the second floor, then to the first, and finally leave the castle. Transform into the Clubba, and go up to the third floor again. Talk to the Koopatrol, and the Koopatrol will leave. When the other Koopatrol isn't looking, turn around and open the door. Keep going up the stairs and to the left. Keep going even further until Kammy Koopa finally shows up. She will compliment you on your great skills, then become suspicious and uncover that you are Princess Peach.

In the main area of the Flower Fields, Kalmar, the sixth Star Spirit, grants you the Time Out ability, to freeze enemies for a whopping five turns at most. Save your game, and leave the Flower Fields. In Toad Town, save your game again, then go to Merlon's House. A Ninji is there, and it wants you to meet Merle, Merlon's son. Once Merlon finishes talking, leave the house and go south to the Toad Town Tunnels.

Toad Town TunnelsOkay, using a Spin Jump, break the wooden panel (you haven't seen those in a while, have you). Go to the left, and you will have to fight a trio of Dark Koopas (watch out, they can make you dizzy). Your reward is a pipe to Boo's Mansion. Now go to the right, and switch to Sushie. Switch to the Super Blooper combo, then swim across the sewer water. On the other side, you get to fight the Super Blooper – joy.

Super Blooper Badge Combo:Power Jump – 1 BPJump Charge – 1 BPMultibounce – 1 BPPower Bounce – 2 BPS. Jump Chg. – 2 BPDodge Master – 2 BPHammer Throw – 2 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPZap Tap – 4 BP

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BOSS: Super BlooperHP: 70Attack: 5-19 (9 + 10)What To Do: This is a very tough battle. Start off by Supercharging and casting the Water Block to increase your defensive power. The wide arsenal of Super Blooper's attacks includes squirting ink, smashing you, charging for the 19-point attack, or spawning Blooper Babies. When babies are produced, simply use the Star Storm to kill the babies off. Anyway, just use the Squirt, and Supercharge, Power Bounce combination. If correctly played, you will do 23 damage per round. You only need to repeat twice, and you win. Be sure to bring along at least one Life Shroom, because the powerful attacks may be lethal. Thanks to the Zap Tap Badge, though, you only take 8 points of damage instead of 19 for the super-powerful attack (just make sure that Water Block is up). You will get an excellent 26 Star Points for this battle…that's it? Man, I used up all my Life Shrooms the first time I fought, and that's all I get? Oh well.

You get a pipe to Yoshi Village, as well as proceeding to the depths of the tunnel. Switch to Lakilester, and keep going. Go north, then board the cloud to ride over the spikes. Go down the tunnel. Here, make your way on the platform while fighting Spiny enemies (uh…what are they doing in the Toad Town Tunnels). Once you find your way through, smash the stone block to continue. Go through this room and break the metal block on the leftmost side. In this room, avoid the pair of Dark Koopas, then get to the very left end. Using the springboard, you can jump over the high wall, and you can quickly notice that there is no way out. Don't look at me, open the huge treasure chest!New Weapon: Ultra BootsAttack: 3 + 3Ability: Tornado Jump

With the Tornado Jump ability, you can break the brick block high above your head, and leave this place (phew). Go to the right, to the right again, and through the platforms until you reach the pipe. Go through it, ride over the spikes, then go down. Fight or elude the Dark Koopas and Spike Tops that roam the tunnels here, then go into the door on the right. There seems to be nothing here, except for a block high above your head. Switch to Watt. You can see the invisible "?" blocks now. Undo the C-Down ability when standing under an invisible block, then Tornado Jump to hit and reveal it. Repeat until all blocks appeared. Before jumping over them to the big blue door, go down the pipe in the southeast end. It seems to be a dead end, but the wall is weak. Switch to Bombette and blow up the wall. You can buy a Star Piece from Rip Cheato for 64 coins if you wish; however, go to the pipe on the right. This looks like a house, but you can't get out. If you look behind the stack of crates in the northwest, however, you will pick up the Odd Key. Use this key to unlock the house, also giving you access to the depths of Toad Town Tunnels by simply going down a pipe. Go down the pipe again, go to the left, through the pipe, then jump on the now-visible blocks until you reach the blue door. Open it. This room is a room with a pipe in the middle, along with the funniest tattle in the game ("Don't quote me on this, but I bet that pipe goes somewhere"). Go down the

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pipe, what else do you think you can do – pull out the Master Sword? Hmm…now that was lame.

The tunnel is freezing, but Mario is everything-proof. Anyway, switch to Kooper, and go to the left. Yes, to the left. Absolutely, to the left. There, I wrote it three times, so it's NOT A TYPO!!!! There is a Super Block at the very left end, so upgrade Kooper (you're wondering why, but this is actually quite important for this next chapter). Now go to the right (where else), up the stairs, and through the pipe. Prepare for your coldest adventure.

Chapter 7: A Star Spirit on IceWelcome to Shiver City! Immediately save your game. You can go check out the shop, Toad House, or whatever in the city; however, the toughest part is that you can't leave to the Starborn Valley without the Mayor's permission. Go to the leftmost area of the city. The house on the very left is the mayor's house. Talk to the mayor's wife, then open the door. Unfortunately for you, Mayor Penguin is lying on the ground, not budging an inch. When the Mayor's wife comes in, she starts screaming about the fact that her husband was murdered and all that. The penguin police comes, and starts questioning you. You are now the chief suspect, but you have been given a chance for your freedom if you find the real culprit. Go to the screen to the very right (save your game first). Tornado Jump three items to break the ice, then switch to Sushie. Dive down to get the Warehouse Key. Open the warehouse and go up the stairs. Go on the springboard, and go to the left on the roof. Jump into the chimney on the roof of the house on the roof of which you landed.

You will land in Herringway's secret room. Herringway will head to the mayor's house to clear his name off the list. Follow Herringway. When you're at the mayor's house again, the police is about to arrest Herringway when all of a sudden, Mayor Penguin gets up. He actually fainted, that's all. Sorry for the trouble, he lets you exit the city. Save your game in the middle area, then go to the right and leave the city. On this trail, you will want to equip Sushie, as she has the strongest attack in the game (Squirt). Keep going, and you will meet up with Jr. Troopa #5. Equip the proper badge combo before fighting though.

Jr. Troopa #5 Badge Combo:Power Smash – 1 BPSmash Charge – 1 BPS. Smash Chg. – 2 BPDodge Master – 2 BPMega Smash – 3 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPDamage Dodge – 3 BPPower Plus – 6 BP (get Power Plus by defeating or bribing Anti Guy, or trading with Merlow for 25 Star Pieces)

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BOSS: Jr. Troopa #5HP: 50Attack: 8Defense: 1What To Do: Start off with a S. Smash Charge, and Water Block to lower the amount of damage you'll take. If you block properly, Jr. Troopa will only do 5 damage with each of his magical attacks. Now use a Mega Smash attack, for a whopping 13 damage against the little kiddo. Use a Squirt attack to deliver another 6 damage. Now simply use Mega Smash and Squirt until you run low on FP (low means below 10). Now, keep using Squirt, but use Smash Charge and later Power Smash to save on your FP while still doing a decent amount of damage. It will take you only four or so battle turns to defeat Jr. Troopa. Congratulations on another 22 Star Points!

Go back to Shiver City and restore your health and FP. Save your game, then head on out into the wild again. Switch to Kooper, and keep going on the path to the right. When you are out in the wild, fight the Frost Piranhas and Gulpit enemies with Kooper's exceptional Fire Shell ability. At the very end, switch to Goombario, then approach the scary ghost. Don't back away, and fight like a hero.BOSS: MonstarHP: 20Attack: 1What To Do: Again, this is a boss because of the music change. Don't waste your FP too much on this simple critter. Use a Power Jump, then use a simple Headbonk maneuver. The attack will look like it will be really powerful; however, it only does 1 damage. It's impossible to avoid, so you'll have to take the small scratch. Now use another Jump attack to defeat the ghost. Congratulations! You are today's lucky sweepstakes winner! Your prize is 13 free Star Points.

The ghost is actually a group of Star Kids that grouped together and used their powers. They run away to the Starborn Valley, where Merle is waiting for you. Enter the valley, obviously. Merle will tell you to follow him, and will also apologize for the extremely rude reception of the Star Kids. In his house, Merle will tell you of the fact that the last Star Spirit is being held atop Shiver Mountain in the Crystal Palace. He gives you the Fabulous Scarf, which works along with another item in Shiver City to open the way to the Shiver Mountain. Rest in the Toad House if you feel like it, then save your game and head out of the valley. Go back to the city (keep going to the left). Mayor Penguin will give you the Marvelous Bucket when you talk to him again. Now leave the city again. There is a place with snowmen along your path to Starborn Valley. One of the snowmen is missing a scarf; another, a bucket. Replace these two items, and the entrance to the Shiver Mountain will open. Go through, don't just stand there freezing!

Shiver MountainGo to the right and save your game. Keep going until you fall down. Tornado Jump to break the ice, and then Tornado Jump on the switch to raise the platform. Now keep going to the right, fighting or eluding the Gulpit. Go up, fight the Frost Piranhas, then

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keep going to the right. Tornado Jump to break the brick block and get the Ultra Shroom, a very valuable item that restores 50 HP! Go to the next screen.

Go to the right, and hit the switch with Kooper's C-Down ability. What happens is that two Koopers return instead of one. The one on the left is an impostor, so when you are told to hammer the impostor, hammer the one on the left. You will then battle the Duplighosts.BOSS: DuplighostsHP: 15 eachAttack: 4What To Do: Music change again. Use a Mega Smash, then Shell Toss, then Mega Smash, then Shell Toss. If the ghost changes into Kooper, then flip him with your jump attacks. You will get a puny 4 Star Points for winning.

You can drop down and collect the pebble – it will be useful. Go up, and cross the ice. Go up the stairs, fight the White Clubba (Fire Shell…), then go left and up the stairs again. Upgrade Lakilester to Ultra rank. Switch to Kooper again, and go down the stairs. Go to the right. In this screen, there are three valuable items, but you cannot pass if you take them. Take the Shooting Star, then place the Pebble into the spot to move the ice wall up. Ignore the Snowman Doll, then take the Thunder Rage by giving away another weak item such as a Honey Syrup. Proceed to the right, obviously. In this area, go up the stairs, then fall down. Switch to Bombette, blast open a crack in the wall, then go in. You will be in Madam Merlar's Shrine, but it seems that there is only one room. The walls deceive you though. Go to the right, and you will go through the wall. Madam Merlar then appears, and gives you the Star Stone. With this, you can open the path to the Crystal Palace. Switch to Kooper again, then leave the shrine. Move upwards to find a path towards up the stairs again, then place the Star Stone into the hole. Lots of stairs will appear, giving you access to the Palace. Keep going up – after the first flight, there is a ledge. Go to the very right-hand end and hit the red "?" block to find the Mega Jump badge. Keep going up the stairs, saving your game along the way. At the very top is a Heart block. Now go to the right again. Welcome to the entrance to Crystal Palace!

Crystal PalaceStart off by going through the door to the south. Save your game, then proceed to the right. There is a suspicious X marking on the floor, but ignore that for now – we'll come back to it later. For now, go to the right. In this room, avoid the Swoopula enemies that you encounter, and make your way to the right door. Open the treasure chest to retrieve the Blue Key. Go to the left, through the door, and back into the main room. Now go to the right. You will see a red switch. Tornado Jump to turn it blue and change the floor. There we go, the blue door. Unlock the door with your Blue Key, then proceed. Here, go to the right, switch to Bombette, and blast open the wall. Go through the crack, obviously. In this room, everything may look like a dead end; however, walk between the third and fourth pillars from the right to discover that the mirror is actually fake! Blow up the "reflected" crack, and go to the left. Here, you will meet two Duplighosts disguised as Mario and Bombette. You have to defeat them.

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BOSS: DuplighostsHP: 15Attack: 4What To Do: Power Smash, Bomb, Power Smash, and Bomb. Always initiate the Action Command. You get, let's see…another 4 Star Points for this battle. That's cheap.

Anyway, go through the reflection of the southern door with the Save block. Here, hit the "?" block for a Super Shroom (always useful), then go to the right. Use a Tornado Jump to break the wooden panel. You can go to the right and collect the P-Down, D-Up badge which decreases your defensive power but boosts your offensive power. You can also jump out of the hole and go to the right to collect the Shooting Star. You don't need to, however, so leave this room. Go to the right, through the glass (third and fourth pillars), and to the left to the main room. Go into the room with the Save block. Save your game, then notice that the red marking has disappeared, and that there is a hole in the floor. Fall down, and go to the right. In this area, switch to Bombette to blow open the crack in the wall. Five Bombettes emerge from the settling dust, and you must hammer the impostors. If you mess up, you have a Boss battle – however, don't mess up. The real Bombette is the one that says she will never forgive you if you give up. Once you have hammered all the impostors, go through the crack in the wall. Open the treasure chest to retrieve the Red Key! Go to the left, jump up via the springboard, and save your game. Leave this room. In the main hall, Tornado Jump on the switch to move to the red door, and unlock it. In this room, you clearly see the path through the mirror; however, you don't need to go through just yet. Go through the door on your right. In here, when you approach a White Clubba, a fight will engage. I won't write out "Boss Battle" for every one of them, but just be wary that they have Magikoopa teammates. Take out the magic-casting enemies, then go after the Clubbas. Fire Shell is superior in these battles.

When you defeat each Clubba, you will notice that statues on the reflection will disappear too. When you defeat all three, you will note that a clear path has been made in the reflection. Leave this room (to the left), then go through the mirror. Go to the right, and in the reflection. Pass through where the statues used to be, and open the door. In this room, there is a revolving door that revolves when you hit the switch. It would be impossible to pass, but luckily Bombette is on your team. Place her next to the switch, then run to the platform. She will explode, also activating the switch and rotating the door to the other side. Go through the door on the right here. In this room, there are only one or two enemies, so defeat them and move on through the door on the right. Here, your reflection will give you a hint on what to do, so follow it. Pull out Kooper, and walk up to the very small hole on the right. Kick Kooper in, and be amazed that he doesn't return. The wall blows up, and out come Luigi, Kolorado, Goompa, and Koopa Koot, each one claiming to be Kooper. Of course, hammer the poorly-disguised impostors to get rid of them. If you hammer Kooper, please send me an e-mail so that I can be entertained once in my life!

Go through the hole in the wall. You can go south, but you will only find a block with Maple Syrup, a Star Piece under a hidden panel, and an extremely large statue that even

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Mario's great might couldn't budge. Go to the right instead. If Kooper is still out, that's very good. You can't cross the great crevasse, but you can raise some ice to let you pass through if Kooper hits the switch in the reflection. Just align Mario's reflection properly, then kick Kooper and then reflection will kick too, hitting the blue switch. Go to the right and through the door. This next door is locked, and you can't open it either. Go through the mirror, and to the left. Keep going to the left, and you will be in the small room that leads to the unmovable statue. Enter the door to the north. Hit the "?" block for a Jammin' Jelly, then push the small statue away to the left (keep this in mind – you can only push the statues in the direction they are facing). If you wish, you can drop down, go to the right, and collect the P-Up, D-Down badge. Once you have pushed the statue, though, all you need to do is leave the room, go to the right, through the looking glass again, to the left, and into the room that leads to the large statue. Go into the room with the huge statue to find that it has moved – remember, what you do on one side of the mirror affects the other side. Drop down, go to the right, avoid any enemies, and collect the Palace Key at the very right end. Now keep going to the left, and leave this room to the north. Go to the right, and into the room with the two locked doors.

Using the Palace Key, unlock one of the doors – the other will automatically unlock since it is a reflection. Go into the next room. The white Albino Dino creatures will face you when you speak to them from different directions. Anyway, your job is to make them face a certain direction, then push the black statues onto the floor panels (to do that, simply make the white Dinos face the floor panels near them). When you do that with all three, a secret exit will appear, allowing you to proceed. This room is with a Heart block and Save block. Refill and save, then switch to Lakilester and the Crystal King badge combo. Go to the right. Keep going to the right until you finally meet Crystal King. He will attempt to discourage you, then you fight.

Crystal King Badge Combo:Power Smash – 1 BPDodge Master – 2 BPPower Quake – 2 BPDamage Dodge – 3 BPMega Smash – 3 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPAll or Nothing – 4 BP

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CHAPTER BOSS: Crystal King, Crystal BitsHP: King – 70, Bit - 1Attack: 6-9Defense: 2What To Do: Make sure you have Lakilester out. Also make sure that you always initiate the Action Command. Now start off with a Mega Smash, then Spiny Surge to kill off all the Crystal Bits and injure the King. If Crystal King decides to summon three more Crystal Bits, kill them off again with the Spiny Surge attack. Simply keep using Mega Smash to deal heavy damage to the King – 9 damage each hit. If he uses his 6-damage ray on you, block it! If you don't, Mario will be frozen for two turns! If you successfully manage to block, immediately cast Cloud Nine on Mario, then use Mega Smash again. Keep blocking until the King's HP starts to look low. The Crystal King will then use his healing ability to restore 20 HP to himself, and also make two clones of him. The clones won't take any damage, but will boost his attack power, so defeat them immediately via a Spiny Surge, Quake Hammer, Shooting Star, or Star Storm attack. Just keep using Mega Smash and Spiny Flip/Surge until the king finally dissolves into ice. This battle may take quite a while, and it can also be called the second-toughest after Huff N. Puff's battle, if you don't know what to do. You get a nice 42 Star Points for defeating the Crystal King.

The king says his final words and dissolves into the snow. The final Star Spirit is free! Touch the card, don't just stand there!

End of Chapter!

Well, this time you won't get to sneak around. Twink and Princess Peach will talk, then when they return to the room, Bowser comes in and tries to have a friendly conversation with her when Kammy informs that the Crystal King has been defeated. The guards tie up Princess Peach, and Twink will try to oppose Bowser only to get knocked out by the evil king's mighty claw. The scene ends.

Kalmar grants you the Up & Away Ability, which lets you turn all enemies into stars if cast successfully. Leave this area, and go down the first flight of stairs. Save your game, then drop down to a ledge with a Star Piece. Now drop down the rest of the way, and leave this screen. On your way back, collect the items that you didn't have the chance of picking up earlier. Leave to the left, avoid the White Clubba, and keep going left. Go down the stairs, watch out for the Frost Piranhas, down the stairs some more, then finally up the stairs and down the stairs to the Save block. Save your game, and leave the Shiver Mountain. Leave this area to the left, keep going (watch out, there are Gulpit enemies here now), then finally to Shiver City. Go to the left and to the pipe. Take a nap at the Toad House to get an interesting gift – an Ultra Shroom with four Mushrooms! Sell off the Mushrooms, but keep the Ultra Shroom – you'll need it. Save your game, then go down the pipe to Toad Town Tunnels.

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Toad Town TunnelsGo to the left, and down the pipe. Here, leave using the blue door. Drop down to the pipe that leads to Rip Cheato. Leave to Toad Town using the pipe near the rip-off salesman. Leave the blue house, and go to the screen to the north. Buy some badges from Rowf, then save your game. The time for the final showdown has come. Before this, though, you might want to check at the back of this booklet for the Super Block locations. You must upgrade Watt to Ultra level before the final showdown, at the very least.

Once you have done as I asked, proceed to the ruins of Peach's Castle, and to Shooting Star Summit. Before going to the summit, trade with Merlow for the Power Plus badge, if you can afford it, as well as any other badge that you think will be useful. Go up the stairs, and to the top of the summit. A Star Spirit will talk to you, and tell you that the entrance to the Star Way will be opened. Go into the beam of stars to get carried into the sky!

Star WayJust go to the right, and keep following the star path. There are three Embers here, so equip the Ice Power and Fire Shield badges since they are upgraded Lava Bubbles. Keep going until you finally see the moon on clouds – that means that you are near Star Haven. Enter the next screen on the right, and you will be in the sacred haven.

Star HavenThe Shop has the lowest prices possible, so you might want to take advantage of that. Also take a nap at the Toad House (hmm…Star House?) if you lost some HP on the road to the haven. Anyway, save your game, and follow the path to the next screen on the right. After some camera action, you will regain control of Mario in front of the sacred Star Sanctuary. Enter the Sanctuary, and step onto the altar. Eldstar will greet you, and the Star Spirits will gather their powers together to bestow upon you the Star Beam, which will let you drain the power of the Star Rod whenever Bowser uses it. A last gift from Eldstar to you will be the legendary Star Ship, which will take you to Bowser's Castle when you are ready for the final battle. Be brave, and enter the ship.

Chapter 8: A Star-Powered Showdown!Basically, you will see people all over the Mushroom Kingdom making wishes to the "shooting star" that they see – in case you don’t get it, that's you. Once the movie ends, you will enter Bowser's hangar for vehicles in his castle. Save your game, then go down and open the door. Go north, over the bridge, and notice that the entrance to the castle is locked. Go to the right and through the door. Keep going until you finally meet the Koopatrol. Fight the two Koopas to win the Castle Key. Ignore the prisoners, then leave this area. Open the locked door with your key. Here, you will see Bowser's Castle using lava flows to their extreme advantage. Defeat the Koopatrol here, and go to the right. In this room, there are yet more guards, so defeat them as usual. Keep going to the right, and you will be in front of your first Bowser door.

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This door is very clever, and says that if you wish to proceed, you should stand squarely in front of it. When you do, the floor will disappear and you will fall down to the jail cell below. The door makes a promise to you – if you can return from the jail cell, then it will let you go through. Tornado Jump on the crates to collect a Life Shroom and Tasty Tonic if you wish. Switch to Bombette, then blast open the wall. When you continue, you will be in a room full of lava. Go to the right. Here, you will have to jump along the platforms, just like you did in Mt. Lavalava. Watch out, the platforms will sink into the lava if you stay on them for too long. Go to the right, and in this area, you will need Lakilester's help. Ride on his cloud to ride over the lava, to the blue switch. Wait for the moving platform to come close, then jump onto it. Jump onto the stable ledge, then board the cloud again to hit the second switch. Get onto the ledge, and jump at the right moment. Now switch to Parakarry. You will have to use a series of properly aimed carrying and dropping maneuvers. Remember that you can press A in mid-flight to drop down. Now go to the next screen to the right. Switch to Lakilester, and ride over the lava again until you reach the large waterfall of lava. Switch to Lady Bow, and get on the moving platform when it's close enough. Become immaterial so that the lava does not burn you, then jump over the gap (or fly over it with Parakarry). Switch to Lakilester, and go into the lava and through the door to the north. This room shows the source of the lava, and the only way to get through is to go alongside the south or north edge of the lava. When you pass through, jump onto the ledge and switch to Bombette. Go up the stairs until you find the Magikoopa and Koopatrol guarding the switch. They have to use all they can to prevent Mario from touching the switch, so you will engage in a Boss battle.BOSS: Magikoopa, Koopatrol x 3HP: Magikoopa – 11, Koopatrol – 8Attack: Magikoopa – 6, Koopatrol – 4-10Defense: Koopatrol – 3What To Do: Begin by using a Mega Jump and Electro Dash on the Magikoopa. The Magikoopas here are more dangerous than any other ones in the Mushroom Kingdom because they know all the spells, as well as a cloning ability. The Koopatrol will attack you, but that's okay. Use a Power Smash and Electro Dash on each one to eliminate it in one turn. Remember to always initiate the action command properly! Eventually, you will defeat these guys, and you should get 9 Star Points for this battle.

Collect the coins, then hammer the switch. After a while, you will notice that the lava has cooled and hardened, and now you can walk on it instead of riding Lakilester's cloud. Leave this room (drop down), then go to the next screen on the left. Here, keep going until you finally reach the door to the north here. You previously couldn't reach the treasure chest because there was lava, but now you can. Inside is a Castle Key. Go to the right all the way, and unlock the door with your key. Switch to Watt, and proceed. Here, it's completely dark, as well as inhabited with Bony Beetles – however, it's still not too hard. Go up to the right, then north, then to the left, and to the end of the ledge. You can't have light and fly with Parakarry at the same time, so you will have to position yourself properly, then switch to Parakarry, fly over, and immediately switch to Watt again. Keep going to the left and only to the left – if you turn north, though, you will find a POW Block item. Position yourself, then fly over the ledge with Parakarry.

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Go to the left and to the next screen. Here, keep going even more to the left, and you can go north for a Shooting Star item. Position and fly, then go to the left until you see the three paths. Choose the center one, don't use the springboard, and keep going to the left avoiding the Magikoopa. You will finally reach castle grounds again, instead of this dinky, smelly cave. In this room, push the Bowser block to the left to reveal an exit. The first Bowser door, shocked at the fact that you escaped from the jail, keeps its promise and lets you pass through. Save your game with the Save block, and give your eyes a break…

…There we go. Before going up the stairs, you can go to the right, and fight the Koopatrol here for the Prison Key; unlock the prison cell, then talk to one of the Toads to gain a nap. Now go up the stairs. To the left, you can visit Bowser's Storeroom, where you can purchase items from a guard at really, really high prices! If you go to the right, you will continue your adventure. Go through this long hallway, fighting all the Magikoopas, Koopatrol, and Hammer Bros. in your way. Finally, open the door on the right side. In this room, you can't do anything just yet, so just keep going to the right. Now you can't proceed further without a key, so jump on the springboard to reach the ledge. Walk to the left and pull the chain to raise the water level. Switch to Sushie, and swim to the left, and out of this room. Now keep swimming until you see the wooden platform – go back to land here. Hit the switch to make a springboard appear from the wall. Jump up, and switch to Bombette. Blow up the crack in the wall.

Tornado Jump here to reveal the switch. When you hit the switch, holes will appear in the wall, allowing you to pass through. Go through the wall, then around the minor barrier and through the wall again. Pull the chain to raise the water level. Go back, and board Sushie on the platform. Ride her to the left, to the other wooden platform. Collect the key, then retrace your steps – go to the right, pull the chain again, leave the area, drop down, go to the screen on the right, go to land, and pull the chain. With all the water drained, unlock the locked door.

The B. Bill Blasters are shooting Bombshell Bills all over the place. Bombshell Bills have 3 HP and 6 damage, so watch out and kill them instantly. You can earn up to 2 Level Ups by just standing there and killing any Bombshell Bills that get in your way. Go to the right, and fight the Bombshell Bill Blasters.BOSS: Bombshell Bill Blaster x 3HP: 10Attack: Make B-shell BillDefense: 4What To Do: Use Watt's Electro Dash, and simple Hammer attacks. Destroy any Bombshell Bills with Multibounce. Repeat until everything is dead. You will get 6 Star Points, I believe.

Collect the multitude of coins, then go up another floor. Fight the blasters again. There are two more battles like these to go, except for the fact that there will be a Koopatrol and Magikoopa guarding them. Take out the Koopas, then go after the machines.

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Watch out for the Dry Bones, and hit the "?" block for a Super Shroom. Push the block on the right away to reveal a hidden passage. Go through the passage. In this area, save, then push away the left block to reveal a passage with a Heart Block. Now, there seems to already be an exit; however, push the block nearby to the right to reveal another passage. That is the one that will lead you to the Castle Key. Go through the Heart Block passage, save, and unlock the door with your Castle Key.

Your second Bowser door is here. Instead of trapping you, this door will give you a memory quiz.1. How many Koopas were there? Three2. Which were there three of? Red Shy Guys3. Who came out of the middle entrance? Red Shy Guys4. How many Goombas were there? Two5. How many arms did you just see? Four6. Which were there three of? Bob-Ombs7. What color were their (the Koopas') shells? Purple

Watch out – if you get 3 questions wrong, you will have to fight a really, really, really tough Anti Guy Squad. If you fought Anti Guy in the Toy Box, you know how tough one is – now try fighting three at one time! Just use the cheat sheet above. Once you win, the door will let you go through.

You are now outside of the castle, or at least you seem to be. The "?" blocks contain two Super Shrooms and a Maple Syrup. Defeat the enemies here. Go up the stairs, and before proceeding, drop down at the very top to collect the Jammin' Jelly. Now go up the stairs again, and to the left. Fight or elude all enemies, and survive to the exit to the left. Another hall similar to the one on the first floor is here. Go to the left to find another prison and Prison Key, as well as disguise Toad House. Go up the stairs. You can go to the left if you wish to collect, after some tricky timing, the Ultra Shroom. To do this, you will have to light Bombette, then immediately run to the right and up the stairs as much as possible. Spin Dash to gain speed, and make it before the platforms descend. Collect the 50-HP restoring item, and go to the right.

Alright, for the final stretch of Bowser's Castle. Go up the stairs and avoid the Hammer Bros. Go into the door, then go onto the partly raised platform. Let Bombette walk near the switch and explode, so you would rise. Collect the Castle Key, and go to the left. Go down the stairs, and along them to the locked door. Welcome to the never-ending loop, sort of. You will always appear in the same room, and never come out, unless you follow this pattern: Up, Down, Down, Up, Down, Up. Then you will go on a high platform with Koopatrol, Hammer Bros. and a Magikoopa. Go to the right, and hit the Heart Block. A fake Princess Peach is here. She will follow you for a while, but then you will notice that she lags behind and eventually disappears from the screen. When that happens, turn to the right. You will notice a Duplighost, who will hurry away to the right. Now, talk to the fake Peach, then hammer her three times. The Duplighost will appear.

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BOSS: DuplighostHP: 15Attack: 4What To Do: Mega Smash, then Electro Dash. Switch to Kooper and use Shell Toss if the enemies turn into Watt's form, since Watt can't attack herself. You get…what? No star points whatsoever?

Go to the left, hit the Heart Block, then go to the right and open the door. This is the last Bowser door, right before Peach's castle. The Koopa Bros. will appear and prepare to fight you, when all of a sudden, Jr. Troopa barges in and beats them all up in an instant. You only have to deal with the bully's last attempt to defeat you.BOSS: Jr. Troopa #6HP: 60Attack: 9Defense: 2What To Do: Mega Smash and Electro Dash will do 13 damage in one turn. Wear the Spike Shield badge, since Jr. Troopa will turn into all his forms, including the one with the spiked head. Use Mega Jump/Smash and Electro Dash for 5 turns, and you will be victorious. You get a glorious 23 Star Points for this battle, which is great compared to what you got for the Duplighost battle.

Jr. Troopa will run away, and the Bowser door will let you pass after some thought. Go up the stairs, and then through the door. You have reached Princess Peach's Castle at last.

Princess Peach's CastleUse Watt's ability to detect a block with an Ultra Shroom outside of the castle. Save your game, then proceed inside. If you played SM64, you will be able to orient easily – go into the Jolly Roger Bay room. Check the closet to get the Toad to get out. He will offer you the bed as a Toad House. Rest if you need to, then go up the stairs, to the second floor.

On the second floor, go into the library and climb the stack of books to collect a Life Shroom at the very end. Now leave the library and go up to the third floor. Go to the third floor, and make sure that you have Watt out. Keep going to the right and open the door. You will see Princess Peach tied to the ceiling when Bowser will arrive. You have a battle upcoming.BOSS: BowserHP: 50Attack: 3-16Defense: 1What To Do: Start off with a Mega Smash and Electro Dash. Defend from Bowser's attack, then repeat. Bowser will charge up his power with the Star Rod. Use the Star Beam to break his power, and then use another Electro Dash. Watch out for the beam from the Star Rod, it does 3 damage to you and your partner. Just keep using Mega

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Smash and Electro Dash until you either run out of FP, or you defeat Bowser. You get 38 Star Points for this battle.

Bowser appears beaten; however, he clearly shows that the first battle was a warm-up. He takes the Princess with him and tells you that you must go to the very top of the castle if you wish to rescue Peach. Go downstairs and take a nap at the new Toad House, then go back upstairs. Keep going up all stairs until you finally go outside. You will see Bowser fly away somewhere to the top. Go to the left, and through the door. Save your game, put on the Bowser Badge Combo, then climb the spiral stairs and go through the door. After some camera action, you will regain control – go to the right, until you land on the special platform. Your final battle has begun.

Bowser Combo:Last Stand – 1 BPPower Smash – 1 BPS. Jump Chg. – 2 BPD-Down Jump – 2 BPS. Smash Chg. – 2 BPMega Smash – 3 BPHP Plus – 3 BPFP Plus – 3 BPFP Plus – 3 BPAll or Nothing – 4 BPPower Plus – 6 BP

GAME BOSS: BowserHP: 99Attack: 3-16Defense: 2What To Do: Start off with a Mega Smash and Electro Dash. Block then repeat. The action comes in when you use the Star Beam, only to find that it does not work! That is when you see Princess Peach wish for help, and Twink comes, knocking Kammy off her broom in the process. He manages to untie Princess Peach, then you battle Kammy.BOSS: Kammy KoopaHP: 10Attack: 4What To Do: Twink has unlimited HP and only one battle action, so this battle is pretty obvious. Keep pressing "A" for a long while, until you finally win the battle. Hmm…no Star Points.

Twink suggests for Princess Peach to make a wish to give more power to the Star Spirits. While Twink goes to help Mario, Princess Peach makes a strong wish. Then you get to see Mario & Bowser again.

Bowser laughs at you, and tells you to give up, when all of a sudden he gets injured while he's charged up! He turns around to examine the weird situation, and Eldstar appears.

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He says that he feels as if power is flooding into him. All the Star Spirits appear, and Twink says that he will add his power to theirs. Together with Twink and the new source of power, the Star Spirits upgrade your Star Beam to the Peach Beam. What's great is that your HP and FP is also replenished during the process. Then Bowser turns around, and the battle resumes.

Use your new Peach Beam to eliminate Bowser's power, then use the Electro Dash. If you don't successfully defend, you're in for a lot of trouble, so don't mess up. If Bowser stomps and you don't block, you lose an attack option. If Bowser claws and you don't block, you get poisoned. If Bowser uses the energy beam, Watt will be injured for 3 turns. If he uses the lightning, well, still block to decrease amount of damage received. Now, this new turn, use a Mega Smash and Electro Dash again. As soon as Bowser uses the energy beam, make sure to defend Watt, then immediately use Super Smash Charge and Turbo Charge, boosting your attack power an extra 4 points. Evade Bowser's attack, then use a Mega Smash – don't mess up the Action Command! Your attack will be good for 14 points of damage, which is…a lot. Now keep using Mega Smash and Electro Dash, as well as Turbo Charge after the energy beams (the beams can and will deplete any charge that you have, but Bowser won't use it twice in a row). If you run out of FP, use a Jammin' Jelly to restore 50 FP. Keep using Mega Smash and Electro Dash to deal 15 damage per turn. Important: Even if your HP is very low, do not use any HP-restoring items. Bowser can restore 30 HP with his Star Rod, but he usually does this only when you do so too. Bring along a Life Shroom to revive you in case you valiantly fall in battle. When you finally defeat Bowser, he becomes his original size again, his charge goes away, and he collapses onto the floor. He mutters his words of defeat and then faints. No Star Points earned for this battle, though.

The Star Rod falls from Bowser and into your hands. After you collect it, the platform and Bowser's Castle start exploding. Bowser awakes, and asks Kammy Koopa what the shaking is all about. She explains that the battle was so intense that the device to increase Bowser's power messed up, and the castle and platform are about to explode from this large error. Suddenly, an explosion occurs nearby them, and they go flying away. The castle blows up, but the Star Spirits carry you and the castle gently to the ground. On the grounds of the castle, you hand Eldstar back the Star Rod. All the Star Spirits will thank you, and then Eldstar will compliment Twink. The Star Spirits then depart. Twink delays for a while, then departs to the Haven too. You see the Star Spirits flying, and then Twink looking upon the castle for a last time…or maybe not.

You reappear at your house, finishing your story to Luigi. He then wonders what your teammates are up to, and you will see all of them get a letter from Princess Peach to a party at the castle. You also get a letter like that, and you depart to Toad Town along with Luigi. Here, Luigi runs ahead. You regain control of Mario for the last time. Talk to everyone if you feel like it – however, go to the main plaza and to the castle grounds. Here, proceed into the castle. The Minister will tell you that the Princess will come soon. She talks for a while, compliments your efforts, and makes a wish. After that, you see the credits, as well as a parade. At the very end, Mario & Peach leave to Mario's House to see the fireworks. THE END!!!

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Super Block LocationsDry Desert (1)1. Leave the Outpost. Now immediately go south and south again. You will be at an oasis. There is a Super Block here.Dry Ruins (1)2. On the bottom floor, just before the long hallway, there is a Super Block. See walkthrough for details. You can't miss this block.Mt. Rugged (1)3. At the very first screen, there is a Stone Block covering the Super Block. Break the stone barrier, then upgrade.Toad Town (1)4. In the middle of Toad Town Pond, there is a pipe. With Sushie, ride to there, and go down the pipe. At the very right end is a Super Block.Toad Town Tunnels (4)5. Go three screens to the left from the entrance. Here, jump onto the balance platform and get to the other side. Here, ride the lifting platform up into a place above the ceiling, then to the right and drop down again. Hit the Super Block, then exit via the pipe.6. In the area with the balance platforms, go down the pipe to the bottom-right. After you have beaten Chapter 5, you will be able to smash the Metal Blocks and get to the Super Block on top of the stairs.7. Use a Spin Jump on the wooden panel in the first area, and go to the left. Once you defeat all the Dark Koopas here and press the switch, keep going to the left. You will be in an area with a blue block and a Super Block. You can use Watt's ability to detect the blocks, or you place it on the third row from the top and guess until you finally get all the hidden "?" blocks. Use these as a bridge, and jump over them to reach the Super Block.8. Go on the route to Shiver City. Instead of going up the stairs and through the pipe, go to the left. At the very end of the hall is a Super Block.Tubba Blubba's Castle (1)9. As soon as you leave the room where you get your first key, there will be a Super Block there. You can't miss this.Shy Guy's Toy Box (1)10. Go to the Red Station, and to the left exit. Here, go all the way through the platforms to where Big Lantern Ghost is. Instead of going in, go up again via the moving platform. Now stay where you are, and there will be a platform here too – ride it, then use Parakarry to fly over the gap when you are at the right altitude.Jade Jungle (1)11. Go west from the area where Purple Yoshi was (you access it by using the northwest jungle exit in the Yoshi Village) via Sushie. In this area, get back onto land in the island at the middle, then follow the bridges southwest to the islet with the Super Block.Mt. Lavalava (2)12. After you cross the lava sea near the entrance, slide down on the rope, then go to the right and drop down. Avoid the fire bars; at the very right end is a Super Block.13. Once you are able to break the Metal Block, slide down on the rope in the next screen. As you reach the shaft of light, press A to drop down and land on a plateau with a Super Block.

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Flower Fields (2)14. After you cross the switch puzzle, avoid the Ruff Puffs, then enter the under-ledge area to the right. Keep going along the left wall until you find an entrance to the area with the springboard. Jump up and use the Super Block.15. In the area with the yellow gate guard, cross the sea of spikes, then go up the stairs to the left. Avoid all the Crazy Dayzees, and at the very left is a Super Block.Shiver Mountain (1)16. In the place where you met the disguised Kooper, go up the stairs. Here, you will find that there are stairs going up and to the left. Follow them to reach a Super Block.

Optional BattlesName: Anti GuyFound: Shy Guy's Toy BoxHP: 50Attack: 10-12What To Do: Anti Guy guards a Power Plus badge in his treasure chest, and you also get 15 or so Star Points for defeating him (less if you are at a higher level – I got 10). Use your other Power Plus Badge, as well as the All or Nothing Badge. Keep using Mega Smash and Bomb until he is defeated. An interesting thing to note is that there is a chance of him falling in to the Sleep Stomp, Lullaby, or Sleepy Sheep.

Name: Kent C. KoopaFound: Pleasant Path, after Chapter 5HP: 70Attack: 3-10Defense: 6What To Do: You can pass through Kent if you pay him 100 coins, but we want to spend all the coins we can on Badges in Rowf's shop, right? Conventional battle tactics don't work on Kent, as you will do only 2 damage with the Power Smash attack (with the Ultra hammer!). Start off by using a Sleep Stomp, Lullaby, or Sleepy Sheep. There is a very high chance that Kent C. Koopa will fall in for a long snooze – 4 turns! Make sure that you have at least one Power Plus badge equipped, as well as the All or Nothing badge if you bought it. Also make sure that Watt is out. Use Electro Dash (penetrates all defense) and D-Down Jump to deal major damage to Kent. I think you get 18 or so Star Points.

Name: Amazy DayzeeHP: 20Attack: 20Defense: 1What To Do: This is more like a rare find than optional battle. There is a 25% chance that you will find an Amazy Dayzee in the Flower Fields. Look in the area past the bed of spikes past the gate that the yellow plant used to guard. If there are two Crazy Dayzees there, go to the right, then come back again. Eventually, one of the Crazy Dayzees will be glowing – that is the Amazy Dayzee. It runs away from you when you approach it. First, get rid of the Crazy Dayzee. Now corner the Amazy Dayzee, and start off with a First Strike Bomb attack. Use a Mega Smash, and Bomb it again. You will get

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an excellent 38 Star Points for this battle. Beware, if you don't kill it in one turn, it will either deal a 20-damage song to you, or run away no matter what its HP is. Sleep Stomp might work; probably a 1% chance though.

Luigi's Secret DiaryAccess the DiaryOnce you have the Super or Ultra Boots, go to Mario's House. Here, go to the room on the left. You will find a square of boards facing the wrong direction; use a Spin/Tornado Jump on it to fall into the secret basement. If Luigi is there, too bad. If he is outside, however, you can read the Diary.Page 1Once again, today my brother went on an exciting adventure. It's so unfair! I remember the times when we played Golf and Tennis, and had Parties. Anyway, I made this secret basement and it's the perfect place to write into you, my secret diary.Page 2Today a ghost was sighted near Toad Town. Because you are my secret diary, I will write the truth. Aaaaah! I'm…I'm afraid of ghosts! Ma…ma…Mario…come back! No, I'll be fine. I just have to take five steps back and jump. Here I go!Page 3Today I found a Shy Guy sleeping in my bed! I chased it, but it was way too fast for me. I have also heard that there is a number of Shy Guys in Toad Town.Page 4Today my brother discovered where the hideout of the Shy Guys, Shy Guy's Toy Box, is. Hmm…I wouldn't mind going there. Maybe they have a Nintendo 64!Page 5Today my brother got to ride on a tuna. It's…so unfair! I…I want to ride a tuna, too!Page 6Today my brother saved the Yoshi Kids from Yoshi Village. I think Yoshi Kids are the cutest things around…I'm jealous of Mario.Page 7Today my brother escaped from Mt. Lavalava…Page 8People say that the Flower Gate to Flower Fields has appeared, and that Mario has saved Flower Fields.Page 9Someone said that when you use a scarf and a bucket, a way will open…Huh? A scarf for a snowman? Wouldn't that melt him?Page 10Today I got stuck when using the trapdoor. Have I been gaining weight? Perhaps I should oil it…Page 11Today, I saw a shooting star flying across the night sky. I wished for…no, I can't write this even though you're my secret diary! Aaah! You can read it even though I erased it!My wish is to sleep in the top bunk bed.My wish is to sleep in the top bunk bed.

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Page 12Today, my great brother defeated Bowser! Bowser had the Star Rod, but Mario still defeated him! I am expecting his return shortly, and it's just time to seal off the secret basement before Mario comes.

Enemy ListNote: Bosses, mini-bosses, Dojo enemies, and optional fight enemies above will not be listed.BanditHP: 5AT: 2DF: 0Found: Dry DesertComments: If you don't evade using the Action Command, their attack will also steal 10 coins. Make sure you have the Quake Hammer equipped…Bob-OmbHP: 3AT: 1-2DF: 0Found: Koopa Bros. FortressComments: If you attack one and don't defeat it, it will explode in your face!Bombshell BillHP: 3AT: 6DF: 0Found: Bowser's CastleComments: These guys are easily defeated, but they pack quite a punch if you don't defeat them. They get shot from the B. Bill Blasters.Bony BeetleHP: 8AT: 3-5DF: 4Found: Bowser's CastleComments: These guys have retractable spikes. They will switch from spiked to non-spiked every time they get attacked. Watch out, spiked form does more damage!Bullet BillHP: 2AT: 2DF: 0Found: Koopa Bros. FortressComments: These guys will run into you and take away your HP. Simply elude them until you get to the Bill Blasters.

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Buzzy BeetleHP: 3AT: 2-3DF: 2Found: Dry RuinsComments: The regular Hammer can't penetrate their defenses. If they drop down at you from the ceiling, they will do extra damage, beware.Bzzap!HP: 3AT: 1-6DF: 0Found: Flower FieldsComments: Bzzap has an incredible First Strike speed, so be wary when you see one. Though its attacks are very powerful, the HP can be laughed at.CleftHP: 2AT: 2DF: 2Found: Mt. RuggedComments: When you first meet Cleft, he is the toughest enemy in the game. The only ways to damage him then are only D-Down Pound (if you have it) and Bomb.ClubbaHP: 8AT: 3DF: 0Found: Tubba Blubba's CastleComments: The attack power of a Clubba is pretty strong, so you should watch out for the HP. Unfortunately, these guys will fall asleep for a long while if you use the Lullaby ability.Crazy DayzeeHP: 8AT: 4DF: 0Found: Flower FieldsComments: The musical attack not only does 4 damage, but can also make you fall asleep! This enemy also will run away from battle if HP gets low.Dark KoopaHP: 8AT: 3DF: 2Found: Toad Town TunnelsComments: The attack power is strong, but the painful part is that they can make Mario dizzy! Wear the Feeling Fine Badge to ensure your safety.

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Dry BonesHP: 8AT: 4DF: 2Found: Bowser's CastleComments: If you use regular methods, you won't gain any Star Points. If you want to really defeat the Dry Bones enemy, use a Bomb, Fire Shell, or Fire Flower attack.DuplighostHP: 15AT: 4DF: 0Found: Shiver Mountain, Crystal Palace, Bowser's CastleComments: The Duplighost can transform into your current partner. Make sure that Watt isn't out, because then you can't use Jump attacks.EmberHP: 10AT: 3-4DF: 0Found: Star WayComments: When attacked, these guys will divide into two. Make sure that you have the Ice Power and Fire Shield badges, and have Sushie out. Use Tidal Wave.Forest FuzzyHP: 6AT: 1DF: 0Found: Forever ForestComments: These guys can suck your HP, as well as reproduce in a matter of seconds (no sick thoughts). One Power Smash will flatten it – remember this.Frost PiranhaHP: 10AT: 4DF: 0Found: Shiver Snowfield, Shiver MountainComments: Watch out for the icy breath – don't get frozen! Fight with the all-powerful Fire Shell attack.FuzzyHP: 3AT: 1DF: 0Found: Behind Kooper's HouseComments: Will suck your HP. Use Action Command to avoid their healing.

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GloombaHP: 7AT: 2DF: 0Found: Toad Town TunnelsComments: Fight like you would an ordinary Goomba. See below.GoombaHP: 2AT: 1DF: 0Found: Goomba Road, Pleasant PathComments: Do whatever you want. Goombas are the weakest and smallest of Bowser's allies. Their attacks are very weak too. Remember the original Super Mario Bros….Gray MagikoopaHP: 11AT: 3DF: 0Found: Crystal Palace, possibly more.Comments: Powerful attack, as well as ability to turn teammates transparent. Remember these four words of wisdom: Mash the Magikoopa first.Green MagikoopaHP: 11AT: 3DF: 0Found: Lavalava Island, Flower Fields, Crystal Palace, possibly more.Comments: The Green Magikoopa boosts teammates' defensive powers. Always kill off the Magikoopa first, or else you'll have an extra point of DF to deal with.Groove GuyHP: 7AT: 2DF: 0Found: Shy Guy's Toy BoxComments: The Groove Guy can call in for reinforcements, as well as make you dizzy. Defeat them quickly, or don't even fight them.GulpitHP: 12AT: 2-7DF: 0Found: Shiver Snowfield, Shiver MountainComments: Defeat quickly before rocks get spat at you. You can attack the mound of rocks to destroy some of the monster's ammo supply.

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Hammer Bros.HP: 12AT: 2-10 (2 x 5)DF: 1Found: Bowser's CastleComments: Both of the attacks can really hurt you, as well as even shrink you! Use your strongest moves to take out these guys quickly, and block the attacks!Hurt PlantHP: 8AT: 2DF: 0Found: Jade JungleComments: You might get poisoned from an unblocked attack. Don't check all the plants that look like Heart Plants, since you might get into a battle.Hyper CleftHP: 4AT: 3-8DF: 3Found: Gusty GulchComments: The attack power can be charged and defensive power is pretty high too. Don't waste your time, just use a D-Down Pound.Hyper GoombaHP: 7AT: 1-8DF: 0Found: Gusty GulchComments: Fight like you would a Goomba, just use Outta Sight when it charges up! Unless you have an opportunity for a kill, that is.Hyper ParagoombaHP: 7AT: 1-8DF: 0Found: Gusty GulchComments: Fight like you would a Paragoomba. Basically like a Goomba.Jungle FuzzyHP: 7AT: 2DF: 0Found: Lavalava IslandComments: You can only tear it off with the Action Command. Use Chill Out to nullify their attack power, or Star Storm to completely eliminate them.

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Koopa TroopaHP: 4AT: 1DF: 1Found: Pleasant Path, Koopa Bros. FortressComments: Use a Jump attack to flip one over. After that, you can smack away for an entire two turns. Goombario's Headbonk can flip Koopas too, by the way.KoopatrolHP: 8AT: 4-10DF: 3Found: Bowser's CastleComments: To defeat a Koopatrol, you will need good flipping techniques. You can't jump without Spike Shield, so use Power Quake or a POW Block. Smack away!LakituHP: 12AT: 3DF: 0Found: Flower FieldsComments: You can't reach most until you Tornado Jump to them. Just Jump and use Parakarry's Shell Shot.Lava BubbleHP: 9AT: 2-4DF: 0Found: Mt. LavalavaComments: Squirt or Tidal Wave? Choose one, now! Always get perfect Action Command timing though.M. BushHP: 8AT: 3DF: 0Found: Jade JungleComments: Making fun of the president, huh? Oh, never mind. Just use good fighting tactics and block attacks unless you want plant poisoning.MagikoopaHP: 11AT: 6DF: 0Found: Bowser's CastleComments: Frankly, this is a combination of all of the Magikoopas in the game. These guys know every spell in the book, plus a cloning ability. Watch out!

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Medi GuyHP: 7AT: 1DF: 0Found: Shy Guy's Toy BoxComments: It will heal the most injured teammate. Kill it before it does any harm!Monty MoleHP: 3AT: 2DF: 0Found: Mt. RuggedComments: Some can pop out of the ground or walls, and some will throw rocks for a nasty First Strike attack. Be on your guard.Monty Mole #2HP: 12AT: 3DF: 0Found: Flower FieldsComments: You will encounter the Monty Mole again in the Flower Fields. The HP is increased greatly, but the attack power remains rather weak.ParagloombaHP: 7AT: 2DF: 0Found: Toad Town TunnelsComments: Fight like you would a Paragoomba. Remember that it has slightly more HP.ParagoombaHP: 7AT: 1DF: 0Found: Goomba Road, Pleasant PathComments: Jump to extinguish its wings, then fight like you would a Goomba.ParatroopaHP: 4AT: 1DF: 1Found: Pleasant Path, Koopa Bros. FortressComments: Jump successfully to make them fall to the ground. If you use the Action Command, they will be flipped on the ground automatically.Piranha PlantHP: 5AT: 3DF: 0Found: Forever ForestComments: The attack power is rather high, and you can't jump without Spike Shield. Kooper's Dizzy Shell works rather well against this guy.

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PokeyHP: 4AT: 2DF: 0Found: Dry DesertComments: The Pokey can fall on top of you, throw parts of its body at you, or call for reinforcements. You can't jump without Spike Shield – beware.Pokey MummyHP: 4AT: 2DF: 0Found: Dry RuinsComments: Fight like you would a Pokey. An important thing to note is that if you don't block the attacks, you will probably get poisoned.Putrid PiranhaHP: 12AT: 2-3DF: 0Found: Jade Jungle, Mt. LavalavaComments: The breath can poison you if you don't block from it. Also watch out for the nasty powerful bite.Pyro GuyHP: 7AT: 4DF: 0Found: Shy Guy's Toy BoxComments: You can't jump on the Pyro Guy, since it's all flames. Use Shell Shot, Shell Toss, or your Hammer. If you can, you might want to equip the Ice Power badge.Red MagikoopaHP: 11AT: 3DF: 0Found: Many placesComments: The attack power is strong, and it can raise the attack power of an ally for a turn. Mash the Magikoopa first to avoid higher attack rates.Ruff PuffHP: 10AT: 4DF: 0Found: Flower FieldsComments: The attack power is quite high, so you might want to take these guys out with some good Jump attacks or items. Use a Thunder Rage Double Dip to finish them fast.

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Shy GuyHP: 7AT: 2-3DF: 0Found: Shy Guy's Toy BoxComments: The simple form of the Shy Guy is not so tough, but it can use a strong jump attack if things start looking desperate.Sky GuyHP: 7AT: 3DF: 0Found: Shy Guy's Toy BoxComments: You can pop the balloons to turn it into a regular Shy Guy, or else defeat the masked critter quickly.Spear GuyHP: 7AT: 3DF: 0Found: Jade JungleComments: It can call for reinforcements, poke you with its spear, or become a regular Shy Guy. If spear is pointed outward, use Jump; if upward, use Hammer.Spike TopHP: 4AT: 3DF: 4Found: Mt. Lavalava, Toad Town TunnelsComments: You can't jump to flip one unless you have the Spike Shield. However, you can defeat them in one turn courtesy of the Power Quake badge.Spiked GloombaHP: 7AT: 3DF: 0Found: Toad Town TunnelsComments: The stronger version of a Spiked Goomba. Read below.Spiked GoombaHP: 2AT: 2DF: 0Found: Goomba Road, Pleasant PathComments: In the Prologue and Chapter 1, you don't have the Spike Shield badge, so simply use your Hammer to fight off the critters. The attack is also pretty painful.

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SpinyHP: 5AT: 4DF: 3Found: Flower Fields, Toad Town TunnelsComments: The Power Smash badge can flatten the Spiny enemies in one turn. Remember these words of advice well, young Padawan…okay that was lame.Spy GuyHP: 7AT: 2DF: 0Found: Shy Guy's Toy BoxComments: If attacked, it will switch weapons. The hammer takes away an attack option, so do your best to defend from the attack.SwooperHP: 4AT: 2DF: 0Found: Dry RuinsComments: Use Quake Hammer to knock one off the ceiling, then finish it with a Jump attack, Headbonk, or any of Parakarry's abilities.SwoopulaHP: 8AT: 2DF: 0Found: Crystal PalaceComments: A cousin of the Swooper, this bat will suck your HP until you tear it off. Use the Power/Mega Quake to get it off the ceiling, then deliver the final blow!White MagikoopaHP: 11AT: 3DF: 0Found: Crystal Palace for oneComments: Beware, the White Magikoopa can heal the enemy party. The spell can grant 5 HP to one person, or 3 HP to everyone in the party. Mash the Magikoopa first!White ClubbaHP: 12AT: 5-6 (2 x 3)DF: 0Found: Shiver Mountain, Crystal PalaceComments: Use Fire Shell to deal large doses of damage. Try to nullify or minimize the three-hit attack.

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Yellow MagikoopaHP: 11AT: 3DF: 0Found: Flower Fields for oneComments: This nasty Magikoopa has the ability to grant allies an electric charge. Mash the Magikoopa before your Jump attack gets restricted.

PartnersNote: Attack powers are listed only if the Action Command is initiated properly.GoombarioA young Goomba from the Goomba family, Goombario can tell you a lot about the Mushroom Kingdom. Sometimes he might even give you hints…Headbonk: A head-to-head blow. Does 1+1, 2+2, or 3+3 damage depending on level. Restricted to spiked, fire, or electrically charged enemies.Tattle: An ability that reveals an enemy description, HP, attack power, defense power, and strategy to defeat it.Charge: Uses 1 FP. You can charge up, and your next attack will be 2 points stronger.Multibonk: Uses 3 FP. Like Power Bounce, you can repeatedly headbonk a certain enemy. Restricted to spiked, fire, or electrically charged enemies. KooperA happy-go-lucky Koopa from the Koopa Village, Kooper will join your party once you retrieve his shell.Shell Toss: Kooper flies at his enemies in his shell. Does 2, 3, or 5 damage depending on level. Restricted to aerial enemies.Power Shell: Almost like Shell Toss, only hits all ground enemies. Does 2, 3, or 4 damage, and is restricted to aerial enemies. Uses 3 FP.Dizzy Shell: The Dizzy Shell can make enemies dizzy if used correctly. Uses 4 FP.Fire Shell: Uses 5 FP. A flame surrounds the shell, doing from 1 to 6 damage. It's great against ice-based enemies such as the Frost Piranha and White Clubba.BombetteBombette will join your party in the Koopa Bros. Fortress prison. Talk to her twice though.Body Slam: Bombette rams into her opponent. Does 2, 3, or 5 damage depending on level. Restricted to front spikes (Pokey, Pokey Mummy, Spear Guy sometimes), fire, and electrically charged enemies.Bomb: Uses 3 FP. Explode right in an enemy's face, doing major damage. Does 5, 6, and 7 damage depending on rank.Power Bomb: Uses 6 FP. Explode into all of the enemy party on the ground, doing lots of damage. Does 6 or 7 damage depending on rank.Mega Bomb: Uses 8 FP. Explode into all of the enemy party, even the ones in the air. Does 7 damage if initiated properly.

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ParakarryOnce you retrieve the letters that Parakarry lost, he joins your party.Sky Dive: Parakarry hovers and kicks the enemy. Does 2, 3, or 5 damage. Restricted to spiked, fire, and electrically charged enemies.Shell Shot: An alternative to the Bomb attack, you have to aim properly to initiate the attack. Does 5, 6, or 7 damage, and has no restrictions.Air Lift: Uses 3 FP. If initiated properly, you can carry a certain enemy out of battle. No Star Points gained for this, though.Air Raid: Uses 6 FP. Parakarry flies around the battle screen and hits every enemy. Does 2 to 7 damage, and there are no restrictions.BowWhen you come to the top of Boo's Mansion, Bow joins your party.Smack: The primary attack, Bow can slap the sense into enemies. Does 1+1+1+1 (4), 1+1+1+1+1 (5), or 1+1+1+1+1+1 (6) damage depending on level. Restricted to spiked, fire, and electrically charged enemies.Outta Sight: You can become transparent and elude an attack with this ability. All attacks will go right through, but Bow misses her turn the next battle round. Uses 2 FP.Spook: Uses 3 FP. With this, you can scare some enemies into running away. No Star Points gained though.Fan Smack: Uses 5 FP. With this, you can deal 2+2+2+2+2 (10) damage to a single enemy, unless they have defensive power. No restrictions, I think.WattWhen you defeat the Big Lantern Ghost and save Watt, she joins your party.Electro Dash: This attack does 3, 4, or 5 damage. The great part is that this attack will penetrate any defenses, which could be a nasty surprise to the Koopatrol…restricted to fire enemies, as well as her own clones.Power Shock: Uses 2 FP. If properly done, you can paralyze an opponent.Turbo Charge: Uses 3 FP. You can increase Mario's attack power with this.Mega Shock: Uses 5 FP. If properly cast, you can paralyze all opponents.SushieNot too long after entering Jade Jungle, you will meet Sushie and she joins your party.Belly Flop: The attack does 3, 4, or 5 damage. Watch out for the spiked, fire, and electric enemies.Squirt: Yet another alternative for the Bomb attack. Uses 3 FP, and deals 5, 6, or 7 damage. Don't overdo the Action Command or you'll lose the attack power.Water Block: Uses 3 FP. Encases Mario in a shield of water, adding 1 defense power.Tidal Wave: Uses 6 FP. Press the buttons as they appear to increase attack power.

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LakilesterAfter you defeat the Lakitu, he will join your party.Spiny Flip: Does 3, 4, or 5 damage. Basically, you want to aim as well as possible. Not restricted to anything.Spiny Surge: Uses 4 FP. Does 2, 3, or 4 damage, and will rain Spinys on all enemies' heads.Cloud Nine: Uses 4 FP. When cast, you have an approximately 9% chance that enemy attacks will miss. Great in combination with Lucky Day and Pretty Lucky.Hurricane: Uses 5 FP. You can blow enemies out of the battlefield, but you won't gain any Star Points.

The DojoIn the Toad Town Dojo, you can fight to gain certain proofs of your strength. It seems like there are no real reasons for these proofs, except for bragging rights; however, there is a rumor that your game's difficulty will vary depending on what you have collected in the Dojo.First OpponentName: ChanHP: 15Attack: 2Defense: 2What To Do: Chan is a Buzzy Beetle training under the Master. As with all shelled enemies, use the Jump or Headbonk attack to flip Chan over. Don't waste FP on this one; eventually you will defeat Chan. No Star Points, but you gain the First-Degree Card.Second OpponentName: LeeHP: 20Attack: 2-5Defense: VariesWhat To Do: Lee is the Master's most advanced student, a Duplighost. Its first move will be to transform into your current team member. Use this to your advantage; come in with Kooper as your selected partner. Flip the enemy Kooper like you would any Koopa, and fight like you did Chan until Lee finally transforms into his real self. Another interesting side note is that if you use Goombario's Tattle, Lee will Tattle on Mario usually, giving Mario a free turn to wallop away. Unless Lee is not in Goombario's form, that is. You get no Star Points, unfortunately, but you get the Second-Degree Card.Third OpponentName: The MasterHP: 50Attack: 6What To Do: You will fight The Master in your third battle. Learn some good attacks and have at least 35 HP and 35 FP before battling. Don't worry about FP, and use your strongest maneuvers all the time. Though the Master has a bad cough, his attack is very strong. My advice – use Power Smash and Squirt to deal 15 damage each turn. Again, no Star Points, but you get the Third-Degree Card.Fourth Opponent

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Name: The Master IIHP: 75Attack: 8-11 (5 + 6)What To Do: The Master has two different attack moves in his second incarnation – an 8-HP hit, or an 11-HP wham-bam attack. Wear the Zap Tap badge to prevent the second hit in the two-part attack. Upon defeating this guy, you get the Fourth-Degree Card.

Final OpponentName: The Master IIIHP: 99Attack: 10-18 (5 + 6 + 7)Defense: 1What To Do: If you are not properly equipped, this battle is the toughest in the game. The Master can do a three-part attack which does up to 18 points of damage, a two-part attack up to 11 points of damage, or a one-part attack with 10 points of damage. Wear the All or Nothing, Power Plus, and Zap Tap badges. Use S. Smash Charge and Turbo Charge, then hammer away. When you defeat the final incarnation of the Master, you get the Diploma, which is the highest award you can get in the Dojo.

Star Piece LocationsThere is a total of 160 Star Pieces to be found in Paper Mario. Collecting all the Star Pieces is the only way that you will ever be able to collect all the Badges of the game, so if you are going for game completeness, I would recommend that you read this section.

Part One: "Free" Star PiecesThese are the Star Pieces that lie around in the open, or are hidden underneath underground hidden panels.

Goomba Village1. On your way back from getting the Hammer, you'll see a Star Piece on a ledge. Go east, then climb up and over a hill to get it.

2. As soon as you've found the Hammer, you can collect a Dolly from a tree. Give it to Goombaria. She'll give you a Star Piece.

3. Once you learn how to Spin Jump, you'll be able to unearth a Star Piece near the old veranda.

4. Return to the grove where Goombaria found you. Shake the ground there to collect a Star Piece.

Goomba Road5. Hit the tree closest to King Goomba's Castle. A Star Piece will shake out from the tree and fall to the ground.

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6. On the east side of the bridge east of King Goomba's Castle, execute a Spin Jump just north of the path to reveal a Star Piece.

Shooting Star Summit7. Walk around to the north at the bottom of Shooting Star Summit. You'll discover a Star Piece on the ground.

8. After you cross the bridge from the rubble of Peach's Castle, hit the ground with a Spin Jump to make a Star Piece pop up.

9. Take one step up from the bottom of Shooting Star Summit and hit the ground with a Spin Jump to collect a Star Piece.

10. Use a Spin Jump just outside Merluvlee's house to collect a Star Piece.

Toad Town11. Hit a thin tree west of Merlon's House with your hammer. A Star Piece will fall to the ground.

12. With Sushie's help, you can swim out into Toad Town Pond and find a Star Piece near the west shore.

13. When you find Russ T.'s dictionary in Shy Guy's Toy Box, take it back to him, along with the Mystery Note. You will get a Star Piece.

14. When Shy Guys make off with a bag of mail, you can find it in the Toy Box. Return it to the Post Office to collect a Star Piece.

15. There is a Star Piece in the Toad Town Tunnels. East of the area with the two Spiked Gloombas and the platforms, you will be able to board rising platforms to reach the Star Piece.

16. From the entrance of the Dojo, walk down the stairs and cross the path to the grass, then use a Spin Jump to find a Star Piece.

17. Hit the ground with a Spin Jump just south of Fice T.'s guard house, near Forever Forest. A Star Piece will pop up.

18. From the Save Block in Toad Town Port, walk a few paces to the southeast and Spin Jump to make a Star Piece appear.

19. Cross over to the south side of the train tracks, then walk to the east edge of the area and hit the ground with a Spin Jump.

Pleasant Path

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20. You'll find a large tree just before you reach the stone arches of Koopa Bros. Fortress. Hit it to get a Star Piece.

21. Just south of the westernmost bridge, a Star Piece rests on a small island. Use Kooper to retrieve it.

22. Above the entrance to Koopa Village, you'll find three striped blue poles. A Star Piece is buried beneath the poles; use a Spin Jump.

23. After you walk across the long bridge east of Koopa Village, shake the ground with a Spin Jump to unearth a Star Piece.

Koopa Village24. After you find Kooper's shell and scare away the Fuzzies, you'll find a Star Piece above the checkerboard pattern in the grass.

25. A Star Piece is hidden underground a few paces south of the shop in Koopa Village. Use a Spin Jump to collect it.

Mt. Rugged26. A Star Piece rests on a wooden platform west of Buzzar's nest. Drop from a rock path to collect it.

27. In the high altitude region of West Mt. Rugged, you'll find a Star Piece on the other side of a gap. Use Parakarry to cross over.

28. Just east of the Save Block in the middle of Mt. Rugged path, you'll find a Star Piece by using a Spin Jump.

Dry Dry Desert29. When you take the Ancient Artifact to Kolorado in his camp at the west end of the desert, he'll give you a Star Piece in return.

30. In the absolute middle of Dry Dry Desert, you can shake the ground to collect a Star Piece. More specifically, the area is three screens east of where the desert begins

Dry Dry Outpost31. As soon as you climb onto the roof of the building on the east end of town, use a Spin Jump to reveal a Star Piece.

Dry Dry Ruins32. When you drain the sand from a room in the upper-right section of Dry Dry Ruins, you'll reveal a Star Piece.

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Boo's Mansion33. Break the boxes with Spin Jumps in the basement chamber that holds bookcases and Boo's Portrait to find a Star Piece.

34. Use the Spin Jump on the west side of the room where you find the Super Boots to unearth a Star Piece.

35. After you walk through the secret door in the main room, walk downstairs and execute a Spin Jump to reveal a Star Piece.

36. Walk to the middle of the rug in the main room and Spin Jump to collect a Star Piece.

37. There is a Star Piece hidden under the rug in the easternmost room on the second floor. Spin-Jump to make it appear.

Gusty Gulch38. Immediately after you go east through the east gate of Boo's Mansion, execute a Spin Jump to collect a Star Piece.

39. You can discover a Star Piece behind a rock on the road to Tubba Blubba's Castle. The rock is in the area with the Super Shroom.

Tubba Blubba's Castle40. The centerpiece of the large dining hall table is a Star Piece. You can pocket it by dropping down from above.

41. You'll find a Star Piece on a desk in the second room off the hall to the west of the entrance.

Shy Guy's Toy Box42. Look for a Star Piece on the other side of a green, six-sided block in the path east of Blue Station.

43. When you climb to the roof of a dollhouse east of Blue Station, use Parakarry to fly west to the Star Piece.

44. You can find a Star Piece at the end of the path that heads east from Green Station.

45. Shake the ground with a Spin Jump just south of Blue Station to unearth a hidden Star Piece.

46. Shake the ground just south of Pink Station to unravel another Star Piece.

47. Use a Spin Jump to collect a Star Piece just south of Green Station.

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48. Use a Spin Jump to collect a Star Piece south of Red Station.

Jade Jungle49. You can make a Star Piece drop to the ground by shaking a tree on the east end of Lavalava Island Beach.

50. In the area where Sushie joins your party, use her to swim to a small island to the east where you can collect a Star Piece.

51. You can find a Star Piece underwater in the westernmost section of Jade Jungle, where Blue Yoshi Kid is.

52. You'll combat a trio of Piranha Plants on your way to meeting Raphael the Raven. Shake the ground west of the plants to collect a Star Piece.

Yoshi's Village53. Shake the ground near the Raven Statue to unearth a Star Piece.

Mt. Lavalava54. You'll find a Star Piece in the large room that holds the Super Block. Walk a few paces southeast of the block and Spin Jump.

55. Before you walk down the stairs to the chamber of the Fire Piranha, shake the ground to unearth a Star Piece.

Flower Fields56. When you enter the path that leads to the Sun's Tower, you'll see a Star Piece on a ledge. Go west, climb up, and gather it.

57. When you find the Blue Berry Tree, walk into the shoulder-high plants to the east to pocket a Star Piece.

58. There is a low bush a few paces southwest of Petunia. Use a Spin Jump just north of the bush to reveal a Star Piece.

59. The Bubble Berry Tree is at the north end of a pool. Go to the east side of the pool and shake the ground to collect another Star Piece.

60. When you find the Yellow Berry Tree, walk onto the path just south of it and Spin Jump to uncover a hidden Star Piece.

61. On your road to the Puff Puff Machine, you'll find a Super Block. Use a Spin Jump on the east end of the Block's ledge to collect a Star Piece.

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Shiver City62. There is a Star Piece just east of the Mayor's House. Shake the ground to make the Star Piece rise.

Shiver Snowfield63. At the entrance to Shiver Mountain, walk south from the snowmen to the edge of the area. Shake the ground to reveal a Star Piece.

Shiver Mountain64. You can find a Star Piece by jumping off the ledge with the Save Block near the Crystal Palace entrance.

Crystal Palace65. When you leave the Crystal Palace through the mirror image entrance, you'll find a Star Piece in a cave.

66. Shake the ground in the room with the big statue on the red door floor to find a Star Piece.

67. Shake the ground in the room with the small statue to collect a Star Piece.

Part Two: Mail DeliveryYou can collect eleven more Star Pieces by delivering letters to the proper addressees. Make sure that Parakarry is your active teammate, or else the letter will not be given.

68. You can find a letter to Kolorado on Mt. Rugged. Give it to him in Dry Dry Desert.

69. On Mt. Rugged, there will be another letter for Merlon. Give the wizard his letter when you return to Toad Town.

70. In Dry Dry Desert, you will collect a letter for Goompa; bring it to him to Goomba Village on your return.

71. Also in Dry Dry Desert, there will be a letter for Mort T., the Toad in the Toad House of Koopa Village.

72. You can pocket a letter for Nomadimouse in Dry Dry Outpost, who is waiting under the tree outside of the Outpost.

73. On Gusty Gulch, you will find a letter for Fice T. Give the guard his letter when you return from Chapter 3.

74. In Jade Jungle, you will find a letter for Russ T.; give the Toad his letter upon your return to Toad Town.

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75. Also in Jade Jungle, there is a letter for Igor, the Boo in the main Boo's Mansion room. Give the spirit his letter on your next trip to the haunted mansion.

76. There will be a letter in some flowers in Flower Fields for Minh T., which you should pass to her whenever the chance arrives (preferably before fighting Huff N' Puff).

77. There is a letter hidden behind an ice cube for Merlow in Shiver Snowfield. Give this letter to the Star Piece collector upon traveling towards the final chapter.

78. A letter is hidden in the thick tree near the snowmen on Shiver Snowfield. Give this letter to Mayor Penguin upon your return to the city.

Part Three: Other Star PiecesYou can collect 64 more Star Pieces from successfully answering Chuck Quizmo's quizzes. Koopa Koot will increase your Star Piece collection by fifteen pieces. Finally, Rip Cheato sells a total of three Star Pieces, so make sure to collect those as well.

Koopa Koot's FavorsKoopa Koot is a lazy Koopa resident of Koopa Village who likes to do nothing except order others around to do his bidding. Koopa Koot will ask you to do a total of twenty favors for him. Most of his prizes are not worth it; however, some of his awards are quite nice. Not all of these favors will be available until later in the game.

1. Koopa LegendsReward: 1 CoinDescription: Go to Professor Kolorado's house and borrow the book Koopa Legends. Pretty simple, actually; just ask Kolorado's wife and she will gladly give you the book.

2. Sleepy SheepReward: 1 Coin, Silver CreditDescription: Best completed after you unlock the Toad Town Tunnels shortcut to Koopa Village, purchase a Sleepy Sheep item in Shroom Grocery for 10 Coins, and bring it to the lazy bum. The Silver Credit enables you to play Jump Attack in the Toad Town Playroom.

3. The TapeReward: 1 CoinDescription: Koopa Koot will ask you to ask Goompa for a certain tape that he borrowed. Use the Toad Town Tunnels shortcuts to make the job as quick as possible.

4. Koopa TeaReward: 3 Star PiecesDescription: Koopa Koot wants to get some Koopa Tea, and you have to get it. Find a Koopa Leaf in Koopa Village and bring it to Tayce T. to get the Koopa Tea.

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5. Luigi's AutographReward: 1 CoinDescription: Koopa Koot will want you to bring Luigi's autograph. Use the pipe from Toad Town to Mario's House and talk to Luigi to obtain the valuable item.

6. Empty WalletReward: 1 CoinDescription: The forgetful Koopa has dropped his wallet, and you have to find it for him. Search the village bushes to find the wallet and earn your reward.

7. Tasty TonicReward: 1 CoinDescription: In the southern Toad Town shop, you can purchase a Tasty Tonic for a mere five Coins. Give the tonic to the good-for-nothing Koopa for your measly reward.

8. Merluvlee's AutographReward: 3 Star PiecesDescription: Now Koopa Koot wants an autograph of the fortune-teller on Shooting Star Summit. Merluvlee will ask you for a favor of her own in Dry Dry Desert, to pass an item of hers to Merlee; after you do that, Merluvlee will give you her autograph.

9. Toad Town NewsReward: 1 CoinDescription: Koopa Koot does not want to be behind on the Mushroom Kingdom news, so he's asking you to read the front and back of the Toad Town news sign near Merlon's House. Pretty simple, if you ask me.

10. Life ShroomReward: 1 Coin, Gold CreditDescription: No, Koopa Koot doesn't die…but that doesn't mean that you don't have to bring him a Life Shroom. Boo's Mansion is one of the first places to sell one, so go there, make a hasty purchase, and collect your rewards. The Gold Credit allows you to play Smash Attack in the Toad Town Playroom, which completes your Playroom membership.

11. Nutty CakeReward: 1 CoinDescription: Take a Goomnut from Goomba Village (shake the tree near the Goomba House), and give it to Tayce T. to make a Nutty Cake. Koopa Koot will give you his very generous reward of one Coin.

12. Stop the NoiseReward: 3 Star PiecesDescription: Koopa Koot's neighbors, two Bob-Ombs, are causing a major racket. With Bombette as your active teammate, talk to the explosives to make them stop.

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13. Old PhotoReward: 1 CoinDescription: Koopa Koot will ask you to retrieve a photo of his from Boo's Mansion. Using Toad Town Tunnels shortcuts, you should be finished in no time.

14. KoopastaReward: 1 CoinDescription: Now Koopa Koot desires to have a Koopasta, which can be obtained by cooking together a Dried Pasta and Koopa Leaf. Tayce T. with the Cookbook should be able to complete the trick.

15. Koopa Koot's GlassesReward: 1 CoinDescription: Honestly, this guy just keeps losing everything. Search the bushes in the westernmost area of the village to find his glasses and to earn your large sum of one Coin.

16. LimeReward: 3 Star PiecesDescription: You can collect a Lime in the oasis several screens south of the area just before the entrance to Dry Dry Outpost. Make sure that you hit the tree with the Lime, not the Lemon (the green citrus, not the yellow one).

17. Kooky CookieReward: 1 CoinDescription: Mix a Koopa Leaf (Koopa Village) with a Cake Mix (Shy Guy's Toy Box) to make a Kooky Cookie for the old Koopa. Hopefully, you have a badge such as First Attack to get rid of the Shy Guys easily.

18. PackageReward: 1 CoinDescription: Koopa Koot needs you to retrieve a certain package from a Boo in Gusty Gulch. The Boo will be located near the Gusty Gulch Save Block.

19. CoconutReward: 1 CoinDescription: Your Koopa nightmare will now ask you to retrieve a Coconut from Lavalava Island. Thankfully, lots of trees grow Coconuts…just make sure you don't have too many Items.

20. Red JarReward: 3 Star PiecesDescription: The final favor for Koopa Koot, you can obtain the Red Jar for the Koopa by going to Dry Dry Outpost and purchasing items from the Shop in this order: Dusty Hammer, Dried Pasta, Dusty Hammer, and Dried Shroom. You can sell the items afterward to conserve space.

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Letter Delivery: Chain Mail SequenceThis side-quest is apart from the straight-line delivery where you immediately obtain Star Pieces for your efforts. You will find the first letter of the sequence on Mt. Rugged, addressed to Goompapa. Remember, Parakarry must be your active teammate whenever you wish to make a letter delivery.

1. Give the letter go Goompapa in Goomba Village. Goompapa will ask you to give a letter to Muss T. near Peach's Castle.

2. Head to Peach's Castle, and give Muss T. his letter. Muss T. will provide you with a letter to Koover in Koopa Village.

3. Koover is one of the Koopas standing around in Koopa Village; give Koover his letter to obtain another one for Fishmael in Toad Town.

4. Returning to Toad Town, pass Fishmael his letter to receive an immediately reply to Koover.

5. Give Koover his reply to get a letter to Mr. E, who resides in Dry Dry Outpost.

6. When Mr. E receives his letter, he will give you a letter for Miss T. in Toad Town. Miss T. is one of the people standing around in the vicinity of the Toy Box house.

7. Miss T. will ask you to deliver a letter to Little Mouser of Dry Dry Outpost. Little Mouser runs the shop, so you shouldn't have a hard time finding him.

8. Little Mouser will provide you, in turn, with a letter to Franky, one of the Boos of Boo's Mansion.

9. Franky will give you a letter for Dane T., the red-capped Toad at the southernmost edge of Toad Town, near the railroad.

10. Dane T. will give you a letter to the Red Yoshi Kid of Yoshi's Village.

11. The Red Yoshi Kid will provide an immediate reply to Dane T., so return to Toad Town and give the Toad kid the letter.

12. The next letter is addressed to Frost T., one of the Toads working far away in Starborn Valley. When you find Frost T., give him his letter to get a letter for Goompapa.

13. When you finally make it all the way back to Goomba Village and give Goompapa his letter, Goompapa will reward you for your efforts with the rare Lucky Day Badge. This badge is just like Pretty Lucky, only it takes 7 BP to equip and has a higher rate of evasion than its 3-BP counterpart.

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Chuck Quizmo's QuizzesFrom time to time, Chuck Quizmo will appear in towns and villages across the world. If you talk to Chuck Quizmo, he will give you a question that, if answered correctly, will obtain you one Star Piece. Even though I haven't cleared all of the questions yet, they are all here for you.

1. What is the name of Goombario's younger sister?Correct Answer: Goombaria

2. What is the color of the block you can break with the first Hammer you got?Correct Answer: Yellow

3. What ability does Goombario frequently use?Correct Answer: Tattle

4. What color of pants was the Goomba King wearing?Correct Answer: Red and White

5. Which of Mario's battle commands is on the far left?Correct Answer: Strategies

6. How many windows does the Goomba House in Goomba Village have?Correct Answer: One

7. What's the name of the leader of the Red and Blue Goomba Bros.?Correct Answer: Goomba King

8. What color are Luigi's pants?Correct Answer: Blue

9. How many members are there in Goombario's family?Correct Answer: Six

10. What will you receive when you get the right answer in a quiz?Correct Answer: Star Piece

11. What is the name of the smart Toad living in Toad Town?Correct Answer: Russ T.

12. How many buildings are there in Koopa Village?Correct Answer: Six

13. Of the following, who is NOT a member of the Koopa Bros.?Correct Answer: Blue Ninjakoopa

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14. How many Coins are needed to buy a Mushroom at the shop in Koopa Village?Correct Answer: 4 Coins

15. Where does Merluvlee, who tells fortunes about special things, live?Correct Answer: Shooting Star Summit

16. What is the name of the character who joined you at Koopa Bros. Fortress?Correct Answer: Bombette

17. What color is Bowser's hair?Correct Answer: Red

18. How many Star Spirits do you have to save?Correct Answer: Seven

19. What is the name of the elderly Koopa Troopa who always asks for errands to be run?Correct Answer: Koopa Koot

20. How many Bob-Ombs besides Bombette were imprisoned in Koopa Bros. Fortress?Correct Answer: Four

21. Where is the house of the explorer, Kolorado?Correct Answer: Koopa Village

22. What is the destination of the train which departs from Toad Town Station?Correct Answer: Mt. Rugged

23. What is the name of the fellow who sells Badges in Toad Town?Correct Answer: Rowf

24. What treasure did Bowser steal from Star Haven?Correct Answer: Star Rod

25. What color is the roof of the house in Koopa Village where you can listen to a radio?Correct Answer: Blue

26. Who does Kooper idolize?Correct Answer: Kolorado

27. What does Merlee of Dry Dry Outpost specialize in?Correct Answer: Casting spells

28. Who hides inside a coffin in Dry Dry Ruins?Correct Answer: Pokey Mummy

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29. What can you get when you take Star Pieces to Merlow at Shooting Star Summit?Correct Answer: Badges

30. Who knew the location of the Dry Dry Ruins in Dry Dry Desert?Correct Answer: Moustafa

31. When you want Tayce T. to make Lemon Candy, what do you have to give her besides a Lemon?Correct Answer: Cake Mix

32. Who among the following lives in Forever Forest: Jr. Troopa, Oaklie or Cleft?Correct Answer: Oakley

33. What are Boos, exactly?Correct Answer: Ghosts

34. What appears when you hit the Whacka living on Mt. Rugged?Correct Answer: Bump

35. Other than Lemons, what fruit drops when you hit a tree in the desert oasis?Correct Answer: Lime

36. What is the name of the strange person in Toad Town who can increase Mario's status?Correct Answer: Chet Rippo

37. What ability does Bombette frequently use?Correct Answer: Bomb

38. What does Gourmet Guy like?Correct Answer: Cake

39. Who was the second companion to join your team?Correct Answer: Kooper

40. Who tried to steal Coins from you in the desert?Correct Answer: Bandit

41. What is the name of the Star Spirit who can use Star Storm?Correct Answer: Skolar

42. What are addressed to your companions and sent to the post office?Correct Answer: Letters

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43. Among the following, which building is NOT in Toad Town: Shop, Station, or Mayor's House?Correct Answer: Mayor's House

44. What kind of book did Gourmet Guy drop?Correct Answer: Cooking

45. Who am I?Correct Answer: Chuck Quizmo

46. Where do I show up?Correct Answer: In towns and villages

47. What is the name of the plant that grows in Jade Jungle and blows out stars?Correct Answer: Trumpet Plant

48. What color is the leader of Yoshi's Village?Correct Answer: Green

49. What is the name of the elderly man who tells fortunes in Toad Town?Correct Answer: Merlon

50. How many colors of Yoshis did you see in Yoshi's Village?Correct Answer: Six

51. How would the Yoshi Kids in Yoshi's Village describe Sushie?Correct Answer: Bossy

52. What building is across from the Toad Town post office?Correct Answer: Merlon's house

53. What kind of card do you get when you defeat Lee at the Dojo in Toad Town?Correct Answer: Second-Degree

54. What color is the brooch that Princess Peach wears?Correct Answer: Blue

55. Who gave you the Miracle Water in Flower Fields?Correct Answer: Lily

56. What is the name of Lakilester's girlfriend?Correct Answer: Lakilulu

57. How do you make the pipe leading to the Toad Town Playroom come out?Correct Answer: Hit a tree

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58. Among the following, who is inside Club 64: Dancer, Composer, or Pop Diva?Correct Answer: Pop Diva

59. Which of the following do Shy Guys never do – Sing, Dance, or Run?Correct Answer: Sing

60. What best describes the relationship between Mario and Luigi?Correct Answer: Brothers

61. Among the following, who is found in Starborn Valley: Penguin, Lakitu or Ninji?Correct Answer: Ninji

62. How many companions do you travel with?Correct Answer: Eight

63. What is the name of the Star Kid who's always with Princess Peach?Correct Answer: Twink

64. How many Star Spirits have you saved in total?Correct Answer: Seven

List of BadgesThis list focuses on helping you find each and every Badge in the game. By collecting all the Badges, you will be able to master new badge combinations and therefore make Mario much more powerful.

Name BP FP Location(s) To Find EffectAll or Nothing 4 0 Rowf's Shop Buy for 100 Coins If Action Command,

increase damage by 1

Attack FX A 0 0 Merluvlee's House Trade for 1 Star Piece

Change sound effects in battle

Attack FX B 0 0 Pleasant Path On path to Koopa Village, hammer

left, right, top blocks

Change sound effects during battle

Attack FX C 0 0 Dry Dry Desert From start, 1 screen east, 3

south

Change sound effects during battle

Attack FX D 0 0 Toad Town Give the Pop Diva the Soothing

Melody

Change sound effects during battle

Attack FX E 0 0 Shiver City Climb to roof in west Shiver City, then enter house through window

Change sound effects during battle

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Bump Attack 5 0 Toad Town Tunnels

Buy for 64 Coins Instantly defeat weak enemies by

meeting themChill Out 2 0 Merluvlee's House Trade for 1 Star

PieceBlocks enemy First

StrikesClose Call 1 0 Goomba Road Find in red "?"

blockIf HP is low, attacks

may missD-Down Jump 2 2 Tubba Blubba's

CastleOn bed in room

with springsNullify Defense and

deal Jump attackD-Down Pound 2 2 Rowf's Shop Buy for 75 Coins Nullify Defense and

deal Hammer attackDamage Dodge 3 0 Rowf's Shop

Mt. Rugged Buy for 150

Coins Find in treasure chest

after cave

Increase damage reduction with

Action Command defense

Deep Focus 1 0 Shy Guy's Toy Box

Bowser's Castle

Peach's Castle

In a hidden red "?" block

In a red "?" block in front of lava bridge Next to

Merluvlee's chest

Increase Star Power regenerated with a Focus command

Defend Plus 6 0 Shy Guy's Toy Box

At far left end of ledge in Pink

Station

Increase Defense by 1 point

Dizzy Attack 2 0 Pleasant Path In red "?" block Spin-dash into enemies to make lead enemy dizzy

Dizzy Stomp 1 2 Mt. Lavalava In treasure chest in room east of Ultra

Hammer area

Use a Jump attack and make enemy

dizzyDodge Master 2 0 Rowf's Shop Buy for 100 Coins Increase timing of

Action CommandDouble Dip 1 3 Rowf's Shop Buy for 100 Coins Use two Items

during one turnFeeling Fine 3 0 Merluvlee's House Trade for 5 Star

PiecesPrevents poisoning

and dizzinessFire Shield 2 0 Mt. Lavalava On a ledge in area

with first Save Block

Reduce fire damage by 1 and be able to stomp fire-based

enemiesFirst Attack 1 0 Rowf's Shop Buy for 100 Coins Instantly defeat

weak enemies with a First Strike

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Flower Finder 3 0 Merluvlee's House Trade for 12 Star Pieces

Increase amount of Flowers that appear

after battleFlower Saver 6 0 Flower Fields

Merluvlee's House

Toss a Blue Berry into the

well past Petunia

Trade for 25 Star Pieces

Reduce FP required to use attacks by one

FP Plus 3 0 Rowf's Shop Pleasant Path Forever Forest

Buy for 150 Coins

Collect in chest on ledge

Collect in red "?" block

Increase maximum Flower Points by 5

Group Focus 2 0 Rowf's Shop Buy for 100 Coins Allow teammates to use Focus

Hammer Throw 2 2 Goomba Road Find in treasure chest above Toad

Town entrance

Throw Hammer at enemies to deal

damageHappy Flower 3 0 Merluvlee's

House Flower Fields

Trade for 8 Star Pieces

On east screen, hit middle, right, left

Randomly restore one Flower Point per

turn

Happy Heart 3 0 Merluvlee's House

Jade Jungle

Trade for 8 Star Pieces

Collect at top of giant tree

Randomly restore one Heart Point per

turn

Heart Finder 3 0 Merluvlee's House Trade for 12 Star Pieces

Increase amount of Hearts that appear

after battleHP Drain 3 0 Merluvlee's House Trade for 15 Star

PiecesReduce Attack by 1, but restore 1 HP per

turnHP Plus 3 0 Koopa Village

Rowf's Shop Forever Forest

Behind Kooper's house

on a stump Buy for 150

Coins In a red "?"

block (see guide)

Increase maximum Heart Points by 5

I Spy 1 0 Rowf's Shop Return Rowf's calculator

Sound and icon alert for hidden Star Piece

panels

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Ice Power 2 0 Shy Guy's Toy Box

In treasure chest at end of Pink Station

Increase damage against fire-based

enemies by 2 and be able to stomp them

Jump Charge 1 1 Rowf's Shop Buy for 50 Coins Charge Jump attack to be 2 points

stronger next turnLast Stand 1 0 Peach's Castle In treasure chest

on eastern first floor room

When HP low, take only half damage

Lucky Day 7 0 Goomba Village Complete the Chain Mail Sequence

25% chance that enemy attacks will

missMega Jump 3 6 Shiver Mountain In a red "?" block Deal tons of Jump

damage to a single foe

Mega Quake 3 7 Rowf's Shop Buy for 200 Coins Damage all ground or ceiling enemies

with a massive earthquake

Mega Rush 1 0 Tubba Blubba's Castle

Find in a secret room behind clock

If Mario has 1 HP left, Attack rises by

4 pointsMega Smash 3 6 Flower Fields Blast away the

boulder to fall onto the ledge

Deal tons of Hammer damage to

a single foeMoney Money 7 0 Merluvlee's House Trade for 20 Star

PiecesIncrease amount of Coins that appear

after battleMultibounce 1 2 Rowf's Shop Buy for 75 Coins Deal Jump damage

to all enemiesP-Down, D-Up 2 0 Crystal Palace Find in treasure

chest at end of mirror side

Decrease Attack by 1, increase Defense

by 1P-Up, D-Down 2 0 Crystal Palace Find in treasure

chest at end of small rhino statue

path

Decrease Defense by 1, increase Attack by

1

Pay-Off 2 0 Merluvlee's House Trade for 1 Star Piece

More damage in battle earns more Coins afterwards

Peekaboo 3 0 Merluvlee's House Trade for 10 Star Pieces

Allows you to see enemy HP without

TattlePower Bounce 2 3 Koopa Bros.

FortressIn the middle jail

cellBounce on target

until Action

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Command missedPower Jump 1 2 Goomba Village Obtain from

Goompa after helping him

Deal powerful Jump damage to one foe

Power Plus 6 0 Merluvlee's House

Shy Guy's Toy Box

Trade for 25 Star Pieces

Defeat Anti Guy or give him Lemon

Candy

Increase Attack by 1 point

Power Quake 2 4 Jade Jungle In a red "?" block on an island

Damage ground and ceiling enemies with

a powerful quakePower Rush 1 0 Peach's Castle In the castle

libraryWhen HP is low,

Attack increases by 2 points

Power Smash 1 2 Toad Town Tunnels

At the western end of the sewers

Deal powerful Hammer damage to

one enemyPretty Lucky 3 0 Merluvlee's House Trade for 5 Star

Pieces15% chance that

enemy attacks will miss

Quake Hammer 1 2 Mt. Rugged On a ledge in the middle; fly with

Parakarry

Damage ground and ceiling foes with a minor earthquake

Quick Change 4 0 Merlon's House Spin Jump three times after the Shy

Guy invasion

Allows you to switch teammates without wasting a

turnRefund 1 0 Koopa Bros.

FortressBlow up wall on east side of area

with fake "?" block

Regain several Coins if you use an

Item in battle

Runaway Pay 2 - Dry Dry Desert In the middle of three trees, 1

screen north, 1 east of stone cactus

Collect Star Points even if you escape in

the midst of battle

S. Jump Charge 2 4 Cloudy Climb On top of stationary cloud;

use rising cloud to reach the badge

Charge Jump attack to be 3 points

stronger next turn

S. Smash Charge 2 4 Rowf's Shop Buy for 100 Coins Charge Hammer attack to be 3 points stronger next turn

Shrink Stomp 1 2 Toad Town Tunnels

In a treasure chest at east end of

Deal a Jump attack and shrink your

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sewers (past Save Block)

opponent

Sleep Stomp 1 2 Rowf's Shop Buy for 75 Coins Deal a Jump attack and put your foe to

sleepSlow Go 0 0 Dry Dry Ruins In a dark room;

walk on ledge carefully to find secret entrance

Walk slowly to avoid waking up

enemies

Smash Charge 1 1 Koopa Bros. Fortress

At the very top of the fortress, above path to the Koopa

Bros.

Charge Hammer attack to be 2 points stronger next turn

Speedy Spin 1 0 Rowf's Shop Buy for 50 Coins Increase the distance of your Spin Dash

Spike Shield 2 0 Dry Dry Ruins Find in a coffin in Dry Dry Ruins

Allows you to jump on spiked enemies

without taking damage

Spin Attack 3 0 Dry Dry Desert Travel twice south, once east from

stone cactus and use tornado

Defeat weaker enemies by spinning

into them

Spin Smash 1 2 Rowf's Shop Purchase for 75 Coins

Damage lead enemy with Hammer and deal minor damage

to other foesTriple Dip 3 6 Crystal Palace Blow up east wall

in room with red rotation switch

Allows you to use three items during

one battle turnZap Tap 4 0 Merluvlee's House Trade for 10 Star

PiecesFoes will take damage when attacking you;

prevents multiple-part attacks

Conclusion, Thanks, Copyright, and so onThank you for reading my walkthrough. I know that you may have seen bigger ones, but mine is the best – because it's mine!

Thanks to Nintendo for making this game.Thanks to Nintendo Power for publishing the strategy guide.Thanks to NetFirms for hosting my website.Thanks to Mario for being such a great hero and mascot.Thanks to Goombario, Kooper, Bombette, Parakarry, Lady Bow, Watt, Sushie, Lakilester, Merlon, Merluvlee, Merlee, Merlow, Sheek, Moustafa, Koopa Bros.,

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Tutankoopa, Tubba Blubba, General Guy, Lava Piranha, Huff N. Puff, Crystal King, Jr. Troopa, Bowser, and all other people who helped or fought Mario in this awesome game.Thanks to you for reading this.Thanks to me for writing this!

©Copyright 2002-2004 by Michael Koyfman. This walkthrough is made for the Super Mario Fan Club Members, and may not be reproduced in any way, by hand or machine, unless there is written permission from the author. You may place this walkthrough on your website, but please include a link to SMFC as well as this notice. Editing this walkthrough is also strictly prohibited.